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TOMB OF THE BULL KING - Mazes & Minotaurs - Free

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MAZES & MINOTAURS____________________________________________________________________________<strong>TOMB</strong> <strong>OF</strong> <strong>THE</strong> <strong>BULL</strong> <strong>KING</strong>____________________________________________________________________________A High Level Mega-Adventure by Carlos de la Cruz MoralesFor the Revised <strong>Mazes</strong> & <strong>Minotaurs</strong> RPG Rules


<strong>TOMB</strong> <strong>OF</strong> <strong>THE</strong> <strong>BULL</strong> <strong>KING</strong>Author’s ForewordThe first adventure ever published for <strong>Mazes</strong> & <strong>Minotaurs</strong> was called Tomb of the Bull King. Releasedin early 1973, it was little more than a labyrinth with a deadly Minotaur trying to kill the heroes. Thosewere the days… Despite its virtually nonexistent plot, this first TOBK quickly became a classic – themother of all subsequently published M&M adventures, so to speak.When Olivier and the folks at Legendary Games Studio decided to release a new PDF edition of theRevised <strong>Mazes</strong> & <strong>Minotaurs</strong> rules, it seemed like a great idea to reissue this original adventure. Butsince its release some 35 years ago, this simple, straightforward maze-crawl had become SomethingElse : over the years, many magazines and fanzines (including the venerable Griffin) had publishednumerous extensions, additional sections and extra background material for the adventure, and itwould have been a shame not to take adventage of all this great stuff. Of course recycling andreorganizing all those disparate (and often contradictory) bits of high adventure into a single, internallyconsistent scenario would require a hefty amount of work - for which I volunteered. I soon ended upadding my own ideas to the Bull King’s maze, creating an entirely new backstory, adding some majorencounters at the start of the adventure and, of course, expanding the Tomb itself.How long did it take, you ask ? The answer : more than two years. Developing the map, based on theruins of Knossos (the original maze !) and deciding what to use and what to leave out took six months.Writing the first draft took a full year. I remember Olivier’s surprise at the size of the manuscript; theclassic adventure had grown ten times bigger, eventually turning into a 200-page long mega-module.And then came the seemingly endless task of proofreading and editing - including layout, artwork, afew final tweaks here and there (such as the new magician class detailed in the Appendix ) – anothersix months of toil.Two years. Now I know how Hercules felt at the end of the Twelve Labors. But here, at last, is, thenew, entirely revised and expanded version of Tomb of the Bull King. It is still about a big maze and adeadly Minotaur trying to kill the heroes… It is still about danger, glory and magic – and that’s whatclassic RPG adventures are all about.Welcome to the biggest, most perilous <strong>Mazes</strong> & <strong>Minotaurs</strong> adventure ever published !CreditsCarlos de la Cruz Morales (October 2008)Prolific Author : Carlos de la Cruz MoralesDespotic Editor : Olivier LegrandHomeric Proofreader : Matthew ReesHeroic Assistant Editor : Andrew TrentEpic Cover Artists : Amanda Sebastián, Sergio “Terrax” de la CruzMythic Interior Artists : Gebeji, Emmanuel Roudier, Pablo Miguel Sanchez, CanadianPitbull and various anonymous artists. Some illustrations copyright © Clipart.com.Protean Cartographer : Tim HartinLoyal Hoplite Playtesters : Sergio de la Cruz, Ricardo Fuente, Kiko, Diego Lázaro, IsraelLópez, Gonzalo de Porras, Pablo Miguel Sánchez, Luis Uceda.Author’s Dedication : To my wife Marisa and my two children, Nadia and Víctor.2


<strong>TOMB</strong> <strong>OF</strong> <strong>THE</strong> <strong>BULL</strong> <strong>KING</strong>GENERAL TABLE <strong>OF</strong> CONTENTSCredits & Foreword 2I. INTRODUCTIONThe Adventure 4<strong>Mazes</strong> & <strong>Minotaurs</strong> 4Adventure Modules 4How to use this book 4II. <strong>THE</strong> STORY SO FARA Curse Falls Upon Coristea 5The Truth 6III. <strong>THE</strong> ADVENTURE BEGINSThe Call to Heroes 8The City of Coristea 8The Wounded King 9IV. TOMISThe Sacred Forest 11The Ancient Town 13V. <strong>THE</strong> WASTELAND <strong>OF</strong> PROTEUSThe Haunted Hills 15The Lamia 15The Badlands 17The Forest of the Centaurs 18VI. <strong>TOMB</strong> <strong>OF</strong> <strong>THE</strong> <strong>BULL</strong> <strong>KING</strong>Description of the Tomb 21Denizens of the Tomb 21Some Paths to Victory 27Format of the Areas 27Format of the Sections 28Exploring the Tomb 28Plundering the Tomb 28Body Counts 30Areas of the Tomb 31The Battle of the Sages 195The Final Fight 197IV. <strong>THE</strong> LAST TREASONBack to Coristea 201The Sorcerer 201The Great Feast 202APPENDICESMap : Island of Proteus 203Map : Tomb of the Bull King 204The Fall of Proteus 205Additional Rules : Traps 207New Class : Thaumaturgists 2093


I : INTRODUCTION<strong>THE</strong> ADVENTURETomb of the Bull King is the firstAdventure Module developed for theRevised rules of the <strong>Mazes</strong> & <strong>Minotaurs</strong>,the Roleplaying Game of Heroic Adventurein the Mythic Age.Tomb of the Bull King is a long, toughadventure, with lots of hidden perils anddeadly foes : it is best suited for a group of3-6 characters of level 3 or better.In Tomb of the Bull King, a group of Heroestravel to the island of Proteus, where KingBelerephon of Coristea has been woundedwhile fighting a horde of creatures led by adread Minotaur.Is Coristea under a curse sent by an angrygod? Or are the ancient powers of Proteusresponsible for the attack? Only byexploring the Tomb of the Bull King will theheroes find the answer!MAZES & MINOTAURS<strong>Mazes</strong> & <strong>Minotaurs</strong> is a roleplaying game.Each player creates a fictional characterthat lives exciting adventures in a land filledwith monsters, gods and ancient heroes.A special player called the Maze Masterdoesn’t create a character, but presents theadventure to the other players. He acts asthe people the heroes meet and thecreatures they fight, using maps anddrawings to help the players to visualize theenvironment where their characters are.ADVENTURE MODULESEach Adventure Module is a book thatcontains everything a Maze Master needsto run an epic, action-packed game of<strong>Mazes</strong> & <strong>Minotaurs</strong>.Inside each Adventure Module the MazeMaster can find a complete plot, detailedmaps and the stats of the various NPCsthat appear in the adventure.HOW TO USE THIS BOOKThis is not a stand-alone book. You willneed a copy of the <strong>Mazes</strong> & <strong>Minotaurs</strong>game rules to play Tomb of the Bull King.The players should have a copy of thePlayers Manual, while the Maze Masterwill need the Maze Masters Guide. TheCreature Compendium and the <strong>Mazes</strong> &<strong>Minotaurs</strong> Companion may also proveuseful to the Maze Master but are notabsolutely necessary to run this adventure.The rest of this book is for the eyes ofthe Maze Master only. Players shouldstop reading the book at this point, orthey will ruin the surprises contained inside.The Maze Master must read the book in itsentirety before running the adventure.Players should not see the map of theTomb given at the end of this book. Onlywhen their characters have begun toexplore the labyrinth should the MazeMaster begin to reveal the map to them.The Maze Master should narrate theinformation contained in each of thechapters from II : The Story So Far to VII :The Last Treason. Each chapter hasspecific instructions about what the heroessee and the reactions of the people andcreatures they meet. It is the task of theMaze Master to present this story in anexciting, entertaining manner.Welcome to the ancient island ofProteus. May the mighty gods blessyour journey into the dread Tomb of theBull King… Let the Adventure Begin !4


<strong>THE</strong> TRUTHWarning! This section explains thetruth behind the attacks of the Minotaurand his horde on Coristea. Only theMaze Master should read this section,and he must take care to keep thisinformation secret. As the playersadvance through the module, clues arerevealed and perhaps, at the end, theentire story will be known.The Dread Minotaur LordDistracted by the celebrations of hismen, Belerophon failed to notice thefoul creature was still moving. Seizingthis opportunity, the monster rose andstabbed the weary King with his horns.His soldiers rushed to his aid, and KingBelerophon was saved by his men. TheMinotaur was forced to flee, followinghis horde to the interior of the island.Back in Coristea, priestess andapothecary alike treated the King, butthe grievous wounds from the horns ofthe Minotaur couldn’t be healed. TheKing was slowly dying. High PriestTheokrates conducted a divination, andthe gods answered: That whichwounded the King might heal him aswell. The horns of the Minotaur Lordcould be used as the ingredient of ahealing potion that could save theKing. Queen Parsifae has sent Heraldsto the Land of the Three Cities andbeyond to search for brave heroes whocan kill the Minotaur Lord before thecreatures return to destroy Coristea andwith it the hopes of regaining Proteus.Parmenion is the brother of QueenParsifae. Like his sister, he was born inthe village of Tomis, on the island ofProteus. They were the children of thevillage’s chief, so they had a privilegedlife in Tomis. They liked to make trips tothe wilderness, even venturing past thedangerous hills south of Tomis into themonster-filled wastelands of centralProteus. As they grew older, Parsifaejoined the cult of the goddess Artemis,and became one of their priestesses.Parmenion, on the other hand, wasready to join the ranks of the nobles ofTomis, but something happened on oneof his trips to the wastelands.One day, Parmenion found someancient ruins. The former inhabitants ofProteus had built them a long time ago,and many secrets were buried in theirdark corridors. The ruins were home tosome Wildmen who tried to killParmenion, but he fled, running into thepalace. There, he met Hekateria, theHag. Initially, the old Hag tried to kill theyoung noble, but Parmenion convincedthe Hag to spare his life in exchange foranything she wanted.Intrigued, the Hag took Parmenionunder her protection, and soon theydeveloped a strange relationship: theyoung noble would bring her gifts andnews from Tomis and the world outsidethe ruins, and in exchange the Hagtrained Parmenion in the ways ofsorcery. From her he learned the oldlore of the ancient Proteans, whichcould be found in the Tomb of the BullKing, as Hekateria called the ruins.6


As the years passed, Parmenion grewto 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 hisknowledge of the ruins secret, evenfrom his beloved sister Parsifae.His life was divided between the trips tomeet Hekateria, disguised as longhunting expeditions, and the much lessexciting life in the village of Tomis.When Belerophon came from Herakliaand founded Coristea, many people inTomis and the nearby villagesdistrusted the self-crowned King. ManyProteans, including Parmenion himself,believed the King and the colonists thatcame with him were haughty andignorant of the ways of Proteus.However, it was just a few years beforeKing Belerophon managed to changethese opinions. He performed greatdeeds, killing dangerous monsters andbringing wealth to the nearby villagesby opening trade routes between themand the far ports of the Middle Sea.But as King Belerophon’s popularityincreased, so did Parmenion’s distrust.When King Belerophon marriedParsifae, the distrust turned at last tohate, and soon Parmenion began toplot the fall of the King and the city.Parmenion went to the Tomb of the BullKing to meet with his dark teacher, theHag Hekateria. The ancient, evil beinghelped Parmenion by teaching him adread ritual. The spell could liberate apowerful champion from his prison inthe center of the Tomb, but it requiredthe sacrifice of twelve souls.Scared but determined, Parmeniondecided to perform the ritual. Aided byhis most loyal followers, he kidnappedtwelve unfortunates in the city ofCoristea, mainly drunken sailors in theport or poor men living on the streets.The evil Hekateria led Parmenion, hismen and his prisoners through thecorridors, and finally they came to agreat courtyard, in whose center therewas an open pit and stairs that seemedto descend to Hades.Hekateria then ordered Parmenion tothrow the prisoners into the pit, and tospeak aloud the words of the ritual.When Parmenion completed the spell,fearsome shouts came from the pit.Some of Parmenion’s men fled.And when the shouting stopped, a foulMinotaur emerged from the pit, armedwith an axe of double edge, anddripping blood from his mouth.Filled with terror, Parmenion orderedthe Minotaur to kill King Belerophonand destroy his city, and the foul beastaccepted, bound by the ritual.When the great Minotaur Lord left thecourtyard to carry out Parmenion’sorders, more creatures came out of thepit : the nightmares of men had beenloosed on an unsuspecting land…The monstrous horde attacked thelands of Coristea, and the MinotaurLord wounded King Belerophon, but inthe end, the Minotaur Lord’s forceswere defeated. The Minotaur retreatedinto the Tomb, while the remnants ofhis army took the hills.In the aftermath, Parmenion returned toTomis, haunted by nightmares andfilled with remorse because of the painand death he has brought to his land.Still, his mind has been hopelesslypoisoned by the influence of Hekateria :he still feels everything was the fault ofKing Belerophon and is determined todestroy his brother-in-law…Now, the adventure can begin…7


III : <strong>THE</strong> ADVENTURE BEGINS<strong>THE</strong> CALL TO HEROESThe Maze Master must decide how theHeroes learn the fate that has befallenupon King Belerophon and Coristea.There are many options he can use:Herald : The heroes meet one of theHeralds sent by the Queen to the citythey are living in or while travelling thecountryside. The Herald tells them theentire story and then goes away, tospread the word as far as possible.Merchant : A merchant who has fledfrom Coristea in his ship arrives at theport where the heroes are, and tellseveryone about the curse, swearing hewill never travel to Proteus again.Oracle : The heroes are visiting thefamed Oracle of Telphos, near the cityof Thena, looking for a message fromthe gods. The priests of Apollo tell themthe story of Belerophon and theydecree it is the sacred will of Apollo thatthey travel to Coristea to save the King.Hermes : The god Hermes appears tothe heroes and announces that Zeuswants them to go to Coristea to kill theMinotaur and save the city and its King.How can the heroes refuse the ordersof the Father of the Gods?Once the heroes decide to travel toProteus, they need to find a ship thatsails to the island. The heroes may payfor their passage or can try to convincethe captain to transport them for free,appealing to the will of the gods or thejustice of their cause (the Maze Mastercan make a Reaction roll as explainedin the Players Manual, p 46).During the trip to Proteus, the MazeMaster should check for daily weather,as per the usual sailing rules (see thePlayers Manual, p 42-43).<strong>THE</strong> CITY <strong>OF</strong> CORISTEAThe heroes finally arrive at Coristea. Ithas a good natural port, but there aren’tmany ships in it. The captain of theirship says he won’t stay long in the city.If the heroes want to leave the city inhis ship, they will have to act fast.Coristea is a small city, with a woodenpalisade protecting the houses. Thepalisade is being replaced by a strongerstone wall, but the work seems to havestopped. While the adventurers walk tothe King’s palace, they will encountervarious dark signs of the city’s distress :Streets of Discord : Two groups ofpeople are shouting each other in thestreet. They are a group of coloniststhat came to the island with Belerophonand natives of the town of Tomis, whoresent each other. Each group blamesthe other for bringing the curse to theland. If the heroes don’t act, they beginto fight, with fists and clubs initially andwith knives soon afterwards. When oneof the men falls, mortally wounded, thegroups quickly disperse…A Grieving Man : An old man, whosesons were killed by the monsters,stands shouting on a street corner. Inhis grief-maddened state he rants onabout the fact that the city is doomed,speaking of bad omens and the curseof the gods. When he sees the heroes,he shouts warnings to them, tellingthem to flee the city while they can.The Scarlet Sign : There are strangesymbols painted above the door ofmany houses. All the symbols are red,in the form of horned circles or hornedinverted triangles. If the adventurersexamine them, they find the symbolsare painted with blood! Every citizen theheroes ask about the paintings seemsscared and refuses to talk about them.8


Queen Parsifae (2nd level Priestess ofArtemis) is a beautiful young woman,dressed in fine robes. She stands nearher husband and frequently tries tocalm him and gives him water to drinkfrom a golden cup.The old man is Theokrates, high priestof Zeus (4th level Priest). He is arespected man, aged but still powerful.The priest is also very wise and will askinsightful questions in an attempt todivine the true motives of the heroes.King Belerophon of Coristea<strong>THE</strong> WOUNDED <strong>KING</strong>When the heroes reach the palace theKing’s guards stop them. If the heroestell the guards they have come to helpthe city, they will be escorted inside.The heroes are not allowed to carrytheir weapons inside the inner fortress,and if they refuse to leave them in theguards’ barracks, they are attacked bythe King’s spearmen and thrown in thepalace’s dungeon. In this case, they willstay some days jailed before the Kinghears about them and they are carriedchained to the megaron, the King’s hall.One way or another, they finally meetthe King. King Belerophon stays on histhrone, with two people standing next tohim: his young Queen and an old manwearing priest’s robes.King Belerophon (3rd level Noble) is astrong and handsome man is hisforties. The heroes feel they are in thepresence of a true king, one who isblessed by Zeus himself. But KingBelerophon seems tired and somber.He doesn’t stand up from his throne,and occasionally speaks with atrembling voice.When the heroes enter the hall, KingBelerophon greets them. He seemsvery weary, but speaks with each ofthem, asking them about their origins,ancestors and feats, and listeningpolitely to their answers.After all the characters have spoken,Theokrates asks them why they want tohelp Coristea. If the heroes don’t knowthe entire story of Coristea and its fightagainst the monstrous horde (as told inA Curse Falls Upon Coristea (p 5),Theokrates will tell them the full tale,including how the Gods said the horn ofthe Minotaur Lord had to be used toheal the wound of the King.Once Theokrates finishes talking,Queen Parsifae smiles sadly andthanks the old priest. Then, she begsthe heroes to save the King and thecity. She wants to know if the heroesare willing to search for the Minotaurand retrieve his Horns, to heal KingBelerophon. If they agree, Theokratesapproaches them and says:“If you agree to join this quest, makethis oath. By the mighty gods andunder the ever-reaching gaze of allpowerfulZeus, you won’t rest until youhave found the Horn of the Minotaurand have brought it here to save the lifeof King Belerophon, dear to the gods.”The voice of the old priest is loud andstrong, and carries the power of thegods. The heroes must understand thatif they embark on this quest, they mustcomplete it or die trying.9


If the heroes agree, a great shoutcomes from the guards and courtiersthat stand in the megaron. QueenParsifae orders the servants to bringfood and wine, and a great feastbegins.King Belerophon doesn’t stay long inthe megaron, and is carried to his roomby his bodyguards. After he leaves, theQueen speaks with the heroes :“I must give you thanks on behalf of myhusband. He grows weaker every day,but is a proud and strong man; he willhold out as long as any man can, buteven he cannot resist this foul poisonforever…”She stops for a moment, choking backa rising sob.. She continues:“You have sworn by the gods to helpus, so I will speak truthfully: noteveryone in the city hopes for my noblehusband to survive.My goddess, Artemis, has come to mein a dream, and has warned me. In thedream, a man with a bull mask entersthe palace under the cover of anunnatural darkness, and walks alongthe silent corridors unnoticed.He then reaches the King’s rooms and Istand in front of him. He has a twistedblade in his hands and I try to stop him,but I can’t move, and he stabs the king,killing him. And then, he removes themask, and his face...”Now, Queen Parsifae stops, and theheroes can see the fear in her eyes.“I can’t remember his face, but I knowhe is determined to kill the King, and Iknow I won’t be able to stop him.I feel you are blessed by the gods anddestined to succeed, although I can’tsee if you will bring the Horn of theMinotaur before it is too late... buteverything will happen according to thewill of the gods !”Fair Queen Parsifae of CoristeaThe feast ends and the courtiers areleaving the room. Queen Parsifae sayssome final words:“The Minotaur fled to the south when itleft the battlefield. The centremost partof the island is a wasteland filled withruins and strange beasts. When dawnhas come, leave the palace and go eastto the village of Tomis. The guards willopen the doors and will give you foodand equipment. There, talk with mygood brothers Parmenion and Polimon.Parmenion is a great hunter and hastravelled to the wildlands many times.He will help you to find the lair of theMinotaur. Show him this jewel, so hewill know you are my friends and hemust help you.”With these words, the Queen gives ared jewel in the form of a bull’s head tothe heroes, and bids them farewell.10


IV : TOMIS<strong>THE</strong> SACRED FORESTIf the characters follow the Queen’ssuggestion, they leave the city in themorning. The guards open the doors forthem and give them the followingequipment, 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 oilA guard guides them to the southerncity gate and shows them a badlymaintained road that turns eastward,towards the village of Tomis. He wishesthem luck and the favour of the gods,and closes the gate behind them as theheroes begin their journey.The heroes travel for half a day. Theland shows the scars of the recentbattle, including abandoned carts andburned farms.In the evening, the heroes see a smallforest south of the road. Some womenare running, seemingly fleeing from it,waving their arms and calling to theheroes. When they come nearer, theycan see the women are terrified andcrying. If one of the heroes is a Priest orhas Artemis as his patron deity, heidentifies the women as Acolytes ofArtemis. One of them speaks:“If you hold respect for the gods, help us!A terrible monster attacked us while wewere performing a ceremony to Artemis,goddess of the wildlands. Melissa thepriestess is still in the forest and themonster will kill her if you don’t help us.”If the characters refuse to help theAcolytes, they curse them because oftheir cowardice and run towards Tomissearching for help.11If the heroes enter the forest, they seethe trees are evenly spaced, and theplace is frequently visited. They mustbe entering a sacred forest. No soundsfrom birds or beasts can be heard.Finally, they reach a clearing in thewoods. From the trees they can see ashrine standing in the center, and awoman behind it. The aforementionedPriestess, Melissa, is holding a bow butshe has used all her arrows.If the heroes enter the clearing, theyhear a great noise behind them and seea Magical Bull charging. The Bull willuse its Charge into Battle special abilityto obtain a bonus to its first attack. Theheroes have one round to use a missileattack before the Bull reaches them.Magical BullTaxonomy : MonsterDescription : All magical bulls are white.Size : LargeFerocity : DangerousCunning : AverageMystique : WeirdMovement : 120’ (240’ running)Initiative : 16Melee Attack : +6Damage : 2d6 (horns & hooves)Defense Class : 21Hits Total : 30Detection / Evasion : 0 / +4Mystic Fortitude : +6Special Abilities : Charge into Battle(Initiative 20, Melee +10), Invulnerability,Lightning Fast, Magic Resistance,Supernatural Vigor, Trample.Awards : Glory 320, Wisdom 40.If the heroes stay in the cover of thetrees instead of walking towards theshrine, the Magical Bull soon appearsin the clearing, but it doesn’t see them.


The Magical Bull will try to Charge intoCombat and Trample his opponents. If,in a given round, all heroes fail theirattacks, the Magical Bull will disengage,run for a round and then attack themusing Charge into Battle and Trampleagain. If the heroes manage to bringthe Bull into the forest, the monsterwon’t be able to Charge into Battle.MelissaMelissa, Priestess of ArtemisLevel 2 Priestess of ArtemisMight = 10 Skill = 14 Wits = 14Luck = 16 Will = 16 Grace = 13Initiative 12 EDC 14 Hits Total 10Melee Attack +3, Missile Attack +4Danger Evasion +5, Mystic Fortitude +5,Physical Vigor +4, Athletic Prowess +3Personal Charisma +5 (+7 with reputation)Weapons : Bow, Dagger.Realm of Magic : Divine ProdigiesSpiritual Aura +4, Mystic Strength 16, Powertotal 10 (1) *Mythic Items : Bow of Artemis, Amulet ofArtemis.* Melissa currently has only 1 Power pointleft, having wasted 5 points on a failedDivine Wrath attack and spent 4 other pointsto bestow the Gift of Artemis upon herself(Accuracy) but her shots miss and she hasjust run out of arrows…After two rounds, the priestess tries toflee. If the heroes don’t do something,the Magical Bull sees the priestess afterone round and runs towards her.Nothing can be done to distract it fromits goal and in two rounds it reaches thepriestess and crushes her under itshooves. If the heroes attack themonster before it sees the priestessrunning, Melissa will flee unharmed.The Magical Bull was part of theMinotaur Lord’s great horde, and waswounded during the battle. It roamedthe countryside until it came to theforest. It will fight to the death. If theheroes kill the Bull, they hear a noisefrom the forest and a tall and majesticfigure appears, armed with a bow and aquiver and glowing with divine light : itis the goddess Artemis herself ! Thegoddess then talks :“Brave heroes, you have performed amighty feat this day. This foul monster,which dares to attack the sacred shrineof the gods, has been rightly defeatedand I praise your skill and might. Butworse dangers lie ahead in your quest.May these gifts help you.”The light of the goddess increases, untilthe characters are blinded. When itdissipates, they discover that all theirinjuries have been miraculously healed(maximum Hits Total restored) and thatArtemis is gone, leaving several mythicitems where she was standing amoment ago. There is one Mythic Itemfor each hero in the group, chosen bythe Maze Master among the following:Bow of Artemis, Quiver of Artemis,Amulet of Artemis, Leggings ofSpeed, Potion of Healing (6 doses)See the Maze Masters Guide for adetailed description of these items.If the characters saved her, Melissaexpresses her gratitude. She and herAcolytes guide the heroes to Tomis,where they arrive at dusk.If the Magical Bull killed Melissa, theyoung Acolytes are devastated. Theycarry the corpse of Melissa and guidethe heroes to Tomis.12


<strong>THE</strong> ANCIENT TOWNThe village of Tomis is one day awayfrom Coristea. It’s a small village with apopulation of roughly 700 inhabitants.Although most villagers are farmers andherdsmen, the town is known in theregion for its brave hunters, who dare togo beyond the southern hills into themonster-infested badlands of centralProteus to catch their prey. It is saidthese hunters are so skilled because oftheir devotion to Artemis, goddess ofthe hunt.The heroes reach the town at dusk. Thereaction of the villagers depends uponthe actions of the heroes:If the heroes killed the Magical Bullin the sacred forest and saved thelife of Melissa, they will be greeted asgreat heroes. The village’s chief, one ofParsifae’s two brothers, Polimon (2ndlevel Noble), organizes the villagersand a great feast is held.If the heroes killed the Magical Bullbut Melissa died, the villagers mournthe loss of the good priestess. Polimonthanks the heroes for their efforts andorders the people to prepare a meal,but everybody is sad and a grim moodsoon falls upon Tomis.If the characters refused to help thepriestess, they are not welcomed inTomis. Polimon and some armedvillagers command the heroes to leavethe village. The only way to obtain helpis by showing the red jewel QueenParsifae gave them in Coristea toParmenion, the Queen’s other brother.Parmenion recognizes the stone andwill agree to talk with them, but Polimonwill still refuse to let them enter Tomis.Whether they are heroes or villains inTomis, the adventurers must speak withParmenion. If they killed the MagicalBull, they can talk to him after the feastor meal. If they are not welcomed inTomis, Parmenion leaves the villageand will speak with them in the fieldssurrounding the village.ParmenionParmenion (3 rd level Sorcerer posingas Hunter, see next page for hiscomplete stats) is a young man, thin buthandsome. He looks very much like hissister Parsifae, but he also seems tiredand somber. If the heroes ask themabout what worries him, he will say hesuffers from the intense stress causedby the fight against the monsters.The heroes should question Parmenionabout how to find the Minotaur Lord, assuggested by Queen Parsifae. Theyoung man apparently agrees to helpthem; he will guide them beyond thesouthern hills and will track the pathfollowed by the monster when he fled.If there are wounded characters in thegroup and they killed the Magical Bull,they can rest in the village for up to aweek. If the priestess Melissa is alive,she can use her Divine Vitality power toaccelerate the healing process.If the Magical Bull killed one or moreheroes, players who have lost theircharacter can make new ones that livein Tomis. These new, first leveladventurers may be Hunters, Thievesor Priests, as these are the only classeswhich exist in this small town.Parmenion and two young men fromTomis join the group. The young menthat come with Parmenion are two ofhis loyal retainers, named Pylas andMelanos. Both are Minor NPCs andhave the same stats (see next page).13


They are provisioned with food, waterand hunting weapons (dagger and bow)for themselves, which they carry ontheir own mule. The group now beginsto walk towards the southern hills.ParmenionLevel 1 Hunter / Level 3 Sorcerer *Might = 12 Skill = 15 Wits = 17Luck = 15 Will = 17 Grace = 10Initiative 15 EDC 14 Hits Total 14Melee Attack +4, Missile Attack +7Danger Evasion +8, Mystic Fortitude +5,Physical Vigor +5, Athletic Prowess +4Personal Charisma +5Hunting Bonus +5Deadly Aim (+2 damage with missile againstall 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, Powertotal 15.* Parmenion cannot use powers with aMagnitude over 3. His powers are limited toConfusion, Illusion and Cloak. See Parmenionthe Half-Sorcerer below for more details.Prince Parmenion is a young man, thin anddark. He is the younger brother of Polimon,chief of Tomis, and Parsifae, Queen ofCoristea. He is called Prince as a matter ofrespect from the villagers because of hisancient family. When he was younger, heused to travel with his sister, Parsifae, to thehills south of the village and is renowned asa good and bold hunter. He didn’t like themarriage of his sister to King Belerophon,and everybody in Tomis knows he andPolimon have argued many times about thismatter. What nobody knows is thatParmenion has found the Tomb of the BullKing and has become a Sorcerer, under thetuition of Hekateria the Hag. Hekateria theHag had fooled him into releasing theMinotaur, King of Monsters, and Parmenionfeels remorse because of this action... buthe doesn’t want to be discovered.Parmenion the Half-SorcererCharacters in <strong>Mazes</strong> & <strong>Minotaurs</strong> are notnormally allowed to change class but thereare always special cases and exceptions tothe rule and Parmenion is one such case.He was originally a Hunter but since he hasbecome the pupil and pawn of Hekateria theHag, he has secretly become a Sorcerer,quickly developing his magical gifts… butbecause of Hekateria’s tuition and influence,his powers are also severely limited :although he is now a 3 rd level character (asshown by hits Hits, Power points etc), hecan only use the first three powers ofSorcery (Confusion, Illusion, Cloak);Hekateria has made him unable to usepowers of a greater Magnitude (Compelling,Psychic Attack and Enslavement), whichwould make him far more difficult to control.Although he will no longer gain levels as aHunter, Parmenion still retains the abilitiesof his original class, which makes him moreversatile than most heroes… but he is also adoomed character, irremediably twisted bythe corrupting influence of Hekateria.Pylas & MelanosDescription : These two young men fromTomis are friends and staunch supporters ofParmenion. They accompanied Parmenionto the Tomb of the Bull King and watchedhow the Minotaur was freed. They fear thevillagers at Tomis will kill them if they findout about their participation in those events.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Missile Attack : +3Damage : 1d6 (weapons)Defense Class : 12Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Marksmanship, MissileWeapons (bow, 300’).Awards : Glory 20.14


V : <strong>THE</strong> WASTELAND <strong>OF</strong> PROTEUS<strong>THE</strong> HAUNTED HILLSParmenion has agreed to guide theheroes to the Tomb of the Bull King inorder to avoid the scrutiny of his sister.By keeping these heroes close at handhe can ensure that they fail in theirquest, because he doesn’t want KingBelerophon being healed.Parmenion acts in a friendly enoughmanner, guiding the characters into thehills and giving good advice. His tworetainers, on the other hand, are notvery talkative; they accompaniedParmenion to the Tomb of the BullKing, and fear being exposed becauseof their evil acts.The hills the heroes are crossing arethe northernmost frontier of themonsterlands. When the Bull King wastransformed into the Minotaur Lord, hefought here with his daughter and wasdestroyed as explained in the AppendixThe Fall of Proteus (see p 204). Thetide of Chaos was stopped here, andthe tainted creatures can’t cross the lineof hills to reach the lands of men.But the ancient magic that keeps thecreatures in the central region ofProteus waxes and wanes in this area,so although normally the hills are safefor the Proteans to bring their goats tothe pastures, sometimes a creatureventures from the south into this zone.And now that the Minotaur Lord hasbeen released, he can once again leadhis minions into the lands of men.Parmenion knows the perils of the hills,but won’t explain them to the heroes.He will deliberately avoid the mostdangerous inhabitants of the area,waiting for a good opportunity to lurethe characters into a trap…<strong>THE</strong> LAMIAIt will take the party two days to crossthe hills.The first day passes uneventfully, andthe heroes sleep in a herdsmen’s hutthat Parmenion knows of. Once thegroup has organized to rest, Parmenionand his two men will leave them toexplore the lands around them.If any hero offers to go with them,Parmenion refuses, saying that theydon’t know the hills and could only be aburden to them. Parmenion returns inless than an hour, saying the area issafe. Everybody goes to sleep.Next day, the group goes up and downthe hills, following a hunter’s trail.Parmenion is following a twisted path tocross the hills, expecting the heroes tolose their sense of direction and get lostin the area without his help.Parmenion knows an ancient Lamialives in a nearby cavern and guides theheroes to its entrance. When night falls,he orders them to camp near the cave,and then takes his two retainers withhim to explore the surroundings, as theday before. But this time, the tworetainers hide nearby while Parmeniongoes to the cave to awaken the Lamia.Parmenion and his followers awakenthe Lamia and then Parmenion uses hisCloak power to conceal himself andflee. The Lamia goes outside her caveand soon sees the heroes’ campfire.The Lamia attempts to draw one of theheroes close to her and Compel orEnslave him to bring him to her caveand devour him. She will use hervarious Psychic Powers according tothe following tactics:15


The Lamia will first approach theencampment trying not to be detected.She uses her Cloak power to approachthe group unnoticed.If all the heroes are asleep, the Lamiauses her Cloak power again, and grabsone of the heroes, carrying him to hercave. If the hero awakes (successfulDanger Evasion saving roll against atarget number of 15), the Lamia usesher Compelling and Enslavement toorder the hero to follow her to the cave.If the hero resists the power, the Lamiaattacks him, trying to paralyze him withher Poison special ability, or if he’s tootough, her Psychic Attack. If the rest ofthe heroes awake, she will flee to hercave, using her Cloak power to hide.If only one or two heroes are awake,the Lamia uses her power of Illusions tocreate an image of a white stag thatboth heroes will see, to try to lure oneof them away from the campfire.If she succeeds, she will then use herCloak power to approach the recklesshero and try to Compel and Enslavehim to follow her to the cave.If more than two heroes are awake,the Lamia uses her power of Illusions tocreate frightening sounds coming to theheroes’ encampment from the oppositeside from where she stands.She expects some heroes will advanceto investigate, leaving only a few ofthem caring for their mules andequipment. If none of the heroes leavethe encampment, the Lamia uses herpower of Illusions to create the image ofa terrible, ethereal Gigantic Cyclopscharging them, expecting at least oneof the humans will flee.The Lamia will try to bring at least oneof the heroes away from the campfire.As soon as the hero is alone in thedarkness, the Lamia approaches himand uses Compelling and Enslavementto make him flee with her to the cave.LamiaThe treacherous LamiaTaxonomy : MonsterDescription : Ophidian monstrosity with theupper body of a woman and the lower bodyof a giant snake… and a taste for humanflesh. They usually haunt desert ruins andlost necropolises.Size : MediumFerocity : DeadlyCunning : CleverMystique : EldritchMovement : 80’Initiative : 21Melee Attack : +6Damage : 1d6 (claws & bite)Defense Class : 18Hits Total : 20Detection / Evasion : +4 / +8Mystic Fortitude : +8Special Abilities : Crushing Damage(constriction), Fearsome, Grapple (Might =16), Lightning Fast, Magic Resistance,Poison (sting, causes paralysis), PsychicPowers (Psychic Gift 4, Mystic Strength 16,16 Power pts), Regeneration (1 Hit perround), Stealthy (16), Supernatural Vigor,Tough Skin.Awards : Glory 300, Wisdom 250.16


If the heroes stay near the campfire theLamia returns to her cave. She isn’tstupid and doesn’t like a fair fightagainst more than three opponents.If the Lamia manages to take one of theheroes with her, the hero is doomed.The Lamia brings him to her cave andpromptly kills and devours him. If thereis a Hunter in the group, he can try tofind his companion’s trail in the hills.The Hunter must make a DangerEvasion saving roll, adding his Huntingbonus, against a target number of 18(10 + Lamia’s Evasion). If the Hunterfinds the trail the heroes can follow it tothe entrance of the Lamia’s cavern.If the heroes can’t find their companion,Parmenion appears with his twohenchmen. He follows the track andleads the heroes to the cave, but hewon’t enter the cave nor help in thefight. He expects the Lamia will kill atleast one or two of the heroes.If the heroes find the entrance of thecave, the Lamia attacks them. Only twoheroes can fight her in the narrowpassage. The Lamia uses her power ofConfusion to befuddle some of theheroes and then attacks. She uses herPsychic Attack against the toughestlooking warrior and then attacks withher claws and bite. The Lamia tries touse her Poison special ability to biteand paralyze as many opponents asshe can. If she Grapples an opponent,she uses her Crushing ability.The kidnapped hero is either paralyzed(unable to fight), Compelled (in whichcase the Lamia suggests that he standsbetween her and the other heroes as ahuman shield) or Enslaved (in whichcase he must help the Lamia to fightthe heroes).If the heroes manage to kill the Lamiaand rescue their companion withoutParmenion’s help or if they stay in theencampment and the Lamia retreats toher cave, Parmenion returns a fewhours later. He then orders everybodyto move to a safer place.<strong>THE</strong> BADLANDSOn the afternoon of the third day, thegroup reaches the end of the hills.Parmenion is growing nervous andwants to flee to Tomis as soon aspossible. The group is at the top of onehill. To the south, the hill falls abruptlytowards the plain. The heroes see ableak country beyond, rugged and dry.They can see a dark forest to their rightand some hills further to the south.Pointing to the hills, Parmenion speaks:“In those hills there are some greatbuildings. The priests in Tomis saidthey are the ruins of the ancient palaceof the Bull King, the sovereign of theancient Proteans. He was so calledbecause he was the first King whosacrificed a bull to the Gods. They saythe gods cursed the King because ofhis pride, but he was not the only one tomeet his doom; the land itself wascursed, and now it is barren andinhabited by monsters and wildmen.Nothing good ever comes from theKings... nor from the...”Parmenion stops speaking abruptly. Hewas about to say “nor from the gods”,but has realized he has already said toomuch. He calms himself and continuesspeaking:“I have been there. The palace is notdestroyed, although it’s old, very old.It’s full of dust and spider webs, but it’snot damaged. Nobody attacked norstormed it. It seems the men simplywent away. Perhaps it was the palaceof the Bull King a long time ago, butnow it is little more than a tomb, theTomb of the Bull King. The monsterscame from there, I’m sure. You will findthe Minotaur Lord and his horde there.”Parmenion adds he won’t guide theheroes to the Tomb. It’s easy to find,since they must only cross the plainadvancing towards the southern hills.They should reach the buildings beforenightfall if they are fast. Parmenion17


says he and his retainers will stay forsome days in the hills, waiting for theheroes to return. If they kill the Minotaurand accomplish their quest, Parmenionwill guide them back to Tomis andCoristea... or so he says.If the heroes try to convince Parmenionto come with them, he will refusepolitely but firmly. Nothing can be saidto convince him, except physicalthreats. In this case, he will guide theheroes to the south, but as soon asthey stop to make camp, he will use hispower of Cloak to flee with hisretainers, even if this action reveals hissorcerous powers.Parmenion guides the heroes towards ahidden trail that they can use to reachthe bottom of the hill. From there, theheroes see Parmenion, Pylas andMelanos standing atop the hill andwaving their hands. When they start towalk towards the southern hills and theTomb of the Bull King, Parmenion andhis henchmen walk away. They are notgoing to wait for the heroes.FOREST <strong>OF</strong> <strong>THE</strong> CENTAURSAs the heroes cross the badlands theysee no sign of human civilization. Theterrain is flat, but the going is rough dueto the broken nature of the ground. Atmid-day, they reach the midpointbetween the northern and southernhills. To their right stands the darkforest they saw from the top of the hills.pack of twelve Lycans heading directlytowards them from the direction of theruins. The Harpies soar above theheroes as the Lycans arrive.The Harpies and the Lycans are part ofthe Minotaur’s horde. The Harpies worklocating prey for the Lycans, flyingabove and waiting for the carrion thewolf-headed humanoids leave behind.The adventurers are the new targets ofthe creatures…The heroes can use different strategies:Flee to the north, trying to reach therelative safety of the hills. The warriorsin the group do know that the trail theyused to go down the hills is a verydefensive place. But the Lycans are toofast, and the heroes will be likely becaught before reaching the hills.Flee to the west, trying to reach theforest. The heroes will reach the forestat the same time as the Lycans, butbefore they fall upon the heroes,javelins and arrows come from thetrees (see below).Try to find a good defensive positionin the plains. To the east there is asmall hill that can be used to have ahigher ground advantage over theirenemies. When the Lycans attack, theheroes will gain a bonus of +1 to theirDefense Class, as the Lycans mustclimb the slope to fight them.Suddenly, a great howl comes from theskies. A group of six Harpies flies incircles above the heroes. They arehowling and making great noises, butdo not attack. The heroes can shoot theHarpies with bows, slings or javelins,but as soon as one of the creatures ishurt, the rest fly higher, out of range.After twenty minutes, the heroes willsee a dust cloud coming towards themfrom the south. If they don’t flee, in lessthan one hour they will be able todetermine the origin of the cloud: a18


tomorrow, the Centaurs will guide youto the entrance of the Underground, thepalace of the Bull King.”If the adventurers refused to fightagainst the Magical Bull or fled from thesacred forest instead of killing him, theCentaurs are much less friendly :“Hear, hear! Goddess Artemis has givenme an order for you to follow! You havebrought shame upon your namesbecause of your cowardly acts in thesacred forest of Artemis.You failed to kill the Magical Bull that haddesecrated the shrine of the goddess, soShe has decreed you must be taken tothe entrance of the Underground, thepalace of the Bull King, where you mustdefeat the dread Minotaur. Only byperforming this feat will you be pardonedby the mighty goddess of the hunt !”If the Centaurs are friendly, the heroesare carried deep into the forest, untilthey reach a clearing where there aremore Centaurs. The wounded heroesare treated with magical healing herbsand recover all their Hits. The Centaursbring food and water, and Aquio eatswith them, before they go to sleep.Next day, the heroes receive gifts fromthe Centaurs: bows and quivers with 12arrows for each character who doesn’talready have one, as well as rations forthree days and a waterskin for each.Aquio and his followers let the heroesride them and gallop towards the Tombof the Bull King. The heroes are leftnear the Main Southern Gate (section18 of the Tomb, see p 46), and Aquiogives them a last word of advice:“We will wait for you for an entire moon,as the goddess has ordered us. We willstay near this gate, and may theblessing of Artemis guide your hands tokill the Minotaur Lord ! He is a monsterof the Underground, and we have nolove of him, nor his minions.One word of advice: not every beingwho lurks in the shadows of the palaceis an ally of the Minotaur. Ancientpowers lived in the palace of the BullKing before the monster and his hordewere awakened, and although theyhave no love for your kind, two-legs,,they despise the Bull King as well.Perhaps there are those among themwho may prove to be allies. Now, gomeet your destiny with our blessings!”If the Centaurs are hostile to theheroes, they are forced to sleep outsidethe forest, and neither food nor water isgiven to them. If there is a Centaur inthe group of heroes, he is even morescorned. They are watched in the nightto be sure they don’t flee to the hills,and next day, Aquio and his followersguide the heroes near the Tomb of theBull King. They are left next to theTheatrical Area (Area 2, see p 36) andAquio speaks to them:“We will wait for you for three days, asthe goddess has ordered us. We’ll staynear this gate, to be sure you haveaccomplished your mission. If you do notreturn with the Horn of the Minotaur,you’ll not make it past our rain of arrows.Now, go to meet your doom !”Aquio, son of AgrioIf one or more heroes have been killed,the players can make new charactersthat live in the Forest of the Centaurs.The new heroes can only be Centaurs,as this is the only adventurer classavailable in the Forest of the Centaurs.20


VI : <strong>TOMB</strong> <strong>OF</strong> <strong>THE</strong> <strong>BULL</strong> <strong>KING</strong>commercial offices and the megaron ofthe King and the Queen.The ruler of the palace was known asthe Bull King and his palace thereforewas commonly referred to as thepalace of the Bull King.In that bygone age the palace was fullof life, but one day, everythingchanged. Nobody now knows why, butit seems the gods cursed the palace. Allwho dwelled within fled or perished.The King and Queen themselves simplydisappeared. Meanwhile, nearby townswere attacked by foul monsters and allsurvivors fled to the coast, beyond thehills that surrounded central Proteus.Even now, hundred of years on, thehumans living in Proteus stay in thecoastal villages and only the bravestdare to travel to the center of the island.DESCRIPTION <strong>OF</strong> <strong>THE</strong> <strong>TOMB</strong>This is what the people in Proteus knowabout the Tomb of the Bull King. Thisknowledge is fragmented, scatteredamong ancient legends and old storiesthat only the oldest and wisest of theProteans remember today. The heroesmight learn portions of it by talking withthe old priests and sages at the villagesof Proteus, if, that is, they gain theconfidence of the elders. The true storyof the Tomb of the Bull King is found inSection VIII The Fall of Proteus.The Tomb of the Bull King is a greatpalace abandoned a long time ago.Only monsters, beastmen, spirits andlong forgotten dreams of a bygone eranow inhabit the complex.In ancient times, the palace was thecenter of power of a great Proteankingdom. The palace was full oftemples, crypts, administrative andThe ancient palace came to be referredto as the Tomb of the Bull King, buteven this name was lost to time, andnow only the oldest tales remember it.The Tomb of the Bull King has becomeone of the entrances to the Underworld.The souls of the dead enter the palaceand receive the judgment of the BullKing, Judge of the Underworld.DENIZENS <strong>OF</strong> <strong>THE</strong> <strong>TOMB</strong>There are actually several differentpowers at work in the Tomb of the BullKing. When Hekateria the Hag andParmenion invoked the ancient spellthat freed the Minotaur, many differentpowers were awakened with him.The great goddess Rhea, mother ofZeus, whose temple remains in thelabyrinth of corridors inside the Tomb,sensed the releasing of the Minotaur,and liberated her own minions: the21


divine Serpents of the Dark Earth, theTroglodyte Blackblood Tribe, and theWildmen Redstone Tribe who alreadyinhabited the palace. Some of themreceived dark dreams of warning andprophecy, while others were summonedfrom the depths of the earth.When the Minotaur and his hordereturned from their war against the cityof Coristea, a war erupted in the interiorof the palace between them and thefollowers of Rhea. Hekateria the Hagwas blinded by one of the Serpents,while the Lycans and Tragos battledWildmen and Troglodytes.Even now, the battle is not decided.Rhea wants the Minotaur killed, and themonster is now aware of the threat ofthe goddess. The Minotaur knows hemust find and defile the Rhea’s templeto secure his control over the Tomb.These are the different groups livingright now in the palace:Allies of the MinotaurThe HagsThree Hags live in the Tomb of the BullKing (see Area 23). They are namedHekateria, Dulmodia and Odireta.These malevolent crones are servantsof Chaos, and travelled to the Tombmany years ago to unleash the powersof Chaos upon the island of Proteus.Hekateria is the most powerful of theHags. She fooled the Bull King inancient times and has now released theMinotaur again with the help ofParmenion. She tried to control themonster but one of the Serpents of theDark Earth that serves Rhea woundedand blinded her.The three Hags fled and now stayhidden in their quarters, protected bydark sorceries but unable to leave theirrooms. They have a small army ofDegenerate Men and other creatures toprotect them.A fiendish TragosThe Horde of the MinotaurLycans, Tragos, Ogres and Boarmenform the Horde of the Minotaur. Despitetheir defeat in Coristea and the ensuingbattles with the followers of Rhea theyremain a large and potent force.The Tragos are the strongest group?armed with weapons, breastplates,shields - and the twisted gifts of Chaos.The Lycans and Boarmen are armedwith shields and spears and frequentlyfight amongst themselves.The Ogres do not carry shields but fightinstead with big two-handed clubs.They all usually stay in the northeasternpart of the Tomb when they are notpatrolling the corridors searching for theTemple of Rhea.Ophion, the Black DragonThis great Monster lives in a fortress inthe eastern part of the Tomb. TheMinotaur released him from Tartarusafter the battle in Coristea.22


The Minotaur plans to use the Dragonto destroy the city, but he must find anddestroy the Temple of Rhea to unleashthe full fury of the dragon. Ophion istended by a group of Beastfolk and iscreating his own army of skeletonsusing his foul powers.The BeastlordThe Beastlord is a powerful and savageCaliban who has a magical whip that heuses to control Wolves and a Cerberus.When the Minotaur Lord came fromTartarus, a Cerberus came with him.The Beastlord is using this Cerberus tocreate an army of Bicephalous Wolves.They live in a zone of the Tomb nearthe southern entrances.The HarpiesSome groups of Harpies live in thepalace. They usually stay on the roofs,and accompany the Beastfolk whenthey go outside the Tomb.The RatlingsA tribe of Ratlings, the Redteeth, isallied with Hekateria the Hag. Theyserved the Hags faithfully and are themain defenders of the Hags’ Lair.The Ratlings also stalk the Tomb, killingthe enemies of the Hags... and theunfortunate Beastfolk who wandersalone in the night.A scruffy, sneaky RatlingAllies of RheaThe Serpents of the Dark EarthSix divine Giant Snakes were invokedby Rhea from the depths of Earth. Theywere the Bronze Serpent, the BrownSerpent, the Night Serpent, the Two-Headed Serpent, the White Serpentand the Clanking Serpent.Brown Serpent : This monster staysmainly on the roofs of the palace, killingHarpies and other flying monsters.Night Serpent : This creature stays inthe northwestern storage rooms.Bronze Serpent : This creature guardsthe Temple of Poseidon.White Serpent : This defunct creatureattacked and blinded Hekateria the Hagbefore being killed by her.Clanking Serpent : This creatureprotects Melaclea the Seer.The Two-Headed Serpent stays mainlyin the central courtyard but often lurksin the Tomb, killing the enemies of theGreat Goddess Rhea.The WildmenThe Wildmen living in the palace callthemselves the Redstone Tribe. A greatchieftain named Rum the Tracker foundthe ruins many years ago. With hissons and other followers he formed theRedstone Tribe, who now consider theTomb of the Bull King as their home.They lived near the western entrancebut were driven off by the minions ofthe Minotaur and now live in a group ofrooms inside the palace.The Wildmen have an excellentunderstanding of the vast corridors ofthe palace, gained from numerousexplorations. Rum received propheticdreams from Rhea and led his tribeagainst the Minotaur‘s forces when theyreturned from the battle of Coristea.23


The Wildmen suffered heavy losses butthey fight on. The corridors andpassages surrounding their domain arefilled with traps.The TroglodytesThe Blackblood Tribe normally lives inthe swamps of Proteus. One of theirleaders received a dream from Rheaand a warband has travelled to theTomb, to fight for the Goddess.They have fought the minions of theMinotaur and conquered the TheatricalArea and the North Propylaeum.Their Lizardian ruler is sending partiesinside the Tomb to find the Temple ofRhea to seek her advice.The Spirits at the Temple of RheaThree spirits with strange powers guardthe Temple of Rhea from undesiredintruders (such as our heroes).The Ghosts of the PalaceThe Tomb of the Bull King is one of theentrances to the Underworld. There aremany groups of Ghosts, Shades andShadows in the Tomb, trapped eternallyin its rooms. The greatest of them all isthe Judge of the Underworld, the spiritwho once was the Bull King of Proteus.The Judge of the UnderworldThe ghost of the ancient Bull Kingdwells in the King’s Megaron, with thespirits of his former courtiers. He judgesthe souls of the men and sends them tothe Elysian Fields, Tartarus or Hades,as befits their actions in life.The QueenThe ghost of the ancient Queen ofProteus haunts the Queen’s Megaron,along with other phantoms. She is apowerful spirit, who hates living beings.Meeting the LampererThe Lighter of LampsThis enigmatic ghost, also known asthe Lamperer, travels through thecorridors, turning on the green lamps ofthe Tomb. He has been doing this taskfor centuries and he won’t stop, even ifaddressed by the heroes.The Axe GoddessShe is the daughter of the Queen andthe King and the keeper of the sacredaxe, the Labrys.Other GhostsThe cursed ghosts of dead artisans,guards and servants of the palace ofthe Bull King still perform their duties inthe many temples, workshops androoms scattered in the Tomb.24


The Processional ShadesGroups of Shades enter the Tombthrough various doors, and walk towardthe central courtyard (section 100).They are visible as floating skulls withgreen flames as eyes, but sometimesthe heroes can distinguish them better,as if they were pale and insubstantialmen and women.Shades of the DeadMany of the “ghosts” encountered inthe Tomb of the Bull King are notGhosts (with a capital G) in the usualsense of the term (ie as detailed inthe Creature Compendium, p 44) butanother type of Spirits, called Shades.To the eyes of the living, Shadessimply appear as ghosts: translucent,ethereal human shapes with more-orlessdefined features…but Ghostsand Shades are two very differenttypes of beings. Like Ghosts, Shades(which should not be confused withShadows) are spirits of the dead butunlike Ghosts, they are absolutelyunable to interact with the living world– in fact, Shades are unable toperceive the living world and do notseem to be conscious of their ownstate of existence (or non-existence).Unlike Ghosts (who are fully aware oftheir surroundings and of their ownghostly condition), Shades seem tobe forever trapped in the sameeternal routines - walking across acorridor, floating inside a room,repeating the same enigmatic gestureor re-enacting typical moments oftheir long-forgotten lives…Since Shades never interact withliving beings (even if attacked), nogame characteristics are needed forthem. If some special circumstancesarise, Maze Masters should simplyuse the statistics given below.ShadeTaxonomy : SpiritDescription : See text above.Size : MediumFerocity : Peaceful *Cunning : Average *Mystique : WeirdMovement : 60’Initiative : n/aMelee Attack : n/aDamage : n/aDefense Class : 13Hits Total : 4Detection / Evasion : 0Mystic Fortitude : +6Special Abilities : Fearsome*,Insubstantial, Magic Resistance, Mindless.* The Shade’s Ferocity and Cunningdegrees simply reflect its automatic, dronelikebehavior. Its Fearsome ability simplyreflects its ghostly appearance but grants itno Defense Class or Initiative bonus.Like all Insubstantial beings, Shades cannotbe harmed by mundane weapons andcannot inflict physical damage to materialbeings (whom they never attack anyway).They can only be “harmed” by magicalmeans (but are immune to Sorcery, PoeticMagic and all other mental or emotionbasedforms of magic.A Shade can never really be destroyed; ifreduced to zero Hit, it will simply dissipateand reform later.Awards : None.The Lighter of LampsThe Lamperer is a Shade, too, but a trulyunique one. It has the same statistics asother Shades, except for an UnearthlyMystique which grants him a DefenseClass of 15 and a Mystic Fortitude of +10.Like all Shades, if the Lighter of Lamps isreduced to zero Hit by some form ofmagical, non-mental attack, he will simplyreappear in another location of the Tomb,as if nothing had happened.25


