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    MIThree Advent

    From the

    Adventure 1: Se

    Adventure 2: Th

    Adventure 3: Th

    Written by Andrew P

    Maps by Ti

    Includes some

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    SEVENAn epic Mazes & Minota

    There are many, known inhabited islan

    hold treasures, clues, monsters, allies o

    The Archipelago

    The Archipelago of the Seven Islandsits inhabitants simply as The Archipe

    geographical setting for Mazes & MinotThe Archipelago is located somewherSea. It is fairly remote, situated at somthe main shipping routes (if the Mazebe more specific, he may of coursUmbria, Tritonis, the Three Cities orestablished location within the Middle SAs the name would suggest, the Archiup of seven islands. The two largestislands are Atreon and Zankros. Tsettled towards the very end of the Sgroup of Mineans desperately fle

    deprivations of the Autarch sorcerers.centuries that followed, the descendantsettlers grew in number and prospered.

    2

    AYS TOrsadventure set in a hitherto-unknown

    Written by Andrew Pearce

    s there are also hundreds of unknown islands, my

    r enemies. There may be secrets, plots, traps, witches

    often known bylago) is a new

    urs.

    e in the Middlee distance fromaster wishes to

    place it nearany other well-

    a).

    pelago is madeand most fertileese were firstcond Age by aing from the

    Over the threes of these initial

    They colonized the other i(with the notable exceptionisland of Belixa). And theydistant islands and settlemeMiddle Sea.

    But then, forty years ago,between Atreon and Zankrosvarying intensity ever since.made to broker peace, butThenans long ago gave upwarring sides settle their diff

    Then, a year ago, the unthiwas finally declared betwebold king named Pyribus hZankros, and had finallyhand of friendship to the Atrejust as exhausted by fourZankrosians.

    AR!orner of Mythika

    sterious locations that may

    and tyrannical kings

    Maze Masters Guide, p 27

    lands of the Archipelagoof the wild and savage

    began to trade with morents upon the shores of the

    a terrible war broke out, and has been fought withMany attempts have beenwithout success: even the

    hope of helping the tworences.

    inkable happened: a trucen the two sides! A new,

    ad come to the throne ofanaged to reach out theonids, who (privately) wereecades of warfare as the

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    Is the Archipelago on the brink of war again?

    The current monarch of Atreon, king Leomides, hasagreed to the truce, and has even accepted Pyribusbold proposition: that he give the hand of his daughter,the beautiful Callidice, in marriage to the king ofZankros, in exchange for one of the smaller islands ofthe Archipelago (currently governed by Zankros). Inaddition, he has agreed that any son produced by themarriage will one day become king of both Atreon andZankros and (by extension) the entire Archipelago.

    Unfortunately, there's been a rather major complication.On route from Atreon to Zankros, the ship of theprincess Callidice was ambushed, and most of herentourage slaughtered. The princess herself hasdisappeared whether captured or dead is unknown.Ateron is blaming Zankros for this outrage, whilst manyon Zankros suspect some fiendish Atreonid plot.

    The grief-stricken king of Atreon (who, regardless of hismany faults, truly loves his daughter) has demandedthat Zankros find and return his daughter unharmed

    within just seven days, or the truce will be cancelled,and the Archipelago will be plunged once more intobloody full-scale conflict.

    The adventurers (whoever they are) are recruited byking Pyribus (who needs most of his men to prepare fora possible invasion) to join the search for the princess.He feels sure that she's alive, and hidden somewhere inthe Archipelago. Can they find the missing princess,deal with her abductors, and prevent a return to full-scale war and all within the space of seven days?

    The search for the missing princess Callidice is asuitable adventure for 3-6 heroes of level 2 or above.

    The Seven Islands

    Atreon, Isle of the Mighty

    The most highly populated (20,000) of the Seven

    Islands, Atreon has always regarded itself as theforemost island of the Archipelago. Atreon currently hasthe largest navy, as well as the most highly-trainedarmy, in the Seven Islands. However, whilst blessedwith fertile soil, the island has virtually nothing in theway of mineral resources. This has resulted in agenerally poorer and less cultured society than its chiefrival, Zankros.

    In addition to the chief city and port, Atreopylae, thereare a number of other settlements on Atreon the mostimportant being the towns of Gatica and Idrecuse. Thepatron god of Atreon is Zeus, and an impressive templeto Zeus is located near the most northerly point of theisland, Cape Wrath (so-called because of theunpredictable and changeable nature of the watersaround this promontory).

    The islets of Melipsa are a group of five small islandsoff the north coast of Atreon. They are uninhabited byhumans (though it is rumored Sirens live on one of theislets) and surrounded by treacherous waters.

    The current king of Atreon, Leomides II, has reignedfor nine years. He is deeply attached to his daughterCallidice (having lost his only son prince Atreos in thelast major sea-battle in the Archipelago some four yearsago). He has grown weary of the war that started duringthe reign of his grandfather, and though a proud man,

    he is also pragmatic. He realizes that Pyribus visionarydiplomatic overture is perhaps the best hope for alasting peace.

    However, not all the nobles of Atreon agree. PrinceCaldamos, the nephew of Leomides and his nearestmale relative, is known to have opposed Pyribus olive-branch. The proposed peace treaty, if enacted, woulddeprive Caldamos of what he believes to be his rightfulclaim as successor to the throne of Atreon in favor ofthe future offspring of the union between the princess ofAtreon and king of Zankros.

    Zankros, Island of OppulenceZankros is about the same size as Atreon, but with asomewhat smaller population (about 18,000). Its navy,nevertheless, is only a little less numerically weakerthan that of Atreon, and is perhaps more skilled. Itsarmy, however, is definitely inferior, and only becauseof its slight naval edge over Atreon has Zankros beenable to hold its own for so long against its great enemy.Zankros farming land is as rich as Atreons if lessextensive. However, the discovery of a silver mine nearthe town of Coreina fifty years ago has resulted in aricher lifestyle for most Zankrosian citizens than for theirAtreonid counterparts. The arts and sciences have alsoflourished in Zankros over the past half a century andseveral Zankrosian scholars have even studied at thefamed Akademia of distant Thena.

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    Along with the capital, Megalis, the main settlementson Zankros are the towns of Coreina and Inos. Thepatron goddess of Zankros is Artemis, and her maintemple is located deep in the forest of Zankros.

    The current king of Zankros is Pyribus. Pyribus onlybecame king four years ago, soon after the last greatsea-battle off the islets of Melipsa. In his first twelvemonths, Pyribus had to contend with severalassassination attempts, including one orchestrated byhis jealous younger brother Tryphonand his schemingally the sorcerer Xendor. Tryphon and Xendor fled assoon as their plot was uncovered. They left theArchipelago for parts unknown, allowing Pyribus to

    finally consolidate his throne. Then, a year ago, Pyribusmade his audacious diplomatic overture to Leomides ofAtreon. Although his marriage offer was originally apurely diplomatic proposal, Pyribus has since fallen inlove with Callidice. He is every bit as enraged asLeomides that she has been abducted and angry atthe prospect of his peace initiative being torn to shreds.

    Trogina, Island of the Downtrodden

    The small island of Trogina (population 3,000) is almostequidistant between Atreon and Zankros, and was firstsettled about two hundred and fifty years ago. The

    Troginans (sometimes contemptuously known asTrogs) have been ruled by Zankros for more than acentury. In recent years an independence movementhas sprung up on the island, and has become

    increasingly troublesome. King Pyribus of Zankrosproposes to cede Trogina to Atreon as part of thepeace settlement (in exchange for princess Callidiceshand): in truth, he'd be quite happy to see the back ofthe troublesome Trogs.

    The leader of the Troginan independence movement isnamed Corintos. Rather mysteriously, no-one seemsto know what he looks like: rumors abound of a maskedvigilante, whose consummate swords-skill is matchedonly by his fanatical dedication to his cause.

    The only important settlement on the island is alsoknown as Trogina. The islands patron goddess is

    Aphrodite: her main temple is found overlooking YellowCliffs Bay on the eastern side of the island.

    Apollina, the Blessed Island

    Apollina is the smallest island of the Archipelago, andhome to a temple of Apollo. This temple is the largest inthe whole Archipelago, and its fame has spread evenbeyond the Seven Islands. No women are allowed tostep onto the island (a dire prophecy speaks of disasterfor the Archipelago should this ever happen). Theisland (population 200 all male) is held in a specialreverence by all the inhabitants of the Archipelago, and

    although under the formal protection of Zankros, thepriests of Apollina do not fear attack from the Atreonidfleet. Pirates, of course, are another matter

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    Damocles the Valiant and his companions

    Founders of the kingdoms of Atreon and Zankros

    Draxos, the Pirate Island

    This middle-sized island was inhabited for more thantwo centuries by humans, but was ravaged and leftdeserted early on in the Archipelago War. However,

    seven years ago it was settled by an unknown numberof pirates, who have since used it as base of operationsfor their raids throughout the Archipelago. NeitherAtreon nor Zankros have had sufficient time, energy orships to spare against this brood of vipers: but bothkings have vowed to take action against the piratesonce the peace treaty is sealed. Draxos is very muchan island of two halves: densely-forested woodland tothe east, and craggy rocks and cliffs to the west. Aruined Temple of Poseidon is located on Draxos.

    Korikos, the Silent Island

    Korikos is a small island, off the coast of Atreon. Oncea colony of Atreon, settled nearly three hundred yearsago, Korikos came to be noted for certain excesses.However, the island was abandoned as a result of amysterious and terrifying plague outbreak (known asthe Curse of Drafa) some one hundred and fifty yearsago. No-one has dared visit the place known now asthe Silent Island sinceor so it is commonly believed.

    Belixa, the Dark Island

    Belixa is the third largest island of the Archipelago, butis little-explored. This island is thickly-forested, andknown to be the abode of many foul creatures. Several

    attempts have been made by humans to settle upon theso-called Dark Island, but without lasting success.

    Timeline of the Archipelago

    AM = Age of Magic; AH = Age of Heroes

    285 AM:Minean refugees, led by Damocles the Valiant, settlein the Archipelago on the principal islands later known asAtreon and Zankros.

