TEXT:  
  AGAINST ATLANTIS! 
  An Epic Trilogy of Heroic Adventures for 
  Written
  First publishe
   
  The Wisdom of Stones
   
  Black Chains of the Earth
   
  Wrath of the Sea-Witch
   
  1 
   
  AGAINST ATLANTIS! 
   
  An Epic Trilogy of Heroic Adventures for Mazes & Minotaurs
   
  Written by Andrew Trent  
   
  ed in issues 2-4 of the Minotaur webzine
   
   
  The Wisdom of Stones  
     
   
   
   
   
  Black Chains of the Earth 
     
   
   
   
   
  Witch  
     
   
   
   
   
   
   
  Some illustrations © Clipart.com 
  AGAINST ATLANTIS!  
  Mazes & Minotaurs 
  webzine 
   
  p 2 
   
  p 10 
   
  p 19 
   
  
   
  the  wisdom  of  stones
  An epic quest for a group  of valiant low
       
   
   
   
  Against  Atlantis ! 
   
  This adventure is the first in a series called 
  Atlantis !  Within this series, valiant heroes
  means the player-characters) will partake in several 
  adventures culminating in a direct standoff against
  the advance guard of an Atlantean invasion force.  
  The adventures in this series will be presented 
  serially in the pages of the Minotaur. 
   
  This first adventure is suitable for a party of 
  beginning heroes (level 1 or 2) just setting out to 
  make a name for themselves.  It presumes that 
  player-characters are already united in their quest 
  for adventure. Ideally, they already have one or two 
  successful play sessions under their belts and are 
  now looking to increase their legend by serving the
  gods themselves.   
   
  This scenario is also based on the assumption that 
  the player-characters own (or have access to) a 
  ship. If the player-characters are veterans of the 
  scenario The Lost Lair of Laodice
  issue of  Minotaur Quarterly, you might want to use 
  the NPC Barros "One Eye" from that scenario for 
  the various sailing portions associated with one or 
  more of the adventures in the Against Atlantis !
  series. Barros could certainly be persuaded to 
  embark on this adventure in exchange for a share of
  any treasure that might be found en route. 
  Regardless of you individual approach to this 
  matter, just be sure you do finally let the player
  characters on a ship.  Otherwise this adventure will 
  wind up going nowhere.  Literally.  
  2 
  the  wisdom  of  stones
  Against Atlantis ! (Part One) 
   
  An epic quest for a group  of valiant low-level adventurers by Andrew Trent
   
   
           
       
  t in a series called Against 
  heroes (yes, this 
  will partake in several 
  adventures culminating in a direct standoff against 
  the advance guard of an Atlantean invasion force.  
  s in this series will be presented 
  .  
  This first adventure is suitable for a party of 
  just setting out to 
  presumes that the 
  united in their quest 
  have one or two 
  successful play sessions under their belts and are 
  now looking to increase their legend by serving the 
  This scenario is also based on the assumption that 
  characters own (or have access to) a 
  characters are veterans of the 
  The Lost Lair of Laodice, from the first 
  , you might want to use 
  the NPC Barros "One Eye" from that scenario for 
  iling portions associated with one or 
  Against Atlantis ! 
  Barros could certainly be persuaded to 
  embark on this adventure in exchange for a share of 
  any treasure that might be found en route. 
  l approach to this 
  you do finally let the player-
  on a ship.  Otherwise this adventure will 
  The Legend Of Nemede
   
  Maze Master’s Note :  The following information is 
  for your eyes only.  Players should not begin the 
  game knowing anything of the history of Nemede.
   
  Far away across the Middle Sea lies the island of 
  Nemede.  Many years ago this once
  home 
  to 
  a 
  thriving 
  community 
  of 
  artisans, 
  philosophers, poets and dreamers, who
  themselves with exploring the mysteries of life fro
  the relative safety of this secluded island.  Becaus
  the island was so remote - and perhaps because it 
  is encircled by dangerous reefs 
  Nemede kept no standing army.  The colon
  was unprepared for the doom that would befall it.  
  But we're getting ahead of ourselves.
   
  Among the residents of Nemede was the great 
  philosopher Thymoetes of Seriphos, whose insights 
  and visions still resonate among the great thinkers
  of the Age of Heroes.  In addition to his great 
  wisdom, Thymoetes was also a seeker of history 
  and knowledge of mythic items.  It was said that 
  during his time there was no place on the face of 
  Mythika that held even the simplest of artifact but
  that Thymoetes knew of it, and moreover, what 
  strange beasts or enchantments stood between the 
  item and those who might seek it.
   
  Seventy-five years ago life on this peaceful island 
  was disrupted by the arrival of a Tragic Floating 
  Head.  No one knew how or why this monstrosit
  arrived on Nemede.  Little time passed before the 
  the  wisdom  of  stones 
  Andrew Trent 
   
  The Legend Of Nemede 
  The following information is 
  ayers should not begin the 
  game knowing anything of the history of Nemede. 
  Far away across the Middle Sea lies the island of 
  Nemede.  Many years ago this once-idyllic isle was 
  home 
  to 
  a 
  thriving 
  community 
  of 
  artisans, 
  philosophers, poets and dreamers, who contented 
  themselves with exploring the mysteries of life from 
  the relative safety of this secluded island.  Because 
  and perhaps because it 
  is encircled by dangerous reefs - the people of 
  Nemede kept no standing army.  The colony, then, 
  was unprepared for the doom that would befall it.  
  But we're getting ahead of ourselves. 
  Among the residents of Nemede was the great 
  philosopher Thymoetes of Seriphos, whose insights 
  and visions still resonate among the great thinkers 
  of Heroes.  In addition to his great 
  wisdom, Thymoetes was also a seeker of history 
  and knowledge of mythic items.  It was said that 
  during his time there was no place on the face of 
  Mythika that held even the simplest of artifact but 
  f it, and moreover, what 
  strange beasts or enchantments stood between the 
  item and those who might seek it. 
  five years ago life on this peaceful island 
  was disrupted by the arrival of a Tragic Floating 
  Head.  No one knew how or why this monstrosity 
  arrived on Nemede.  Little time passed before the  
  
  3 
   
   
   
  Watch out, this is the Hermes Express ! 
   
  peaceful and defenseless folk of the island fell to the 
  strange petrification powers of the foul being.  With 
  nothing left to destroy on the island, the Tragic 
  Floating Head drifted out to sea and ceased to 
  trouble this now barren earth. 
   
  Nemede as it was is now little more than a sculpture 
  garden.  So much knowledge, art and beauty was 
  lost on Nemede that the gods themselves turned 
  their backs upon the island in sadness.  And where 
  the gods do not look, evil springs forth.  Dark things 
  crawl about Nemede now, shrouded in the ever-
  present fog that envelops the island.  And there, in 
  the midst of it all, stands the silent stone that used 
  to know where all great treasures lie. 
   
  Meeting Wind-Swift Hermes 
   
  Hermes, the messenger of the gods, appears to you 
  one radiant afternoon, arriving on a zephyr blown by 
  Eurus from the East.   
   
  He speaks clearly and directly to all of the heroes, 
  with special attention paid to any hero whose patron 
  deity is grey-eyed Athena.  Hermes tells the heroes 
  that a time of great troubles looms over Mythika and 
  that they have been chosen by the gods themselves 
  to take part in the defense of the land. 
   
  The task assigned to the characters is simple 
  enough.  Travel to the lost island of Nemede, speak 
  with the great philosopher Thymoetes and discern 
  the location of the Sextant of Eryximachos.  With 
  this artifact in their hands, they must return to the 
  Temple of Athena in Argos where the priests will be 
  able to use it to locate the source and nature of the 
  impending danger.At this point, the heroes (since 
  they are just that) will undoubtedly want to set forth 
  to serve the glory of the gods and to defend Mythika 
  against those who would act against her.  If they 
  don't, though, feel free to hit them with this issue of 
  the Minotaur and remind them that they're playing 
  Mazes & Minotaurs and not some "What's in it for 
  me?  I'm an angst-ridden creature of darkness / kill-
  things-and-take-their-stuff 
  mercenary 
  dungeon 
  raider" game. Or just have a Titanic Statue crush 
  them underfoot and start over. 
   
  Before he departs, Hermes hands a simple phial to 
  the hero with the highest Personal Charisma (or 
  with the strongest link to Athena) and tells him : 
   
   "Use this water to soothe the sufferings of 
  Thymoetes.  He will only speak to you once he 
  has drunk fully of this.  You will know him from 
  the others in Nemede by his resemblance to 
  twice-lame Hephaestus."   
   
  Hermes then tells the heroes that the lord of winds, 
  Aeolus himself will guide their course to Nemede so 
  long as no blood is spilled on their journey to the 
  island.  The trip will take 7 days and the heroes 
  should provision for such an expedition. 
   
  Maze Master's Note : No, Hermes doesn't tell the 
  heroes that Thymoetes (and the rest of Nemede) 
  has been turned to stone.  Hermes himself does not 
  know this.  He is simply delivering the message as 
  requested by Athena.  As to why Athena doesn't 
  impart this information, well, she considers this 
  mission a test of the worthiness of the heroes.  This 
  complication cannot be overcome, even by the 
  presence of a Lyrist in the party.  Knowledge of the 
  fate of Nemede is lost to all but the gods. Also see 
  What About Divine Vision ? next page. 
   
  Act I : Voyage to Nemede 
   
  Now that the heroes have received their mission 
  from the gods, they will need to embark for the lost 
  island of Nemede. As mentioned in the introduction 
  of this scenario, a ship to traverse the Middle Sea is 
  of utmost importance.  Feel free to take as much or 
  as little time as you want in allowing your characters 
  to secure passage, complicating or hand-waving 
  this process as much as you see fit.   
   
  Setting Sail For Nemede 
   
  The journey to Nemede is foreboding, with many ill 
  omens appearing along the way. The weather is foul 
  throughout the trip and the mood among the sailors 
  of the vessel is sour.  Three days into the voyage a 
  nasty fight suddenly breaks out between two of the 
  seamen, each accusing the other of cheating at an 
  otherwise friendly game of dice.   
   
  The heroes should recall the admonition against 
  spilling of blood delivered by Hermes before the 
  expedition set out and do their best to intervene and 
  return this situation to normal.  If they fail to do so, 
  Aeolus is offended and the ship loses its favorable 
  winds.  The loss of these winds is enough to leave 
  the ship adrift for three full days.   
  
   
   
  Aeolius in Action 
   
  After that time, Athena will have persuaded Aeolus 
  to return his favor to the heroes and the journey 
  may continue as planned. 
   
  Maze Master's Note : If the adventurers failed to 
  provision for more than a two-week journey, this 
  loss of time will result in three days worth of Surv
  rolls (Players Manual, p. 46) on the trek to Argos 
  that will follow the travel to Nemede. 
   
  Arriving At Nemede 
   
  Nemede is shrouded in a dense fog and is ringed by 
  reefs, making the approach to this blighted island 
  treacherous one indeed.   
   
  If one of the adventurers is a Mariner
  issue of Minotaur Quarterly for more on this 
  specialist class), then he should be allo
  Danger Evasion roll (modified by h
  bonus) to navigate their craft safely to the shore. 
   
  If such a roll fails or if no Mariner is among the 
  heroes, each hero and sailor must make a Danger 
  Evasion roll or be tossed overboard as the 
  suffers damage from the reefs and encounters 
  unexpectedly rough waters. Heroes and sailors who 
  meet this fate have a special surprise in store for
  them as noted below.  Characters who succeed at 
  this roll remain aboard the ship safely and may hel
  their water-bound compatriots as noted below.
   
  Trouble In The Water 
   
  Heroes and sailors who fail the Danger Evasion roll 
  called for above find themselves in the waters 
  between the coral reefs and Nemede's fog
  shrouded shore. The sea here is rough, and 
  characters must succeed at a Swimming roll 
  (Players Manual, p. 44) or suffer the consequences 
  of drowning and an additional die of damage due to 
  being raked against the reefs. 
   
  To make matters worse, a flock of Harpies
  Creature Compendium, p.54) roost ne
  know a tasty meal when they spy one.  These
  monsters care little for any who have fallen 
  4 
   
  After that time, Athena will have persuaded Aeolus 
  to return his favor to the heroes and the journey 
  e adventurers failed to 
  week journey, this 
  loss of time will result in three days worth of Survival 
  rolls (Players Manual, p. 46) on the trek to Argos 
   
  ded in a dense fog and is ringed by 
  reefs, making the approach to this blighted island a 
  s is a Mariner (see the first 
  for more on this 
  , then he should be allowed to make 
  Danger Evasion roll (modified by his Seamanship 
  heir craft safely to the shore.  
  roll fails or if no Mariner is among the 
  heroes, each hero and sailor must make a Danger 
  Evasion roll or be tossed overboard as the ship 
  suffers damage from the reefs and encounters 
  unexpectedly rough waters. Heroes and sailors who 
  meet this fate have a special surprise in store for 
  them as noted below.  Characters who succeed at 
  this roll remain aboard the ship safely and may help 
  bound compatriots as noted below. 
  Heroes and sailors who fail the Danger Evasion roll 
  called for above find themselves in the waters 
  between the coral reefs and Nemede's fog-
  The sea here is rough, and 
  must succeed at a Swimming roll 
  , p. 44) or suffer the consequences 
  of drowning and an additional die of damage due to 
  Harpies (see the 
  , p.54) roost nearby and 
  know a tasty meal when they spy one.  These foul 
  monsters care little for any who have fallen 
  overboard, figuring that they will be dinner on
  or another.  Instead, the Harpies
  on those who remain on the ship or, perhaps mo
  terrifyingly, on the ship itself. 
  Harpîes, they will be able to pilot the ship safely the 
  rest of the way to the forbidding shores of Nemede.
   
  Act II : In Search of Thymoetes
   
  After landing their ship on the beach of Nemede, the
  heroes will need to locate Thymoetes.  This, of 
  course, is easier said than done, since every last 
  human on Nemede was long ago turned to stone by 
  the Tragic Floating Head.  
  characters should be able to use the clue provided 
  by Hermes to identify which of the statues found in 
  the village used to be the great philosopher.
   
   
   
   
  What About Divine Vision
   
  If there is a Priest in the party, he might have 
  the idea to use his Divine Vision prodigy (see 
  the Players Manual, p 30) to learn more
  the location of the Sextant. 
   
  Since the will and whims of the gods are entirely 
  into the hands of the Maze Master, such a 
  divination should lead to different results, 
  depending on when or why it takes place. Here 
  are a few suggestions on how to han
  situation so that it contributes to the fun and 
  excitement of the adventure, as opposed to 
  compromising the very raison d’être
  adventurers’ quest. 
   
  If the character uses his Divine Vision power at 
  the start of the scenario, in order to lear
  location of the Sextant without having to sail to 
  Nemede, then the Vision will only show hazy 
  images of the shores of Nemede, with perhaps 
  a few glimpses of the “garden of statues” than 
  the island has become (but with no explicit clue 
  about the fate of Thymoetes himself or about 
  the fact that these stone statues are actually the 
  petrified inhabitants of Nemede). In other 
  words, the Vision will not show the location of 
  the Sextant (that's what you get for thinking you 
  smarter than the Gods) and the cha
  still have to go to Nemede 
  not have been completely wasted, since it gave 
  an extra clue (the stone statues). 
   
  Alternatively, the Maze Master may prefer to 
  actually show the location of the Sextant (the 
  Mines of Iana) but without any indication of 
  where this site might be : the Vision will simply 
  reveal that the Sextant is probably in “some 
  dark cave, somewhere…”  This will also be the 
  case if the heroes resort to Divine Vision to 
  learn the location of the Sextant after (a
  because) they failed to revive Thymoetes, in 
  which case the Divine Vision will certainly be 
  followed by an impromptu visit from an ironic 
  Hermes or an ice-cold Athena (see 
  the Heroes Get it Wrong ? 
  overboard, figuring that they will be dinner one way 
  or another.  Instead, the Harpies focus their attacks 
  on those who remain on the ship or, perhaps more 
   If the heroes defeat the 
  , they will be able to pilot the ship safely the 
  rest of the way to the forbidding shores of Nemede. 
  : In Search of Thymoetes 
  After landing their ship on the beach of Nemede, the 
  need to locate Thymoetes.  This, of 
  course, is easier said than done, since every last 
  human on Nemede was long ago turned to stone by 
  Head.  Nevertheless, clever 
  be able to use the clue provided 
  to identify which of the statues found in 
  the village used to be the great philosopher. 
  About Divine Vision ? 
  If there is a Priest in the party, he might have 
  the idea to use his Divine Vision prodigy (see 
  , p 30) to learn more about 
  the location of the Sextant.  
  Since the will and whims of the gods are entirely 
  into the hands of the Maze Master, such a 
  divination should lead to different results, 
  depending on when or why it takes place. Here 
  are a few suggestions on how to handle this 
  situation so that it contributes to the fun and 
  excitement of the adventure, as opposed to 
  raison d’être of the 
  If the character uses his Divine Vision power at 
  the start of the scenario, in order to learn the 
  location of the Sextant without having to sail to 
  Nemede, then the Vision will only show hazy 
  images of the shores of Nemede, with perhaps 
  a few glimpses of the “garden of statues” than 
  the island has become (but with no explicit clue 
  of Thymoetes himself or about 
  the fact that these stone statues are actually the 
  petrified inhabitants of Nemede). In other 
  words, the Vision will not show the location of 
  (that's what you get for thinking you 
  and the characters will 
  still have to go to Nemede – but the Vision will 
  not have been completely wasted, since it gave 
  an extra clue (the stone statues).  
  Alternatively, the Maze Master may prefer to 
  actually show the location of the Sextant (the 
  without any indication of 
  where this site might be : the Vision will simply 
  reveal that the Sextant is probably in “some 
  dark cave, somewhere…”  This will also be the 
  case if the heroes resort to Divine Vision to 
  learn the location of the Sextant after (and 
  because) they failed to revive Thymoetes, in 
  which case the Divine Vision will certainly be 
  followed by an impromptu visit from an ironic 
  cold Athena (see But What if 
   next page).  
  