Other Beings of the TombThe Red, White and Black SagesThree strange magicians live in thesouthern buildings of the Tomb.They came to the Tomb years ago,seeking forbidden knowledge andancient treasures. Now, they live inseparate rooms, distrustful of eachother and fiercely jealous of the others’discoveries. They have servants andtraps protecting them.The Bone PriestA powerful undead being who once wasthe main priest of Hades in the palaceof the Bull King. He performs his sacredduties even after his death, but theenergies of Chaos have twisted hisrituals beyond recognition.The OracleMelaclea, the greatest Oracle of ancientProteus, still lives in the Tomb. TheGods have given her a long life, as shehas the gift of the True Vision, andsometimes the Gods themselves speakwith the old woman.AutomatonsThese mechanical beings were createdby the ancient Proteans and are stillfunctioning.The GriffinsA majestic GriffinA group of Griffins, led by a Gryphonnamed Phoeles, lives near the northernentrance of the Tomb. Phoeles hasbeen severely wounded by the Horde ofthe Minotaur, but if the heroes help him,they might well gain a very useful ally.SkeletonsThese Skeletons are the cursedremains of the Proteans, animated bythe foul influence of Chaos. Althoughthere are several groups scattered inthe Tomb, the most dangerous are theminions of the foul Bone Priest.SpidersSome of these foul creatures are alliedwith Wildmen; others are independentpredators, preying on the inhabitants ofthe Tomb. In the ancient lair of theWildmen, the Queen of Spiders reignsover an evil group of Cave Spiders.Vines of TantalusSome of these monstrous plants live invarious parts of the Tomb.RatsA Mindless AutomatonNumerous rats reside in the Tomb.Some of them have grown monstrouslylarge due to the influence of Chaos.26


SOME PATHS TO VICTORYThe Tomb of the Bull King is a perilousplace inhabited by ghosts, monsters,strange powers and forgotten gods. Ifthe heroes want to succeed they mustuse their might and wits to their fullest.There are several paths to victory:Allies in the Tomb: Both the Wildmenand the Troglodytes are followers ofRhea, the old Earth Goddess. Rheahas sent dreams to them, orderingthem to destroy the Minotaur and hisminions. If the heroes are willing tonegotiate, they could unite with thesegroups to battle against the Minotaurand its minions. The Serpents of theDark Earth will be hostile until theheroes meet and befriend Rhea.The Temple of Rhea. Rhea can givethe heroes the blessing that assuresthe cooperation of the ghosts of theKing and the Queen of the Tomb. Onlythe King can give permission to use thesacred Labrys axe. With the Labrys, theheroes have a greater chance ofsuccess against the Minotaur.The Hags. The Hags conspired torelease the Minotaur and the powers ofChaos, and Rhea has responded byinvoking the Serpents and sendingdreams to the Wildmen and theTroglodytes. Rhea wants the Hagsdead, and although they are dangerousopponents, they are in possession ofmany powerful items that may help theheroes on their perilous quest.The Ghosts and the Labrys. TheLabrys is a sacred double-edged axethat was used in ancient times to kill theMinotaur, King of Monsters. It has greatpowers against the Minotaur and otherbeings. The heroes must obtain theBlessing of Rhea and the permission ofthe Judge of the Underworld to obtainit. Without this weapon, it will be nearlyimpossible to defeat the Minotaur.The fight against the Minotaur. TheMinotaur lurks in the Tomb, furiousbecause of the wounds inflicted byBelerophon. He usually stays in amaze-like set of rooms near the CentralCourt, but occasionally he leaves hisrooms to roam the Tomb. It would beunwise for the heroes to confront himbefore obtaining the Labrys.So the easiest path to victory is:1) Ally with the Wildmen, who knowwhere the Temple of Rhea is.2) Befriend Rhea, to gain access to theGhosts and knowledge of the Hags.3) Find the King’s Megaron, where theJudge of the Underworld resides, andobtain his permission to use the Labrys.4) Obtain the Labrys in the Temple ofthe Axe.5) Find the Minotaur and kill him withthe Labrys.Easier said than done. But if the heroessucceed, surely these heroes will besung of for centuries to come!FORMAT <strong>OF</strong> <strong>THE</strong> AREASThe Tomb of the Bull King is dividedinto several areas. One or moresections form each area.Each area is presented according tothe following format:Name: The name of the area, withits corresponding section numbers.Overview: A general description ofthe area and its inhabitants.Special Rules: Some areas havespecial rules that apply while theheroes adventure within.Description of each Section: Asan area is formed of many sections,each of these sections is detailedusing the format described below.27


EXPLORING <strong>THE</strong> <strong>TOMB</strong>TrapsThe Tomb of the Bull King containsmany traps. The effects and othercharacteristics of these traps operateaccording to the rules given in the M&MCompanion (p 29-30). Maze Masterswho do not have access to the M&MCompanion will find a digest versión ofthese rules in the Appendix section ofthis adventure module (see p 206).LocksThe Tomb of the Bull KingSee p 203 for a full-page versión of this mapFORMAT <strong>OF</strong> <strong>THE</strong> SECTIONSEach section in an area is describedaccording to the following format:Number & Name: The number of eachsection is shown on the map (p 203).Description: A general overview.Encounters: Which creatures or NPCsare present in the section, along withtheir combat tactics (if needed). Thisentry is not included in empty sections.Traps: A list of the traps present in thesection and their effects. This entry isnot included in sections with no traps.Treasure: A list of the treasure and lootfound in the section. This entry is notincluded in sections which do notcontain any form of treasure.Closer Inspection: This entry indicatesthe possibilities of finding a specialtreasure, a secret door or some hiddenobject or possible extra encounters orevents that might occur if a carefulsearch is conducted. This paragraph isnot included in sections which containno hidden items, secret passages orother special features.The Tomb of the Bull King also containsa few doors with locks – which aresomething of a rarity in the Bronze Ageworld of Mythika.Still, any Thief may attempt to pick sucha lock using a pin or a similar object.Disarming a trap requires a DangerEvasion roll but picking a lock is not, initself, a dangerous activity (there is noperil to detect, avoid or escape from) soa different system must be used.To successfully pick a lock, a Thiefmust roll his Thievery bonus or less on1d10 (just like a hero trying to breakopen such a door would need to roll hisMight mod or less on 1d10 to succeedat a Feat of Strength). A single Thiefmay only make one lockpicking attemptfor each particular lock.PLUNDERING <strong>THE</strong> <strong>TOMB</strong>TreasureLike most labyrinths and haunted ruinsexplored by M&M adventurers, theTomb of the Bull King is full of treasure.This treasure often takes the form ofgold or silver pieces or jewelsAs specified in the Players Manual, 100coins represent 1 Enc. Thus, a bag with200 silver pieces and a bag with 200gold coins will have the same Enc value(2)… but not the same monetary value !28


Under standard M&M rules, jewelsnormally have an Enc of 0, but MazeMasters may decide to give them thesame Enc as silver pieces or gold coins(1 Enc for every 100 carried). Needlessto say, such huge quantities of jewelsare very, very rarely found – except inthe most fabulous treasure hoards.Treasure may also include the variousweapons, pieces of armor and mythicitems which can be taken from defeatedopponents. All these things have anEncumbrance value, as detailed in the<strong>Mazes</strong> & <strong>Minotaurs</strong> rules.LootIn some cases, however, treasure willalso consist of an indefinite quantity ofdiverse items: beautifully crafted andornamented caskets, jewel-encrustedfabrics, golden vases, silver plates,objects d’art and other luxury items.In game terms, such treasure is calledloot. Loot is always given a total worth(in silver pieces) as well as a total Encvalue, both of which can be split incorresponding fractions.Thus, a loot of “decorated adornments”with a total worth of 1,000 silver piecesand a total Enc of 4 could be dividedinto four more-or-less equal portionsworth 250 silver pieces and 1 Enc each.Coffers & ChestsTreasure is often found inside chests,coffers and other containers. Unlessotherwise specified, such containersare usually too bulky to be carried onone’s person: players should keep inmind that, despite what the illustrationson p18 of the Players Manual seem tosuggest, a character’s Encumbrancethresholds do not represent what hecan lift or move but what he canreasonably carry on his person (usuallyon his back or over his shoulders) whileexploring monster-infested, trap-ladenruins or trekking across the wilderness.Voluminous TreasureIn some cases, the same reasoningmust be applied to the treasure itself;some very large and expensive items(decorated chariots, man-sized statuesetc) are simply to heavy to be carriedaround; if the heroes do want to takesuch treasure for themselves, they willhave to come back to the relevantlocation with enough manpower (andan appropriate mean of transportation,such as a horse or ox-drawn cart) afterthe adventure, once all dangers havebeen eliminated.Consumable TreasureThe Treasure or Closer Inspectionparagraphs of some of the sections willsometimes refer to ‘food rations’. Aration is a convenient RPG abstractionrepresenting “enough food to feed oneperson for a day”. Rations will of coursetake different forms depending on whatthey are, where they are found etc.The Maze Master should consider thatfour rations represent 1 Enc point.Thus, a character carrying three rationsor less will not suffer any extra Enc,while a character carrying four to sevenrations will add 1 to his Enc total.Characters may also want to carry jars,amphorae or other liquid containerswith them. Unless otherwise specified,phials have an Enc of 0, a small jar hasan Enc of 1 and a standard amphorahas an Enc of 2. The bigger amphoraeare simply too bulky to be carried asequipment, just like the larger coffers.29


BODY COUNTSThis adventure is supposed to end witha climactic battle against the Minotaur’sHorde and the Allies of Rhea.Since the adventurers have manyopportunities to slay some of theMinotaur’s minions as well as some ofRhea’s allies, their actions during thescenario may well have a significantimpact on the state of both forces inThe Final Fight (see p 196).The strength of the Minotaur’s Horde,for instance, will be greatly reduced ifthe adventurers have killed a greatnumber of Beastmen or defeatedspecial opponents such as Ophion theBlack Dragon, the Cerberus in section26 or the Beastlord.Conversely, each ally of Rhea killed bythe heroes (such as the variousSerpents of the Earth, the Griffins or theWildmen) will reduce the strength of herforces in the final battle.In prevision of the Final Fight, the MazeMaster will have to keep track of twoseparate body counts over the courseof the adventure: one reflecting thelosses suffered by the Minotaur Lord’sminions and another one for the lossessuffered by Rhea’s allies.For the Minotaur’s Horde, the MazeMaster should keep a record of thenumber of Lycans, Boarmen, Tragos,Ogres, Harpies, Bicephalous Wolvesand Skeletons killed before the FinalFight. The outcome of the battle mayalso be altered if the heroes havealready killed some of the Minotaur’smajor allies: the Beastlord, Ahrak theHarpy Queen or Ophion the Dragon.For Rhea’s Allies, the Maze Mastershould keep a record of the number ofWildmen, Troglodytes and Griffinskilled during the scenario.Major allies of Rhea whose death mayalso have a major incidence on theFinal Fight are the Serpents of theDark Earth, Glauron the Dragon atthe Crack, Phoeles the Gryphon, theBronze Colossus in section 90 and thethree Lesser Cyclops Buphelion,Rodon and Melandros.See p 197-199 for more details abouthow these “body counts” may affect theoutcome of The Final Fight.30


AREAS <strong>OF</strong> <strong>THE</strong> <strong>TOMB</strong>Area Name Sections Page1 Old Lair of the Wildmen 1-7 322 Theatrical Area 8-9 363 House of the Red Sage 10-16 394 Southern Entrances 17-22 455 Lair of the Beastlord 23-28 496 Southern Corridors 29-35 557 Temple of Poseidon 36-44 598 Lair of the Wildmen 45-49 649 Storage Rooms 50-69 6910 Temple of Rhea 70-75 7511 Temple of the Underworld 76-86 7912 The Oracle 87-89 8613 Throne Room and Treasury 90-99 8914 Central Court 100-101 9915 Night Rooms 102-111 10116 Old Storage Rooms 112-119 10817 Temple of Young Zeus 120-124 11418 Northern Entrance 125-131 11919 Northern Fortress 132-134 12320 Lair of the Ratlings 135-141 12621 The Stone Titan 142-145 13122 Lair of the Minotaur’s Horde 146-151 13323 Lair of the Hags 152-172 13824 Eastern Entrance to the Central Court 173-174 15025 Eastern Fortress 175-187 15126 Great Staircase 188-189 16027 King’s Megaron 190 16228 Royal Rooms 191-197 16429 Queen’s Megaron 198-200 16930 Artisans’ Quarters 201-219 17231 Southeastern Entrance 220-221 18232 House of the Black Sage 222-227 18333 Eastern Ruins 228-230 19034 Lair of the Minotaur 231-245 19331


Area 1: Old Lair of the WildmenSections 1-7Closer Inspection: In the southeasterncorner of the room there is a greatspider web that seems to move with thewind. If the spider web is cut the heroescan enter room 4.Cave SpiderTaxonomy : MonsterDescription : Huge spiders that can attacktwo men (or other medium-sized opponent)at the same time.Size : LargeOverviewThese rooms were the lair of theWildman tribe, the Redstones, until theywere attacked by the Horde of theMinotaur. Defeated, they retired to theinterior of the Tomb and filled thecorridors with traps. A group of CaveSpiders has occupied the lair.Sections1 – Communal CourtyardDescription: A large room without aceiling, covered by giant, sticky spiderwebs. Originally, the room had aceiling, but it fell a long time ago. Thereis spider silk is hanging on the walls.Encounters: In the webs live 1d3+1Cave Spiders that attack all intruders.They usually attack a single hero enmasse, before climbing up the walls towait for their poison to act.Treasure: Hanging in the spider websthere are several corpses: two Ogresand three Wildmen. If their bodies aresearched the heroes can find twodaggers and 3d6x2 silver pieces.Ferocity : DangerousCunning : AlertMystique : NormalMovement : 90’Initiative : 14Melee Attack : +7Damage : 2d6 (fangs & legs)Defense Class : 16Hits Total : 24Detection / Evasion : +2 / +4Mystic Fortitude : 0Special Abilities : Entangle (webs, 20’range, Might 20), Poison (sting, paralysis),Stealthy (14), Tough Skin, Uncanny Agility,Wallcrawling.Awards : Glory 260.2 – Communal ChamberDescription: This was the old mainroom of the Wildmen, where they sleptin family groups. Although the roomdoes not have a ceiling, there are logs ithat form coarse shelters under whichto take refuge. In the center of the roomthere is an area where the meals wereprepared in an enormous cauldron.32


Encounters: Roll 1d10 when theheroes enter this section. On a roll of 1-3, a Cave Spider is hiding in thecauldron, waiting to attack the heroes.Traps: There is a pit trap seven feetpast the entrance of the secret passage(see below). Type: indoor; Effect: falling+direct damage; 2d6 Hits; ConcealmentRating 16; Danger Rating 17.Closer Inspection: There is a secretentrance in the point marked with an Xon the map. To see the secret entrancethe heroes must pass a Detection rollwith a target number of 16. When thedoor is opened, it reveals a tunnel thatgoes to room 7 of this area. There is atrap in the tunnel (see “Traps”).3 – Hidden EntranceDescription: This is a secret entranceto the communal chamber (section 2). Itis hidden under vegetation and halfrottedwood.Encounters: Roll 1d10 when theheroes enter this section. On a roll of 1-3, a Cave Spider is hiding in theentrance.Closer Inspection: To spot the secretentrance the heroes must pass aDetection roll (target number 15).4 – Lair of the Spider QueenDescription: This room has a ceilingand is cloaked in total darkness. Morespider webs cover the ground and thewalls, and at the heart of the room itlives the maleficent Spider Queen.Encounters: The Spider Queen is, ofcourse, a Gigantic Spider. She receivesthe adoration and flattery of the rest ofspiders in the area. When the heroesenter the room, she remains quiet,trying not to be seen. If the heroesleave the room, the Queen won’t moveat all, but if they advance towards her,she will attack ferociously.Spider Queen (Gigantic Spider)Taxonomy : MonsterDescription : A huge spider that can attackfour men (or other medium-sized opponent)at the same time. The Spider Queen camecrawling out of the crack in the centralcourtyard, fleeing the Underworld. She gavebirth to a group of Cave Spiders and found ahome in the old lair of the Wildmen. TheSpider Queen is a creature of hunger anddarkness, unconcerned about the greatbattles being fought at the Tomb.Size : GiganticFerocity : DeadlyCunning : AlertMystique : WeirdMovement : 120’Initiative : 16Melee Attack : +10Damage : 3d6 (fangs & legs)Defense Class : 17Hits Total : 50Detection / Evasion : +6 / +4Mystic Fortitude : +6Special Abilities : Entangle (webs, range30’, 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 theground and the walls are stickier thanthose of the rest of the area, resulting ina -2 to the heroes’ Danger Evasion,Athletic Prowess and Melee rolls.Treasure: If the heroes defeat theSpider Queen they can sack her lair.Many inhabitants of the Tomb havebeen trapped and dragged up here: twoTragos (two swords, two helmets, twobreastplates and 3d6 x 3 silver pieces),three Lycans (three spears and 3d6silver pieces), and a Troglodyte (spear,shield, 3d6 x2 silver pieces and agolden amulet with a red stone). TheTroglodyte is Ptek, an explorer whowas killed by the Spider Queen. TheTroglodytes of Area 2 (Theatrical Area)will recognize the amulet.33


Closer Inspection: Only if the SpiderQueen is defeated can the heroesexplore the room.5 – Great EntranceDescription: One of the GreatEntrances to the Tomb. A greathumanoid bronze head stands near thebronze gates. If the heroes try to walkinto the Tomb (section 35), the headspeaks with a booming, metallic voice:“Stop! This is the dominion of mylord, the Bull King. You, who still livein the Land of the Living, go back!The doors of the Underworld arebanned to the living !”If the heroes ignore the warning andadvance, the head will howl, attractingthe Iron Warriors in section 6, whoattack the heroes immediately. If theheroes move away from the gates, theIron Warriors stop fighting them.Encounters: The bronze head can’t bedamaged. The Iron Warriors will usethe tactics detailed in section 6.Closer Inspection: If the heroes waitnear the entrance, the Maze Mastershould roll 1d6 every thirty minutes. Ona roll of 5-6, a procession of Shades,coming from the north, pass throughthe gates. The heroes can see a groupof shadowy figures that advance slowly,while the Iron Warriors raise theirweapons as the Shades walk into theentrance. In that moment alone theheroes can follow the Shades into theTomb without being attacked by theIron Warriors. The Shades continuewalking through sections 35, 33, 29, 31and 100 until they reach section 101and disappear into Hades.Iron WarriorTaxonomy : AnimateDescription : Animated iron statues ofhoplites, with weapons and inbuilt armor.Size : MediumFerocity : DeadlyCunning : AverageMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +6Damage : 1d6 (weapon)Defense Class : 19 (with shield)Hits Total : 20Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 15, Melee Attack +8), Mindless,Natural Armor, Supernatural Vigor.Unique Ability : Iron Warriors can use theShield Wall special maneuver (see PlayersManual, p 23).Awards : Glory 75, Wisdom 30.6 – GuardroomDescription: This old guardroom isoccupied by four Iron Warriors thatstand in the center. They won’t moveunless the heroes try to leave the roomby the eastern door towards section 35,in which case they attack them. On theground there are many old parts ofdestroyed Iron Warriors.Encounters: The four Iron Warriorshave the task of preventing livingbeings form entering the Tomb of theBull King. If the Iron Warriors aredestroyed they reform slowly in thisroom. There are 16 more destroyedIron Warriors in the room, reformingthemselves slowly, at the rate of oneIron Warrior per day.34


A phalanx of Iron Warriors advancing in perfect, Mindless coordinationCloser Inspection: The walls of theroom are covered with frescoes thatshow different scenes: a BlacksmithGod creating Iron Warriors; IronWarriors defeating invading spearmen;Iron Warriors reforming after beingdefeated; and Iron Warriors salutingwith their weapons while a processionof Shades enters the Tomb.Treasure: None. The Iron Warriors areanimated statues: their armor, shieldsand weapons are non-removable parts.7 – ArmouryDescription: Weapons and armor arestored in this area.Treasure: The characters can armthemselves with swords, helmets,shields, and breastplates.Closer Inspection: In a corner of theroom there is a loose floor tile thatserves as an entrance to anunderground tunnel. To spot this secretentrance the heroes must pass aDetection roll (target number 17). Tothe west the tunnel goes to section 2,passing the pit trap described in thinsection. To the east the tunnel arrivesat an intersection: continuing towardsthe east the heroes can reach section52, and going towards the south, thetunnel reaches section 46 (where thereis another pit trap).Traps: When the heroes enter the roomcrossing the door from section 6 (theguardroom), they activate a trap left bythe Wildmen : several spears arethrown at them. Type: indoor; Effect:direct damage; 1d6 Hits; ConcealmentRating 17; Danger Rating 16.35


Area 2: Theatrical AreaSections 8-9OverviewThis great northern building was atheatre in the old days, when the Tombwas alive and heavily populated. Greattheatrical works were performed here,both sacred and mundane. Now, thearea lies in ruins, which have becomethe headquarters of a warband of theBlackblood Tribe of Troglodytes.The leader of the warband is AncpahOne-Eyed, a Lizardian. He receivedprophetic dreams sent by Rhea, theancient Earth Goddess. The deityordered Ancpah to come to the Tomband fight against the Minotaur and hishorde. Ancpah convinced the leaders ofhis tribe to give him command over awarband to travel to and conquer theTomb of the Bull King. More than onehundred Troglodyte warriors answeredAncpah’s call to arms.The Troglodytes came to the Tomb andfought the Minotaur’s minions in theNorthern Propylaeum Area. ManyBeastfolk died that day, and theTroglodytes claimed the area. But theysuffered heavy losses: Ancpah wascrippled the first day, fighting againstthe Minotaur. The wound caused by theaxe of the King of Monsters cannot beregenerated. Now in agony, Ancpah issending parties into the Tomb, seekingthe Temple of Rhea, hoping that thegoddess will give him advice aboutwhat to do next.36Sections8 – Theatre EntranceDescription: A large room with abroken ceiling. Many great marblepieces, former pieces of the ceiling, liescattered about the room. There aretwo entrances to the room, one on thewest, guarded by one Troglodyte andanother on the south, guarded by twoTroglodytes watching from the top ofthe stairs. Inside the room there areseveral huts where the Troglodytesrest. During the day, most of the hutsare filled with sleeping Troglodytes. Atnight, when the Troglodytes are moreactive, most of them are exploring theTomb of the Bull King and only 1d6Troglodytes can be found in the huts.Encounters: This room is the lair ofmore than thirty Troglodytes. At nightthe Troglodytes leave the area ingroups of several warriors to explorethe Tomb of the Bull King. Normallythey go east towards section 120. If theguards detect the heroes, they warntheir comrades and after two rounds allthe Troglodytes from Section 8 join thefight. After five rounds, two Troglodytesfrom Section 9 arrive, although they willretreat to protect Ancpah if the heroesare winning the fight.


Treasure: Five Troglodytes rest in eachhut and they keep their personalbelongings and treasure there. TheMaze Master should roll two ten-sideddies each time a hut is searched andconsult 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 likefood, wine or jewels, worth 10 silverpieces each.7-8: Money – 6d6 x 10 silver pieces9-10: Trophy – The severed head of apowerful enemy : Tragos Leader,Bicephalous Wolf or Wildman.9 – Troglodyte HeadquartersDescription: In this large room thewounded Ancpah waits for news of theexploring parties he is sending into theTomb. Ancpah has a great wound inthe chest. He can’t move without theaid of at least two of his Troglodytes.Encounters: Ancpah and his fivefiercest Troglodytes live here. Ancpahis a Lizardian, but he has beenwounded with a magical axe and hecan no longer regenerate his wounds.His statistics can be found next page. Ifthe heroes arrive without beingdetected, the Troglodytes will try toprotect their leader. But the heroesappeared in Ancpah’s most recentdream, so he knows their destinies arelinked. Ancpah tries to talk with them. Ifthe heroes continue attacking, Ancpahjoins the fight to support his warriors.See Dealing with Ancpah next page forextra information.Treasure: In the huts the heroes canfind 450 silver pieces.Closer Inspection: If the charactersexplore Ancpah hut carefully, they willfind a hidden Staff of the Serpent.TroglodyteTaxonomy : FolkA Troglodyte warriorDescription : These carnivorous reptilianhumanoids dwell in deep undegroundcaves. They are as slow-witted as they arecold-blooded. Troglodytes are often found inthe service of Lizardians, their nimbler andmore clever cousins. The Troglodytes of theBlackblood tribe fight with crude two-handedmaces or stone axes which give them a +2bonus to their Melee attack score.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (with two-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle(Initiative 14, Melee Attack +8 with twohandedweapon), Magic Resistance,Stealthy (12), Tough Skin.Awards : Glory 50, Wisdom 20.37


Ancphah the LizardianTaxonomy : FolkDescription : Lizardians are carnivorousreptilian humanoids akin to Troglodytes, butwith greater cunning, agility and stamina aswell as powers of regeneration. Ancpah’sspecial link to the goddess Rhea gives him ahigher Mystique than other Lizardians.Size : MediumFerocity : DangerousCunning : CleverMystique : Weird.Movement : 60’Initiative : 16Melee Attack : +5Damage : 1d6 (sword)Defense Class : 19 (with shield)Hits Total : 16 (currently 8) *Detection / Evasion : +4 / +6Mystic Fortitude : +2Special Abilities : Regeneration * (1 Hit perround), Stealthy (18), Supernatural Vigor,Tough Skin, Uncanny Agility.* Ancpah currently has only 8 Hits and haslost his Regeneration abilities.Awards : Glory 20. This reduced awardreflects Ancpah’s current condition.Dealing with AncpahAncpah is the leader of the BlackbloodTribe’s warband of Troglodytes that hascome to the Tomb to fight against theMinotaur. The Troglodytes fear him forthe prophetic dreams he receives fromRhea, and always obey his orders.Ancpah has been wounded by theMinotaur’s axe and can no longerRegenerate. He is sending groups ofTroglodytes inside the Tomb to find theTemple of Rhea.If the heroes have been captured oragree to talk, Ancpah tells them how heguided the warband here following hisprophetic dreams and how they foughtagainst the Minotaur’s minions.He also tells them they are searchingfor Rhea’s Temple and asks the heroesto help them. If the heroes find thetemple, they must guide him to it, so hecan talk with the Goddess Rhea.Ancpah gives the heroes red amuletsand shows them a secret sign tobefriend the groups of Troglodytes thatare currently exploring the Tomb. If thecharacters use the amulets and thesign, the heroes won’t be attacked bythose Troglodytes.Ancpah the Lizardian (before his grievous injury)38


Area 3: House of the Red SageSections 10-16Traps: There is a trap on the doormarked with a “T” on the map. As soonas a hero opens the door, a blindinglight appears from nowhere. Characterswho fail a Danger Evasion saving roll(target number 15) will be blinded (andunable to act) for three rounds.OverviewThis area is the house of the Red Sage,a powerful magician.The ground floor is filled with traps andservants, while the second floor holdsthe magician’s laboratory.Closer Inspection: If the heroesexamine the room before opening thedoor, they’ll find the bones of theStygian Hounds. The creatures can’tmove if the trap has not been activated,so the heroes can crush the bones ifthey haven’t opened the northern door.The Red Sage is a mortal enemy of theBlack Sage, who lives in a house in thesoutheastern corner of the Tomb of theBull King (Area 32).Sections10 – EntranceDescription: The entrance to the RedSage’s house is full of sweepings andwaste, since the magician wants theannoying visitors to think they areentering an abandoned house. Thisroom is a walled courtyard without aceiling. Among the waste there are anumber of immobile Stygian Houndsappearing to be normal dog corpses.Encounters: 1d6 Stygian Hounds.The undead dogs wait until the magicaltrap in the door activates itself and thenthey all attack simultaneously. TheHounds attack in groups of two againsteach opponent, if they can. If theheroes leave the house the Houndsdon’t pursue them outside.Stygian HoundTaxonomy : AnimateDescription : Huge skeletal undead dogs« bred » by the necromancers of Stygia.Size : MediumFerocity : DangerousCunning : AverageMystique : WeirdMovement : 80’ (320’ galloping)Initiative : 18Melee Attack : +4Damage : 1d6 (claws & bite)Defense Class : 15Hits Total : 12Detection / Evasion : +4Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 20, Melee +6), Fearsome, Gallop,Lightning Fast, Mindless, Sharp Senses.Awards : Glory 65, Wisdom 20.39


Caco the SatyrTaxonomy : Folk (Satyr)Description : Caco is a Silene, an old Satyrgrown plumpy from a life of unbridledfeasting. He is the servitor of the Red Sage,working as a thug, watchman and cook. Likemany Silenes, he is a coward and a liar.Size : MediumFerocity : Peaceful (Lazy)Cunning : CleverMystique : WeirdMovement : 60’Initiative : 12Melee Attack : 0Damage : 1d6 (weapons)Defense Class : 13Hits Total : 8Detection / Evasion : +4Mystic Fortitude : +2Special Abilities : Supernatural Vigor.Awards : Glory 25, Wisdom 10.11 – Satyr’s RoomDescription: A rickety old bed and anold wooden coffer are the only furniturein the room. There is a small window inthe northern wall.Encounters: Caco the Satyr liveshere. He sleeps in the bed at night. Inthe morning and evening he can befound here if the Maze Master rolls a 1-3 on 1d6. Caco is an old Satyr (aSilene), working for the Red Sage asthug, watchman and cook. He is acoward and a liar, and he will try todeceive the heroes so that they fall intothe traps of this area. He says an evilsorcerer has enslaved him and asks theheroes to save him. He won’t follow theheroes to the second floor and will try toflee at the first opportunity.12 – KitchenDescription: In this kitchen, Caco theSatyr cooks his master’s food. It is awell equipped kitchen, with plenty offood and many cooking utensils. Themagic of the Red Sage keeps the placeclean and ordered.Encounters: If the heroes have notfound Caco the Satyr in his room(section 11), he will be here if the MazeMaster rolls 1-3 on 1d6. If the heroesstay for too long in the kitchen, theknives, pots and the rest of theequipment will animate themselves,attacking the heroes. Each round everyhero suffers one missile attack with a+0 Missile bonus, doing 1d3 damage.Treasure: The heroes can take theknives and enough food to have tworations each.Closer Inspection: If the heroesexamine the kitchen for more than afew minutes, they will be attacked bythe magical utensils as explained inEncounters.13 – CourtyardDescription: This is an open courtyardsurrounded by columns. It’s full ofwaste and in a terrible state of decay.Many rats live in the sweepings. Fromthis courtyard the characters can see asecond level of the building (oversections 14 and 15). There are severalwindows on that second level, but theyare all barred with logs.Closer Inspection: If the heroes stay inthe section the Maze Master should roll1d10 and consult this table :1-3: Nothing happens.4-6: The heroes hear noises comingfrom the second floor (the Red Sage isworking on his experiments).7-9: Caco the Satyr comes from outsidethe house and goes to the kitchen.10: 1d6 Harpies arrive flying, searchingfor edible debris. When they see theheroes, the monsters attack them, butas soon as one of them is woundedthey will flee.40


HarpyTaxonomy : MonsterDescription : Bat-winged, jet black-skinnedvicious humanoid creatures with sharpfangs, sharper talons and a fondness forhuman flesh…Size : MediumFerocity : DangerousCunning : CleverMystique : WeirdMovement : 240’ flyingInitiative : 15Melee Attack : +5Damage : 1d6 (claws & fangs)Defense Class : 15Hits Total : 12Detection / Evasion : +4 / +8Mystic Fortitude : +2Special Abilities : Dive into Battle (Initiative17, Melee +7), Grapple (16), UncannyAgility, Winged.Awards : Glory 120.14 – Storage RoomDescription: This room is full of largejars and amphorae. Most of themcontain oil, wine and food… but somecontain dirt or poisonous substances.Traps: There is a trap on the northerndoor. If the characters open the door, anet falls rom the ceiling. Type: indoor;Effect: entrapment; Concealment 17;Danger Rating 17. The net is largeenough to catch all the heroes. Threerounds after the trap activates, theMummies from section 15 come toinvestigate. If all the heroes have beentrapped, the Mummies take them to theroom of the Red Sage (section 16). TheMummies will attack any hero nottrapped in the net.Closer Inspection: There are fifteenjars here. Each time the heroes openone of the jars, the Maze Master shouldroll 1d10 on the following table:1: Water.2: Good Wine.3: Bad Wine.4: Vinegar.5: Barley6: Dust7: Poison (If a character drinks from thejar, he must make a Physical Vigor rollagainst a target number of 15 or suffersparalysis for 1d6 minutes)8: An animated Skeleton that attacksthe heroes !9: Nothing… but a strange rotten odor.10: NothingSkeleton in the JarTaxonomy : AnimateDescription : Human skeleton animated bydark necromancy.Size : MediumFerocity : AggressiveCunning : AverageMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +2Damage : 1d6 (claws)Defense Class : 15Hits Total : 8Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Fearsome, Mindless.Awards : Glory 35, Wisdom 20.Unlike the standard Skeletons described inthe Creature Compendium (p 105), thisparticular Skeleton does not need weaponsto fight, attacking with its sharp claw-likefingers. Its first attack (springing from thejar) will give it the advantage of surprise forthe first battle round.41


15 – Guard RoomDescription: Torches illuminate thisempty room. There are strangerectangular painted wood boxes next tothe walls. As soon as the heroes enterthe room, the door closes and a groupof Mummies come out of the boxes.Encounters: Four Mummies guard thisroom. They attack any being that entersthe room. If Caco the Satyr or the RedSage are with the heroes, the Mummiesdon’t attack them. The tactic of theMummies is to catch one enemy anddrain his entire vital force beforeattacking another one.Closer Inspection: The boxes areempty and there is nothing in this roomexcept for dust and a strange chemicalscent coming from the Mummies.MummyTaxonomy : AnimateDescription : Specially preserved corpsesfrom the Desert Kingdom reanimated by foulnecromancy.Size : MediumFerocity : DangerousCunning : AverageMystique : EldritchMovement : 60’Initiative : 12Melee Attack : n/aDamage : See belowDefense Class : 14Hits Total : 16Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Life Energy Drain (touchattack; a Mummy’s Life-Energy Drain is itsonly form of attack), Mindless, Stealthy (12),Supernatural Vigor.Awards : Glory 65, Wisdom 40. Fearsomeones are worth 75 Glory and 50 Wisdom.16 – Stairs to the LaboratoryDescription: Following these stairs, theheroes reach the laboratory of the RedSage. It’s a large room occupying thespace over sections 14 and 15. Severaloil lamps that magnify the shadowsilluminate the room. The laboratory isfull of strange devices. The walls havebookcases with papyruses, tablets andinstruments. There are two tables full ofequipment and a small bed in a corner.The Red Sage is always in this room.Encounters: The Red Sage. See nextpage for his statistics and his completedescription.Closer Inspection: If the heroes kill theRed Sage, they can explore hislaboratory, but this is a very dangerousactivity, as the room is full of strangesubstances and experiments. TheMaze Master should roll 1d10 eachtime the heroes search the laboratory:1-4: The heroes interrupt an ongoingexperiment by ransacking through theroom. A cloud of poisonous gas fills theroom in 1d6 rounds. All those who don’tflee do die asphyxiated.5: Two substances that mustn’t bemixed… get mixed. During the first andsecond round a great cloud of blacksmoke covers the laboratory. The thirdround a great sound is heard. The fourthround the laboratory explodes, killingeverybody still here.6: The heroes find a small phial with 3doses of Potion of Healing.7: The heroes find a small phial with 3doses of Potion of Strength.8: The heroes find a Beta Ray Wand.9: The heroes find a Spear of Vigilance.10: The heroes find a Mythic Item,chosen by the Maze Master.42


<strong>THE</strong> RED SAGEThe Red Sage is a Level 5 Elementalistspecialized in Fire and Earth (see nextpage for his detailed stats). He arrived atthe Tomb with his brothers, the Black andWhite Sages (see areas 32 and 4), withthe objective of learning the secrets of theancient Proteans.The first years they worked together,finding strange devices and wondrousmagic in the palace, but soon each onebecame obsessed with his own findingsand retired to different areas of the Tomb.Now they fear and hate each other, asthey think the others will try to steal theirhard-earned secrets.The Red Sage is crazy and paranoid.When the heroes enter his laboratory, theRed Sage asks them who has sent themhere. He believes they are spies. If theheroes are not respectful and polite, hewill use his magic against them, fightingto the death. If the heroes give himmagical objects or treasures found in theTomb, he will be friendlier.The Red Sage can be a source ofinformation and support if the heroesbefriend him. He lets them sleep in thecourtyard in section 13 and deactivatesthe magical traps so that they do notaffect them. He also orders Caco to actas guide and cook for the heroes. Thehouse of the Red Sage can act as a basewhere the characters can rest and curetheir wounds.Since they obviously are seasonedadventurers, the Red Sage asks them toperform a mission for him. He needs tenred jewels as ingredients for one of hisenchantments. In the Tomb there aresections with red jewels indicated in“Treasure”. If the heroes bring them tothe Red Sage, the magician will use themto activate his last creation: a BronzeColossus. He uses the Bronze Colossusto try to kill his most hated enemy, theBlack Sage. See the section The Battle ofthe Sages (p 194) for more details.The Red Sage, master of Earth and FireThe Red SageLevel 5 Elementalist (Earth & Fire)Might = 10 Skill = 10 Wits = 19Luck = 19 Will = 19 Grace = 10Initiative 14 EDC 16 Hits Total 16Melee Attack +4, Missile Attack +8Danger Evasion +12, Mystic Fortitude +8,Physical Vigor +8, Athletic Prowess +4Personal Charisma +8Equipment : Staff, Dagger.Realm of Magic : ElementalismElements : Earth (primary) and FireMastery +8, Mystic Strength 20, Power total 24.When the Sage, a Philosopher of great learning,travelled to Tomb of the Bull King to find itssecrets, he fell under a curse that divided himinto three entities. The Red Sage is theinquisitive part of the Sage, his rational mind. Heis an Earth and Fire Elementalist, obsessed withthe creation of Automatons.43


Area 4 : Southern EntrancesRandom EncountersWildmanTaxonomy : FolkDescription : These primitive men are fierceenemies of most other cave-dwelling Folks.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Missile Attack : +1Damage : 1d6 (weapons)Defense Class : 12Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative13, Melee Attack +4), Missile Weapons (javelins,120’), Stealthy (12).Awards : Glory 25.TroglodyteTaxonomy : FolkDescription : Carnivorous reptilian humanoids.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (with two-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle (Initiative14, Melee Attack +8 with two-handed weapon),Magic Resistance, Stealthy (12), Tough Skin.Awards : Glory 50, Wisdom 20.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative14, Melee Attack +4), Missile Weapons (javelin,120’), Sharp Senses, Stealthy (14).Awards : Glory 40.Mutant TragosTaxonomy : FolkDescription : Goat-headed humanoids bent onraiding, plunder and mayhem ; this particularTragos has the Tough Skin special ability.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 12Melee Attack : +2Missile Weapons : +2Damage : 1d6 (sword)Defense Class : 19 (with shield & breastplate)Hits Total : 8Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Charge into Battle (Initiative14, Melee Attack +4) Missile Weapons (javelins,120’), Tough Skin.Awards : Glory 45.44


Area 4: Southern EntrancesSections 17-22OverviewIn this area two entrances to the Tombof the Bull King can be found.The main entrance (section 18) stillserves as a gate for the souls of deadwomen, and is protected by a group ofEmpusas. The other entrance is hiddenbehind a small oak forest (section 17),and is the home of the White Sage.Some of the groups that live in theTomb sometimes send troops to watchthis area, which might lead to randomencounters in some of the sections, asexplained in their individual description.Beware the Vines of Tantalus !Sections17 – Enchanted ForestDescription: A small wood covers thispart of the Tomb. It is formed bystrange oaks covered with hangingvegetation. Although it’s not very large,the shadows make it impossible todistinguish what is inside it.Encounters: The forest is covered byfour Vines of Tantalus that attack theheroes as soon as they reach thecenter of the forest. If the heroes aredefeated, instead of being killing, theywake up outside the forest, to the southof the Tomb, with their wounds healed.They only remember a figure in a whitetunic that released them from the Vinesof Tantalus (he was the White Sage,who only wants to be left alone. Thestats for the Vines of Tantalus can befound next page.Closer Inspection: If the heroesexamine the forest after defeating theVines of Tantalus, they’ll see that thevegetal Animates are regenerating. Ifthey examine the northern wall, theyfind the hidden entrance (section 22).45


Vine of TantalusTaxonomy : AnimateDescription : Magical life-drinking vines.Size : MediumFerocity : DangerousCunning : AverageMystique : WeirdMovement : 60’Initiative : 14Melee Attack : See belowDamage : See belowDefense Class : 15Hits Total : 12Detection / Evasion : +4Mystic Fortitude : +2Special Abilities : Entangle (vines, Might16, 10’ range), Life-Energy Drain (touch),Mindless, Regeneration (1 Hit / round), SixthSense, Stealthy (14), Uncanny Agility.The Vine does no natural damage andalways attack with its Entangle ability andmay only use its Life-Energy Drain attack onEntangled victims.Awards : Glory 90, Wisdom 50.A triad of LycansCloser Inspection: If the heroes waitnear the gate, the Maze Master shouldroll 1d6 each thirty minutes. On a 5-6, aprocession of Shades arrives from thesouth and passes through the greatbronze doors. All are women and aresinging a sad song, but they ignore theheroes. The Shades continue walkingthrough sections 19, 21, 23 and 100until they reach section 101 anddisappear into Hades. If the heroesmove among them, the Empusas insection 18 won’t attack them, as theyare crying and lamenting while thesouls enter the Tomb. No statistics areneeded for the processional Shades,since the heroes cannot interact withthem in any way.18 – Main Southern GateDescription: A great entrance withdiverse frescoes drawn on the walls,showing processions of souls, all ofthem women. The ground rises towardsthe great, half-open bronze doors.Encounters: As noted earlier, some ofthe creatures that live in the Tombsometimes send troops to watch thisarea. Roll 1d10 when the heroes enterthis 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.The statistics for these creatures canbe found on p 44.4619 – Guard of the EmpusasDescription: In this entrance of theTomb there are three Empusas, whichattack any living being who enters. TheEmpusas won’t attack women, as theyhave no power against them.Encounters: Three Empusas (withoutPsychic Powers). See next page fortheir detailed statistics. These femaleSpirits are here to ensure that only thefemale souls of dead women enter theTomb by this door. They attack anyman or beast that tries to pass fromsection 18 to sections 20 or 21. If thereis a woman in the group, the Empusaswill not attack her, even if attacked byher. In such a case, they retreat andask the women to retire while theEmpusas kill the men. If the women inthe group refuse to comply to this crueland vicious request, the Empusas givea terrible shriek and retreat to their lairin section 20.


EmpusaTaxonomy : SpiritDescription : Beautiful (but blood-drinking)undead temptress. Empusae are therevenants of seductive witches who havegiven their souls to Hecate, goddess ofdarkness, in exchange for eternal unlife.Size : MediumFerocity : DangerousCunning : CraftyMystique : EldritchMovement : 90’Initiative : 23Melee Attack : +5Damage : energy drainDefense Class : 18Hits Total : 16Detection / Evasion : +12Mystic Fortitude : +8Special Abilities : Fearsome, Grapple(Might = 16), Life Energy Drain (kiss ; onlyusable vs immobilized victims), LightiningFast, Magic Resistance, Sixth Sense,Stealthy (20), Supernatural Vigor, UncannyAgility, Wallcrawling.Awards : Glory 120, Wisdom 140.Note : Exposure to daylight does 1d6damage per battle round to an Empusa.This damage cannot be regenerated. Adead Empusa falls to dust.20 – Lair of the EmpusasDescription: This is the lair of theEmpusas, decorated with rich silks andfabrics. There are three beds andbeautiful furniture, and three great silvermirrors of human size on the walls.Encounters: The three Empusas thattake care of the south entrance (seesection 19). If the Empusas weredefeated in section 19 or fled becausethey were expelled by a woman, theyretire to this place, and hide inside themagical silver mirrors.Traps: The silver mirrors are actuallymagical traps. If somebody watchesone of them he sees a more beautifulreflection of himself. If he watches themirror for three rounds, the hero must47pass a Mystic Fortitude roll (targetnumber 15) or he will be dragged intothe mirror; a character trapped in themirror will remain imprisoned in itforever (eventually starving to death),unless the mirror is shattered : this willfree the victim, who will neverthelesssuffer 2d6 Hits of damage.Treasure: The heroes can take themagical silver mirrors if they cover themwith fabrics. These very cumbersomeitems have an Enc value of 6 each. Themirrors can be used as traps in which tocatch people and creatures that arefascinated with their own image.Closer Inspection: If the heroessearch the room they will find richembroidery and silks of great value.Under the beds there are coffers ofjewels belonging to the Empusas. Thecontents of each coffer have a value of300 silver pieces.21 – Women’s CorridorDescription: This wide corridor has ahigh ceiling and windows in thesouthern wall by which the light entersin the room. On the north wall is a largefresco that shows the life of a woman:her birth, how she grows and finds ahusband and how she has children.Finally, she ages and dies. Next toeach stage of her life there are differenttutelary goddesses: Aphrodite, Hestiaand some other female deities theheroes do not recognize.Encounters: As noted earlier, some ofthe creatures that live in the Tombsometimes send troops to watch thisarea. Roll 1d10 when the heroes enterthis 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.