    27 AH: Death of Damocles: his sons quarrel over thesuccession. Atreos I, the elder, becomes king of Atreon, whilstZankrax I, the younger, becomes king of Zankros.

    63 AH: Korikos is settled by colonists from Atreon.

    69 AH:The sanctuary of Apollo is established on Apollina. Theban on women polluting the sacred isle is instigated.

    90 AH:Trogina is settled by colonists from Zankros.

    103 AH:Draxos is settled by colonists from Atreon.

    136 AH: Aided by Atreon, the Troginans rebel againstZankros, and appoint their own ruling council. The FirstArchipelago War begins.

    141 AH: After five years of fighting the Zankrosians acceptTroginan independence.

    188 AH: The Curse of Drafa descends upon the island ofKorikos. Within three months, all the inhabitants of the islandare dead.

    190 AH: Zankrax II (also known as Zankrax the Great)becomes ruler of Zankros.

    197 AH: The Zankrosians invade Draxos, beginning theSecond Archipelago War.

    204 AH: Atreon surrenders Draxos to Zankros, ending theSecond Archipelago War.

    229 AH:Rivalry amongst the oligarchs of Trogina leads to civilwar. The Zankrosians accept an invitation to intervene from

    some of the oligarchs, and subjugate the entire island.

    235 AH:Zankrax the Great dies just before the great Armadawith which he intends to conquer Atreon, and thereby unite theArchipelago, is due to set sail. His son and heir, Myles II,abandons his fathers planned invasion.

    285 AH: The last serious attempt to settle Belixa, made byLeomides I of Atreon, ends in disaster.

    289 AH:A rich silver mine is discovered near Coreina.

    299 AH:The Third Archipelago War begins.

    304 AH: Atreon invades Draxos, which becomes the majorbattleground of the war for the next three years. By the end ofthis period, the island is left utterly desolate, its settlements in

    ruins and its inhabitants dead or enslaved.

    325 AH:About this time the Troginans, led by the mysteriousCorintos, begin a guerrilla campaign against the Zankrosians.

    331 AH:Leomides II becomes king of Atreon.

    333 AH:Pirates based on Draxos begin operating within theArchipelago.

    336 AH: The battle of Melipsa leads to the death of princeAtreos of Atreon. A few months later, Pyribus becomes king ofZankros.

    337 AH:Tryphon and Xendor flee Zankros following the failureof their plot against Pyribus.

    339 AH:Pyribus peace initiative leads to a truce.

    340 AH: Princess Callidice is abducted

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    But in the meantime, our king must make all speedypreparation for the defence of this island. We continueto hold out one hand in peace and friendship, but withthe other we must make ready for war and bloodshed.Return to your homes. Pray to the gods. Trust in yourking. Zankros will prevail.

    An Audience with the King

    Despite Dauros appeal for calm, there is much unreston the streets of Megalis for the rest of the day (Day 1).

    The city guard is hard pressed to maintain order on thestreets of the city. There is a rush to the docks, asmany citizens decide that their best hope of safety liesin getting away from Zankros. Several shops andbusinesses are looted, drunks cause a nuisance ofthemselves, and some of the city guard overreact,exacerbating an already tense situation. Roll 1d6 on a1, 2 or 3, the adventurers find themselves inadvertently

    caught up in street disorder of one kind or another.

    The adventurers, naturally, will want to offer theirservices to the king. Unfortunately, getting an audiencewith the king, or even one of his advisers, is difficult inthe current emergency. However, after spending muchof the first day dealing with guards and lesser officials,the adventurers are finally able to secure an audiencewith the king.

    Pyribus is in his Council Chamber, surrounded by hisclosest advisers. Security is tight, and the guards seemmore than usually on edge.

    The adventurers, naturally, may only enter the royalpresence having first laid aside their arms. Pyribus willsay nothing at first to the adventurers, leaving Daurosto do the questioning. Only when Dauros is satisfiedthat the adventurers are genuine and capable in theiroffer of assistance will the king finally speak.

    So, you would help Zankros in this desperate hour?Your offer seems genuine, and the skills you claim areimpressive. In truth, I find that I am in need ofassistance. Most of my men are needed here onZankros, preparing for the threat of invasion, anddespite my public pronouncements, I have few to sparefor a search that may well prove futile. We have no wayof knowing whether or not the princess is alive or dead;or even, of course, whether the Atreonid tale of herabduction is true in the first place. For all we know, herfather, or even her duplicitous cousin Caldamos, mayhave hidden away Callidice themselves, and are usingher supposed-abduction as a pretence for war. If that isso, then our hopes for peace are already doomed.

    Pyribus smiles grimly then says: But I think not.Leomides is too honorable a man to engage in suchduplicity. Caldamos, I judge, is more than capable of it:but I doubt he would dare such a thing himself, withoutthe knowledge of his uncle. Nevertheless, Callidicesabduction has been to his clear advantage. Theultimatum from the Council of Atreon names him now

    as heir to Leomides. Despite his outward show of angerand contempt today, Caldamos will in truth be quitepleased at this turn of events, Im sure.

    So, if not Atreon itself, where else should we look forthe princess? Pyribus looks down at the map of theArchipelago on the council-table before him. Trogina isa strong possibility. The Troginan rebels have foughtagainst us for fifteen years now, and neither side hasgained the advantage. They cannot break our hold over

    the port and coastal villages, but we in turn cannotdislodge them from their mountain hideouts, and fromthe sway they have over the common people. As longas the war with Atreon continues, we cannot dealeffectively with the Trogs. But should peace comethen that masked avenger Corintos might really havesomething to worry about. Theres plenty of reason,therefore, for Troginans to have abducted the princess.

    Then theres Draxos. That nest of vipers has done wellfor itself over the last few years. The pirates of Draxos just like the Trogs would have little cause to celebratepeace. Wed be free at last to deal with them. In fact, anoperation with ships of Atreon and Zankros joining forceagainst the pirates is something Id already discussed

    with Leomides. Perhaps the pirates found out about ourplans. Perhaps THEY kidnapped the princess.

    I think we can rule out the priests of Apollina,continues Pyribus. They havent allowed a woman ontotheir island for hundreds of years. Even femalelivestock are banned, lest they pollute the sacred isle.And as for the Silent Island he shudders and pointsat Korikos Only a madman would venture there. TheCurse of Drafa lingers on after all these years.

    The possibility of treachery at home cannot be ruledout, my king, says Dauros, interrupting. As I havealready advised you, our own island must be searched

    thoroughly, lest we find we have a conspiracy in ourvery midst. Remember your brother Tryphon!

    The king winces, and replies, somewhat sharply, As if Icould ever forget, Dauros. My greatest fear has alwaysbeen treachery from within, and that is why the greatesteffort must go into searching this island.

    The king looks at the adventurers. I have already thisday dispatched men to Trogina and Draxos. But you willhave doubtless noted that there is one island of ourArchipelago I have not yet mentioned?He looks downagain at the map: Belixa.There is a murmur of disquietfrom the assembled counselors.

    Belixa, repeats Pyribus, the Dark Island. An island ofhidden terrors, unexplored forests, and lost expeditions.Every attempt to settle the island has ended in dismalfailure. The last to try it died half a century ago. No-onegoes there nowor so weve been led to believe. Butabout eighteen months ago, I did receive a report of aship sighted entering the Cove of Crows HERE.Hepoints to a location on the map. Curious. It might benothing. But then againperhaps we should includeBelixa in our search.

    Unfortunately, I have few men now to spare, and fewerstill that have the courage to travel to such an ill-omened island.He looks at the adventurers and smiles

    sardonically. But perhaps you are the exceptions Ineed. Will you do this for the sake of my people andthe rewards that a grateful king can bestow?

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    Religion in the Archip

    Should any of the adventurers cholocal temple before setting out on tthey may be surprised to find threasonably large settlement like Mega limited number of deities who ar

    Indeed of the twelve Olympiangoddesses, only six are veneratedArchipelago: Zeus, Poseidon,Aphrodite and Artemis. According to lthese six deities who guided the anArchipelagos inhabitants to safety thcenturies ago. The other six Olympireferred to, somewhat disparagiOutsider Gods.

    Each of the six human-inhabited iArchipelago (i.e. excluding Belixa) athe six accepted gods (the Greatparticular patron. However oninhabitants in their decadence a

    turned away from the worship of theiand for this impiety it is widely beliethe Curse of Drafa. Elsewhere in thHera is customarily described as thVengeance, and her priestesses, whare also widely feared.

    Adventurers from outside the Arcworship of the six Great Ones will baccepted in the Archipelago thaworship one of the Outsider Gespecially true for priests. Most othclasses are reasonably regardeexception of thieves, sorcerers and

    who are generally viewed with great s

    The Voyage to Belixa

    Aboard the Scarlet EndeavThe adventurers spend the night in coguarded) rooms near the palace.morning (Day 2), they are brought befintroduces them to a taciturn, brawnyforties named Idemon. Idemon, explaincaptain of a ship named the Scarlet

    will take the characters to Belixa.

    Idemons Orders

    The adventurers may, of course, htransport. Even if this is the case, Dathat Idemon will take them on hisshiporders are that he and his crewmenashore, but to remain onboard awaitof the adventurers, and, should tprincess on the island, to immediate tand her to the port of Atreopylaimpression that the adventurers wi

    Idemon and his men are to act aensure that the adventurers go exactare meant to go, and have no contacelse in the meantime.