   
  The Silence Of The Fog 
   
  Nemede is a fog-shrouded and barren place.  
   
  The beach that the heroes have landed on stretches 
  far in each direction, vanishing into the dense fog
  well before any end or variation can be seen. 
   
  Much should be made of the sepulchral silence of 
  the island.  No sea birds' cries, no winds, no sounds 
  of life are heard at all.  Even the water lapping at
  shore is strangely silent.  Note, though, that noth
  mystical prevents sound here. Characters
  converse, swords still ring against shield when 
  combat occurs, and so forth.  But the utter lack of 
  day-to-day sounds should, again, be played up.
   
  A Road, And Worse 
   
  Once the heroes have satisfied themselves that the 
  beach is of no further use than a place to land 
  ship, they should head inland to look for
   
  Not long after leaving the shore they stumble upon 
  weathered cobblestone road, in ill
  overgrown in places with weeds and lichen. 
   
  Following this road will lead the heroes directly t
  the village that lies at the heart of Nemede.
   
  The road rises slightly as it leads inland, its sto
  are occasionally slick from mosses and the 
  dampness of the ever-present fog.  
   
  From time to time someone might stumble as the 
  heroes walk along the path. No significant combat 
  penalties should stem from this. Once again, it's the 
  atmosphere that matters. Maze Masters should 
  mention how the fog remains dense about the road, 
  making it very hard to see more than a foot or so 
  beyond its edge. 
   
  After fifteen minutes or so of gentle climbing, the 
  road levels out and turns slightly to the east.   
   
  The fog here thins slightly, though visibility rema
  limited, at last the heroes can see some semblance 
  of life about them.  Low and twisted trees line the
  road, which continues on into the distance.
   
  As the characters progress further they become 
  aware of the sound of a light wind rustling the 
  branches of the trees about them.   
   
  At times these sounds appear to resemble whispers 
  of madness and despair.  Consider passing a few 
  notes to different players telling the
  phrases that they hear.  Pump up the paranoia.
   
  These strange sounds, it turns out, are the Vocal 
  Entrancement ability of a trio of Stichios
  Creature Compendium, p.109).  
   
  These possessed trees are clustered about the road 
  at this point and will do their best to draw the heroes 
  into their vampiric branches.  Clearly, the heroes 
  strive to avoid this fate.  Let there be combat
  5 
  shrouded and barren place.   
  The beach that the heroes have landed on stretches 
  far in each direction, vanishing into the dense fog 
  well before any end or variation can be seen.  
  Much should be made of the sepulchral silence of 
  sea birds' cries, no winds, no sounds 
  of life are heard at all.  Even the water lapping at the 
  shore is strangely silent.  Note, though, that nothing 
  Characters may still 
  converse, swords still ring against shield when 
  occurs, and so forth.  But the utter lack of 
  day sounds should, again, be played up. 
  Once the heroes have satisfied themselves that the 
  beach is of no further use than a place to land a 
  ok for Thymoetes.  
  Not long after leaving the shore they stumble upon a 
  weathered cobblestone road, in ill-repair and 
  overgrown in places with weeds and lichen.  
  Following this road will lead the heroes directly to 
  the village that lies at the heart of Nemede.  
  The road rises slightly as it leads inland, its stones 
  are occasionally slick from mosses and the 
  From time to time someone might stumble as the 
  heroes walk along the path. No significant combat 
  om this. Once again, it's the 
  Maze Masters should 
  the fog remains dense about the road, 
  making it very hard to see more than a foot or so 
  After fifteen minutes or so of gentle climbing, the 
  out and turns slightly to the east.    
  The fog here thins slightly, though visibility remains 
  limited, at last the heroes can see some semblance 
  of life about them.  Low and twisted trees line the 
  road, which continues on into the distance. 
  progress further they become 
  aware of the sound of a light wind rustling the 
  At times these sounds appear to resemble whispers 
  of madness and despair.  Consider passing a few 
  notes to different players telling them specific 
  phrases that they hear.  Pump up the paranoia.  
  sounds, it turns out, are the Vocal 
  Stichios (see the 
  These possessed trees are clustered about the road 
  t and will do their best to draw the heroes 
  into their vampiric branches.  Clearly, the heroes will 
  strive to avoid this fate.  Let there be combat ! 
   
  A sinister Stichios
   
  Arrival At The Village
   
  Assuming that the heroes have survived their 
  encounter with the Stichios they are free to continue 
  down the road to the village.  
   
  The trip requires at least another 30 minutes on 
  foot, with the fog having closed back in to previou
  claustrophobic levels.  From time to time there is 
  slight breeze that rustles the trees shrouded in the 
  fog, which should be good for plucking at the 
  heroes' nerves.  However, no monsters are lurking. 
  At least not here. 
   
  After the half-hour of walking the fog once again 
  thins a bit, enough for the heroes to make out some
  low buildings, fences and other structures close at 
  hand. If the characters investigate the buildings they 
  quickly discover that all of the inhabitants have, 
  fact, been turned to stone. Women at their washing,
  children at play, a group of men standing around in
  discussion.  All are statues! 
   
  These houses and other buildings hold little of 
  value, long rotten foodstuffs and moldered textiles
  seem to be their primary contents.  A few rusted 
  weapons may be found in spots as well 
  is nothing for the looting-minded to loot
   
  Traveling further down the road the heroes soon 
  find themselves within the heart of the village.  A
  before, the complete lack of normal sounds should 
  be impressed upon the party.  There is no hubbub 
  of civilization, no barking of dog
  or sorrow, no sounds of a jealous wife hectoring he
  husband.  Instead, there is simply the silence of t
  grave.  And everywhere, people turned to stone.  
  Unlike the peaceful scenes at the farm, though, 
  these statues all show terror
  appear to have been fleeing from something.
   
  A sinister Stichios 
  Arrival At The Village 
  Assuming that the heroes have survived their 
  h the Stichios they are free to continue 
  down the road to the village.   
  The trip requires at least another 30 minutes on 
  foot, with the fog having closed back in to previous 
  claustrophobic levels.  From time to time there is a 
  the trees shrouded in the 
  fog, which should be good for plucking at the 
  heroes' nerves.  However, no monsters are lurking.  
  hour of walking the fog once again 
  thins a bit, enough for the heroes to make out some 
  ngs, fences and other structures close at 
  investigate the buildings they 
  quickly discover that all of the inhabitants have, in 
  fact, been turned to stone. Women at their washing, 
  children at play, a group of men standing around in 
  These houses and other buildings hold little of 
  value, long rotten foodstuffs and moldered textiles 
  seem to be their primary contents.  A few rusted 
  s may be found in spots as well – but there 
  minded to loot here. 
  Traveling further down the road the heroes soon 
  find themselves within the heart of the village.  As 
  before, the complete lack of normal sounds should 
  be impressed upon the party.  There is no hubbub 
  of civilization, no barking of dogs, no cries of delight 
  or sorrow, no sounds of a jealous wife hectoring her 
  husband.  Instead, there is simply the silence of the 
  grave.  And everywhere, people turned to stone.  
  Unlike the peaceful scenes at the farm, though, 
  these statues all show terror on their faces and 
  appear to have been fleeing from something. 
  
   
   
  The great Thymoetes, with one of his two canes
   
  The Stone Speaks 
   
  At this point, the heroes will likely realize the pu
  like nature of the situation before them.  They nee
  to identify Thymoetes out of the fifty
  adult male statues that occupy the village. 
   
  Now  is a good time to point out that there is only 
  the single village and that if the heroes decided t
  explore the island further they find no other signs
  human settlement. They may, however, stumble 
  upon the Scorpion Folk who now occupy the island.  
  See A Final Battle below. 
   
  In the end, the process is simple as there is only 
  one statue of a man who carries two canes, and 
  thus is "twice-lame" like Hephaestus.  He lies
  middle of the town square, starting in horror, mout
  agape, his walking sticks held out in both hands as
  if to shield himself from something that approached
  from the south. 
   
  All of that aside, there are other candidates who th
  heroes might choose, including the blacksmith (
  was named Nikandros) who stands astride the 
  town's central well, in the midst of swinging his 
  hammer at whatever horror laid waste to his home.  
  Another possibility is the epically ugly gentleman 
  (who was named Prytanis) found cowering behind 
  the same well that the blacksmith was defending.
   
  Once a choice has been made, let the heroes pour 
  the draught given them by Hermes into the mouth of 
  the chosen statue (they all have open mouths, due 
  to various forms of screaming).  Only 
  contents of the phial will do, so the choice must b
  made fully.  
   
  If the heroes correctly chose Thymoetes, he slowly 
  transforms back into flesh and blood, for just a br
  moment his body convulses with terror, as though 
  awakening from a nightmare, but he quickly realizes 
  that whatever fate befell him has long since passed
  6 
   
  The great Thymoetes, with one of his two canes 
  At this point, the heroes will likely realize the puzzle-
  like nature of the situation before them.  They need 
  hymoetes out of the fifty-odd possible 
  adult male statues that occupy the village.  
  s a good time to point out that there is only 
  the single village and that if the heroes decided to 
  explore the island further they find no other signs of 
  ement. They may, however, stumble 
  upon the Scorpion Folk who now occupy the island.  
  In the end, the process is simple as there is only 
  one statue of a man who carries two canes, and 
  lame" like Hephaestus.  He lies in the 
  middle of the town square, starting in horror, mouth 
  agape, his walking sticks held out in both hands as 
  if to shield himself from something that approached 
  All of that aside, there are other candidates who the 
  including the blacksmith (who 
  Nikandros) who stands astride the 
  town's central well, in the midst of swinging his 
  hammer at whatever horror laid waste to his home.  
  Another possibility is the epically ugly gentleman 
  d cowering behind 
  the same well that the blacksmith was defending. 
  as been made, let the heroes pour 
  the draught given them by Hermes into the mouth of 
  the chosen statue (they all have open mouths, due 
  to various forms of screaming).  Only the complete 
  contents of the phial will do, so the choice must be 
  If the heroes correctly chose Thymoetes, he slowly 
  transforms back into flesh and blood, for just a brief 
  moment his body convulses with terror, as though 
  tmare, but he quickly realizes 
  that whatever fate befell him has long since passed.   
  If asked about the petrified condition of his village, 
  Thymoetes relates the fate of Nemede as outlined in 
  the introduction, as far as the point where the vil
  was attacked by the Tragic Floating
  should describe but not name.
   
  When asked about the Sextant of Eryximachos, 
  revived sage drifts into a reverie, muttering softly to 
  himself, his eyes glazed over and his words all but
  inaudible. In a moment his focus returns and he tells 
  the heroes of the island of Iana, whose twisting 
  mines are guarded by a cyclops whose flocks are 
  made of gold. The legends, Thymoetes continues, 
  say that Eryximachos followed his S
  shores for unknown purposes, 
  never heard from again. Therefore the Sextant must 
  reside on the island of Iana, which lies thrice
  days west of Argos…  With that, Thymoetes stiffens, 
  and begins to return to stone. He struggles briefly
  but then relaxes, resigned to h
   
  In addition to gaining the information they sought,
  for correctly choosing Thymoetes, each hero
  receive a temporary Divine Boon (
  Companion, p.8) from Athena.  It is up to the 
  individual Maze Master to determine th
  each particular hero's boon takes, though it is 
  advised that these be items of a defensive nature.
   
   
   
  What If The Heroes Get It Wrong ?
   
  Adventurers who misunderstood Hermes’ clue 
  may well choose the wrong statue to revive. Maze 
  Masters who wish to avoid suc
  that any character with a Wits score of 13+ is 
  clever enough to interpret Hermes’ clue correctly.
   
  If such an unfortunate mistake does happen, the 
  Maze Master has two choices. Either the elixir has 
  no effect, for Athena's will was that th
  affect Thymoetes and no other
  person does come back to life; in this case,
  free to act out their terro
  awakening. As with Thymoetes, the restored 
  person will only remain animate for a short while 
  and will return to stone despite the best efforts of 
  anyone involved.  The wrongly
  might share the legend of Nemede with the 
  heroes, giving them something for their troubles
   
  Obviously, using the elixir on the wrong statue 
  eliminates 
  the 
  possibility 
  of 
  the 
  characters 
  determining the location of the Sextant of 
  Eryximachos. In such a case, Maze Masters might 
  decide to put things back on track with a little 
  impromptu divine intervention. Hermes could 
  arrive, taunt the heroes a bit about their stupid 
  blunder and then tell them  the location of Iana 
  before sending them on their way. Or perhaps 
  even Athena herself appears to the characters, in 
  her cold, brisk anger to put her “ill
  champions” back on the right track.   
   
  In any case, the party should still learn where they 
  are 
  expect 
  to 
  venture 
  next. 
  Under 
  no 
  circumstances, however, should a party that 
  selects the wrong statue receive the temporary 
  Divine Boon mentioned above.
  condition of his village, 
  f Nemede as outlined in 
  the introduction, as far as the point where the village 
  Tragic Floating Head, which he 
  should describe but not name.  
  When asked about the Sextant of Eryximachos, the 
  drifts into a reverie, muttering softly to 
  himself, his eyes glazed over and his words all but 
  his focus returns and he tells 
  the heroes of the island of Iana, whose twisting 
  mines are guarded by a cyclops whose flocks are 
  made of gold. The legends, Thymoetes continues, 
  that Eryximachos followed his Sextant to these 
  shores for unknown purposes, but that he was 
  never heard from again. Therefore the Sextant must 
  Iana, which lies thrice-nine 
  With that, Thymoetes stiffens, 
  and begins to return to stone. He struggles briefly, 
  but then relaxes, resigned to his fate. 
  In addition to gaining the information they sought, 
  for correctly choosing Thymoetes, each hero should 
  Divine Boon (see the M&M 
  , p.8) from Athena.  It is up to the 
  individual Maze Master to determine the form that 
  ch particular hero's boon takes, though it is 
  advised that these be items of a defensive nature. 
  What If The Heroes Get It Wrong ? 
  Adventurers who misunderstood Hermes’ clue 
  the wrong statue to revive. Maze 
  Masters who wish to avoid such a risk may rule 
  that any character with a Wits score of 13+ is 
  clever enough to interpret Hermes’ clue correctly. 
  mistake does happen, the 
  Maze Master has two choices. Either the elixir has 
  Athena's will was that this draught 
  affect Thymoetes and no other, or the wrong 
  person does come back to life; in this case, feel 
  terror and confusion at 
  awakening. As with Thymoetes, the restored 
  person will only remain animate for a short while 
  urn to stone despite the best efforts of 
  anyone involved.  The wrongly-animated individual 
  might share the legend of Nemede with the 
  heroes, giving them something for their troubles. 
  Obviously, using the elixir on the wrong statue 
  ty 
  of 
  the 
  characters 
  determining the location of the Sextant of 
  Eryximachos. In such a case, Maze Masters might 
  decide to put things back on track with a little 
  impromptu divine intervention. Hermes could 
  arrive, taunt the heroes a bit about their stupid 
  lunder and then tell them  the location of Iana 
  before sending them on their way. Or perhaps 
  even Athena herself appears to the characters, in 
  her cold, brisk anger to put her “ill-chosen 
  champions” back on the right track.    
  d still learn where they 
  are 
  expect 
  to 
  venture 
  next. 
  Under 
  no 
  circumstances, however, should a party that 
  selects the wrong statue receive the temporary 
  Divine Boon mentioned above. 
  
  7 
   
  A Final Battle 
   
  As Thymoetes (or Nikandros or Prytanis) returns to 
  stone, the heroes' attention is drawn to skittering 
  creeping sounds coming from the fog.   
   
  Each hero should be allowed a Perception roll (see 
  the Players Manual, p. 45) to be able to to spot the 
  Scorpion Folk who are approaching from the fog.   
   
  This group of Scorpion Folk are a scouting party 
  sent out from the larger enclave of such beasts that 
  now occupies the far shore of Nemede.   
   
  There should be as many creatures as there are 
  adventurers in the group. 
   
  The creatures are delighted to find fresh flesh here 
  in the village, having visited only once before and 
  being disappointed at its inedible stone residents.   
   
  The Scorpion Folk will fight a pitched battle, but will 
  retreat if the tide turns against them.   
   
  If the heroes choose to pursue any retreating 
  monsters, they will eventually find the Scorpion 
  Folks' encampment, where another group of twice 
  as many fell beasts will happily descend upon them 
  in the hopes of a tasty meal. 
   
  Return To The Sea 
   
  Armed now with the answer they were sent to 
  secure, the heroes may return to their vessel and 
  set sail for Iana to secure the Sextant of 
  Eryximachos.  A stop at Argos to resupply and visit 
  with the priests at the Temple of Athena is certainly 
  advisable.  In addition to healing the party, the 
  priests provide a lodestone compass to help the 
  heroes find their way to Iana. 
   