Closer Inspection: If the heroes stay inthis corridor, the Maze Master shouldroll 1d6. With 5-6 a procession ofShades appears from section 19 andgoes towards section 23.22 – Southern Hidden EntranceDescription: In this room there is asmall bed and many pots with differentplants. It is the home of the WhiteSage, who used to sleep here when hecame to the Tomb. Now he spendsalmost all his time in the enchantedforest in the south (section 17).Encounters: The White Sage. Seebelow for his statistics. The White Sageis here only if the Maze Master rolls 1or 2 on 1d10, or if there is a Nymph inthe group. In the latter case, the WhiteSage comes to meet her.Closer Inspection: If they examine thebed, they find nothing, except for aseries of torn and illegible parchments.If they examine the plants, roll 1d6. Ona 4+ they will find 1d6 dose of healingherbs (they heal 1d6 Hits). If there is aNymph in the group she finds the herbsautomatically.Meeting the White SageIf they find him, the White Sagespeaks calmly with the heroes. Hesays he is a student of nature,brother of the Red and Black Sages,but that while his brothers havebeen lost in the search of power, heonly looks for wisdom. While hespeaks, the Vines of Tantalus fromthe enchanted forest enter the roomsilently. If the White Sage feelsthreatened, the Vines of Tantalusattack the heroes. The White Sageuses the distraction to flee to theforest, where he can’t be foundbecause of his magic.The benevolent White SageThe White SageLevel 5 Thaumaturgist *Might = 10 Skill = 10 Wits = 19Luck = 19 Will = 19 Grace = 10Initiative 14 EDC 16 Hits Total 16Melee Attack +4, Missile Attack +8Danger Evasion +12, Mystic Fortitude +8,Physical Vigor +8, Athletic Prowess +4Personal Charisma +8Equipment : Staff, Dagger.Realm of Magic : ThaumaturgyArcane Insight +8, Mystic Strength 20,Power total 24.Description: When the Sage, a Philosopherof great learning, travelled to Tomb of theBull King to find its secrets, he fell under acurse that divided him into three entities.The White Sage is the good part of theSage, his compassionate soul. He is aThaumaturgist * obsessed with nature. Hehas a group of Vines of Tantalus to protecthim in his enchanted forest.* This new optional magician class isdetailed in the Appendix of this adventuremodule (see p 208).48


Area 5: Lair of the BeastlordSections 23-281-5: No encounter6-7: 1d6 Lycans.8-9: 1d6 Lycans + 1 Bicephalous Wolf10: Three Bicephalous Wolves.Closer Inspection: If the heroes stay inthis corridor, the Maze Master shouldroll 1d6 every thirty minutes:1-3: Nothing happens.OverviewThis zone is ruled by a powerfulCaliban, the Beastlord. He is the trainerof the Bicephalous Wolves of theMinotaur’s Horde. The BicephalousWolves are the children of a greatfemale Cerberus controlled by theBeastlord. The Minotaur has given theBeastlord control over this area, and aguard of Lycans and BicephalousWolves to protect him. He currentlyuses his troops to hunt the Wildmenwho hide in the western rooms,although so far the fight has been even,with many losses in both groups.Sections23 – Long CorridorDescription: Green-flamed torchesilluminate this long corridor. It has nowindows and strange shadows form onthe walls.Encounters: Bicephalous Wolves andLycans frequently patrol the areaaround the Beastlord’s Lair. Every timethe heroes enter this section, the MazeMaster should roll 1d10 and consult thefollowing table:4: The Lamperer, an insubstantial spiritwho maintains the torches lighted in theTomb of the Bull King, advances downthe corridor igniting the extinguishedtorches with a long rod that ends in acontinuous green flame. He doesn’tinteract with the heroes.5-6: A procession of Shades walksfrom section 21 towards section 100.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4), MissileWeapons (javelin, 120’), Sharp Senses,Stealthy (14).Awards : Glory 40.49


Bicephalous WolfTaxonomy : MonsterDescription : Two-headed wolves, thoughtby most scholars and adventurers to be thehybrid offspring of a Cerberus and a wolf.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’ (240’ when galloping)Initiative : 12Melee Attack : +2Damage : 1d6 (claws & teeth)Defense Class : 13Hits Total : 8Detection / Evasion : +7 / +2Mystic Fortitude : +2Special Abilities : Gallop, Multiple Heads(two) ; Sharp Senses, Stealthy (14).Awards : Glory 80, Wisdom 10.24 – Storage RoomDescription: In this place the minionsof the Beastlord keep weapons, armorand provisions.Traps: On the southern door there areseveral traps. The door always staysclosed and the Lycans never use it. Ifsomebody tries to open the lock fromthe corridor (section 23), a poisonedneedle attacks him. Type: indoor;Effect: poison; Physical Vigor savingroll at 15 or paralyzed; ConcealmentRating 19; Danger Rating 18. Also, analarm activates in section 25 and 2d6Lycans came to investigate from thecorridor five rounds later. If the heroesopen the door and enter the room, agreat net falls upon them. Type: indoor;Effect: entrapment; Concealment 17;Danger Rating 16. The trap can catchup to three heroes.Closer Inspection: If the charactersexamine the room they find 2d6 spears,1d6 daggers, 1d3 swords, 1d3 helmetsand enough provisions for twentyrations of food.25 – Main CourtyardDescription: This inner courtyardsupported by columns is the rallyingpoint of the two dozens Lycans thatserve the Beastlord. In addition, a smallclan of Harpies nests in the upper partof the courtyard. The entire place is fullof rubbish and logs that form huts forthe Lycans. The Maze Master shouldroll 1d6 when the heroes enter thecourtyard: on a 5-6, a Bicephalous Wolfis fighting against one of the capturedWildmen while the Lycans enjoy thespectacle. If the Lycans are attacked atthis moment, they are surprised.Encounters: Small groups of Lycansare always patrolling the area, but thereare always 2d6 Lycans in thiscourtyard. The Maze Master should roll1d6: on a 5 or 6, 1d6 Harpies are alsoin their nests. The Lycans and theHarpies attack the heroes together,while one of the Lycans runs towardsthe room of the Beastlord (section 28)to ask for aid.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4), MissileWeapons (javelin, 120’), Sharp Senses,Stealthy (14).Awards : Glory 40.50


HarpyTaxonomy : MonsterDescription : Bat-winged, jet black-skinnedvicious humanoids with sharp fangs, sharpertalons and a fondness for human flesh…Size : MediumFerocity : DangerousCunning : CleverMystique : WeirdMovement : 240’ flyingInitiative : 15Melee Attack : +5Damage : 1d6 (claws & fangs)Defense Class : 15Hits Total : 12Detection / Evasion : +4 / +8Mystic Fortitude : +2Special Abilities : Dive into Battle (Initiative17, Melee +7), Grapple (16), UncannyAgility, Winged.Awards : Glory 120.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 knowabout this trap and always avoid it.Closer Inspection: If the characterssearch the huts of the Lycans, theMaze Master should 1d6 four times andconsult 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 Cerberus26 – Breeding roomDescription: This dark chamber is notilluminated by torches. The Beastlordreserves this room for the pregnantfemale Cerberus. At the moment, theCerberus has a litter of puppies.Encounters: A female Cerberus with1d6 puppies. It attacks whoever entersthe room - except the Beastlord himself.The puppies (which look likeBicephalous Wolf cubs) are stillincapable of defending themselves.Closer Inspection: There is nothing ofinterest in the room, except for thebones of the victims of the Cerberusand the puppies.CerberusTaxonomy : MonsterDescription : Monstrous three-headedhounds whose race originates in theUnderworld. Also known as Hell Hounds,these creatures are believed to be thespawn of the original Cerberus who guardsthe very Gates of the Underworld. They areoften used as watch dogs by powerfulnecromancers and other evil magicians.Size : LargeFerocity : DeadlyCunning : AlertMystique : WeirdMovement : 90’Initiative : 18Melee Attack : +8Damage : 2d6 (claws & bite)Defense Class : 17Hits Total : 36Detection / Evasion : +12 / +4Mystic Fortitude : +6Special Abilities : Charge into Battle(Initiative 22, Melee Attack +12), Fearsome,Magic Resistance, Multiple Heads (3),Sharp Senses, Sixth Sense, SupernaturalVigor, Tough Skin.Awards : Glory 440, Wisdom 70.51


27 – PrisonDescription: This dark and humid roomis illuminated by a small oil lamp. Itserves as a prison for the Wildmencaptured by the Beastlord, who usesthem as food for his beasts. Sometimesthe Beastlord gives one of the Wildmento the Lycans in the courtyard (section25) so that he fights with his hands tiedagainst a Bicephalous Wolf.Encounters: 2d6 Wildmen and Org,the son of the chief of the Redstonetribe of Wildmen. These Wildmen arewounded, undernourished and tied inthe center of the room, around the oillamp. But if the heroes free them, theWildmen will help them to kill theBeastlord and his troops. Afterwards,they’ll guide the heroes to area 8 tomeet the rest of the tribe.OrgTaxonomy : FolkDescription : Org is the elder son of ChiefRum, leader of the Redstone Tribe. He isexpected to lead the tribe after the death ofhis father but first, he must escape from theprison where the Beastlord has thrown him.Org is strong and savage in battle, more awarrior than a hunter as his father was. Hehas the same stats as a standard Wildman,except for his higher FerocitySize : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +4Missile Attack : +2Damage : 1d6 (weapons)Defense Class : 12Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +6), MissileWeapons (javelins, 120’), Stealthy (12).Awards : Glory 35.WildmanTaxonomy : FolkDescription : Primitive men; fierce enemiesof most other cave-dwelling Folks.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Missile Attack : +1Damage : 1d6 (weapons)Defense Class : 12Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 13, Melee Attack +4), MissileWeapons (javelins, 120’), Stealthy (12).Awards : Glory 25.28 – Beastlord’s RoomDescription: This room has a tallceiling and large windows in thenorthern wall, through which the lightfrom the great central courtyard (sec.100) enters. The windows are too highto reach but they provide naturalillumination. A group of BicephalousWolves sleeps in the room. In a bed,the Beastlord rests. There is no otherfurniture, because the Beastlord onlylives to take care of his beasts.Encounters: The Beastlord, a Calibanwith an affinity with Wolves and amagical object, the Whip of theSubmissive Beast, is always here. Inaddition, 1d6+3 Bicephalous Wolvesare always in this room. The Beastlordalways charges any enemy to protecthis beasts. If the Beastlord dies, theBicephalous Wolves enter a terriblestate of animal frenzy and attack anybeing near them – foe or friend. Thestats for the Beastlord and his Wolvescan be found next page.52


The Beastlord (Caliban)The cruel BeastlordTreasure: If the characters kill theBeastlord, they can keep his weapon,the Whip of the Submissive Beast(see below). The Beastlord also keepssome treasure in a corner: jewels andcoins with a value of 1,000 silver piecesand one great gold cup (Enc 1) with avalue of 200 silver pieces.Bicephalous WolfTaxonomy : MonsterDescription : Two-headed wolves, thoughtby most scholars and adventurers to be thehybrid offspring of a Cerberus and a wolf.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’ (240’ when galloping)Initiative : 12Melee Attack : +2Damage : 1d6 (claws & teeth)Defense Class : 13Hits Total : 8Detection / Evasion : +7 / +2Mystic Fortitude : +2Special Abilities : Gallop, Multiple Heads(two) ; Sharp Senses, Stealthy (14).Awards : Glory 80, Wisdom 10.Taxonomy : FolkDescription : Calibans have the same generalappearance as true Satyrs, with coarser facialfeatures and a surly expression. They lack theirnatural exuberance and joyful lust. Instead,Calibans display a vicious and cruel temper,revelling in brutality and bestiality.Size : MediumFerocity : AggressiveCunning : CleverMystique : WeirdMovement : 80’Initiative : 19Melee Attack : +3Missile Attack : +3Damage : 1d6 (weapons)Defense Class : 15Hits Total : 12Detection / Evasion : +4 / +10Mystic Fortitude : +2Special Abilities : Grapple (Might = 16),Lightning Fast, Missile Weapons (slings, javelinsetc), Stealthy (18), Supernatural Vigor, UncannyAgility. + Whip of the Submissive Beast.Awards : Glory 65, Wisdom 10.Additional Information : The Beastlord is loyalto the King of Monsters. He found a magicalwhip years ago, and has mastered its powers.The whip has given him control over wolves andcanine creatures, but it has also twisted hismind, and now the Beastlord lives only to takecare of his animals, ignoring his dreams ofmaterial wealth and glory. The Minotaur hasgiven him a Cerberus and he is using her tobreed an army of Bicephalous Wolves.. Whip of the Submissive BeastThis magical whip allows the Beastlord to controldogs, wolves, Bicephalous Wolves, Cerberusand other creatures of canine stock (such as theLycans). The Beastlord spent many yearsunderstanding all the powers of the whip; theheroes don’t have enough time to learn to use itcompletely, but any hero will be able to use thefollowing powers: usable as a melee weapon for1d6 damage against wolves (any type), dogs,Lycans, Cerberus and other canine beings. If acanine creature is wounded by the whip, it mustalso make a Mystic Fortitude test (targetnumber 15) or flee from the fight.53


Area 6 : Southern CorridorsRandom EncountersBicephalous WolfA tatooed Wildman of the Redstone TribeWildmanTaxonomy : FolkDescription : These primitive men arefierce enemies of most other cave-dwellingFolks.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Missile Attack : +1Damage : 1d6 (weapons)Defense Class : 12Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 13, Melee Attack +4), MissileWeapons (javelins, 120’), Stealthy (12).Awards : Glory 25.Taxonomy : MonsterDescription : Two-headed wolves.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’ (240’ when galloping)Initiative : 12Melee Attack : +2Damage : 1d6 (claws & teeth)Defense Class : 13Hits Total : 8Detection / Evasion : +7 / +2Mystic Fortitude : +2Special Abilities : Gallop, Multiple Heads(two) ; Sharp Senses, Stealthy (14).Awards : Glory 80, Wisdom 10.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4), MissileWeapons (javelin, 120’), Sharp Senses,Stealthy (14).Awards : Glory 40.54


Area 6: Southern CorridorsSections 29-35OverviewThese corridors serve as a battlefield inthe struggle between the Wildmen andthe Beastlord’s Bicephalous Wolvesand Lycans (Area 5). The Wildmenhave put many traps in this area.Processions of Shades regularly walkthe corridors, illuminated by the greentorches that are seen in many rooms ofthe Tomb.Sections29 – StairsDescription: This room has large stairsilluminated by green-flamed lamps.Traps: In the middle of the stairs thereis a trap: a tripwire that causes a file ofstones and broken weapons to fall uponthe heroes. Type: indoor; Effect:crushing; 2d6 Hits; Concealment Rating19; Danger Rating 17.Encounters: Roll 1d6 and consult thefollowing table:1-2: Nothing.3: 1d6 Wildmen.4: 1d6 Lycans + 1 Bicephalous Wolf.5: The Lamperer is replacing torches.The Lamperer is an insubstantial spiritand he doesn’t interact with the heroes.6: A procession of Shades arrives fromsection 33 and continues on to section31, ignoring the heroes.See p 54 for the stats of Lycans, Wildmenand Bicephalous Wolves.30 – Guard RoomDescription: This old guard room is inthe dark. There is a torch hanging onthe wall but it’s broken. In the souththere is a hole in the ground and abucket with a rotten cord. It seems tobe a well, but if the heroes throw astone into it, they won’t hear the soundof water.Encounters: A Giant Slug (see nextpage for its statistics) lives in the well. Ifthe heroes throw any object into it, themonster comes out of the well andattacks them.31 – Long CorridorDescription: This long corridor isilluminated by green-flamed lamps. Ontheir walls are well-preserved images ofdolphins and marine animals.55


Giant SlugTaxonomy : MonsterDescription : Slimy mollusks of titanicproportions ; mostly found underground or invery old ruins.Size : GiganticFerocity : PeacefulCunning : AverageMystique : NormalMovement : 60’ (crawling)Initiative : 10Melee Attack : +4Damage : 3d6 (whole body)Defense Class : 14Hits Total : 20Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Mindless, Regeneration(3 Hits per round), Stealthy (8), Tough Skin,Wallcrawling.Awards : Glory 300, Wisdom 20.Encounters: Roll 1d6 and consult thefollowing table:1-2: Nothing.3: 1d6 Wildmen.4: 1d6 Lycans + 1 Bicephalous Wolf.5: The Lamperer is replacing torches.The Lamperer is an insubstantial spiritand he doesn’t interact with the heroes.6: A procession of Shades arrives fromsection 29 and continues on to section100, ignoring the heroes.See p 54 for the stats of Wildmen, Lycansand Bicephalous Wolves.32 – Dining RoomDescription: This large room is an olddining room. There is a big table withfood in the center and chairs around it.The room is illuminated with greenflamedtorches. The high ceiling isinhabited by small bats.Encounters: Bats. They are smallbeasts that eat the food that is left onthe table. They flee as soon as theheroes enter the room. See also CloserInspection below.Closer Inspection: The heroes can eatthe food: fruit and olives. The costlyglasses are full of water. If they stay forat least ten minutes in the room, theMaze Master should roll 1d6:1-3: Nothing happens.4: The Lamperer enters the room andreplaces the consumed torches.5: 2d6 Skeleton Servants enter theroom carrying fruit and pitchers of wineand water. They replace the food on thetable without interacting with theheroes. The most audacious batsdescend to the table to eat the fruits.6: A Shade materializes in each chairand tries to devour the food, but isunable to eat it. In a short while, theShade stops trying and, befuddled,vanishes again.None of these beings interact with theheroes, so statistics are not needed. Ifthe Skeleton Servants are attacked,they will not fight back. Each SkeletonServant has an EDC of 15 and 4 Hits.33 – Small CorridorDescription: This small corridor isilluminated by green-flamed lamps andhas frescoes that show a grain goddessin procession, possibly Demeter.Traps: On the northern door theWildmen have left a trap of swords andspears that attacks the first person thatpasses through the door. Type: indoor;Effect: direct damage; 1d6 Hits;Concealment 16; Danger Rating 17.Encounters: Roll 1d6:1-2: Nothing.3: 1d6 Wildmen.56


4: 1d6 Lycans + 1 Bicephalous Wolf.5: The Lamperer is replacing torches.The Lamperer is an insubstantial spiritand he doesn’t interact with the heroes.6: A procession of Shades arrives fromsection 35 and continues on to section29, ignoring the heroes.See p 54 for the stats of Wildmen, Lycansand Bicephalous Wolves.34 – Lair of the SpidersDescription: As soon as they open thedoor, the heroes see a dark room full ofgiant spider webs. Eyes shine in thedark, reflecting the light of the torchesof section 33, and a group of CaveSpiders attacks the heroes.Encounters: The Wildmen have left agroup of Cave Spiders in this room, asa trap for the Lycans. When the heroesenter the section, they will immediatelybe attacked by 1d6 Cave Spiders. Seealso Closer Inspection below.Cave SpiderTaxonomy : MonsterDescription : Huge spiders that can attacktwo man-sized opponents at the same time.Size : LargeFerocity : DangerousCunning : AlertMystique : NormalMovement : 90’Initiative : 14Melee Attack : +7Damage : 2d6 (fangs & legs)Defense Class : 16Hits Total : 24Detection / Evasion : +2 / +4Mystic Fortitude : 0Special Abilities : Entangle (webs, 20’range, Might 20), Poison (sting, paralysis),Stealthy (14), Tough Skin, Uncanny Agility,Wallcrawling.Awards : Glory 260.Closer Inspection: If the heroes enterthe room and begin to search if, 1d3more Cave Spiders that were hiddenattack them. At the end of the room is agroup of corpses: Lycans and othercreatures killed by the Cave SpidersThe heroes can recover 1d3 spears,1d3 daggers and 1d3 helmets, as wellas 1d6x10 silver pieces.35 – Corridor of the FrescoesDescription: This long corridor isilluminated by green-flamed lamps thatburn constantly. From the entrance insection 5 to its end the heroes canadmire great frescoes that show the lifeof a man: as a baby being presented inthe temple, then as a boy, soon ayoung soldier, later a mature soldierhardened in battle, then marrying andadministering his household. The lastfresco depicts the burial of the man.Encounters: Every time the heroesenter this section, roll 1d6:1-3: Nothing happens.4: A low moaning fills the corridor.5: The Lamperer appears and ignitesthe dim lamps.6: A procession of Shades walksthrough the corridor from section 5 tosection 33.57


Area 7 : Temple of PoseidonRandom EncountersWildmanTaxonomy : FolkDescription : These primitive men are fierceenemies of most other cave-dwelling Folks.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Missile Attack : +1Damage : 1d6 (weapons)Defense Class : 12Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative13, Melee Attack +4), Missile Weapons (javelins,120’), Stealthy (12).Awards : Glory 25.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative14, Melee Attack +4), Missile Weapons (javelin,120’), Sharp Senses, Stealthy (14).Awards : Glory 40.Swamp HorrorTaxonomy : MonsterDescription : Also known as Quagmires,these vaguely humanoid creatures appearto be made of living mud and devour the lifeenergyof their victims.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’ (60’ swimming)Initiative : 11Melee Attack : n/a *Damage : special *Defense Class : 20Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Amphibious, Grapple(Might 16), Invulnerability, Life Energy Drain(touch attack)*, Mindless, Stealthy (12),Supernatural Vigor.* This is the Swamp Horror’s only way toinflict damage to its opponents.Awards : Glory 140, Wisdom 50.A Lycan charging into battle58


Area 7: Temple of PoseidonSections 36-44Poseidon and other sea gods. Streamsof water arrive from section 37.Encounters: Roll 1d6 and consult thefollowing table:1-3: Nothing.4: 1d3 Wildmen. Roll another 1d6; ifthe result is 5 or 6, the Wildmen arefighting against 1d3 Lycans.OverviewThis area was a great temple dedicatedto the great God Poseidon. The templeis abandoned and only the memories ofthe old cult remain.Special Rules: The presence of theGod Poseidon can be sensed in thisarea. All the rooms are humid and insome of them there are large pools andwaterways that seem to arrive fromother rooms. Sometimes noises liketorrents, waterspouts or the sound ofsomebody blowing a big horn areheard. There is also an inexplicablesensation of breathlessness in theserooms, making it difficult to breathe. Allthese phenomena cause the heroes apenalty of -2 to all their Danger Evasionrolls. If there is a Priest of Poseidon inthe group he won’t suffer these adverseeffects; in fact, he has a bonus of +2 tohis Mystic Fortitude tests.Sections36 – Mosaic RoomDescription: This room is empty anddark. Its walls are covered with mosaicsof shells that show various scenes of5: 1d3 Lycans. Roll another 1d6; if theresult is 5 or 6, the Lycans are fightingagainst 1d3 Wildmen.6: 1 Swamp Horror.See p 58 for the stats of these creatures.Traps: The Wildmen have placed a trapon the door to section 41 : a big blockof stone which will fall on the firstperson to open the door. Type: indoor;Effect: direct damage; 1d6 Hits;Concealment: 17; Danger Rating 16.37 – Swimming PoolDescription: This large room without aceiling was long ago a large swimmingpool. Now, the water has overflowedthe limits of the pool and has alsopartially filled section 38. Periodically,the water rises and runs towardssections 39 and 36. The whole room iscovered by vegetation that climbs to thetop of the room.Encounters: Within the pool is asubaquatic Monster known as theLurker Below. Normally it is lethargicand ignores the presence of intruders,but if the heroes disturb the water, itwakes up and tries to drag one of theminto the pool to devour him. Roll 1d6every 10 minutes that the heroes stayin the room. On a result of 5 or 6, theLurker Below wakes up.59


Lurker BelowTaxonomy : MonsterDescription : A big octopus-like monster.Size : LargeFerocity : DangerousCunning : AverageMystique : WeirdMovement : 90’Initiative : 12Melee Attack : n/aDamage : see belowDefense Class : 15Hits Total : 30Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Aquatic, Entangle(tentacles, 20’ range, Might = 20), ExtraArms (tentacles, see below), SupernaturalVigor, Tough Skin.Awards : Glory 320, Wisdom 10.The Lurker’s only weapons are itstentacles, which allow it to make Entangleattacks against up to 4 Medium-sizedvictims in a single round. These tentaclesdo not inflict any damage but may beused to pull victims under water andcause them to drown. This attack mayalso be used on water-breathingopponents to strangle and suffocate them,with the same effects as drowning.Closer Inspection: The vegetation istoo fragile to climb up it to the top of theroom. If they enter the pool they’ll seethe Lurker Below. There are floodedtunnels under the pool, but to swim intothem would normally mean certaindeath, since they extend many yardsunder the Tomb, unless the heroes canbreathe underwater, in which case theywill be able to explore these underwatertunnels, which are connected to all thewater pits in the Tomb, such as the onein the section 103. The two entrancesto section 38 are hidden under thickvegetation and it’s not possible to findthem unless the heroes look specificallyfor secret or hidden doors.38 – Lair of the Swamp HorrorsDescription: This room is partiallyflooded and contains much rottenvegetation that has been dragged hereby the Swamp Horrors that dwell here.Encounters: This is the home of twoSwamp Horrors, which arrived herefrom the flooded tunnels in theswimming pool (section 37). Therewere once more Swamp Horrors, butthe Sea Horror killed them. If possible,the Swamp Horrors use the darkness intheir lair to attack the heroes with theadvantage of surprise.Closer Inspection: If the charactersexamine the area, they only findseaweed and rotten vegetation; theSwamp Horrors throw the objects theyfound to the swimming pool.Swamp HorrorTaxonomy : MonsterDescription : Also known as Quagmires,these vaguely humanoid creatures appearto be made of living mud and devour the lifeenergyof their victims.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’ (60’ swimming)Initiative : 11Melee Attack : n/a *Damage : special *Defense Class : 20Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Amphibious, Grapple(Might 16), Invulnerability, Life Energy Drain(touch attack)*, Mindless, Stealthy (12),Supernatural Vigor.* This is the Swamp Horror’s only way toinflict damage to its opponents.Awards : Glory 140, Wisdom 50.60


40 – Trophy RoomDescription: This room is full oftrophies: masks, decorated miniatureboats, weapons and coffers with marinetreasures. Windows in the northern wallprovide the only light available.Encounters: Roll 1d6 and consult thefollowing table:1-3: Nothing.4: 1d3 Wildmen. Roll another 1d6; ifthe result is 5 or 6, the Wildmen arefighting against 1d3 Lycans.Enter… the Swamp Horror ¡39 – Storage RoomDescription: This empty room has apair of jars next to the eastern wall. Theground is humid and is occasionallyflooded. There are torches on the walls,but they are extinguished.Encounters: Roll 1d6 and consult thefollowing table:1-3: Nothing.4: 1d3 Wildmen. Roll another 1d6; ifthe result is 5 or 6, the Wildmen arefighting against 1d3 Lycans.5: 1d3 Lycans. Roll another 1d6; if theresult is 5 or 6, the Lycans are fightingagainst 1d3 Wildmen.6: 1 Swamp Horror.See p 58 for the stats of these creatures.Traps: The Wildmen have placed a trapin the room. Type: indoor. Effect:entrapmen ; Concealment Rating 17;Danger Rating 17. The net is wideenough to catch up to four heroes.Closer Inspection: The jars are full ofsalty water.5: 1d3 Lycans. Roll another 1d6; if theresult is 5 or 6, the Lycans are fightingagainst 1d3 Wildmen.6: 1 Swamp Horror.See p 58 for the stats of these creatures.Treasure: The trophies of the room arevotive offerings from the worshippers ofPoseidon, and they continue to besacred to the God. If any of the objectsare touched, the heroes experience asensation of danger. If they take anyobject out of the room, the curse ofPoseidon affects them for an entire day,reducing their Might score by 1d6points (which will affect their Melee,Hits and other important scores). If theydon’t return the objects to the roombefore a day has passed, the effects ofthe curse become permanent. The Encof these objects varies between 0 and4, depending on their bulkiness.Closer Inspection: It is possible toclimb to the windows and pass throughthem to the central courtyard (section100). This requires an Athletic Prowessroll (target number = Encumbrance), asper the usual climbing rules.41 – Temple EntranceDescription: This room is notilluminated, although there are someextinguished torches on the south wall.From this room the temple of Poseidon61


(section 42) can be seen, flooded andcovered with water. The stairs descendto the temple.Traps: There is a Wildmen trap on thewestern door. Type: indoor; Effect:crushing; 2d6 Hits; Concealment 18;Danger Rating 15. The noise caused bythe falling objects alerts the Wildmen insection 45, who come to investigate.Closer Inspection: Every ten minutesthe heroes stay in the room, the MazeMaster should roll 1d6 and consult thefollowing encounter table:1-3: Nothing.4: 1d3 Wildmen. Roll another 1d6; ifthe result is 5 or 6, the Wildmen arefighting against 1d3 Lycans.5: 1d3 Lycans. Roll another 1d6; if theresult is 5 or 6, the Lycans are fightingagainst 1d3 Wildmen.6: The Bronze Serpent.See next page the stats of the BronzeSerpent and p 58 for the other creatures.42 – Temple of PoseidonDescription: There are four entrancesto the temple of Poseidon. All of themhave stairs that descend into thetemple. The floor of the large room isflooded with water up to the waist of anormal man. The water is clear, butthere is no illumination in the room.Great columns and beautiful mosaicsdepicting Poseidon, marine creaturesand sea gods decorate the temple.Encounters: The Bronze Serpentlives in section 43. The Maze Mastercan find its statistics next page. It oftenstays in this section, resting andkeeping the temple free of defilers. TheBronze Serpent is in the room if theMaze Master rolls 5 or 6 on 1d6. TheBronze Serpent is a good swimmer andmoves easily under the water. Initially,the Serpent watches the heroes butdoesn’t attack. If the heroes walk backslowly, without causing too much noise,the Bronze Serpent lets them go, but ifthey flee with haste, the Serpentattacks the nearest hero. If the heroeshave the Blessing of Rhea, the BronzeSerpent doesn’t attack them.Closer Inspection: Every half-hour thecharacters stay in the room, the MazeMaster should roll 1d6 and consult thefollowing encounter table :1-3: Nothing.4: 1d3 Wildmen. Roll another 1d6; ifthe result is 5 or 6, the Wildmen arefighting against 1d3 Lycans.5: 1d3 Lycans. Roll another 1d6; if theresult is 5 or 6, the Lycans are fightingagainst 1d3 Wildmen.6: The Bronze Serpent.See next page for the stais of the BronzeSerpent and p 58 for the other creatures.62


43 – Inner Temple of PoseidonDescription: This room doesn’t have aceiling. In the north there is a hugestatue of Poseidon sitting on his thronewith his trident in his hand.Encounters: This is the lair of theBronze Serpent, which sometimesclimbs up the walls to hunt Harpies onthe roofs of the Tomb. If the Serpent isin the room she attacks from behind thestatue. If the heroes flee, she followsthem to the Temple of Poseidon(section 42), but she allows them toflee. To see if the Serpent is in theroom, the Maze Master should roll 1d6and consult the following table:1-3: The Serpent is not in the room.4-5: The Serpent is sleeping behind thestatue, but wakes up when the heroesenter the room.6: The Serpent is descending from theceiling quietly and attacks the heroeswith the advantage of surprise.If the characters have the Blessing ofRhea, the Serpent doesn’t attack them.Closer Inspection: If they examine thestatue of Poseidon the heroes see thatit’s made of ivory and gold. If they bowin front of the statue and a Priest or aNoble performs a small worshipceremony, the head of the statuespeaks: the great Poseidon is talkingwith the heroes. He asks them toperform a task for him. He wants themto slay the Swamp Horrors who hide inthis area (see section 38). If the heroeskill them and bring them here, thestatue gives the heroes his trident, theTrident of the Deep. It can only be usedby a hero with a Might of 13 or moreand gives a damage bonus equal to thecharacter’s Might modifier.44 – Priest’s RoomDescription: In this room there areseveral large and half rotten chestsfloating in the water. There are torcheson the walls but they are extinguished.Closer Inspection: If the heroes openthe chests they find rotten, unusablelinen clothes. They are the ceremonialclothes that the priests of Poseidonused in the days of old. If the heroesstay in the room for fifteen minutes, theMaze Master should make a roll on theRandom Encounters table for this area.Bronze SerpentTaxonomy : MonsterDescription : Very large bronze-coloredsnake;. The Bronze Serpent is the bestswimmer of the Serpents of the Dark Earth.It lives in the flooded Temple of Poseidon.From time to time, it climbs to the roofs ofthe Tomb to hunt Harpies. It usually attacksby sneaking on its prey and then constrictingit, using its Grapple and Crushing Damageabilities but can also bite with its huge fangs.Size : LargeFerocity : DangerousCunning : AlertMystique : WeirdMovement : 90’Initiative : 13Melee Attack : +6Damage : 2d6 (bite)Defense Class : 17Hits Total : 30Detection / Evasion : +6/+4Mystic Fortitude : +2Special Abilities : Amphibious, CrushingDamage, Grappke (Might 20), NaturalArmor, Regeneration (2 Hits / round), SixthSense, Stealthy (12), Supernatural Vigor.Awards : Glory 360, Wisdom 30.63


Area 8: Lair of the WildmenSections 45-49WildmanOverviewThis is the new home of the RedstoneTribe of Wildmen. They are followers ofthe great goddess Rhea, and when theMinotaur and his horde returned fromtheir assault on Coristea, the Wildmenfought them. Many warriors died facingthe monsters and in the end they wereforced to flee from his lair (area 1) tothese rooms.The Wildmen know where the temple ofRhea is located, but they fear the spiritguardians and don’t dare to face them.Right now, the Wildmen are fightingagainst the Beastlord, a ferociousCaliban that lives nearby (area 5). TheBeastlord sends Bicephalous Wolvesand Lycans to fight the Wildmen butthey have set many traps in thecorridors and have managed to keeptheir new lair hidden.If their lair attacked once again, theWildmen will flee through the tunnel insection 46 to section 52 and from thereto the Temple of Rhea (area 10), tryingto find a refuge. If this exit is blocked,they follow the stairs in section 48 andtry to flee to the roofs of the Tomb.Their chief, Rum, has received dreamsfrom Rhea and he knows a group ofheroes is coming. He recognizes theheroes and will try to negotiate withthem even if they have fought againsthis Wildmen warriors.Taxonomy : FolkDescription : Primitive men; fierce enemiesof most other cave-dwelling Folks.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Missile Attack : +1Damage : 1d6 (weapons)Defense Class : 12Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 13, Melee Attack +4), MissileWeapons (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 HitsTotal of 4 (for women) and 2 (for children).All Wildmen mentioned in this area are malewarriors, unless women or children arespecifically mentioned.Sections45 – Main EntranceDescription: This is the entrance to therooms of the Wildmen. It is illuminatedby lamps that the Wildmen have foundin the Tomb. There are always sixwarriors here, ready to hold off invadersout of the rooms and to make time forthe tribe to flee. If the heroes activatethe trap in section 41, four of them go toinvestigate, while two remain here. If a64


fight begins in this section, Chief Rumand the rest of soldiers in the nearbyrooms arrive in four rounds. When theyare not on patrol, the Wildmen warriorssleep in this room, with their weaponsby their sides. The Maze Master shouldroll 1d6 when the heroes enter theroom to see how many warriors areresting here (in addition to the six whoare always on duty, as noted below):1-3: None.4: 1d3 Wildmen.5: 1d6 Wildmen.6: 1d6+3 Wildmen.Encounters: Six Wildmen warriorsguard this section. If an enemy arriveshere they try to kill them quickly whileone of the warriors goes to section 49to warn Chief Rum.46 – Main RoomDescription: This is the main roomwhere the women and children of thetribe sleep. The room is illuminated bylamps and there are many blanketswhere the Wildmen sleep. Here theykeep almost all of their possessions.There are always two warriors in thisroom, standing near the entrance to thesecret tunnel (marked with an “X” onthe map). If the soldiers hear theactivation of the trap within the tunnel,one of them goes to investigate whilethe other warns Chief Rum.Encounters: Two Wildmen, ten of theirwomen and seven children. The womenfollow the orders of their men and try toprotect their children.Traps: There is a trap on the door thatleads to section 45. The trap is formedby stones that fall from the ceiling. If thetrap activates, the door is blocked.Type: indoor; Effect: crushing; 2d6 Hits;Concealment 16; Danger Rating 17.There is also a pit trap (with stakes atthe bottom) in the secret passage,seven feet past the entrance. Type:indoor; Effect: falling + direct damage;Concealment 17; Danger Rating 18.Treasure: The only “treasure” that canbe found belongs to the Wildmen: beds,skins, kitchen utensils and some food.Closer Inspection: In a corner of theroom there is a loose floor tile thatserves as a secret entrance to anunderground tunnel. To see this hiddenentrance the characters must pass aDetection roll (target number 17). Thereis a trap in the tunnel (see “Traps” inthis section). The tunnel goes northuntil it reaches an intersection where itbranches north and west. If the heroesgo north, they reach section 52. If theyfollow the west tunnel, they reachsection 7, where there is also a pit trap.47 – Storage RoomDescription: Here the Wildmen keeptheir food and the materials they use tocreate their traps. The room is full ofbarrels, amphorae and jars, all filledwith food and water. There are lampsilluminating this section. There arealways two Wildmen warriors in thewarehouse, but they’ll go to the otherrooms if they hear sounds of fighting.Encounters: Two Wildmen.Closer Inspection: The adventurerscan supply themselves with food, waterand lamps.48 – Stairs to the TopDescription: This stairs lead to a hatchthat opens to the tile roofs of the Tombof the Bull King. The Wildmen haveclosed this hatch, because they fear theHarpies could find it and warn the restof the Minotaur’s minions. The Wildmenwill try to flee through this stairs only ifthere is no other option.Encounters: There is one Wildmanwarrior watching the stairs.65


Chief Rum (Wildman)Taxonomy : FolkDescription : Chief Rum is the leader of theRedstone Tribe of Wildmen at the Tomb ofthe Bull King. When he was young, he foundthe Tomb and brought here his wives,children and followers here. Now he isgrowing old, and is ready to give theleadership of the tribe to his son Org. Hehas received prophetic dreams from Rheaordering him to fight the minions of theMinotaur. The tribe has suffered, but Rum isnot ready to disobey Great Goddess Rhea.Chief Rum has the same statistics as otherWildmen, except for his higher Cunning.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Missile Attack : +2Damage : 1d6 (weapons)Defense Class : 12Hits Total : 8Detection / Evasion : +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4), MissileWeapons (javelins, 120’), Stealthy (12).Awards : Glory 30.decided to move with his tribe to theserooms to continue the fight. His son,Org, was captured by the Beastlorddays ago and is now his prisoner (seesection 27). If the heroes talk with Rum,he request to them that they free hisson and do offers up to four Wildmenwarriors to help them. If the heroesliberate Org and the other prisoners,the Chief and his tribe are very grateful.They could use this area as a restingplace where the Wildman women canheal their wounds. The Wildmen canalso guide them to the Temple of Rhea,but they won’t enter with them.Encounters: The Chief Rum and twoother Wildmen. Five women and threechildren also stay here.Treasure: The treasure of the tribe isstored here: a rich set of dishes (100silver pieces, Enc 3), a bag of 200 silverpieces (Enc 1) and a pouch with twosmall red rubies (150 silver pieceseach, Enc 0).This space intentionally left blank forMaze Master’s NotesTraps: On the stairs there is a trap : asthe first hero climb the stairs, a bigstone falls on him. Type: indoor; Effect:direct damage; 1d6 Hits; Concealment15; Danger Rating 16.49 – Chief Rum’s RoomDescription: These are the personalrooms of Chief Rum. Rum is the oldWildman that found the Tomb manyyears ago. He brought his children,women and followers and used theTomb as a base camp for their huntingparties. When the Minotaur woke up,Rum received a prophetic dream fromRhea and, following her orders, led hiswarriors to fight the Minotaur’s minions.After several ambushes, Chief Rum66


Area 9 : Storage RoomsRandom EncountersWildmanTaxonomy : FolkDescription : These primitive men are fierceenemies of most other cave-dwelling Folks.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Missile Attack : +1Damage : 1d6 (weapons)Defense Class : 12Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative13, Melee Attack +4), Missile Weapons (javelins,120’), Stealthy (12).Awards : Glory 25.TroglodyteTaxonomy : FolkDescription : Carnivorous reptilian humanoids.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (with wo-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle (Initiative14, Melee Attack +8 with two-handed weapon),Magic Resistance, Stealthy (12), Tough Skin.Awards : Glory 50, Wisdom 20.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative14, Melee Attack +4), Missile Weapons (javelin,120’), Sharp Senses, Stealthy (14).Awards : Glory 40.Giant SlugTaxonomy : MonsterDescription : Slimy mollusk of titanicproportions ; mostly found underground or invery old ruins.Size : GiganticFerocity : PeacefulCunning : AverageMystique : NormalMovement : 60’ (crawling)Initiative : 10Melee Attack : +4Damage : 3d6 (whole body)Defense Class : 14Hits Total : 20Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Mindless, Regeneration (3Hits per round), Stealthy (8), Tough Skin,Wallcrawling.Awards : Glory 300, Wisdom 20.67


Area 9 : Storage RoomsRandom Encounters (continued)Skeleton ServantTaxonomy : AnimateDescription : Human skeleton animated by darknecromancy. Unlike the Skeletons described inthe Creature Compendium, they are not warriorsand will not fight unless attacked first. They areunarmed and only do 1d3 damage per attack.Size : MediumFerocity : PeacefulCunning : AverageMystique : WeirdMovement : 60’Initiative : 12Melee Attack : 0Damage : 1d3 (bones)Defense Class : 15Hits Total : 4Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Fearsome, Mindless.Awards : None. These beings are just harmlessanimated servants.Cave SpiderTaxonomy : MonsterDescription : Huge spiders that can attacktwo man-sized opponents at the same time.Size : LargeFerocity : DangerousCunning : AlertMystique : NormalMovement : 90’Initiative : 14Melee Attack : +7Damage : 2d6 (fangs & legs)Defense Class : 16Hits Total : 24Detection / Evasion : +2 / +4Mystic Fortitude : 0Special Abilities : Entangle (webs, 20’range, Might 20), Poison (sting, paralysis),Stealthy (14), Tough Skin, Uncanny Agility,Wallcrawling.Awards : Glory 260.68


Area 9: Storage RoomsSections 50-69Random Encounters (Area 9)1-3: Nothing.4: 1d6 Troglodytes, looking for theTemple of Rhea.5: 1d3 Wildmen, that flee whenthey see the heroes.6: 1d6 Lycans and 1 Tragos,patrolling the area.7: 1 Giant Slug, searching for food.8: 1d3 Cave Spiders that attackfrom the ceiling, with the benefit ofsurprise.9-10: 1d6 Skeleton Servants,taking stuff to or from section 67.The stats for these creatures can befound on the previous two pages.OverviewThese rooms are the old warehouses ofthe palace. Here there are amphoraeand chests with wine, grain, fabrics andall types of provisions. Some materialsare still usable, because of the magic ofthe Tomb. Unless stated otherwise, nowarehouse is illuminated.Special Rules: Various denizens of theTomb frequently patrol or wander thisarea. This is reflected by the possibilityof a random encounter in some of thesections (as mentioned in their detaileddescription). When the heroes entersuch sections, the Maze Master shouldroll 1d10 and consult the EncounterTable given below. Each of theseencounters can only occur once perhalf-day: if a roll indicates an Encounterthat has already taken place in the lasttwelve hours, treat the result as 1-3.Sections50 – Great CorridorDescription: This corridor is illuminatedby green-flamed lamps. On the wallsthere are frescoes that show the dailylife in the palace: craftsmen makingobjects, priests performing ceremonies,and scribes and other administrators ofthe palace’s bureaucracy.Encounters: None at first but seeCloser Inspection below.Traps: The door to section 76 has atrap created by the Bone Priest (seesection 76). The door to section 70 hasa magical trap that makes it difficult tofind the entrance (see section 70).Closer Inspection: If the charactersstay in the corridor for fifteen minutes,69


the Maze Master should roll on theRandom Encounters table for this area,replacing results of 1-4 with these:1-2: Nothing.3: The Lamperer, an insubstantialspirit, igniting the extinguished lamps.4: A procession of Shades thatadvances slowly from section 105towards the Temple of Poseidon (area7), the Temple of Rhea (area 10) or theCrypt of the Bone Priest (area 11).5 or more : See regular table.51 – Storage Room (Wine)Description: This room is full of largeamphorae of wine.Encounters: Roll 1d10 on the RandomEncounters table given p 69.52 – Storage Room (Oil)Description: This room is full of largeamphorae of oil.Encounters: Roll 1d10 on the RandomEncounters table given p 69.Closer Inspection: In a corner of theroom there is a loose floor tile thatcovers the entrance to an undergroundtunnel. To see this hidden entrance theheroes must pass a Detection roll(target number 15). The tunnel goessouth to an intersection with twotunnels that go south and west. If theheroes go south, they reach section 46,where there is a pit trap. If they followthe west tunnel, they reach section 7.53 – Storage Room (Fabrics)Description: This room is full of rottenfabrics.who is examining fabrics. He ignoresthe heroes until they touch the fabrics.Then, he attacks the heroes until he isdestroyed or the heroes leave thewarehouse.Closer Inspection: If the Ghost isdestroyed, the next time the charactersenter the area, the Maze Master shouldroll on the Random Encounters table forthis area.54 – Storage Room (Wood)Description: This room is full of variousplanks and boards of rotten wood.Encounters: Roll 1d10 on the RandomEncounters table given p 69.Ghost (Section 53)Taxonomy : SpiritDescription : Ghosts usually look liketranslucent, intangible humans; seeEncounters in section 53 above for adescription of this particular ghost.Size : MediumFerocity : AggressiveCunning : AlertMystique : EldritchMovement : 60’Initiative : 14Melee Attack : n/aDamage : SpecialDefense Class : 16Hits Total : 8Detection / Evasion : +6/+4Mystic Fortitude : +8Special Abilities : Fearsome, Insubstantial,Life Energy Drain (touch attack), MagicResistance, Sixth Sense, Stealthy (18)Like all Insubstantial beings, Ghosts cannotbe harmed by mundane weapons or meansand cannot inflict physical damage tomaterial beings (except with their LifeEnergy Drain ability).Awards : Glory 85, Wisdom 160.Encounters: A Ghost haunts thissection. It appears as a young tailor70


55 – Storage (Documents)Description: This room is full of smalltablets with markings in a strangelanguage. One of the three Sages (or aPhilosopher) could probably decipherthe language but these inscriptions turnout to be useless notes of purchases,sales and stored merchandise.Encounters: Roll 1d10 on the RandomEncounters table given p 69.56 – Storage Room (Tools)Description: This room is full of bronzenails and tools.Encounters: Roll 1d10 on the RandomEncounters table given p 6957 – Storage (Fabrics & Skins)Description: This room is full of fabrics,skins and carpets.Encounters: Roll 1d10 on the RandomEncounters table given p 69.58 – Storage (Mirrors & Lamps)Description: This room is full of mirrorsof burnished silver, lamps and variousfabrics of beautiful colours. All thematerials have a layer of dust, but theyare in good shape. This room isilluminated with normal lamps (not likethe green lamps in the corridor).Encounters: One Empusa (withoutPsychic Powers) lives in this room,feeding on the Wildmen and other livingbeings that she captures.59 – Storage Room (Oil)Description: This room is full of largeamphorae of oil.Empusa (section 58)Taxonomy : SpiritDescription : Beautiful (but blood-drinking)undead temptress. Empusae are therevenants of seductive witches who havegiven their souls to Hecate, goddess ofdarkness, in exchange for eternal unlife.Size : MediumFerocity : DangerousCunning : CraftyMystique : EldritchMovement : 90’Initiative : 23Melee Attack : +5Damage : energy drainDefense Class : 18Hits Total : 16Detection / Evasion : +12Mystic Fortitude : +8Special Abilities : Fearsome, Grapple(Might = 16), Life Energy Drain (kiss ; onlyusable vs immobilized victims), LightiningFast, Magic Resistance, Sixth Sense,Stealthy (20), Supernatural Vigor, UncannyAgility, Wallcrawling.Awards : Glory 120, Wisdom 140.Note : Exposure to daylight does 1d6damage per battle round to an Empusa.This damage cannot be regenerated. Adead Empusa falls to dust.Encounters: Roll 1d10 on the RandomEncounters table given p 69.60 – Storage Room (Oil)Description: This room is full of largeamphorae of oil.Encounters: Roll 1d10 on the RandomEncounters table given p 69.61 – Storage Room (Animals)Description: This room is full ofskeletons of birds, pigs and otheranimals, all long-dead.71


ShadowEncounters: The various AnimalSkeletons animate if the heroes stayfor more than five rounds here.Individually, these small skeletons arenot fast or especially dangerous, butthere are many of them : each hero inthe room will be attacked by 1d6 AnimalSkeletons (but remember that humansand other medium-sized beings canattack two different Small opponentseach battle round).Taxonomy : SpiritDescription : Insubstantial, life-drinkingspirit of darkness looking like a humanshadow.Size : Medium (two-dimensional)Ferocity : DangerousCunning : CleverMystique : UnearthlyMovement : 60’Initiative : 16Melee Attack : n/aDamage : See belowDefense Class : 17Hits Total : 12Detection / Evasion : +8Mystic Fortitude : +10Special Abilities : Camouflage (as shadow,26), Insubstantial, Life Energy Drain (touch),Magic Resistance, Sixth Sense, Stealthy(22), Uncanny Agility, Wallcrawling.As all Insubstantial beings, Shadows cannotbe harmed by mundane weapons ; they mayonly be harmed by magic. Their only attackis their Life-Energy Drain touch.Awards : Glory 110, Wisdom140.62 – Storage Room (Spices)Animal SkeletonTaxonomy : AnimateDescription : See main text.Size : SmallFerocity : AggressiveCunning : AverageMystique : WeirdMovement : 45’Initiative : 11Melee Attack : +2Damage : 1d3 (fangs, claws etc)Defense Class : 13Hits Total : 4Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Mindless.Awards : Glory 4, Wisdom 10.Description: This room is full of smallboxes with different spices inside them.Some of the spices are usable.Encounters: 1d6 Shadows appear inthe room if a source of light illuminatesthe section. It immediately attacks thelight-bearer. If a Shadow is destroyed,another one appears two rounds later,as long as there is a source of light inthe room.63 – Storage Room (Marble)Description: This room is full of marbleblocks. There are stonecutting toolshanging on the walls.Encounters: Roll 1d10 on the RandomEncounters table given p 69.72


RatTaxonomy : BeastDescription : Ordinary rat.Size : TinyFerocity : AggressiveCunning : AlertMystique : NormalMovement : 30’Initiative : 14Melee Attack : +3Damage : 1pt (teeth & claws)Defense Class : 14Hits Total : 2Detection / Evasion : +6 / +4Mystic Fortitude : 0Special Abilities : Gallop, Sharp Senses,Stealthy (20), Uncanny Agility.Awards : None (they’re just rats).64 – Storage Room (Grain)Description: A warehouse full ofgrain… and rats !Encounters: This room is home to abig swarm of Rats. If the heroes stayfor more than five rounds in thewarehouse, the rats get nervous andattack the heroes. This frantic attackwill last 1d6 battle rounds, during whicheach hero who remains in the room willbe attacked by 1d6 new rats butremember that humans and othermedium-sized beings can attack up tofour different Tiny targets in the sameround. The rats are too numerous to beexterminated but will immediately fleebefore fire or once the 1-6 rounds areover, dispersing in the corridor…65 – Storage Room (Grain)Description: Like section 64, thiswarehouse is also full of grain and rats.Encounters: A swarm of Rats that actsas the swarm of section 6466 – Storage Room (Metal)Description: This room was full ofbronze and copper ingots, but it wassacked a long time ago by the dwellersof the Tomb and is now empty.Encounters: Roll 1d10 on the RandomEncounters table given p 69.67 – Storage RoomDescription: This room is illuminatedby oil lamps and is full of largeamphorae and chests of various goods.Encounters: Four Iron Warriors guardthis section. They attack every intruderwho doesn’t know the password. Onlythe Scribe Ghost in section 69 knowsthis password. If the Warriors aredestroyed, they reform at a rate of oneWarrior each day.Iron WarriorTaxonomy : AnimateDescription : Animated iron statues ofhoplites, with weapons and inbuilt armor.Size : MediumFerocity : DeadlyCunning : AverageMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +6Damage : 1d6 (weapon)Defense Class : 19 (with shield)Hits Total : 20Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 15, Melee Attack +8), Mindless,Natural Armor, Supernatural Vigor.Unique Ability : Iron Warriors can use theShield Wall special maneuver (see PlayersManual, p 23).Awards : Glory 75, Wisdom 30.73


Skeleton ServantTaxonomy : AnimateDescription : Human skeleton animated bynecromancy. Unlike the Skeletons found inthe Creature Compendium, these Animatesare not warriors; they will not fight unlessthey are attacked first. They are unarmedand only do 1d3 damage per attack.Size : MediumFerocity : PeacefulCunning : AverageMystique : WeirdMovement : 60’Initiative : 12Melee Attack : 0Damage : 1d3 (bones)Defense Class : 15Hits Total : 4Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Fearsome, Mindless.Awards : None. These beings are justharmless animated servants.Closer Inspection: If the heroes stay inthis room for more than fifteen minutes,the Maze Master should roll 1d6 andconsult the following table:1-3: 1d6 Skeleton Servants bringmerchandise from section 110 andstore it in the chests and amphorae.4-6: 1d6 Skeleton Servants takegoods from this section and go throughsection 50 towards the warehouses.68 – Storage Room (Skeletons)Description: This room is illuminatedby oil lamps and full of Skeletons.Encounters: Twenty-four SkeletonServants stay in this section until oneof them activates and goes to section69. A few minutes later, the sameSkeleton Servant returns with a smallwax tablet and gives silent orders to1d6 Skeletons. Together, they go tosection 67, take merchandise and bringit to another section of the Tomb.69 – Office RoomDescription: This room is illuminatedby oil lamps. There are large shelveson the walls, holding various trinketsand many small clay tablets with notes.In the furthest corner there is a tablewhere a small quill moves over a desk.Encounters: If the heroes approachthe desk, a Ghost appears behind it; heis the scribe in charge of the inventoryof the warehouses. From time to timeSkeleton Servants arrive here, receiveorders from the Scribe Ghost anddepart. If the heroes try to speak withhim, he says he is very busy. If theytouch the tablets, he first admonishesthem; if they ignore this warning and doit again, , he attacks with the help of theIron Warriors from section 67.Closer Inspection: If the heroesexamine the room, they find variouscoffers with valuable jewels, including 4red rubies (140 silver pieces each), abag of 500 silver pieces and variousjewels (worth 2d10 x100 silver pieces).Scribe GhostTaxonomy : SpiritDescription : An ethereal grumpy old man.Size : MediumFerocity : AggressiveCunning : AlertMystique : EldritchMovement : 60’Initiative : 14Melee Attack : n/aDamage : SpecialDefense Class : 16Hits Total : 8Detection / Evasion : +6/+4Mystic Fortitude : +8Special Abilities : Fearsome, Insubstantial,Life Energy Drain (touch attack), MagicResistance, Sixth Sense, Stealthy (18)Being Insubstantial, Ghosts cannot be harmed bymundane weapons. Their only mode of attack istheir Life Energy Drain ability.Awards : Glory 85, Wisdom 160.74


Area 10: Temple of RheaSections 70-7570 – Temple EntranceOverviewThis area is the temple of Rhea, motherof Zeus and one of the most veneratedGoddesses in Old Proteus. Rhea hasawakaned in reaction to the actions ofParmenion, to face the Minotaur andrestore order in the Tomb.Rhea has sent prophetic dreams to theWildmen at the Tomb and to theBlackblood Tribe of Troglodytes.In addition, she has summoned a groupof powerful Serpents that have attackedthe Hags and the Minotaur’s horde.Rhea is now calling more followers, likethe centaurs of Aquio or the heroes.Special Rules: In order to protect hertemple, Rhea has summoned spirits,Serpents and the power of the Earth.This latter power manifests itself asfollows: if anybody uses a meleeweapon in the Temple, this weapon willautomatically break if the damage dieshows a result of 5 or 6. Even magicalweapons are subject to this power butwill only break on a damage roll of 6. Inall cases, the damage rolled will still beinflicted before the weapon breaks.Only allies of Rhea (such as the spiritsin section 70 or the heroes if theyobtain Rhea’s Blessing) are immune tothis magical effect.Description: The entrance of thetemple is protected by a magical trap. Ifthe heroes avoid the trap and passthrough the door, from the niches in thenorthern wall appear the guardians ofthe temple, three powerful spirits,servants of Rhea. There is absolutedarkness in this room.Encounters: The entrance of Rhea’stemple is guarded by three guardianspirits : Hard Earth, Black Crawler andGaze of Stone. Their statistics can befound next page. The first Spiritappears on the first round. The secondSpirit appears on the third round. Thelast Spirit appears on the fifth round.They attack immediately and continueuntil they are destroyed or theiropponents are dead. If a Priestess ofRhea or Demeter is with the group, theSpirits will not attack them.Traps: The door of the temple has amagical trap that makes the doorinvisible. Only beings allied with Rheacan see through the illusion. In order tosee the door, the heroes must make aMystic Fortitude saving roll (targetnumber 17). Followers of Rhea (suchas the Wildmen or the Troglodytes) arenot affected by this trap.Treasure: If the spirits are destroyed,each one leaves a jewel behind him: aruby, an emerald and a sapphire, worth1d6 x 100 silver pieces each.Closer Inspection: If the heroes leavethe jewels on the ground, the spiritsreappear in 1d6 rounds.75


First Spirit (“Hard Earth”)Taxonomy: Spirit.Description: The first spirit takes the form of arobust humanoid made of wood, with strongarms and vegetable tentacles that it uses toentangle his opponents.Size: Medium.Ferocity: DangerousCunning: AlertMystique: EldritchMovement: 60’Initiative: 13Melee Attack: +4Damage: 1d6 (fists)Defense Class: 18Hits Total: 16Detection / Evasion: +2/+2Mystic Fortitude: +8Special Abilities: Crushing Damage, Entangle(tentacles, range 10’, Might 16), Grapple (Might= 16), Magic Resistance, Natural Armor,Regeneration (1 Hit / round), Supernatural Vigor.Awards: Glory 95, Wisdom 80.Second Spirit (“Black Crawler”)Taxonomy: Spirit.Description: The second spirit takes the form ofa great black spider. It has the power to spit acidand uses this breath weapon to attack hisopponents from the top of the roof.Size: Medium.Ferocity: DangerousCunning: AlertMystique: EldritchMovement: 60’Initiative: 15Melee Attack: +5Damage: 1d6 (bite)Defense Class: 18Hits Total: 16Detection / Evasion: +2/+4Mystic Fortitude: +8Special Abilities: Breath Weapon (acid, 20’),Camouflage, Magic Resistance, Regeneration (1Hit per round), Stealthy (16), Supernatural Vigor,Tough Skin, Uncanny Agility, Wallcrawling.Awards: Glory 105, Wisdom 120.Hard Earth, with its vegetal tentaclesThird Spirit (“Gaze of Stone”)Taxonomy: Spirit.Description: The third spirit takes the formof a hooded woman with a knife.Size: Medium.Ferocity: DangerousCunning: AlertMystique: UnearthlyMovement: 60’Initiative: 13Melee Attack: +4Damage: 1d3 (knife)Defense Class: 15Hits Total: 16Detection / Evasion: +2/+2Mystic Fortitude: +10Special Abilities: Petrification (60’, special),Magic Resistance, Regeneration (1 Hit /round), Supernatural Vigor.Awards: Glory 105, Wisdom 160.To use its Petrification ability, the spiritremoves the hood and cuts herself on theface with the knife while she looks at one ofher opponents. Unlike other Petrificationattacks, this takes an entire battle round toprepare, during which the Spirit cannotattempt any other form of attack.76


71 – Outer TempleDescription: This room is illuminatedby a light coming from the south (the pitin section 75).72 – Earth ShrineDescription: This room is a shrine tothe daughters of Rhea, goddesses ofthe grain. In this room there are threestatues of goddesses, one by eachwall. This room is not illuminated.Treasure: Next to the feet of eachstatue there are food offerings, grainand jewels. If the heroes take anyobject, the room shakes. If they takethem anyway, the ceiling trembles andfalls upon them, doing 1d6 damageeach round until the heroes leave thearea. The earthquake continues in allthe sections of this area, except section75, and only stops if the heroes leavethe offerings in the shrine.Closer Inspection: Two of the statuesare Demeter and Artemis. The thirdone, which the heroes don’t recognize,is a young goddess wearing a helmetand carrying a two-edged axe.73 – Storage RoomDescription: This is a storage room forobjects used in ritual ceremonies:clothes, masks, branches of sacredtrees etc. The room is not illuminated.Treasure: The objects are not valuable,except to the cults of the EarthGoddesses. If somebody brings theobjects to a temple of Demeter orArtemis, their priestesses may pay upto 500 silver pieces. Most of thesesacred objects (masks, robes etc) havean Enc value of 1 each.74 – Treasure ChamberDescription: In this room the mostsacred treasures of the cult are kept.The central piece is a great wheeledcart where the statue of Rhea was putin the sacred days and taken out of thetemple in procession.Treasure: In the cart there are two potsfull of gold pieces. Each pot containsapproximately 100 gold coins (a smallfortune, since each gold coin is worth100 silver pieces). Each pot has an Encvalue of 1. On the wall there are goldenmasks and various adornments: thewhole set represents a total of 6 Encpoints, with a value of 1d6 x 50 silverpieces for each point of Encumbrance.75 – Inner TempleDescription: This is the inner templehousing the statue of Rhea, mother ofZeus. The room is illuminated by a redlight coming from a great crack openedin the southeastern part of the room. Apillar of black smoke sometimes risesfrom the crack. The ground is coveredby a hundred snakes. The statue ofRhea, a goddess with a snake wrappedaround each arm, is at the point markedwith an “S” on the map.Encounters: Hundreds of snakes. Thesnakes ignore the heroes at first, butsoon grow nervous and the heroesmust use the torches to keep to mostaudacious at bay. If the heroes stay formore than fifteen minutes in the room,the Maze Master should roll 1d6 everyfive minutes for each character. On aresult of 6 the hero is bitten, and if hefails a Physical Vigor saving roll (targetnumber 15), falls unconscious and hasa prophetic dream (see below).Closer Inspection: If the heroes lookinto the crack they see a bottomless pitwith raging fires at a great distance.Steam and heat emanate from thecrack. If the heroes kneel down beforethe statue of Rhea and request her aid,the snakes fall upon the heroes andbite them, until they are unconscious.Then they have a prophetic dream (seeThe Prophetic Dream, next page).77