    8

    lago

    se to visit ais adventure,t even in a

    alis, there areworshipped.

    gods andwidely in thepollo, Hera,legend, it wasestors of theee and a halfn deities aregly, as the

    lands of theopted one ofOnes) as aKorikos thed immorality

    patron Hera,ed sufferedArchipelago,Goddess of

    ilst respected,

    ipelago whomore readilythose who

    ds. This isr adventuring, with the

    elementalists,

    uspicion.

    r

    fort in (carefullyEarly the nextore Dauros. Heman in his mid-

    Dauros, is thendeavor, which

    ve their ownuros will insistto Belixa. Hisre not to steping the returnhey find theransport theme. The clearll get is that

    minders toly where theyt with anyone

    The Scarlet Endeavor isRoundship (but one carryingIn addition to the captain,sailors (treat as minor NPCMasters Guide). They are allclearly devoted to their capta

    The Scarlet Endeavor is duThe adventurers will have ticollecting equipment, visitinthey will be accompaniedthey go a discrete, but unm

    Challenges on the VThe journey to Belixa shoulat sunset of Day 2). RollEventTable belowto judge

    Roll

    1 Nothing of noteha

    2 Becalmed. The joextra day (arrival on

    3 Attacked by a SeaCreature Compendiwell as any injurypassengers, the Seof Structure damage

    4 Attacked by Piratepirate vessel from

    by fifteen pirates (usp 59 of the Creature

    5 Storm.The ship tadamage, includingrigging, and makeTrogina. Repairingwhole day (Day 3damage by one poimore, the ship willevening of Day 4.

    6 Attacked by Atreoby a war galley captbelligerent Atreonidcrewed by thirtySoldiers on p 60 of t

    treated as a Merchantlittle in the way of cargo).

    it has a crew of fourteenFighters, p 25 of the Mazeloyal Zankrosians, and arein.

    e to leave within the hour.e for any minor tasks (e.g.

    a local temple etc), butby royal guards whereveristakable presence.

    oyage

    take a single day (arriving1d6 on the Sea Journey

    hat befalls the ship:

    Result

    pens.

    rney to Belixa takes anevening of Day 3).

    Horror (see p 99 of theum for a description). Asr death to the crew andHorror will do 1d6 points

    to the ship.

    .The ship is engaged by araxos. The ship is crewed

    e the profile for Bandits onCompendium).

    es 1d6 points of Structureserious damage to the

    landfall on the isle ofthe ships rigging takes a), reducing the Structureint. After setting sail oncel arrive at Belixa on the

    ids. The ship is engagedained by an impetuous andcommander. The ship isen (use the profile fore Creature Compendium).

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    Belixa the Dark Island

    The Cove of Crows

    Arriving at the Cove of Crows, the adventurers findthree war galleys moored. The pendants flying from theships are of unfamiliar color neither the blood-red of

    Atreon nor the fresh-green of Zankros, but instead adeep purple. They belong, of course, to prince Tryphon,and form the nucleus of his fleet (alongside severalZankrosian merchant roundships that await only theright signal to hoist the colors of their true paymasters).

    One of the war galleys (Tryphons Revenge) is slightlydamaged, and is clearly undergoing repairs (it wasinvolved in the operation to capture princess Callidice,and suffered some damage in that engagement), withperhaps half a dozen men on board.

    The second war galley (Tryphons Glory) also has askeleton crew of three or four men.

    Only the third (Tryphons Majesty) is fully-manned, withabout thirty men on board. It is this third vessel thatimmediately starts moving towards the ScarletEndeavor to challenge her as soon as she enters theCove. Tryphons Majestywill not accept any attemptedexplanation offered by the adventurers as to theirpresence, and will prepare to board the ScarletEndeavor. Combat cannot be avoided (use the profilefor Soldiers on p 60 of the Creature Compendium forthe thirty sailors on board Tryphons Majesty).

    Assuming the Scarlet Endeavor, her crew andpassengers, defeat the Tryphons Majesty, theEndeavor will come alongside the remaining ships.Depending how swiftly the Endeavorhas overcome heropponent, the ten or so men on board the other shipswill stand and fight, or cut and run (perhaps trying tomake their back to the City of Belixa to warn Tryphonand Xendor of the unwelcome visitors). If the latter isthe case, then the adventurers will need to act quickly ifthey want to prevent Tryphon from being forewarned.Should the adventurers take any of Tryphons mencaptive, they will learn of the route to the ruined City ofBelixa; the location of the main entrance to the Under-Deeps of the City; and the identity of some of thecreatures that inhabit Belixa.

    Captain Idemon and his (remaining) men will not come

    ashore, but, as per their orders, will remain in the Covefor the return of the adventurers. Idemon will warn theadventurers that unless they return by midday on Day6, there is no hope of reaching Atreopylae in time.

    If youre not back by then, says Idemon grimly, Wewont wait for you. Well be needed back home todefend our country.

    Journeying through the Jungle

    The forests of Belixa are extremely dense, and so trulyto warrant the title jungle. Clearly, travelling throughsuch unknown terrain at night-time is inadvisable, andso it is assumed that the adventurers will make campon the evening of their arrival at the Cove of Crows.

    Many perils await in the jungle of Belixa

    The next morning, the adventurers may have difficultyinitially finding the trail inland to the ruined city (unlessthey have at least one amenable prisoner, or they havea Hunter in the party in which case a single trackingrollagainst a target number of 15 should be made). Asuccessful Hunter tracking roll (or the aid of a prisoner)will reduce the journey time through the jungle from onefull day to half a day.

    Roll 1d6 on the Jungle Journey Event Table belowevery half-day (i.e. morning and afternoon) to judgewhat befalls the adventurers:

    Roll Result

    1 Nothing of notehappens.

    2 Malacorn.The adventurers encounter a singleMalacorn (use the profile on p 124 of theCreature Compendium).

    3 Patrol of Soldiers. The adventurers encounter

    a patrol of 3+1d3 soldiers loyal to PrinceTryphon (use the profile for Soldiers on p 60 ofthe Creature Compendium).

    4 Tragos. The adventurers encounter 6+1d6Tragos (use the profile on p 59 of the CreatureCompendium).

    5 Magical Boar. The adventurers encounter asingle Magical Boar (use the profile on p 16 ofthe Creature Compendium).

    6 Giant Bats. The adventurers encounter 3+1d3

    Giant Bats (use the profile on p 47 of theCreature Compendium).

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    The Ruined City

    After journeying for several miles through thick jungle,the adventurers eventually emerge into a large clearingwhich contains the ruins of the ancient City of Belixa.Many of the buildings of the Over-City (as the above

    ground settlements were known) are now in a perilousstate: every time the adventurers enter one of thebuildings, there is a 1 in 10 chance of it collapsing(requiring a Danger Evasion roll with a target number of15 to avoid the falling debris).

    Most of the buildings are empty and devoid of interest,the once colourful wall paintings having long-sincefaded so that the scenes they depict are virtuallyunrecognizable. Here and there fragments of writingcan be detected on some of the walls, but the script isnot one that any will recognize (even adventurers withthe Scholar talent).

    The most noteworthy locations within the Over-City areas follows (numbers refer to map references):

    1. Room of Murals

    This is the only building where the wall paints aresufficiently vivid for some, at least, of the figures to berecognizable. They depict large, humanoid figuresfighting with reptilian beastmen (that any character withthe Scholar talent will recognize as Titanians battlingagainst a mix of Lizardians and Troglodytes).

    2. Spiders Lair

    This courtyard is covered in cobwebs, and is home toafamily of three unpleasant Cave Spiders (use the profileon p 49 of the Creature Compendium). Their poisonoussting causes paralysis within 1d6 rounds if the victimfails his Physical Vigor roll.

    3. Temple

    This building contains the shattered remains of whatwas once an altar, as well as several shards of brokenclay votive vessels. It is unclear what god or goddesswas once worshipped here, but there remains a faint airof menace and foreboding about the place that will

    make most unwilling to linger.

    4. Storage Room

    Rope, timber, craft tools and laboring implements, andvarious other assorted supplies, are stored within thisbuilding by Tryphons men.

    5. Guard-House

    This building contains three of Prince Tryphons men. Inone corner, a stone stairwell leads down to a roughstone-lined corridor, which marks the main entrance to

    the Under-Deeps of the City of Belixa.

    6. Balcony

    A wooden walk-way connects the two buildings thatstand on either side of the eastern entrance to the City.

    The sides of this walk-way are covered with long fibroustendrils that hang down like a thick, dank green curtain.Anyone walking beneath the balcony (or along it) islikely to discover to their great dismay that brushingup against these tendrils will instantly awaken them.They are, of course, the tendrils of a Vine of Tantalus(use the profile on p 124 of the Creature Compendium).

    7. Southern Courtyard

    Two Empusae, named Diaphoebe and Asphixea hauntthe rooms around this courtyard. They continually wailhow much they loathe the accursed sorcerer, the onewho doomed our sister if questioned, they may reveal

    to the adventurers that Xendor was the one whooutwitted their now-lost sister Polymanthe when he firstcame to Belixa. Clearly, they both fear and hate Xendor but he finds them useful, sending them lone soldiersfrom time to time as sustenance when he suspectsthem of disloyalty or inefficiency.

    8. Northern Courtyard

    There is a 50% chance of encountering 3+1d3 Tragosscavenging around this Courtyard otherwise, they willbe in their Lair (see next entry).

    9. Tragos Lair

    This building is home to 3+1d3 Tragos. There is a 50%chance of encountering them here otherwise, they willbe scavenging around the Northern Courtyard (seeprevious entry).

    10. Central Courtyard

    In the middle of this courtyard is what appears to be acovered well. However, in reality, it is the top end of awide shaft that descends some 100 feet down to theUnder-Deeps (to room 29).

    The shaft is big enough for any Small, Medium or Largeman-shaped being to climb up or down, using therusting iron brackets that are imbedded in the shaftsstonework (the brackets are too widely spaced out to beused by a Tiny creature, and a Gigantic creature wouldnot fit in the shaft).

    There is a 1 in 10 chance that any Medium-sized being(1 in 20 if Small, 1 in 5 if Large) who climbs up or downthe shaft make separate rolls for each individual willfind that one of the brackets will give way when heplaces his weight upon it (necessitating an AthleticProwess roll to avoid falling, using the charactersEncumbrance total as the target number).

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    11

    Map of the Over-City of Belixa

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    12

    Map of the Under-Deeps of the City of Belixa

    1 square = 10 ft x 10 ft

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    13

    Perils of the Under-Deeps

    The Main Entrance to the Under-Deeps of Belixa isfrom the Guard-House (location 5) of the Over-City. The rough stone-lined corridor that leadsunderground from this location twists and turns

    several times as it makes its way deeper anddeeper into the bowls of the earth. Eventually, aftera journey about 300 feet in length, it ends in aflight of carved steps which enter the first chamberof the Under-Deeps.