  The Maze Master is free to handle this trip to Argos 
  as he sees fit.  The adventure can be drawn out as 
  long as desired with one or more random 
  Mysterious Islands, Temples, City-States and 
  Adventures (Maze Masters Guide, p. 28-35) or the 
  heroes may simply be hand-waved back to Argos.   
   
  Further details on Argos, some of which may inspire 
  the Maze Master with ideas for side quests or 
  additional adventures, can be found in this issue’s 
  Mythika Gazetteer. 
   
  Deceit & Betrayal 
   
  While in Argos, the adventurers should prepare of a 
  lengthy journey, laying in supplies and replacing any 
  lost crewmen. Among the new sailors taken aboard 
  is Aeson, an amoral fellow currently working as a 
  spy for the forces of Atlantis. Aeson is exclusively 
  tasked with reconnaissance, and will do nothing to 
  harm or hinder the heroes at this stage. He will work 
  hard, fight bravely, and do all that is required to earn 
  the heroes' trust. Later, he will show his true colors. 
  But for now, he is the heroes' best friend… 
   
   
  Approaching the Mysterious Island of Iana 
   
  Act III : The Mines of Iana 
   
  The heroes, provisioned, healed and ready to go, 
  must now set sail for the lost island of Iana.   
   
  The voyage, though long, is largely uneventful… 
  unless of course the Maze Master wishes to spice 
  up things with a few chance encounters en route, 
  such as some Mermaids or Tritons, a ferocious Sea 
  Monster or two, a flock of Sirens or even a whole 
  Mysterious Island to explore.  
   
  As far as the heroes’ current quest is concerned, the 
  only incident of note occurs on the fourteenth day, 
  when black sails are spotted on the northern 
  horizon, sailing westward, in the same general 
  direction as the heroes.  It is obvious to all involved, 
  though, that these ships (three, it seems, though 
  they are far too distant to count or identify) are not 
  headed to the same destination as the heroes.  
   
  Arrival at Iana 
   
  After the nearly month-long journey into the furthest 
  reaches of the Middle Sea, the adventurers at last 
  lay eyes upon fabled Iana. Its high cliff walls loom 
  forbiddingly, foreboding the danger that waits within. 
   
  It takes the ship and its crew the better part of a day 
  to circumnavigate the coast of Iana in search of a 
  reasonable place to land.   
   
  In time, though, a small pathway that winds from a 
  ledge at sea-level up to the high cliffs is spotted.  
  Once anchored, our brave heroes may begin their 
  ascent in search of the Sextant of Eryximachos… 
  
   
  Climbing The Cliffs 
   
  Ancient inhabitants of Iana constructed the narrow 
  path that leads from the sea to the inner reaches of 
  the island, and they did so with an eye towards 
  defending their island. With this goal in mind
  included several traps (see the M&M Companion
  29-30) to weaken or defeat any who would attempt 
  to gain access to Iana. There are three such traps 
  along the route to the top of the cliffs, each of t
  is detailed below, in the order encountered.
   
  Trap #1 (Falling & Entrapment) 
   
  The ledge at this point has been artificially 
  weakened, and an unwary climber can eas
  through.  The first character to encounter this tra
  will suffer 1d6 Hits of damage from falling 15 feet
  onto a precipice below.  Without a rope or other he
  from the other heroes, the unfortunate victim of th
  trap will be stuck on the outcropping.  The only way 
  out is to jump into the rocky sea below.  Doing so 
  results in an additional 2d6 Hits of damage 
  leaves the victim subject to drowning (
  Manual, p 44) and other aquatic hazards at the 
  Maze Master's discretion. 
   
  Trap #2 (Crushing) 
   
  A number of boulders are precariously balanced 
  above the path at this point.  A lever worked into t
  natural hand-hold for crossing this spot triggers the 
  boulders to fall directly onto the second person in
  line.  That unlucky soul suffers 2d6 Hits and
  make a Danger Evasion roll (Players Manual
  to avoid being knocked from the ledge into the sea 
  below.  A hero who is knocked into the sea suffers 
  an additional 2d6 Hits and, as with trap #1, is 
  subject to drowning and other aquatic hazards.
   
  Trap #3 (Direct Damage & Poison)
   
  A poison-tipped javelin shoots from a crevasse in 
  the cliff, doing 1d6 Hits to the lead climber.  The
  victim of this trap must immediately make a Physical
  Vigor save against a target number of 12 (the 
  venom has weakened over time).  Success means 
  that the target is able to shake off the effects of
  venom.  Failure results in complete paralysis for 1
  minutes. A paralyzed victim must also make a 
  Danger Evasion roll one per minute (unless secured 
  by his or her compatriots) to avoid falling from the 
  ledge. Falling from the ledge results in 
  it…) 2d6 Hits and a shot at aquatic hazards.
   
  The Golden Flocks of Iana
   
  Once the heroes have scaled the high cliff walls of
  Iana, they are able to see what makes this island 
  worth defending.  Spread out before their eyes is a 
  scene of bucolic wonderment of the likes normally 
  only heard of in the poetry of the Age of Magic.  Ta
  trees hanging under the weight of succulent fruit, 
  green lawns of perfect whispering grasses, cr
  clear streams babbling as they run their course to 
  8 
  Ancient inhabitants of Iana constructed the narrow 
  leads from the sea to the inner reaches of 
  the island, and they did so with an eye towards 
  With this goal in mind, they 
  M&M Companion, p 
  30) to weaken or defeat any who would attempt 
  to Iana. There are three such traps 
  along the route to the top of the cliffs, each of these 
  is detailed below, in the order encountered. 
  The ledge at this point has been artificially 
  weakened, and an unwary climber can easily fall 
  through.  The first character to encounter this trap 
  will suffer 1d6 Hits of damage from falling 15 feet 
  onto a precipice below.  Without a rope or other help 
  from the other heroes, the unfortunate victim of this 
  ing.  The only way 
  out is to jump into the rocky sea below.  Doing so 
  of damage and 
  leaves the victim subject to drowning (Players 
  , p 44) and other aquatic hazards at the 
  A number of boulders are precariously balanced 
  above the path at this point.  A lever worked into the 
  hold for crossing this spot triggers the 
  boulders to fall directly onto the second person in 
  line.  That unlucky soul suffers 2d6 Hits and must 
  Players Manual, p. 44) 
  to avoid being knocked from the ledge into the sea 
  below.  A hero who is knocked into the sea suffers 
  an additional 2d6 Hits and, as with trap #1, is 
  subject to drowning and other aquatic hazards. 
  (Direct Damage & Poison) 
  tipped javelin shoots from a crevasse in 
  the cliff, doing 1d6 Hits to the lead climber.  The 
  victim of this trap must immediately make a Physical 
  Vigor save against a target number of 12 (the 
  r time).  Success means 
  that the target is able to shake off the effects of the 
  venom.  Failure results in complete paralysis for 1d6 
  minutes. A paralyzed victim must also make a 
  Danger Evasion roll one per minute (unless secured 
  to avoid falling from the 
  ledge. Falling from the ledge results in (you guessed 
  ) 2d6 Hits and a shot at aquatic hazards. 
  The Golden Flocks of Iana 
  Once the heroes have scaled the high cliff walls of 
  Iana, they are able to see what makes this island so 
  worth defending.  Spread out before their eyes is a 
  scene of bucolic wonderment of the likes normally 
  only heard of in the poetry of the Age of Magic.  Tall 
  trees hanging under the weight of succulent fruit, 
  green lawns of perfect whispering grasses, crystal 
  clear streams babbling as they run their course to a 
  large pond nearer the center of the island.  And 
  everywhere the eye can see are beautiful golden 
  sheep, at rest and at play. This tableau of harmony 
  is guarded by the tireless mechanical eye of a 
  Golden Ram (see the Creature Compendium
  This strange creature was constructed to defend its
  territory against all interlopers, and as soon as i
  spots the heroes it will attack without mercy.
   
  Upon defeating the Golden Ram, the heroes are 
  free to explore the plateau.  Before long they will 
  find the entrance to the mines where, it would seem
  the Sextant likely resides.   
   
  Into The Mines 
   
  The entrance to the mines is a cave opening in the 
  landward side of one of the high cliff walls of Ian
  This passage is rough, but spacious, allowing two 
  men to travel abreast with plenty of elbow room.  
  The long and winding trek eventually 
  intersection. To the left can be heard the ringing 
  hammer on anvil, to the right gentle singing.
   
  Maze Master’s Note : The layout of the Mines is so 
  simple that no map is necessary…but nothing prevent
  you from using a typical “cavern adventure map” and
  “beefing up” this part of the quest into a fully
  scenario of its own, with more traps, more mythic 
  treasure and, of course, an appropriate selection of 
  Monsters and Animates.  
   
  The Treasure Trove Of Gyras 
   
  This room is the quarters of Gyras, a 
  Cyclops (see Creature Compendium
  the last resident of Iana.  Here Gyras eats, sleeps
  and lives, surrounded by extraordinary items
   
  The room is filled with various trinkets, automata 
  and other items, including three
  (Creature Compendium, p 104) who serve as 
  guards when Gyras is at work.  Gyras is busy in his
  forge at the time that the heroes visit this room.  
   
  The Singing Keledons do not attack the heroes so 
  long as nothing in the room is disturbed.
  heroes enter combat with the Singing Keledons, 
  Gyras will enter the room after the third round
  combat, ready to make pulp ou
   
   
  The Cyclops Gyras, Crafter of Wondrous Items 
  large pond nearer the center of the island.  And 
  everywhere the eye can see are beautiful golden 
  This tableau of harmony 
  is guarded by the tireless mechanical eye of a 
  Creature Compendium, p 51).  
  This strange creature was constructed to defend its 
  territory against all interlopers, and as soon as it 
  spots the heroes it will attack without mercy. 
  Upon defeating the Golden Ram, the heroes are 
  xplore the plateau.  Before long they will 
  find the entrance to the mines where, it would seem, 
  The entrance to the mines is a cave opening in the 
  landward side of one of the high cliff walls of Iana.  
  ssage is rough, but spacious, allowing two 
  men to travel abreast with plenty of elbow room.  
  trek eventually leads to a T-
  intersection. To the left can be heard the ringing of 
  hammer on anvil, to the right gentle singing. 
  The layout of the Mines is so 
  simple that no map is necessary…but nothing prevent 
  you from using a typical “cavern adventure map” and 
  “beefing up” this part of the quest into a fully-fledged 
  scenario of its own, with more traps, more mythic 
  re and, of course, an appropriate selection of 
  The Treasure Trove Of Gyras  
  is the quarters of Gyras, a Lesser 
  Creature Compendium, p 31) who is 
  the last resident of Iana.  Here Gyras eats, sleeps 
  surrounded by extraordinary items.  
  The room is filled with various trinkets, automata 
  three Singing Keledons 
  , p 104) who serve as 
  guards when Gyras is at work.  Gyras is busy in his 
  the heroes visit this room.   
  The Singing Keledons do not attack the heroes so 
  long as nothing in the room is disturbed. If the 
  heroes enter combat with the Singing Keledons, 
  Gyras will enter the room after the third round of 
  to make pulp out of any intruders.  
   
  The Cyclops Gyras, Crafter of Wondrous Items  
  
  9 
   
  Important note : The Sextant of Eryximachos is not 
  among the items found in this room. It is in the 
  possession of Gyras, who wears it as a pendant. 
   
  The Forge Of Gyras  
   
  In this room, the Cyclops Gyras works, crafting 
  wondrous items for the amusement of his master, 
  Hephaestus. Gyras is a curious sort, more 
  interested in his toys than he is in just about 
  anything.  However, Gyras does not take kindly to 
  anyone intruding upon his domain and he will 
  happily use his very large hammer against any 
  intruders.  Doubly so if they have done any harm to 
  his prized Singing Keledons. 
   
  When entering this room, all heroes should make 
  Perception rolls (Players Manual, p 45) to notice the 
  well-crafted silver sextant that hangs on a fine chain 
  about Gyras' neck. This is, indeed, the Sextant of 
  Eryximachos.  A well-played oration might convince 
  Gyras to part with the Sextant in exchange for the 
  lodestone compass that the priests of Athena gave 
  the party back in Argos.  Otherwise, expect combat. 
   
  The Sextant In Hand 
   
  Whether by guile or by force, the heroes should now 
  be in possession of the Sextant of Eryximachos.  
  With this item in hand, a return to Argos is in order.  
  As with the return from Nemede, the Maze Master is 
  welcome to complicate this trip to taste. 
   
  Once the heroes return the Sextant, the priests of 
  Athena will require more than a little time to use it to 
  divine the nature of the threat to Mythika… The next 
  part of Against Atlantis! will be published in our next 
  issue and will begin with the priests summoning 
  forth our heroes to send them into the fray once 
  again.  In the mean time, don't hesitate to send your 
  heroes forth on additional adventures.  Ideally, you 
  should allow them to reach level 3 in the process, 
  giving them a better chance to face the perils that 
  await them… And consider throwing in some 
  Atlantean presence - even if just off-screen - to 
  further set the stage for the incoming storm… 
   
   
  The Sextant of Eryximachos 
   
  The Sextant of Eryximachos is a Unique Artifact 
  and the proverbial “Mc Guffin” of this adventure. 
  Maze Masters can remain as mysteriously vague 
  as they wish about its wondrous powers or drop 
  the players a few hints  through Thymoetes or the 
  Argosean Priestesses of Athena to whom the 
  heroes are supposed to deliver the item in the end.  
   
  The Sextant is a relic from the Age of Magic. Its 
  purpose is to assist in the act of divination by 
  allowing the diviner to "navigate" the stars that 
  affect the future, thereby more effectively charting 
  the waters of time.  In the hands of a Priestess of 
  Athena, the Sextant improves the clarity and scope 
  of a Divine Vision. The exact nature of this 
  improvement is left to the Maze Master and should 
  be treated on a case-by-case basis. 
  
   
  black chains 
  A perilous adventure for a group of valiant adventurers (level
   
   
   
   
   
  A truly M&M-esque depiction of Prometheus
   
  Maze Master’s Introduction
   
  This adventure is the second in a series known
  Against Atlantis!  Within this series noble heroes will 
  partake in several adventures culminating in a dire
  standoff against the advance guard of an Atlantean 
  invasion force.  The adventures in this series will
  presented serially in the pages of Minotaur
   
  This adventure is suitable for a party of heroes of
  level 2-3 and presumes that your players are 
  already united in their quest for adventure. Though
  not strictly necessary, it will be helpful if at le
  some of the heroes completed AA1, which 
  presented in Minotaur n°2 , released in April of 2008.  
   
  10 
  black chains of the earth
  Against Atlantis ! (Part Two) 
   
  adventure for a group of valiant adventurers (level 2-3) by
   
   
   
  esque depiction of Prometheus 
  Maze Master’s Introduction 
  This adventure is the second in a series known as 
  Within this series noble heroes will 
  partake in several adventures culminating in a direct 
  standoff against the advance guard of an Atlantean 
  invasion force.  The adventures in this series will be 
  inotaur.   
  This adventure is suitable for a party of heroes of 
  and presumes that your players are 
  already united in their quest for adventure. Though 
  not strictly necessary, it will be helpful if at least 
  some of the heroes completed AA1, which was 
  , released in April of 2008.   
  If your players are veterans of the adventure 
  Lost Lair of Laodice from Minotaur Quarterly 1
  might want to use Barros "One Eye" (the ship’s 
  captain from that adventure) for the various sa
  portions associated with one or more of the 
  adventures 
  in 
  the 
  Against 
  Atlantis!
  Otherwise, any approach you wish to take to 
  providing your players with a method of sea travel 
  will work just fine. 
   
  The information given below
  Players do not necessarily know the following, 
  though they may be aware of some of it if they 
  completed AA1: The Wisdom of Stones
  Masters should feel free to have as much or as litt
  time as desired pass between the events of AA1 
  and the beginning of this adventure.  The priests of 
  Athena, wise though they may be, are only as fast 
  at divination as you need them to be.
   
  In all cases Maze Masters should complicate or 
  handwave situations as fits their group's needs and
  play times.  Wherever you s
  extend or compress the action, take advantage of 
  the flexibility of the adventure's design to maximi
  the fun for you and your players.
   
  The Cult of Prometheus
   
  Aeons ago, before even the Age of Magic, a heresy 
  of unimaginable proportions blighted the face of 
  Mythika.  A small group of priests, most dedicated t
  Zeus himself, set sail for Arcadia in search of 
  Prometheus, with the goal of freeing him from his 
  bonds and benefitting from his wisdom.  At first, 
  Zeus and the other gods were
  hubris exhibited by the errant humans.  But the 
  various priests slowly grew in power, gaining 
  knowledge and artifacts that were not intended for 
  mortals, and the gods began to become wary.
   
  Though they failed to find Prometheus himsel
  these heretics still held the bringer of fire as th
  source of inspiration and eventually established th
  Cult of Prometheus.  Atop a high peak in the range 
  of mountains that separates Arcadia from Amazonia 
  they constructed a grand temple, from which 
  exalted Prometheus above even Zeus.
   