Then, a woman speaks with the King,takes a double-edged axe and jumpsdown to the courtyard. She fights theMinotaur and defeats him. The Kingand the Queen smile and rise, thenwalk away until they reach a megaron(great hall) where they sit on tallthrones. The people around them ageand die, but the monarchs remainunaltered. When all the people havebeen reduced to dust, a group ofShades appear and kneel down. TheKing and the Queen listen to them andpronounce judgment. The heroes heara voice, or rather they feel it like avibration in their chests: “Thus it is as itmust be.”Now the scene changes. A group ofpeople is again in the great courtyard,and are thrown into the great crack inthe center of it, while an old woman anda young man watch. From the crackshouts arise and shortly afterwards, theMinotaur they had seen previouslyappears. The Minotaur howls and othermonsters arise from the crack, obeyingits call. The voice speaks again: “Thusit is as it does not have to be.”The statue of the Great Goddess RheaThe Prophetic DreamIn the dream (see section 75), theheroes stand in a great courtyard (theyrecognize section 100, if they havealready visited it). Young people arejumping with a pole over a bull. A nobleKing and his Queen preside over theceremony from a balcony. One of theyoung people is gored by the bull anddies. The bull that has killed the youngman stands up on its hind legs,changing into a Minotaur.The image of a double-edged axeappears in the dream of the heroes.The voice says: “Search for the sacredLabrys in the Temple of the AxeGoddess. You must obtain the blessingof the King to obtain the Axe. Only withthe Axe can you destroy the Minotaur.Go, with the Blessing of Rhea”.The heroes then wake up. The snakesare passing their tongues by the eyesand ears of the heroes. From now on,the heroes are able to see and to hearclearly the forms and sounds ofShades, Ghosts and Spirits, such asthe Shades that walk in the corridors;instead of floating skulls and greenlights they’ll see men and women withcandles in their hands. In addition, theheroes have the Blessing of Rhea: theTroglodytes and Wildmen reactfavorably towards these sacred heroes.The Serpents invoked by Rhea act alsomore favourably towards the heroesalthough they don’t obey their orders.78


Area 11: Temple of the UnderworldSections 76-86floats to a group of bones and threerounds later, a new Skeleton animates.There is a limitless number ofSkeletons in the room. The statistics forSkeletons can be found next page.OverviewThis is a dangerous area of the Tomb,inhabited by the animated rests of thelost and the damned. Most of thecomplex is a temple to Hades and theUnderworld. Here is the lair of the BonePriest, an entity who was a priest ofHades when he was alive, and nowreigns over the damned spirits.Special Rules: The aura of death thatimpregnates this area is an almostphysical sensation that frightens livingbeings: this causes a -2 penalty to allMystic Fortitude and Danger Evasionsaving rolls. In addition, characters willnot be able to recover lost Hits, even bymagical means, while in this area.Sections76 – Guard RoomDescription: On the walls of this roomthere are sooty spots that seem torepresent people in strange positions,as if they were suffering. The room isilluminated by green-flamed torches.The ground is covered in human bones.A group of skeletons armed with spearsand shields guards the room.Encounters: Ten Skeletons arealways active here. They are armedwith swords and attack any intruderswho enter the room. If a Skeleton isdestroyed, a shadow on the wall willTraps: On the door to section 50 thereis a stone face. If the heroes open thedoor, a gas comes out of the mouth.Type: indoor; Effect: poison; PhysicalVigor saving roll (target number 15) ordeath in 1d6 rounds; Concealment 15;Danger Rating 16. Everybody in a 1d6radius may be affected by the cloud.This very elaborate trap automaticallyreloads after each use. This fiendishnecromantic mechanism was createdby the Bone Priest to neutralize thieves,adventurers and other intruders.Closer Inspection: There are onlybones in this room.77 – Stairs to the Watch TowerDescription: These stairs lead to thesecond floor of the Tomb. They areilluminated by the light of the moon orthe sun that enters them from above.Encounters: A Ghost protects thestairs. He appears as an etherealsoldier dressed in full armor, with aspear and a shield, although his onlyattack is his Life-Energy Drain, whichhe delivers by touching a victim with thetip of his spear (treat as a touch attack).If somebody tries to climb the stairs, heraises his hand. If the hero continuesadvancing, the spectre prepares hisshield and spear and attacks.Closer Inspection: If the Ghost isdefeated, the next time that the heroesenter the room, the Bone Priest hassent a new guardian. The Maze Mastershould roll 1d6:79


Skeleton1-2: 1d6 Skeletons.3-4: 1d6 Stygian Hounds.5: 1d6 Shadows.6: 1 Empusa (no Psychic Powers).ShadowTaxonomy : SpiritDescription : Intangible, life-drinking spiritof darkness looking like a human shadow.Size : Medium (two-dimensional)Ferocity : DangerousCunning : CleverMystique : UnearthlyMovement : 60’Initiative : 16Melee Attack : n/aDamage : See belowDefense Class : 17Hits Total : 12Detection / Evasion : +8Mystic Fortitude : +10Special Abilities : Camouflage (as shadow,26), Insubstantial, Life Energy Drain (touch),Magic Resistance, Sixth Sense, Stealthy(22), Uncanny Agility, Wallcrawling.As all Insubstantial beings, shadows cannotbe harmed by mundane weapons ; they mayonly be harmed by magic. Their only attackis their Life-Energy Drain touch.Awards : Glory 110, Wisdom140.Taxonomy : AnimateDescription : Unlike the Skeleton Servantsthat can be encountered in various parts ofthe Tomb, these Skeletons are fighters.Size : MediumFerocity : AggressiveCunning : AverageMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +2Damage : 1d6 (sword)Defense Class : 15Hits Total : 8Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 15, Melee Attack +4), Fearsome,Mindless.Awards : Glory 40, Wisdom 20.Stygian HoundTaxonomy : AnimateDescription : Huge skeletal undead dogs« bred » by the necromancers of Stygia.Size : MediumFerocity : DangerousCunning : AverageMystique : WeirdMovement : 80’ (320’ galloping)Initiative : 18Melee Attack : +4Damage : 1d6 (claws & bite)Defense Class : 15Hits Total : 12Detection / Evasion : +4Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 20, Melee +6), Fearsome, Gallop,Lightning Fast, Mindless, Sharp Senses.Awards : Glory 65, Wisdom 20.80


Empusa (section 77)Taxonomy : SpiritDescription : Beautiful (but blood-drinking)undead temptress. Empusae are therevenants of seductive witches who havegiven their souls to Hecate, goddess ofdarkness, in exchange for eternal unlife.Size : MediumFerocity : DangerousCunning : CraftyMystique : EldritchMovement : 90’Initiative : 23Melee Attack : +5Damage : energy drainDefense Class : 18Hits Total : 16Detection / Evasion : +12Mystic Fortitude : +8Special Abilities : Fearsome, Grapple(Might = 16), Life Energy Drain (kiss ; onlyusable vs immobilized victims), LightiningFast, Magic Resistance, Sixth Sense,Stealthy (20), Supernatural Vigor, UncannyAgility, Wallcrawling.Awards : Glory 120, Wisdom 140.Note : Exposure to daylight does 1d6damage per battle round to an Empusa.This damage cannot be regenerated. Adead Empusa falls to dust.78 – Inner Temple of HadesDescription: In this temple there is ahuge statue of Hades (marked with an“H” on the map). The statue representsHades, but it also has the face of a dogand a strange twisted cane. The roomis illuminated by green-flamed lamps.Encounters: This room seemsempty… but there is an infinite numberof Shadows waiting inside the statue ofHades (see Closer Inspection below).Closer Inspection: If the charactersapproach the statue, they notice that asupernatural cold emanates from it. Ifthey touch the statue, they must makea Mystic Fortitude saving roll (targetnumber 15) or suffer a massive 3d6Hits of damage. In addition, as soon asany character touches the statue, 1d6Shadows emerge from inside it andattack the characters, pursuing themuntil they are all dead or leave the Area.Each round, 1d6 more Shadows comeout of the statue. If the heroes return tothis area later, the Shadows will attackagain. Only if the heroes have the Caneof the Bone Priest (see section 86) canthey touch the statue safely. If the Caneis held by a Noble or Priest, the statuewakes, and Hades speaks to them. Hewill not blame them for the death of theBone Priest but will not help themeither. If they tell him the Minotaur hasescaped from Tartarus, he says theymust find the Judge of the Underworld(section 190) and ask him to give themthe Labrys. If the characters need thegod’s blessing to convince the Judge(see section 190), Hades grants it.ShadowTaxonomy : SpiritDescription : Insubstantial, life-drinkingspirit looking like a human shadow.Size : Medium (two-dimensional)Ferocity : DangerousCunning : CleverMystique : UnearthlyMovement : 60’Initiative : 16Melee Attack : n/aDamage : See belowDefense Class : 17Hits Total : 12Detection / Evasion : +8Mystic Fortitude : +10Special Abilities : Camouflage (as shadow,26), Insubstantial, Life Energy Drain (touch),Magic Resistance, Sixth Sense, Stealthy(22), Uncanny Agility, Wallcrawling.As all Insubstantial beings, shadows cannotbe harmed by mundane weapons ; they mayonly be harmed by magic. Their only attackis their Life-Energy Drain touch.Awards : Glory 110, Wisdom 140.81


KerTaxonomy : SpiritDescription : Keres (sing. Ker) are viciousshe-demons with bat-like wings, razor-sharpclaws and piercing fangs. who prey on thelife-energy of their victims, devouring theirvery souls.Size : MediumFerocity : DeadlyCunning : CleverMystique : UnearthlyMovement : 60’ (240’ flying)Initiative : 19Melee Attack : +7Damage : 1d6 (claws and fangs)Defense Class : 21Hits Total : 20Detection / Evasion : +8 / +10Mystic Fortitude : +8Special Abilities : Fearsome, Life EnergyDrain (bite*), Magic Resistance,Regeneration (1 / round), Sixth Sense,Stealthy (18), Supernatural Vigor, ToughSkin, Uncanny Agility, Winged.Awards : Glory 135, Wisdom 160.* Victims killed by a Ker’s Life Energy Draincan never be resurrected by any power(including Divine Intervention), since theirsoul has been reaped by the Ker anddirectly sent to Hades at the very instant oftheir death.79 – Outer Temple of HadesDescription: Two large staircases leadfrom the central courtyard (section 100)into this room. The room has a highvaulted ceiling and is illuminated bymultiple green-flamed lamps. On thewalls there are frescoes that showscenes of people suffering and picturesof Tartarus. The ceiling is full of floatingShades with shining green eyes.Encounters: Dozens of Shades float inthe room. All of them ignore the heroes.Closer Inspection: If the heroes stay inthe room, they’ll see many Shadesgoing to sections 82 or 78, but nonegoing to the courtyard (section 100). Ifthey wait for half an hour, the Lamperercomes to ignite the extinguished lamps.80 – Stairway to the UnderworldDescription: This long room has stairsthat lead down into deep darkness. Infact they go down to the Underworld.Encounters: A Ker materializes if theheroes try to go down the stairs. First,she gives a warning. If the heroesignore her, she attacks. The Spirit canfollow the heroes into rooms 78 and 79but not beyond.Closer Inspection: If the heroes defeatthe Ker and go down the stairs, after adescent of five days they reach theUnderworld. The destiny of the heroesin such place is beyond the scope ofthis adventure…81 – BalconyDescription: If the heroes go up thestairs they arrive at a balcony fromwhich there is a good view of the maincourtyard.Closer Inspection: From this positionthe heroes can see the courtyard. TheMaze Master should roll on theRandom Encounters table given for thecentral courtyard (section 100) to see ifanybody is there right now. The heroescannot be seen from the courtyard.82 – Room of the ShadesDescription: This room is full ofShades that float in the ceiling.Encounters: Dozens of Shades, whichignore the heroes.Closer Inspection: If the heroes stayfor half an hour in the room, theLamperer comes from section 79 andgoes to section 83. His torch isextinguished, but when he returns,minutes later, the torch is ignited again.82


83 – Room of the Green FireDescription: This room is full ofShades with shining green eyes. Theydon’t attack the heroes, but they makefaces and shout at them, trying to scarethem. They seem full of wrath.Encounters: Dozens of Shades, whichignore the heroes.Closer Inspection: If they wait for halfan hour, the Lamperer comes fromsection 82. His torch is extinguished.Ignoring the heroes, he stands in thecenter of the room and raises his torch.The Shades float around the torch, andsoon attempt to bite it and strike it withtheir intangible hands. In a short time,the torch is ignited again by the feat,hate and rage of the Shades, burningwith green fire and the Lamperer leavesthe room to continue his eternal task ofigniting the lamps of the Tomb.84 – The PitDescription: In this room there is agreat pit from which a green lightemanates. A great number of Shadesfloats in the room, trying to hide from aCacodemon that is catching them andthrowing them into the pit.Encounters: A Cacodemon is busythrowing Shades into Tartarus. Roll1d6 each round. On a 5-6, the demonspots the heroes and attacks themt.Closer Inspection: If the heroes kill theCacodemon they can look into the pit.They’ll see a descending tunnel full ofShades who are trying not to fall intoTartarus. The heroes must then make aMystic Fortitude roll (target number 15).If they fail, they try to throw themselvesinto the pit and must be held by theircompanions. If they make the roll, theycan move away from the pit. In eithercase, after looking into Tartarus, theheroes will never fear Ghosts and otherSpirits again, gaining a permanent +2bonus to all their Mystic Fortitude andMelee rolls made against Spirits.CacodemonTaxonomy : SpiritDescription : Malevolent spirit of Chaosand mayhem ; likes to wreak havoc on poormortals. Cacodemons have a vaguelyhumanoid appearance but are made of pureChaotic energy.Size : MediumFerocity : DeadlyCunning : CraftyMystique : UnearthlyMovement : 80’Initiative : 22Melee Attack : n/aDamage : specialDefense Class : 17Hits Total : 16Detection / Evasion : +10 / +14Mystic Fortitude : +10Special Abilities : Insubstantial, LifeEnergy Drain (touch), Lightining Fast, MagicResistance, Psychic Powers (Psychic Gift 6,Mystic Strength 18, 24 Power points), SixthSense, Uncanny Agility.Awards : Glory 145, Wisdom 740.85 – Crypt of the Bone PriestsDescription: The room is illuminatedby green-flamed lamps. Six pale priestswhisper ritual words forgotten long agoin the land of the living.Encounters: Six Lesser Bone Priestsstay in this room, singing prayers toHades. Their parched bodies are stilldressed in the garments of priests. Assoon as the heroes enter the room, theBone Priests attack them with theirtwisted necromantic canes (see below).After five rounds, the great Bone Priesthimself comes from section 86 andjoins the fight.Treasure: The Canes of the LesserBone Priests (Enc 1) are necromanticartifacts imbued with the Life-EnergyDrain ability (treat as a Touch attack).They can also be used as crude clubs83


for 1d3 damage (or 1d6 subdual). If thed6 roll made for the Life-Energy Drain isa 5 or 6, the cane loses its Life-EnergyDrain powers (but the Hits are still lost).Closer Inspection: The room is full ofbraziers in which strange spices burn.The smoke of the braziers causesanyone who stays in the room for morethan fifteen minutes to experiencestrange visions of death. If the heroesstay for twenty minutes, they mustmake a Mystic Fortitude saving roll(target number 15) or they becomesleepy. After half an hour, all the heroesfall asleep and won’t wake up on theirown. After their death, they becomeLesser Bone Priests themselves.Lesser Bone PriestTaxonomy : SpiritDescription : Lesser Bone Priests are theacolytes of the Bone Priest. They helpedhim perform the ancient rituals of theUnderworld. They look like pale humansdressed in the robes of priests but their eyesare green flames. They use the same Life-Energy Draining canes as their master buthave no other attacks.Size : MediumFerocity : AggressiveCunning : AlertMystique : EldritchMovement : 60’Initiative : 12Melee Attack : +2Damage : see belowDefense Class : 14Hits Total : 12Detection / Evasion : +6/+4Mystic Fortitude : +4Special Abilities : Life Energy Drain (cane),Sixth Sense, Supernatural Vigor.Their Life-Energy Drain special ability is tiedto their necromantic canes (treat as a Touchattack) : see Treasure (section 85) below formore detail..Awards : Glory 55, Wisdom 80.The Bone Priest with his life-draining cane86 – Inner CryptDescription: This is the meditationroom of the Bone Priest, where heremains most of the time. He only goesto section 85 when he must carry out aceremony with the Lesser Bone Priestsor when they are attacked. The room isilluminated by green-flamed lamps andcontains a statue of Hades, several jarsand a coffer.Encounters: The Bone Priest is theold priest of Hades, who still continuescarrying out the worship ceremoniesafter his death. He hates all livingbeings and his deathly presence floodsthe whole area. See next page for hisdetailed statistics.84


Bone PriestTaxonomy : SpiritDescription : The Bone Priest was theleader of the Priests of Hades in the ancientpalace of the Bull King. He survived thespell of Chaos and when the Bull King wasmade Judge of the Underworld, he wasgiven control over the damned souls of theTomb. While not inherently evil, he dislikesliving beings and treats every living intruderas an enemy. He looks like a tall, pale man,dressed in the robes of a high priest, but hiseyes are green fires and he is desiccated asif the life had been sucked from his body.Size : MediumFerocity : AggressiveCunning : CleverMystique : UnearthlyMovement : 60’Initiative : 15Melee Attack : +2Damage : see belowDefense Class : 17Hits Total : 12Detection / Evasion : +8Mystic Fortitude : +10Special Abilities : Fearsome, Life EnergyDrain (cane), Magic Resistance, PsychicPowers (Psychic Gift 5, Mystic Strength 17,Power 20), Sixth Sense, Supernatural Vigor.there are clay tablets with strangeinscriptions, but the characters will notrecognize the writing.Closer Inspection: If the heroes slaythe Bone Priest he will reform in 1d6days. It can only be destroyed if thehuge statue of Hades in section 78 isdestroyed and the temple is collapsed.This space intentionally left blank forMaze Master’s NotesThe Fearsome ability of the Bone Priestreflects the aura of death and decay thatsurrounds him at all times. His Life-EnergyDrain special ability is tied to his twisted cane,a necromantic artifact (treat as a Touchattack). If the Cane is taken away from theBone Priest, he will fight using his PsychicPowers (especially Psychic Attack).Awards : Glory 100, Wisdom 540.Trap: The aura of death that permeatesthis area has its origin in this room andis strongest here. Characters suffer a -4penalty to their Mystic Fortitude andDanger Evasion saving rolls as long asthey stay in this room.Treasure: The statue has a value of500 silver pieces but is far too bulky tobe carried by a single person. The fivejars contain rich spices, each jar (Enc2) worth 200 silver pieces. In the coffer85


Area 12: The OracleSections 87-89Clanking SerpentOverviewThis area is the home of Melaclea, theprophetess. Melaclea was the mostpowerful seer in the palace of the BullKing, and when the palace became anentrance to the Underworld, the Godsallowed Melaclea to stay and continueprophesying. Fed on Ambrosia, she hasremained in the Tomb for decades,prophesying for the immortals, themagicians and the heroes who havemanaged to arrive at the Tomb.Sections87 – Room of the OracleDescription: In this large room,illuminated by braziers is Melaclea, theprophetess. In the braziers there aresacred herbs burning, and the smokehelps Melaclea in her visions. TheClanking Serpent waits on the stairs,sent by Rhea to protect Melaclea.Encounters: The Clanking Serpentwas sent here by Rhea to protectMelaclea. The Serpent doesn’t attackthe heroes if they act with respect andtalk with Melaclea. If the Serpent feelsMelaclea is in danger, it attacksferociously. Melaclea is an old and blindwoman, who sits in an ivory chair,constantly inhaling the smoke in theroom. She has a golden key on a chainaround her neck.Taxonomy : MonsterDescription : The Clanking Serpent is thetoughest of the Serpents of the Dark Earth.When it crawls, its scales (which seemmade of metal) produce a faint, inimitableclanking noise. The Great Goddess Rheahas ordered it to protect Melaclea the Seer.Size : LargeFerocity : DangerousCunning : AlertMystique : WeirdMovement : 90’Initiative : 13Melee Attack : +6Damage : 2d6 (bite)Defense Class : 21Hits Total : 30Detection / Evasion : +6/+4Mystic Fortitude : +2Special Abilities : Crushing Damage,Grapple (constriction, 20), Invulnerability,Regeneration (2 Hits / round), Sixth Sense,Supernatural Vigor.Awards : Glory 380, Wisdom 30.Treasure: The two braziers are heavy(Enc 4) and have a value of 25 silverpieces each. The ivory chair is worth300 silver pieces; it is far too bulky tobe carried on one’s back.Closer Inspection: If the heroes speakto the woman, she presents herself asMelaclea the Prophetess and asksthem to leave or to give an offering forRhea, the great goddess, and ask aquestion. Melaclea doesn’t care aboutthe nature of the offering, although shewon’t accept any looted treasure from atemple nor cursed objects. She acceptsfood, clothes and money.86


Questioning MelacleaEach hero can ask only one question andMelaclea will answer truthfully. After each herohas asked a question they must leave the room.If they continue asking questions, Melacleaorders the Clanking Serpent to attack. If theSerpent is slain, Melaclea stays in her chair andrefuses to speak or move, even if attacked. Hereare some possible questions and answers:What is this place? The Tomb of the BullKing, an entrance to the Underworld wherethe Bull King judges the souls of the followersof the Gods before sending them to the placethey deserve to be.Who is the Bull King? He was the King ofOld Proteus, who reigned from this palace.The Minotaur, King of Monsters, destroyed hispalace and his kingdom. After the Bull Kingwas slain, he became the Judge of the Dead.Who is the Minotaur? The Minotaur is theKing of the Monsters of Proteus. He wasdefeated in the time of the Bull King by theAxe Goddess and was trapped in Tartarus.How was the Minotaur freed fromTartarus? Hekateria the Witch deceivedPrince Parmenion so he performed an unholyritual to release the Minotaur. Twelve menand women were thrown into the crack youcan see in the great courtyard and theMinotaur fed on their blood.Why did the Minotaur attack Coristea?Because Prince Parmenion ordered him toand the spell that freed him also compelledthe monster to obey the Prince. When theMinotaur has recovered from his wounds, hewill again attack Coristea and all of Proteus.How can the Minotaur be defeated? Onlywith the magical axe, the Labrys, can the Kingof Monsters be killed.Where is the Labrys? The Labrys is guardedby the Axe Goddess in the Temple of the Axe,in the eastern part of the Tomb. But the Veil ofDeath that protects the Temple can only belifted by the will of the Bull King himself.How can we obtain permission to take theLabrys from the Bull King? Find the Templeof Rhea and obtain her Blessing.Where is [any Temple, the Minotaur or theBull King] ? The Maze Master should givethe players directions to reach the desiredlocation from the central courtyard, althoughthey don’t need to be extremely detailed, andMelaclea can’t draw a map.Melaclea the Prophetess88 – Melaclea’s BedroomDescription: In this bedroom there is aluxurious bed, a table and a chair. Theroom is illuminated by oil lamps of richdesign. On the table there is a smallgold coffer, and in the corner are twolarge chests. A golden Automatonstands in the center of the room.Encounters: The Automaton stays inthe bedroom, ready to serve Melaclea.It attacks the heroes if they try to takesomething from the room.Treasure: In the large chests there arebeautiful linen clothes, worth 400 silverpieces (total Enc 2). Each of the four oillamps has an Enc of 1 and is worth 50silver pieces. The golden coffer (Enc 2)has a lock that is opened with the goldkey of Melaclea. Thieves may try toopen the coffer, using the Lockpickingrules found on p 28. Within the cofferthere are two portions of Ambrosia, thefood of the Gods. If a hero eats theAmbrosia, he doesn’t need any food fora week and also gains an extra point ofGrace and a +2 to all his saving rolls forthis duration. If the heroes take thecoffer out of this area, five Griffinsdescend from the sky in the centralcourtyard (section 100) and demandthat the heroes give them the coffer totake it to Olympus. If the heroes defeatthe Griffins, they can keep the coffer,which has a value of 2,000 silverpieces, but they have earned the curseof the Gods and suffer a permanentloss of 1d3 Luck points.87


89 – Melaclea’s BathroomDescription: This is the bathroom ofMelaclea. There is a latrine and a largebathtub fed by pipes, and in a largechest there are linen bath clothes. It isilluminated by oil lamps that Melaclea’sAutomaton servant always keeps lit.Encounters: A golden Automaton isalways in this room to aid Melaclea inbathing. It fights the heroes if theytouch it or the bathtub.Treasure: The bathtub is made ofbronze and gold and is worth 1,000silver pieces, but it’s too heavy to betransported by a single person. Each ofthe four oil lamps has an Enc of 1 andis worth 50 silver pieces.GriffinTaxonomy : MonsterDescription : The classic lion-eagle hybrid,roughly the same size as a lion.Size : MediumFerocity : DangerousCunning : AlertMystique : WeirdMovement : 80’ (320’ flying)Initiative : 19Melee Attack : +5Damage : 1d6 (claws & bite)Defense Class : 17Hits Total : 16Detection / Evasion : +6 / +10Mystic Fortitude : +6Special Abilities : Charge or Dive intoBattle (Initiative 21, Melee Attack +7),Grapple (Might 16), Lightning Fast, MagicResistance, Sharp Senses, Stealthy (16),Supernatural Vigor, Tough Skin, UncannyAgility, Winged.Awards : Glory 190, Wisdom 30.AutomatonTaxonomy : AnimateDescription : Artifically animatedmechanical man. The first Automatons werecreated by Daedalos, the greatest inventorof the Age of Magic.Size : MediumFerocity : AggressiveCunning : AverageMystique : WeirdMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (metal fists)Defense Class : 17Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Grapple (16), Mindless,Natural Armor, Supernatural Vigor.Awards : Glory 50, Wisdom 20.Melaclea the OracleTaxonomy : Folk (Human)Description : Blind old woman.Ferocity : PeacefulCunning : CleverMystique : EldritchMovement : 60’Initiative : 12Melee Attack : 0Damage : n/a (does not fight)Defense Class : 14Hits Total : 6Detection / Evasion : +4Mystic Fortitude : +8Special Abilities : Gift of Prophecy*, MagicResistance, Supernatural Vigor.* This gives Melaclea some knowledge ofhidden secrets and future events. See theprevious page for more details.Awards : Killing Melaclea will not bring anyGlory or Wisdom to her slayer.88


Area 13: Throne Room and TreasurySections 90-99Bronze ColossusOverviewIn this area are the old throne room andtreasure room of the Tomb, protectedby ancient but untiring guardians.Sections90 – Great EntranceDescription: This is the main entranceto the area. It is guarded by an immortalsentinel, a Bronze Colossus.Encounters: A Bronze Colossusstands on the platform over the stairs. Itremains immovable as a statue,ignoring anything happening in thecentral courtyard (section 100), but assoon as somebody steps on the stairs,it raises its arm with the palm outward.If somebody goes up the stairs, itattacks, trying to throw its enemiesdown to the central courtyard. Fiverounds after the fighting has begun, theIron Warriors in section 94 join thecombat, coming out of their room at arate of one each round. As soon as theBronze Colossus is destroyed, the IronWarriors stop fighting, take the remainsof the Colossus, and drag them towardsthe forge (section 93), crossing sections91 and 92 slowly. If the Iron Warriorsare attacked, they defend themselvesand then continue their task.Taxonomy : AnimateDescription : Huge animated metal man.This Bronze Colossus is armed with a hugetwo-handed hammer, giving it a +2 bonus toits Melee attack modifier.Size : LargeFerocity : AggressiveCunning : AverageMystique : WeirdMovement : 90’Initiative : 11Melee Attack : +6Damage : 2d6 (weapon)Defense Class : 17Hits Total : 24Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 15, Melee Attack +10), Grapple(Might = 20), Crushing Damage (aftersuccessful grapple), Mindless, NaturalArmor, Supernatural Vigor.Awards : Glory 150, Wisdom 20.91 – Throne RoomDescription: This section is notilluminated. By the western wall there isa stone throne. By the southern wallthere are stone chairs. The walls arecovered in frescoes that representmasons building the palace, kingsdistributing justice and sailors fighting ina marine battle. On the floor is a mosaicthat depicts various sea creatures.Traps: The secret door behind thethrone is trapped. Type: indoor; Effect:poison; Physical Vigor saving roll at 15or paralyzed; Concealment 20; DangerRating 18. Also, an alarm is activated,alerting the Iron Warriors in section 92,which come after three rounds.89


Closer Inspection: If a hero sits on thethrone and waits for five rounds (30seconds), he begins to have a vision.First, he hears whispering voices. If heconcentrates, he can make a MysticFortitude saving roll (target number 15).Each saving roll reveals one of thefollowing pieces of information, but healso loses 1 Hit (or 1 Power point if heis a magician). When he fails a MysticFortitude saving roll, he falls from thethrone and the visions stop:Round 1: The voices become clearerand the hero hears people discussing inan archaic, incomprehensible language.Round 2: The room is illuminated bythe lights of a dozen lamps and thehero sees people sitting in the stonechairs or standing in front of the throne.Round 3: The normal world vanishesand the character sees only the peopleof the old world, who seem to be sittingin court.Round 4: The court continues, but thehero leaves the throne and floatstowards 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 thecentral courtyard (section 100). A fullmoon illuminates the night sky. Thecourtyard is full of people: servants,priests and guards.Round 10: The hero goes to theeastern wall of section 190. There, onthe throne, sits the Judge of the Dead,watching him with flaming green eyes.The hero shouts and is thrown out ofthe throne. He is again in section 91.Behind the throne there’s a secret doorthat leads to the treasure rooms. Theheroes can make a Detection roll with atarget number of 17. If the heroes openthe door they must pass a DangerEvasion roll (target number 15) or theyactivate the trap and the Iron Warriorsin section 92 come in three rounds.92 – Room of the Iron WarriorsDescription: This room is illuminatedby magical bronze torches. In the roomthere are 1d6+3 Iron Warriors.Encounters: 1d6+3 Iron Warriors (seenext page for their stats). The firstWarrior activates two rounds after anyhero enters the room and then attacks.Each battle round another Iron Warrioractivates and attacks. They won’t attackany hero who goes back to section 91,but if the characters go to section 93(the forge) they follow them. If the alarmon the secret door in sect. 91 isactivated, the Iron Warriors wake up 3rounds later and go to section 91.Closer Inspection: Anyone touchingthe bronze torches suffers 1d6 burningdamage. The torches cannot be takenfrom the walls.Round 7: The hero flies at great speedtowards the opposite wall and entersthe stairs in section 188.Round 8: The hero flies up the stairs tosection 189 and continues on to thecorridor in section 185.Round 9: The hero enters section 190.The large room is illuminated withgreen-flamed lamps and the Shades ofthe dead fill the room.Iron Legion, assemble !90


Iron WarriorTaxonomy : AnimateDescription : Animated iron statues ofhoplites, with weapons and inbuilt armor.Size : MediumFerocity : DeadlyCunning : AverageMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +6Damage : 1d6 (weapon)Defense Class : 19 (with shield)Hits Total : 20Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 15, Melee Attack +8), Mindless,Natural Armor, Supernatural Vigor.Unique Ability : Iron Warriors can use theShield Wall special maneuver (see PlayersManual, p 23).Awards : Glory 75, Wisdom 30.93 – The ForgeDescription: This room is illuminatedby the great fire of a forge located in thecenter of the room. Next to the wallsthere are big blocks of iron and bronze.Four Iron Warriors constantly drive thebellows that keep the forge lit. There isalso a Lesser Cyclops in the room.The Maze Master should roll 1d6 whenthe heroes enter the room. On a 1-3result, the Cyclops is sleeping on thefloor, while on a 4-6 he’s working at hisforge, constructing an Iron Warrior.Encounters: The Lesser Cyclops,Melandros the Smith, is a prisoner inthis room, with the order to repair theBronze Colossus in section 90 and theIron Warriors of the Tomb. He has beena slave for decades, living on Ambrosiathat the Gods bring to him. His right footis chained to the forge. If the heroesattack him, he defends himself with hisbig hammer, but he is tired of hisconfinement and, if they do not attackhim, he will ask for their help.91Melandros the SmithTreasure: The big blocks of iron andbronze are just too heavy to transport.Melandros the Lesser Cyclops canrepair the weapons and armor of theheroes and even forge them new ones.If he is freed he makes a special effortand makes weapons with a +1 damagebonus and armor with a +1 EDC bonus.Lesser CyclopsTaxonomy : FolkDescription : One-eyed huge humanoidswho live underground. Lesser Cyclops arethe underground smiths and sentinels of thegod Hephaestus. They live in deep,subterranean caverns located nearvolcanoes and use lava to fuel the roaringfurnaces of their enormous forges.Size : LargeFerocity : DangerousCunning : AverageMystique : WeirdMovement : 90’Initiative : 12Melee Attack : +6Damage : 2d6 (hammer)Defense Class : 15Hits Total : 30Detection / Evasion : 0Mystic Fortitude : +6Special Abilities : Grapple (Might 20),Magic Resistance, Supernatural Vigor,Tough Skin.Awards : Glory 100, Wisdom 30.


Closer Inspection: To free Melandros,the characters must make a Feat ofStrength (see page 44 of the PlayersManual). If Melandros is freed he offersto repair the weapons and armor of theheroes. It takes one hour to repair eachobject, but the armor gains a +1 bonusto EDC and the weapons do +1damage. In addition, Melandros couldact as a follower of the heroes whilethey are in the Tomb if the Maze Masterso desires. Melandros knows there is asecret door in the throne room, but hedoesn’t know what lies behind it.94 – Iron Warriors’ GuardroomDescription: This guardroom is notilluminated. Four Iron Warriors waithere to guard against intruders.Encounters: If the Bronze Colossusin section 90 is attacked, the four IronWarriors activate and leave the room in5 rounds to join the fight (see section90). If somebody enters the room, thefour Iron Warriors activate in 4 roundsand attack. Their statistics can be foundon the previous page.95 – The Water TrapDescription: The door of this room islocked. The heroes must make a Featof Strength to open the door or its lock.may be opened by a Thief, as per theoptional Lockpicking rules found on p28. The room is not illuminated, but isfull of coffers of gold, silver and jewels.Traps: Three rounds after the heroesenter the room, the doors begin to closethemselves. In one round, the doors arecompletely closed and the room beginsto flood with water that comes from fourholes in the corners of the room. In fiverounds the room is full of water and theheroes drown. The door can be openedwith a Feat of Strength or by a Thief, asper the Lockpicking rules (p 28).Treasure: In the room there are fourcoffers. Coffer 1: Five bars of gold(each bar has an Enc of 1 and is worth400 silver pieces). Coffer 2: 500 silverpieces. Coffer 3: Two bronze tripods(each has an Enc of 3 and is worth 400silver pieces). Coffer 4: Ten jewels,worth 300 silver pieces each (three ofthe jewels are red; this will become veryimportant when the characters meet theRed Sage – see p 43).Closer Inspection: The floor iscovered in human bones and rottenremains of clothes, as a result of theaquatic trap.96 – The Fire TrapDescription: The door of this room islocked. It can be opened with asuccessful Feat of Strength or its lockcan be picked by a Thief (see p 28).The room is not illuminated, but is full ofcoffers of gold, silver and jewelsTraps: Three rounds after the heroesenter the room, the doors begin to closethemselves. In one round, the doors arecompletely closed and the temperaturein the room increases. In three roundsthe heat is so great that all heroessuffer 1d6 damage and 1d6 more foreach subsequent round, until the heatdissipates at the end of the seventhround. The door can be opened with aFeat of Strength or its lock can bepicked by a Thief, as per the rulesfound on p 28.Treasure: In the room there are fivecoffers. Coffer 1: Five partially fusedbars of gold (each bar has an Enc of 1and is worth 300 silver pieces). Coffer2: 1,500 silver pieces, partially fused.Coffer 3: 500 silver pieces, partiallyfused. Coffer 4: Four bronze and twosilver cups, partially fused. The bronzeones are worth 50 silver pieces each,while the silver ones 300 silver pieceseach. Each pair of cups has an Encvalue of 1. Thus, the whole set is worth800 silver pieces, with a total Enc of 3.92


Coffer 5: Jewels, worth 2,000 silverpieces (five of the jewels are red)Closer Inspection: The walls of theroom are burned.97 – Hall of the Living CaryatidsDescription: This large room is notilluminated. Large columns in the formof women line the walls.Encounters: The last two decoratedcolumns are actually Living Caryatids.If the heroes are carrying torches orsome other light source, the LivingCaryatids activate as soon as the lightilluminates them and attack the heroes.If all lights are extinguished, the statuesstop attacking and return to theiroriginal position.Living CaryatidTaxonomy : AnimateDescription : Living caryatids appear to bea decorative stone pillar fashioned in theshape of a beautiful young woman. Theirmost common use is as guardians of someplace or treasure; appearing to be nothingmore than a lifeless carving, they come“alive” when their charge is threatened ordisturbed. They are often found in the ruinsof ancient palaces and temples.Size : GiganticFerocity : DangerousCunning : AverageMystique : WeirdMovement : 120’Initiative : 14Melee Attack : +8Damage : 3d6 (fist or foot)Defense Class : 23Hits Total : 50Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Crushing Damage(crushing grip), Grapple (Might 24),Invulnerability, Fearsome, Mindless,Supernatural Vigor.Awards : Glory 450, Wisdom 40.Can you spot the Living Caryatis ?,98 – Lesser Treasure RoomDescription: There are large coffers inthe room, which is not illuminated.Treasure: There are eight coffers in theroom. Coffer 1: Five gold bars, worth400 silver pieces and 1 Enc each.Coffer 2: Five gold bars, worth 400silver pieces and 1 Enc each. Coffer 3:1,500 silver pieces. Coffer 4: 2,200silver pieces. Coffer 5: Adornments withinlaid jewels (Enc 2), worth 1,200 silverpieces. Coffer 6: Jewels, worth 1,000silver pieces (three of the jewels arered). Coffer 7: Jewels, worth 700 silverpieces. Coffer 8: Scrolls of Thesalia(see Maze Masters Guide)Closer Inspection: In the room thereare bronze tripods, lamps and one largetable with inlaid precious stones.99 – Great Treasure RoomDescription: This great room is notilluminated and is full of coffers andtables with wonderful objects.Encounters: Five rounds after theheroes enter, an amorphous MoonSpawn comes out of a large blackamphora and attacks. The monster willpursue them if they leave the room.93


This space intentionally left blank forMaze Master’s NotesBeware of Moon Spawns in Jars !Treasure: There are four big coffersand six tables in the room. Coffer 1:2200 Gold coins (!). Coffer 2: 1800Gold coins, Coffer 3: Jewels, worth2,000 silver pieces (one of the jewels isred). Coffer 4: Jewels, worth 2,500silver pieces (including two red jewels).Table 1: A bow and 1d10 AcheronianArrows. Table 2: A Breastplate ofAres 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. Table5: An Amulet of Dreams. Table 6: AStaff of Autolycus.Moon SpawnTaxonomy : MonsterDescription : Amorphous blob of a sicklywhite, summoned from the moon by thepriests of a forgotten cult centuries ago.Size : LargeFerocity : DangerousCunning : AverageMystique : WeirdMovement : 90’Initiative : 12Melee Attack : +6Damage : 2d6 (pseudopods)Defense Class : 12Hits Total : 30Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Grapple (Might = 20),Mindless, Regeneration (2 Hits per round),Stealthy (10), Supernatural Vigor.Awards : Glory 160, Wisdom 30.94


Area 14 : Central CourtRandom EncountersGriffinThe Two-headed Serpent : Double TroubleTwo-Headed SerpentTaxonomy : MonsterDescription : The Two-Headed Serpentroams the central courtyard and nearbysections to kill the minions of the Minotaur.Size : LargeFerocity : DangerousCunning : AlertMystique : WeirdMovement : 90’Initiative : 14Melee Attack : +6Damage : 2d6 (bite)Defense Class : 15Hits Total : 30Detection / Evasion : +7 / +4Mystic Fortitude : +2Special Abilities : Crushing Damage,Grapple (Might = 20), Multiple Heads (two;can attack up to 3 man-sized opponents inthe same round), Regeneration (2 Hits perround), Sixth Sense, Stealthy (12),Supernatural Vigor, Tough Skin.Awards : Glory 380, Wisdom 40.Taxonomy : MonsterDescription : The classic lion-eagle hybrid,roughly the same size as a lion.Size : MediumFerocity : DangerousCunning : AlertMystique : WeirdMovement : 80’ (320’ flying)Initiative : 19Melee Attack : +5Damage : 1d6 (claws & bite)Defense Class : 17Hits Total : 16Detection / Evasion : +6 / +10Mystic Fortitude : +6Special Abilities : Charge or Dive into Battle(Initiative 21, Melee Attack +7), Grapple (Might16), Lightning Fast, Magic Resistance, SharpSenses, Stealthy (16), Supernatural Vigor,Tough Skin, Uncanny Agility, Winged.Awards : Glory 190, Wisdom 30.TroglodyteTaxonomy : FolkDescription : Carnivorous reptilian humanoids.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (with two-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle (Initiative14, Melee Attack +8 with two-handed weapon),Magic Resistance, Stealthy (12), Tough Skin.Awards : Glory 50, Wisdom 20.95


LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4), MissileWeapons (javelin, 120’), Sharp Senses,Stealthy (14).Awards : Glory 40.TragosTaxonomy : FolkDescription : Goat-headed humanoids benton raiding, plunder and mayhem.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 12Melee Attack : +2Missile Weapons : +2Damage : 1d6 (weapons)Defense Class : 13 (17 with shield &breastplate)Hits Total : 8Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 14, Melee +4) Missile Weapons(javelins, 120’).Awards : Glory 40.Tough Mutant TragosTaxonomy : FolkDescription : This particular Tragos has theTough Skin special ability.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 12Melee Attack : +2Missile Weapons : +2Damage : 1d6 (sword)Defense Class : 19 (with shield & breastplate)Hits Total : 8Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Charge into Battle (Initiative14, Melee Attack +4) Missile Weapons (javelin,120’), Tough Skin.Awards : Glory 45.Agile Mutant TragosTaxonomy : FolkDescription : This particular Tragos has theUncanny Agility special ability.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 14Melee Attack : +3Missile Weapons : +2Damage : 1d6 (weapons)Defense Class : 19 (with shield & breastplate)Hits Total : 8Detection / Evasion : +2 / +4Mystic Fortitude : +2Special Abilities : Charge into Battle (Initiative14, Melee Attack +4) Missile Weapons (javelins,120’), Uncanny Agility.Awards : Glory 50.96


BoarmanTaxonomy : FolkDescription : Brutish boar-headed humanoids.They are armed with spears and shields.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge Into Battle (Initiative13, Melee Attack +4), Supernatural Vigor.Awards : Glory 30, Wisdom 10.Bicephalous WolfTaxonomy : MonsterDescription : Two-headed wolves, thought bymost scholars and adventurers to be the hybridoffspring of a Cerberus and a wolf.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’ (240’ when galloping)Initiative : 12Melee Attack : +2Damage : 1d6 (claws & teeth)Defense Class : 13Hits Total : 8Detection / Evasion : +7 / +2Mystic Fortitude : +2Special Abilities : Gallop, Multiple Heads(two) ; Sharp Senses, Stealthy (14).Awards : Glory 80, Wisdom 10.OgreTaxonomy : FolkDescription : Anthropophagous cave-dwellingsavages ; they look like primitive humans exceptfor their oversized, tusk-like canine teeth…They are the mortal enemies of Wildmen.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +4Damage : 1d6 (weapons)Defense Class : 12Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative14, Melee Attack +6), Stealthy (12).Awards : Glory 30.HarpyTaxonomy : MonsterDescription : Bat-winged, jet black-skinnedvicious humanoid creatures with sharp fangs,sharper talons and a fondness for human flesh…Size : MediumFerocity : DangerousCunning : CleverMystique : WeirdMovement : 240’ flyingInitiative : 15Melee Attack : +5Damage : 1d6 (claws & fangs)Defense Class : 15Hits Total : 12Detection / Evasion : +4 / +8Mystic Fortitude : +2Special Abilities : Dive into Battle (Initiative 17,Melee +7), Grapple (16), Uncanny Agility,Winged.Awards : Glory 120.97


Fighting the MinotaurIf the heroes attack him with the Labrys(the only weapon that can hurt him), theMinotaur will fight them, but as soon ashe loses half his Hits (ie his Hits Totalhas been reduced to 18 or less), he willflee to the Central Courtyard (section100), howling to call his minions to therescue. If all the exits have beenblocked by the heroes, the Minotaur willuse his phenomenal physical strengthto crush any wall standing in his path.As soon as the Minotaur’s minionscome to their master’s rescue, thesituation will quickly escalate into a fullblownbattle between the Minotaur’sHorde and the allies of the GoddessRhea (see The Final Fight (p 196).The King of MonstersWhen the Bull King unleashed Chaos inProteus in his quest for immortality, hewas transformed into a Minotaur Lord,the King of Monsters. His tortured soulwas trapped in the body of the Monster,and when his daughter killed him, thesoul of the Bull King, his human nature,was transformed into the Judge of theUnderworld, but his body and hisbeastly nature, the King of Monsters,was trapped in the Underworld.Now, Prince Parmenion has freed theKing of Monsters with the help ofHekateria the Hag, and the MinotaurLord is bound to destroy first Coristeaand then the rest of the villages ofProteus.The King of Monsters is a deadlyopponent, ruthless and relentless. He isextremely aggressive, controlling hishorde with fear and violence, but alsodisplays a vicious, brutish cunning.He understands that the Great GoddessRhea and her allies are working againsthim, and has ordered his minions to findthe Temple of Rhea and to desecrate it,so the Goddess can’t interfere anymorein his plans of destruction.Face to face with the dread Minotaur LordMinotaur LordTaxonomy : Unique MonsterDescription : Huge jet-black Minotaur.Size : LargeFerocity : DeadlyCunning : AlertMystique : EldritchMovement : 90’Initiative : 18Melee Attack : +9Damage : 2d6 (huge axe)Defense Class : 20Hits Total : 36Detection / Evasion : +2 / +4Mystic Fortitude : +8Special Abilities : Charge into Battle(Initiative 22, Melee Attack +13), CrushingDamage, Fearsome, Grapple (Might = 20),Magic Resistance, Regeneration (2 Hits /round), Return from Death, SupernaturalVigor, Tough Skin, Uncanny Agility.The Minotaur Lord has a special abilitycalled Return from Death. Even if he isbrought to 0 Hits, the Minotaur regains 1 Hitin 5 rounds and can fight again. In this case,his Regeneration powers are diminishedand he only regains 2 Hits/day until herecovers his 36 Hits.If the King of Monsters is killed with theLabrys, he can’t use this special ability. Thisunique ability adds +10 to the MinotaurLord’s basic Glory award and +20 to theWisdom award.Awards : Glory 500, Wisdom 70.98


Area 14: Central CourtSections 100-1014: Shades coming from section 31 andgoing to section 101.5: Shades coming from section 23 andgoing to section 101.6: Shades coming from section 128and going to section 101.7-8: Nobody, but the Maze Mastershould roll again on table 2.9-10: Nobody.Table 21: A group of 1d6 Lycans and oneMutant Tragos with the UncannyAgility special ability.OverviewThis is a great open zone where sacredceremonies and sporting competitionswere held, when the palace was full oflife. Now, there is a great crack openedin the center of the courtyard. Fromhere, the souls of the dead walk downto the Underworld.Special Rules: This area is patrolledconstantly by various denizens of theTomb. Whenever the heroes arrive atthe courtyard (section 100) the MazeMaster should roll 1d10 on Table 1:Table 11: The Two-Headed Serpent. Rollagain on table 2.2: A group of 1d3 Griffins, servants ofRhea. Roll again on table 2.3: A group of 1d6 Troglodytes. Rollagain on table 2.2: 1d6 Boarmen and one Tragos.3: A group of 1d6 Ogres, one MutantTragos with the Tough Skin specialability and one Bicephalous Wolf.4: A group of 1d6 Lycans, one Tragosand one Bicephalous Wolf.5-6: A group of 1d6 Harpies.7-9: Nobody.10: The Minotaur himself !The statistics for these creatures canbe found on the previous pages.If a group from Table 1 and a groupfrom Table 2 encounter each other inthe central courtyard (section 100), theyfight. The heroes can help any group,but the allies of the Minotaur are hostileeven if helped. The Two-HeadedSerpent and the Griffins are hostileunless the heroes have the Blessing ofRhea (see section 75). Troglodytes arefriendly if the heroes are allies ofAncpah (see section 9).99


If the Minotaur appears, the heroesshould flee if they don’t have the sacredLabrys. If they stand their ground, go tothe section The Final Fight (p 196).Sections100 – Central CourtyardDescription: A great open courtyardwith a marble floor and no furniture orobjects beyond some rubble. In itscenter there is a great crack from whichsteam emanates.Encounters: Roll 1d10 on the RandomEncounters table for this area.101 – Stairs to the UnderworldDescription: A great crack cuts acrossthe center of the courtyard. The crackseems bottomless and dark, except foroccasional floating green lights atvarious levels. Dense steam rises fromthe crack, obscuring vision. There aretwo huge monoliths to one side of thecrack, with strange glowing inscriptionsin a foreign language. Between themonoliths a wide staircase begins thatleads down into the darkness.Encounters: If the heroes step onto thestairs, the green lights in the crackmove faster. If they continue goingdown the stairs and come to thethirteenth step, they hear a roar comingfrom the crack. Five rounds later, a redDragon comes from the depths andattacks (see Glauron the Dragon).Closer Inspection: If the heroes staynext to the crack, the Maze Mastershould roll on the Random Encounterstable for this area. If a group of Shadesarrives, the heroes can see how theShades go down the stairs anddisappear into the darkness. If theheroes defeat the Dragon and go downthe stairs, after five days they arrive inthe Underworld. The destiny of theheroes in such a place is beyond thescope of this adventure…Glauron, the Dragon at the CrackGlauron the DragonTaxonomy : MonsterDescription : This winged red Dragonappears from the crack in the centralcourtyard if the heroes dare to go down thestairs to the Underworld. Glauron will attackthe heroes until they are all exterminated orthey flee the central courtyard, then remainsin the central courtyard for the rest of theadventure. As Dragons are very territorialcreatures, if Glauron sees Ophion the BlackDragon (for example during the Final Fight)the two Dragons will attack each other.Size : GiganticFerocity : DeadlyCunning : CleverMystique : WeirdMovement : 120’Initiative : 17Melee Attack : +10Damage : 3d6 (claws & bite)Defense Class : 19Hits Total : 60Detection / Evasion : +8Mystic Fortitude : +6Special Abilities : Fearsome, NaturalArmor, Magic Resistance, SupernaturalVigor, Sixth Sense, Winged.Awards : Glory 950, Wisdom 50.100


Area 15: Night RoomsSections 102-111HarpyOverviewThis area was a part of the palace’swarehouses and also served asbedrooms to the servants. Now thearea is bewitched by Darkness Spiritsand is the home of the Night Serpent.Special Rules: An aura of death anddecay permeates this area. Everybodygets a –1 penalty to Mystic Fortitudeand Danger Evasion saving rolls.Sections102 – Tower of the HarpiesDescription: These stairs go up to ahigh tower that rises two stories overthe roof of the rest of the Tomb. Thestairs lead to the second floor of thetower. There are various types ofexcrement on the stairs.Encounters: Twelve Harpies live in thistower, from which they send scoutsaround the Tomb of the Bull King.There are always 2d6 Harpies restingin the tower. They attack any hero whoenters their home. One of the Harpiesis Ahrak, the Queen of these monsters.Phoeles the Gryphon (see sect. 134)wishes the Queen dead and will rewardthe heroes if they kill Ahrak.Taxonomy : MonsterDescription : Bat-winged, jet black-skinnedvicious humanoid creatures with sharpfangs, sharper talons and a fondness forhuman flesh…Size : MediumFerocity : DangerousCunning : CleverMystique : WeirdMovement : 240’ flyingInitiative : 15Melee Attack : +5Damage : 1d6 (claws & fangs)Defense Class : 15Hits Total : 12Detection / Evasion : +4 / +8Mystic Fortitude : +2Special Abilities : Dive into Battle (Initiative17, Melee +7), Grapple (16), UncannyAgility, Winged.Awards : Glory 120.Treasure: If the Harpies are defeated,the heroes can keep their treasure: 450silver pieces, 4 jewels worth 400 silverpieces and one dagger.Closer Inspection: If the heroesremain for a long time in this section,the rest of the Harpies arrive in half anhour and attack the heroes.103 – Water PitDescription: This room is notilluminated. At the far end of the roomthere is a deep well where the heroescan resupply themselves with water.Closer Inspection: If the heroes stayfor fifteen minutes in the room, theMaze Master should roll 1d10 to see ifa group comes to drink from the well:101


1-5: Nothing.6: A group of 1d6 Wildmen7: A group of 1d6 Troglodytes8: A group of 1d6 Boarmen9: A group of 1d6 Ratlings10: The Night Serpent comes to drinkin the water.See next page for the statistics of Wildmen,Troglodytes, Boarmen and Ratlings.Night SerpentTaxonomy : MonsterDescription : This huge, monstrous snakecan generate an aura of darkness around itsbody (see below). The Night Serpent is themost aggressive of the Serpents of the DarkEarth. It lives in the northwestern part of theTomb. It doesn’t like daylight but is notharmed by it.Size : LargeFerocity : DangerousCunning : AlertMystique : WeirdMovement : 90’Initiative : 13Melee Attack : +6Damage : 2d6 (bite)Defense Class : 19 / 15 (daylight)Hits Total : 30Detection / Evasion : +6 / +8 (+4 daylight)Mystic Fortitude : +2Special Abilities : Cloak of Darkness (seebelow), Grapple (Might = 20), Poison (bite,death in 1d6 rounds), Regeneration (2 Hitsper round), Sixth Sense, Stealthy (12),Supernatural Vigor, Tough Skin.Awards : Glory 420, Wisdom 50.The special ability Cloak of Darkness of theNight Serpent generates an aura ofdarkness around the creature that gives it+4 to EDC and Evasion (already added tothe stats), except in daylight. This specialability adds a basic Glory award of +20 (x4because the Night Serpent is a LargeMonster) and a Wisdom award of +20.104 – CorridorDescription: This corridor is illuminatedby green-flamed lamps. The part of thecorridor that comes from the centralcourtyard has no ceiling. When thecorridor 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 MutantTragos with the Tough Skin ability.8: A group of 1d3+3 Ratlings.9: One of the Empusas from section105. She attacks the heroes.10: The Night Serpent.See next page for the statistics of Boarmen,Ratlings and Troglodytes and p 104 for thecharacteristics of the Empusa.Mutant TragosTaxonomy : FolkDescription : Goat-headed humanoids benton plunder and mayhem ; this particularTragos has the Tough Skin special ability.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 12Melee Attack : +2Missile Weapons : +2Damage : 1d6 (sword)Defense Class : 19 (shield & breastplate)Hits Total : 8Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4) MissileWeapons (javelin, 120’), Tough Skin.Awards : Glory 45.102


WildmanTaxonomy : FolkDescription : Primitive men; fierce enemies ofmost other cave-dwelling Folks.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Missile Attack : +1Damage : 1d6 (weapons)Defense Class : 12Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative13, Melee Attack +4), Missile Weapons (javelins,120’), Stealthy (12).Awards : Glory 25.TroglodyteTaxonomy : FolkDescription : Carnivorous reptilian humanoids.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (with two-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle (Initiative14, Melee Attack +8 with two-handed weapon),Magic Resistance, Stealthy (12), Tough Skin.Awards : Glory 50, Wisdom 20.BoarmanTaxonomy : FolkDescription : Brutish boar-headed humanoids.They fight with spears and shields.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge Into Battle (Initiative13, Melee Attack +4), Supernatural Vigor.Awards : Glory 30, Wisdom 10.RatlingTaxonomy : FolkDescription : Sneaky, malevolent rat-headedhumanoids who live in deep undeground caves.Size : SmallFerocity : AggressiveCunning : CraftyMystique : WeirdMovement : 60’Initiative : 20Melee Attack : +3Missile Attack : +4Damage : 1d3 (claws or weapons)Defense Class : 15Hits Total : 4Detection / Evasion : +10 / +12Mystic Fortitude : +2Special Abilities : Lightning Fast, MissileWeapons (darts), Poison (poisoned darts, 60’,cause paralysis), Sharp Senses, Stealthy (22),Uncanny Agility.Awards : Glory 15.103


104 (continued)Traps: There is a trap between the twocolumns – rocks falling from a net onthe character opening the march. Type:indoor; Effect: crushing; 2d6 Hits;Concealment 16; Danger Rating 18.Closer Inspection: If the heroes stayfor too long in this corridor, the MazeMaster should roll again on the tablegiven above (Encounters).EmpusaTaxonomy : SpiritDescription : Beautiful (but blood-drinking)undead temptress. Empusae are therevenants of seductive witches who havegiven their souls to Hecate, goddess ofdarkness, in exchange for eternal unlife.Size : MediumFerocity : DangerousCunning : CraftyMystique : EldritchMovement : 90’Initiative : 23Melee Attack : +5Damage : energy drainDefense Class : 18Hits Total : 16Detection / Evasion : +12Mystic Fortitude : +8Special Abilities : Fearsome, Grapple(Might = 16), Life Energy Drain (kiss ; onlyusable vs immobilized victims), LightiningFast, Magic Resistance, Sixth Sense,Stealthy (20), Supernatural Vigor, UncannyAgility, Wallcrawling.Awards : Glory 120, Wisdom 140.Note : Exposure to daylight does 1d6damage per battle round to an Empusa.This damage cannot be regenerated. Adead Empusa falls to dust.105 – Lair of the EmpusasDescription: This abandoned room isilluminated by green-flamed lamps.There are stairs to the second floor. Ifthe heroes go up the stairs they find aroom with the same dimensions as thissection, illuminated by an opening inthe ceiling that lets the light in.Encounters: Three Empusas live onthe second floor. If the heroes go up thestairs, they find 1d3 Empusas there.The Empusas are disguised as normalhumans, but if they are discovered theyattack the heroes. If they are losing thefight, they surrender and offerinformation and treasures. Only one ofthem has Psychic Powers.Treasure: On the second floor is thelair of the Empusas and their treasure:400 silver pieces and a small casket(Enc 1) containing 12 jewels (including2 red rubies) worth 1d6 x 100 silverpieces each.106 – Storage RoomDescription: This room is notilluminated. There are large jars of oil inthe center of the room.Treasure: The oil can be used to refillany lamp the heroes may be carrying.Closer Inspection: If the heroes stayfor too long in this area, the MazeMaster should roll 1d6:1-4: Nothing happens.5-6: 1d6 Skeleton Servants come fromsection 67. They take some oil anddepart toward section 50, ignoring theheroes.104


107 – Empty RoomDescription: A dark and empty room.108 – Spider’s RoomDescription: This room, which is notilluminated, is the lair of several CaveSpiders, dominated by Brimas theAlseid (see section 109).Encounters: A colony of 1d6 CaveSpiders lives here. Normally, half ofthem stay on the floor and the other halfon the ceiling. They attack the heroes,unless they are accompanied byBrimas the Alseid.109 – Lair of the AlseidDescription: This dark room is full ofsmall statues, and has a throne in thecenter. The walls and the ground arecovered in insects.Encounters: An Alseid, namedBrimas, lives in this room. See nextpage for her characteristics. Brimas cancommand the insects and spiders thatlive in the room so that they attack theheroes (see Insect Swarms nextpage). Brimas is willing to negotiatewith the heroes and offers her aid ifthey kill the Night Serpent.105Cave SpiderTaxonomy : MonsterDescription : Huge spiders that can attacktwo men (or other medium-sized opponent)at the same time.Size : LargeFerocity : DangerousCunning : AlertMystique : NormalMovement : 90’Initiative : 14Melee Attack : +7Damage : 2d6 (fangs & legs)Defense Class : 16Hits Total : 24Detection / Evasion : +2 / +4Mystic Fortitude : 0Special Abilities : Entangle (webs, 20’range, Might 20), Poison (sting, paralysis),Stealthy (14), Tough Skin, Uncanny Agility,Wallcrawling.Awards : Glory 260.Treasure: Brimas’ treasure includes450 silver pieces, five ancient statuettesof kings, queens and other powerfulpersonages worth 75 silver pieces anda beautifully-crafted bronze statuette ofa dolphin worth 150 silver pieces. Eachpair of statuettes has an Enc value of 1(ie a total of 3 for the five characterstatuettes and the dolphin statuette).