    The various locations within the Under-Deeps areas follows (numbers refer to map references):

    1. Guard Chamber

    This oval-shaped chamber contains two vigilantguards. In the centre of the chamber is a verticalshaft, surrounded by a rope barrier, which goes

    down to the Hidden Depths - the little-exploredlevel of caves and tunnels beneath the Under-Deeps that were once the domain of the Lizardiansand Troglodytes of Belixa.

    The upper-most rungs of this shaft (to a depth of atleast 50 feet) have been deliberately removed byPrince Tryphons men to prevent them being usedby any remaining Troglodytes from below. No-oneknows how big the drop to the next level is atleast 200 feet, it is presumed, and perhaps more.The evil Sorcerer Xendor occasionally punishesunsatisfactory servants by ordering them to bethrown down the shaft.

    2. Champions Chamber

    This bed-chamber is the private room of Grun theBarbarian. As well as his sparse privatepossessions (clothing, furs, a money pouchcontaining 5 gold coins and 20 silver pieces), theroom contains several weapons (three spears, abow and a quiver with 12 arrows), and a half-fullbarrel of Hyperborean Beer. Grun himself is notpresently in the room.

    3. Guest Chamber

    This bed-room is modestly but comfortablyappointed, and serves as a guest chamber forvisitors: usually spies and associates of Tryphon orXendor, and, on occasion, their chief ally, PrinceCaldamos. Currently the room is empty.

    4. Armory

    The door to this room is kept locked, requiringeither a key (possessed only by Tryphon, Grun orCommander Anterinos) or a Feat of Strength toopen. Inside, an impressive armory is to be found swords, spears, javelins, shields, and other

    weapons and armor besides.

    5. Barracks #1

    This room contains beds and personal efforts (e.g.clothes-chests, stools and gaming-tables) for

    twelve men. Currently, the room is empty (the menwho normally sleep here are on duty).

    6. Fountain

    This room contains a small fish-shaped fountainthat provides perpetual clean water: the hiddenplumbing that provide this supply is clearly well-designed, and the actual source of the water isunknown. All of the Under-Deeps fresh water issupplied from this fountain.

    7. Barracks #2

    Identical in most respects to room 5, the twelveoccupants of this room are currently present. Theyare off-duty and are sitting or lying around, idlingtheir time telling stories, playing dice-games, andthe like. If the adventurers fight these guards formore than 2 battle rounds, there is a 50% chanceeach round thereafter that the sleeping guards inroom 8 will awaken and reinforce their fellows.

    8. Barracks #3

    Identical in most respects to rooms 5 and 7, thetwelve occupants of this room are present and

    sleeping.

    9. Dining Room

    This room contains two long trestle-tables capableof seating up to twenty-four people in total at atime.

    10. Kitchen

    A brick oven is built into the back wall of this room,and a hearth stands nearby with cookingimplements. There is a preparation table to one

    side, and an alcove containing bedding for the twokitchen-boys on the other. The room is currentlyoccupied by the cook and his two assistants (treatas non-combatant minor NPCs).

    11. Pantry

    This room contains various food-stuffs: barrels ofgrain, amphorae of cheap wine, jars of herbs andspices, and the like. It also contains bedding forthe cook. Directly behind the cooks bed is a secretdoor. A successful Detection roll with a targetnumber of 18 is required to discover this well-hidden door. Behind this door, a sloping passage

    leads down to room 12.

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    14

    12. Vestibule

    This circular chamber is dominated by a statue of anArgusoid (adventurers with the Scholar talent mayrecognize it as a depiction of Argus himself, theprogenitor of his race). Beneath the statue is a text,written in the same unknown language as found inthe ruins of the Over-City above (If it could betranslated which alas it cant be the inscriptionwarns the wary traveler to keep all his eyes openas he passes through the surrounding doors).

    These four doors, which are spaced at 90 degreesto one another, are all floor-trapped (Type: indoor;Effect: direct damage swinging blade; 1d6 Hits;Concealment Rating 16; Danger Rating 16).However, the Concealment Rating and DangerRating are both reduced by 2 each time as theadventurers become more familiar with each trapwhich, while not identical, are very similar to eachother in design and layout.

    13. Treasure Chamber #1

    This room contains several chests filled with richclothes (now rotten), coins (200 gold coins and2,000 silver pieces) and semi-precious gems (to thevalue of 100 gold coins).

    14. Treasure Chamber #2

    This room is empty.

    15. Treasure Chamber #3This room contains a chest containing 40 goldcoins, as well as the following mythic items: BoarHelmet (made of titanite), Tunic of Nessos, Phial ofStyx Water, and a Staff of Power.

    The Treasury of the City

    This Vestibule, and the four associated treasurechambers, form the ancient and long-lostTreasury of the City of Belixa. Neither Tryphonnor Xendor know of its existence, and even the

    last few Titanians of Belixa have lost theknowledge of its location.

    However, many of the mythic items found withinare made of an ancient metal, Titanite, whichhas a distinctive reddish tinge. This will beinstantly recognizable to the Titanians shouldthey see them and will instantly arouse theirinterest and, probably, their anger, should theyquestion the adventurers as to how they cameby them. The script found upon the statue ofArgus is written in Titanian, the ancient, virtuallyforgotten language of the Titans and theirTitanian descendants.

    16. Treasure Chamber #4

    This room contains the following mythic items:Spear of the Dragon, Sword of the Underworld(made of titanite), Staff of Water, Ring of MissileDeflection (made of titanite), Blade of Treachery(made of titanite).

    Note: all the mythic items noted in this room androom 15 are detailed in the Maze Masters Guide,with the exception of the Ring of Missile Deflection(see Minotaur N 6: Pandoras Box) and the Bladeof Treachery (see Minotaur N 4: Pandoras Box).

    17. Empty Chamber

    This oval-shaped chamber contains nothing ofinterest. Just past the entrance to this roomdescending steps lead down to room 18.

    18. Guard Chamber

    At the entrance to this room there is a cunningly-hidden pit trap (Type: indoor; Effect: falling + directdamage from stakes; 2d6 Hits; Concealment Rating16; Danger Rating 16). Inside the room itself arethree not particularly attentive guards, sat around atable playing a board game.

    If the adventurers fight these guards for more thanone battle round, there is a 2 in 3 chance eachround thereafter that the guards in room 20 willreinforce their fellows.

    At the far end of the room is a rich tapestry which,though faded, can still be recognized as a depictionof the world-shaking struggle between Gods andTitans that inaugurated the Age of Myth. Unusually,the Titans are depicted as graceful, majestic beingswhilst the Gods are depicted as brutish, ugly andmalevolent.

    19. Torture Chamber

    This grim room reeks of blood and foulness, and isfilled with all manner of instruments of torture: saws,thumb-screws, eye-gouges, a torture-rack, varioussinister instruments with long wicked blades, chains

    hanging from the roof, and the like.

    20. Guard Chamber

    This chamber contains two vigilant guards.

    21. Cell #1

    This door to this chamber contains a barred window,allowing the guards outside to view the interior. Thedoor itself is locked (the attendant guards having theonly key). Inside the room are two badly injuredmen, captured alongside princess Callidice.

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    Both men bear the marks of severthem is so badly injured that hemoments of being rescued. The othrevive a little if given water, and wimoving and, if necessary, fighting, ifput a sword or spear into his handsFighter Minor NPC, p 25 of the

    Guide, with just 4 Hits left).

    22. Cell #2

    Similar to room 21, though withfurnishings that give a modicum ofthe other cell, the only key is heldguards. The only occupant is prince

    23. Summoning ChamberThis large, impressive room contaeach of which is carved so as to rthe four types of Infernal Archfiendthe Dracodemon, the Thanator and t

    Standing at the far end of the roomXendor: he is just coming to tsummoning incantation, spoken isounding dark tongue of Stygia, whinscribing of the magical Circle ofseries of glowing lines of eldritch pfloor of the chamber. Hovering in tCircle, a dark hazy shape is rapisolid form the Archfiend thsuccessfully summoned. It is a Balot

    See Minotaur N 3 p 34 for the Bastats.Xendors profile can be foundto this adventure including the dmagical Amulet of Acheron, whichsummon the Archfiend.

    Behold the might of the dreadfu

    15

    torture. One ofill expire within

    er, however, willll be capable ofthe adventurers(treat him as aMaze Masters

    certain roughomfort. As withy the attendants Callidice.

    ins four pillars,esemble one ofs: the Balotaur,he Hellazon.

    is the Sorcerere end of the

    the ominous-ilst finishing theummoning awer upon thee air above thely taking moret Xendor hasaur!

    lotaurs detailedin the Appendix

    escription of hisallowed him to

    l Balotaur

    Fighting Xendor a

    The Balotaur will operaXendor, but in accordancegeneral wishes (e.g. to attThe Archfiend will remain

    until it is destroyed, or Xen

    Xendor will fight until hisor less, and/or the Balotawhich point he will use hiretreat either to his Templthe caverns beyond, in seOgres that live there),quarters (where he will sepower-crazed, Xendor hstreak, and if possible wilthan fight to the death.