  What began as the ultimate attempt to exert the wil
  of man over the will of the gods ended in divine 
  wrath, as the father of the gods rained death and 
  destruction upon the heretics.  Their temple was 
  wiped from the face of the earth and their bodies 
  were warped and bound with chains like those of he 
  of the earth 
  3) by Andrew Trent 
  If your players are veterans of the adventure The 
  Minotaur Quarterly 1 you 
  might want to use Barros "One Eye" (the ship’s 
  captain from that adventure) for the various sailing 
  portions associated with one or more of the 
  Against 
  Atlantis! 
  series. 
  Otherwise, any approach you wish to take to 
  providing your players with a method of sea travel 
  given below is for your eyes only.  
  Players do not necessarily know the following, 
  though they may be aware of some of it if they 
  AA1: The Wisdom of Stones. Maze 
  Masters should feel free to have as much or as little 
  time as desired pass between the events of AA1 
  nning of this adventure.  The priests of 
  Athena, wise though they may be, are only as fast 
  at divination as you need them to be. 
  In all cases Maze Masters should complicate or 
  handwave situations as fits their group's needs and 
  play times.  Wherever you see an opportunity to 
  extend or compress the action, take advantage of 
  the flexibility of the adventure's design to maximize 
  the fun for you and your players. 
  The Cult of Prometheus 
  Aeons ago, before even the Age of Magic, a heresy 
  ions blighted the face of 
  Mythika.  A small group of priests, most dedicated to 
  Zeus himself, set sail for Arcadia in search of 
  Prometheus, with the goal of freeing him from his 
  bonds and benefitting from his wisdom.  At first, 
  Zeus and the other gods were mildly amused by the 
  hubris exhibited by the errant humans.  But the 
  various priests slowly grew in power, gaining 
  knowledge and artifacts that were not intended for 
  mortals, and the gods began to become wary. 
  Though they failed to find Prometheus himself, 
  these heretics still held the bringer of fire as their 
  source of inspiration and eventually established the 
  Cult of Prometheus.  Atop a high peak in the range 
  of mountains that separates Arcadia from Amazonia 
  they constructed a grand temple, from which they 
  exalted Prometheus above even Zeus. 
  What began as the ultimate attempt to exert the will 
  of man over the will of the gods ended in divine 
  wrath, as the father of the gods rained death and 
  destruction upon the heretics.  Their temple was 
  e face of the earth and their bodies 
  were warped and bound with chains like those of he 
  
   
  who they sought to venerate.  Their women and 
  children were driven from the mountain and 
  perished, plummeting to their doom as the bridge 
  that spanned a great chasm collapsed under the 
  fury of the gods. 
   
  In time, all knowledge of the Cult of Prometheus 
  was wiped from Mthika.  Yet something remains 
  there in the mountains.  A faint flickering of wisdo
  that even the gods could not unmake.
   
  A Consultation Before Dawn
   
  The priests of Athena have gazed into the future 
  and foreseen great danger to Mythika.  Thanks to 
  the efforts of brave heroes - perhaps some of them 
  among your party's number - the lost Sextant of 
  Eryximachos was delivered to the House of Athena 
  in Argos.  With this artifact in hand, the priests have 
  seen more clearly the threat and have sent out the 
  call for bold adventurers to take the next step in 
  confronting the shadowy foe. 
   
  Trouble rises in the West 
   
   
   
  Ancient words must be unbound
   
   
   
  Find the mountain dispossessed
   
   
   
  With flames and chains will victory sound
   
  With these words the high priestess of Athena 
  informs the gathered heroes of their quest.  
   
  "You must seek the ruined Temple of Prometheus, 
  and from within rescue the chains that punished the
  bringer and the infamous fire brought by him.  
  Those unbreakable bonds will provide defense and 
  that sacred light will burn within our breast as we
  defend our land.  Ghosts and spirits await you in t
  dead place, noble heroes.  But only you can perform 
  this task.  Athena will protect and guide you so long 
  as your hearts are true to Mythika." 
   
  The priests of Athena are aware of the general 
  nature of the various nemeses that the heroes will 
  confront 
  on 
  this 
  adventure, 
  particularly 
  the 
  malevolent spirits that guard the chasm and the 
  chains.  To this end, the House of Athena provides 
  the heroes with the Oil of Icelus.  This mythic item, a 
  viscous green oil, allows weapons coated with it to
  wound insubstantial creatures for up to 5 combat 
  rounds.  The priests provide 10 complete doses of 
  the magical agent. 
   
  The heroes are given plenty of time to prepare for 
  their trek to Arcadia.  The priests even provide mor
  than enough funds to provision their ship for the 
  lengthy journey to (and return from) the East.  
   
  Heroes may also need to recruit additional sailors to 
  replace any lost crew from AA1 - 
  Stones, or simply to fill out their crew if they are 
  embarking on this adventure without having 
  completed that quest. 
  11 
  who they sought to venerate.  Their women and 
  children were driven from the mountain and 
  perished, plummeting to their doom as the bridge 
  lapsed under the 
  In time, all knowledge of the Cult of Prometheus 
  was wiped from Mthika.  Yet something remains 
  there in the mountains.  A faint flickering of wisdom 
  that even the gods could not unmake. 
  A Consultation Before Dawn 
  riests of Athena have gazed into the future 
  and foreseen great danger to Mythika.  Thanks to 
  perhaps some of them 
  the lost Sextant of 
  Eryximachos was delivered to the House of Athena 
  this artifact in hand, the priests have 
  seen more clearly the threat and have sent out the 
  call for bold adventurers to take the next step in 
  Ancient words must be unbound 
  possessed 
  With flames and chains will victory sound 
  With these words the high priestess of Athena 
  informs the gathered heroes of their quest.   
  "You must seek the ruined Temple of Prometheus, 
  and from within rescue the chains that punished the 
  and the infamous fire brought by him.  
  Those unbreakable bonds will provide defense and 
  that sacred light will burn within our breast as we 
  defend our land.  Ghosts and spirits await you in this 
  dead place, noble heroes.  But only you can perform 
  k.  Athena will protect and guide you so long 
  The priests of Athena are aware of the general 
  nature of the various nemeses that the heroes will 
  confront 
  on 
  this 
  adventure, 
  particularly 
  the 
  the chasm and the 
  chains.  To this end, the House of Athena provides 
  This mythic item, a 
  viscous green oil, allows weapons coated with it to 
  wound insubstantial creatures for up to 5 combat 
  10 complete doses of 
  The heroes are given plenty of time to prepare for 
  their trek to Arcadia.  The priests even provide more 
  than enough funds to provision their ship for the 
  lengthy journey to (and return from) the East.   
  also need to recruit additional sailors to 
  The Wisdom of 
  , or simply to fill out their crew if they are 
  embarking on this adventure without having 
   
  The treacherous Aeson
   
  Regardless of whether your heroes are continuing 
  or are starting anew, the Maze Master should 
  ensure that an able-bodied sailor named Aeson is 
  part of the crew.  In game terms, Aeson is a Fighter
  (see Maze Masters Guide, p. 25) who loyally serves 
  with the heroes.  Unfortunatel
  spy working for Atlantis and travels with the heroe
  in an information-gathering role.  Until otherwise 
  noted, Aeson will not attempt to hinder the heroes 
  any way.  Instead, he fights nobly beside them and 
  is quick to action when needed.
   
  Act I: Mysterious Arcadia
   
  Arcadia (see Maze Masters Guide
  located between the lands of the Amazons and the 
  Thanatari Mountains.  Few are the heroes who have 
  ever set foot in Arcadia returned to Mythika.  As 
  such, understanding of this mystical place is limited 
  to rumors and legends.  This adventure will not 
  attempt to solve the nature of Arcadia, as the autho
  considers that mystery best left to each individual
  Maze Master.  The time your heroes spend in 
  Arcadia can be a source of more than one epic 
  adventure in-and-of itself, if you should so desire.  
   
  For this adventure's purposes, only the immediate 
  northern portion of Arcadia's coast is involved.  Th
  area is dominated by the foothills that lead north 
  the Amazonia mountains and should be considered 
  devoid of any sign of civilization.  A single encoun
  within Arcadia itself awaits, and it is with a group
  Arimaspians who have wandered far from their 
  normal range.  Consider the remainder of Arcadia a 
  blank page to do with as you see fit.
   
  Landing At Arcadia 
   
  The voyage to the Arcadian shore can pass as 
  perilously or uneventfully as the Maze Master 
  desires.  When at last the heroes do reach Arcadia 
  the gods themselves make clear the landing site, as
  two Sea Horses (see Creature Compendium
  100) linger at the shore, seeming to speak with a 
  single pure white Oracle Owls
  Compendium, p. 87). 
   
  Upon being sighted, this conference of divinely 
  favored beasts separate, the Sea Horses diving 
  beneath the waves not to 
  Oracle Owl takes flight northward into the hills, 
  calling to the heroes as it flies.
   
  The treacherous Aeson 
  your heroes are continuing 
  or are starting anew, the Maze Master should 
  bodied sailor named Aeson is 
  part of the crew.  In game terms, Aeson is a Fighter 
  , p. 25) who loyally serves 
  with the heroes.  Unfortunately, Aeson is actually a 
  spy working for Atlantis and travels with the heroes 
  gathering role.  Until otherwise 
  noted, Aeson will not attempt to hinder the heroes in 
  any way.  Instead, he fights nobly beside them and 
  needed. 
  I: Mysterious Arcadia 
  Maze Masters Guide, p. 8) is a valley 
  located between the lands of the Amazons and the 
  Thanatari Mountains.  Few are the heroes who have 
  ever set foot in Arcadia returned to Mythika.  As 
  of this mystical place is limited 
  to rumors and legends.  This adventure will not 
  attempt to solve the nature of Arcadia, as the author 
  considers that mystery best left to each individual 
  Maze Master.  The time your heroes spend in 
  of more than one epic 
  of itself, if you should so desire.   
  For this adventure's purposes, only the immediate 
  northern portion of Arcadia's coast is involved.  This 
  area is dominated by the foothills that lead north to 
  ins and should be considered 
  devoid of any sign of civilization.  A single encounter 
  within Arcadia itself awaits, and it is with a group of 
  Arimaspians who have wandered far from their 
  normal range.  Consider the remainder of Arcadia a 
  th as you see fit. 
  The voyage to the Arcadian shore can pass as 
  perilously or uneventfully as the Maze Master 
  desires.  When at last the heroes do reach Arcadia 
  the gods themselves make clear the landing site, as 
  eature Compendium, p. 
  100) linger at the shore, seeming to speak with a 
  Oracle Owls (see Creature 
  Upon being sighted, this conference of divinely 
  favored beasts separate, the Sea Horses diving 
  be seen again.  The 
  Oracle Owl takes flight northward into the hills, 
  calling to the heroes as it flies. 
  
  12 
   
   
   
  A surly Arimaspian 
   
  Trouble On The Trail 
   
  After landing, the heroes must head north towards 
  the mountains to reach the ruins of the Temple of 
  Prometheus.  Throughout their journey, the Oracle 
  Owl leads them onward.  The Owl never directly 
  approaches the heroes and will actively flee if 
  approached.  Its mission is to lead the heroes 
  through the hills and mountains of Arcadia to the 
  site of the temple, nothing more. 
   
  A multiple day trek through the hills is required to 
  get to the ruins. On the third day the heroes are 
  beset by a band of bloodthirsty Arimaspians (see 
  the Creature Compendium, p. 8). These ruthless 
  foes descend upon the heroes from the east, riding 
  horses and firing their fearsome bows with all of the 
  ferocity they are known for.   
   
  The number of Arimaspians involved in this 
  encounter should be equal to the number of heroes 
  plus one. Once three quarters of the Arimaspians 
  have fallen, the rest will begin to retreat to the east.  
  Let your heroes follow them at their peril, for these 
  creatures are unlikely the only dangers that await 
  those who fail to follow the guidance of Athena. 
   
  After the skirmish, allow each hero in your party to 
  make a detection roll (see Players Manual, p. 45) 
  realize just how far afield these Arimaspians are 
  from their normal range.   
   
  Act II: The Haunted Ruins 
   
  Two days after the battle with the Arimaspians - the 
  fullness of which include many dangerous mountain 
  passes and difficult climbs - the heroes reach the 
  edge of the great, bottomless chasm that separates 
  the ruins from the rest of the mountain.   
   
  A poorly-fashioned, rotting rope bridge spans the 
  80-foot gap, running alongside the unusable 
  remains of what once must have been a glorious 
  ivory bridge.  "Oil your swords!  Oil your swords!" 
  cries the Oracle Owl as it races overhead, away 
  from the ruins and back toward the hills whence 
  came the heroes. 
  The Chasm & The Bridge 
   
  The chasm is haunted by the ghosts of the women 
  and children who perished here when Zeus rained 
  his wrath down upon the heretics of Prometheus.   
   
  Once a living soul has made it halfway across the 
  bridge the ghosts will begin to rise from the depth of 
  the chasm and swirl about the bridge, attacking any 
  and all who disrupt their restless slumber. 
   
  In game terms, these “ghosts” are not classic 
  Ghosts as described in the Creature Compendium 
  (p. 44) but gestalt-like, collective Spirits known as 
  Egregors. For all purposes, the seemingly endless 
  number of ghosts is really only two entities - one 
  Egregor combining all the ghosts of the women and 
  another one combining all the ghosts of the children. 
  Despite this, the Maze Master is encouraged to 
  describe the situation as hundreds or even 
  thousands of ghosts rising, swarming and lashing 
  out at the heroes on the bridge. 
   
  Egregor 
   
  Taxonomy : Spirit 
   
  Size : Large 
   
  Ferocity : Aggressive 
   
  Cunning : Alert 
   
  Mystique : Eldritch 
   
  Movement : 90’ 
   
  Initiative : 14 
   
  Melee Attack : n/a 
   
  Damage : see below 
   
  Defense Class : 16  
   
  Hits Total : 18 
   
  Detection / Evasion : +2 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Fearsome, Insubstantial, 
  Life-Energy Drain (touch, 1d6, one attack per 
  round), Magic Resistance, Stealthy (16). 
   
  Awards : Glory 140, Wisdom 70. 
   
  The Large Size of the Egregor reflects the 
  collective nature of the entity and the impression 
  that each Egregor is an entire cohort of distinct 
  beings. This Size gives the Egegor a Hits Total of 
  18 but does not allow it to make more than one 
  Life-Energy Drain attack per round, which is its 
  only form of attack. 
   
  Like all Intangible creatures, Egregors cannot be 
  harmed by mundane weapons, unless these have 
  been coated with the Oil of Icelus.  
   
   
  
   
  Once the heroes have all crossed the bridge, the 
  Egregors - if not already destroyed -
  the chasm. If any portion of the
  ghostly entities will return to attack the 
  when they attempt to cross the bridge on their way 
  back after they have recovered the chains and fire 
  of Prometheus from the ruins. 
   
  The Blasted Caves Of The Heretics
   
  Just past the point where the rope bridge reaches 
  the far side of the chasm, a wide ledge (Area 1 on 
  the map) spreads to the north and south. All that 
  remains of Prometheus’ Temple are a series of 
  caverns dug into the rubble and raw stone of the 
  mountainside. A single opening yawns in the rock 
  face, an unexpectedly warm breeze issues forth 
  from it. 
   
  Area 1: The Chained Skeletons
   
  Scattered about Area 1 are countless twisted and 
  misshapen human skeletons, each draped in heavy
  chains.  As the heroes approach the entrance to the
  caverns, these skeletons rise, and unnatural fire i
  their hollow eye sockets and their chains clanking 
  and clattering.  The skeletons immediately engage 
  the heroes in combat. 
   
  The number of skeletons involved in this battle can 
  be varied as needed by the Maze Master, but 
  should number no fewer than 2 per hero.  There are 
  more than enough bones and chains in this area to 
  provide well over 10 actual skeletons per hero 
  feel free to keep the dead rising if the heroes are too 
  full of hubris. 
   
  The only weapons of these Skeletons 
  heavy chains, which they use to ensnare, strangle 
  and constrict their opponents : in game terms, they
  have 
  the 
  same 
  characteristics 
  as 
  standard 
  Skeletons (see the Creature Compendium
  plus the Grapple and Crushing Damage
  abilities, which are their only form of attack. The
  chains also prevent them from Charging into Battle
  See below for their detailed characteristics.
   
  Area 2: Lair of the Fallen 
   
  This cavern reeks of excrement and animal odor.  It 
  is occupied by a dozen or so descendants of the 
  few Prometheans who survived the wrath of Zeus.  
  These pathetic creatures have long since lost their
  humanity and are little more than feral cannibals. 
  Use the statistics for Degenerate M
  Creature Compendium, p. 34). These creatures fight 
  to the death, gleefully biting and ripping at the f
  of any fallen heroes with wild abandon and no 
  concern for the others in their number.
   