Insect SwarmsIf the heroes try to attack Brimas, all theinsects and arachnids in this room will attackthem within 1d6 rounds.This causes no real damage but havingswarms of small creatures creep and crawlall over one’s body, on one’s face orbeneath one’s breastplate can be veryhindering and unnerving : the effects are thesame as for an Entanglement attack (-4penalty to Initiative, Danger Evasion, Meleeand Missile scores) - with no saving roll,since the damn bugs are everywhere !In addition, magicians will have to make abig concentration effort before using theirmagic (Mystic Fortitude saving roll against atarget number of 15).110 – Empty RoomDescription: A dark and empty room.Brimas the AlseidBrimas the AlseidTaxonomy : SpiritDescription : Alseids are nymph-like beingsthat live in old ruins, guarding them thesame way that dryads guard trees, Alseidsappear as vain and haughty noblewomenfrom times past. They are exclusivelynocturnal, melding away in their ruins assoon as the sun rises.Size : MediumFerocity : AggressiveCunning : CleverMystique : EldritchMovement : 60’Initiative : 13Melee Attack : +2Damage : 1d6 (if using weapons)Defense Class : 14Hits Total : 12Detection / Evasion : +8 / +6Mystic Fortitude : +8Special Abilities : Magic Resistance,Psychic Powers (Psychic Gift 5, MysticStrength 17, Power 20), Sixth Sense,Stealthy (16), Supernatural Vigor.Awards : Glory 80, Wisdom 480.111 – Chamber of BonesDescription: This room is notilluminated. Even lamps and torcheswon’t penetrate the darkness. The flooris covered in bones.Encounters: This is the lair of theNight Serpent, servant of Rhea. TheMaze Master should roll 1d6. On a 1-4the Night Serpent is here. If the heroesdon’t have the Blessing of Rhea (seesection 75) the Night Serpent attacks,protected by the magical darkness shegenerates. She pursues the heroesthrough every room, and lights dim andextinguish when the Serpent arrives.The Night Serpent won’t enter a roomwithout a ceiling because it doesn’t likesunlight.See next page for the NightSerpent’s statistics.Treasure: Among the bones are 23silver pieces, four spears, one shieldand four jewels worth 50 silver pieceseach (no red jewel, though).Closer Inspection: If the charactersstay for fifteen minutes in the room, theNight Serpent arrives and attacks themif they don’t have the Blessing of Rhea.106


Night SerpentThis space intentionally left blank forMaze Master’s NotesTaxonomy : MonsterDescription : This huge, monstrous snakecan generate an aura of darkness around itsbody (see below). The Night Serpent is themost aggressive of the Serpents of the DarkEarth. It lives in the northwestern part of theTomb. It doesn’t like daylight but is notharmed by it.Size : LargeFerocity : DangerousCunning : AlertMystique : WeirdMovement : 90’Initiative : 13Melee Attack : +6Damage : 2d6 (bite)Defense Class : 19 / 15 (daylight)Hits Total : 30Detection / Evasion : +6 / +8 (+4 daylight)Mystic Fortitude : +2Special Abilities : Cloak of Darkness (seebelow), Grapple (Might = 20), Poison (bite,death in 1d6 rounds), Regeneration (2 Hitsper round), Sixth Sense, Stealthy (12),Supernatural Vigor, Tough Skin.Awards : Glory 420, Wisdom 50.The special ability Cloak of Darkness of theNight Serpent generates an aura ofdarkness around the creature that gives it+4 to EDC and Evasion (already added tothe stats), except in daylight. This specialability adds a basic Glory award of +20 (x4because the Night Serpent is a LargeMonster) and a Wisdom award of +20.107


Area 16: Old Storage RoomsSections 112-119113 – Empty RoomDescription: This empty room is notilluminated.OverviewIn ancient times, this area was a groupof storage rooms and warehouses. Nowthey serve as a battlefield between theminions of the Minotaur and theirenemies. The place is full of traps.Sections112 – CourtyardDescription: This courtyard has noceiling; its walls are covered in vines.Closer Inspection: If the heroes stay inthis room for fifteen minutes or more,the Maze Master should roll 1d10:1-5: Nothing6: 1d6 Harpies attack the heroes.7: 1d3+3 Ratlings come from section104. They only attack if they outnumberthe heroes. Otherwise, they flee.Traps: When the heroes open the door,they activate an axe-blade trap. Type:indoor; Effect; direct damage; 1d6 Hits;Concealment 15; Danger Rating 17.Treasure: There is a dead Lycan in theroom, a victim of the door’s trap. Hisonly worthwile possession is a dagger.Closer Inspection: If the heroes stay inthe room for half an hour, the MazeMaster should roll 1d10:1-5: Nothing.6-8: 1d6 Lycans and one Tragoscarefully open the door and try todeactivate the trap. When they realizeit’s already deactivated, they enter theroom and attack the heroes.9-10: 1d6+3 Troglodytes enter theroom. They attack the heroes unlessthey have allied with Ankpah, the leaderof the Troglodytes (see section 9).See next pages for the game statisticsof these various creatures.8: 1d6 Ogres and one Tragos comefrom section 104 and attack.9: 1d6 Boarmen and one MutantTragos with the Lightning Fast abilitycome from section 104 and attack.10: 1d6+3 Troglodytes come fromsection 118 and attack the characters,unless they have allied with Ankpah theLizardian (see section 9).A scruffy LycanSee next pages for statistics.108


Area 16 : Old Storage RoomsEncountered CreaturesHarpyTaxonomy : MonsterDescription : Bat-winged, jet black-skinnedvicious humanoid creatures with sharp fangs,sharper talons and a fondness for human flesh…Size : MediumFerocity : DangerousCunning : CleverMystique : WeirdMovement : 240’ flyingInitiative : 15Melee Attack : +5Damage : 1d6 (claws & fangs)Defense Class : 15Hits Total : 12Detection / Evasion : +4 / +8Mystic Fortitude : +2Special Abilities : Dive into Battle (Initiative 17,Melee Attack +7), Grapple (16), Uncanny Agility,Winged.Awards : Glory 120.OgreTaxonomy : FolkDescription : Anthropophagous cave-dwellingsavages ; they look like primitive humans exceptfor their oversized, tusk-like canine teeth…They are the mortal enemies of Wildmen.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +4Damage : 1d6 (weapons)Defense Class : 12Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative14, Melee Attack +6), Stealthy (12).Awards : Glory 30.RatlingTaxonomy : FolkDescription : Sneaky, malevolent rat-headedhumanoids who live in deep undeground caves.Size : SmallFerocity : AggressiveCunning : CraftyMystique : WeirdMovement : 60’Initiative : 20Melee Attack : +3Missile Attack : +4Damage : 1d3 (claws or weapons)Defense Class : 15Hits Total : 4Detection / Evasion : +10 / +12Mystic Fortitude : +2Special Abilities : Lightning Fast, MissileWeapons (darts, 60’), Poison (darts, paralysis),Sharp Senses, Stealthy (22), Uncanny Agility.Awards : Glory 15.BoarmanTaxonomy : FolkDescription : Brutish boar-headed humanoids.They fight with spears and shields.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge Into Battle (Initiative13, Melee Attack +4), Supernatural Vigor.Awards : Glory 30, Wisdom 10. Those with twohandedweapons or shields are worth 60 Glory.109


TragosDescription : Goat-headed humanoids bent onraiding, plunder and mayhem.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 12Melee Attack : +2Missile Weapons : +2Damage : 1d6 (weapons)Defense Class : 17 (with shield & breastplate)Hits Total : 8Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Charge into Battle (Initiative14, Melee Attack +4) Missile Weapons (javelins,120’).Awards : Glory 40.TroglodyteTaxonomy : FolkDescription : Carnivorous reptilian humanoids.The Troglodytes of the Blackblood tribe fight withcrude two-handed maces or stone axes whichgive them a +2 bonus to their Melee score.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (with two-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle (Initiative14, Melee Attack +8 with two-handed weapon),Magic Resistance, Stealthy (12), Tough Skin.Awards : Glory 50, Wisdom 20.Quick Mutant TragosTaxonomy : FolkDescription : This mutated Tragos has beenendowed with supernatural quickness.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 80’Initiative : 16Melee Attack : +2Missile Weapons : +2Damage : 1d6 (sword)Defense Class : 17 (with shield & breastplate)Hits Total : 8Detection / Evasion : +2 / +6Mystic Fortitude : +2Special Abilities : Charge into Battle (Initiative18, Melee Attack +4), Lightning Fast, MissileWeapons (javelin, 120’).Awards : Glory 50.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative14, Melee Attack +4), Missile Weapons (javelin,120’), Sharp Senses, Stealthy (14).Awards : Glory 40.110


114 – Empty RoomDescription: This (apparently) emptyroom is not illuminated.Encounters: Cap, a Lycan warrior,stays in the room. His Caliban chief lefthim locked up here with orders to watchthat the trap left on the door workscorrectly. In fact, he has been left hereas a punishment. If all the heroes fall inthe pit and are defenceless, Cap makesfun of them and then run to warn hischiefs, who arrive in half an hour,capturing the heroes. If the heroesavoid the trap he tries to remain hiddenin the darkness. If the heroes discoverhim, he surrenders, offering to servethem. He has been very badly treatedby his chiefs and will serve the heroesfaithfully, although he is a coward andwill flee if a situation becomes tooperilous. He knows the way to the areawhere the horde of the Minotaur rests(area 22) and can guide the heroesthere. He also knows where the Lair ofthe Hags (area 23) is, but refuses toaccompany the heroes inside it.Traps: Inside the room, three feet fromthe door, is a pit trap. Type: indoor;Effect; falling + entrapment; 1d6 Hits +entrapment; Concealment Rating 18;Danger Rating 18. The pit is big enoughto catch all the heroes when itactivates. The pit is too deep for theheroes to get out without help.Closer Inspection: If the charactersexamine the room carefully they findCap shaking in a corner.115 – Storage RoomDescription: This storage room is notilluminated. There are large amphoraenext to the walls.Traps: On the ground, next to anamphora, there is a closed helmet. If ahero takes it, a scorpion tied to thehelmet tries to sting him. If the herodoesn’t make a Danger Evasion savingroll (target number 15), the scorpionstings him; if the hero fails a PhysicalVigor saving roll (target number 15), hedies within 1d6 rounds.Closer Inspection: All the amphoraeare empty. If the heroes stay in theroom for fifteen minutes, the MazeMaster should roll 1d6:1-3: Nothing happens.4-5: A group of 1d6 Lycans and oneTragos arrives and attacks the heroes.6: 1d6+3 Troglodytes arrive.The statistics for these creatures canbe found on the previous two pages.116 – Storage RoomDescription: Large amphorae and jarsfill this room, which is shrouded indarkness. When the heroes enter, theMaze Master should roll 1d6:1-4: Nothing.5: A group of 1d6 Lycans, hiding in theroom, attacks the heroes, taking themby by surprise.6: 1d6 Troglodytes, hiding in the room,attack the characters, taking them bysurprise. The Troglodytes attack even ifthe heroes are allies of Ankpah, as theydon’t recognize them in the darkness.Closer Inspection: If the heroes stay inthis room for fifteen minutes, the MazeMaster should roll 1d6:1-4: Nothing happens.5: A group of 1d6 Ogres and a Tragosarrives and attacks the heroes.6: 1d6+3 Troglodytes arrive.The statistics for these creatures canbe found on the previous two pages.111


TroglodyteA nasty Tragos marauder117 – Empty RoomDescription: A dark and empty room.Closer Inspection: If the heroes stay inthe room for fifteen minutes, the MazeMaster should roll 1d6:1-4: Nothing happens.5: 1d6 Lycans and one Tragos arriveand attack the heroes.6: 1d6+3 Troglodytes arrive.TragosDescription : Goat-headed humanoids benton raiding, plunder and mayhem.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 12Melee Attack : +2Missile Weapons : +2Damage : 1d6 (weapons)Defense Class : 17 (w. shield & breastplate)Hits Total : 8Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4) MissileWeapons (javelins, 120’).Awards : Glory 40.Taxonomy : FolkDescription : Carnivorous reptilian humanoids.The Troglodytes of the Blackblood tribe fight withcrude two-handed maces or stone axes whichgive them a +2 bonus to their Melee score.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (with two-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle (Initiative14, Melee Attack +8 with two-handed weapon),Magic Resistance, Stealthy (12), Tough Skin.Awards : Glory 50, Wisdom 20.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative14, Melee Attack +4), Missile Weapons (javelin,120’), Sharp Senses, Stealthy (14).Awards : Glory 40.112


118 – CorridorDescription: Corpses of Lycans, Ogresand Troglodytes are scattered acrossthe floor of this dark corridor.Closer Inspection: The bodies hadbeen already plundered. If the heroesstay in the room for fifteen minutes, theMaze Master should roll 1d6:1-4: Nothing happens.5: 1d6 Lycans and one Tragos arriveand attack the heroes.6: 1d6+3 Troglodytes arrive.119 – Open CorridorDescription: This corridor has noceiling. Because of its structure, thevoices of the heroes echo strangely.Traps: There are two spear-traps in thiscorridor (see the spots marked on themap). Type: indoor; Effect: directdamage; 1d6 Hits; Concealment Rating17; Danger Rating 17.TragosDescription : Goat-headed humanoids benton raiding, plunder and mayhem.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 12Melee Attack : +2Missile Weapons : +2Damage : 1d6 (weapons)Defense Class : 17 (w. shield & breastplate)Hits Total : 8Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4) MissileWeapons (javelins, 120’).Awards : Glory 40.TroglodyteTaxonomy : FolkDescription : Carnivorous reptilian humanoids.The Troglodytes of the Blackblood tribe fightwith crude two-handed maces or stone axeswhich give them a +2 bonus to their Meleescore.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (with two-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle (Initiative14, Melee Attack +8 with two-handed weapon),Magic Resistance, Stealthy (12), Tough Skin.Awards : Glory 50, Wisdom 20.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative14, Melee Attack +4), Missile Weapons(javelin, 120’), Sharp Senses, Stealthy (14).Awards : Glory 40.113


Area 17: Temple of Young ZeusSections 120-124TroglodyteOverviewIn this area is the temple of YoungZeus, the Thunder God of the Proteans.At the moment the Troglodytes controlthe area after having fought against theminions of the Minotaur. From herethey send groups of scouts into the restof the Tomb complex, searching for theTemple of Rhea.Special Rules: An aura of power anddivine strength surrounds this area. AllPriests recover double power points perhour of ceremony (2d6 total) and havea +2 bonus to their Mystic Strength.Sections120 – Entrance to the TempleDescription: This large door wasoriginally flanked by two huge stonestatues that now lie in ruins. The northwall shows a large fresco of a mightyGod holding a lightning bolt in his hand.Encounters: Roll 1d6:1-3: Nothing.4-6: 1d6 Troglodytes guard theentrance. If the heroes are spotted, theTroglodytes call their brothers in section121. If the characters surprise theTroglodytes, their friends in section 121hear the sounds of fighting and come totheir help in three rounds.Taxonomy : FolkDescription : Carnivorous, cold-blooded,slow-wiited reptilian humanoids. They fightwith crude two-handed maces and axes.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (with two-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle(Initiative 14, Melee Attack +8 with twohandedweapons), Magic Resistance,Stealthy (12), Tough Skin.Awards : Glory 50, Wisdom 20.Closer Inspection: If the heroesexamine the image of the God on thenorthern wall, they see that the Godseems to be Zeus, but with somestrange characteristics; it is a youngGod, without the beard of the father ofthe Gods. In addition, at his feet there isa big wooden club.121 – Guard RoomDescription: At night, this room isilluminated by a series of torches. In thedaytime, sunlight enters through awindow in the west wall. There arevarious jars, amphorae and otherobjects next to the south wall.Encounters: This room is alwaysguarded by three Troglodytes, readyto face any enemy. From here they giveprovisions to the groups of Troglodyte114


scouts that enter the Tomb searchingfor the Temple of Rhea. See theprevious page for their statistics.Treasure: There is food (10 rations) inthe room and water in the amphorae.There are 4 spears, 2 shields and 3helmets in a corner. In a huge pile thereare adornments, masks, decorated jarsand various other objects found by theTroglodytes inside the Tomb. Togetherthey are worth 250 silver pieces.122 – Great TempleDescription: The light enters into thisgreat temple from large holes in theceiling. Huge columns run the length ofthe room; in the north is a huge statueof a God, with offerings at his feet.Encounters: If the heroes touch thestatue or try to take the offerings, sixCuretes appear and attack thecharacters, pursuing them whereverthey go until they drop the stolenobjects. If a Curete is destroyed, hereappears next to the statue after threerounds. There is a limitless number ofCuretes. If they have only touched thestatue, the Curetes don’t follow themoutside the temple.Traps: The Troglodytes have put twotraps on the eastern door. The first is apit trap. Type: indoor; Effect: falling +direct damage; 2d6 Hits; ConcealmentRating 19; Danger Rating 18. Thesecond is a falling rock trap. Type:indoor; Effect: crushing; 2d6 Hits;Concealment 15; Danger Rating 19.CureteTaxonomy : SpiritDescription : These lightning spirits appearas quick-moving, bronze-armored menarmed with shields and spears or swords.The divine mission of Curetes is to punishthose who flout Zeus’ laws. They are oftenfound in places that are sacred to Zeus.Size : MediumFerocity : DeadlyCunning : AlertMystique : UnearthlyMovement : 80’Initiative : 22Melee Attack : +7Damage : 1d6 (sword or spear)Defense Class : 27 (with shield)Hits Total : 20Detection / Evasion : +2 / +8Mystic Fortitude : +10Special Abilities : Charge Into Battle(Initiative 24, Melee Attack +9), Fearsome,Lightning Fast, Magic Resistance, Mindless,Invulnerability, Supernatural Vigor, UncannyAgility. Curetes are also able to hurl bolts oflightning (treat as Breath Weapon, 20’).Awards : Glory 150, Wisdom 160.Treasure: The statue is very richlydecorated, but it is far too heavy tomove. By its feet there are variousofferings: coffers and jars full of silverand gold. This loot has a total Enc of 8and a total worth of 8,000 silver pieces.Closer Inspection: If a Priest of Zeusor a Noble enters the temple, the statueanimates. In a thunderous voice heorders the heroes to accomplish a115


mission: inside the Tomb, Hekateria theHag hides herself. She has stolen aRod of Lightning from this temple. If theheroes recover the Rod they arerewarded. If the heroes ask whereHekateria is, the God says Melaclea theProphetess lives in some rooms nearthe central courtyard (area 12). She canguide them to the lair of the Hag (area23). If the heroes defeat Hekateria andrecover the Rod of Lightning, the Godrewards them with the following objects:- A Lightning Bolt- Spear of Conquest- Sword of Ruse- Caduceus- Staff of Power- Cloak of ConcealmentThere is only one Mythic Item for everycharacter in the group. So, if there areonly two heroes in the group, theyobtain only a Lightning Bolt and aSpear of Conquest. The Maze Mastercan choose which Mythic Items theheroes obtain from the given list.Each hour the heroes spend here, theMaze Master should roll 1d10:1-4: Nothing.5: A group of 1d6 Ratlings comes fromsection 125 and sneaks into the Temple.As soon as they are detected, they fleetowards section 125 and through thesecret door in section 128 to section 136.6-7: A group of 1d6+3 Troglodytescomes from section 120 and goes tosection 125, to explore the Tomb.8-9: 1d6 Troglodytes come from section125 and go to section 120, after havingexplored the Tomb.10: 1d6+3 Lycans, 1d6+3 Boarmen, twoTragos and one Mutant Tragos with theMultiple Heads (2) and Tough Skinspecial abilities come from section 125,trying to throw the Troglodytes out of thisarea. The Troglodytes in sections 120and 121 attack them, and fifteen roundslater, ten other Troglodytes join the fight.RatlingTaxonomy : FolkDescription : Sneaky, malevolent ratheadedhumanoids who live in deepundeground caves.Size : SmallFerocity : AggressiveCunning : CraftyMystique : WeirdMovement : 60’Initiative : 20Melee Attack : +3Missile Attack : +4Damage : 1d3 (claws or weapons)Defense Class : 15Hits Total : 4Detection / Evasion : +10 / +12Mystic Fortitude : +2Special Abilities : Lightning Fast, MissileWeapons (darts, 60’), Poison (darts,paralysis), Sharp Senses, Stealthy (22),Uncanny Agility.Awards : Glory 15.TroglodyteTaxonomy : FolkDescription : Carnivorous, slow-witted andcold-blooded reptilian humanoids.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (two-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle(Initiative 14, Melee Attack +8 with twohandedweapon), Magic Resistance,Stealthy (12), Tough Skin.Awards : Glory 50, Wisdom 20.116


BoarmanTaxonomy : FolkDescription : Brutish boar-headedhumanoids. They fight with spears andshields.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge Into Battle(Initiative 13, Melee Attack +4), SupernaturalVigor.Awards : Glory 30, Wisdom 10.TragosTaxonomy : FolkDescription : Goat-headed humanoids bent onraiding, plunder and mayhem.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 12Melee Attack : +2Missile Weapons : +2Damage : 1d6 (weapons)Defense Class : 17 (with shield & breastplate)Hits Total : 8Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Charge into Battle (Initiative14, Melee +4) Missile Weapons (javelins, 120’).Awards : Glory 40.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4), MissileWeapons (javelin, 120’), Sharp Senses,Stealthy (14).Awards : Glory 40.Mutant Bicephalous TragosTaxonomy : FolkDescription : A mutated, two-headed Tragos.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +2Missile Weapons : +2Damage : 1d6 (sword)Defense Class : 19 (with shield & breastplate)Hits Total : 8Detection / Evasion : +3 / +2Mystic Fortitude : +2Special Abilities : Charge into Battle (Initiative14, Melee Attack +4) Missile Weapons (javelin,120’), Mutliple Heads (2), Tough Skin.Awards : Glory 55, Wisdom 10.117


123 – Chariot ChamberDescription: This room, which is notilluminated, contains a great chariot,prepared so it can be pulled by oxen.Treasure: The chariot is decorated andcould be sold for 900 silver pieces.124 – Empty RoomDescription: At night, this room is notilluminated. By day, light enters througha window in the western wall. There is aLizardian chained to the wall.Encounters: One Lizardian, Heg. Hegis the brother of Ancpah, leader of theTroglodytes (see section 9). He wasleading a group of warriors that wereexploring the Tomb, and they found theLair of the Hags (area 23). His warriorsdied fighting the Hags and Heg wascursed before fleeing their Lair. Now heis crazy and doesn’t distinguish friendsfrom foes. Ancpah (see section 9) can’thelp him, so he has decided to leavehim in this room hoping that he couldheal himself given the time. The heroescan break the chains with a Feat ofStrength. If they free Heg, he willaccompany them, but his curse causeshis behavior to be strange.Heg the Mad LizardianTaxonomy : FolkDescription : Lizardians are carnivorousreptilian humanoids akin to Troglodytes, butwith greater cunning, agility and stamina aswell as powers of regeneration.Size : MediumFerocity : DangerousCunning : CleverMystique : NormalMovement : 60’Initiative : 16Melee Attack : +5Damage : 1d6 (sword)Defense Class : 18 (with shield)Hits Total : 16Detection / Evasion : +4 / +6Mystic Fortitude : 0Special Abilities : Regeneration (1 Hit perround), Stealthy (18), Supernatural Vigor,Tough Skin, Uncanny Agility.Awards : Glory 75, Wisdom 10.The Madness of HegIf Heg accompanies the adventurers, theMaze Master should roll 1d6 each hour todetermine his behavior:1-2: Heg whispers, speaking of the darkspirits who killed his comrades. If the heroesinterrogate him, he says that a Hag killedthem and walks towards the Lair of the Hags(area 23), without waiting for the heroes.3-4: Heg is confused and asks the heroeswho they are and why they are here. Theheroes can make him remember theirsituation if they speak calmly with him.5: Heg thinks his foes are behind a door andopens and runs through it, shouting andwaving his spear. He runs until he crossesthree rooms, finds somebody or is stopped .6: Heg thinks the heroes are minions of theHags and attacks the nearest hero. If he isstopped, he recovers in a few minutes.Heg the Mad LizardianIf the heroes encounter friendly Troglodyteswhile Heg is with them, they will tell theheroes Heg is crazy because of a curse andthey should leave the Lizardian with them.The only way to heal Heg is to kill Hekateria,the Hag who cursed him.118


Area 18: Northern EntranceSections 125-131They are Shades of soldiers, with armorand weapons. They ignore the heroes.10: The Lamperer enters the room toignite the green-flamed lamps.Traps: There is a trap on the doorleading to section 126 (see sect. 126).OverviewThis area is one of the main entrancesto the palace. The Shades of deadwarriors still cross it to arrive at theUnderworld.Sections125 – Room of the War FrescoDescription: This room has a ceilingand green-flamed lamps illuminate it.The western part gives onto thecourtyard in section 133. A large frescoshowing battle scenes covers the walls.Encounters: The Maze Master shouldroll 1d10:1-5: Nothing.6: A group of 1d6 Troglodytes comesfrom section 122.7: A group of 1d6 Boarmen and aMutant Tragos with Uncanny Agilitycome from section 128.8: A group of 1d3+3 Ratlings comesfrom section 128. They attack theheroes only if they outnumber them.Otherwise, they flee.9: A procession of Shades comes fromsection 133 and goes to section 128.Closer Inspection: If the heroes staymore than 30 minutes in this section theMaze Master should roll 1d10 againand consult the table in Encountersabove.126 – Empty RoomDescription: A dark and empty room.Traps: There is a trap on the door,mounted by the Troglodytes. Type:indoor; Effect: direct damage + poison;1d6 Hits and a Physical Vigor savingroll of 15 or paralyzed; ConcealmentRating 17; Danger Rating 17.127 – Empty RoomDescription: This room seems to beempty and dark.Encounters: Roll 1d6:1-4: Nothing.5: Ambush! 1d3+3 Ratlings attack theheroes, trying to surprise them by usingtheir Stealthy special ability.6: Ambush! 1d6 Lycans attack theheroes, trying to surprise them by usingtheir Stealthy special ability.See next page for the characteristics ofthe various Beastfolks that may beencountered in sections 125 and 127119


RatlingTaxonomy : FolkDescription : Sneaky, malevolent rat-headedhumanoids who live in deep undeground caves.Size : SmallFerocity : AggressiveCunning : CraftyMystique : WeirdMovement : 60’Initiative : 20Melee Attack : +3Missile Attack : +4Damage : 1d3 (claws or weapons)Defense Class : 15Hits Total : 4Detection / Evasion : +10 / +12Mystic Fortitude : +2Special Abilities : Lightning Fast, MissileWeapons (darts, 60’), Poison (darts, paralysis),Sharp Senses, Stealthy (22), Uncanny Agility.Awards : Glory 15.BoarmanTaxonomy : FolkDescription : Brutish boar-headedhumanoids. They fight with spears andshields.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge Into Battle(Initiative 13, Melee Attack +4), SupernaturalVigor.Awards : Glory 30, Wisdom 10.TroglodyteTaxonomy : FolkDescription : Carnivorous reptilian humanoids.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (with two-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle (Initiative14, Melee Attack +8 with two-handed weapon),Magic Resistance, Stealthy (12), Tough Skin.Awards : Glory 40, Wisdom 20.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4), MissileWeapons (javelin, 120’), Sharp Senses,Stealthy (14).Awards : Glory 40.120


Mutant TragosDescription : Goat-headed humanoids benton plunder and mayhem. This particularTragos is especially nimble and agile.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 14Melee Attack : +3Missile Weapons : +2Damage : 1d6 (weapons)Defense Class : 19 (shield & breastplate)Hits Total : 8Detection / Evasion : +2 / +4Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4) MissileWeapons (javelin, 120’), Uncanny Agility.Awards : Glory 50.128 – Great CorridorDescription: This corridor is illuminatedby green-flamed lamps. Great frescoesshowing battle scenes between heroesand monsters cover the walls. If theywatch more closely, the heroes can seeimages of Lycans, Tragos, Boarmen,Ogres, Ratlings and a great Minotaur.Encounters: The Maze Master shouldroll 1d10:9: A procession of Shades comes fromsection 125 and goes to section 100and then towards section 101 to theUnderworld. These male Shades arecarrying weapons and armor. Theyignore the heroes.10: The Lamperer comes to the sectionto light the green-flamed lamps.Closer Inspection: If the charactersexamine the southern part of thecorridor, they can find a secret door thattakes them to section 137. To find thesecret door the heroes must pass aDetection roll with a target number of17. If the heroes find somebody insection 137 they can attack them withthe advantage of surprise.129 – Storage RoomDescription: This room is notilluminated. There are large jars by thenorthern wall.Traps: The food inside the jars hasbeen poisoned by the Troglodytes. Anyhero who eats the food must make aPhysical Vigor saving roll vs a targetnumber of 15 or die in 1d6 rounds.Closer Inspection: There are applesand other fruits inside the jars, enoughfor five food rations. But they have beenpoisoned by the Troglodytes and lefthere as a trap.1-5: Nothing.6: A group of 1d6 Troglodytes comesfrom section 125.7: A group of 1d6 Lycans and oneTragos come from section 100.8: Ambush! 1d3+3 Ratlings come fromsection 131. They attack the heroes,who begin the combat surprised. Assoon as the Ratlings take casualtiesand are outnumbered, they flee.A wolvish Lycan121


RatlingTaxonomy : FolkDescription : Sneaky, malevolent ratmenwho live in deep undeground caves.Size : SmallFerocity : AggressiveCunning : CraftyMystique : WeirdMovement : 60’Initiative : 20Melee Attack : +3Missile Attack : +4Damage : 1d3 (claws or weapons)Defense Class : 15Hits Total : 4Detection / Evasion : +10 / +12Mystic Fortitude : +2Special Abilities : Lightning Fast, MissileWeapons (darts, 60’), Poison (darts,paralysis), Sharp Senses, Stealthy (22),Uncanny Agility.Awards : Glory 15.detection roll against a target number of15; characters can make one such rollevery five minutes, but for each failedroll, the Maze Master should make aroll on the table on the Encounters tableof this section. If the heroes find andopen the door they see a tunnel thatgoes east and west. To the east it takesthe heroes to section 156. To the westit leads to section 139.This space intentionally left blank forMaze Master’s Notes130 – Empty RoomDescription: A dark and empty room.131 – Large Empty RoomDescription: A dark and empty room.Encounters: When the heroes enterthis room, he Maze Master should roll1d6 and consult the following table:1-3: Nothing.4-5: 2d6 Ratlings are in the room.They attack the heroes, fighting untilthey are outnumbered. Then, they flee.6: A group of 1d6+3 Ratlings is comingfrom a secret trapdoor in the floor(northern corner of the room). Theyattack the heroes, fighting until they areoutnumbered. Then, they flee.Closer Inspection: In the northeasterncorner of the room there is a secretdoor in the ground. Finding it requires a122


Area 19: Northern FortressSections 132-1348: The Lamperer, igniting the greenflamedlamps.OverviewIn this area is one of the doors by whichthe Shades of the dead enter the Tombin their travel to the Underworld. In thetower in section 134 a family ofimmortal Griffins lives. They were theones in charge of protecting the door insection 132, but they were attacked anddefeated by the followers of theMinotaur. They still occasionally watchand protect the door in section 132.Sections132 – Northern EntranceDescription: From this great door thespirits of dead soldiers enter the Tomb,walking towards the Underworld. Thenorth door is made of bronze and hasengravings of two powerful soldiersdressed in complete armor. The room isilluminated by green-flamed lamps thathang from the ceiling.Encounters: When the heroes arrive atthis section, roll 1d10:1-5: Nothing6-7: A group of Shades come fromoutside the Tomb. They are dressed aswarriors, covered in blood. They walktowards section 133, ignoring theheroes.9: A Griffin, protecting the entrance.He prohibits the heroes from enteringthe room and attacks them if theydisobey. He only allows allies of theGreat Goddess Rhea (see section 75)to enter.10: As 9 above but 1d3 Griffins areprotecting the entrance.Closer Inspection: If the heroes stayfor half an hour in this room, the MazeMaster should repeat the roll forRandom Encounters but with a +1 forevery half an hour that has passed.GriffinTaxonomy : MonsterDescription : The classic lion-eagle hybrid,roughly the same size as a lion.Size : MediumFerocity : DangerousCunning : AlertMystique : WeirdMovement : 80’ (320’ flying)Initiative : 19Melee Attack : +5Damage : 1d6 (claws & bite)Defense Class : 17Hits Total : 16Detection / Evasion : +6 / +10Mystic Fortitude : +6Special Abilities : Charge or Dive intoBattle (Initiative 21, Melee Attack +7),Grapple (Might 16), Lightning Fast, MagicResistance, Sharp Senses, Stealthy (16),Supernatural Vigor, Tough Skin, UncannyAgility, Winged.Awards : Glory 190, Wisdom 30.123


133 – Courtyard of the WashersDescription: This great courtyard hasno ceiling. There are large jars andamphorae at the sides of the courtyard.Encounters: When the heroes arrive atthis section, roll 1d6:1-4: Nothing5-6: A group of Shades comes fromsection 132, dressed as warriors andcovered in blood. Next, a group offemale shades appears in the courtyardand gives water to the warriors, thencleanse off the blood covering them.When the warriors have been cleaned,they walk towards section 125.Closer Inspection: The heroes can filltheir waterskins with the water in theamphorae, but it’s Lethe Water. ANymph or a Priest can realize it andwarn their companions if they make aDanger Evasion roll (target number 15).134 – Tower of the GriffinsDescription: In the center of this greatcourtyard is a tall and fortified tower. It’sforty feet tall and has no windows. Thecourtyard is filled with corpses invarious stages of decomposition.Encounters: 1d3+1 Griffins stay at thetop of the tower. They spot the heroesas soon as they enter the courtyard, buttheir leader, Phoeles, orders them to letthe heroes act. Phoeles is a Gryphon,the leader of the Griffins who live in thetowers of the Tomb. He is very old andhas been wounded many times fightingthe minions of the Minotaur. Still, herules firmly over his pride of Griffins.Treasure: At the top of the tower is theGriffins’ treasure: three coffers full ofgold and a casket full of jewels andother adornments. Each coffer containsapproximately 1,000 gold coins. Thecasket has an Enc of 1 and contains atotal worth of 1500 silver pieces injewels and various bronze adornments(including four red jewels).Phoeles the GryphonTaxonomy : MonsterDescription : A rare subspecies of verylarge Griffins; also known as Royal Griffins,the Gryphons have golden feathers whichform a somewhat leonine mane at the baseof their neck.Size : LargeFerocity : DangerousCunning : AlertMystique : WeirdMovement : 120’ (480’ flying)Initiative : 19Melee Attack : +7Damage : 2d6 (claws & bite)Defense Class : 17Hits Total : 30Detection / Evasion : +6 / +10Mystic Fortitude : +6Special Abilities : Charge (or Dive) intoBattle (Initiative 24, Melee Attack +11),Grapple (Might 20), Lightning Fast, MagicResistance, Sharp Senses, Stealthy (14),Supernatural Vigor, Tough Skin, UncannyAgility, Winged.Awards : Glory 380, Wisdom 30.Closer Inspection: If the heroesexamine the corpses in the courtyard,they discover that they have beenpartially devoured and thrown from aheight. If the heroes enter the tower,they see wide stairs. If they walk up thestairs, they come to the top of thetower, where Phoeles and the Griffinsare waiting for them. Phoeles speaksand tells the heroes his story: how thegods gave him the task of protectingthe northern entrance to the Tomb, toallow the spirits of dead warriors to findthe way to the Underworld withoutproblems. He also tells about theMinotaur, how they fought him and hisminions and how they are nowrecovering from their wounds andpreparing to fight again. See Dealingwith Phoeles next page.124


This space intentionally left blank forMaze Master’s NotesPhoeles the GryphonDealing with PhoelesA creature of divine origin, Phoeles hasbeen the leader of the Griffins at theTomb for many centuries. As a youngGryphon, he was given the task ofprotecting the entrances of the Tomb,and he trained younger Griffins to helphim. When the King of Monsters awoke,he fought against him, but was badlywounded and unable to continue thefight. He has ordered the members ofhis pride to stop fighting the Minotaurand his horde until a sign from the Godsgives him guidance. The coming of theheroes could be that sign.If the heroes are allies of Rhea (seesection 75), the Griffins are friendly andthey offer to help the heroes. Phoelesgives them a magical whistle which theycan use twice, one to receive aid in acombat and the other to flee from theTomb or from danger. Obviously, theGriffins can only help the heroes if theyare in a section without a ceiling.A majestic GriffinIf the heroes are not allies of Rhea, theymust convince Phoeles they want todestroy the Minotaur. If they arerespectful, Phoeles asks the heroes toprove their willingness to help them bybring him the head of Ahrak, the Queenof the Harpies, who lives in a tower insection 102. If they manage to kill Ahrakand bring her head, Phoeles acts as ifthe heroes were allies of Rhea and healso gives them jewels worth 1,000 sp(including the four red jewels).125


Area 20: Lair of the RatlingsSections 135-141OverviewThese rooms were the old kitchens ofthe palace. Now the area is the lair ofthe Redteeth Tribe of Ratlings. Itsleader, Yyrk, is allied with the Hags andserves them faithfully. Nevertheless, hedoesn’t trust them completely so hekeeps a couple of secrets to himself,like the knowledge about the secretrooms in this area.Sections135 – Trap RoomDescription: This room is dark andempty.Encounters: Ten rounds after the nettrap activates, a group of 1d6+3Ratlings come to investigate. Theytake the prisoners to section 138 andlock them, up until their leader Yyrkdecides on the prisoners’ fate.Traps: The Ratlings have mounted twotraps in this room. When the southerndoor is opened, a spear trap activates.Type: indoor; Effects: direct damage;1d6 Hits; Concealment Rating 17;Danger Rating 16. Two rounds later, apit trap opens in the ground. Type:indoor; Effect; falling + entrapment; 1d6Hits + entrapment; Concealment Rating18; Danger Rating 18. The pit is wideenough to catch all heroes.A scruffy, treacherous, sneaky RatlingRatlingTaxonomy : FolkDescription : Sneaky, malevolent ratheadedhumanoids who live in deepundeground caves.Size : SmallFerocity : AggressiveCunning : CraftyMystique : WeirdMovement : 60’Initiative : 20Melee Attack : +3Missile Attack : +4Damage : 1d3 (claws or weapons)Defense Class : 15Hits Total : 4Detection / Evasion : +10 / +12Mystic Fortitude : +2Special Abilities : Lightning Fast, MissileWeapons (darts, 60’), Poison (poisoneddarts, paralysis), Sharp Senses, Stealthy(22), Uncanny Agility.Awards : Glory 15.126


RatlingTaxonomy : FolkDescription : Sneaky, malevolent ratheadedhumanoids who live in deepundeground caves.Size : SmallFerocity : AggressiveCunning : CraftyMystique : WeirdMovement : 60’Initiative : 20Melee Attack : +3Missile Attack : +4Damage : 1d3 (claws or weapons)Defense Class : 15Hits Total : 4Detection / Evasion : +10 / +12Mystic Fortitude : +2Special Abilities : Lightning Fast, MissileWeapons (darts, 60’), Poison (poisoneddarts, paralysis), Sharp Senses, Stealthy(22), Uncanny Agility.Awards : Glory 15.136 – Another Trap RoomDescription: This long room is emptyand dark.Encounters: Ten rounds after the pittrap activates, a group of 1d6+3Ratlings come to investigate. Theytake the prisoners to section 138 andlock them up, until their leader Yyrkdecides on the prisoners’ fate.Traps: There is a large pit trap near thedoor in the western wall. Type: indoor;Effect: falling; 1d6 Hits; ConcealmentRating 17; Danger Rating 18.137 – KitchensDescription: This large room has ahalf-ruined ceiling that lets the light infrom outside. In the center of the roomare the remains of a great bonfire, as ifsomebody had used the room to cook.The door in the western wall is closed.127Encounters: When the heroes enterthis section, roll 1d10:1-5: Nothing6-8: There are 1d6+6 Ratling warriorsin the room. The warriors attack theheroes, but they flee towards section100 if outnumbered.9-10: 1d6+6 Ratling warriors and 1d10Ratling females. The warriors fight tothe death to protect the females. Thefemales try to flee towards section 100as soon as possible.Traps: The Ratlings have mounted acrushing trap in the southwestern door.Type: indoor; Effect: crushing; 2d6 Hits;Concealment 15; Danger Rating 18.Closer Inspection: If the charactersexamine the eastern wall they may finda secret door that takes them to section128. To find the secret door the heroesmust pass a Detection roll versus atarget number of 17. If the heroes findsomebody in section 128 they canattack them with the advantage ofsurprise. There is a similar secret doorin the northern wall that can take theheroes to section 139, this one with atarget number of 18. If the heroes findsomebody in section 139 they canattack with the advantage of surprise.138 – PrisonDescription: Most of the time, severalprisoners of various origins are chainedto the wall of this dark room.Encounters: Roll 1d6 three times tosee who is trapped in the prison whenthe heroes come:1: Dem, a Wildman. He can guide theheroes to area 8 (Lair of the Wildmen).2: Ahask, a Troglodyte. He can guidethe heroes to area 2 (Theatrical Area), totalk with Ancpah the Lizardian.3: Gorud, a Tragos. He can guide theheroes to area 22 (Lair of the Minotaur’sHorde), but he will betray the heroes and


will try to warn the Minotaur’s minionsabout the intruders as soon as possible.4: An Iron Warrior. If the heroes releasehim, he attacks anybody who standsbetween him and section 94.5-6: Nobody.Dem the WildmanSize : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Missile Attack : +1Damage : 1d6 (weapon)Defense Class : 12Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 13, Melee +4), Stealthy (12).Awards : None (unarmed prisoner).Ahask the TroglodyteSize : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +4Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle(Initiative 14, Melee +6), Magic Resistance,Stealthy (12), Tough Skin.Awards : None (unarmed prisoner).Gorud the TragosSize : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 12Melee Attack : +2Missile Weapons : +2Damage : 1d6 (weapons)Defense Class : 13Hits Total : 8Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4).Awards : None (unarmed prisoner).Iron WarriorTaxonomy : AnimateDescription : Animated iron statues ofhoplites, with weapons and inbuilt armor.Size : MediumFerocity : DeadlyCunning : AverageMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +6Damage : 1d6 (weapon)Defense Class : 19 (with shield)Hits Total : 20Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 15, Melee Attack +8), Mindless,Natural Armor, Supernatural Vigor.Unique Ability : Iron Warriors can use theShield Wall special maneuver (see PlayersManual, p 23).Awards : Glory 75, Wisdom 30.128


Attack of the Ratlings !RatlingTaxonomy : FolkDescription : Sneaky, malevolent ratheadedhumanoids who live in deepundeground caves.Size : SmallFerocity : AggressiveCunning : CraftyMystique : WeirdMovement : 60’Initiative : 20Melee Attack : +3Missile Attack : +4Damage : 1d3 (claws or weapons)Defense Class : 15Hits Total : 4Detection / Evasion : +10 / +12Mystic Fortitude : +2Special Abilities : Lightning Fast, MissileWeapons (darts, 60’), Poison (poisoneddarts, paralysis), Sharp Senses, Stealthy(22), Uncanny Agility.Awards : Glory 15.139 – Living QuartersDescription: This room is illuminatedby very dim oil lamps. There is a greatnumber of small hairy beings,apparently mothers with their children.Encounters: This is the main room ofthe Ratlings. At any moment there are2d6+3 Ratling women with acorresponding number of children in theroom. Protecting them there are sixRatlings who fight fanatically to defendtheir women and children. The Ratlingwomen try to flee by the secret tunneltowards section 131. Four rounds afterthe fight begins, Yyrk and the otherRatling warriors in section 140 arriveand join the combat.Closer Inspection: In the southern wallthere is a secret door that leads tosection 137. To see the entrancerequires a Detection roll (target number15). In the western wall there is anothersecret door (target number 17 to detect)that leads to section 140. Near theeastern wall there is a hidden hatch(target number 17 to detect). It opensonto a tunnel that goes to section 131.129


140 – Treasure ChamberDescription: This room is notilluminated but there are extinguishedtorches on the walls that can be easilyignited. The room is full of coffers,provisions and weapons.Treasure: The Ratlings’ treasure ishere. It consists of the following items:five coffers full of silver pieces andjewels, various necklaces, adornments,ornamented vases and other preciousitems and a great quantity of food andwater. Each coffer contains roughly 400silver pieces as well as four jewelsworth 100 silver pieces each. Amongthe twenty jewels contained in thecoffers are four red rubies. The vases,necklaces and other precious objectsconstitute a loot with a total worth of1800 silver pieces and a total Enc of 12(or, in other words, 150 silver pieces foreach Enc point). The food and waterrepresents the equivalent of 35 rations.RatlingTaxonomy : FolkDescription : Sneaky, malevolent ratheadedhumanoids who live in deepundeground caves.Size : SmallFerocity : AggressiveCunning : CraftyMystique : WeirdMovement : 60’Initiative : 20Melee Attack : +3Missile Attack : +4Damage : 1d3 (claws or weapons)Defense Class : 15Hits Total : 4Detection / Evasion : +10 / +12Mystic Fortitude : +2Special Abilities : Lightning Fast, MissileWeapons (darts, 60’), Poison (poisoneddarts, paralysis), Sharp Senses, Stealthy(22), Uncanny Agility.Awards : Glory 15.141 – Room of the Ratling KingDescription: This large room isilluminated by black-flamed lamps, agift from the Hags. By the north wallthere is a big wooden throne that theRatlings found in the rooms of theTomb. There are numerous shields,weapons and other trophies hanging onthe walls, which the Ratlings haveobtained in their fights in the Tomb.Encounters: Yyrk the Ratling King isin this room, seated on his throne. Hehas six Ratlings as a personal guard.Yyrk is not stupid and tries to negotiatewith the heroes. He can be convincedto help the heroes to attack area 22(Lair of the Minotaur’s Horde), and hecan send up to 10 Ratlings warriors tohelp them. If the heroes wish to attackarea 23 (Lair of the Hags), Yyrk alsogives them ten Ratling warriors to guideand support them, but he secretlywarns the Hags by sending a Ratlingthrough the secret tunnel that goesfrom section 139 to section 162. Thetreacherous Hags then prepare anambush in section 158.Treasure: Yyrk has a magical Daggerof Striking. This dagger can be used incombat for 1d6 damage (rather than theusual 1d3 damage for daggers) andcan also be used to make deadly sneakattacks (2d6 damage).Yyrik the Ratling KingYyrk is the leader of a group ofRatlings living in the Tomb andworking for Hekateria the Hag.Yyrk is a clever leader, and doesn’ttrust the Hag, but he sees Hekateriaas his best ally in the Tomb.He has the same statistics as otherRatlings but has a magical Dagger ofStriking (see text above).130