    24. Xendors ChambThis room is Xendors privfurnished, and contains littlesmall chest underneath Xenlocked (only Xendor has aopened easily with a success

    However, the chest is trapppoison needle trap: deatvictim fails a Physical ViRating 17; Danger Rating 125 gold coins, gems to theand several of the Scrolls of

    25. Empty Chamber

    Behind a locked and heacan, however, be opened bythis empty, draughty room.down to a rough-hewn tunnelthe entrances to the Hiddexplored maze of tunnels,beneath the City of Belixa.Depths were home to the Lifoes of the Titanians of Beliremnants of these reptilireported sightings have b

    Xendor prefers to keep thefirmly barred. The door itselfwith images of Titanians battl

    26. Temple

    This small shrine contains t an altar to Hades. Thatdecided to embrace theextraordinary, even given thstate of his mind. There isgloom and foreboding withinto the right of the altar is a sDetection roll with a target nto locate it). This door leads38-44) beyond.

    d the Balotaur

    te independently ofwith his summoners

    ack the adventurers).for 2d6+4 rounds (or

    or is killed).

    its are reduced to 6ur is destroyed ats Armlet of Janus tole (and from there toarch of help from ther to the Titaniansk their aid). Althoughs a strong survivall turn to flight rather

    er

    ate room. It is simplyof interest, other than aors bed. This chest isey), though it could beful Feat of Strength.

    d (Type: indoor; Effect:in 1d6 rounds if the

    or roll; Concealment5). The chest containsvalue of 20 gold coins,hessalia (Scrolls I-III).

    ily-barred door (whicha Feat of Strength) liesA flight of steps leadsl for this marks one ofn Depths the little-

    fissures and cavernsLong ago the Hidden

    zardian and Troglodytexa. It may well be thatn races remain, buten few and fleeting.

    door to this entry-hallis carved on both sidesling their reptilian foes.

    at incredibly rare thingXendor should have

    worship of Hades isobviously unbalancedstrong atmosphere of

    this room. Located justcret door (a successful

    umber of 15 is requiredto the caverns (rooms

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    16

    27. Titanian Chamber #1

    This room (currently empty) is the private chamberof Molicon, younger brother of Adastrix, and one ofthe five remaining Titanians of Belixa.

    28. Titanian Chamber #2This room (currently empty) is the private chamberof Gymnauris, son of Adastrix, and one of the fiveremaining Titanians of Belixa.

    29. Titanian Chamber #3

    This is the private chamber of Adastrix, the Lord ofthe Titanians, and his wife, Solepsa. In the centre ofthe ceiling is a shaft that leads up to the Over-City(emerging at location 10 on the Over-City map).Currently only Solepsa is in the room, sleeping.

    30. Titanian Chamber #4

    This room contains the few remaining treasurespossessed by the Titanians of Belixa: beautifulcouches and tables; faded manuscripts depictingthe Titanians forgotten history, written in a languagethat even the remaining members of this race nowfind hard to read; tattered tapestries and rustedarmor from their days of glory. There are no mythicitems of note to be found here.

    Currently Adastrix, his son and his brothers are all inthis room. All have the usual stats of Titanians, asfound on page 116 of the Creature Compendium

    but see alsoThe Titanians of Belixa, next page.

    31. Titanian Chamber #5

    This room (currently empty) is the private chamberof Pardicos, youngest brother of Adastrix, and oneof the five remaining Titanians of Belixa.

    32. Outer Audience Chamber

    This large room is attended by five guards eachstanding before one of the five tall, richly-adornedpillars found in this room. If the adventurers fight

    these guards for more than 2 battle rounds, there isa one in three chance each round thereafter thatAnterinos and Tryphon (currently both in room 36)and/or Grun (in room 33) will reinforce their fellows(make two separate rolls).

    In an alcove at one end of the room is a large, 20foot statue of Kronos, Lord of the Titans. Kronos isdepicted as an austere cloaked figure, holding agreat scythe the Scythe of Time.

    The floor immediately before the statue is trapped any-one standing there will activate a cunningmechanism which causes the statues sharp scythe

    to swing down upon the hapless victim (Type:indoor; Effect: direct damage swinging blade; 1d6Hits; Concealment Rating 17; Danger Rating 15).

    A proud, undefeated Titanian warrior

    33. Tryphons Reception Room

    Here prince Tryphon spends much of his time,amusing himself with the finely-tuned harp thatstands in the middle of the room, or sometimesplaying chess with Anterinos, the commander of hisguards. The room is decorated with rich fixtures andfurnishings, including a particularly stunning tapestrythat hangs across the entire rear wall of the room.This depicts the arrival of Damocles and the Mineanrefugees in the Archipelago more than threecenturies ago. It is clearly a work of greatcraftsmanship, and was brought to Belixa byTryphon when he fled Zankros three years ago.

    Currently standing on duty before the tapestry isTryphons personal champion, Grun the Barbarian.See the Appendix for Gruns profile.

    34. Tryphons Chamber

    Tryphons bed-chamber (the entrance to which ishidden behind the great tapestry of Damocles) isjust as lavish as his reception room. To one sidethere is a small household shrine to Aphrodite Tryphons personal patron. Adventurers who takethe opportunity to explore this room will find thatthere is a small desk bureau in the far corner:amongst the more interesting items to be found

    there are several letters from Caldamos whichimplicate him in the kidnapping plot, and a smallpouch of gems (with a value of 60 gold coins).

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    17

    The Titanians of Belixa

    The Titanians of Belixa were once a proud andnoble civilization, responsible for great feats ofarchitectural engineering, and for building boththe Over-City and the Under-Deeps of Belixa

    sometime in the Age of Myth.

    Unfortunately, the Titanians were not the onlyinhabitants of the island, and for hundreds ofyears, during the Age of Magic, they fought abitter war against their reptilian rivals, theLizardians and Troglodytes.

    The long conflict led to the ruination of theOver-City. The dwindling remnants of theTitanian race eventually overcame their reptilianfoes (though it was rumored that some of theLizardians and Troglodytes survived in theHidden Depths below the Under-Deeps).

    The Titanian race never regained their vigor,and now just five members of this most ancientcivilization of the Archipelago remain. However,they have agreed to ally with Xendor andTryphon and to share their empty halls withthem and their servants in return for twopledges: firstly, that Xendor and Tryphon, oncethey have returned to power in Zankros, willhelp the Titanians finally cleanse Belixa of allremnants of the foul Lizardian and Troglodyteraces; and secondly, that they will procurewives for the three younger Titanians, so thatsomething of their race however diminished orhalf-bred will survive into the future.

    The profile for the Titanians of Belixa is identicalto that found on page 116 of the CreatureCompendium. The Titanians will fight theadventurers without hesitation if even one ofthem is killed, the others will become enraged(add +1 to their Melee but -1 to their DefenseClass). All the Titanians fight with shields (evenSolepsa). They will fight to the death.

    35. Anterinos Chamber

    This bed-chamber is the private room of Anterinos,the commander of Tryphons guard. It is simply buttastefully-furnished, with everything neatly andprecisely ordered.

    36. Dining Room

    This well-appointed chamber is where Tryphon,Grun Anterinos and, occasionally, Xendor, take theirmeals. Anterinos and Tryphon are both currently inthis room (see the Appendix for their profiles).

    Tryphon and Anterinos will both fight to the death,as they know that no mercy will be shown to them

    for their involvement in the abduction of Callidice.

    37. Inner Audience Chamber

    This large room serves as the main planning andconference room between Tryphon, Xendor,Anterinos and visiting allies such as Caldamos. Thefloor is dominated by a large map of theArchipelago, with various models representingships, troops, settlements and agents. On eitherside of the room are a series of imposing pillars,each carved so as to resemble one of the Titans.

    At the eastern end of the chamber is a large statueof Atlas, one of the foremost of the Titans, who isdepicted in such a way as to suggest that he isholding up the roof of this chamber (in reality, thisstatue, running from floor to ceiling, is playing asignificant load-bearing roll should it be seriouslydamaged, requiring a Feat of Strength, then over1d3 rounds the ceiling of not just this room but alsorooms 33 and 34 would come crashing down).

    At the western end of the chamber is a locked door(only Tryphon, Xendor and Anterinos hold the key toit), beyond which there is a series of caverns (rooms38-44). This door can be broken open by a Feat ofStrength. On the southern wall there appears to betwo doors which are actually false, and which aretrapped (Type: indoor; Effect: direct damage falling boulders; 2d6 Hits; Concealment Rating 15;Danger Rating 15). Additionally, there is a pit trap inthe connecting corridor between this chamber androom 35 (Type: indoor; Effect: falling; 1d6 Hits;Concealment Rating 16; Danger Rating 16).

    38. Cavern #1

    This cave is home to 6+1d6 Tragos. A tunnel leadsfrom this cavern to the surface, emerging after along, winding journey into a cave about a quarter ofa mile to the south of the City of Belixa.

    39. Cavern #2

    This cave is home to 3+1d3 Tragos.

    40. Cavern #3

    This cave, the Cavern of Crystals, is filled with

    hundreds of crystalline structures of different sizesand in various bluish hues: indigo, violet, ceruleanand the like. Crossing the floor of the cave is difficult(requiring Athletic Prowess rolls, which, if failed,result in 1d6 of damage from slipping ontoparticularly sharp crystalline rocks).

    41. Cavern #4

    This cave is home to a pair of ravenous CaveSpiders (use the profile on page 49 of the CreatureCompendium). Their poisonous sting causesparalysis within 1d6 rounds if the victim fails his

    Physical Vigor roll.

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    42. Cavern #5

    This cave is home to a malevolentprofile on p 103 of the Creature Co

    43. Cavern #6

    This cave is home to 6+1d3 Ogres.

    43a.This cave is inhabited by a(see the profile below).

    43b. This cave is home todedicated to Gorgora, the Ogre gowith bones of humans, Tragos, andthat have been sacrificed or eaten b

    Giant Blood-Bu

    Taxonomy:Monster

    Description: The Giant Blood-Bbe distantly related to the leech, afoul blood-sucking habits. Hosurprisingly agile and alert - andambush, lurking in darker corner,ceilings, and dropping onto its vipass by. It drains blood from itsmultiple-toothed suckers that

    underside of its body, and the pstentacles it is able to extrude. Altdark red or purple in hue, it ialtering its appearance so as tobackground better. They are usdark and dank places beneath the

    Size:Large

    Ferocity: Dangerous

    Cunning: Alert

    Mystique: Weird

    Movement: 90

    Initiative: 15Melee Attack: +7

    Damage: 2d6

    Defense Class: 15

    Hits Total: 24

    Detection/Evasion: +2/+4

    Mystic Fortitude: +2

    Special Abilities: Camouflage ((20, Might 20), Regeneration (2Stealthy (14), Uncanny Agilty, Wal

    Awards: Glory 280, Wisdom 10

    18

    hadow (use thependium).

    iant Blood-Bug

    small shrine

    dess. It is filledother creaturesthe Ogres.

    g

    g appears tond has similarwever, it isvery skilled atledges or on

    ctims as theyictims via the

    cover the

    udopodia-likehough usuallys capable ofblend into theally found inearth.