  The largest of these Fallen Prometheans wears a 
  Ring of Good Fortune (see Maze Masters Guide
  p. 43) as a sign of his status as leader of this tr
  foul flesh-eaters.  
  13 
  Once the heroes have all crossed the bridge, the 
  - will retreat into 
  the chasm. If any portion of them remain, the 
  will return to attack the adventurers 
  when they attempt to cross the bridge on their way 
  the chains and fire 
  e Blasted Caves Of The Heretics 
  Just past the point where the rope bridge reaches 
  the far side of the chasm, a wide ledge (Area 1 on 
  the map) spreads to the north and south. All that 
  Temple are a series of 
  e and raw stone of the 
  single opening yawns in the rock 
  face, an unexpectedly warm breeze issues forth 
  Area 1: The Chained Skeletons 
  Scattered about Area 1 are countless twisted and 
  misshapen human skeletons, each draped in heavy 
  chains.  As the heroes approach the entrance to the 
  caverns, these skeletons rise, and unnatural fire in 
  their hollow eye sockets and their chains clanking 
  and clattering.  The skeletons immediately engage 
  volved in this battle can 
  be varied as needed by the Maze Master, but 
  should number no fewer than 2 per hero.  There are 
  more than enough bones and chains in this area to 
  provide well over 10 actual skeletons per hero - so 
  if the heroes are too 
  Skeletons are their 
  heavy chains, which they use to ensnare, strangle 
  and constrict their opponents : in game terms, they 
  have 
  the 
  same 
  characteristics 
  as 
  standard 
  e Compendium p 105), 
  Crushing Damage special 
  abilities, which are their only form of attack. Their 
  Charging into Battle. 
  See below for their detailed characteristics. 
  rn reeks of excrement and animal odor.  It 
  is occupied by a dozen or so descendants of the 
  few Prometheans who survived the wrath of Zeus.  
  These pathetic creatures have long since lost their 
  humanity and are little more than feral cannibals.  
  Degenerate Men (see 
  , p. 34). These creatures fight 
  to the death, gleefully biting and ripping at the flesh 
  of any fallen heroes with wild abandon and no 
  concern for the others in their number. 
  metheans wears a 
  Maze Masters Guide, 
  p. 43) as a sign of his status as leader of this tribe of 
   
  The latest in Skeleton fashion
   
   
  Chained Skeleton
   
  Taxonomy : Animate 
   
  Size : Medium 
   
  Ferocity : Aggressive 
   
  Cunning : Average 
   
  Mystique : Weird 
   
  Movement : 60’ 
   
  Initiative : 13 
   
  Melee Attack : +2 
   
  Damage : 1d6 (crushing) 
   
  Defense Class : 15  
   
  Hits Total : 8 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +2 
   
  Special Abilities : Crushing Damage (chains, 
  1d6), Fearsome, Grapple (chains, Might 16), 
  Mindless. 
   
  Awards : Glory 50, Wisdom 20.
   
   
  Area 3: Too Many Bones 
   
  This room is filled with numerous piles of bones an
  chains, which promptly animate into skeletons like 
  those encountered in Area 1.  There isn't much to 
  be said for the victims of Zeus' wrath other than that 
  they are largely consistent in their hatred of all 
  serve any other than Prometheus.
   
  Area 4: A Pit! 
   
  This area contains a pit trap (see 
  p. 29), constructed to capture anyone or anything 
  that approaches Area 5. This is a Falling
  Entrapment trap (1d6 damage
  enough to fall into it. This trap can be avoided, 
  detected and disarmed as described in the Traps 
  rules.  Its Concealment Rating is 15 and its Danger
  Rating is 20. Nasty Maze Masters may consider 
  adding stakes to the bottom of the pit, for a Direc
  Damage effect of +1d6 (total 2d6 damage).
   
   
  The latest in Skeleton fashion 
  Chained Skeleton 
  rushing Damage (chains, 
  Grapple (chains, Might 16), 
  Glory 50, Wisdom 20. 
  Area 3: Too Many Bones  
  This room is filled with numerous piles of bones and 
  chains, which promptly animate into skeletons like 
  those encountered in Area 1.  There isn't much to 
  id for the victims of Zeus' wrath other than that 
  they are largely consistent in their hatred of all who 
  serve any other than Prometheus. 
  This area contains a pit trap (see M&M Companion, 
  p. 29), constructed to capture anyone or anything 
  hat approaches Area 5. This is a Falling / 
  damage) to anyone unlucky 
  enough to fall into it. This trap can be avoided, 
  detected and disarmed as described in the Traps 
  rules.  Its Concealment Rating is 15 and its Danger 
  sty Maze Masters may consider 
  adding stakes to the bottom of the pit, for a Direct 
  Damage effect of +1d6 (total 2d6 damage). 
  
  14 
   
  black chains of the earth  
  adventure map 
   
  
  15 
   
   
   
   
  Orlos the Mad Immortal 
   
  Area 5: Lair of the Eternal Priest 
   
  This area serves as the resting place of the high 
  priest of the Prometheans, Orlos Tegyrius.  
   
  Like all great offenders of Zeus, Orlos received a 
  special 
  punishment. 
  Rather 
  than 
  simply 
  be 
  destroyed Orlos was cursed to eternal life and 
  bound to the ruins of his cult's temple, forced to live 
  forever in the knowledge of his defeat. The 
  “immortal” Orlos is completely, irremediably mad 
  and will immediately attack any and all who enter 
  his demesne, using his terrible Soul Rending Shriek 
  (see below).  
   
  Orlos clearly used to be a man of noble bearing, but 
  countless years and the torment of having his life's 
  work utterly destroyed by the gods have left him 
  twisted into something altogether different.   
   
  When Zeus decided to punish Orlos for his hubris, 
  the king of the gods didn't hold back at all, damning 
  Orlos with the curse of eternal life without the 
  benefit of eternal youth. Orlos now appears as what 
  a mummy without bandages might look - his 
  dry, desiccated skin is stretched tightly across dry, 
  enduring bones. His features are sunken and his 
  eyes burn with a madness and rage that fills 
  onlookers with a terror that chills their very souls. 
  He wears the tattered and faded remnants of the 
  opulent priestly robes that he affected in centuries 
  past.  He cackles madly in an ancient dialect and 
  his words seldom make sense to the sane listener. 
   Wherever he travels within the caverns the aroma 
  of cloves and lamp oil lingers in the air. 
   
  Unlike other creatures found in these ruins, Orlos is 
  intelligent and canny. He is unable to leave the 
  caverns, but has free mobility within them, thanks to 
  his unique special ability of Phase Shifting (see his 
  description below). 
   
  Orlos 
   
  Taxonomy : Spirit 
   
   
  Description : See main text. 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Clever 
   
  Mystique : Eldritch 
   
  Movement : 60’  
   
  Initiative : 16 
   
  Melee Attack : +4 
   
  Damage : see below 
   
  Defense Class : 16  
   
  Hits Total : 16 
   
  Detection / Evasion : +8 / +6 
   
  Mystic Fortitude : +8 
   
  Special Abilities : Fearsome, Magic Resistance, 
  Phase Shifting, Sixth Sense, Soul Rending Shriek, 
  Stealthy (16), Supernatural Vigor.  
   
  Awards : Glory 120, Wisdom 200. 
   
  Phase Shifting is a limited form of Insubstantiality 
  that allows Orlos to vanish at will into the walls of 
  the caverns and travel to other areas of the ruins in 
  this manner. It costs him 1 Hit to activate (with no 
  extra cost for reverting back to his fully material 
  form). This special ability adds +10 to his Glory and 
  Wisdom awards.  
   
  Soul Rending Shriek allows Orlos to inflict damage 
  on others by emitting a terrible, supernatural 
  piercing  scream : this attack occurs during the 
  Missile phase, according to Orlos’ Initiative, but 
  requires no attack roll and affects all beings within 
  earshot. Targets must make a Mystic Fortitude 
  saving roll (target number of 15) or suffer 1d6 Hits 
  of damage and be unable to move, attack or use 
  magic for the rest of the round.  
   
  During the next round, characters with a higher 
  Initiative than Orlos (16) will be able to attempt a 
  missile attack against him (provided their weapon is 
  prepared) before he utters a new shriek.  
   
  Those who cover their ears after the first shriek will 
  suffer no damage (no saving roll needed) from 
  subsequent shrieks but will obviously be unable to 
  attempt any action requiring the use of their hands – 
  which includes all melee or missile attacks, but not 
  magical ones like Psychic Attack or Divine Wrath 
  (except for Lyrists, who must play their lyre to use 
  their magic). This unique ability adds +20 to Orlos’ 
  Glory and Wisdom awards. 
   
   
   
  
  16 
   
  Area 6: A Light Beneath The Rubble 
   
  This cavern has caved in and is completely 
  impassible.  A perception roll against a target 
  number of 20 should be made for each hero 
  entering this area.  A successful roll allows the 
  hero(es) to spot a glint of metal just poking out from 
  beneath an area of the cave in .  This metal is the 
  blade of a Sword of the Underworld.  This mythic 
  weapon can be recovered if noticed and might well 
  prove useful a little further into the caves. 
   
  Area 7: A Web Of Troubles 
   
  This area is thick with spider webs, and seems 
  much cooler than any of the surrounding caves.  
  Heroes may be allowed a detection roll (see Players 
  Manual, p. 45) to notice the two deadly Cave 
  Spiders (Creature Compendium, p. 49) who occupy 
  this room.  Maze Masters should be sure to take the 
  spiders' Stealthy (14) into account when making this 
  check.  Their poison causes death in 1d6 rounds. 
   
  Should the heroes survive this encounter and want 
  to push deeper into this cave, they will find that the 
  passages to the East (towards Area 8) and West 
  (towards Area 6) have been webbed-over by the 
  spiders to such a degree that a Feat of Strength 
  (see Players Manual, p. 44) is required to pass 
  through to those areas. 
   
  Area 8: The Sleeping Flame 
   
  The floor of this cavern crunches underfoot, as 
  loose gravel slips and pottery shards crack and 
  crumble.  As the heroes enter more deeply into this 
  area they begin to see clay statues human bodies 
  lining the edges of the cave. Each of these is 
  incomplete, though, missing an arm here, a head 
  there, and so on. The damage to the forms lessens 
  the further onward the heroes press. 
   
  At the far end of the cave stands one perfect statue.  
  Its form is exquisite and its features bring to mind 
  even fairest Apollo. A small flame can be seen to 
  flicker through a grated door into its chest, where its 
  heart would beat were it alive.  
   
  This statue is the last remaining Promethean 
  Golem.  The fire within its chest is the last remnant 
  of the fire that Prometheus stole from the gods and 
  brought to man.  If the heroes attempt to open the 
  door into the statue's chest, it animates and will 
  attack the party ferociously.  It will not willingly allow 
  the fire to be removed under any circumstances. If 
  the heroes attempt to move the statue without 
  tampering with the fire, it remains inanimate and 
  can be hauled from this place back to Argos. 
   
  If the Promethean Golem is reduced to zero Hits, it 
  is incapacitated but the Flame will continue to burn 
  in its chest… unless it is extinguished by the 
  characters, in which case the Flame will be lost to 
  the world forever and the Promethean Golem will 
  dissolve into dust.  
   
   
   
   
  The Last of the Promethean Golems 
   
   
  Promethean Golem 
   
  Taxonomy : Animate 
   
  Size : Medium 
   
  Ferocity : Dangerous 
   
  Cunning : Average 
   
  Mystique : Eldritch 
   
  Movement : 60’ 
   
  Initiative : 12 
   
  Melee Attack : +4 
   
  Damage : 1d6 (fists) 
   
  Defense Class : 22  
   
  Hits Total : 16 
   
  Detection / Evasion : 0 
   
  Mystic Fortitude : +8 
   
  Special 
  Abilities : 
  Grapple 
  (Might 
  16), 
  Crushing Damage (after successful grapple), 
  Mindless, Invulnerability, Magic Resistance, 
  Regeneration, Supernatural Vigor. 
   
  Awards : Glory 100, Wisdom 60. 
   
  The Flame burning in its chest is the source of 
  the Golem’s Regeneration powers. 
   
  
   
   
  - Wings in the Dark -  that’s us
   
  Area 9: Wings In The Dark
   
  This large chamber has high ceilings that extend fa
  beyond any light source the heroes might have.  
  The floor here is covered in guano and is slick to 
  the point of imposing a -2 to EDC for all grounded 
  parties engaging in combat. 
   
  A 
  swarm 
  of 
  Giant 
  Bats 
  Compendium, p. 47) makes its home in this area, 
  hence the guano.  The bats attack promptly, but flee 
  to their perches if seriously wounded.  There are u
  to two bats per hero in this encounter.
   
  Area 10: Black Chains Of The Earth
   
  This large cavern is all that remains of the once
  great trove of artifacts that the Cult of Prometheus 
  gathered.  The walls of this cave are adorned with 
  silver and gold chalices, great woven tapestries 
  depicting the deeds of Prometheus, his punishment 
  and the discovery by the Cult of the promethean 
  chains high atop a storm-wracked peak
   
  The few remaining treasures found here include
  following items: 
   
  * Chains of Prometheus 
   
  * Beta Ray Wand 
   
  * 3-dose phial of Cocytus Water 
   
  * Full flask of Medea's Ointment 
   
  * Wand of Fire 
   
  * Ring of the Elements: Fire 
   
  For details on these items, see the 
  Guide (chapter IV). 
   
  This area is guarded over by Charonts
  Creature Compendium, p. 27) - the spirits of the 
  triumvirate of priests who found and retrieved the 
  Chains of Prometheus. Their number should
  equal to 50% of the party’s size, rounded up (eg if 
  there are five heroes, there will be three Charonts
  These creatures will defend their hoard with all th
  might, wielding their Hammers of Hades like 
  demons possessed. 
  17 
   
  that’s us ! 
  Area 9: Wings In The Dark 
  This large chamber has high ceilings that extend far 
  source the heroes might have.  
  The floor here is covered in guano and is slick to 
  2 to EDC for all grounded 
  (see 
  Creature 
  , p. 47) makes its home in this area, 
  guano.  The bats attack promptly, but flee 
  to their perches if seriously wounded.  There are up 
  to two bats per hero in this encounter. 
  Area 10: Black Chains Of The Earth 
  This large cavern is all that remains of the once-
  e Cult of Prometheus 
  gathered.  The walls of this cave are adorned with 
  silver and gold chalices, great woven tapestries 
  s, his punishment 
  and the discovery by the Cult of the promethean 
  wracked peak.  
  The few remaining treasures found here include the 
  ee the Maze Masters 
  Charonts (see the 
  the spirits of the 
  triumvirate of priests who found and retrieved the 
  Their number should be 
  ty’s size, rounded up (eg if 
  there are five heroes, there will be three Charonts). 
  These creatures will defend their hoard with all their 
  might, wielding their Hammers of Hades like 
  If combat with the Charonts lasts for more than 5 
  rounds, Orlos Tegyrius (see Area 10) will, if he has 
  not yet been defeated by the heroes, arrive to assi
  in the defense of the artifacts.
   
  Area 11: Restless Shadows
   
  A fire burns atop a rough stone altar that stands in
  the middle of this room, casting eerie sh
  the walls.  Amongst these shadows are 
  (see Creature Compendium, p. 103), 1 per hero 
  inside this chamber.  These malevolent things 
  attack only after 75% of the heroes have entered 
  the room.  They fight to the death, but for each he
  that falls so too does a shadow cease to exist.
   
  If the heroes think to douse the fire that burns up
  the altar, all of the shadows vanish immediately.  
  The creatures will not return in the presence of a 
  different light source. 
   
  Area 12: The Hidden Temple
   
  This area is clearly more than a simple cavern.  It 
  seems more like a temple that was swallowed 
  whole by the earth itself.  Broken marble columns, 
  benches and other structures form most of the walls
  of this space.  A single shaft of sunlight filters d
  from a fissure in the distant ceiling.
   
  As the heroes enter this area, one of the columns 
  animates and becomes a 
  Creature Compendium, p. 70). This monstrosity 
  seeks to enact the vengeance of all the slain 
  Prometheans upon any breathing cr
  sight.  It will focus single-mindedly on any whose 
  primary allegiance is to Zeus first, following on t
  other beings only after those who cleave to the 
  destroyer have been eliminated.
   
  Area 13: Familiar Foes
   
  This area serves as home to a
  Fallen Prometheans (see Area 2 
  information).  Only 8 of these creatures remain, two 
  recently having been lost to the bats in Area 9.  
   
  Like their counterparts in Area 2, these Fallen 
  Prometheans attack instantly and with an 
  bloodlust.The leader of this tribe wears a 
  Mystic Lore (see Maze Masters Guide
  his emblem of authority. 
   
  Area 14: A Ring Of Stones
   
  This barren hole in the earth is empty save for 
  multiple shapes laid out in stones across its 
  This 
  chamber 
  has 
  served 
  as 
  the 
  Fallen 
  Prometheans' gathering space, where they have 
  attempted to recapture some faint glimmer of the 
  knowledge their ancestors once held. To date the 
  best they have accomplished are a few simple 
  words poorly produced by laying out stones to form 
  letters. The words Fire, 
  recognizable, but nothing else can be discerned.
  If combat with the Charonts lasts for more than 5 
  , Orlos Tegyrius (see Area 10) will, if he has 
  not yet been defeated by the heroes, arrive to assist 
  in the defense of the artifacts. 
  Area 11: Restless Shadows 
  A fire burns atop a rough stone altar that stands in 
  the middle of this room, casting eerie shadows upon 
  the walls.  Amongst these shadows are Shadows 
  (see Creature Compendium, p. 103), 1 per hero 
  inside this chamber.  These malevolent things 
  attack only after 75% of the heroes have entered 
  the room.  They fight to the death, but for each hero 
  falls so too does a shadow cease to exist. 
  If the heroes think to douse the fire that burns upon 
  the altar, all of the shadows vanish immediately.  
  The creatures will not return in the presence of a 
  Area 12: The Hidden Temple 
  is area is clearly more than a simple cavern.  It 
  seems more like a temple that was swallowed 
  whole by the earth itself.  Broken marble columns, 
  benches and other structures form most of the walls 
  of this space.  A single shaft of sunlight filters down 
  m a fissure in the distant ceiling. 
  As the heroes enter this area, one of the columns 
  Living Caryatid (see 
  , p. 70). This monstrosity 
  seeks to enact the vengeance of all the slain 
  Prometheans upon any breathing creature within its 
  mindedly on any whose 
  primary allegiance is to Zeus first, following on to 
  other beings only after those who cleave to the 
  destroyer have been eliminated. 
  Familiar Foes 
  This area serves as home to a second tribe of 
  Fallen Prometheans (see Area 2 p 13 for more 
  Only 8 of these creatures remain, two 
  recently having been lost to the bats in Area 9.   
  Like their counterparts in Area 2, these Fallen 
  Prometheans attack instantly and with an insatiable 
  bloodlust.The leader of this tribe wears a Ring of 
  Maze Masters Guide, p. 43) as 
  Area 14: A Ring Of Stones 
  This barren hole in the earth is empty save for 
  multiple shapes laid out in stones across its floor.  
  This 
  chamber 
  has 
  served 
  as 
  the 
  Fallen 
  Prometheans' gathering space, where they have 
  attempted to recapture some faint glimmer of the 
  knowledge their ancestors once held. To date the 
  best they have accomplished are a few simple 
  by laying out stones to form 
  Sin and Chain are 
  recognizable, but nothing else can be discerned. 
  