Area 21: The Stone TitanSections 142-145OverviewThis area is protected by an enormousStone Titan. He attacks anybody whotries to cross the zone: Lycans, Ogres,Troglodytes … or human heroes.Sections142 – Inner CourtyardDescription: This walled courtyard hasno ceiling. It is patrolled constantly byan untiring Stone Titan, whose tracksare perfectly visible in the dust on theground.Encounters: The Mindless StoneTitan will neither negotiate norsurrender and it fights until destroyed,even if the characters have Rhea’sBlessing (see section 75).Treasure: If the heroes kill the StoneTitan, they can keep its eyes, two bigred rubies worth 500 silver pieces each.Closer Inspection: If the heroes defeatthe Stone Titan, the noise of the fall ofthe massive Animate attracts fiveLycans and one Tragos from section146 five rounds later.The Mindless, Massive Stone TitanStone TitanTaxonomy : AnimateDescription : Not true Titans, but hugegolems of stone animated by magic.Size : LargeFerocity : DangerousCunning : AverageMystique : WeirdMovement : 90’Initiative : 14Melee Attack : +6Damage : 2d6 (stone arms)Defense Class : 21Hits Total : 30Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 18, Melee +10), Invulnerability,Fearsome, Mindless, Supernatural Vigor,Trample.Awards : Glory 170, Wisdom 30.131


143 – Room of the CorpsesDescription: This room has a ceilingbut it’s not illuminated. The corpses ofthe Stone Titan’s victims lie here.Treasure: Most of the weapons andarmor are broken, but some of them arestill usable: 2 knives, 1 sword, 1 helmetand a pouch with 139 silver pieces.Closer Inspection: On the groundthere are the corpses of Troglodytes,Tragos, Ogres and Lycans, mauled bythe Stone Titan, who has left them inthis section.Encounters: This section is haunted bythe ghost of the dead Tragos lying inthe room. His painful death caused himto become an evil spirit that attacksanybody who enters the room. He can’tleave this room.Treasure: The dead Tragos has abroken spear and a dagger that theheroes can keep for themselves.Closer Inspection: The Tragos seemsto have been struck down by the StoneTitan and thrown into section 143, buthe crawled to this room before dyingbecause of his wounds.144 – Room of the TraghostDescription: This room is empty and isnot illuminated. The corpse of a Tragoscan be seen in the room.TraghostTaxonomy : SpiritDescription : This ghost appears as thevague, translucent form of a Tragos.Size : MediumFerocity : AggressiveCunning : AlertMystique : EldritchMovement : 60’Initiative : 14Melee Attack : n/aDamage : SpecialDefense Class : 14Hits Total : 8Detection / Evasion : +6 / +4Mystic Fortitude : +8Special Abilities : Fearsome, Insubstantial,Life Energy Drain (touch attack), MagicResistance, Sixth Sense, Stealthy (18).Like all Insubstantial beings, Ghosts cannotbe harmed by mundane weapons or meansand cannot inflict physical damage tomaterial beings (except with their LifeEnergy Drain ability).Awards : Glory 85, Wisdom 160.145 – Empty RoomDescription: This room is empty. Thedoor is too small to let the Stone Titanenter, so the heroes can flee here ifthey are being badly beaten by theAnimate.This space intentionally left blank forMaze Master’s Notes132


Area 22: Lair of the Minotaur’s HordeSections 146-151Encounters: Ten Lycans and twoTragos guard this section. If they hearthe sound of fighting, coming fromsection 142, five Lycans and oneTragos go to investigate. The rest stayin this room. If the adventurers or agroup of Troglodytes pass through thenorthwestern door, one of the Lycansruns to section 147 to warn the rest ofthe Minotaur’s minions, while the othersfight to delay the heroes. The Lycanswon’t fight to the death, and flee assoon as they feel they’re losing thefight. If they flee, the surviving Tragostry to reach an agreement with theheroes, surrendering and promising toserve them, but they will betray theheroes as soon as they can.OverviewThis area of the Tomb of the Bull Kingthe headquarters of the Minotaur’sarmy.The Tragos leaders of the army have alarge room in the southeast, while therest of the Minotaur’s minions live in thecentral ruins. They send frequentexpeditions to the Tomb, searching forRhea’s Temple, as the Minotaur wantsit to be defiled and destroyed.Sections146 – Western CourtyardDescription: This long courtyard hasno ceiling. The north end is full of dirtand broken furniture. The walls arecovered with obscene drawings paintedin blood, which show weapons,infuriated faces and the image of acircle with two horns.Treasure: The Lycans and Tragoshave weapons and shields; the Tragosalso have a bag with 50 silver pieces.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4), MissileWeapons (javelin, 120’), Sharp Senses,Stealthy (14).Awards : Glory 40.133


147 – Fortified RoomDescription: This room has beenfortified by the Minotaur’s horde. Theroom is divided into two levels, with alarge platform in the south and stairsleading up to it. The Beastmen haveprepared a barricade of sandbags,wood and rubbish, located between thestairs and the “M” indicated on the map.The room is illuminated through severalholes in the ceiling and by oil lamps thatthe Minotaur’s minions always keep lit.A Tragos : 50% human, 50% goat, 100% troubleEncounters: Two Mutant Tragos(Tough Skin) and ten Lycans guardthis section. The Beastmen stay in theplace marked with an “M” on the map.Five of the Lycans have spears and theother five have bows; in combat, thosewith spears will try to protect theshooters. If the heroes attack, theBeastmen go behind the barricade,which gives them a +2 bonus to theirEDC (even against missiles). Thewarriors in this room belong to the elitefighters of the Minotaur’s horde, andfight to the death.TragosDescription : Goat-headed humanoids benton raiding, plunder and mayhem.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 12Melee Attack : +2Missile Weapons : +2Damage : 1d6 (weapons)Defense Class : 17 (shield & breastplate)Hits Total : 8Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4) MissileWeapons (javelins, 120’).Awards : Glory 40.Mutant TragosTaxonomy : FolkDescription : Goat-headed humanoids benton plunder and mayhem ; this particularTragos has the Tough Skin special ability.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 12Melee Attack : +2Missile Weapons : +2Damage : 1d6 (sword)Defense Class : 19 (shield & breastplate)Hits Total : 8Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4) MissileWeapons (javelin, 120’), Tough Skin.Awards : Glory 45.134


LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4), MissileWeapons (javelin, 120’), Sharp Senses,Stealthy (14).Awards : Glory 40.Treasure: The Tragos have spears,short bows and helmets. They alsohave a little treasure of 250 silverpieces, 12 food rations and water.148 – RuinsDescription: These are the remains ofa great fortress whose ceiling and wallscollapsed long ago. Now they serve asthe bedroom of the Minotaur’s Horde.Encounters: There is a total of fifty-fiveLycans, thirty-five Boarmen andtwenty Ogres here. Divided intogroups, they have constructed smallhuts to protect themselves from theelements. They attack any enemy whopenetrates section 146 as soon as theyare warned. All sleep near theirweapons. See next page for their stats.Treasure: Each of the ten huts in thissection is the resting place of a group of4-7 creatures (see Encounters above).If the heroes search them, they find3d10x10 silver pieces in each one.BoarmanTaxonomy : FolkDescription : Brutish boar-headed folk.They fight with spears and shields.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge Into Battle(Initiative 13, Melee Attack +4), SupernaturalVigor.Awards : Glory 30, Wisdom 10.OgreTaxonomy : FolkDescription : Anthropophagous cavedwellingsavages ; they look like primitivehumans except for their oversized, tusk-likecanine teeth… They are the mortal enemiesof Wildmen.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +4Damage : 1d6 (weapons)Defense Class : 12Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +6), Stealthy(12).Awards : Glory 30.135


149 – Eastern CourtyardDescription: In this wide courtyard theMinotaur’s minions train and fight. Thewalls are painted as in section 146.Encounters: During the day, there arealways 2d6 Lycans or Boarmentraining in this courtyard under thesupervision of their leaders. If they hearthe sound of fighting coming fromsection 148, they go there quickly andjoin the combat. If they are losing thefight or are badly outnumbered, theBeastmen retreat to section 151.150 – PrisonDescription: The door of this room isblocked by a heavy plank. TheBeastfolk keep the beings they capturein the Tomb inside, until the Minotaurdecides what to do with them. Theroom is not illuminated. If the heroesare captured by the minions of theMinotaur they will be locked up in thisroom. If they do not find a way to flee,after a day of confinement they aredragged to section 149 where theyserve as targets for the Beastmen topractice their marksmanship on. If theMaze Master feels generous he canrule that a group of three Griffinsattacks the Beastfolk, distracting themlong enough to let the heroes flee.Encounters: There are no prisoners inthis section, but if the Maze Masterfeels the players need help, he can rulethat a group of Coristean warriors(three Spearmen, one Noble) havebeen imprisoned here. The warriors canhelp the heroes in their escapeattempts. If a player has lost hischaracter he can use one of theprisoners as a replacement (roll up anew Noble or Spearman character,starting at the same level as the deadhero, but with no wealth or equipment).151 – Tragos’ RoomDescription: In this room, which is onlyilluminated by several braziers, live theTragos that lead the Minotaur’s armylive. The room is filled with trophies andsacked treasures of the Tomb and thelands of Proteus.Encounters: There are 2d6+3 MutantTragos here. One of them has MultipleHeads (two heads). All the other Tragosin this room also have special chaoticmutations : half of them have ToughSkin and the other half are LightningFast. Round odd numbers in favor ofTough Skin. Thus, if there are twelveTragos in this room, one will be the twoheadedleader, six will have Tough Skinand the five remaining ones will beLightning Fast. The Tragos that are nothere are training other minions of theMinotaur in section 149 or exploring theTomb. The Tragos attack as soon asthe heroes enter the room. See nextpage for their statistics.Treasure: The great treasure of theMinotaur’s horde is in this room: fivechests full of gold and silver pieces, twosmaller chests full of jewels, fifteendecorated weapons (mainly swords andspears), one jewelled shield and fiveexpensive sets of armor, enough foodand water to feed the entire horde for amonth, six amphorae of wine and oil.Each of the five chests contains roughly1,000 assorted ancient coins (10 Enc)of gold, silver, bronze and copper: eachEnc point taken from this disparatehoard will have a worth of 1d6 x 50silver pieces. The two jewel chestscontain approximately thirty jewels (halfof which are red). Each jewel has aworth of 1d6 x 100 silver pieces. Thevarious decorated weapons, shieldsand pieces of armor are worth 3 timestheir usual monetary value.Closer Inspection: To open the doorthe heroes must succeed in a Feat ofStrength or a Thief must successfullypick its lock (see p 28).136


Mutant Bicephalous TragosTaxonomy : FolkDescription : A mutated, two-headedTragos.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +2Missile Weapons : +2Damage : 1d6 (sword)Defense Class : 17 (with shield &breastplate)Hits Total : 8Detection / Evasion : +3 / +2Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4) MissileWeapons (javelin, 120’), Mutliple Heads (2).Awards : Glory 50, Wisdom 10.Quick Mutant TragosTaxonomy : FolkDescription : This mutated Tragos hasbeen endowed with supernatural quickness.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 80’Initiative : 16Melee Attack : +2Missile Weapons : +2Damage : 1d6 (sword)Defense Class : 17 (with shield &breastplate)Hits Total : 8Detection / Evasion : +2 / +6Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 18, Melee Attack +4), LightningFast, Missile Weapons (javelin, 120’).Awards : Glory 50.Tough Mutant TragosTaxonomy : FolkDescription : This particular Tragos has theTough Skin special ability.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 12Melee Attack : +2Missile Weapons : +2Damage : 1d6 (sword)Defense Class : 19 (with shield &breastplate)Hits Total : 8Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4) MissileWeapons (javelin, 120’), Tough Skin.Awards : Glory 45.137


Area 23: Lair of the HagsSections 152-172White SerpentOverviewHekateria lives in this area with twoother Hags, Dulmodia and Odireta, andsome Degenerate Men they use asguards and occasional sacrifices. Thethree Hags hate each other and onlycooperate to perform their rituals toChaos. The Hags were attacked by theWhite Serpent, who wounded andblinded Hekateria before being killed.Now Hekateria stays in the innertemple, while the other Hags plotagainst her to become the new leader.Sections152 – Long CorridorDescription: A long corridor with thecorpse of a giant white snake. Thecorridor is not illuminated.Encounters: The spirit of the WhiteSerpent haunts this section. The WhiteSerpent, a servant of Rhea, foughtagainst the Hags here. Although thisbeing was killed, its powerful spirit stillhaunts the section. When the heroesarrive, the spirit rises from the corpseand crawls towards them. Only if theheroes have Rhea’s Blessing (seesection 75) can they avoid combat. Thespirit of the White Serpent can’t leavethis section.Taxonomy : SpiritDescription : The White Serpent was themost mystical of the Serpents of the DarkEarth. It managed to blind Hekateria theHag, but died fighting her. Now, its powerfulspirit attacks every minion of the Hags thattries to leave their lair.Size : LargeFerocity : DangerousCunning : AlertMystique : EldritchMovement : 90’Initiative : 13Melee Attack : n/aDamage : see belowDefense Class : 13Hits Total : 24Detection / Evasion : +6 / +4Mystic Fortitude : +6Special Abilities : Insubstantial, Life-Energy Drain (touch), Magic Resistance,Psychic Powers (Psychic Gift 2, MysticStrength 14, Power total 8), Sixth Sense,Stealthy (16).Awards : Glory 210, Wisdom 540.Aside from his Psychic Powers, the WhiteSerpent’s only attack is its Life-Energy Draintouch attack. Like all Insubstantial beings, itcannot be harmed by mundane weapons.138


GhostTaxonomy : SpiritDescription : Ghosts usually look liketranslucent, intangible humans.Size : MediumFerocity : AggressiveCunning : AlertMystique : EldritchMovement : 60’Initiative : 14Melee Attack : n/aDamage : SpecialDefense Class : 16Hits Total : 8Detection / Evasion : +6/+4Mystic Fortitude : +8Special Abilities : Fearsome, Insubstantial,Life Energy Drain (touch attack), MagicResistance, Sixth Sense, Stealthy (18)Like all Insubstantial beings, Ghosts cannotbe harmed by mundane weapons or meansand cannot inflict physical damage tomaterial beings (except with their LifeEnergy Drain ability).Awards : Glory 85, Wisdom 160.153 – Southern EntranceDescription: Walking up the stairs theheroes can reach section 153 bywalking up the stairs from section 152.A ghostly figure can be seen standingat the top of the stairs.Encounters: A Ghost attacks theheroes with his Life-Draining Touch.154 – Empty RoomDescription: A dark and empty room.155 – Shadow CorridorTraps: There is a magical trap in thiscorridor, created by the witchcraft of theHags. All the heroes must succeed in aMystic Fortitude roll vs a target numberof 15 or they will be filled with fear andare unable to follow the corridor. Eachhero who succeeds can guide one ofhis companions through the corridor.Closer Inspection: Lamps, torchesand other light sources can’t be ignitedin this corridor.156 – Inner Courtyard & GardenDescription: This open-roofed innercourtyard is a well-kept garden. Thewalls are covered in vines. In the centerof the eastern wall, there is a balcony ofstone. It is possible to climb up to thebalcony (section 164).Encounters: The vines on the walls arethree Vines of Tantalus and can attackthe heroes at any point of the courtyard.Treasure: Medicinal plants and poisonscan be found here. Every 15 minutes ofsearching, the Maze Master should roll1d10, adding +5 to the roll if there is atleast one Nymph in the group:1-6: Nothing.7-8: A poisonous plant whose sap cancover a weapon, increasing its damageby 2 for three attacks (one single use).9-10: A healing plant that heals 1d6Hits if rubbed on a wound (one use).Closer Inspection: The garden is fullof healing and poisonous plants. Underthe plants there is an entrance to atunnel that goes east to section 162and west to section 131. Finding thetunnel requires a Detection roll againsta target number of 17.Description: A cold wind coming fromsection 156 extinguishes torches andcandles in this corridor. In the darkness,the heroes can hear strange noises.139


Vine of TantalusTaxonomy : AnimateDescription : Magical life-drinking vines.Size : MediumFerocity : DangerousCunning : AverageMystique : WeirdMovement : 60’Initiative : 14Melee Attack : See belowDamage : See belowDefense Class : 15Hits Total : 12Detection / Evasion : +4Mystic Fortitude : +2Special Abilities : Entangle (vines, Might16, 10’ range), Life-Energy Drain (touch),Mindless, Regeneration (1 Hit / round), SixthSense, Stealthy (14), Uncanny Agility.The Vine does no natural damage andalways attack with its Entangle ability andmay only use its Life-Energy Drain attack onEntangled victims.Awards : Glory 90, Wisdom 50.157 – Northern EntranceDescription: This room is illuminatedby a large brazier and several lampshanging from the walls. In the roomthere are two Lesser Cyclops, chainedto the wall with chains long enough tolet them reach the heroes.Encounters: Two Lesser Cyclops,enslaved by the Hags. Their names areBuphelion and Rodon. They havemagical chains that tie them to thisroom but let them fight. They arecompelled by the magical chains toattack whoever enters the room. If theheroes manage to break the chains, theLesser Cyclops stop attacking them.Traps: The magical chains keep theLesser Cyclops enslaved and forcethem to defend the entrance.Buphelion (ori s that Rodon ?)Lesser CyclopsTaxonomy : FolkDescription : One-eyed huge humanoidswho live underground. They usually live indeep, subterranean caverns located nearvolcanoes and use lava to fuel the roaringfurnaces of their enormous forges.Size : LargeFerocity : DangerousCunning : AverageMystique : WeirdMovement : 90’Initiative : 12Melee Attack : +6Damage : 2d6 (hammer)Defense Class : 15Hits Total : 30Detection / Evasion : 0Mystic Fortitude : +6Special Abilities : Grapple (Might 20),Magic Resistance, Supernatural Vigor,Tough Skin.Awards : Glory 100, Wisdom 30.Closer Inspection: The heroes mustsucceed at a Feat of Strength to breakthe chains. If the two Cyclops are freed,they go to section 158 searching for theHags, to kill them. They won’t talk to theheroes (or anyone else) until they havekilled the Hags.140


158 – Guard RoomDescription: In this large room, whichis lit by lamps and braziers, there is alarge group of Degenerate Men.Encounters: There are 2d6+6Degenerate Men in this room at anytime. As soon as the heroes enter theroom, they attack them, trying tocapture the heroes. They follow theheroes to any section of this area, butnot to section 152, as they fear theWhite Serpent’s spirit. See next pagefor the Degenerate Men’s statistics.Ambush: If the sentries in section 164have seen the heroes in the garden(section 156), the Degenerate Men inthis section hide in sections 159 and163, leaving only one Degenerate Manin this section. As the heroes enter, theDegenerate Man howls and retreats tosection 163, protecting himself behindhis shield. In section 163 half of theDegenerate Men wait. Five rounds afterthe fight begins, the Degenerate Men insection 159 attack the heroes frombehind, surprising them.Treasure: Each Degenerate Man has aclub or stone axe. Their possessionsare kept in section 165.159 – KitchenDescription: This kitchen is illuminatedby braziers and a great fire in themiddle of the room. There is a hole inthe roof to let the smoke out. There arepots, jars and cooking utensils in theroom, as well as some food.Encounters: The Maze Master shouldroll 1d6 when the heroes enter:1-3: The kitchen is empty.4-6: There are two Degenerate Womenworking in the kitchen, cooking andcleaning. When the heroes enter theroom, they flee to section 160.Closer Inspection: There are fiverations of food in the kitchen.Degenerate ManTaxonomy : FolkDescription : These beastly cannibalsresemble stooped, hairy Wildmen. They areall too-often confused with Wildmen, who donot share their anthropophagous habits (andwho tend to kill them on sight).Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (stone axe or club)Defense Class : 12Hits Total : 8Detection / Evasion : +4 / 0Mystic Fortitude : 0Special Abilities : Grapple (Might = 16),Sharp Senses, Stealthy (12).Awards : Glory 25.160 – Storage RoomDescription: This dark room is full ofsacks, amphorae and boxes.Encounters: The two DegenerateWomen who help the Hags in thekitchen sleep here. If they are not insection 159 the heroes find them in thisroom. They don’t fight and willsurrender as soon as they are found.Treasure: As much food and drink asneeded. Some amphorae contain astrange wine. The wine is made withthe fruit of the Vines of Tantalus insection 156, which is highly poisonous :see The Hags’ Brew for more details.The Hags brew it in section 161.Closer Inspection: The boxes andamphorae contain water and food,enough to feed the heroes for weeks. Ina corner there are two little beds wherethe Degenerate Women sleep.141


The Hags’ BrewAny character foolish enough todrink this brew immediately falls intoexcruciating pain, which preventshim from acting in any manner forthe next 1d6 minutes; he will thenhave to make a Physical Vigor rollagainst a target number of 10 toavoid dying. If the roll is successful,the character will survive theexperience but will suffer a -4penalty to Melee, Missile, Initiativeand all saving rolls for the next day;this penalty will be reduced to -2 thenext day and will disappearcompletely on the third day.161 – Brewing RoomDescription: This room is a breweryilluminated by hanging oil lamps. Thereare five amphorae in a corner.Closer Inspection: The amphoraecontain wine made with the fruit of theVines of Tantalus in section 156 and ishighly poisonous: it causes 4d6 ofdamage to whoever drinks it.162 – Empty RoomDescription: This is an empty room,illuminated by the light that enters fromsection 164 and by several oil lamps ontop of small pedestals. The walls aredecorated with decaying tapestries.Encounters: If the heroes have arrivedhere through the secret tunnel (seesections 131 and 156) pursuing someRatlings, the Ratlings will flee to sect.158 to join the Degenerate Men.Closer Inspection: There is a secretdoor that leads to section 156 through atunnel. To find it the heroes must makea Detection roll (target number 16). Thesouth wall is covered by tapestrieshanging from the ceiling. If theyexamine the wall behind the tapestries,they find the door to section 166.163 – Storage RoomDescription: In this room there is somefood and (very) low quality wine.Closer Inspection: The heroes cantake as much food and wine as needed.164 – BalconyDescription: This balcony allows theDegenerate Men to watch the garden(section 156). The balcony has columnswhere the Degenerate Men can hide.Encounters: Roll 1d6:1-4: There is nobody in the balcony.5-6: Two Degenerate Men sentinelsare watching the garden. If they spotthe heroes in the garden, they warn therest of the Degenerate Men so they canprepare an ambush in section 158.Closer Inspection: The heroes canclimb from the garden to section 164with the aid of a rope.165 – Degenerate Men’s RoomDescription: This room contains oldbeds and is illuminated by a smallbrazier in the center. The DegenerateMen sleep here in alternating turns.Encounters: No less than eighteenDegenerate Men serve the Hags.When not resting here, they can befound in section 158, the balcony insection 164 or outside the lair, fulfillingsome mission for the Hags. EveryDegenerate Man not in section 158 or164 stays resting here.Treasure: The Degenerate Men keep asmall treasure of 150 silver pieces.166 – AntechamberDescription: This large room isilluminated by four large lamps in each142


corner. The floor of the room has alarge mosaic in the shape of a spiral. Inthe center of the spiral is a tripodholding a large smoking vessel,decorated with strange symbols.Encounters: As soon as the heroesenter the room, a single creature isinvoked from the vessel. The type ofcreature depends on the time theheroes spent before knocking down thevessel:One round: Nothing. If they knockdown the vessel as soon as they enterthe 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, aMoon Spawn comes out of the vesselafter five rounds and attacks.See below and next page for thestatistics of these various creatures.GhostTaxonomy : SpiritDescription : Ghosts usually look liketranslucent, intangible humans.Size : MediumFerocity : AggressiveCunning : AlertMystique : EldritchMovement : 60’Initiative : 14Melee Attack : n/aDamage : SpecialDefense Class : 16Hits Total : 8Detection / Evasion : +6/+4Mystic Fortitude : +8Special Abilities : Fearsome, Insubstantial, LifeEnergy Drain (touch attack), Magic Resistance,Sixth Sense, Stealthy (18)Like all Insubstantial beings, Ghosts cannot beharmed by mundane weapons or means andcannot inflict physical damage to material beings(except with their Life Energy Drain ability).Awards : Glory 85, Wisdom 160.CacodemonTaxonomy : SpiritDescription : Malevolent spirit of Chaos andmayhem ; likes to wreak havoc on poor mortals.They have a vaguely humanoid appearance butare made of pure Chaotic energy.Size : MediumFerocity : DeadlyCunning : CraftyMystique : UnearthlyMovement : 80’Initiative : 22Melee Attack : n/aDamage : specialDefense Class : 17Hits Total : 16Detection / Evasion : +10 / +14Mystic Fortitude : +10Special Abilities : Insubstantial, Life EnergyDrain (touch), Lightining Fast, Magic Resistance,Psychic Powers (Psychic Gift 6, Mystic Strength18, Power 24), Sixth Sense, Uncanny Agility.Awards : Glory 145, Wisdom 740.143


Carnivorous CloudTaxonomy : MonsterDescription : A strange floating fungus thatresembles a fluffy white cloud until it deploys itsrending claws and opens its enormous toothymaw. They normally live in the sky.Size : LargeFerocity : AggressiveCunning : AverageMystique : NormalMovement : 90’ (flying)Initiative : 11Melee Attack : +4Damage : 2d6 (claws & maw)Defense Class : 12Hits Total : 18Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Camouflage (as cloud, 14),Mindless, Stealthy (10).Awards : Glory 120, Wisdom 10.Moon SpawnTaxonomy : MonsterDescription : Amorphous blob of a sickly white,summoned from the moon by the priests of aforgotten cult centuries ago. They live at thebottom of deep wells named Moon Pits.Size : LargeFerocity : DangerousCunning : AverageMystique : WeirdMovement : 90’Initiative : 12Melee Attack : +6Damage : 2d6 (pseudopods)Defense Class : 12Hits Total : 30Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Grapple (Might = 20),Mindless, Regeneration (2 Hits per round),Stealthy (10), Supernatural Vigor.Awards : Glory 160, Wisdom 30.167 – Dulmodia’s ChamberDescription: This room is illuminatedby magical black-flamed lamps andcontains a table and stools. The wallsare covered in shelves filled with amultitude of jars and phials.Encounters: When the heroes enterthe room, roll 1d6:1-2: There is nobody in the room.3-6: Dulmodia the Hag is preparing apotion. If the heroes don’t attack her,she tries to surrender. She tells theheroes where Hekateria is, and sheeven gives them potions to help them inthe fight. If she must fight, she uses herpowers and potions against the heroes.She usually uses her Dust of Hypnosand Cocytus Water first to put the mostpowerful enemies to sleep. Then, sheuses her Psychic Powers to flee.Traps: On the door there is a magicaltrap. If somebody that is not a Hagtouches the door and fails a MysticFortitude saving roll (target number 15),he suffers 2d6 damage. If Dulmodia isin section 167, she knows somebody istrying to enter the room.Treasure: This room contains variouspotions and other magical substances:four phials of Aphrodite’s Venom, fourphials of Cocytus Water, three bags ofDust of Hypnos, one flask of Medea’sOintment, three phials of Potion ofHealing and one phial of Styx Water.168 – Dulmodia’s BedroomDescription: This room has a large bedand is illuminated with a small blackflamedlamp.Encounters: If Dulmodia the Hag isnot in her chamber (section 168), theheroes find her here. She uses thetactics explained in section 167, but shedoesn’t have her potions.144


Dulmodia the Hag1-2: There is nobody in the room.3-6: Odireta the Hag is torturing aDegenerate Man because of a real orimagined offence. When the heroesenter, she attacks them savagely withher torturing knife (1d3 damage). Threerounds later, she regains her wits andtries to use her Psychic Powers to flee.If the heroes free the Degenerate Man,he tries to flee. Odireta’s stats can befound next page.Taxonomy : SpiritDescription : Hags are vile creatures thatlook like extremely ugly old crones but arenot human. This particular Hag, Dulmodia, isan expert in potions and poisons. Sheconspires to kill her “ally” Hekateria andseize control of the Lair of the Hags.Size : MediumFerocity : DeadlyCunning : CraftyMystique : EldritchMovement : 60’Initiative : 15Melee Attack : +6Damage : 1d6 (claws)Defense Class : 17Hits Total : 20Detection / Evasion : +10 / +8Mystic Fortitude : +8Special Abilities : Magic Resistance,Psychic Powers (Psychic Gift 5, MysticStrength 17, Power 24), Regeneration (1 Hitper round), Sixth Sense, Supernatural Vigor,Tough Skin.Awards : Glory 115, Wisdom 500.Closer Inspection: No true hero willwant to closely examine this room.170 – Odireta’s BedroomDescription: A bed, a brazier and acoffer are the only furniture in the room.Encounters: If Odireta is not in thetorture chamber (section 169), she ishere and will attack any intruder. In thiscase, she will use her Psychic Powersright from the first round.Treasure: Odireta keeps in her coffer1,000 silver pieces and a Tunic ofNessos that she sometimes uses totorture her victims.169 – Odireta’s ChamberDescription: This room is a torturechamber, full of terrible instruments.There are chains on the wall and driedblood on the floor. Two large blackflamedlamps illuminate the room.Encounters: Roll 1d6 when the heroesenter the room.A vicious, malevolent Hag145


Odireta the HagHekateria’s Rod of LightningTaxonomy : SpiritDescription : Hags are vile creatures thatlook like extremely ugly old crones but arenot human. Odireta is completely crazy(even by Hags’ standards) and delights intorturing prisoners and even her ownservants, the Degenerate Men. She doesn’tcare about power and won’t help Hekateriaif Dulmodia tries to kill her.Size : MediumFerocity : DeadlyCunning : CraftyMystique : EldritchMovement : 60’Initiative : 15Melee Attack : +6Damage : 1d6 (claws)Defense Class : 17Hits Total : 20Detection / Evasion : +10 / +8Mystic Fortitude : +8Special Abilities : Magic Resistance,Psychic Powers (Psychic Gift 5, MysticStrength 17, Power 24), Regeneration (1 Hitper round), Sixth Sense, Supernatural Vigor,Tough Skin.Awards : Glory 115, Wisdom 500.Section 171 – Black TempleDescription: This dark temple isilluminated by braziers and lampsburning with black flames. The room isfull of smoke and there is a nauseousscent. Along the walls are small leadstatues that represent strange Godsand unknown spirits.Encounters: Hekateria the Hagspends most of her time in this templeto Chaos. She was blinded in her fightagainst the White Serpent. When theheroes enter the temple, the Hag asksin a weak, chilling voice: “Parmenion?Have you returned?”. The pain shesuffers because of her woundsdisorients the Hag; the heroes candeceive the Hag and make her believeshe is talking with Parmenion of Tomis,brother of Queen Parsifae. With cleverquestions they could learn thatParmenion is in fact Hekateria’s discipleand the story of how they freed theMinotaur, but sooner or later the Hagwill discover that she isn’t speaking withParmenion and will attack the heroeswith her Rod of Lightning, which stillhas 1d10 charges left. As she is blind,her Missile attack mod is 0. When shehas used all the charges in the Rod ofLightning, the Hag will use her PsychicPowers to fight the heroes.Treasure: Hekateria has a Rod ofLightning that she stole from theTemple of the Young Zeus (section122). The Thunderous God desires therecovery of the magical artefact.Closer Inspection: If the heroes touchthe small statues of the dark Gods theyreceive a curse: for each statuetouched, they suffer a -1 penalty to allMystic Fortitude saving rolls, until theyare purified with a Divine Blessing.172 – Hekateria’s BedroomDescription: This is Hekateria’sbedroom, but the Hag doesn’t use it, asshe spends all her time in the BlackTemple (section 171). The furniture isrich but is covered in dust.146


Hekateria the HagThis space intentionally left blank forMaze Master’s NotesTaxonomy : SpiritDescription : Hekateria is a Hag and aminion of Chaos. In ancient times she luredthe Bull King of Proteus into releasing theforces of Chaos. For centuries she hashidden in dark places, fleeing the wrath ofthe Olympian Gods. Finally, she establishedherself in the Tomb of the Bull King, with twoother Hags. There, she fooled Parmenioninto releasing the Minotaur once again. Butwhen she did so, the Goddess Rhea foundthe location of the Hag and sent the WhiteSerpent to kill her. Hekateria killed it but wasblinded and poisoned before doing so. Now,she lives in a dark temple to Chaos insideher lair, consumed by the pain of herwounds, but slowly recovering.Size : MediumFerocity : DeadlyCunning : CraftyMystique : EldritchMovement : 60’Initiative : 15Melee Attack : +6Damage : 1d6 (claws)Defense Class : 17Hits Total : 20Detection / Evasion : +10 / +8Mystic Fortitude : +8Special Abilities : Magic Resistance,Psychic Powers (Psychic Gift 5, MysticStrength 17, Power 24), Regeneration (1 Hitper round), Sixth Sense, Supernatural Vigor,Tough Skin.Hekateria also has a Rod of Lightning stolenfrom the Temple of Young Zeus (sect. 122).Awards : Glory 115, Wisdom 500.147


Area 24 : Eastern Entrance to the Central CourtRandom EncountersBoarmanTaxonomy : FolkDescription : Brutish boar-headed humanoids.They fight with spears and shields.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge Into Battle (Initiative13, Melee Attack +4), Supernatural Vigor.Awards : Glory 30, Wisdom 10.TragosTaxonomy : FolkDescription : Evil, goat-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’Initiative : 12Melee Attack : +2Missile Weapons : +2Damage : 1d6 (weapons)Defense Class : 17 (shield & breastplate)Hits Total : 8Detection / Evasion : +2Mystic Fortitude : +2Special Abilities : Charge into Battle (Initiative14, Melee +4) Missile Weapons (javelins, 120’).Awards : Glory 40.OgreTaxonomy : FolkDescription : Anthropophagous cave-dwellingsavages ; they look like primitive humans exceptfor their oversized, tusk-like canine teeth…They are the mortal enemies of Wildmen.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +4Damage : 1d6 (weapons)Defense Class : 12Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative14, Melee Attack +6), Stealthy (12).Awards : Glory 30.RatlingTaxonomy : FolkDescription : Sneaky, malevolent rat-headedhumanoids who live in deep undeground caves.Size : SmallFerocity : AggressiveCunning : CraftyMystique : WeirdMovement : 60’Initiative : 20Melee Attack : +3Missile Attack : +4Damage : 1d3 (claws or weapons)Defense Class : 15Hits Total : 4Detection / Evasion : +10 / +12Mystic Fortitude : +2Special Abilities : Lightning Fast, MissileWeapons (darts, 60’), Poison (darts, paralysis),Sharp Senses, Stealthy (22), Uncanny Agility.Awards : Glory 15.148


Minotaur LordTaxonomy : Unique MonsterDescription : Huge jet-black Minotaur.Size : LargeFerocity : DeadlyCunning : AlertMystique : EldritchMovement : 90’A stalwart Troglodyte warriorTroglodyteTaxonomy : FolkDescription : Carnivorous reptilianhumanoids. The Troglodytes of theBlackblood tribe fight with crude two-handedmaces or stone axes (+2 to Melee).Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (with 2-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle(Initiative 14, Melee Attack +8 with twohandedweapon), Magic Resistance,Stealthy (12), Tough Skin.Awards : Glory 50, Wisdom 20.Initiative : 18Melee Attack : +9Damage : 2d6 (huge axe)Defense Class : 20Hits Total : 36Detection / Evasion : +2 / +4Mystic Fortitude : +8Special Abilities : Charge into Battle(Initiative 22, Melee Attack +13), CrushingDamage, Fearsome, Grapple (Might = 20),Magic Resistance, Regeneration (2 Hits /round), Return from Death, SupernaturalVigor, Tough Skin, Uncanny Agility.The Minotaur Lord has a special abilitycalled Return from Death. Even if he isbrought to 0 Hits, the Minotaur regains 1 Hitin 5 rounds and can fight again. In this case,his Regeneration powers are diminishedand he only regains 2 Hits/day until herecovers his 36 Hits.If the King of Monsters is killed with theLabrys, he can’t use this special ability.This unique ability adds +10 to the MinotaurLord’s basic Glory award and +20 to theWisdom award.Awards : Glory 500, Wisdom 70.149


Area 24: Eastern Entrance to the Central CourtSections 173-174Sections173 – Empty RoomDescription: This empty room is notilluminated.Encounters: The Maze Master shouldroll 1d10 on the Random Encounterstable given above.OverviewThis is one of the exits to the centralcourtyard from the eastern part of theTomb. Sometimes different patrolscome from or to the Tomb of the BullKing through this door.Special Rules: Whenever the heroesenter either of the sections of this area,or if they remain more than half an hourinside a room, the Maze Master shouldroll 1d10:1-5: Nothing.6: 1d6 Boarmen.7: 1d6 Ogres and one Tragos.Closer Inspection: If the heroesexamine the ground, they’ll seenumerous tracks of different beings(Lycans, Ratlings, etc.).174 – Northeastern EntranceDescription: From this section theheroes can reach a great centralcourtyard. The room is not illuminated,but the light of the sun or the moonenters from the courtyard. The door inthe western wall is decorated and haselaborate carvings on it, depictingpriests and judges.Encounters: The Maze Master shouldroll 1d10 on the Random Encounterstable given above.8: 1d6+3 Ratlings.9: 1d6 Troglodytes.10: The Minotaur himself! If theMinotaur appears, the heroes shouldflee if they don’t have the magicalLabrys (see section 184). If they fightthe Minotaur, the Maze Master shouldconsult the section The Final Fight.The stats of these creatures can befound on the previous two pages.A beastly Ogre150


Area 25: Eastern FortressSections 175-187BoarmanOverviewThis area is an ancient group offortifications where the soldiers whoprotected the palace resided long ago.Now the place is inhabited by Ophionthe Dragon and his Boarmen servants,summoned from the Underworld by theMinotaur. This infernal, foul monsterprotects this entrance and has reachedan agreement with the Minotaur to helphim in his future attacks against thehuman inhabitants of Proteus.In this area is also the Temple of theAxe, where the heroes can obtain themagical Labrys, the axe that can kill theMinotaur, the King of Monsters.Taxonomy : FolkDescription : Boar-headed humanoids.They fight with spears and shields.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge Into Battle(Initiative 13, Melee Attack +4), SupernaturalVigor.Awards : Glory 30, Wisdom 10.Sections175 – Eastern EntranceDescription: This great entrance isclosed with heavy planks that are onlyopened when the Boarmen leave thefortress to hunt. The entrance is notilluminated.Encounters: Roll 1d6:1-2: There is nobody in the room.3-5: There are 1d3 Boarmen watchingthe room.6: 1d6+1 Boarmen who are openingthe door right now to go hunting. Theheroes must fight them if they want toenter the room.A brutish BoarmanThe Maze Masters should also roll onthe table under Encounters in section178 to determine if there are watchmen151


in the adjacent tower who could see theheroes approaching.Closer Inspection: The outer door isclosed with a strong plank. It is possibleto break it down with a ram or with aFeat of Strength. If the heroes try tobreak down the door the Maze Mastershould roll to see if there are watchmenin the adjacent tower (section 178). Inthat case, the Boarmen hear the noiseand prepare an ambush in section 177.Each half-hour that the heroes stayhere, the Maze Master should make aroll and consult the Encounters entryabove to see if a group of Boarmencomes to the door.176 – Guard RoomDescription: This room has torches onthe walls and serves as a guardroom tothe Troglodytes.Encounters: The Maze Master shouldroll 1d6:1-2: The room is empty.3-6: 1d3+2 Boarmen are in the room.One of them flees when the combatbegins to warn the Boarmen in section181 and the Dragon in section 182.Closer Inspection: If the heroes stayfor more than fifteen minutes in thisroom, the Maze Master should rollagain on the Encounters table.177 – Corridor of the StairsDescription: This corridor has stairsthat lead upwards to the west until theyreach the tower in section 179. Theyare continually illuminated by torcheswhich emit a nauseous smoke. Thewalls are covered in soot.Encounters: If the heroes have beendiscovered by the watchers in the tower(section 178) trying to enter by the doorof section 175, the Dragon and theBoarmen have prepared an ambush inthis place:Round 1 : Three Boarmen come fromsection 180, protected behind theirshields, to resist ranged attacks or acharge from the heroes. At the end ofthis first round, four other Boarmenclose and hold the door in section 180to prevent the heroes from fleeing.Round 4 : Four Boarmen come fromsection 178, and block the doorbetween sections 177 and 176.Round 8 : Ophion the Black Dragoncomes from section 182 and uses hisBreath Weapon against the heroes. Ifthe Dragon is hurt it steps back tosection 182 where four more Boarmenwill help him in the fight.Closer Inspection: If the heroes waitfor a time in this room they will hear theDragon’s breathing in the neighboringroom. If the heroes examine the soot onthe walls they discover that it’s notcreated by the torches (it’s caused bythe fire breathed by the Dragon).BoarmanTaxonomy : FolkDescription : Boar-headed humanoids.They fight with spears and shields.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge Into Battle(Initiative 13, Melee Attack +4), SupernaturalVigor.Awards : Glory 30, Wisdom 10.152


178 – Watch TowerDescription: The stairs in this sectionlead up to the top of a small tower fromwhich the eastern entrance (section175) can be watched.Encounters: Normally, there areBoarmen in this tower. Roll 1d6:1: Nobody.2-3: One sleeping Boarman. He is aheavy sleeper and will only awake if theheroes make too much noise trying toopen the door in section 175.4-6: 1d3 Boarmen carefully watching.Closer Inspection: From the top of thetower, the heroes can jump to the roofof the Tomb and walk to the tower insection 179 or the inner courtyard insection 186. The heroes must use arope to climb down to section 186 asthere is a 20’ drop from the roof. If norope is available, climbing down thetower will take two Athletic Prowessrolls against a target number equal tothe character’s Encumbrance total,according to the usual climbing rules.179 – Second TowerDescription: The heroes can reach thissection from the stairs at section 177.This is a narrow tower that was used asmews many years ago. There are stillbeautiful gilded cages hanging from theceiling.Tomb and walk towards the WatchTower (section 178) or to the innercourtyard (section 186). The heroesmust use a rope to climb down tosection 186 as there is a 20’ drop fromthe roof. If no rope is available, climbingdown the tower will require two AthleticProwess saving rolls (one per 10’)against a target number equal to theclimber’s Encumbrance total, accordingto the usual climbing rules.180 – Boarmen’s RoomDescription: The Boarmen that servethe Dragon rest here. There are enoughold beds to lodge a dozen Boarmen. Aseries of braziers keep the room lit.Encounters: If the heroes have arrivedhere without being discovered, theMaze Master should roll 1d6 to see howmany Boarmen are resting here at thismoment.1: None!2: 1d3 Boarmen.3: 1d6 Boarmen.4: 1d3+3 Boarmen.5: 1d6+3 Boarmen.6: 2d6+3 Boarmen.Encounters: The Maze Master shouldroll 1d6:1-5: Nobody.6: One Boarman.Treasure: The six golden cages areworth 1d6x10 silver pieces each butthey are heavy and cumbersome totransport (Encumbrance 4 each).Closer Inspection: From this sectionthe heroes can reach the roof of the153A savage Boarman


BoarmanTaxonomy : FolkDescription : Boar-headed humanoids.They fight with spears and shields.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge Into Battle(Initiative 13, Melee +4), Supernatural Vigor.Awards : Glory 30, Wisdom 10.If the heroes don’t kill the Boarmenquickly, one of them goes to section181 and then to the Dragon’s Lair(section 182). Five rounds later, theDragon moves to section 181 and waitsfor the heroes there. If he is woundedlater fighting the heroes, he raises theSkeletons at this section and flees tosection 182 and then to section 177 toattack the heroes from section 180,taking them by surprise (it takes himfive rounds to move up there).Treasure: The Boarmen keep food,water and weapons in this room. Theheroes can take as many shields andspears as they want and up to sevenfood rationsCloser Inspection: If the heroes resthere more than one hour, 1d6+3Boarmen return from their hunt in theWildlands and attack the heroes.181 – Charring RoomDescription: This large room is lit bytorches. The walls are covered withsoot. On the ground lie the burnedskeletons of roughly fifty humanoidbeings.Encounters: This room is filled with theburned bones of the Dragon’s victims.Due to the curse of the Dragon, all thebeings that die by his fire becomeSkeletons. The Boarmen know it andthrow the corpses of their victims here.The Maze Master should roll 1d6 eachfive rounds that the heroes stay in thisroom:1-3: Nothing happens.4-6: Ten Skeletons rise and attack theheroes!Traps: The Dragon can activate all theSkeletons in this room at any time,simply by blowing on them. If he doesit, ten Skeletons will be animatedimmediately to attack the heroes. Everyfive rounds, 1d3 more Skeletonsanimate, up to thirty Skeletons.Closer Inspection: If the heroes staymore than five rounds in this room, theMaze Master should roll again on theEncounters table.SkeletonTaxonomy : AnimateDescription : Human skeleton animated bynecromancy.Size : MediumFerocity : AggressiveCunning : AverageMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +2Damage : 1d6 (sword)Defense Class : 15Hits Total : 8Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 15, Melee Attack +4), Fearsome,Mindless.Awards : Glory 40, Wisdom 20.154


182 – Dragon’s ChamberDescription: In the middle of this largeroom, a great wingless black Dragonsleeps. If the heroes are lucky. he isreally sleeping…Encounters: The Dragon is Ophionthe Black Dragon. See next page forits statistics. If the Boarmen have notawakened him, the Maze Master shouldroll 1d6 and consult the following table:1-3: The Dragon is sleeping.4-6: The Dragon is awake. He pretendsto be sleeping so that the heroesapproach him, but as soon as one ofthem is within his reach, or if all theheroes begin to leave the room, Ophionrises quickly and uses his fiery BreathWeapon on the heroes and thencharges to fight them. The Boarmendon’t help him, as they fear his fire.See next page for Ophion’s stats.Treasure: The Dragon hasn’t yet hadtime to obtain a great treasure, butthere are trophies and some booty inhis room: burnished mirrors, braziers,and amphorae with rich oils, etc. Ingame terms, all these items form a lootwith a total Enc value of 20 and a totalworth of 10,000 silver pieces.Closer Inspection: If the heroes defeatthe Dragon they can take his treasure,but if the Boarmen haven’t beencompletely defeated, they’ll try to kill thegroup to keep the treasure forthemselves before fleeing to theWildlands. They are even willing tonegotiate with the heroes to let them goin exchange for the treasure.183 – The Veil of DeathDescription: In the middle of this roomthere is a thin veil, like a curtain of finesilk. The veil shines with a pale whitelight and a cold sensation emanatesfrom it. Many green-flamed lamps hangfrom the walls On the ground thecorpse of a Boarman can be seen.Encounters: Roll 1d6:1-5: The room is empty.6: The Lamperer comes from section185 to light the lamps. The veil opens tolet him pass towards section 184.155


Ophion the Black DragonTaxonomy : MonsterDescription : Ophion is a great blackdragon invoked from Tartarus by theMinotaur. He is vain and cruel, but a greatfighter. The King of Monsters plans to usehim as a weapon against the cities ofProteus. He has provided Ophion with aBoarman guard and a small treasure.Size : GiganticFerocity : DangerousCunning : CleverMystique : WeirdMovement : 120’Initiative : 16Melee Attack : +8Damage : 3d6 (claws & bite)Defense Class : 19Hits Total : 50Detection / Evasion : +4Mystic Fortitude : +2Special Abilities : Breath Weapon (fire,range 40’), Fearsome, Natural Armor,Supernatural Vigor.Awards : Glory 850, Wisdom 40.Through the VeilA single hero can try to follow theLamperer when he passes to and fromthe room behind the Veil.But if the hero fails a Danger Evasionroll (target number 15), he suffers theVeil’s effect (freezing and death if nohelp is received). This is the only way tocross the Veil without the blessing ofthe King of the Tomb (see section 190).184 – Temple of the AxeDescription: This room is illuminatedby green-flamed lamps and decoratedwith great double-edged axes hangingon the walls. Each axe has macabretrophies (fingers, skull etc) attached toits haft. Near the western wall is a greatbronze statue of a young woman with adouble-edged axe in her hand.Encounters: This is the domain of theAxe Goddess, guardian of the Labrysand daughter of the Bull King.Traps: The Veil is a magical protectioncreated by the King of the Tomb (sect.190). When someone approaches theVeil it begins to move ferociously. Ifanyone crosses it, he will fall frozen tothe ground and will die if he doesn’treceive aid (a healing potion or theDivine Healing powers of a Priest areenough to save him).Closer Inspection: The Boarman onthe ground died trying to cross throughthe Veil and was left here by hiscompanions. He doesn’t have anythingof value. If the heroes have spoken withthe King of the Tomb (section 190) andhave obtained his permission to get theLabrys, the Veil opens for them whenthey arrive at the room. Every half-hourthe characters stay in the room, theMaze Master should roll again on theEncounters table.The Axe Goddess (in a friendly mood)156


Friendly Axe GoddessThese stats represent the Axe Goddesswhen she is testing the heroes before givingthem the Labrys. She doesn’t fight them tothe death and she regenerates all herwounds before every combat.Level 3 AmazonMight = 13 Skill = 18 Luck = 17Wits = 13 Will = 16 Grace = 18Initiative 16 *EDC 19* (melee 22*)Hits Total 33Melee Attack +9*, Missile Attack +7Danger Evasion +6, Mystic Fortitude +10*,Physical Vigor +6, Athletic Prowess +7Personal Charisma +16*Angry Axe GoddessThese stats represent the Axe Goddesswhen the heroes have entered the Templeof the Axe without the permission of theJudge of the Underworld, or when they haveattacked the Axe Goddess individually andfailed. In this shape, the Axe Goddess usesthe Labrys to fight the heroes to the death.Level 6 AmazonMight = 15 Skill = 20 Luck = 20Wits = 13 Will = 18 Grace = 20Initiative 17 *EDC 20* (melee 24*)Hits Total 34Melee Attack +12*, Missile Attack +9Danger Evasion +8, Mystic Fortitude +13*,Physical Vigor +9, Athletic Prowess +10Personal Charisma +22*When fighting against multiple opponents,the Axe Goddess can make one meleeattack against each opponent each round.Armament : Labrys, Royal Amazon Helmet.The Royal Amazon Helmet can only beworn by valiant warrior women. It adds +4(instead of the usual +2) to EDC, as well asa +2 bonus to Mystic Fortitude. It alsodoubles the wearer’s Personal Charisma.* These scores take into account the effectsof the Labrys and the Royal Helmet.Meeting the Axe GoddessThe attitude of the Axe Goddess towardthe heroes will vary according to thedeeds and actions they haveaccomplished so far:If the heroes have the permission ofthe King and they gave the necklaceof the Queen to Princess Pelagia (seesection 200), the heroes can see thenecklace hanging around the AxeGoddess’ neck. The Axe Goddessgives them the Labrys without a fight.If the heroes have the permission ofthe King but they didn’t give thenecklace of the Queen to PrincessPelagia (see section 200), the AxeGoddess is willing to give them theLabrys, but first the heroes must provethey are worthy of it. She challengesthem to single combat. In this case, theMaze Master will use the statistics ofthe Friendly Axe Goddess. After eachcombat she heals herself and the heroshe fought with. If any hero manages todefeat her, she gives them the Labrys.If no hero can defeat her, she ordersthem to depart, since they have proventhemselves unworthy of wielding thesacred axe. If the Axe Goddess isdefeated by a female character, thisheroine will receive the Goddess’ RoyalAmazon Helmet as an extra gift.If the heroes lose the individualfights and then try to attack the AxeGoddess to take the Labrys, she actsas if they didn’t have the permission ofthe King, as detailed below.If the characters don’t have thepermission of the King of the Tombto obtain the Labrys, or if all theheroes were defeated in single combatand then attack the Axe Goddesssimultaneously, the Axe Goddess treatsthe heroes as thieves sent by theMinotaur and attacks them. In this case,she will have her Angry Axe Goddesscharacteristics and will be able to makeone attack against each opponent in thesame battle round. If the heroes areable to defeat her they can keep theLabrys. The Axe Goddess recovers intwo rounds, healed of all her wounds,but she cannot leave the Temple of theAxe to pursue them.157


185 – CorridorDescription: This corridor is illuminatedalong its length by green-flamed lamps.Encounters: Roll 1d6:The Sacred LabrysTreasure: The heroes can take theaxes from the walls. If they don’t havethe blessing of the King of the Tomb(section 190), they are cursed; they willalways fail their attacks when they useany type of axe until they take theweapons back to the temple. If theheroes obtain the Labrys, the weaponwill confer several powerful advantagesto its wielder (see below).Closer Inspection: When the heroesenter the Temple, the statue animatesand speaks with the heroes. Heractions depends on whether or not theheroes have the blessing of the King ofthe Tomb (section 190).The LabrysThis unique magical axe of greatpower is indestructible andcompletely immune to the effects ofcorrosion. It can only be wielded asa two-handed axe and gives itswielder the following advantages :- Absolute immunity to the powersof Elementalists and Sorcerers.- A +2 bonus to Melee and Initiative.- An extra d6 of damage against allBulls and <strong>Minotaurs</strong> (including theMinotaur Lord himself).In addition, if the Minotaur Lord is hitby the Labrys for at least 1 Hit, heloses his Regeneration ability for anentire day. If he is killed by a blowfrom the Labrys, his Return fromDeath special ability will not operate(ie he will stay dead).1-5: The corridor is empty.6: The Lamperer comes from section189 to light the lamps, then proceeds tosection 183.Closer Inspection: Every hour that theheroes spend in this corridor, the MazeMaster should make another roll on theEncounters table above.186 – Garden of the WormDescription: This large courtyard haswalls more than twenty feet high. It’sopen to the sky and can be reachedfrom the towers in sections 178, 179and 187, and by the door that leads tosection 185. The walls and ground arecovered in vines and rotten vegetation.Encounters: The Worm (see nextpage for its statistics) is hidden in thevegetation of the ground and attacksthe heroes as soon as they approachthe door that leads section 185. TheMaze Master should use the usual rulesgoverning the Camouflage and Stealthyspecial abilities.Closer Inspection: The heroes findlots of rotten vegetation.187 – Empty Watch TowerDescription: Long stairs full of rubbishand vegetation lead to a high tower.Closer Inspection: From the top of thetower it’s possible to climb down to theinner courtyard at section 186. Theheroes must use a rope to climb downto section 186 as there is a 40’ dropfrom the top of the tower.158