    18), EntangleHits / round),lcrawling.

    44. Cavern #7

    This cave is home to 3+1d3

    Back to the Ship

    If the adventurers succeed i(and, in all probability, killinXendor, as well as acquiriinvolvement in the plot), thespeedily as possible back to

    However, should they emnight-time, then they are ununtil it is light (unless time rcase the Maze Master shadditional, nocturnal encountcreatures of Belixa).

    The adventurers may have j

    before finding the trail from(unless they have at leastor they have a Hunter in thesingle tracking roll againstshould be made). A succes(or the aid of a prisoner) willthrough the jungle from one f

    Roll 1d6 on the Jungle Joup 9) every half-day (i.e. mojudge what befalls (if anythin

    If the adventurers get back6, they will find the Scarlet EHowever, should they be lat

    been true to his word, and wicase, the characters could,one of prince Tryphons othere is a Mariner in the partmust have the Sailor talent.Divine Intervention, they mus

    The Final Gambit

    Countdown to the S

    Assuming they have some ti(on board the Scarlet Endea

    ships) will now sail as fastAtreon. The journey fromshould take a single day.

    Should the Maze Master wi(and make for a more nail-suggested that he lengthemeans he deems approwaters; storms blowing theseas making necessary the lrather inside the islet of Melisirens, sea serpents orbefuddle, delay or damagadventurers; etc.). Howev

    should refrain from addingor delays if these cause the c

    gres.

    n rescuing the princessTryphon and perhaps

    g proof of Caldamosn they must journey ashe Cove of Crows.

    rge above ground atlikely to want to traveleally is short, in whichould be prepared forers with the dangerous

    st as much difficulty as

    the City to the Covene amenable prisoner,party in which case aa target number of 15ful Hunter tracking roll

    reduce the journey timeull day to half a day.

    rney Event Table (seening and afternoon) to) the adventurers.

    before mid-day on Dayndeavorawaiting them., then Idemon will have

    ll have departed. In thisf course, commandeern ships: but unlessy - at leasttwo of themOtherwise, short of a

    t admit defeat...

    venth Day

    e left, the adventurersvoror one of Tryphons

    as they can towardsBelixa to Atreopylae

    ish to raise the stakesbiting conclusion), it isn the journey by anyriate (e.g. becalmedship off course; roughlonger passage outsideipsa; an encounter withother creatures thatthe ship and/or the

    r, the Maze Master

    dditional complicationsharacters to be late.

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    19

    Beyond Cape Wrath

    As the adventurers round Cape Wrath (preferablyon the morning of Day 7), just a couple of hoursaway from their final destination, they find a singleAtreonid war galley awaiting them. It is theChimeras Heart. On board is prince Caldamos and

    forty Atreonid soldiers (use the profile for Soldierson p 60 of the Creature Compendium). Caldamosdoes not believe in taking chances. Just in case theZankroseans somehow find and liberate Callidice,he stands ready to intercept any ship that may bebringing her Atreopylae. As soon as he spies thecharacters ship, he gives orders to intercept it.

    If the adventurers overcome Caldamos and hismen, they will have an incident-free journey for therest of their voyage, arriving at Atreopylae in thevery nick of time. The harbour is filled with wargalleys, and preaparations for war are almostfinalised: but the adventurers ship will be admitted,

    and allowed to berth, where amazed and awe-struckguards will immediately form an impromptu escortaround the princess and the adventurers. Together,they will make their way to the city plaza, where adisbelieving king Leomides awaits

    The quest is achieved: on the seventh day, war isaverted. The Archipelago will know a new age ofpeace and prosperity

    Final Rewards

    The exact rewards (apart from all the Glory!) that willbe received by the adventurers are left to the MazeMasters discretion. However, if they succeeded ingetting Callidice to Atreopylae in time, it is likely thatthese will be substantial. Possible honors mayinclude noble titles (or at least honorary freedomsof the cities of Atreopylae and Megalis); grants ofland, or treasures of gold, silver or precious gems;and, of course, invitations to a royal wedding! Mythicitems are not likely to be awarded (although theadventurers will be allowed to keep any theyacquired on Belixa, with the exception of TryphonsSword of Ruse an heirloom of the Zankroseanroyal house that Pyribus will want returned). BothPyribus and Leomides are likely to want to rewardthe adventurers. Finally, Lord Dauros will want to

    make a personal gift of the first three of his Scrollsof Homeros to any Lyrist in the adventuring party a personal thank-you from one retired adventurer toone still creating new legends, he will explain.

    If, however, the adventure ended less successfully(i.e. after a sea-battle) because the characters failedto meet the deadline, then the rewards are likely tobe less generous. Granted, they rescued theprincess: but many have died in a terrible battle thatcould have been avoided. The royal wedding willtake place, but in more muted circumstances: andthe characters will not be invited. And what if theyfailed to rescue the princess? Well, lets just say

    that the word reward may acquire a new andunpleasant meaning for our hapless adventurers.

    Beware Caldamos last treachery!

    Alternative Scenario

    The Last Sea-Battle?

    What if the adventurers succeed in rescuing theprincess, but fail to get her to Atreopylae intime? What will await them? The adventurersare likely to encounter the Atreonid fleet,already amassed and sailing towards Zankros,with the Chimeras Heart serving as flagship.Although this is an unpromising scenario, it issuggested that there should still be hope.

    The adventurers are fortunate in being able torendezvous with a Zankrosean force that thewise Pyribus has sent on ahead.

    Although outnumbered (12 Zankrosean ships,including the adventurers vessel, to 20 Atreonidones), there is hope that the Zankroseans will atleast be able to buy the adventurers time tointercept the Chimeras Heart and to presentprincess Callidice to king Leomides, who hastaken command of the Atreonid fleet on boardthe flagship.

    Of course, prince Caldamos, who is also onboard the Chimeras Heart, will do everything in

    his power to prevent the reunion of father anddaughter, or the revelation of his treachery.

    If the adventure does culminate in this final sea-battle, Maze Masters are advised to use theNaval Combat rules found in Minotaur N 1, pp30-31. Although individual Zankrosean shipshave better combat capabilities to their Atreonidcounterparts, it is suggested that the combinedstrength of the Atreonids be somewhat greater(in view of their superior numbers).

    Other things being equal, the Zankroseans willlose this battle, unless the adventurers can get

    to king Leomides with the princess

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    20

    Appendix: Major NPCs

    King Pyribus

    Level 3 Noble, age 31, ruler of Zankros.

    Personality & History: Imaginative, scholarly, anddetermined, Pyribus has vowed to end the long warbetween Zankros and Atreon. Originally, his proposalof marriage to princess Callidice was motivatedpurely by expediency but now he realises that heloves her. Her abduction leaves him angry but alsouncharacteristically uncertain fearful that hispersonal feelings for Callidice may cloud hisjudgement, as he ponders the best cause of action forthe sake of his people

    Attributes:Might 13, Skill 10, Wits 18, Luck 17, Will13, Grace 13.

    Combat: Initiative 16, Melee +6**, Missile +6, EDC17* (Helmet, Shield & Breastplate), Hits Total 21.

    Weapon of Choice:Spear. Also carries a sword anda dagger.

    Saving Rolls:Athletic Prowess +4, Danger Evasion+7*, Mystic Fortitude +9*, Physical Vigor +5.

    Personal Charisma:+5 (+8 to fellow Zankroseans).

    Background Talents:Equestrian & Scholar.

    Mythic Items: Breastplate of Apollo, Spear ofConquest.

    * These scores take into account the +1 bonus to EDC,Mystic Fortitude & Danger Evasion granted by theBreastplate of Apollo.

    ** This score takes into account the +2 bonus to Meleegranted by the Spear of Conquest.

    Lord Dauros

    Level 5 Lyrist, age 67, chief counselor of Zankros.Personality & History: Wise and authoritative,Dauros left his native Argos in search of adventurehalf a century ago. In his younger days, he was awell-renowned venturing Lyrist. For the past twentyyears, however, he has lived in retirement inZankros, having previously saved the life of Pyribusfather, king Xanippus. Despite his foreign origins,Dauros has become Pyribus most valued counsellor.Dauros married late, to a Zankrosean noble-womanof great charm and beauty, who sadly died in child-birth eleven years ago. Dauros is determined to helpPyribus secure his legacy of peace not least for thefuture of his beloved young son, Galimos.

    Attributes: Might 8, Skill 12, Wits 17, Luck 20, Will17, Grace 15.

    Combat:Initiative 13, Melee +3, Missile +7, EDC 16(no armor), Hits Total 15.

    Magic:Orphic Voice +6, Mystic Strength 18, Powerpoints 22.

    Saving Rolls:Athletic Prowess +3, Danger Evasion+7, Mystic Fortitude +10, Physical Vigor +6.

    Personal Charisma: +9 (+14 to other Lyrists,Nymphs and followers/priests of Apollo & Athena).

    Background Talents:Musician & Orator.

    Mythic Items:Six Scrolls of Homeros (I-VI).

    Captain Idemon

    Level 2 Mariner, age 45, captain of the ScarletEndeavor.

    Personality & History:A man of few words, Idemonis an experienced sailor who knows the waters of theArchipelago well. He is unswerving in his loyalty toZankros. He is well-regarded by his crew.

    Attributes:Might 12, Skill 16, Wits 10, Luck 16, Will15, Grace 10.

    Combat:Initiative 12, Melee +4, Missile +4, EDC 14(no armor), Hits Total 12.

    Weapon of Choice:Sword. Also carries a dagger.

    Saving Rolls:Athletic Prowess +6, Danger Evasion+4 (+8 on ship), Mystic Fortitude +4, Physic. Vigor +4.

    Personal Charisma:+4 (+6 to other Mariners notPirates and followers/priests of Poseidon).

    Background Talents:Sailor & Wrestler.

    Mythic Items:None.

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    Grun the Barbarian

    Level 2 Hyperborean Barbarian, achampion of Prince Tryphon.