  18 
   
  Hidden amongst these stone words the heroes may 
  be unlucky enough to come across a Rocky 
  Python (see Creature Compendium, p. 95) 
  masquerading as an Omicron.  The Rocky Python, 
  naturally, will attack the heroes and fight until 
  destroyed. 
   
  Area 15: The Manticore's Ledge 
   
  This is a ledge that looks out to far mountains and 
  down upon the endless chasm below. It serves as 
  the sometimes home of a Manticore (see Creature 
  Compendium, p. 73) that dwells in these mountains.  
   
  If the heroes are already seriously wounded or 
  weakened, the Maze Master should simply decide 
  that the Manticore is not here at the moment. If, on 
  the 
  other 
  hand, 
  the characters 
  have 
  been 
  exceptionally lucky so far (or , then the fell creature 
  should definitely be around… Alternatively, the 
  Maze Master may decide to treat the Manticore as a 
  “wandering monster”, present on a 1d6 roll equal to 
  or lower than the highest level in the party (ie if the 
  most powerful hero in the group is level 3, the 
  Manticore shows up on a roll of 1-3). 
   
  If the Manticore is indeed present, it attacks without 
  mercy but will flee if it takes more than 50% of its 
  Hits in damage. 
   
  Further, the passageway that leads to this area is 
  too small for the Manticore to pass through, so the 
  heroes should be able to retreat back towards area 
  14 if they choose to flee in the face of battle with the 
  terrible beast. 
   
  A battered Breastplate of Ares (see Maze Masters 
  Guide, p. 37) can be found on this ledge, along with 
  the not-very-recent remains of its former owner and 
  occupant. 
   
  Act III: The Enemy Revealed  
   
  After facing the perils of the Caverns, the heroes 
  must make their way back down from the 
  mountains, across Arcadia and back to their ship.  
  But nothing is ever that easy. If you are feeling 
  particularly cruel, the Manticore from Area 15 could 
  easily be circling Area 1 - looking for a meal if it was 
  not encountered or seeking to finish the fight if it 
  was. Please note, though, that this is not required to 
  happen.  Only throw these challenges at the heroes 
  if they are of sufficient strength to face them.   
   
  There's still one more major battle to go, and we 
  wouldn't want Mythika to succumb to the enemy just 
  because of a random Manticore, now would we? 
   
  A Battle On The Beach 
   
  Upon reaching the site where they landed, the 
  heroes are greeted by the dismal sight of a battle on 
  the shore - a battle survived by very few of the 
  heroes' crew.  
   
  Anchored off the coast next to the heroes' ship 
  stands a proud Atlanean War Galley.  The galley is 
  under the command of Pylos of Atlantis, an 
  Atlantean Noble (see the Creature Compendium, 
  p. 9). Like most Atlantean Nobles, Pylos is 
  accompanied by a contingent of Atlantean War 
  Slaves (see the Creature Compendium, p. 9); their 
  number should be equal to 150% of the characters 
  (round up): thus, if there are three characters in the 
  party, there will be five Atlantean War Slaves. 
   
  Pylos and his War Slaves have been sent to take 
  the Chains of Prometheus and any other artifacts 
  recovered by the heroes in the name of Atlantis.   
   
  Pylos' arrogance prevents him from giving up the 
  fight even if the tide of battle turns against him.  He 
  will taunt the heroes throughout the battle, 
  describing how their precious Mythika will soon be 
  despoiled by the might of Atlantis just as it was in 
  ancient times. 
   
  Aeson the Traitor - whether he accompanied the 
  heroes to the caverns or was left at the ship - shows 
  his true allegiance in this battle.  He fights alongside 
  Pylos and the War Slaves, alternately cursing the 
  heroes and imploring them to surrender and join 
  with Atlantis. 
   
  Aeson is Enslaved by Pylos (see Players Manual, p. 
  40) and if Pylos is killed he will break free of the 
  Enslavement and rejoin the heroes - if they accept 
  him.  At the end of the battle, a freed Aeson weeps 
  and confesses that it was he who revealed the 
  heroes' mission to the Atlantean. 
   
  Aftermath! 
   
  If the heroes defeat Pylos they will find themselves 
  in possession of an Atlantean War Galley (see 
  Maze Masters Guide, p. 45).  This is a good thing, 
  since the are unlikely to have the crew necessary to 
  sail home normally.  This amazing creation may 
  also serve the heroes well as they prepare to deal 
  with the approaching forces of Atlantis. 
   
  The heroes should now make their way back to 
  Argos to deliver the Promethean Chains and the 
  Fire of Prometheus to the House of Athena.  The 
  priests were never very clear about just what 
  purposes these artifacts would serve.  But the 
  heroes should know by now that priests have their 
  own ways of approaching things. 
   
  The adventure can resolve quickly back to Argos or 
  can be drawn out into a veritable odyssey across 
  countless Mysterious Islands at the whim of the 
  Maze Master. 
   
  The third (and final?) installment of Against Atlantis! 
  will appear in the next issue of Minotaur.  Until then, 
  Maze Masters should feel free to send their heroes 
  on other quests and expeditions to keep them busy 
  and hopefully earn them enough experience to 
  reach a suitable "Save Mythika From Atlantis" 
  power level - likely at or around 5th level. 
  
  19 
   
  Against Atlantis ! (Part Three) 
   
  wrath  of  the  sea  witch 
  An epic adventure for a group of high-level heroes (level 5-6) by Andrew Trent 
   
   
  Maze Master’s Introduction 
   
  This adventure is the third and final installment in a 
  series known as Against Atlantis!  Within this series 
  noble heroes will partake in several adventures 
  culminating in a direct standoff against the advance 
  guard of an Atlantean invasion force.  This 
  adventure is suitable for a party of heroes of at least 
  level 5 and presumes that your players are already 
  united in their quest for adventure.  Though not 
  strictly necessary, it will be helpful if at least some 
  of the heroes completed AA1 & AA2, which were 
  presented in Minotaur n° 2 and 3.   
   
  Maze Master’s Note : If your players are veterans 
  of the adventure Laodice’s Lair from MQ 1 you 
  might want to use Barros "One Eye" (the ship’s 
  captain from that adventure) for the various sailing 
  portions associated with one or more of the 
  adventures 
  in 
  the 
  Against 
  Atlantis! 
  series.  
  Otherwise, any approach you wish to take to 
  providing your players with a method of sea travel 
  will work just fine. 
   
  The Sea Witch and the Ragged King 
   
  Long centuries ago, at the dawn of the Age of 
  Magic, a beautiful Elementalist named Psamathe 
  travelled about Mythika in the company of Anaxis 
  Iasos, a young Minean noble third in line to be ruler 
  of Thena.  Over the course of their adventures 
  Psamanthe fell deeply in love with Anaxis and she 
  grew ever more jealous and possessive of the hero.  
   
  Sadly, 
  Psamanthe's 
  stormy 
  affections 
  were 
  unrequited, and despite her charms and wiles 
  Anaxis remained true to both his duty to Thena and 
  to his heart, which belonged to the third daughter of 
  the king of Heraklia, Callianessa the Fair. 
   
  Slowly, Psamanthe devised a plan by which she 
  hoped to win the love of Anaxis forever.  At first, 
  Psamanthe sought to use her powers to drive a soft 
  wedge between Anaxis and Callianessa.   
   
  But each plot failed and Psamanthe grew ever more 
  wrathful and less gentle in her approach.  In time 
  she grew so aggressive that her efforts killed 
  Callianessa outright.  She was subtle even in this, 
  though, and none - least of all Anaxis - suspected 
  her of the crime. 
   
   
   
   
   
  The beautiful Psamanthe  
   
  Throughout the years various calamities befell the 
  King of Thena and his two eldest sons, placing a 
  still mourning Anaxis on the throne.   
   
  Psamanthe was ever at his side, seeking to comfort 
  her love and, at the same time, hoping that he 
  would at last return her affections.  Instead, Anaxis 
  went slowly mad, haunted by visions of dead 
  Callianessa, convinced that her death had been 
  orchestrated by war mongering factions within 
  Heraklia who felt that their relationship would lead 
  to a noble of Thenan lineage one day sitting on the 
  Heraklian throne. 
   
  King Anaxis, who had come to be known throughout 
  Mythika as "The Ragged King" because of his 
  precarious mental state, eventually lost his mind 
  completely and began a disastrous war against 
  Heraklia.  Psamanthe served her king throughout 
  the war, doing her best to shield him from harm, all 
  the while still endeavoring to win his love.   
   
  When Anaxis was mortally wounded in a great 
  battle Psamanthe grew bold and openly declared 
  her love for him.  In one last moment of clarity 
  Anaxis chided the elementalist, telling her plainly 
  that he had never loved her, nor could he have.  His 
  duty to the noble house of Iasos demanded that he 
  never take a wielder of magic for a bride.  
   
  
   
   
   The fearsome Sea Witch
   
  Then, realizing the mistakes he had made and
  finally understanding the true cause of Callianessa
  death, Anaxis died, cursing Psamanthe's name to 
  all who could hear as he did. 
   
  Psamanthe, now revealed as the murderer of 
  Callianessa and the cause of the brutal war 
  between Thena and Heraklia, fled to
  hatred of all things Minean festered even as her 
  powers grew.  In time, she ceased to be Psamanthe 
  at all, her rage and hatred and dark powers turning
  her into something else entirely.  She became 
  simply the Sea Witch - a terrible force of 
  destruction, casting a long shadow in the light of 
  setting sun. 
   
  Years passed, and the Sea Witch raged.  Decades 
  passed, and the Sea Witch plotted countless ways 
  to destroy the land of the three cities for the 
  indignities she suffered at the hands of t
  Ragged King.   
   
  Centuries passed and the Sea Witch sought allies 
  to deliver her wrath.   
   
  And now, a small group of ambitious Atlantean 
  Nobles, leading an army of The Sea Witch's 
  making, stands ready to crush Minean civilization. 
   
  There is little that can prevent the war that is 
  coming to Mythika.  The Sea Witch's power is 
  immense, some might say unstoppable.  And yet, 
  the Gods know of ways that even the most 
  unstoppable juggernaut can be restrained…
   
   
  20 
   
  The fearsome Sea Witch ! 
  Then, realizing the mistakes he had made and 
  finally understanding the true cause of Callianessa's 
  death, Anaxis died, cursing Psamanthe's name to 
  Psamanthe, now revealed as the murderer of 
  Callianessa and the cause of the brutal war 
  between Thena and Heraklia, fled to the West.  Her 
  hatred of all things Minean festered even as her 
  powers grew.  In time, she ceased to be Psamanthe 
  at all, her rage and hatred and dark powers turning 
  her into something else entirely.  She became 
  a terrible force of 
  destruction, casting a long shadow in the light of the 
  Years passed, and the Sea Witch raged.  Decades 
  passed, and the Sea Witch plotted countless ways 
  to destroy the land of the three cities for the 
  indignities she suffered at the hands of their 
  Centuries passed and the Sea Witch sought allies 
  And now, a small group of ambitious Atlantean 
  Nobles, leading an army of The Sea Witch's 
  making, stands ready to crush Minean civilization.  
  t can prevent the war that is 
  coming to Mythika.  The Sea Witch's power is 
  immense, some might say unstoppable.  And yet, 
  the Gods know of ways that even the most 
  unstoppable juggernaut can be restrained… 
  Origin Of The Sea Witch
   
  It is left to the individual Maze Master how 
  much, if any, his players (as well as the 
  population of Mythika at large) know of the 
  story of the Sea Witch and the Ragged King. 
  The key events of the story took place long ago 
  and may well be lost to time.  But the Sea Witch 
  is a very real and present danger, so her 
  unnaturally long life may have kept at least 
  some of the story alive as well.  
   
  More likely, the story has turned and twisted 
  over the centuries and countless conflicting 
  legends surround her "birth."  Some brief 
  possiblities include: 
   
  a) The Sea Witch came to Mythika from 
  Atlantis, where she was a widowed queen.
   
  b) The Sea Witch, who is the daughter of 
  Poseidon and a human woman, was driven 
  mad by Nereids who grew jealous of the god's 
  love for her and her mother.
   
  c) The Sea Witch is the spurned lover of a great 
  Umbrian ruler. 
   
  And so on.  Maze Masters should feel free to 
  give as much or as little detail regarding her 
  origin as they feel will help their players get the
  most enjoyment from the adventure. And yes, if 
  one truly wished to engineer a 
  Psamathe variation on the adventure that 
  follows one could easily do so.
   
  Maze Mastering AA3
   
  Maze Masters should feel free to have as much 
  or as little time as desired pass between the 
  events of AA2 (Black Chains of 
  the beginning of this new adventure.  
   
  If your players did not take part in AA2 then 
  treat this scenario as if someone else had 
  successfully returned with the Promethean 
  Chains, the Fire of Prometheus and the 
  Atlantean War Galley that serve
  that adventure.  If, on the other hand, your 
  players took part in that adventure but 
  somehow failed to return with the chains and 
  the fire, be aware that there will be some 
  additional challenges that they must overcome 
  in this adventure. 
   
  In all cases Maze Masters should complicate or 
  handwave situations as fits their group's needs 
  and play times.  Wherever you see an 
  opportunity to extend or compress the action, 
  take advantage of the flexibility of the 
  adventure's design to maximize the fun
  and your players. 
  Origin Of The Sea Witch 
  dual Maze Master how 
  much, if any, his players (as well as the 
  population of Mythika at large) know of the 
  story of the Sea Witch and the Ragged King. 
  The key events of the story took place long ago 
  and may well be lost to time.  But the Sea Witch 
  y real and present danger, so her 
  unnaturally long life may have kept at least 
  some of the story alive as well.   
  More likely, the story has turned and twisted 
  over the centuries and countless conflicting 
  legends surround her "birth."  Some brief 
  a) The Sea Witch came to Mythika from 
  Atlantis, where she was a widowed queen. 
  b) The Sea Witch, who is the daughter of 
  Poseidon and a human woman, was driven 
  mad by Nereids who grew jealous of the god's 
  love for her and her mother. 
  Sea Witch is the spurned lover of a great 
  And so on.  Maze Masters should feel free to 
  give as much or as little detail regarding her 
  origin as they feel will help their players get the 
  most enjoyment from the adventure. And yes, if 
  uly wished to engineer a Redemption of 
  variation on the adventure that 
  follows one could easily do so. 
  Maze Mastering AA3 
  Maze Masters should feel free to have as much 
  or as little time as desired pass between the 
  Black Chains of the Earth) and 
  the beginning of this new adventure.   
  If your players did not take part in AA2 then 
  treat this scenario as if someone else had 
  successfully returned with the Promethean 
  Chains, the Fire of Prometheus and the 
  Atlantean War Galley that served as rewards in 
  that adventure.  If, on the other hand, your 
  players took part in that adventure but 
  somehow failed to return with the chains and 
  the fire, be aware that there will be some 
  additional challenges that they must overcome 
  n all cases Maze Masters should complicate or 
  handwave situations as fits their group's needs 
  and play times.  Wherever you see an 
  opportunity to extend or compress the action, 
  take advantage of the flexibility of the 
  adventure's design to maximize the fun for you 
  
   
   
  A Priestess of Athena using the fabled Sextant of 
  Eryximachos (See ? We did use the illo in the end
   
  Background Information 
   
  Warning : The information in this section is for the 
  Maze Master’s eyes only.  Players do not 
  necessarily know the following, though they may be 
  aware of some of it if they completed AA1: 
  Wisdom of Stones (Minotaur n°2) and AA2: 
  Chains of the Earth (Minotaur n°3).  
   
  The priestesses of Athena in Argos once again 
  seek brave souls to help defend
  Mythika from a burgeoning cloud of disaster.  
   
  The call has gone out for heroes who are stout of 
  heart and sturdy of spirit to sail to the west to 
  confront an overly ambitious band of Atlantean 
  Nobles who, together with various nefarious all
  seek to subjugate the free peoples of Mythika to th
  will of that distant, malevolent kingdom.
   
  After the various surviving heroes returned from 
  Arcadia, bearing the Promethean Chains and the 
  Fire of Prometheus aboard a captured Atlantean 
  War Galley, the soothsayers in the House of Athena 
  set about using the fabled Sextant of Eryximachos 
  to determine where best to strike against the 
  Atlantean forces.   
   