This space intentionally left blank forMaze Master’s Notes- Hello, is this the Lair of the White Worm ?The WormTaxonomy : MonsterDescription : A giant, preternaturally toughcarnivorous worm. Its grey-greenish skinmakes it very hard to spot in the overgrownvegetation of the Garden (section 186).Size : LargeFerocity : DangerousCunning : AverageMystique : WeirdMovement : 90’ (crawling)Initiative : 12Melee Attack : +6Damage : 2d6 (fangs)Defense Class : 15Hits Total : 30Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Camouflage (underdense vegetation, 16), Crushing Damage(constriction), Grapple (M = 20), Mindless,Regeneration (2 Hits / round), Stealthy (10),Supernatural Vigor, Tough Skin.Awards : Glory 340, Wisdom 30.159


Area 26: Great StaircaseSections 188-189near Tomis, killing an enemy who hadsurrendered, acting with cruelty againstchildren, women or old people, stealingobjects from a temple etc.OverviewThis is the main entrance to the noblequarters from the central courtyard.Sections188 – Long StairsDescription: Long stairs rise from thecourtyard to this section. Large greenflamedlamps illuminate the stairs.Encounters: The Maze Master shouldroll 1d6:1-4: Nothing5: A group of Shades comes fromsection 100. A tall and pale figure ofheroic appearance precedes them.They climb the stairs to section 189.6: The Lamperer comes from section100 to light on the lamps. When he hasfinished, he goes to section 189.Traps: As the heroes climb the stairsthey feel the weight of their sins. Eachbad act they have done comes to theirmemory and acts as a weight thatprevents them from continuing. In gameterms, each action that has offendedthe Gods causes a -1 penalty to theirDanger Evasion and Mystic Fortitudesaving rolls. Examples of these actsinclude : having insulted or injured aPriest, not helping Melissa in the forestThe Maze Masters should at this pointremind the player of all the offensiveactions his character has done againstthe will of the Gods. The weight of hisactions (and the penalty) accompaniesthe hero as long as he remains in theTomb of the Bull King.The hoodedfigure only materializes if the heroesapproach the stairs from the bottom,thus entering the Land of the Dead.Closer Inspection: If the heroesapproach the door from the centralcourtyard (section 100), a hoodedfigure materializes. It seems human,but it’s impossible to distinguish itsrace. It raises its hand and speaks in acavernous voice: “Stop, mortals! Youmust go no further, as this is the way tothe Kingdom of the Dead, and thosethat continue will feel the weight of theiractions upon their spirit”. The figureneither attacks the heroes nor interactswith them. If the heroes approach thefigure, it simply vanishes.189 – The Hall of HeroesDescription: This large room issupported by large columns andilluminated by green-flamed lamps. Inthe center of the room, between thecolumns, the heroes can distinguishghostly figures.Encounters: Roll 1d6:1-4: Nothing.5: A group of Shades comes fromsection 188. A tall and pale figure ofheroic appearance precedes them.They go to section 190.160


An elusive, Elysian vision of a long-gone hero6: The Lamperer comes from section188 to light the lamps. After he has litthem all, he goes to section 185.Closer Inspection: If the heroes enterthe area between the columns to get abetter view of the figures, they mustmake a Mystic Fortitude roll (targetnumber 15). Those who succeed seethe walls of the room vanish as they aretransported to a green meadowilluminated by a tenuous light. At theedges of their vision they can seemoving figures, some in groups andothers alone. The heroes are having avision of the Elysian Fields, the placewhere the souls of heroes go to rest :see Elysian Vision below.Elysian VisionEach hero is attracted toward one of thesouls, who is always a dead person ofspecial importance to the hero: he couldbe a deceased fellow adventurer, afamous ancestor or some historicalpersonage the hero admires. Each heroexperiences the encounter as if he wasseparated from the rest of the group.The soul of the hero greets him as arelative and asks what brings him to theElysian Fields.If the hero responds courteously andtells the truth about his mission, thedead hero gives him a Blessing: it actsas the Divine Blessing power of aPriest, granting a +2 bonus to DefenseClass, Mystic Fortitude, Danger Evasionbut with a duration of an entire day.If the hero responds rudely or lies abouthis mission, the soul of the hero casts acurse on the hero that acts as theDivine Blessing but gives a penaltyinstead of a bonus, for the sameduration (one day).161


Area 27: King’s MegaronSection 190OverviewThis area consists of only one room,the King’s Megaron a great royal hallwhere the Bull King acts as Judge ofthe Underworld and decides the fate ofthe souls who are attracted to his court.Sections190 – King’s MegaronDescription: This room is illuminatedby the largest green-flamed lamps theheroes have seen in the Tomb. Greatcolumns support the ceiling and thewalls are decorated with paintings thatrepresent regal figures which seem towatch the heroes from above. In theroom is a great multitude of ghostlyscribes who make annotations inparchments and papyruses. Paleguards stand by the columns and aprocession of Shades slowly walkstowards the platform in the eastern partof the room. On the platform is a blackthrone crowned with two great horns.On the throne there is a man, old butwith a divine force and strength. He isdressed in rich black clothes, and has ahigh crown on his head, decorated withjewels that seem to absorb the light. Inhis hands is a sceptre made of a darkand unknown metal. Instead of eyes,the man has flaming green orbs.Encounters: If the heroes act withhostility toward the King, the Shadeswill suddenly vanish… and be replacedby countless Shadows who will attackthe characters mercilessly. Each herowill only be attacked by one Shadow ata time but if this Shadow is defeated, anew Shadow will instantly take itsplace. There is an infinite number ofShadows in this section and they willkeep on attacking until all thecharacters are dead… or until theyleave the Megaron, something that theShadows themselves cannot do. Seealso Meeting the King next page.ShadowTaxonomy : SpiritDescription : Insubstantial, life-drinkingspirit of darkness looking like a humanshadow.Size : Medium (two-dimensional)Ferocity : DangerousCunning : CleverMystique : UnearthlyMovement : 60’Initiative : 16Melee Attack : n/aDamage : See belowDefense Class : 17Hits Total : 12Detection / Evasion : +8Mystic Fortitude : +10Special Abilities : Camouflage (as shadow,26), Insubstantial, Life Energy Drain (touch),Magic Resistance, Sixth Sense, Stealthy(22), Uncanny Agility, Wallcrawling.As all Insubstantial beings, shadows cannotbe harmed by mundane weapons ; they mayonly be harmed by magic. Their only attackis their Life-Energy Drain touch.Awards : Glory 110, Wisdom 140.162


They must talk with two of the Godswho still manifest themselves in theTomb and obtain their blessing.The heroes can talk with Rhea insection 75 or with other Gods whosetemples 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 doesn’tgive the heroes any indication of thelocations or names of the varioustemples in the Tomb.The Bull King, Judge of the UnderworldMeeting the KingIf the heroes approach the platform, theShadow guards stop them. The man onthe throne speaks in a strong voice:“Who are you, mortals, who dare tocome to the Judge of the Underworldbefore your time has come?”The ensuing conversation depends onwhether or not the characters haveobtained the Blessing of Rhea (seesection 75):If the characters do not have theBlessing of Rhea, the Judge of theUnderworld listens to them, but doesn’thelp them.He tells the heroes his task, imposed bythe Gods, is to judge the acts of thedead and to assign them a place in theUnderworld, the Elysian Fields orTartarus. The acts performed by theMinotaur in the lands of the living arenot his concern. Only if the Godsthemselves order him to help theheroes will he agree to help them.If the heroes have the Blessing ofRhea (or two other Gods), they candeduce that this is the King that GreatGoddess Rhea ordered them to find.Only the King has the power to openthe Veil of Death in section 183 so thatthe heroes can recover the Labrys, themagical axe.The Judge of the Dead has forgottenthat he was the Bull King, the monarchof Proteus, a long time ago; indeed, ifhis royal title is mentioned, he insiststhat he is not a King, but a Judge.The heroes must make him rememberhis past, by talking about the greatpalace they have been exploring in thepast hours (or days), and speakingabout the treasures and marvels theyhave seen. Whether or not thissucceeds should not depend on a dieroll but on the players’ roleplaying skills,as adjudicated by the Maze Master.If the Judge of the Dead remembersthat he was once the Bull King, hegives the heroes his blessing, grantingthem the power to open the Veil ofDeath (see section 183) and permissionto recover the Labrys (see section 184).163


Area 28: Royal RoomsSections 191-197Palace GuardOverviewThis area of the Tomb is subjected tostrange time-jumping effects derivedfrom the divine power that fell on thepalace when the Bull King became theJudge of the Underworld.Special Rules: Whenever the heroesenter one of the rooms in this area, theMaze Master should roll a die asindicated in each section. Dependingon the result the heroes will be in onetime or another: the Past, with the livingpalace or the Present, with the deadTomb of the Bull King. The beings inone time can’t follow the heroes to theother time.Description : Military-trained fighting menwith spear, shield, helmet and breasplate.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (spear)Defense Class : 18Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 13, Melee Attack +4). Soldiers arealso able to use the Shield Wall specialmaneuver in battle (see Players Manual).Awards : Glory 30.Sections191 – GuardroomDescription: Roll 1d6:1-3 (Past): This room is magnificentlydecorated with paintings of soldiers.Hanging from the walls are perfumed oillamps. A group of armed guards arestanding in the room and they see theheroes as they enter the room.4-6 (Present): The guardroom is notilluminated. It contains six statues ofhoplite soldiers – these are actuallyIron Warriors, which animate as soonas the heroes enter the room.Encounters (Past): Six Palace Guardsprotect this room. They begin to ask theheroes question in a very archaic (butunderstandable) form of Minean. Theyask the heroes who they are and whatthey are doing in the rooms of thekings. They don’t believe stories aboutTombs or <strong>Minotaurs</strong>. If the heroes arehostile they fight them and follow themto any section of this area. If the heroesenter a section and are transported tothe Present, the guards disappear. Ifthe heroes give the guards theirweapons, they escort them to section196 and from there to section 200, tospeak with the Queen; as soon as theyreach section 200, the palace guardsdisappear and the characters’ weaponsfall to the ground, right before them.164


Iron WarriorTaxonomy : AnimateDescription : Animated iron statues ofhoplites, with weapons and inbuilt armor.Size : MediumFerocity : DeadlyCunning : AverageMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +6Damage : 1d6 (weapon)Defense Class : 19 (with shield)Hits Total : 20Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 15, Melee Attack +8), Mindless,Natural Armor, Supernatural Vigor.Unique Ability : Iron Warriors can use theShield Wall special maneuver (see PlayersManual, p 23).Awards : Glory 75, Wisdom 30.Encounters (Present): Six IronWarriors are in the room and attack theheroes. They can’t leave the room. Seenext page for their statistics.192 – Stairs to the TerraceDescription: These stairs lead to aterrace on the roof above (sections 192,193 and 195). In the central part ofsection 193 is a hole that allows thelight to enter the first floor of section193. It’s possible to descend by thehole to the first floor.The Maze Mastershould roll 1d6:1-3 (Past): The terrace is decoratedwith multiple flowerpots of plants4-6 (Present): The terrace is decoratedwith multiple empty flowerpots.Encounters (Past) : There are fourgirls on the terrace, playing. When theysee the heroes, they are scared. Theyare young and are dressed in strangebut rich clothes. They don’t respond tothe questions of the heroes and try toflee by jumping through the hole insection 193. If the heroes are able tostop them before they jump, they talkwith the girls, and learn that one ofthem is Princess Pelagia. If they havebeen in the Queen’s Megaron (sect.200) and they have the Queen’snecklace, they can give it to thePrincess now. The Princess recognizesit and is grateful to the heroes.Encounters (Present): Roll 1d6:1-3: Three ethereal figures dance underthe sky, but when the heroes approachthem, they disappear, as if they hadnever been here.4-6: 1d6+3 ferocious Harpies arrive toinvestigate and attack the heroes. Theyflee as soon as two of them are killed.HarpyTaxonomy : MonsterDescription : Bat-winged, jet black-skinnedvicious humanoids with sharp fangs, sharpertalons and a fondness for human flesh…Size : MediumFerocity : DangerousCunning : CleverMystique : WeirdMovement : 240’ flyingInitiative : 15Melee Attack : +5Damage : 1d6 (claws & fangs)Defense Class : 15Hits Total : 12Detection / Evasion : +4 / +8Mystic Fortitude : +2Special Abilities : Dive into Battle (Initiative17, Melee +7), Grapple (16), UncannyAgility, Winged.Awards : Glory 120.165


193 – Lesser MegaronDescription: Roll 1d6:1-3 (Past): This megaron has a fire inthe center and the ceiling is supportedby four columns. In the ceiling there isan opening by which the smoke leavesthe room. The room is decorated withbraziers, golden statuettes and otherrich adornments.4-6 (Present): This large room isempty. In the center is a platform andabove it, a large opening in the ceilingby which the light enters.Encounters: If the heroes are in thePresent, the megaron is empty. If theheroes are in the Past, the MazeMaster should roll 1d6:1-2: There is nobody in the megaron. Ifthe heroes stay for fifteen minutes,three maids enter the megaron andbegin to repair some clothes (seeresults 3-4 below).3-4: A group of three maids are workingin the megaron, repairing some clothes.When the heroes enter, they interrupttheir work. If the heroes act withconfidence they can cross the roomwithout problems, but if they actsuspiciously, one of the girls goes towarn the guards in section 194. If theheroes let her to go, four PalaceGuards (human soldiers) come threerounds later and try to capture theheroes to take them to the Queen (sect.200). The women are maids of thepalace and they do not know anythingof interest. If they stay in the roomwithout bothering the women, an oldman and three girls enter the megaronten minutes later (see 5-6 below).5-6: A group of three girls plays in themegaron while an old man watchesthem. The girls don’t fear the heroesand approach them and ask them manyquestions. The old man is Idomeneus,the tutor of Princess Pelagia, one of thethree girls. He is a gentle man whothinks the heroes are foreign visitorsand courteously asks them about theirnames and the reason for their visit tothe palace of the Bull King. If at sometime the heroes show hostile intentions,Idomeneus tries to protect the Princessand let her flee, while he shouts for theguards: three rounds later four PalaceGuards (human soldiers) come fromsection 194. If the heroes have spokenwith the Queen in sect. 200 and haveaccepted the order to give the necklaceto Princess Pelagia, this is the momentto give it to her. The girl recognizes itright away. She is very grateful to theheroes, for they have found thenecklace she lost so long ago.Treasure: In the Past, the heroes cantake the statuettes or the adornments ofthe megaron. They represent a loot witha total Enc of 10 and a total worth of2,000 sp. If there are people in themegaron while they are stealing theobjects, they warn the guards and fourPalace Guards arrive in three rounds.Palace GuardDescription : Military-trained fighting menwith spear, shield, helmet and breasplate.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (spear)Defense Class : 18Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 13, Melee Attack +4). Soldiers arealso able to use the Shield Wall specialmaneuver in battle (see Players Manual).Awards : Glory 30.166


Iron WarriorTaxonomy : AnimateDescription : Animated iron statues ofhoplites, with weapons and inbuilt armor.Size : MediumFerocity : DeadlyCunning : AverageMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +6Damage : 1d6 (weapon)Defense Class : 19 (with shield)Hits Total : 20Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 15, Melee Attack +8), Mindless,Natural Armor, Supernatural Vigor.Unique Ability : Iron Warriors can use theShield Wall special maneuver (see PlayersManual, p 23).Awards : Glory 75, Wisdom 30.194 – Gates of the MegaronDescription: These are the gates ofthe lesser megaron (see section 193).The Maze Master should roll 1d6:1-3 (Past): In this room there are twogreat bronze doors in the north wall andtwo smaller ones in the eastern wall.The room is illuminated with torches.4-6 (Present): In this room there aretwo great bronze doors in the north walland two smaller ones in the easternwall. The room is not illuminated.Encounters (Past): Four PalaceGuards protect this room. They act inthe same way as the other guards insection 191.Encounters (Present): There are fourIron Warriors in the room. They attackthe heroes, but can’t leave the room.195 – Royal BedroomDescription: Roll 1d6:1-3 (Past): This is a richly decoratedroom, with a large bed and a table withstools. Several oil lamps illuminate theroom. On the floor are two large chests.4-6 (Present): A dark, empty room.Encounters: If the characters are in thePresent, the room is empty. If they arein the Past, the Maze Master should roll1d6 when they enter:1-3: The room is empty.4-5: A maid is fixing the room andshouts when she sees the heroes. If theheroes let her shout for two rounds, theguards in section 191 arrive in fourrounds. If they can calm the maid, shesays they are in the rooms of the Kingand the Queen, and that they mustleave immediately.6: The Queen is resting in her room.When the heroes enter she is sleeping,but if they make any noise she wakesup and begins to shout, calling theguards, who come from section 191 intwo rounds. The Queen is a level 3Priestess of Hera (see The Queen as aPriestess below). If she captures theheroes she brings them to section 200,but then she becomes the Queen of theUnderworld and the heroes aretransported to the Present there. If theheroes have spoken with the Queen ofUnderworld in section 200 and have thenecklace of the Queen, the can give itto the Queen in the Past. It has thesame effects as if they had foundPrincess Pelagia : the Axe Goddessgives them the magical Labrys withouta fight (see section 184).Treasure: In the Past, the large chestsof the King and the Queen are filledwith rich clothes and adornments madeof gold and silver. Together they form aloot with a total Enc of 4 and a totalworth of 2,000 silver pieces.167


The Queen as a PriestessThe Queen can be treated as a level3 Priestess of Hera with the followingscores: Initiative 11, Hits 15, DefenseClass 16, Spiritual Aura 8, MysticStrength 20, Power 16.If she feels threatened, she will useher Divine Prodigies to defend herself– especially Divine Wrath (1d6+8damage) and will also use DivineHealing on her guards if they arebadly wounded.Closer Inspection: If the heroes are inthe Past, the Maze Master should rollon the table given above in Encountersevery fifteen minutes.196 – Royal ChamberDescription: Roll 1d6:1-3 (Past): This room has a series ofstools and is illuminated by oil lamps.On the walls are frescoes depictingdaily life in the palace.4-6 (Present): This room is dark. Thewalls still retain frescoes but they aredamaged and unrecognizable.Encounters: If the heroes are in thePresent, the room is empty. If they arein the Past, the Maze Master should roll1d6 when they enter:1-3: The room is empty.4-6: There is a man in the room, sittingin one of the stools. His name isPhocas and is a scribe in the palace.He trusts the heroes and chats withthem if they are friendly. He is waitingfor the Queen to come, because hemust give her writing tools for PrincessPelagia. If the heroes ask him wherethe Princess is, Phocas says thePrincess prefers to play masculinegames instead of behaving as aPrincess. Phocas says she likes to playwith her friends in the private megaronof the Kings (section 193), and tells theheroes how to get there.197 – CorridorDescription: Roll 1d6:1-3 (Past): This corridor is illuminatedby oil lamps and has frescoes withscenes of farmers and fishermen.4-6 (Present): This corridor is notilluminated.This space intentionally left blank forMaze Master’s Notes168


Area 29: Queen’s MegaronSections 198-200EmpusaOverviewThis area is the personal domain of theJudge of the Underworld’s wife. It’s adangerous area where the heroes mustbe very careful.Special Rules: In this area the powerof old Goddesses can be felt. All themale heroes in the party suffer a -2penalty to all their saving rolls.Conversely, all female heroes gain a +2bonus to all their saving rolls.Sections198 – Axe GuardiansDescription: This room is illuminatedwith green-flamed lamps. In the centerof the room there are four women whostand up when the heroes enter.Encounters: Four Empusas (one ofthem with Psychic Powers) guard thisroom. They attack all the men in thegroup. The women aren’t attacked,although the Empusas defend againstthem. If the heroes have the Blessing ofRhea (section 75) or the Queen’sBlessing (section 200) they can crossthe room without problems.199 – BedroomDescription: This cold room isilluminated by green-flamed lamps.There is a large bed in the roomprotected by ethereal veils.Taxonomy : SpiritDescription : Beautiful (but blood-drinking)undead temptress. Empusae are therevenants of seductive witches who havegiven their souls to Hecate, goddess ofdarkness, in exchange for eternal unlife.Size : MediumFerocity : DangerousCunning : CraftyMystique : EldritchMovement : 90’Initiative : 23Melee Attack : +5Damage : energy drainDefense Class : 18Hits Total : 16Detection / Evasion : +12Mystic Fortitude : +8Special Abilities : Fearsome, Grapple(Might = 16), Life Energy Drain (kiss ; onlyusable vs immobilized victims), LightiningFast, Magic Resistance, Sixth Sense,Stealthy (20), Supernatural Vigor, UncannyAgility, Wallcrawling.Awards : Glory 120, Wisdom 140.Note : Exposure to daylight does 1d6damage per battle round to an Empusa.This damage cannot be regenerated. Adead Empusa falls to dust.The Empusa with Psychic Powers has aPsychic Gift of 5, a Mystic Strength of 17and 20 Power points. She has the samecharacteristics as the others, except thatshe is worth 140 Glory and 340 Wisdom.Traps: If a hero lies on the bed, he fallsasleep immediately. If he fails a MysticFortitude saving roll (target number 15),he sleeps so deeply that he neverwakes up. If his companions try to wakehim up, the hero can repeat the failedMystic Fortitude saving roll. Eventuallyhe will wake up, but for every failed rollhe loses 1 point in a randomly chosenattribute (Might, Skill, etc.). The lostpoints can only be recovered restingoutside the Tomb of the Bull King.169


Meeting the QueenIf the heroes have the Blessing ofRhea, the Queen is willing to helpthem. She says they must talk withher husband, the Judge of theUnderworld, who dwells two roomsto the north (section 190).They must respectfully request tohim that he lets them to use themagical axe, the Labrys (seesection 184 for more details).The Queen and two of her maids200 – Queen’s MegaronDescription: This large room is amegaron, with four columns holding upthe ceiling; in the center of the room isa large fireplace. There are manywomen in the megaron. Some areworking near the walls, whereas othersare speaking in small groups. Near thefire is a tall figure of regal bearing,surrounded by maids.Encounters: There are roughly thirtyghosts in this room, the maids andcompanions of the Queen. If the Queenis attacked, the women stop doing theirwork, howl, and attack the heroes, untilthey are all dead. If the characters havealready met the Queen in section 195,she does not remember them (thosedamned time warps…). These ghostsare not powerful enough to exist asseparate entities; instead, they formthree collective Egregors (see nextpage) of roughly ten ghosts each.Closer Inspection: If the heroes try tospeak with the women, they observethat they are actually Ghosts who don’trespond to their questions. If theyspeak with the tall woman next to thefire, she responds arrogantly, sayingthat she is the mistress of the Tomband asking them why are they here. It isvery important that the heroes haveobtained Rhea’s Blessing (see sec. 75).Then, the Queen requests apersonal favor from the heroes. Shetakes off a necklace from her neckand gives it to the heroes.She wants the heroes to find herdaughter, Princess Pelagia, whosespirit dwells in the rooms to thewest. If they find her, they must giveher the necklace:“She lost the necklace when shewas just a child, and she neverfound it again.And then our palace was turned intothe Tomb that it is now.But all the lost and forgotten thingsarrive at this place sooner or later,and here I found the necklace.Find my daughter, Princess Pelagia,and give her this necklace, so thatmy last bond with the world of theliving will vanish and my sufferingcan finally disappear with it.”The Princess’ spirit (or her survivingremembrance) is in area 28.If the characters do not have theBlessing of Rhea, the Queen ishostile and orders the heroes toleave her megaron. If they disobey,the collective ghosts of her servantsattack the characters (see Egregor,next page for more details).170


EgregorThis space intentionally left blank forMaze Master’s NotesTaxonomy : SpiritDescription : Egregors are “gestalt ghosts”,spectral entities formed by the combinedpsyches of a group of individuals.Size : LargeFerocity : AggressiveCunning : AlertMystique : EldritchMovement : 90’Initiative : 14Melee Attack : n/aDamage : see belowDefense Class : 16Hits Total : 18Detection / Evasion : +2Mystic Fortitude : +8Special Abilities : Fearsome, Insubstantial,Life-Energy Drain (touch, 1d6, one attackper round), Magic Resistance, Stealthy (16).Awards : Glory 70, Wisdom 70.The Large Size of the Egregor reflectsthe collective nature of the entity andthe impression that each Egregor is anentire cohort of distinct beings. ThisSize gives the Egegor a Hits Total of 18but does not allow it to make more thanone Life-Energy Drain attack per round,which is its only form of attack. Sincethe Egregor cannot attack more thanone target per round, its Glory award isnot doubled because of its Large Size.Being Intangible, Egregors cannot beharmed by ordinary weapons.171


Area 30: Artisans’ QuartersSections 201-219OverviewIn this zone of the Tomb the heroes willfind the old workshops and rooms ofthe craftsmen who worked for the BullKing. Now only Ghosts walk by thesecorridors. Nevertheless, sometimes theold inhabitants of the palace can beseen, due to the divine power thattransformed the palace into the Tombof the Bull King.Special Rules: Whenever the heroesenter one of the rooms in this area, theMaze Master should roll a die asindicated in each section. Dependingon the result the heroes will be in a timeor another: the Past, with the livingpalace or the Present, with the deadTomb of the Bull King. The beings inone time cannot follow the heroes tothe other time.Sections201 – Collapsed StairsDescription: These stairs once led tothe upper part of the palace, wherethere were more rooms and workshops.A great collapse has blocked thesestairs, making it impossible to walk upto the second floor.Closer Inspection: If the heroes try toclear the rocks they provoke a newcollapse. Any heroes who fail a DangerEvasion saving roll (target number 15)take 1d6 damage points. If the heroespersist in their attempts the collapsecontinues until the ceiling falls upon theheroes, killing them all.202 – Open CourtyardDescription: This inner courtyard hashigh walls. There is a well in its center.Towards the west, stairs can be seenthat rise up to more buildings.Encounters: Roll 1d6:1-2 (Past): There are four PalaceGuards in the courtyard. They ask theheroes who they are and what are theydoing in the courtyard. If they don’t trustthe heroes, they try to capture them, tobring them to the Queen’s megaron(section 200). When they arrive there,the guards vanish.3-6 (Present): Four Iron Warriors stayin this courtyard. They attack theheroes if they try to open the doors thatlead to section 200 or 203. Their statscan be found next page.Closer Inspection: The heroes can filltheir waterskins from the well.172


Palace GuardDescription : Military-trained fighting menwith spear, shield, helmet and breasplate.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (spear)Defense Class : 18Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 13, Melee Attack +4). Soldiers arealso able to use the Shield Wall specialmaneuver in battle (see Players Manual).Awards : Glory 30.Iron WarriorTaxonomy : AnimateDescription : Animated iron statues ofhoplites, with weapons and inbuilt armor.Size : MediumFerocity : DeadlyCunning : AverageMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +6Damage : 1d6 (weapon)Defense Class : 19 (with shield)Hits Total : 20Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 15, Melee Attack +8), Mindless,Natural Armor, Supernatural Vigor.Unique Ability : Iron Warriors can use theShield Wall special maneuver (see PlayersManual, p 23).Awards : Glory 75, Wisdom 30.203 – LibraryDescription: Roll 1d6:1-2 (Past): This large room is dimly litby small lamps hanging near the doors.Dozens of shelves with small tabletsand papyruses fill the room and theheroes can see people moving betweenthe bookcases, consulting and orderingdocuments.3-6 (Present): This large room is notilluminated. There are dozens ofbookcases, many of them fallen uponothers. The bookcases and the groundare covered by dust, broken tablets androtten papyruses. In some places thereare tablets in good condition. Ghostlylights move between the bookcases.Encounters (Past): Five scribes takecare of the great library and itstreasures. If they see the heroes theyask them what are they searching for. Ifthe heroes are able to convince themthat they are not intruders the scribesare friendly and help them as much asthey can.Encounters (Present): Five Ghostsinhabit the ruins of the library. Theyattack any hero who stays more thanten minutes in the room. See next pagefor their statistics.Treasure (Past): If the heroes visit thelibrary they can find the CompleteWorks of Homeros and a copy of theSeven Scrolls of Thessalia.Treasure (Present): If the Ghosts aredefeated, the heroes can search thelibrary. After twenty minutes or so, theyfind two Tablets of Binding.Closer Inspection (Past or Present):Aside from the treasures, the heroescan find maps and old documents, asdetermined by the Maze Master.173


GhostTaxonomy : SpiritDescription : Ghosts usually look liketranslucent, intangible humans. The Ghostof section 203 look like insubstantial oldscribes with hollow eyes and taterred robes.Size : MediumFerocity : AggressiveCunning : AlertMystique : EldritchMovement : 60’Initiative : 14Melee Attack : n/aDamage : SpecialDefense Class : 16Hits Total : 8Detection / Evasion : +6/+4Mystic Fortitude : +8Special Abilities : Fearsome, Insubstantial,Life Energy Drain (touch attack), MagicResistance, Sixth Sense, Stealthy (18)Like all Insubstantial beings, Ghosts cannotbe harmed by mundane weapons or meansand cannot inflict physical damage tomaterial beings (except with their LifeEnergy Drain ability).Awards : Glory 85, Wisdom 160.204 – Western EntranceDescription: Roll 1d6:1-2 (Past): Great bronze doorsseparate the artisans’ quarters from thecorridor that leads to the centralcourtyard. Two guards guard the door.3-6 (Present): Great bronze doorsseparate the zone of craftsmen fromthe corridor that leads to the centralcourtyard. The place is guarded by twoimposing figures (Bronze Colossus).Encounters (Past): The guards are twoPalace Guards. They ask the heroesabout their reasons for visiting thepalace. If their answers don’t satisfythem, they raise the alarm. The sixother Palace Guards in section 206arrive in three rounds.Palace GuardDescription : Military-trained fighting menwith spear, shield, helmet and breasplate.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (spear)Defense Class : 18Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 13, Melee Attack +4). Soldiers arealso able to use the Shield Wall specialmaneuver in battle (see Players Manual).Awards : Glory 30.Bronze ColossusTaxonomy : AnimateDescription : Huge animated metal man.Each of the two Bronze Colossi is armedwith a spear and a shield.Size : LargeFerocity : AggressiveCunning : AverageMystique : WeirdMovement : 90’Initiative : 11Melee Attack : +4Damage : 2d6 (weapon)Defense Class : 19 (with shield)Hits Total : 24Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 15, Melee Attack +8), Grapple(Might = 20), Crushing Damage (aftersuccessful grapple), Mindless, NaturalArmor, Supernatural Vigor.Awards : Glory 140, Wisdom 20.174


Encounters (Present): Two BronzeColossus guard this section. Theyattack any living being in the room andwill pursue the intruders throughsections 205 to 209, but not beyond.Closer Inspection (Past): After fiveminutes ten Palace Guards come fromSection 207 through section 208 todefeat the intruders. If the heroes killthem all, they won’t be attacked againby soldiers while in this area.Closer Inspection (Present): TheMaze Master should roll 1d10 everyfifteen minutes:1-5: Nothing.6-8: A group of three Shades comesfrom section 208, ignoring the heroes.After some minutes wandering theroom, they leave the room through thegreat bronze doors, disappearing.9-10: A Bicephalous Wolf and 1d6+3Lycans come from section 23 toinvestigate and capture the characters.The Lycans will first order the heroes tosurrender and will repeat this ordereach time one of the heroes is killed orincapacitated. If the Lycans do capturethe characters, they take them to therooms of the Beastlord (section 28).A doubly dangerous Bicephalous WolfLycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4), MissileWeapons (javelin, 120’), Sharp Senses,Stealthy (14).Awards : Glory 40.Bicephalous WolfTaxonomy : MonsterDescription : Two-headed wolves, thoughtby most scholars and adventurers to be thehybrid offspring of a Cerberus and a wolf.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’ (240’ when galloping)Initiative : 12Melee Attack : +2Damage : 1d6 (claws & teeth)Defense Class : 13Hits Total : 8Detection / Evasion : +7 / +2Mystic Fortitude : +2Special Abilities : Gallop, Multiple Heads(two) ; Sharp Senses, Stealthy (14).Awards : Glory 80, Wisdom 10.175


205 – Temple of HephaestusDescription: Roll 1d6:1-2 (Past): The stairs go up to aplatform with a man-sized statue of aGod (Hephaestus ?) with various tools.The room is full of small statuettes andofferings and illuminated by oil lampsand scented by aromatic incenses.3-6 (Present): The stairs go up to aplatform. The room is not illuminatedand is full of statuettes and offerings.Treasure: The heroes can take thestatuettes and offerings, but they aresimple cooked clay statues that thecraftsmen have given to the God andthey have no real monetary value. Eachpair of statuettes represents 1 Enc. Ifthe heroes are in the Past and theytake the statue of the God, a curse fallson them: their weapons break whenthey inflict an even amount of damage.In addition, their waterskins, hammers,ropes or any other tools will break atthe most inopportune moment. Thestatue can be sold for 1d10x1000 silverpieces in a temple of Hephaestus.Closer Inspection: If the heroes are inthe Past and they examine the statue ofthe God they observe that it seems tohave the attributes of Hephaestus, butwith farming tools in addition to forgetools. If there is a follower (or Priest) ofHephaestus in the party, or if one of theheroes has a magical weapon, shield orpiece of armor, the God animates thestatue and talks with the heroes. If theheroes have spoken with the Judge ofthe Underworld and need the blessingof two Gods to obtain the Labrys (seesection 190), Hephaestus will grant hisblessing either freely (if there is at leastone of his followers or Priests in thegroup) or if the heroes accept toundertake a future quest made on hisbehalf (their next adventure, left to theMaze Master’s imagination).206 – GuardroomDescription: Roll 1d6:1-2 (Past): This room, illuminated withoil lamps, is guarded by a group ofsoldiers. In the room there are coats,amphorae and other provisions.3-6 (Present): This room is notilluminated. Six Iron Warriors guard it.Encounters (Past): A group of sixPalace Guards guards the room.Theyattack the heroes if they don’t explainconvincingly why they are here. If theycapture them, they take them to theQueen’s megaron (section 200), butthey vanish when they arrive.Encounters (Present) Six IronWarriors guard this room. They attackthe heroes but they don’t follow themoutside the room.Treasure: In the Past the heroes cantake the provisions stored here. Theheroes can obtain ropes, tools and asmany rations of food as they need.Closer Inspection: If the heroes are inthe Past and remain in this sectionmore than fifteen minutes, the PalaceGuards attack them (see section 204),unless they’ve already been defeated.Palace Guards or Iron Warriors ?Well, it all depends on WHEN you are…176


Iron WarriorTaxonomy : AnimateDescription : Animated iron statues ofhoplites, with weapons and inbuilt armor.Size : MediumFerocity : DeadlyCunning : AverageMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +6Damage : 1d6 (weapon)Defense Class : 19 (with shield)Hits Total : 20Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle(Initiative 15, Melee Attack +8), Mindless,Natural Armor, Supernatural Vigor.Unique Ability : Iron Warriors can use theShield Wall special maneuver (see PlayersManual, p 23).Awards : Glory 75, Wisdom 30.Palace GuardDescription : Military-trained fighting menwith spear, shield, helmet and breasplate.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (spear)Defense Class : 18Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 13, Melee Attack +4). Soldiers arealso able to use the Shield Wall specialmaneuver in battle (see Players Manual).Awards : Glory 30.207 – Stairs to the Second FloorDescription: Roll 1d6:1-2 (Past): The stairs go up to thesecond floor where there are the largerooms of the Royal Guard of thepalace. The rooms cover the secondfloor of sections 207, 208, 210, 211 andthe northern half of section 209.3-6 (Present): Stairs covered with dustgo up to the second floor where thereare more empty rooms. The roomscover the second floor of sections 207,208, 210, 211 and the northern half ofsection 209.Encounters (Past): The rooms are theliving quarters of the Royal Guard.When the heroes enter, 1d6+3 PalaceGuards are ready to fight, but everytwo rounds a new soldier joins thecombat, up to maximum total of tensoldiers. If the heroes are captured thesoldiers take them to the Queen’sMegaron (section 200) to be judged,but at that room the soldiers disappear.Encounters (Present): In these roomsare ten Iron Warriors. When theheroes enter, 1d6 of them are activeand ready to fight. Every three roundstwo new Iron Warriors join the fight.They can’t follow the heroes beyondtheir rooms. The stats for Iron Warriorscan be found on the previous page.Treasure (Past): If the heroes defeatthe soldiers and loot their bodies, theycan find 3d10 x 100 silver pieces, aswell as the guards’ weapons and armor.Treasure (Present): The Iron Warriorsdo not carry any treasure; since theyare statues, their armor, shields andweapons are non-removable parts.Closer Inspection: If the heroesexamine the rooms, they find thepossessions of the soldiers and oldbeds and large chests with clothes.177


208 – AgoraDescription: Roll 1d6:1-2 (Past): This corridor is illuminatedby torches and there are jars, ceramicsand other craftworks near the two doorsin the north wall.3-6 (Present): This empty corridor isnot illuminated.Encounters: In the Present there isnobody here. In the Past, there areseveral merchants watching how theheroes look at their objects.Closer Inspection: If the heroes in thePast approach the objects, a merchantcomes out of the door and leads themto the interior of his shop (section 210or 211). The Maze Master should roll asusual to see if the heroes are in thePast or in the Present when they enterthe new section.209 – PropylaeumDescription: Roll 1d6:1-2 (Past): This is a large room withcolumns, a Propylaeum. Big oil lampsilluminate the corridor. The highcolumns support a roof decorated withpaintings. The walls show paintingswith scenes of craftsmen working.3-6 (Present): This large room withcolumns is not illuminated. The wallsshow paintings partially destroyed withscenes of craftsmen working.Encounters: In the Present, thissection is empty. In the Past, the MazeMaster should roll 1d10:1-5: Nobody.6: A group of three artisans comes fromsection 208 and goes to section 214.They ignore the heroes. If the heroescall to them, they reply that they arevery busy and can’t stop to chat.7-8: Menobantes the Merchant (seesection 211) comes from section 208and tries to lead heroes to his shop. Ifthe heroes go with him, the MazeMaster should roll as usual to see if theheroes are transported to the Past orthe Present each time they enter a newsection (they walk to section 208 andthen to section 211).9-10: A patrol of 1d3+3 Palace Guardscome from section 208 to interrogatethe heroes about why they are here. Iftheir answers don’t satisfy them, theyattack them. Fifteen minutes later, theRoyal Guard (see section 204) comesto investigate, warned by the merchantsand craftsmen.210 – Argileo the PotterDescription: Roll 1d6:1-2 (Past): This pottery workshop isilluminated with oil lamps. There areseveral potters labouring at theirwheels. The owner talks to the heroes.3-6 (Present): This room is notilluminated. There are pieces of jarsand broken amphorae on the ground. Acouple of potter’s wheels rest in acorner.Encounters (Past): Argileo is in hisworkshop with his slaves. If stats areneeded, Argileo has 4 Hits and will notfight, even if attacked.Encounters (Present): Three Shadesare working at the wheels, but they arecreating nothing. They don’t interactwith the heroes.Closer Inspection (Past only): If theheroes speak with Argileo, he tries tosells them some amphorae and jars. Heis a talkative man who likes to speakwith the heroes, taking them for visitors.He is happy for having managed toestablish his workshop here, in thecapital of the Kingdom of Proteus.178


211 – Menobantes the MerchantDescription: Roll 1d6:1-2 (Past): This room is full of clothesand fabrics arranged around the roomand hanging on the walls. The ownertalks with the heroes.3-6 (Present): A dark and empty room.Encounters: In the Past, Menobantesthe Merchant is in his shop; in thePresent, the room is empty. If stats areneeded, Menobantes has 4 Hits andwill not fight, even if attacked.Closer Inspection (Past only): Themerchant, Menobantes, tries to sell hisproducts to the heroes. Menobantes isan experienced merchant ready to chatwith the heroes about anythingproviding that they buy something. Ifthe heroes prove to be amicable,Menobantes confesses to them that hewill soon leave the shop, since the Kinghas begun to show a strange interest indeath and is ignoring matters of state.The time has come to sail to morepropitious ports, he says.212 – Lisandro the ScribeDescription: Roll 1d6:1-2 (Past): This room is illuminated byan oil lamp. Lisandro the Scribe iswriting on a papyrus when the heroesenter the room.3-6 (Present): This room is notilluminated. A weak sound is heard, asif someone was scratching something.Encounters (Past): Lisandro the Scribeis working in the room. If stats areneeded,Linsandro has 4 Hits and willnot fight, even if attacked.Encounters (Present): A Shade iswriting with a stylus on a wax tablet. Itwrites senseless scrawls, which he thenerases, before starting all over again.Closer Inspection (Past only): TheScribe (named Lisandro) asks theheroes if they have some task for himto perform. He can write messages,poems or last wills. He’s not veryinterested in the events of the world.213 – InfirmaryDescription: Roll 1d6:1-2 (Past): This room is full of beds,ready to receive the patients ofEscamandro (see section 215).3-6 (Present): This room is notilluminated. There are rotten woodenbeds in the room.214 – Inner CourtyardDescription: Roll 1d6:1-2 (Past): This room has no roof,allowing light to enter from above.There are various doors decorated withdrawings that lead to different rooms.3-6 (Present): This room has no roof,allowing light to enter from above.215 – Escamandro the PhysicianDescription: Roll 1d6:1-2 (Past): This room is illuminated byoil lamps; a slight smell of incenselingers in the air. There are shelves withmany jars and phials. In a corner thereis a group of chests. In the center of theroom is a man, studying a parchment.3-6 (Present): This room is notilluminated. In a corner there is a groupof small chests.Encounters: In the Past, Escamandrothe Physician is in the room. SeeCloser Inspection below. If stats areneeded, Escamandro has 4 Hits andwill not fight, even if attacked.In thePresent, the room is empty.179


Closer Inspection (Past only): Theheroes can speak with Escamandro.The Physician is a busy man whowants to study his papyruses aboutmedicine. In exchange for 5 silverpieces he can heal the wounds of theheroes, and even allows them to rest inhis infirmary (see section 213). He hassix doses of Potion of Healing, which hecan sell to the heroes for 100 silverpieces each. He has also two Amuletsof Health that he uses to accelerate thetreatment of the patients who rest in hisinfirmary, but will refuse to sell them.216 – Argemonides the TeacherDescription: Roll 1d6:1-2 (Past): The windows in the westernwall let light into this room. In a seriesof banks there are several boys sat,whereas a teacher explains his lesson.3-6 (Present): The windows in thewestern wall let light into this room.There are several stools in the room.Encounters : In the Past, the teacherArgemonides is giving lessons to hispupils. If stats are needed, he has 4Hits and will not fight, even if attacked.In the Present, the room is empty.3-6 (Present): This room is notilluminated. There are many tablets indifferent shelves and on the ground.Encounters (Past): Idelias the Scribe isworking in this room. If stats areneeded, Idelias has 4 Hits and will notfight, even if attacked.Encounters (Present): A Shade iswriting with a stylus on a wax tablet. Itwrites senseless scrawls, which he thenerases before starting all over again.Closer Inspection (Past only): If theheroes want to speak with Idelias, hetells them that he is busy finishing animportant document for the King, andthat he must not be bothered. If theheroes insist, he says he will call theguards if they don’t leave.218 – CorridorDescription: The doors of this darkcorridor show truly hideous gorgonfaces carved on their interior sides.Traps: The carved gorgon faces aredevious magical traps designed tocatch intruders. See The Gorgon Doorsbelow for more details.Closer Inspection (Past only): If theheroes try to speak with Argemonidesthe Teacher, he says they must leavethe classroom, since it is his duty toeducate the children of the nobles ofthe palace. He asks them to return laterif they want to speak with him.217 – Idelias the ScribeDescription: Roll 1d6:1-2 (Past): This room is illuminated withoil lamps. Several tablets and rolls ofpapyrus cover the shelves on the walls.In the center of the room, a man workson a papyrus.Beware the Gorgon Doors !180


The Gorgon DoorsWhen the heroes have walked tothe center of the corridor, the twoGorgon faces on the doors opentheir mouths and begin to shout.The noise is deafening and all theheroes must succeed at a MysticFortitude saving roll (target number15) or they fall unconscious for1d6+4 rounds.Those who succeed can try to getcloser to one of the doors, whichrequires another Mystic Fortitudesaving roll (target number 15).If they succeed at this second roll,they can try to destroy the door.Each door has 10 Hits. Every roundthat the heroes try to destroy thedoors, they must make a newMystic Fortitude saving roll as thedoors continue howling.If one of the doors is destroyed, theother one stops howling and theheroes can drag their fallencomrades to section 214 or 202.If all the heroes fall down, a group ofguardians (living Palace Guards inthe Past or ghostly ones in thePresent) drag them up to theQueen’s Megaron (section 200).219 – Tower of the BirdsDescription: Roll 1d6:1-2 (Past): Some long stairs go up to ahigh and wide tower, where dozens ofcages keep contain different birdsinside them.3-6 (Present): Some long stairs go upto a high and wide tower. There aredozens of cages in the tower, each oneof them with the skeleton of a bird.Encounters: In the Past, the birds inthe cages make a great commotionwhen the heroes enter the room. In thePresent, the room is empty.Closer Inspection (Past): If the heroeswait for an hour, a group of three youngmen arrives with food and water for thebirds. When they see the heroes, theyflee down the stairs. If the heroes don’tstop them, twenty rounds (two minutes)later a group of ten Palace Guardscomes to capture the heroes.Closer Inspection (Present) A lightbreeze rises if the heroes stay in thetower for a few minutes. Then, theheroes observe how from each cage aghostly bird rises and flies to the top ofthe tower. There, all the birds begin tosing a beautiful song, growing moreharmonious each minute. After fifteenminutes or so, the song ends and thebirds disappear.This space intentionally left blank forMaze Master’s Notes181


Area 31: Southeastern EntranceSections 220-221Cave SpiderOverviewThis is one of the entrances to theTomb, but it is hidden. Near theentrance there is an abandoned stable.Sections220 – Southeastern GateDescription: This entrance is coveredwith enormous webs that hide the largesouthern door, one of the GreatEntrances to the Tomb. The interior ofthe corridor is also full of webs.Encounters: 1d6 Cave Spiders stay inthis room. They have been put here asguardians by the Black Sage (seesection 224). Their poison paralyzestheir victims and the Spiders always tryto trap them in their webs. If the CaveSpiders manage to immobilize all theheroes in their webs, hours later theheroes awaken shackled in section223, captured by the Black Sage.Closer Inspection: The entrance to theTomb is totally covered by webs andthe heroes can’t see it from the outside.Only if the heroes cut the webs canthey find the door to the Tomb, but theCave Spiders attack them as soon asthey begin their work221 – Old StablesDescription: This large room seems tohave been used as a stable. There arestalls in the north wall of the first floor.Taxonomy : MonsterDescription : Huge spiders which canattack two men during the same round.Size : LargeFerocity : DangerousCunning : AlertMystique : NormalMovement : 90’Initiative : 14Melee Attack : +7Damage : 2d6 (fangs & legs)Defense Class : 16Hits Total : 24Detection / Evasion : +2 / +4Mystic Fortitude : 0Special 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 secondfloor, but now they are broken and thesecond floor is mainly destroyed.Traps: The Black Sage has left twotraps in the room to capture those whoventure into this section. The northerntrap is a pit trap, wide enough to catchall heroes. Type: indoor. Effect: falling(1d6) + entrapment; Concealment 19;Danger Rating 19. The southern trap isa net big enough to catch all theintruding heroes. Type: indoor; Effect:entrapment; Concealment 18; DangerRating 20. If the heroes are captured byeither trap, they are taken by a group ofenslaved beings (see p184) to section233, where they are interrogated by theBlack Sage (see section 224).182


Area 32: House of the Black SageSections 191-197LycanOverviewThis is the lair of the Black Sage, animmortal magician, brother of the RedSage who lives in a house on thewestern side (area 3). The magicianhas traps and servants distributedthroughout this area and area 31(southeastern entrance).Sections222 – Watch TowerDescription: These stairs go up to ahigh watching tower.Encounters: Three Lycans, magicallyenslaved by the Black Sage, watch thezone from this tower. They used tobelong to the Horde of the Minotaur, butthey were captured and bewitched bythe Black Sage. If the heroes enter bythe door situated in section 226, theybegin to sound a bell, and the beings insections 225 and 227 are alerted andenter section 226, attacking the heroes.Closer Inspection: If the characterscapture the Lycans, the only way to freethem for their sorcerous Enslavement(besides killing their master) is to callfor a Divine Intervention. If the Lycansare freed, however, instead of beinggrateful, they will try to attack thecharacters and flee to rejoin the Hordeof the Minotaur.Taxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee +4), Missile Weapons(javelin, 120’), Sharp Senses, Stealthy (14).Awards : Glory 40.223 – PrisonDescription: This room is empty anddark. If the heroes are captured at anytime by the servants of the Black Sage,they will be thrown into this cell until themagician interrogates them.Closer Inspection: To open the doorthe heroes must succeed in a Feat ofStrength or a Thief can try to pick itslock (see the lockpicking rules, p 28).224 – Chamber of the Black SageDescription: This room is luxuriouslydecorated with various treasures stolenfrom the Tomb in the course of manyyears. Multiple bookcases cover thewalls and there is a large number ofpapyruses and tablets on them. Theroom is illuminated by oil lamps.183


Encounters: The Black Sage. Thispowerful magician arrived at the Tombmany years ago with his brothers, theRed Sage (section 16) and the WhiteSage (section 22). He soon becameobsessed with his experiments andresearch into mind control and isolatedhimself from his brothers. Now he fearsthem and thinks that they conspireagainst him to steal his secrets. He hasmanaged to Enslave various denizens ofthe Tomb that now work for him. Seebelow for more details.Treasure: The assorted treasure of theBlack Sage represents a loot with atotal Enc of 10 and a total value of3,000 silver pieces. The variousparchments will also give a Sorcerer300 Wisdom points if he studies themfor a month. The Black Sage also hastwo mythic items tied to Sorcery: hisMask of Submission (see below formore details about this item) and hisStaff of Command.The Black SageLevel 5 SorcererMight = 10 Skill = 10 Wits = 19Luck = 19 Will = 19 Grace = 10Initiative 14 EDC 16 Hits Total 16Melee Attack +4, Missile Attack +8Danger Evasion +12, Mystic Fortitude +8,Physical Vigor +8, Athletic Prowess +4Personal Charisma +8Equipment : Staff, Dagger.Realm of Magic : SorceryPsychic Gift +8, Mystic Strength 20, Powertotal 24.Mythic Items : Staff of Command, Mask ofSubmission (see below).Description: When the Sage, a Philosopherof great learning, travelled to Tomb of theBull King to find its secrets, he fell under acurse that divided him into three entities.The Black Sage is the evil facet of his soul,his dark urges. He is a Sorcerer obsessedwith mental control. He has Enslavedseveral denizens of the Tomb to serve him..The Black Sage, complete with his Mask ofSubmission and his Staff of CommandThe Mask of SubmissionThis mythic item of Stygian originlooks like the theatrical mask of anangry and intimidating personage.When worn by a Sorcerer, it adds 4 tohis ‘Enslavement capacity’, increasingthe number of lesser beings (or thelevel of characters) that can be keptEnslaved at the same time.The Mask’s powers only operatewhen it is worn on a permanent basis.If the Mask is removed, any Enslavedbeing(s) over the Sorcerer’s usualcapacity will be immediately releasedfrom sorcerous bondage. Of course,only power-obsessed Sorcerers (likethe Black Sage himself) could evenconsider wearing such a thing on apermanent basis…The Mask has an Enc value of 1.184


Slaves of the Black SageThe Black Sage wants to obtain aphial of Styx Water that the Hagskeep in their lair (see section 167).To this end, he will try to Enslaveone of the heroes : as detailed inthe Players Manual (p 40), thissingle operation would normally costhim an expense of 10 Power points(4 for the initial Compelling and 6 forthe subsequent Enslavement) butthe Black Sage’s Staff of Commandallows him to halve all his Powerexpenditures for those two powers.The Sorcerer will choose his targetwell : the Maze Master may rule thathis dark insight allows him to pickthe lowest level hero (or, if they allhave the same level, the one withthe lowest Mystic Fortitude).The Black Sage must also haveenough “free Enslavement space”for the newly-Enslaved hero (seePlayers Manual p 40). If this is notthe case, the Black Sage will nothesitate to “free” a few Enslavedcreatures currently under his power(see section 224), by ordering hisother slaves to kill them. He alsohas the Mask of Submission, asorcerous item which increases hisEnslavement capacity from 8 (hisPsychic Gift) to 12. See next pagefor more details about this mythicitem and the Black Sage’s slaves.Once one of the heroes has beenEnslaved, the Black Sage talks tothe group, explaining that he willonly free the Enslaved hero if heand the other characters bring himthe phial of Styx Water from the Lairof the Hags (section 167). If theyrefuse, he will keep the Enslavedhero in eternal enthrallment.See The Black Sage’s Mission nextpage for more details.The Black Sage’s MissionIf the heroes accept the job, theBlack Sage tells them the way toarrive at the Lair of the Hags: theymust go to section 18 and thentravel through sections 19, 21 and23 until they arrive at the centralcourtyard (section 100).There the heroes should proceed tosections 173-174 and later enter theLair of the Hags by section 153.If they refuse, their only hope to freetheir comrade from Enslavement isto kill the Black Sage – which willnot be an easy task, considering hispower and the fact that his Enslavedminions (including the poor hero !)will fight to the death to protect him.If the Black Sage is attacked, hedefends himself with his magic.Three rounds after the fight begins,the Enslaved beings in section 225enter the room to help their master.If the heroes manage to recover thephial of Styx Water, the Black Sageuses it to create a potion that giveshim control over Ghosts, Shadesand Shadows. He uses it in theeastern ruins (area 33) to animate agreat ghostly army. Then, the BlackSage proceeds to the house of theRed Sage (area 3). See The Battleof the Sages (p 194) to know theoutcome of the battle.225 – Slaves’ RoomDescription: This room is illuminatedby torches. A group of beings stays inthe room.Encounters: In this room are thebeings captured and enslaved by theBlack Sage. The slaves carry outvarious tasks for their master: hunting,patrolling the area and capturing newslaves for him. Maze Masters should185


oll 1d10 twice to determine whichEnslaved creatures are currentlyserving the Black Sage, in addition tothe 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 threeLycans of section 222, the Black Sagewill currently have from five to ninedenizens under his domination, whichalways leaves him at least.enough mindspace to Enslave a 3 rd level hero.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4), MissileWeapons (javelin, 120’), Sharp Senses,Stealthy (14).Awards : Glory 40.WildmanTaxonomy : FolkDescription : Primitive cave-dwelling menSize : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Missile Attack : +1Damage : 1d6 (weapons)Defense Class : 12Hits Total : 8Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 13, Melee Attack +4), MissileWeapons (javelins, 120’), Stealthy (12).Awards : Glory 25.Slaves of the Black Sage : Wildman and Lycan186