    Personality & History: Brutal, but

    bright. Exiled from Hyperboreareasons.

    Attributes:Might 18, Skill 16, Wits14, Grace 10.

    Combat: Initiative 12, Melee +6,13, no armor (14 versus meleesurprised), Hits Total 19.

    Weapon of Choice: Sword (Bardoes 1d6+3 damage. Also carries sdagger.

    Saving Rolls:Athletic Prowess +6,

    +3, Mystic Fortitude +2, Physical VigPersonal Charisma:+2, +4 to fello

    Background Talents:Woodsman &

    Mythic Items:None.

    Commander Anterinos

    Level 2 Spearman, age 34, commTryphons forces.

    Personality & History: Capabl

    fancies himself (without much jsomething of a ladies man, Anterwhen Tryphon ascends to the thronwill be made commander of the Zan

    Attributes:Might 17, Skill 17, Wits15, Grace 13.

    Combat:Initiative 15 (17 when fighMelee +8, Missile +7, EDC 22*, iShield & Breastplate (25* versuswhen fighting with spear & shield), H

    Weapon of Choice: Spear. Alsoand a dagger.

    Saving Rolls:Athletic Prowess +8,+7, Mystic Fortitude +6, Physical Vig

    Personal Charisma:+5 (+7 soldierTryphon only).

    Background Talents:Sailor & Tacti

    Mythic Item:Spear of Defence.

    * These scores take into accountEDC granted by the Spear of Defen

    21

    ge 29, personal

    not particularly

    for unknown

    0, Luck 14, Will

    issile +3, EDCattacks unless

    arian weapon),ling, stones and

    Danger Evasion

    or +5.Hyperboreans

    Wrestler.

    ander of Prince

    fighter, who

    ustification) asinos hopes that

    of Zankros, herosean guard.

    5, Luck 16, Will

    ting with spear),cludes Helmet,melee attacks

    its Total 19.

    arries a sword

    Danger Evasionor +7.

    loyal to Prince

    cian.

    he +2 bonus toe.

    Prince Tryphon

    Level 2 Noble, age 28, exiKing Pyribus.

    Personality & History: Bparanoid, Tryphon is convincreturn to Zankros in triumwelcomed back by a dePyribus peace initiative haswrecked. He has lived on B

    years, slowly building up hias allies the last of the Titanihe does not fully trust tActeonid ally Caldamos. Indis the sorcerer Xendor, whinfluence over this bitter Zan

    Attributes:Might 13, Skill 112, Grace 11.

    Combat:Initiative 19, Melee22 (includes Helmet, ShielTotal 17.

    Weapon of Choice:Sword.

    Saving Rolls:Athletic Prow+9, Mystic Fortitude +8, Phys

    Personal Charisma:+4 (+6Tryphon only).

    Background Talents:Music

    Mythic Item:Sword of Ruse* This score takes into acMelee attack rolls granted by

    led younger brother of

    rooding, cunning anded that his destiny is toph, where he will besperate people oncebeen comprehensivelyelixa for the past three

    forces, and recruitingans of Belixa. However,he Titanians, nor hised, his only true friendexercises a powerful

    rosean nobleman.

    , Wits 19, Luck 19, Will

    +10*, Missile +9, EDC& Breastplate), Hits

    lso carries a dagger.

    ss +6, Danger Evasionical Vigor +5.

    to Zankroseans loyal to

    ian & Sailor.

    .

    ount the +4 bonus tothe Sword of Ruse.

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    Xendor the Sorcerer

    Level 4 Sorcerer, age 55, the powTryphons plot.

    Personality & History: Gaunt,fanatical, Xendor dreams of never-e

    first Zankros, then the Archipelknows? Xendor first came to Zanago from Seriphos and soon insinuthe affections of the young PrinceXendor who cunningly prepared thsuggested he and Tryphon had fledwhen their first bid for power failed.had discovered the Belixan Under-earlier, and had already begun tobolt-hole should the assassinatiPyribus prove unsuccessful. Xendovarious dark arts for many yearscorruption of his soul has left him autterly devoid of conscience.

    Attributes:Might 13, Skill 16, Wits19, Grace 12.

    Combat:Initiative 16, Melee +5, Mis(no armor), Hits Total 15. Carrieshe rarely uses)

    Magic:Psychic Gift +8 (+10 usingMystic Strength 20 (22 using PPower Points 20.

    Saving Rolls:Athletic Prowess +5,+8, Mystic Fortitude +10, Physical Vi

    Personal Charisma:+6 (+10 to min

    Background Talents:Scholar & Or

    Mythic Items: Ruby Ring of SorcDust, Armlet of Janus, Amulet of Ac

    Silver Lotus Dust.Xendor has onlyusing this dangerous substance.SLD usage score is 13 somedangerous addiction level for someof 19. Xendor keeps the SLD in ahis person that currently holds 6+1d

    * This score takes into account the +by the Ruby Ring of Sorcery.

    22

    r behind Prince

    austere andnding conquest:

    go, thenwhoros nine yearsted his way intoTryphon. It was

    false trail thatthe ArchipelagoIn truth, Xendority some years

    prepare it as aon attempt onr has dabbled in. The resultings a man who is

    0, Luck 16, Will

    sile +8, EDC 14dagger (which

    sychic Attack*),ychic Attack*),

    Danger Evasionigor +7.

    or NPCs).

    tor.

    ry, Silver Lotuseron.

    recently startedAt present, hisway below the-one with a Willsmall pouch on0 doses.

    2 bonus granted

    Amulet of

    This very rare item of StygiSorcerer to summon an Inchoice (see pp 33-35 of Min

    The Archfiend must appearof Summoning (which takesinscribe, during which time tother actions). Once summomove outside this Circindependently of the Sorcewith the Sorcerers generalthe Sorcerers enemies). Thfor (2d6+Sorcererss level)destroyed, or the summonin

    Princess Callidice

    Age 19, bride-to-be of King P

    Personality & History: Rwhere she was indulged byis more than a little spoilt.easily scared, Princess Callmuch a hindrance as arescuers liable to scream

    danger, and liable to mairrational demands. Adventuwith her and to rememberin the Archipelago depend u

    Profile: As far as stats arshould be treated as a Min(see Maze Masters Guide, pof 18 and a Personal Charis

    Since Callidice is a Minor nautomatically fails all savingfate is entirely in the handbad guys) or liberators (the a

    cheron

    n provenance allows aernal Archfiend of histaur N 3for details).

    ithin a 25 radius Circle3 rounds to magicallye Sorcerer can take noned, the Archfiend mayle. It will operaterer, but in accordancewishes (e.g. to attack

    e Archfiend will remainrounds (or until it isSorcerer is killed).

    yribus.

    ised in a royal courtdoting father, Callidiceeautiful, charming, butidice is likely to be aselp to any would-beat the slightest hint of

    ke unreasonable andrers need to be patientthan the lives of manyon her safety.

    e concerned, Callidicer non-combatant NPC25) but with a Gracea of +6.

    n-combatant NPC, sherolls which means her

    of her abductors (thedventurers!).

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    King Leomides II

    Level 4 Noble, age 46, ruler of Atre

    Personality & History:A formidablwell-loved by his people, Leomidestill grieves the loss of his only son.him highly-protective towards his dawith great reluctance that he has fmarry her to King Pyribus. His wraher disappearance is enormous.urging of several of his counselloragainst hope that she is still alivegiven Pyribus seven days in whic

    Leomides does not particularly liCaldamos whose ambitions toking have been a little too obvious fneither does he suspect him of treLeomides has ordered CaldamosAtreonid fleet for a full-scale assault

    Attributes:Might 17, Skill 20, Wits14, Grace 18.

    Combat: Initiative 18, Melee +12**day**), Missile +8, EDC 23* (inShield & Breastplate), Hits Total 27.

    Weapon of Choice: Spear. Also

    and a dagger.

    Saving Rolls: Athletic ProwessEvasion +9*, Mystic Fortitude +7*, P

    Personal Charisma:+8 (+12 to fell

    Background Talents:Sailor & Orat

    Mythic Items: Amulet of ProtecStriking.

    * These scores take into account theMystic Fortitude and Danger EvasioAmulet of Protection.

    ** This score takes into account the +(and +4 once per day) granted by the

    23

    n.

    e warrior who isis a man whoThis has made

    ughter, and it isinally agreed toth, therefore, atowever, at the and hopingLeomides hasto return her.

    ke his nephewucceed him asr his liking but

    achery. Instead,to ready the

    upon Zankros.

    1, Luck 19, Will

    (+16 once percludes Helmet,

    arries a sword

    +11, Dangerhysic. Vigor +8.

    w Atreonids).

    r.

    tion, Spear of

    1 bonus to EDC,granted by the

    1 bonus to Meleepear of Striking.

    Prince Caldamos

    Level 3 Noble, age 26, princ

    Personality & History: HaCaldamos cannot face thethe sworn enemy of his pealso proposes to deprive himbelieves, one day, shouldseveral months, as his uncPyribus, Caldamos has beeand Xendor to wreck the pinsisted, however, that Callihis allies for unknownCaldamos secretly lusts aftcourse, only increases hiZankrosians and their king.suspects Caldamos true fethat she most certainly does

    Attributes:Might 13, Skill 2

    12, Grace 8.

    Combat: Initiative 18, Mele23* (includes Helmet, ShielTotal 21.

    Weapon of Choice:Sword.

    Saving Rolls:Athletic Prow+10*, Mystic Fortitude +6*, P

    Personal Charisma:+2 (+5

    Background Talents:Sailor

    Mythic Item:Aegis.

    * These scores take into accoMystic Fortitude and DangerAegis.

    Adventure maps designed

    Used with permission.

    Visit Tims great RPG cart

    http://paratime.ca/cartogr

    e of Atreon.

    ghty and overbearing,rospect of peace with

    ople. The peace planof the kingship that herightfully be his. For

    le has negotiated withn plotting with Tryphoneace initiative. He hasice not be harmed byto virtually anyone,

    er his cousin. This, ofhatred towards the

    Only Callidice herselflings for her feelingsnot reciprocate.