  After a number of days the visions became clear 
  and it was determined that the heroes should set 
  sail for the island of Xandare, three weeks west of 
  Argos, deep in the Umbrian Sea.  
   
  Via a different course, the amassed armies of 
  Argos, Heraklia and Thena will sail for Xandare as 
  well, where they will engage the Atlantean forces in
  a desperate battle for the fate of Mythika.
   
  The heroes are entrusted once again with the 
  Promethean Chains and the Fire of Prometheus 
  that were rescued from Arcadia.  
   
  To ensure that the Atlantean forces do not succeed 
  in their plot to conquer Mythika, the heroes will n
  to visit the island of Xandare and re
  21 
   
  A Priestess of Athena using the fabled Sextant of 
  ? We did use the illo in the end !) 
  The information in this section is for the 
  Maze Master’s eyes only.  Players do not 
  essarily know the following, though they may be 
  aware of some of it if they completed AA1: The 
  n°2) and AA2: Black 
  The priestesses of Athena in Argos once again 
  seek brave souls to help defend the whole of 
  Mythika from a burgeoning cloud of disaster.   
  The call has gone out for heroes who are stout of 
  heart and sturdy of spirit to sail to the west to 
  confront an overly ambitious band of Atlantean 
  Nobles who, together with various nefarious allies, 
  seek to subjugate the free peoples of Mythika to the 
  will of that distant, malevolent kingdom. 
  After the various surviving heroes returned from 
  Arcadia, bearing the Promethean Chains and the 
  Fire of Prometheus aboard a captured Atlantean 
  the soothsayers in the House of Athena 
  set about using the fabled Sextant of Eryximachos 
  to determine where best to strike against the 
  After a number of days the visions became clear 
  and it was determined that the heroes should set 
  l for the island of Xandare, three weeks west of 
  Via a different course, the amassed armies of 
  Argos, Heraklia and Thena will sail for Xandare as 
  well, where they will engage the Atlantean forces in 
  the fate of Mythika. 
  The heroes are entrusted once again with the 
  Promethean Chains and the Fire of Prometheus 
  To ensure that the Atlantean forces do not succeed 
  in their plot to conquer Mythika, the heroes will need 
  isit the island of Xandare and re-light the Great 
  Lighthouse in the ruined city of Nes with the Fire 
  Prometheus.  Once so lit, the power of the 
  lighthouse will ward off the dark forces that are i
  league with the Atlanteans and the Sea Witch, 
  greatly reducing the antagonists' strength.
   
  The heroes are also informed that the Chains of 
  Prometheus are to be used to bind the Sea Witch 
  herself.  So bound her magic will be imprisoned as 
  well, leaving her unable to enhance and support the
  Atlantean forces, making it much more likely that 
  the armies of Mythika will be able to triumph.
   
   
  No Galley, No Fire, No Chains ?
   
  No Galley  
   
  If somehow the heroes who took part in AA2 
  did not recover (or have subsequently lost) the 
  Atlantean War Galley, simply replace it wit
  Titan's Grace, a small but sturdy Argosean 
  ship with a skeleton crew lead by Captain 
  Syagros of Thena, for the galley.  
   
  The crew of the Titan's Grace is limited to the 
  barest number of men needed to man the ship, 
  and as such these sailors and their
  unable to assist the heroes in any tasks that 
  involve going ashore.  Captain Syagros is 
  fiercely defensive of his men and knows that 
  should a single one of them be lost then the 
  voyage is doomed to failure.
   
  The ship has all the usual characte
  round ship (see Players Manual
  except for its exceptional Fortune bonus of +3, 
  which reflects the ship’s own good luck (the 
  Titan’s Grace has already weathered quite a 
  few perilous voyages) as well as the discreet 
  attention of Athena herself.
   
  No Fire  
   
  If the heroes who took part in AA2 failed to 
  retrieve the Fire of Prometheus things are going 
  to be difficult for them.   
   
  Without the fire to re-light the Great Lighthouse 
  of Xandare, the final battle will feature a 
  tremendous number of spirit opponents who 
  would otherwise be held at bay by the power of 
  the lighthouse.  Heroes and armies alike will 
  find themselves greatly outnumbered.
   
  No Chains  
   
  If the heroes who took part in AA2 failed to 
  return with the Promethean Chains, this 
  adventure will prove all but impossible. 
   
  Without the chains to bind the Sea Witch and 
  keep 
  her 
  foul 
  magics 
  in 
  check, 
  her 
  enhancements to the Atlantean forces will 
  make them almost unstoppable.  
  Lighthouse in the ruined city of Nes with the Fire of 
  Prometheus.  Once so lit, the power of the 
  lighthouse will ward off the dark forces that are in 
  league with the Atlanteans and the Sea Witch, 
  ducing the antagonists' strength. 
  The heroes are also informed that the Chains of 
  Prometheus are to be used to bind the Sea Witch 
  herself.  So bound her magic will be imprisoned as 
  well, leaving her unable to enhance and support the 
  ng it much more likely that 
  the armies of Mythika will be able to triumph. 
  No Galley, No Fire, No Chains ? 
  If somehow the heroes who took part in AA2 
  did not recover (or have subsequently lost) the 
  Atlantean War Galley, simply replace it with the 
  , a small but sturdy Argosean 
  ship with a skeleton crew lead by Captain 
  Syagros of Thena, for the galley.   
  The crew of the Titan's Grace is limited to the 
  barest number of men needed to man the ship, 
  and as such these sailors and their captain are 
  unable to assist the heroes in any tasks that 
  involve going ashore.  Captain Syagros is 
  fiercely defensive of his men and knows that 
  should a single one of them be lost then the 
  voyage is doomed to failure. 
  The ship has all the usual characteristics of a 
  Players Manual, p 42-43), 
  except for its exceptional Fortune bonus of +3, 
  which reflects the ship’s own good luck (the 
  Titan’s Grace has already weathered quite a 
  few perilous voyages) as well as the discreet 
  a herself. 
  If the heroes who took part in AA2 failed to 
  retrieve the Fire of Prometheus things are going 
  light the Great Lighthouse 
  of Xandare, the final battle will feature a 
  of spirit opponents who 
  would otherwise be held at bay by the power of 
  the lighthouse.  Heroes and armies alike will 
  find themselves greatly outnumbered. 
  If the heroes who took part in AA2 failed to 
  return with the Promethean Chains, this 
  enture will prove all but impossible.  
  Without the chains to bind the Sea Witch and 
  keep 
  her 
  foul 
  magics 
  in 
  check, 
  her 
  enhancements to the Atlantean forces will 
  make them almost unstoppable.   
  
  22 
   
  Act I : To Sail To War 
   
  After a reasonable time has been allotted for the 
  heroes to procure any supplies they feel that they 
  need, they should set sail westward towards their 
  destiny.  Throughout Argos the heroes are 
  recognized 
  and 
  treated 
  with 
  respect 
  and 
  graciousness.   
   
  Note, though, that the heroes cannot recruit any 
  additional sailors or warriors to accompany them 
  since all able-bodied men and women are already 
  committed to the forces that will directly engage the 
  Atlanteans at Xandare. 
   
  Once underway, trouble begins. The Sea Witch is 
  well-aware of the heroes and their mission, and she 
  seeks to stop them before they can arrive at 
  Xandare and attempt to turn the tide of the battle.  
   
  Her powers are divided among the strains of raising 
  the strength of the Atlantean force, summoning and 
  controlling the spirits who will supplement those 
  forces and trying to interfere with the heroes' 
  mission. It is this very division of power that 
  prevents the Sea Witch from crushing the heroes 
  outright. 
   
  Using her magical and elemental powers, the Sea 
  Witch constantly attempts to whip up a severe 
  storm to dispatch the heroes. To reflect this, the 
  Maze Master should add 5 to any and all weather 
  rolls (Players Manual, p. 42) made for the voyage.  
   
  In addition to her weather manipulation, the Sea 
  Witch sends the following foes are set against the 
  heroes during the voyage to Xandare. 
   
  Attack of the Roc 
   
  Some several days (1d6+4, if you like) out from 
  Argos, the heroes' ship is beset by a Roc (Creature 
  Compendium, p. 94).   
   
  The Roc seeks to destroy the heroes' ship with well-
  placed Crushing Missiles. If possible, the Roc will 
  also try to steal the Promethean Chains by seizing 
  any hero who is carrying them and flying off to its 
  remote island lair a few short hours sailing distance 
  away, just at the edge of the horizon.   
   
  If the chains are lost in this fashion, the heroes may 
  adjust their course and attempt to rescue their 
  comrade and the chains.  The heroes will only have 
  2 full days to accomplish this side trek before they 
  must return to their trip to Xandare.   
   
  Any further delay will result in the force of Atlantis 
  engaging the forces of Mythika without having been 
  weakened by the heroes. 
   
  The Roc, driven to this brazen attack by the magic 
  of the Sea Witch, will cease its attacks after 7 full 
  rounds or after it has sustained 25 points of 
  damage.  The Sea Witch does not have enough 
  power to force the Roc to fight until death. 
   
  Deadly Horns of the Sea : the Quinotaur 
   
  Attack of the Quinotaurs 
   
  Several days' worth of smooth sailing are brought to 
  an end when (1d6+3 days after the Attack of the 
  Roc), the Sea Witch brings forth a trio of 
  Quinotaurs (Creature Compendium, p. 91) to deal 
  with the heroes.  The Quinotaurs' sole aim is to 
  destroy the heroes utterly.  They will fight to the 
  death and will not flee under any circumstances. 
   
  Attack of the Fomoroi 
   
  If the heroes have survived the first two encounters, 
  the Sea Witch is prepared (after 1d6+2 days) to 
  bring forth her most dangerous allies, a pair of 
  Fomoroi (see Fomoros, Creature Compendium, p. 
  42).   
   
  The Fomoroi seek to sink the ship, extinguishing the 
  Fire of Prometheus forever.  These Fomoroi are, 
  like the Roc and Quinotaurs before them, driven by 
  the will of the Sea Witch. The Maze Master may 
  choose to have these foul creatures fight as long as 
  desired. 
   
  Act II : The Lighthouse Of Nes 
   
  On the western side of the island of Xandare lies 
  the ruined city of Nes.   
   
  Once a great kingdom that stood as a bulwark 
  against various invaders from the West, Nes is now 
  little more than a shattered relic from a distant time.   
   
  The Great Lighthouse, which used to guide Minean 
  ships home as well as serve as a bold warning to all 
  those who sought to enter into the realm of the 
  Land of the Three Cities with harm on their minds, 
  stands unbroken against the sky, its light long 
  extinguished.  
   
  Here, amidst these ruins, the heroes must make 
  their way to the top of the Lighthouse and re-ignite 
  the lamp with a flame more powerful than any in the 
  world, the Fire of Prometheus. 
  
   
  Wrath of the Sea Witch 
   
  Check out http://paratime.ca/cartography/
  23 
  Wrath of the Sea Witch – Adventure Map
   
  The Ruins of Nes 
   
  http://paratime.ca/cartography/ for more fantastic maps by Tim Hartin
  Adventure Map 
   
  Tim Hartin !
  
  24 
   
  Landing at Nes 
   
  The waters of the bay above which Nes sits are 
  dark and still.  The heroes' ship glides silently 
  towards the docks.   
   
  As the ship lands, though, the waters churn with 
  hellish life, as a dozen or more Sons of Dagon 
  (Creature Compendium, p. 106) spring from 
  beneath the waves to engage the heroes before 
  they can set foot on the firm ground of the city. 
   
  The Ruins of Nes 
   
  From the docks where the heroes make landfall it is 
  a short climb up a gently sloping and unguarded 
  road to the city of Nes itself.  Getting from the 
  periphery of the city to the Lighthouse is an 
  altogether different, and more dangerous, journey.  
   
  The streets of Nes are mazelike and strewn with 
  giant rocks and rubble, as well as numerous guards 
  and dangers put in place by the Sea Witch and her 
  Atlanean allies.   
   
  Refer to the map Ruins Of Nes (see previous 
  page) for this portion of the adventure. 
   
  1. The Sleepless Guard 
   
  The primary entrance into Nes from the docks 
  below is guarded by 5 tireless Midas Men (see 
  Creature Compendium, p. 75).   
   
  These Animates stand ready to attack any who 
  enter the ruins of Nes. 
   
  2. The Sleeping Guard 
   
  As a backup to the Midas Men (The Sleepless 
  Guard, above) the Atlanteans have stationed a 
  force of 10 Atlantean War Slaves (Creature 
  Compendium, p. 9) here.   
   
  Unless the battle in Area 1 grew particularly noisy, 
  these guards are found lounging about lazily. 
   
  3. Plaza of the Temples 
   
  This area used to be home to multiple temples 
  when Nes was a thriving city.   
   
  Scattered amongst the ruins are one or two Living 
  Caryatids (one if there are four heroes or less, two 
  if there are five or more – see Creature 
  Compendium, p. 70) that will attack any who enter 
  this area.   
   
  Note:  If the heroes are accompanied by Kypris and 
  Aglaia (see Unlikely Allies, below) then the Living 
  Caryatids do not attack. 
   
   
   
  So, where is this blasted Plaza, anyway ? 
   
  4. Unlikely Allies 
   
  Kypris and Aglaia, a pair of Alseids (see Creature 
  Compendium, p, 5) make their home here, guarding 
  the long-dry well of Nes. So long as the heroes 
  remain respectful, both of the Alseids as well as 
  their city, these two spirits will actively seek to aid 
  the heroes on the remainder of the journey.  
  Nothing would please the Alseids more than to see 
  the Sea Witch bound and removed from their 
  domain. 
   
  5. Giant Slug Attack ! 
   
  Nes has been abandoned for so long that the 
  stranger forms of life on Xandare have begun to 
  encroach upon it.  This area is home to a Giant 
  Slug (Creature Compendium, p. 48), that attacks 
  any who enter this portion of the city.  
   
  6. Plaza of the Sirens  
   
  A small force (equal to the size of the party) of 
  Sirens (Creature Compendium, p. 105) makes its 
  home in this area, awaiting the coming battle 
  against the Mythikan army.  Most of the Sirens are 
  away at any given time, aerially surveying the island 
  in advance of the battle.  Those that remain fiercely 
  attack all who encroach upon their territory. 
   
  7. Plaza of the Crabs 
   
  Around the base of the lighthouse the Sea Witch 
  has 
  gathered 
  three 
  Giant 
  Crabs 
  (Creature 
  Compendium, p. 47), summoned from the depths of 
  the Umbrian Sea. These ravenous creatures attack 
  relentlessly. 
   
  8. Inside The Lighthouse  
   
  The ground floor of the lighthouse, which contains 
  the winding marble stairs that led to its pinnacle, is 
  occupied by K'aanzere, an unspeakable Crab 
  Demon from beyond the sea of space. This eldritch 
  horror exists solely to devour the flesh and souls of 
  men.  
  
  25 
   
   
   
  Facing K’aanzere the Crab Demon from Beyond  
   
  (illustration by M.J. Walton) 
   
   
  K'aanzere  
  Crab Demon from Beyond  
   
  Taxonomy : Monster  
   
  Description : Absolutely unspeakable (see illo).   
   
  Size : Large  
   
  Ferocity : Dangerous  
   
  Cunning : Average  
   
  Mystique : Eldritch  
   
  Movement : 60’  
   
  Initiative : 14 
   
  Melee Attack : +6  
   
  Damage : 2d6 (pincers)  
   
  Defense Class : 20  
   
  Hits Total : 30  
   
  Detection / Evasion :  0  
   
  Mystic Fortitude : +4  
   
  Special 
  Abilities 
  : 
  Fearsome, 
  Mindless, 
  Grapple 
  (Might 
  = 
  20), 
  Natural 
  Armor, 
  Regeneration 
  (2 
  Hits 
  per 
  battle 
  round), 
  Supernatural Vigor.  
   
  Awards : Glory 320, Wisdom 40.  
   
  Once the heroes have successfully entered the 
  Lighthouse and defeated K'aanzere, they must still 
  ascend the winding marble stairs to the lamp, which 
  must be lit with the fire of Prometheus.  But things 
  are seldom as simple as one would hope: there are 
  a few more obstacles along the way. 
  A Difficult Climb 
   
  A winding marble stairway cut into the exterior of 
  the monolith that is the Lighthouse of Nes leads to 
  the top, where the heroes must ignite the flame with 
  the Fire of Prometheus.   
   
  From platforms and landings at different levels, a 
  number (150% of the party) of Atlantean War 
  Slaves (Creature Compendium, p. 9) hurl javelins 
  at the heroes as they climb.   
   
  These small groups will enter into melee combat as 
  they are reached. 
   
  The Atlantean Guard 
   
  The long stairway reaches a new level at last, but 
  peace is not to be found on this floor.   
   
  Here, directly beneath the Lighthouse's lamp stands 
  Tereus and Taxiles, Atlantean Nobles and a group 
  of 
  Atlantean 
  War 
  Slaves 
  (see 
  Creature 
  Compendium, p. 9, for both) equal to twice the size 
  of the party.  
   
   This group will fight to the death in order to keep 
  the heroes from reaching the top of the Lighthouse.  
   