TroglodyteTaxonomy : FolkDescription : Carnivorous reptilian humanoids.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (with two-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle (Initiative14, Melee Attack +8 with two-handed weapon),Magic Resistance, Stealthy (12), Tough Skin.Awards : Glory 50, Wisdom 20.BoarmanTaxonomy : FolkDescription : Brutish boar-headed humanoids.They fight with spears and shields.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge Into Battle (Initiative13, Melee Attack +4), Supernatural Vigor.Awards : Glory 25, Wisdom 10.RatlingTaxonomy : FolkDescription : Sneaky, malevolent rat-headedhumanoids who live in deep undeground caves.Size : SmallFerocity : AggressiveCunning : CraftyMystique : WeirdMovement : 60’Initiative : 20Melee Attack : +3Missile Attack : +4Damage : 1d3 (claws or weapons)Defense Class : 15Hits Total : 4Detection / Evasion : +10 / +12Mystic Fortitude : +2Special Abilities : Lightning Fast, MissileWeapons (darts, 60’), Poison (darts, paralysis),Sharp Senses, Stealthy (22), Uncanny Agility.Awards : Glory 15.OgreTaxonomy : FolkDescription : Anthropophagous cave-dwellingsavages ; they look like primitive humans exceptfor their oversized, tusk-like canine teeth…They are the mortal enemies of Wildmen.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +4Damage : 1d6 (weapons)Defense Class : 12Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge into Battle (Initiative14, Melee Attack +6), Stealthy (12).Awards : Glory 30.187


Beware wandering Cave Spiders…226 – HallDescription: This large room isilluminated by torches. There is a groupof humanoids in the middle of the room.Encounters: When the heroes enter,there is a group of enslaved beingsguarding the room. The Maze Mastershould consult section 225 to determinewhat slaves the Black Sage has at thistime. The first group rolled will be foundin this room instead of in section 225.They attack the heroes as soon as theyenter. Five rounds later, the enslavedbeings in section 225 join the fight. Ifthe Lycans in the tower (section 222)sound the bell, one round after enteringthe room the heroes are attacked bythe enslaved beings from section 225and the creatures from section 227.Traps: There is a trap on the southdoor. If a hero opens the door, he isattacked by a group of darts. Type:indoor; Effects: direct damage (1d6);Concealment 18; Danger Rating 18.Closer Inspection: In a corner of roomthere are cooking tools and disarmedhunting traps.227 – Creature Storage RoomDescription: This dark room is a placeof confinement for various creaturescaptured by the Black Sage’s slaves.Encounters: The slaves of the BlackSage occasionally capture creatures fortheir master and they enclose themhere. Roll 1d10 to determine whichcreatures are in the room right now:1-2: None.3-4: Bicephalous Wolf5-6: Cave Spider7-8: Empusa (no Psychic Powers).9-10: 1d3 Iron WarriorsThe statistics for these various creaturescan be found next page.188


Bicephalous WolfTaxonomy : MonsterDescription : Two-headed wolves, thought bymost scholars and adventurers to be the hybridoffspring of a Cerberus and a wolf.Size : MediumFerocity : AggressiveCunning : AlertMystique : WeirdMovement : 60’ (240’ when galloping)Initiative : 12Melee Attack : +2Damage : 1d6 (claws & teeth)Defense Class : 13Hits Total : 8Detection / Evasion : +7 / +2Mystic Fortitude : +2Special Abilities : Gallop, Multiple Heads(two) ; Sharp Senses, Stealthy (14).Awards : Glory 80, Wisdom 10.Iron WarriorTaxonomy : AnimateDescription : Animated iron statues of hoplites,with weapons and inbuilt armor.Size : MediumFerocity : DeadlyCunning : AverageMystique : WeirdMovement : 60’Initiative : 13Melee Attack : +6Damage : 1d6 (weapon)Defense Class : 19 (with shield)Hits Total : 20Detection / Evasion : 0Mystic Fortitude : +2Special Abilities : Charge into Battle (Initiative15, Melee Attack +8), Mindless, Natural Armor,Supernatural Vigor.Unique Ability : Iron Warriors can use theShield Wall special maneuver (see PlayersManual, p 23).Awards : Glory 75, Wisdom 30.Cave SpiderTaxonomy : MonsterDescription : Huge spiders.Size : LargeFerocity : DangerousCunning : AlertMystique : NormalMovement : 90’Initiative : 14Melee Attack : +7Damage : 2d6 (fangs & legs)Defense Class : 16Hits Total : 24Detection / Evasion : +2 / +4Mystic Fortitude : 0Special Abilities : Entangle (webs, 20’ range,Might 20), Poison (sting, paralysis), Stealthy(14), Tough Skin, Uncanny Agility, Wallcrawling.Awards : Glory 260.EmpusaTaxonomy : SpiritDescription : Beautiful (but blood-drinking)undead temptress. Empusae are the revenantsof seductive witches who have given their soulsto Hecate in exchange for eternal unlife.Size : MediumFerocity : DangerousCunning : CraftyMystique : EldritchMovement : 90’Initiative : 23Melee Attack : +5Damage : energy drainDefense Class : 18Hits Total : 16Detection / Evasion : +12Mystic Fortitude : +8Special Abilities : Fearsome, Grapple (M 16),Life Energy Drain (kiss ; only vs immobilizedvictim), Lightining Fast, Magic Resistance, SixthSense, Stealthy (20), Supernatural Vigor,Uncanny Agility, Wallcrawling.Awards : Glory 120, Wisdom 140.Note : Exposure to daylight does 1d6 damage perbattle round to an Empusa. This damage cannot beregenerated. A dead Empusa falls to dust.189


Area 33: Eastern RuinsSections 228-230Encounters: Every half-hour that theheroes stay in the ruins, the MazeMaster 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.OverviewThis exterior zone of the Tomb of theBull King is formed by various ruins ofsmaller buildings that surround thepalace. Most of them are simple lines ofstones, but the most significant ruinsare shown on the map.This area is often visited by wildanimals, monsters, and patrols ofinhabitants of the Tomb.Sections228 – Ruined HousesDescription: This zone is formed bythe ruins of houses and small palaces.None of the houses has their secondfloor intact, but some of them still haveceilings, so they can be used as refuge.10: A group of Slaves of the BlackSage (see p 184-185). This groupconsists of one-half (rounded up) of theSage’s current Slave crew.The stats for Boarmen, Lycans andTroglodytes can be found next page.Traps: At the points marked with a “T”in the map there are hunting traps, setby the Boarmen from area 25 or theBlack Sage’s slaves from area 32. If thegroup walks near one of the traps, theMaze Master should determine itsnature randomly by rolling 1d6:1-2: Type: outdoor; Effect: directdamage (1d6); Concealment Rating 18;Danger Rating 18.3-4: Type: outdoor; Effect: crushingdamage (2d6); Concealment Rating 17;Danger Rating 19.5-6: Type: outdoor; Effect: entrapment;Concealment 19; Danger Rating 17.190


TroglodyteTaxonomy : FolkDescription : Carnivorous, slow-wittedreptilian humanoids. They fight with crudetwo-handed maces or stone axes.Size : MediumFerocity : DangerousCunning : AverageMystique : NormalMovement : 60’Initiative : 12Melee Attack : +6 (two-handed weapon)Damage : 1d6 (weapon)Defense Class : 14Hits Total : 12Detection / Evasion : 0Mystic Fortitude : +4Special Abilities : Charge into Battle(Initiative 14, Melee Attack +8 with twohandedweapon), Magic Resistance,Stealthy (12), Tough Skin.Awards : Glory 40, Wisdom 20.LycanTaxonomy : FolkDescription : Wolf-headed humanoids.Size : MediumFerocity : AggressiveCunning : AlertMystique : NormalMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 8Detection / Evasion : +6 / +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee Attack +4), MissileWeapons (javelin, 120’), Sharp Senses,Stealthy (14).Awards : Glory 40.BoarmanTaxonomy : FolkDescription : Boar-headed beastmen. Theyfight with spears and shields.Size : MediumFerocity : AggressiveCunning : AverageMystique : NormalMovement : 60’Initiative : 11Melee Attack : +2Damage : 1d6 (weapons)Defense Class : 14 (with shield)Hits Total : 12Detection / Evasion : 0Mystic Fortitude : 0Special Abilities : Charge Into Battle(Initiative 13, Melee +4), Supernatural Vigor.Awards : Glory 30, Wisdom 10.229 – More RuinsDescription: These ruins are in worsecondition than the others. Only somewalls remain standing.Encounters: Normally a predator usesthe ruins as a hideout until it’s expelledby another stronger creature. The MazeMaster should roll 1d6 to determine thepresent inhabitant of the ruins:1-2: Nothing3: Cave Bear4: Empusa (no Psychic Powers).5: Giant Scorpion6: Cave SpiderSee next page for their statistics.230 – Fortress RuinsDescription: These ruins are a part ofthe old fortification that protected thispart of the palace. The walls are high,but the stairs and the parapets thatcovered it disappeared long ago.191


Cave BearTaxonomy : BeastDescription : Huge cave-dwelling bear.Size : LargeFerocity : DangerousCunning : AverageMystique : NormalMovement : 90’Initiative : 12Melee Attack : +6Damage : 2d6 (claws & bite)Defense Class : 14Hits Total : 24Detection / Evasion : +4 / 0Mystic Fortitude : 0Special Abilities : Charge Into Battle (Initiative16, Melee +8), Crushing Damage (bear hug),Grapple (M = 20), Sharp Senses, Stealthy (10),Tough Skin.Awards : Glory 110.EmpusaTaxonomy : SpiritDescription : Beautiful (but blood-drinking)undead temptress. Empusae are the revenantsof seductive witches who have given their soulsto Hecate in exchange for eternal unlife.Size : MediumFerocity : DangerousCunning : CraftyMystique : EldritchMovement : 90’Initiative : 23Melee Attack : +5Damage : energy drainDefense Class : 18Hits Total : 16Detection / Evasion : +12Mystic Fortitude : +8Special Abilities : Fearsome, Grapple (Might =16), Life Energy Drain (kiss ; only vs immobilizedvictims), 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 perround to an Empusa. This damage cannot beregenerated. Dead Empusas fall to dust.Giant ScorpionTaxonomy : MonsterDescription : Rhino-sized scorpion. Usuallylurks in desert ruins and other doomed sites.Size : LargeFerocity : DangerousCunning : AverageMystique : NormalMovement : 120’ (90’ wallcrawling)Initiative : 16Melee Attack : +6Damage : 2d6 (sting & pincers)Defense Class : 14Hits Total : 24Detection / Evasion : 0 / +4Mystic Fortitude : 0Special Abilities : Lightning Fast, Mindless,Poison (sting, death in 1d6 rounds), Stealthy(10), Tough Skin, Wallcrawling.Awards : Glory 240, Wisdom 10.Cave SpiderTaxonomy : MonsterDescription : Huge spiders that can attacktwo man-sized opponents at the same time.Size : LargeFerocity : DangerousCunning : AlertMystique : NormalMovement : 90’Initiative : 14Melee Attack : +7Damage : 2d6 (fangs & legs)Defense Class : 16Hits Total : 24Detection / Evasion : +2 / +4Mystic Fortitude : 0Special Abilities : Entangle (webs, 20’range, Might 20), Poison (sting, paralysis),Stealthy (14), Tough Skin, Uncanny Agility,Wallcrawling.Awards : Glory 260.192


Area 34: Lair of the MinotaurSections 231-245Fighting the MinotaurOverviewThese are the rooms that the Minotaurhas reserved for himself. No one canenter them without being killed by theMinotaur, not even his own servants.Most of the area is not illuminated,since the Minotaur knows the roomswell and prefers to utilize the darknessto prepare ambushes for those thatdare to attack him.The aura of death and rage thatemanates from the Minotaur hasimpregnated these rooms. As theheroes enter this area, they feel anoppressive sense of doom: in the deepof their heart, they know that, sooner orlater, they will find the Minotaur here…unless he finds them first.Special Rules: Because of the aurathat impregnates the place, heroes willfind it difficult to concentrate or thinkwith clarit; magicians will have to spendan extra Power point every time theyuse their magical powers. Each timethe heroes enter a new section, theMaze Master should roll 1d10:1-5: Nothing6-7: The Minotaur comes from anearby section and Charges into Battle.8-9: The Minotaur is in this section andimmediately attacks the heroes.10: The Minotaur is busy devouring avictim and is surprised.The Maze Master should stop rollingonce the Minotaur appears.If the heroes attack him with the Labrys(the only weapon that can hurt him), theMinotaur will fight them, but as soon ashe loses half his Hits (ie his Hits Total hasbeen reduced to 18 or less), he will flee tothe Central Courtyard (section 100),howling to call his minions to the rescue.If all the exits have been blocked by theheroes, the King of Monsters will use hisphenomenal physical strength to crushany wall standing in his path.As soon as the Minotaur’s minions cometo their master’s rescue, the situation willquickly escalate into a full-blown battlebetween the Horde of the Minotaur Lordand the allies of the Goddess Rhea, asdetailed in The Final Fight (p 196).The King of MonstersWhen the Bull King unleashed Chaos inProteus in his quest for immortality, he wastransformed into a Minotaur Lord, the Kingof Monsters. His tortured soul was trappedin the body of the Monster, and when hisdaughter killed him, the soul of the BullKing, his human nature, was transformedinto the Judge of the Underworld, but hisbody and his beastly nature, the King ofMonsters, was trapped in the Underworld.Now, Prince Parmenion has freed the Kingof Monsters with the help of Hekateria theHag, and the Minotaur Lord is bound todestroy first Coristea and then the rest ofthe villages of Proteus.The King of Monsters is a deadly opponent,ruthless and relentless. He is extremelyaggressive, controlling his horde with fearand violence, but also displays a vicious,brutish cunning.He understands that the Great GoddessRhea and her allies are working againsthim, and has ordered his minions to find theTemple of Rhea and to desecrate it, so theGoddess can’t interfere anymore in hisplans of destruction.193


Minotaur LordTaxonomy : Unique MonsterDescription : Huge jet-black Minotaur.Size : LargeFerocity : DeadlyCunning : AlertMystique : EldritchMovement : 90’Initiative : 18Melee Attack : +9Damage : 2d6 (huge axe)Defense Class : 20Hits Total : 36Detection / Evasion : +2 / +4Mystic Fortitude : +8Special Abilities : Charge into Battle(Initiative 22, Melee Attack +13), CrushingDamage, Fearsome, Grapple (Might = 20),Magic Resistance, Regeneration (2 Hits /round), Return from Death, SupernaturalVigor, Tough Skin, Uncanny Agility.The Minotaur Lord has a special abilitycalled Return from Death. Even if he isbrought to 0 Hits, the Minotaur regains 1 Hitin 5 rounds and can fight again. In this case,his Regeneration powers are diminishedand he only regains 2 Hits/day until herecovers his 36 Hits. If the King of Monstersis killed with the Labrys, he can’t use thisspecial ability. This unique ability adds +10to the Minotaur Lord’s basic Glory awardand +20 to the Wisdom award.Awards : Glory 500, Wisdom 70.Sections231 – EntranceDescription: The north entrance to thisroom has the symbol of the Minotaur (acircle with two horns) painted in blood.The room has multiple columns thathold up the ceiling and several exits.232 – RoomDescription: Some stairs from section231 lead up to this room.Section 233 – Large RoomDescription: This wide room isilluminated by a small fire in the middleof a large platform. The dim lightcreates strange shadows on the walls.234 – RoomDescription: There is a pile of tatteredclothes in the corner. The clothes andthe walls are covered in blood.235 – RoomDescription: The walls and floor of thisroom are covered in blood. On the floor,the heroes can see the half-eatencorpse of a humanoid being.236 & 237 – Empty RoomsDescription: Each room is empty.238 – Illuminated RoomDescription: In the ceiling of this roomthere is a hole by which light enters.The light beam is too narrow toilluminate the whole room.239 to 242 – Empty RoomsDescription: Each room is empty.243 – StairsDescription: Some stairs lead from thisroom up to a higher level.244 – RoomDescription: This room is empty.245 – StairsDescription: Some stairs comes from asuperior level to this room.194


<strong>THE</strong> BATTLE <strong>OF</strong> <strong>THE</strong> SAGESThis special event will take place after the heroes bring the requested number of redjewels to the Red Sage or after they bring the Styx Water to the Black Sage.The Black Sage (area 32) and the RedSage (area 3) hate each other. Themagicians have prepared mighty spellsand rituals to kill each other, but neitherhas succeeded so far. But with the helpof the heroes, one of the Sages may atlast get an advantage. The heroes maybring either ten red jewels to the RedSage (see section 16) or a phial of StyxWater to the Black Sage (see section224). With these objects, the fortunateSage can develop his final weapon: aBronze Colossus activated by the redjewels (Red Sage) or a great Ghostarmy controlled by the potion made withStyx Water (Black Sage).They fight in the forest in section 17.The heroes can watch the battle, as thetwo armies kill each other. StygianHounds, Mummies, Ghosts, BronzeColossus and Beastfolk destroy eachother, while the Black and Red Sagesunleash their powers on the battlefield.195


If the heroes want to join the fight,helping one of the Sages, the MazeMaster should send some monsters tofight them for a couple of battle rounds.If they try to attack the Sages, they willbe stopped by an invisible wall of forcegenerated by this magical (and evenmetaphysical – see below) battle…Finally, the battle is over. The twomagicians lie on the ground, mortallywounded. Their armies then disperse,fleeing to the wildlands or vanishing.Then, from the forest, a figure in a whiterobe approaches. If the heroes havemet the White Sage (see section 22),they recognize him. He walks towardthe wounded Sages and takes theheads of the warring brothers in hishands. The heroes can see that thethree Sages are almost identical,except for their robes and clothes.The White Sage speaks loudly, and agreat light emanates from him. Theheroes can’t bear the brightness andmust look away.When the light dies away, the heroessee only one person where the threeSages were before. He says “At last! Atlong last I’m a single entity again!”The person presents himself as theSage. He explains that he travelled tothe Tomb of the Bull King years ago tofind the secrets of the ancient Proteans.In the dark corridors he found strangeinscriptions and deciphered them. Butthey were a curse, a mighty spell thatdivided him into three entities: hisrational mind, the Red Sage; his darkurges, the Black Sage; and hiscompassion, the White Sage.Only now that the Black and Red Sageshad almost killed each other could theWhite Sage unweave the spell.He is united again, and he plans toleave the Tomb of the Bull King as soonas possible, but first, he wants toreward the heroes: the Sage can givethe heroes information about the Tomb.He knows the layout of the Tomb of theBull King and can give the heroesdirections to any room they want to find(such as the Temple of Rhea or anyother Temple, the Lair of the Hags, orthe King’s Megaron).He also gives the heroes the followingmythic items: two smalls phials with 3doses of Potion of Healing each, asmall phial with 3 doses of Potion ofStrength, a Beta Ray Wand, a Spearof Vigilance and the Jewel of AnimateMastery (see below for more details).Then, with a farewell, the Sage beginsto walk towards the Wildlands.Jewel of Animate MasteryThis mythic item, which appears asan egg-sized red gem, can be used topermanently control a single Animate.The character using the item mustconcentrate for an entire round andmust be within 20’ of his intendedtarget. The targeted Animate isallowed a Mystic Fortitude saving rollagainst a target number of 20.If the Animate fails this saving roll, itbecomes the loyal servant of thewielder of the Jewel, obeying all theverbal orders of his newfound master.These effects are permanent; only thewielder himself (or the destruction ofthe jewel) can release the Animate.No more than one Animate may beunder the power of the Jewel ofAnimate Mastery at any time.Note that the Animate will obeywhoever holds the jewel – and thisperson may not necessarily be thesame person as the one whoestablished control in the first place.If the Animate makes its MysticFortitude saving roll, it will be foreverimmune to the power of the Jewel.196


<strong>THE</strong> FINAL FIGHTThe final fight against the Minotaur isdivided into two parts:In the first part, the King of Monstersfights alone against the heroes.Normally, he stays in Area 34 (Lair ofthe Minotaur), a labyrinth of rooms filledwith darkness where the Monster hasthe advantage of fighting in a terrain heknows very well. In this stage, theMinotaur uses the darkness and hisknowledge of the layout of the rooms toambush the heroes. He uses hisCharge into Battle ability to attack oneof the heroes, but he doesn’t stay in theroom to fight them. Instead, he attacksonce and then disappears into anotherroom, trying to confound the heroes.When the Minotaur has lost half of hisHits, he flees to the central courtyard. Ifthe heroes have used a magical powerto befuddle, entangle or stop theMinotaur in any way, he uses the powerof Chaos to disengage. He can onlyuse this power once, and only to flee tothe central courtyard.In the second stage of the fight, theKing of Monsters stays in the centralcourtyard, next to the great crack to theUnderworld. When the heroes advance,he howls, and his Horde comes to helphim. If the heroes have already killedsome of the creatures that form theHorde, their task will be easier.When the Horde of the Minotaurapproaches the heroes, they hear agreat hiss as the Brown Serpent comesfrom the roofs to fight the Horde. Theheroes will also receive the help ofother servants of Rhea, depending onthe allies they made in the Tomb.197


The two groups attack each other. EvilGhosts come out of the crack in thecenter of the courtyard, battling againstthe Shades of noble dead warriors.Note to the Maze Master : This ghostly battleis here for FX and atmosphere has no impacton (and is actually an ethereal, reflection of)the real, physical battle fought between theMinotaur’s Horde and the Allies of Rhea.The heroes can see the Judge of theUnderworld and the Queen observingthe fight from a balcony.Brown SerpentTaxonomy : MonsterDescription : The Brown Serpent is thefastest of the Serpents of the Dark Earth,and the best hunter. It lives on the roofs ofthe Tomb of the Bull King, ambushing anddevouring Harpies.Size : LargeFerocity : DangerousCunning : AlertMystique : WeirdMovement : 110’Initiative : 17Melee Attack : +6Damage : 2d6 (bite)Defense Class : 15Hits Total : 30Detection / Evasion : +6 / +8Mystic Fortitude : +2Special Abilities : Camouflage, CrushingDamage, Grapple (Might = 20), LightningFast, Regeneration (2 Hits per round), SixthSense, Stealthy (12), Supernatural Vigor,Tough Skin, Wallcrawling.Awards : Glory 400, Wisdom 30.The Two ForcesBut before the Final Fight can takeplace, the Maze Master shouldcalculate the respective Battle Forcetotals of the Minotaur’s Horde and theAllies of Rhea, taking into account theirrespective Body Counts (see p 30).The Minotaur’s HordeAs a whole, the Minotaur’s Horde has amaximum Battle Force of 300. This totalis equal to the sum of the Battle Forcetotals of each group in the Horde :Ogres : There are twenty to thirty Ogresin the Tomb. Together, they represent aBattle Force of 20.Boarmen : This group includes Ophion’sBoarmen fighters as well as all the otherBoarmen in the Tomb for a rough total offifty Boarmen and a Battle Force of 60.Lycans : Lycans are by far the mostnumerous Beastmen in the Tomb – thereare at least sixty to seventy of themscattered throughout the ruins, plus adozen or so under the Beastlord’s thrall.These various pack of dog-headsrepresent a total Battle Force of 60.Tragos : They are the best equippedfighters of the Horde. The Minotaur cannormally count on forty to fifty goatheads,representing a Battle Force of 60.Skeletons : There are twenty Skeletonsor so in the service of Ophion the BlackDragon. They represent a Battle Forcetotal of 20 but will not join the Horde ifOphion has been killed.Ophion : Ophion the Dragon representsa Battle Force of 20 all by himself. If he iskilled, his Skeletons won’t take part in theFinal Fight; his Boarmen guards will jointhe other Boarmen, as detailed above.Harpies : These include Ahrak’s Harpiesas well as the ones under the Beastlord’scommand, for a rough total of fifteen totwenty Harpies. This aerial forcerepresents a Battle Force total of 30 butwill not join the Final Fight if Ahrak theHarpy Queen has been killed.Beastlord : This includes the Beastlordhimself and his menagerie – a dozenBicephalous Wolves and the Cerberus insection 26. The Beastlord and his petsrepresent a Battle Force of 30 but none ofhis creatures will join the Final Fight if hehas been killed during the adventure.198


These Battle Force ratings should bereduced according to the Body Countkept by the Maze Master over the courseof the adventure (see p 30) :CreaturesOgresBoarmenLycansTragosOphion 20Skeletons (1)Harpies (2)Beastlord (3)Battle Force20 -1 per Ogre killed60 -1 per Boarman killed60 -1 per Lycan killed60 -1 per Tragos killed20 -1 per Skeleton killed30 -2 per Harpy killed30 -2 per B-Wolf killed(1) : If Ophion has been killed, none of hisSkeletons will join the fight.(2) : If Ahrak the Harpy Queen has beenkilled, no Harpy will join the fight.(3) : If the Beastlord has been killed, none ofhis pets will join the fight. If the Beastlord isstill alive but his Cerberus has been killed,subtract -5 to the Battle Force.ExampleLet’s suppose our brave adventurers havethe following body count : 7 Ogres, 14Boarmen, 16 Lycans, 8 Tragos, 7 Skeletons,8 Harpies (including Ahrak the HarpyQueen), 4 Bicephalous Wolves and theBeastlord himself. Let’s find out how will thisaffect the forces of the Minotaur’s 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 theheroes have killed Ahrak, their Battle Forceis reduced to 0, Beastlord : Since theheroes have killed the Beastlord, neither theCerberus nor his Bicephalous Wolves willjoin the Final Fight (0).This gives the Minotaur’s Horde a finalBattle Force of 13+46+44+52+20+13 = 188.Compared to the Horde’s maximum BattleForce of 300, this means that the heroes’efforts have weakened the Minotaur’s forcesby more than one-third. When the MazeMaster narrates the Final Fight, he willmention the absence of the Harpies and theBeastlord’s pets in the Horde (as well as thepresence of Ophion the Black Dragon).The Allies of RheaRhea’s Allies have a maximum BattleForce of 150, which is distributed amongseveral different groups of creatures, aslisted below. These figures representRhea’s potential forces; any creaturekilled during the adventure will of coursebe unable to take part in the Final Fight.In addition, many of these beings will onlyjoin the battle if the heroes have obtainedRhea’s Blessing, as detailed below.The Serpents of the Dark Earth : Thisgroup of unique creatures includes theBrown Serpent, the Two-Headed Section,the Night Serpent, the Clanking Serpentand the Bronze Serpent. Each one has aBattle Force of 5, for a maximumcombined total of 25. The Serpents willonly take part in the battle if the heroeshave obtained the Blessing of Rhea –except for the Brown Serpent, who willalways join the battle.Wildmen : The tribe can muster a forceof twenty warriors or so, which representa maximum Battle Force of 20. They willfight under the command of Org, unlesshe has been killed during the scenario (inwhich case they will fight to avenge him).Troglodytes : The Blackblood tribe canmuster a force of forty warriors or so,which represent a maximum Battle Forceof 45. Ancpah the Lizardian is toowounded to take part in the fight but willinspire his warriors with a last vibrantspeech before the battle.Glauron the Dragon : All by himself,Glauron represents a Battle Force of 15.Griffins : Phoeles’ pride of griffins canprovide up to four combat-ready Griffins.Together with their Gryphon leader, theyrepresent a total Battle Force of 12 (2 foreach Griffin and 4 for Phoeles himself).Lesser Cyclops : Up to three LesserCyclops may join Rhea’s forces in theFinal Fight (provided they are still alive) :Rodon and Buphelion (from section 157)and Melandros the Smith (from section93). Each Cyclops represents a BattleForce of 3, for a maximum total of 9.199


Bronze Colossus & Iron Warriors : Ifthe heroes have the Jewel of AnimateMastery, they could use it to take controlof the Bronze Colossus in section 90(provided it is still alive) and have him joinRhea’s forces. In this case, the Colossuswill come with a small force of ten IronWarriors. Together, they represent aBattle Force of 24 (2 for each Iron Warriorand 4 for the Bronze Colossus himself).The forces of Rhea’s Allies may also beaffected by the heroes’ Body Count :CreaturesSerpentsWildmenTroglodytesGlauron (1) 15GriffinsPhoeles 4Rodon 3Buphelion 3Melandros 3Colossus (2) 4Iron Warriors (2) 20Battle Force25 (5 for each Serpent)20 -1 per Wildman killed45 -1 per Trog killed8 -2 per Griffin killed(1) : Glauron, the Dragon at the Crack, only joinsthe battle if Ophion the Black Dragon, its archenemy,takes part in the battle.(2) : The Bronze Colossus will only join the fight ifthe heroes control it with the Jewel of AnimateMastery. He will be accompanied by the ten IronWarriors, who will not join the fight otherwise.The Last BattleRather than resolving the battle with theoptional mass combat rules given in theM&M Companion, the Maze Mastershould keep the action focused on theplayer-characters (who are, after all, theheroes of the tale) and their heroiccombat against the Minotaur himself.The Maze Master simply needs tocompare the Battle Force totals of thetwo armies to see how the ongoingbattle will affect the fight of the heroesagainst the King of Monsters.If the Allies of Rhea have a greater BattleForce total than the Horde of theMinotaur: the Minotaur is overwhelmedand the heroes gein a +2 bonus to theirMelee and Missile attack against him.If the Horde’s Battle Force total is atleast equal to the Battle Force total ofRhea’s Allies (but less than twice theirBattle Force), the heroes can face theMinotaur in single combat without specialmodifiers or outside interference.If the Horde’s Battle Force total is atleast equal to twice the Battle Force totalof the Allies of Rhea, the heroes areoverwhelmed and suffer a -2 penalty totheir Melee and Missile rolls while fightingthe Minotaur but take no collateral damage.If the Horde’s Battle Force total is atleast equal to three times the BattleForce total of Rhea’s Allies, the heroesare overwhelmed and suffer a -2 penalty totheir Melee and Missile rolls while fightingthe Minotaur. In addition to any attack madeby the Minotaur, each hero suffers acollateral attack roll each round, at Initiative10 and with an attack mod of 0 : roll 1d20; ifthe roll is equal to or higher than the hero’smelee EDC, he takes 1d6 damage.If the Horde’s Battle Force total is atleast equal to four times the Battle Forcetotal of Rhea’s Allies, the heroes areoverwhelmed and suffer the same effectsas above, except that each hero suffers twocollateral attack rolls each round : the firstone at Initiative 15 and the second one atInitiative 10. Both have an attack mod of 0.If the Horde’s Battle Force total is atleast equal to five times the Battle Forcetotal of Rhea’s Allies, the heroes sufferthe same effects as above, except thateach hero suffers three colatteral attacksper round : one at Initiative 20, another atInitiative 15 and a third at Initiative 10, allwith an attack mod of 0.If fortune is on their side and with thehelp of their various allies, the heroesshould be able to kill the Minotaur. Ifthis happens, the remaining membersof his Horde will immediately disperse,fleeing from the Tomb, pursued by theservants of Rhea… The dark power ofthe Minotaur will be forever broken.200


VII : <strong>THE</strong> LAST TREASONBACK TO CORISTEANow that the King of Monsters is dead,the heroes can go back to Coristea, tobring the Horn of the Minotaur to KingBelerophon.If they have befriended the Griffins insection 134, they appear flying andoffer themselves to transport theheroes. If they didn’t befriend them,Rhea orders the Griffins to transport theheroes.If Melaclea the Seer is alive, she comesto warn the heroes: their mission is notover, as King Belerophon is going to bevictim of an assassin if they don’t savehim.In a matter of hours, the heroes fly backto Coristea.<strong>THE</strong> SORCERERParmenion, brother of Queen Parsifae,released the Minotaur with the help ofHekateria the Hag. He guided theheroes across the Wildlands to theTomb of the Bull King, hoping for themto die inside it.Now, he has gone mad because of theremorse and the fear of beingdiscovered. He recruits his most loyalfriends and travels to Coristea fromTomis. He enters the palace using hispowers and tries to kill KingBelerophon.When the heroes come to Coristea,they find the corpses of guards and ofmen wearing bull masks. If they run tothe private rooms of King Belerophon,they find Queen Parsifae defending herhusband from a group of six men in bullmasks that cover their faces. Five ofthem are typical Impostaurs (see belowfor their stats); the last one is actuallyParmenion (whose stats are repeatednext page) concealing his true identitybehind a minotaurian mask.The five Impostaurs attack the heroeswhile Parmenion tries to knock out hissister and kill King Belerophon. If theheroes kill the Impostaurs in less thansix rounds, they can fight the last man.If they unmask the man, they see thathe is Parmenion. Queen Parsifae isstunned, and Parmenion uses thismoment of surprise to try to killBelerophon with a last stab of hisdagger. If the heroes do not stop him,he kills the good King…ImpostaurTaxonomy : SpecialDescription : Human brutes whomasquerade as <strong>Minotaurs</strong> (thanks toconvincing horned headmasks) to terrify thecountryside and satisfy their own bestialurges - under the mask.Size : MediumFerocity : AggressiveCunning : AlertMystique : AverageMovement : 60’Initiative : 12Melee Attack : +2Damage : 1d6 (club or other weapon)Defense Class : 14 (minotaur helm)Hits Total : 8Detection / Evasion : +2Mystic Fortitude : 0Special Abilities : Charge into Battle(Initiative 14, Melee +4), Grapple (M = 16).Awards : Glory 25.These five thugs are followers of Parmenionwho share their master’s hatred for KingBelerophon and the Coristea colonists. Theydo not know that Parmenion is responsiblefor the release of the Minotaur and hisHorde; they believe Parmenion hatesBelerophon simply because he is a foreignruler “who knows nothing of Proteus”.201


<strong>THE</strong> GREAT FEASTWhether or not Parmenion managed tokill King Belerophon, the magical Hornof the Minotaur will heal the King, evenfrom death. King Belerophon decides tokeep Parmenion’s treason a secret.Officially, he died fighting to protect hissister against the assassins.The Queen and the King give a greatfeast for the heroes. The Queen is sadbecause of the actions of her brother,but to see her King alive and strongagain is enough to brighten her face.Beware the Impostaurs !Parmenion is crazy and blames QueenParsifae for everything that hashappened. He thinks Parsifae shouldn’thave married the King, a stranger toProteus, and claims that single act hasbrought doom to Proteus.ParmenionLevel 1 Hunter / Level 3 Sorcerer *Might = 12 Skill = 15 Wits = 17Luck = 15 Will = 17 Grace = 10Initiative 15 EDC 14 Hits Total 14Melee Attack +4, Missile Attack +7Danger Evasion +8, Mystic Fortitude +5,Physical Vigor +5, Athletic Prowess +4Personal Charisma +5Hunting Bonus +5Deadly Aim (+2 damage with missile againstall Beasts and Monsters).Weapons : Bow, Spear, Dagger.Other Possessions : Quiver (12 arrows),90 silver pieces.The people and nobles of Coristeaacclaim the heroes. The King givesthem lands in Coristea and the status ofNobles. King Belerophon begs them tostay in Coristea as his advisors andcompanions, as the great city ofCoristea will surely need their help inthe future.But that’s the future, and in the present,the characters are Heroes of Coristeaand should rejoice in their hard-earnedGlory, Wisdom or Experience.The End (?)Encumbrance total = 14 (with weapons)Realm of Magic : Sorcery *Psychic Gift +6, Mystic Strength 18, Powertotal 15.* Parmenion cannot use powers with aMagnitude over 3. His powers are limited toConfusion, Illusion and Cloak. See Parmenionthe Half-Sorcerer p 14 for more details.202


AppendicesMAP <strong>OF</strong> <strong>THE</strong> ISLAND <strong>OF</strong> PROTEUSNote : A larger copy of the map (JPG format) can be found on the <strong>Mazes</strong> & <strong>Minotaurs</strong> website.The map above shows the island ofProteus, with the following locations :1: Coristea2: Tomis3: The Tomb of the Bull King4: Arkhan5: Tylssos6: Forest of the CentaursThe trail shown on the map indicates thepath followed by the heroes from Coristeato the Tomb of the Bull King.Between Coristea and Tomis is the sacredforest where the heroes fight the MagicalBull (see chapter IV).The green zone corresponds to the parts ofProteus which are still fertile, unaffected bythe spell of Chaos that destroyed theancient Protean civilization. It is separatedby a line of hills from the lands twisted byChaos (shown in brown).203


MAP <strong>OF</strong> <strong>THE</strong> <strong>TOMB</strong> <strong>OF</strong> <strong>THE</strong> <strong>BULL</strong> <strong>KING</strong>The numbers shown on the map below correspond to the various Sections detailed in the scenario.Stairs have a triangle that points upwards, while secret doors are marked with an “S” on the map.Note : A larger copy of the map (JPG format) can be found on the <strong>Mazes</strong> & <strong>Minotaurs</strong> website.204


<strong>THE</strong> FALL <strong>OF</strong> PROTEUSThe true story of the Bull King, his tragic destiny and the doom that came to ProteusIn ancient times, before the Age of Magic,Proteus was the cradle of one of the firsttrue human civilizations. The villages ofhunters, herders and fisherman unitedunder the rule of a single man. This manwas the first to sacrifice a bull to the mightygods and that’s why he was called the BullKing. The gods rewarded him with gifts ofpower, wisdom and longevity. He built thepalace of the Bull King in central Proteusand from there he ruled.The Bull King reigned for a long time, andhis kingdom grew and expanded. Its ships,blessed by Poseidon, brought strange tradegoods from far away lands, and helpedProteans to build trading posts and smallcities in the lands around the Middle Sea.But the time came for the Bull King to die.He had lived a long life, blessed by thegods, but even the greatest of humansmust die. He spoke with the priests ofHades, to reach an agreement with the Godof the Underworld, but the priests told theKing that they couldn’t change men’s fate.The Bull King sent emissaries andadventures to every corner of the world, tosearch for a way to gain immortality, butnone was found.Then, on a moonless night, an old womanapproached the King, and she spoke abouta power even greater than the Gods. Shewas talking about Chaos, the power thatexisted before Zeus and the OlympianGods, before Kronos and the Titans, evenbefore Gaia the Earth and Ouranos theSky. Chaos was unbounded by Time, thepower of Kronos, and was more ancientthan Hades and the Underworld. Chaoscould make the Bull King immortal, and forsuch a small price…The old woman whispered foul words ofruin and decay into the Bull King’s ears.Desperate, he accepted, and his doom wasupon him and upon his kingdom.A maiden riding the sacrificial bullAn idyllic vision of ancient ProteusThe Bull King followed the instructions ofthe old woman and used a twisted axe tokill his twelve sons, and a mighty spell fellon the earth. Chaos was unleashed inProteus, and everybody in the palace diedin a few seconds. The foul spell rolled overhills and plains and most people in thenearby towns were mutated by its power…Chaos gave power to the beast within eachhuman and changed them to becomeBoarmen and Lycans, Ogres and Tragos,and all types of Beastfolk. Only those with astrong will and respectful of the Gods wereunaffected, but most died at the hands oftheir former kinsfolk.And in some places, the very essence ofChaos entered the world, and foul creatureserupted from the wounds in Creation to layhavoc and destruction in the world of men.205


Horde, and she had prayed to the Gods,and the Gods had answered, sending herthe magical Labrys, the Sacred Axe.Armed with the Labrys, the princess foughtthe beast her father had become. Andfinally she slew him, freeing the spirit of theKing from the prison of his mutated body.The body of the Minotaur, the beastly halfof the Bull King, cannot really die becauseof the power of Chaos inside him, but wastrapped in Tartarus for eternity.The spirit of the Bull King, his human andrational half, was given the task of judgingthe souls of the dead from his formerpalace, which was now the Tomb of the BullKing, an entrance to the Underworld.The court of the Bull King in bygone daysThe King was changed too, transformedinto a great beast: the Minotaur Lord,immortal King of Monsters.And the old woman laughed, and revealedherself as an evil Hag. The mutated BullKing tried to kill her, but the Hag fled andthe monster couldn’t catch her.The Bull King was trapped in the body ofthe Minotaur, who was his own bestialnature. The pain and hate for himself thatthe Bull King felt urged him to leave thepalace, which was now a tomb, and to roamthe countryside. There, he united Monsters,Beastmen and various other malevolentcreatures under his leadership, because hewas still a King, although now the King ofMonsters and Chaos.The daughter of the King was given thetask of protecting the Labrys, and giving itto the proper heroes if someday theMinotaur Lord, the King of Monsters wasreleased again in the lands of men.The great civilization of Proteus had beendestroyed, and only tiny villages survivedon the coasts of the island.The Beastfolk and Monsters that had beennearly destroyed thrived again in the centralland, but without their ruler, the King ofMonsters, could not escape from there todestroy the human inhabitants of Proteus.However, centuries later, an old womanfound a young prince, and once againfooled a man of royal blood into unleashingChaos and freeing the King of Monsters, sothat he could complete the foul work Chaoshad left unfinished.The Horde of the Minotaur went to thecoasts of Proteus from the central lands, tokill the few remaining humans who hadgone there, fleeing from the spell of Chaos.And on the coasts of Proteus, the Horde ofthe Minotaur found them, but they were notleaderless. The only daughter of the BullKing had been hunting in the wilderness, farfrom the palace when the power of Chaoswas unleashed, and she was unaffected.On the coasts of Proteus she had unitedthe last humans to face the Minotaur’sAncient ruins from a forgotten age of splendor206


Additional RulesTRAPSThe following rules are a digest version of the more detailed rules found in the <strong>Mazes</strong> & <strong>Minotaurs</strong>Companion (chapter IV), which also contain trap generation tables and additional rules about special traps.Trap CharacteristicsType : A trap may be an indoor trap or anoutdoor trap. This distinction is especiallyimportant as far as Thieves and Huntersare concerned (see below). Most trapsfound in the Tomb will be indoor traps.Effect : Each trap has a specific effect : thevictim may fall into a pit, get pricked by apoisoned needle, end up buried under anavalanche of stone boulders etc. There arefive basic trap effects : direct damage,falling, crushing, poison and entrapment.See below for more details. Note that sometraps actually combine two effects.Ratings : Each trap is defined by tworatings : a Concealment rating, whichreflects how hard it is to detect, and aDanger rating, which reflects how hard it isto avoid. Both are rated from 15 to 20 andact as target numbers, as detailed below.Detecting TrapsTraps can only be detected by characterswho are actively searching for them.Inattentive characters will automaticallytrigger the trap as soon as they take therequired move or action.Detecting a trap requires a successfuldetection roll made against a target numberequal to the Concealment rating of the trap.Thieves and Hunters normally add theirspecial Thievery or Hunting bonus to alltheir detection rolls. As far as traps areconcerned, Maze Masters may wish torestrict the Thieves’ bonus to indoor trapsand the Hunters’ bonus to outdoor traps, toreflect the specialized skills of each class.A character who successfully detects a trapwill be aware of its presence and generalmode of operation, which will usually allowhim to avoid taking the action that wouldtrigger the trap.Will Krondar the Barbarian make his detection roll ?Avoiding TrapsTraps which have not been successfullydetected will be triggered by the firstapplicable victim.This character is allowed a last chanceDanger Evasion saving roll made against atarget number equal to the Danger rating ofthe trap.Thieves and Hunters do not add theirThievery or Hunting special bonus toDanger Evasion saving rolls made to avoidundetected traps.A successful saving roll means that thecharacter managed to avoid the trap at thelast second. A failed roll means he was notalert or fast enough to avoid the trap : seeEffects of Traps below.Depending on the size and working of thetrap, its effects may apply to a single victimor to anyone within a certain area etc. Suchspecifics vary according to the physicalcharacteristics of the environment and areleft to the discretion of the Maze Master.Most traps are single-use devices : theyonly work once and have to be reset or rearmedin order to function again.207


Disarming TrapsOnce a trap has been detected, characterswill be able to tell which actions ormovements may trigger it (and thus avoidmaking such actions). In most cases, thismeans that the characters will not be ableto take a certain course of action (opening atreasure chest or passing through adoorway etc) unless the trap is disarmed.Mmmh… I wonder how that works…(famous last words)Effects of TrapsTraps may have various effects whentriggered :Direct DamageThe victim suffers 1D6 Hits of damage,caused by stakes, blades, javelins etc.FallingThe victim falls 10 feet or so and suffers1D6 Hits of damage. This effect may becombined with Direct Damage above (for2D6 Hits) if the victim falls on stakes,spearheads etc.CrushingThe victim is buried under falling boulders,crushed by a massive stone, hingeless dooretc for 2D6 Hits of damage.EntrapmentThe victim is trapped into an enclosedspace, with no apparent natural exit… Thismay be combined with Crushing or Falling.PoisonThe victim is pricked by a poisoned needle,blade etc. The effects of the poison can bedefined as per the Poison special ability(see Maze Masters Guide p 20).This effect may be combined to DirectDamage, taking the form of poison-coatedstakes, spearheads, blades etc.Thieves and Hunters are the onlycharacters who may try to disarm traps.Thieves can only attempt to disarm indoortraps, while Hunters can only attempt todisarm outdoor traps.In the context of these rules, disarming atrap means neutralizing or removing it,depending on how the trap actually works.Attempting to disarm a trap is a veryhazardous activity, even for experiencedThieves or Hunters.To disarm a trap, the Thief or Hunter mustattempt a Danger Evasion saving rollagainst a target number equal to theDanger rating of the trap, as per the rulesfor Avoiding Traps (see above).A failure has the usual consequences (thetrap goes off) but if the roll succeeds, thetrap will be successfully disarmed.If the roll fails, the trap is triggered… but theThief or Hunter is allowed a second DangerEvasion saving roll against the Dangerrating of the trap, as per the usual rules.This last chance roll is not increased by thecharacter’s Thievery or Hunting bonus,since the character failed to disarm the trapin the first place.Making TrapsGiven the appropriate time and equipment,Thieves and Hunters may also be able tobuild or install the same type of traps theyknow how to disarm (ie indoor traps forThieves and outdoor traps for Hunters).Such homemade traps have Concealmentand Danger ratings equal to (14 +character’s level). Thus, a 4th level Huntercould create traps with a rating of 18.208


New ClassTHAUMATURGISTSThe White Sage, one of the main NPCs of this adventure, belongs to a very rare and unusual class ofmagician. This Appendix details this class and its magical abilities.Thaumaturgists are a very rare brand ofmagicians : benevolent enchanters and workersof wonders, who derive their magical powersfrom their esoteric understanding of what theycall the Essence, the mystical, all-pervasive lifeforceof the universe.THAUMATURGISTPrimary Attributes : Wits and WillGender Restrictions : None.Basic Hits : 8Thaumaturgy : The magic ofThaumaturgists allows them to perform allsorts of miracles and prodigies bymanipulating what they call the “Essence” –the life-force of the universe. Their magicaltalent is called Arcane Insight.Arcane Insight = Wits mod + Will modMystic Strength = 12 + Arcane InsightStarting Power = (4 + Will mod)Power Recovery : Thaumaturgists recovertheir Power at the rate of (level) points forevery two full hours of deep, undisturbedmeditation.Level Benefits : Each level beyond the firstgives a Thaumaturgist +2 Hits, +4 Powerpoints, +1 to Luck and +2 to Will, Wits orGrace.Restrictions : Thaumaturgists can neverwear any form of metal armor (includingshields or helmets), since this would disrupttheir mystical connection with the Essenceof the universe.Patron Deity : Thaumaturgists did not havepatron deities; for them, gods andgoddesses were simply manifestations ofthe Essence given life and personality bythe collective faith of their worshippers.Perhaps this explains why no deity came totheir help when the Autarchs crushed themin the Age of Magic…Reputation Effect : Thaumaturgists receivetheir reputation bonus receive theirreputation bonus when dealing with MinorNPCs, like Sorcerers and Elementalists.A wise, benevolent ThaumaturgistOn the world of Mythika, Thaumaturgy is aforgotten magical art (which makes the WhiteSage a truly unique character); Thaumaturgistsflourished in the early days of the Age of Magicbut were quickly destroyed or corrupted by theAutarch Sorcerers (see the Maze Masters Guidep 12), who saw them as naïve fools with patheticdelusions of cosmic harmony. That being said,nothing prevents Maze Masters from reintroducingthe Thaumaturgist as a viable playercharacterclass in his campaign.Thaumaturgy PowersMagnitude 1 : Fiat LuxThis power allows a Thaumaturgist to createeither a globe of white, magical light at the tip ofhis staff or a halo-like aura around his ownperson. This bright, magical light can illuminate acircular area with a radius equal to theThaumaturgist’s Mystic Strength in feet and willburn for a number of hours equal to theThaumaturgist’s Arcane Insight.209


Unlike the light provided by a torch, it cannot beput out by water, wind or other natural forcesand will also work in supernatural darkness,such as the Eldritch Eclipse that can besummoned by Darkness Elementalists (see<strong>Mazes</strong> & <strong>Minotaurs</strong> Companion, p 19).In addition, characters will never be attacked byShadows as long as they stand in the light.If the Light is created on the tip of a staff, it willcontinue to glow even in the magician’sabsence, up to a number of hours equal to hisArcane Insight – unless the magician is killed, inwhich case the Light will expire with him.Magnitude 2 : Force WallThis power allows the Thaumaturgist to erect adefensive, invisible force barrier before him. Thebarrier is rectangle-shaped, with a maximumheight equal to the magician’s Mystic Strength infeet and twice this for length.The Wall cannot be crossed by any physicalforce; it will stop all melee and missile attack, aswell as Elemental manifestations but notmystical attacks like Divine Wrath, PsychicAttacks etc. The Wall itself cannot be damagedby anything.The base of the wall can be set up to 10’ awayfrom where the magician stands but cannot beraised above the ground.Once created, a Wall cannot be moved and willremain where it stands for a maximum numberof battle rounds equal to the magician’s ArcaneInsight, during which he must remain completelyconcentrated and cannot use any of his otherpowers. Once this time limit is reached, the Wallwill disappear; erecting a new Wall will take anentire round (and the regular expenditure of 2Power points). The Wall will also switch off if itscreatort is killed, injured, seriously distracted etc.Magnitude 3 : RestorationThis power enables a Thaumaturgist to instantlyheal an individual’s wounds by imbuing thesubject with the vital energy of the Essence.The magician may heal any being he can touch,including himself. Each use of this powerinstantly heals a number of Hits equal to 1D6 +the Thaumaturgist’s Arcane Insight.Magnitude 4 : Arcane AttackThis power only works against other magiciansor creatures which are animated by magic orwhich are imbued with mystical energies; thisincludes all Spirits and Animates, as well asother beings with Psychic Powers. It allows themagician to harm his target by manipulating anddisrupting its own mystical energy.In game terms, this magical attack requires noattack roll and has a range of 20 feet; if thedesignated victim fails a Mystic Fortitude savingroll, it takes (1D6 + Arcane Insight) damage.Magnitude 5 : Animated ServantThis power allows the Thaumaturgist topermanently bind one or several Animates to hisservice.To do so, the magician must be within 10’ of hischosen target; if the Animate fails its MysticFortitude roll, it becomes permanently bound tothe will of the Thaumaturgist, obeying all hisorders (even suicidal ones) like a puppet.If the Animate succeeds at its Mystic Fortitudesaving roll, it immediately attacks the magician,trying to kill him before he can make anothercontrol attempt.There is a limit to the number of Animates thatcan be kept as servants by a Thaumaturgist.This limit depends on the magician’s ArcaneInsight and the Size of the Animates : eachSmall Animate is worth 1 point, each MediumAnimate 2 points, each Large one 4 points andeach Gigantic one 8 points.Thus, a Thaumaturgist with an Arcane Insight of8 could control eight Small Animates, fourMedium-sized ones, two Large ones or a singleGigantic Animate (like a Wood Titan or a TitanicStatue) or any other equivalent combination.The Thaumaturgist may release any Animate atany time but this is a risky decision, sincepreviously enslaved Animates usually turnagainst their former master and cannot beenslaved again by the same Thaumaturgist. Thedeath of the magician also frees all his AnimatedServants from enthrallment.Magnitude 6 : Spark of LifeWith this power, Thaumaturgists can accomplishthe ultimate miracle – bringing back a deadperson to life.This is done by restoring the Essential balanceof the freshly deceased individual, imbuing himwith the very power of life.This power will not work if the individual hasbeen dead for a number of battle rounds greaterthan the Thaumaturgist’s Arcane Insight bonusor for persons who have died from naturalcauses (such as old age) – in which case thereis no “unbalance” the magician can fix.210


MAZES & MINOTAURS____________________________________________________________________________<strong>TOMB</strong> <strong>OF</strong> <strong>THE</strong> <strong>BULL</strong> <strong>KING</strong>____________________________________________________________________________A High Level Mega-Adventure by Carlos de la Cruz MoralesA sinister curse has fallen on the colony of Coristea.Ancient powers have awakened, forgotten secrets have been unearthed and darkmonsters 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 <strong>Mazes</strong> & <strong>Minotaurs</strong> RPG Rules

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