    , Wits 14, Luck 18, Will

    e +8, Missile +8, EDCld & Breastplate), Hits

    lso carries a dagger.

    ss +8, Danger Evasionhysical Vigor +4.

    to fellow Atreonids).

    & Tactician.

    nt the +2 bonus to EDC,Evasion granted by the

    by Tim Hartin.

    ography site at:

    phy/

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    ThE SERA short but very perilous s

    Translated from the Spanis

    This scenario takes place approxibefore the events of the Tomb of themodule. Bellerophon, depicted as ahis early forties in Tomb of the Bull Kias a heroic, adventurous prince of Hthirties. Ideally, the player-characterscompanions and counselors of theHeraklian compatriots or friends metor adventure. They should be levcharacters will probably have a very h

    IntroductionLong ago, before the Age of Heroupon the island of Proteus. Thecivilization that had flourished therethe folly of their last king. The kingdby Beastmen and Chaos monsterscoastal villages survived, thanks tothe king's daughter.

    The Olympian gods decided to isolthe pollution of Chaos not stain the rAlmighty Zeus ordered the Nymphcreate fog around the island, forbecome disoriented, and the Great

    large rocks at the coast, so that tharrived there sank before they reach

    Finally, he ordered Poseidon to lkeeper, and the Lord of the Seas bWestern Ocean a large sea snake,Coristos. Zeus ruled that until amonster, the ban that had fallen onot be lifted.

    Centuries passed, and the few humthe island dwindled in numbers and ithe Age of Heroes came, thereisolated villages inhabited by sim

    hunters, who only remembered oltheir past glory. Proteus residentsto travel within the island, inhabiteand they knew that if they ventured icurse of the gods would fall upon th

    Coristos, the sea serpent grew imonster. She lived in a cave that opnear a long sandy beach. From taround the island, following Poseidevery few years, she moved away iand reached the Land of the Threisland of Seriphos, devastating cosinking ships. The sages andkingdoms that were attacked figure

    of the Sea Serpent and the naMonster became famous, and a nufound their demise attempting to en

    24

    ENT OF PR enario for heroic adventurers, by Carlos de l

    by Maria Lourdes Batres with the help of Carlos de l

    ately five yearsBull King mega-

    wounded king ing, appears hereraklia in his lateshould start asprince eithern a previous tripl 2-3; 1st levelrd time here

    es, a curse fellancient humancollapsed fromm was invadedand only a fewthe sacrifice of

    ate Proteus, forest of the world.

    of the Sea tothe sailors toyclops to throw

    few ships thated the shore.

    ok for a greatrought from thewhich he calledHero killed the

    Proteus would

    n inhabitants ofin culture. Whenere only smallle farmers and

    legends aboutere now afraidd by monsters,into the sea, them.

    to a fearsomeened into a cliff,ere she swamn's orders. Butsearch of preyCities and the

    stal towns andpriests of thed out the name

    e of Proteus'mber of heroesthe beast's life.

    The Aphrodites Foam, prou

    The Prince's Ship

    Bellerophon is one of theHeraklia, the sons of KingMinotaur Quarterly n2, p 1the adventure, the Prince is

    vessel, the Aphrodite's FoArgos. The Aphrodite's Fo12 Structure Points, 30 Warand a normal Fortune of 0 poOne beautiful morning, a csight, warns the crew: in fronhaving difficulties. Bellerphoclose, and as they do, theyEye of Nereos, another Hera

    It is evident that the Eye ofattack: the mast is brokenslowly. But the most dist

    survivor can be found, deador floating in the water.

    Bellerophon orders someonNereo to investigate. The diships is 40 feet, so it will beAthletic Prowess rolls to crthe other (see the SwimminPlayers Manual).

    If none of the player charactvolunteers, one of the crewany case, they will only findestruction that could onlygiant monster or a god. Ther

    After this unpleasant discovto continue the voyage to He

    TEUSCruz Morales

    Cruz Morales

    ship of a proud prince

    Magnificent Seven ofhalos of Heraklia (see) . At the beginning ofreturning to its city in a

    m after having visitedmis a War Galley withriors/Oarsmen as crewints.

    rewman of penetratingt of them there is a shipn orders them to come

    discover that it is theklian War Galley.

    ereos has suffered annd a leak is sinking itrbing fact is that no

    r alive, either on board

    to swim to the Eye oftance between the twonecessary to make twoss from one vessel tog rules on p 44 of the

    ers offer themselves asan will swim there. Insigns of struggle and

    ave been caused by aare no survivors.

    ry, Bellerophon ordersraklia.

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    25

    The Devastated Village

    After a few hours' voyage, the Aphrodite's Foamreaches the vicinity of Colpa, a fisherman's hamletloyal to Heraklia. The bay in which the hamlet islocated has only one narrow exit to the sea,surrounded by rocks and shoals and is verydangerous to any vessel bigger than the smallboats of fishermen.

    As the Aphrodite's Foam approaches the hamlet,the crewmen discover that something isn't goingwell. A boat lays in pieces near the bay's entry andthose with better eyesight can see that there is agreat excitement in the hamlet.

    And then, when they are all looking towards Colpa,they can clearly see something huge moving amongthe huts. It is a serpent-like body of enormous size.At a given moment, the monster suddenly lifts up itstriangular head over a house and launches itself

    towards the ground, trapping a man between itsjaws. As the monster devours the unfortunate man,an old crewman from the Aphrodite's Foamscreams: It's Coristos!, the Serpent of Proteus!

    An Attack Plan

    Bellerophon orders his men to advance towards thecoast. His plan is to attack on land, as he expectsthe Serpent to be less agile out of water, its naturalelement. He wants to save the fishermen, ifpossible, but most of all, he wants to end themonster's life and obtain immortal glory. The playerscan propose alternative plans, but they will have to

    convince Bellerophon that these have a significantadvantage. Some options are:

    Enter the bay aboard the Aphrodite's Foam andattack the monster on land. This is very dangerous,as the narrow entry to the bay can cause the ship tosink even before facing the monster. But if theymanage to reach the hamlet, the heroes couldattack Coristos on land, where it will presumably beeasier to slay. See Crossing the Bay.

    Waituntil the monster attempts to abandon the bayand attack in the open sea. This option is moreprudent, but prince Bellerophon wants to attackimmediately, so the characters have to make aPersuasion roll (see p 32 of the M&M Companion)with a target number of 18, due to the high Will ofBellephoron. See Fighting from the Ship.

    Escape. Not an option, since bold Bellerophon willnot retreat without battling the monster.

    Other plans:Perhaps the players might want to layan ambush by swimming towards the rocks near thebay's entrance or use a raft to reach the shore whilethe ship waits at sea. It is up to the Maze Master todecide if such plans are feasible.

    The crewmen of the Aphrodites Foam should be

    treated as standard Human Soldiers (see CreatureCompendium, p 60) but without armor or shield(giving them a Defense Class of 12).

    The Serpent of Proteus rears its monstrous head

    Crossing the Bay

    To be able to cross the narrow strait that leads tothe village, Bellephoron or one of the charactersmust make a Danger Evasion roll against a targetnumber of 15. Bellephoron's modifier is +7.

    If this saving roll fails, the ship will suffer 2d6damage points to its Structure as it crashes againsta rock. If the ship loses all its structure points, it willstart sinking and Coristos the Serpent will startadvancing to devour the shipwreck victims. See theSunk!section (p 50).

    If the ship manages to get passed the rocks, even if

    it has sustained damage, Bellerophon orders theoarsmen to advance with all their might. Themonster isn't yet aware of their presence and willcontinue to devour villagers.

    By the time the sea serpent becomes aware of theship, Bellephoron has had time to reach the coastand disembark alongside the adventurers and somevaliant warriors. See Fighting on Land.

    Fighting on Land

    If the characters manage to reach land, the Serpentwill launch itself against them, with the intent of

    destroying them. Here are a few things to keep inmind when running this battle in play:

    - Due to the Fearsome ability of Coristos, most ofthe warriors would rather run than face the beast,but the high Leadership of Bellerophon makes itpossible for all to follow him into the fight. However,if the prince dies or becomes unconscious at anymoment, one of the heroes must assume control ofthe warriors and will have to make a Morale checkimmediately (See p 47 of the Players Manual)

    - Being a Gigantic monster, the Serpent can attackup to four human-sized opponents each round.

    However, it becomes much slower on land, where itcan only attack three different targets per round.

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    - The Gigantic Size of Coristos alsmissile attacks against him receiveThis modifier applies only to Missilplayer-characters; for simplicitys sbows and other missile weaponsalready taken into account in the rul

    - Recreating a battle between a lNPCs and a giant monster suchbecome an arduous and tedious taMaster, and boring for the players tMaze Master makes multiple rollsInstead, it is recommended that ththat fight alongside Bellerophon andbe handled according to the followiare 30 warriors aboard Aphrodite'sthem will fight Coristos. As long as t20 warriors fighting against themonster will receive 2d6 points ofare between 20 and 10, it will aut1d6 points of damage per round. I

    than 10 warriors, they will only serfodder and will have no impact on th

    - Each round, the Serpent will try tothe warriors, unless it has already Gin its coils, in which case it will crusbattle rounds (using its CrushingThe targets of the other two attackwill be determined randomly by rolliSerpent attacks Bellerophon, who ione against it; 2-3 = The Serpent atadventurers; 4-6 = The Serpent attship's warriors and will leave it out o

    When the Serpent reaches a Hits To

    refer to the Poseidons Intervention

    Fighting from the Ship

    The sea fight will follow the sameFighting on Landsection, but with a

    - In water, Coristos gets its four mel

    - Every three rounds, Coristos stowarriors and attempt to damageexplained in the description of theSerpent manages to reduce thepoints to 0, refer to the Sunk! s

    Bellerophon is fighting against the mbe able to captain the ship, socharacter will have to make a Dangelse, leave command to one of thhas a Danger Evasion modifier of 0.

    - The warriors aren't as effectiveSerpent when fighting from the shiare very busy simply attempting toafloat they can only deal 1d6 damprovided that there are between 3will not cause any damage whenreduced to less than 15 men.

    As soon as the monstr