  To Tame The Witch 
   
  High atop the Lighthouse, where the wind howls 
  and a light rain has begun to fall (making the area 
  dangerously slippery) the lamp of the Lighthouse 
  sits dark as night.  As the heroes approach to light 
  it, though, the Sea Witch herself appears and 
  engages the heroes in battle… 
  
   
  As a result of her eldritch powers of the forces 
  the sea and sky, the heroes will be unable to light
  the lamp until they have dealt with the Sea Witch, 
  either by defeating her outright or by successfully
  binding her with the Promethean Chains
  heroes must defeat the Witch in order to light the 
  lamp. 
   
  Binding the Sea Witch with the Promethean Chains 
  without defeating her in combat will not be easy, b
  it is possible.  To bind the Sea Witch one characte
  must succeed in a Wrestling attack (
  Manual, p. 26) against her in the same round 
  which will be no mean feat given her prodigious 
  Defense Class.   
   
  If the Sea Witch does not manage to break free 
  from the grapple (as per the usual wrestling rules)
  her attacker will then be able to bind her with the
  Promethean Chains. Up to three characters m
  attempt to grapple the Sea Witch in the same battle 
  round ; if several of them succeed, she will have to 
  break free from each attack separately, thereby 
  increasing the chances of the heroes.
   
  Once bound, she will shriek and scream and curse 
  the heroes with foul words and dark oaths (though 
  no magic is actually wrought) as she writhes in pai
  under the weight of the chains.   
   
  Slowly, she begins to revert to her original (and 
  beautiful) human form and begs for mercy; 
  however, anyone freeing her from the c
  viciously attacked by her as she immediately revert
  to her monstrous form.  
   
  If she is left in the chains and not released, she 
  eventually fade into nothingness, at last defeated 
  and at last at peace. 
   
  With the Lighthouse's lantern glowing brightly with 
  the Fire of Prometheus and the Sea Witch defeated, 
  the Atlanteans' chance for victory in the Great Battl
  of Xandare diminishes significantly.  
   
  Maze Masters whose players are unlikely to want to 
  play out the battle may skip to the Afterm
  below to sum up the outcome of the battle.  Groups 
  who would like to play out the battle 
  that has not successfully relit the Lighthouse and 
  chained the Sea Witch - should continue to 
   
  The Sea Witch, who began her life as
  human maiden, has grown so twisted and foul in 
  her appearance that she is beyond terrifying to the
  sight of men.  She retains her beautiful face, but 
  body is now a misshapen parody of her former 
  grace, with a bloated belly, weed
  squamous skin and grotesque tentacles where her 
  hands used to be. She is a powerful user of 
  elemental magic (she was once a great elementalist 
  focused on Water & Air) but through dark pacts with 
  unspeakable forces she has developed other 
  powers which have irremediably twisted her body 
  as well as her soul. 
   
  26 
  As a result of her eldritch powers of the forces of 
  the sea and sky, the heroes will be unable to light 
  the lamp until they have dealt with the Sea Witch, 
  either by defeating her outright or by successfully 
  binding her with the Promethean Chains. The 
  heroes must defeat the Witch in order to light the 
  Binding the Sea Witch with the Promethean Chains 
  without defeating her in combat will not be easy, but 
  it is possible.  To bind the Sea Witch one character 
  must succeed in a Wrestling attack (Players 
  , p. 26) against her in the same round – 
  will be no mean feat given her prodigious 
  If the Sea Witch does not manage to break free 
  from the grapple (as per the usual wrestling rules), 
  her attacker will then be able to bind her with the 
  Promethean Chains. Up to three characters may 
  attempt to grapple the Sea Witch in the same battle 
  ; if several of them succeed, she will have to 
  from each attack separately, thereby 
  increasing the chances of the heroes. 
  Once bound, she will shriek and scream and curse 
  ith foul words and dark oaths (though 
  no magic is actually wrought) as she writhes in pain 
  Slowly, she begins to revert to her original (and 
  beautiful) human form and begs for mercy; 
  however, anyone freeing her from the chains will be 
  viciously attacked by her as she immediately reverts 
  If she is left in the chains and not released, she will 
  eventually fade into nothingness, at last defeated 
  ing brightly with 
  the Fire of Prometheus and the Sea Witch defeated, 
  the Atlanteans' chance for victory in the Great Battle 
   
  Maze Masters whose players are unlikely to want to 
  Aftermath section 
  below to sum up the outcome of the battle.  Groups 
  who would like to play out the battle - or any group 
  that has not successfully relit the Lighthouse and 
  should continue to Act III. 
  The Sea Witch, who began her life as a beautiful 
  human maiden, has grown so twisted and foul in 
  her appearance that she is beyond terrifying to the 
  sight of men.  She retains her beautiful face, but her 
  body is now a misshapen parody of her former 
  grace, with a bloated belly, weed-encrusted 
  squamous skin and grotesque tentacles where her 
  hands used to be. She is a powerful user of 
  elemental magic (she was once a great elementalist 
  focused on Water & Air) but through dark pacts with 
  unspeakable forces she has developed other 
  irremediably twisted her body 
  The Sea Witch 
   
   
  Taxonomy : Monster  
   
  Size : Medium  
   
  Ferocity : Deadly  
   
  Cunning : Crafty  
   
  Mystique : Unearthly  
   
  Movement : 60’ (240’ cruising underwater)
   
  Initiative : 18 
   
  Melee Attack : +6 
   
  Damage : special  
   
  Defense Class : 25 
   
  Hits Total : 20  
   
  Detection / Evasion : +10 / +8
   
  Mystic Fortitude : +10  
   
  Special Abilities : Amphibious, Cruise (240’), 
  Elemental Magic (see below), Fearsome, 
  Grapple (tentacle-like arms, Might  = 16), 
  Invulnerability, 
  Magic 
  Resistance, 
  Poison 
  (instant death, kiss – see below), Regeneration 
  (1 Hit / round), Sixth Sense, Supernatural Vigor.
   
  Awards : Glory 360 , Wisdom 270. See also 
  the section on Glory and Other Rewards
  end of the scenario. 
   
  Elemental Magic : The Sea
  powers of an Elementalist with a Mastery of +6, 
  a Mystic Strength of 18 and a total of 24 Power 
  points. Her elements of choice are Air and 
  Water, with Water, of course, as her primary 
  specialty. This ability adds 40 to her base Glory 
  award and 200 to her Wisdom award.
   
  Kiss of Death : In melee combat, the Sea 
  Witch’s only real weapon is her deadly 
  poisonous kiss but she can only attempt to kiss 
  an opponent whom she has successfully 
  Grappled (don’t forget that grappling attacks 
  always occur after all other melee attacks). A 
  Grappled victim who fails to break free will not 
  be able to avoid the Witch’s deadly kiss (since 
  he is immobilized) and will be instantly killed 
  unless he makes a Physical Vigor roll against a 
  target number of 15. If the vic
  Witch will try to maintain her hold to kiss hima 
  gain on the next round but this prevents her 
  from using any other form of attack.
   
   
  (240’ cruising underwater)  
  +10 / +8 
  Amphibious, Cruise (240’), 
  Elemental Magic (see below), Fearsome, 
  like arms, Might  = 16), 
  ic 
  Resistance, 
  Poison 
  see below), Regeneration 
  (1 Hit / round), Sixth Sense, Supernatural Vigor. 
  Glory 360 , Wisdom 270. See also 
  Glory and Other Rewards at the 
  The Sea Witch has the 
  powers of an Elementalist with a Mastery of +6, 
  a Mystic Strength of 18 and a total of 24 Power 
  points. Her elements of choice are Air and 
  Water, with Water, of course, as her primary 
  specialty. This ability adds 40 to her base Glory 
  nd 200 to her Wisdom award. 
  In melee combat, the Sea 
  Witch’s only real weapon is her deadly 
  poisonous kiss but she can only attempt to kiss 
  an opponent whom she has successfully 
  Grappled (don’t forget that grappling attacks 
  ter all other melee attacks). A 
  Grappled victim who fails to break free will not 
  be able to avoid the Witch’s deadly kiss (since 
  he is immobilized) and will be instantly killed 
  unless he makes a Physical Vigor roll against a 
  target number of 15. If the victim survives, the 
  Witch will try to maintain her hold to kiss hima 
  gain on the next round but this prevents her 
  from using any other form of attack. 
  
  27 
   
  Defeating the Sea Witch 
   
  The goal, as you’ll recall, is to bind the Sea 
  Witch with the Promethean Chains, not to 
  defeat her in head-to-head combat. Though 
  fighting her to the death is certainly possible, it 
  is likely to be a very tough task and one that will 
  almost undoubtedly see the death of several 
  heroes.  
   
  The Sea Witch is not only an extremely tough 
  and deadly opponent, she is also a very crafty 
  one, able to anticipate all the characters’ moves 
  and tactics and react accordingly. She knows 
  full-well that the heroes possess the Chains of 
  Prometheus (if they do) and understands the 
  power the chains would have over her if she 
  were to be bound by them.  Therefore, she will 
  avoid melee combat as much as possible, 
  using her Elemental powers to their fullest. Only 
  when (if) she runs out of Power Points - or if the 
  heroes manage to close in on her despite her 
  best efforts  - will she engage them in combat, 
  using her grappling tentacles and lethal kiss. 
   
  Keep in mind that It should be noted that the 
  Sea Witch’s incredibly high Defense Class of 
  25 makes her almost invulnerable in combat – 
  and almost impossible to bind with the Chains 
  of Prometheus… Clever use of special tactics 
  such as Subterfuge or Bashing Attack might 
  slightly improve the heroes’ chances of success 
  but magic is probably the most effective way to 
  deal with the Sea Witch. The most useful 
  powers here will not be the ones which directly 
  harm the Sea Witch but those which lower her 
  Defense Class (such as the Sorcery power of 
  Confusion – but keep in mind her Mystic 
  Fortitude of +10 !) or which increase her 
  opponents’ Melee mod (which also applies to 
  wrestling attacks). And of course, there are 
  always Divine Intervention… 
   
  A particularly devious Maze Master might have 
  the Sea Witch flee to the water if she is close to 
  being defeated, cruising away at 240’ per 
  round. Be aware, though, that the Sea Witch’s 
  primary objective is to keep the heroes from 
  relighting the lamp of the Lighthouse with the 
  Fire of Prometheus, so she will not flee readily. 
   
  Act III: The Battle of Xandare 
   
  For Maze Masters whose players are the sort to 
  want to play out epic battles, the following section 
  will allow you to focus on the details of the Battle of 
  Xandare.  For Maze Masters whose groups are 
  NOT the sort who would enjoy such things, skip 
  ahead to the Aftermath! section. 
   
  The climactic Battle of Xandare can be simulated 
  using the Warfare Rules from the M&M Companion  
  (p. 37-43).  The following sections present the 
  armies that will take part in this battle. 
  Resolving the Battle 
   
  The results of the battle, if it is being played out, 
  depend entirely upon the actions of the heroes.  
  Generous Maze Masters may choose to allow 
  for 
  divine 
  intervention 
  (including 
  Divine 
  Intervention, as detailed in the Players Manual, 
  p. 31) if they feel that the tide of battle is turning 
  against the heroes and the group is not the sort 
  to be comfortable with dealing with the kind of 
  aftermath that such a defeat will bring. 
  Conisdering Athena’s involvement in these 
  events, any Divine Intervention called for by a 
  Priestess of Athena will have twice the usual 
  chances of success. 
   
  Mazes & Minotaurs is, of course, modeled on 
  sources that frequently see the good guys win 
  even when logic says they shouldn't. The 
  Greek myth-inspired sources that are the 
  foundation of M&M aren't shy about having the 
  Gods step in when needed.  Players and Maze 
  Masters should be willing to embrace the same 
  spirit… but see What ? The Bad Guys Won ?  
  at the end of the scenario for possible ways of 
  turning a defeat into an interesting option. 
   
  Once the Battle of Xandare is finished, proceed to 
  the Aftermath! section. 
   
  The Mythikan Forces 
   
  The Mythikan Forces appear as follows.  No 
  bonuses or penalties for Omens or Oratory (M&M 
  Companion, p 39) have been included.  Maze 
  Masters should free to determine the effects of 
  those variables prior to beginning the actual battle. 
   
  Herealkian Soldiers 
   
  Combat Factor:  8 
   
      Regimental Size: 150 
   
  Regimental Strength: 1200 
   
  Thenan Soldiers 
   
  Combat Factor: 6 
   
      Regimental Size: 150 
   
  Regimental Strength: 900 
   
  Argosean Archers 
   
  Combat Factor:  6 
   
      Regimental Size: 150 
   
  Regimental Strength: 900 
   
  Centaur Archers 
   
  Combat Factor:  11  
     Regimental Size: 100 
   
  Regimental Strength: 1100 
   
  Amazon Warriors 
   
  Combat Factor:  8 
   
     Regimental Size: 100 
   
  Regimental Strength: 800 
   
  Barbarian Warriors 
   
  Combat Factor:  6 
   
      Regimental Size: 100 
   
  Regimental Strength: 600 
   
  Total Strength = 5500 
  
  28 
   
   
   
  For the sake of hope and civilization, chaaaarge !!! 
   
   
  The Atlantean Forces  
   
  If the heroes succeeded in binding the Sea 
  Witch, the Atlantean Forces appear as follows: 
   
  Atlantean War Slaves 
   
  Combat Factor:  7 
   
      Regimental Size: 300 
   
  Regimental Strength: 2100 
   
  Atlantean Nobles 
   
  Combat Factor:  8 
   
     Regimental Size: 50 
   
  Regimental Strength: 400 
   
  Midas Men 
   
  Combat Factor:  11  
     Regimental Size: 30 
   
  Regimental Strength: 330 
   
  Sons Of Dagon 
   
  Combat Factor:  4 
   
      Regimental Size: 150 
   
  Regimental Strength: 600 
   
  Sirens 
   
  Combat Factor:  7    
      Regimental Size: 100 
   
  Regimental Strength: 700 
   
  If the heroes failed to light the Lighthouse at Nes, 
  the following additional VERY POWERFUL forces 
  should be included in the Atlantean Army: 
   
  Fomoroi 
   
  Combat Factor:  28  
        Regimental Size: 25 
   
  Regimental Strength: 700 
   
  Keres 
   
  Combat Factor:  16  
        Regimental Size: 50 
   
  Regimental Strength: 800 
   
  Total Strength (without Fomoroi & Keres) = 4130 
   
  Total Strength (with Fomoroi & Keres) = 5630 
   
  If the heroes failed to bind the Sea Witch, her 
  unearthly powers will have a tremendous effect on 
  the strength of the Atlantean forces, supernaturally 
  boosting their Combat Factor by +5 each (and even 
  +10 in the case of the Fomoroi) : 
   
  Atlantean War Slaves 
   
  Combat Factor:  12  
      Regimental Size: 300 
   
  Regimental Strength: 3600 
   
  Atlantean Nobles 
   
  Combat Factor:  13  
      Regimental Size: 50 
   
  Regimental Strength: 650 
   
  Midas Men 
   
  Combat Factor:  16  
      Regimental Size: 30 
   
  Regimental Strength: 480 
   
  Sons Of Dagon 
   
  Combat Factor:  9 
   
      Regimental Size: 150 
   
  Regimental Strength: 1350 
   
  Sirens 
   
  Combat Factor:  12  
      Regimental Size: 100 
   
  Regimental Strength: 1200 
   
  If the heroes failed to light the Lighthouse at Nes, 
  the following additional VERY POWERFUL forces 
  should be included in the Atlantean Army: 
   
  Fomoroi 
   
  Combat Factor:  38            Regimental Size: 25 
   
  Regimental Strength: 950 
   
  Keres 
   
  Combat Factor:  21  
        Regimental Size: 50 
   
  Regimental Strength: 1050 
   
  Total Strength (without Fomoroi & Keres) = 7280 
   
  Total Strength (with Fomoroi & Keres) = 9280 
  
  29 
   
  What?  The Bad Guys Won? 
   
  Oh my.  This is an entirely unexpected 
  outcome.  Are you certain the bad guys won?  
  Really?  Alas, then dark times indeed lie ahead.  
  Though the battle was only between an 
  advance force from Atlantis and a limited 
  Mythikan army, news of the Mythikan defeat will 
  spread quickly back to Atlantis. Emboldened by 
  their success the Atlanteans will launch a full-
  scale invasion of Mythika, bringing to bear all 
  their might and magic against the free world.   
   
  Perhaps from this terrible defeat a new, more 
  unified-of-purpose Mythika can band together, 
  lead by a new generation of heroes, and fight 
  back against the Atlantean scourge.  Let us just 
  pray that the Sea Witch was defeated, for if she 
  remains alive and allied with Atlantis, all hope is 
  almost certainly lost…  
   
  Or is it ?  As much as its source material is 
  about the heroes winning, the truth is that 
  Mazes & Minotaurs is a game, not a work of 
  fiction.  The chances that the heroes will fail in 
  this adventure – either in confronting the Sea 
  Witch herself or in the Battle of Xandare – are 
  not small. Maze Masters should only pull as 
  many punches as they feel is right.   
   
  A loss in the Battle of Xandare doesn’t have to 
  spell the end of Mythika, though it might well 
  herald the end of the current campaign.  Still, 
  when one walks out of one room one often 
  walks into another.  Consider the example 
  campaign setting discussed in the Movies & 
  Minotaurs article in issue 1 of The Minotaur, you 
  know, the one with the evil empire and the 
  valiant rebels… Hmm, that’s kind of an 
  interesting theme, now that I think about it.  
  Someone should make a movie (or six) dealing 
  with such things. 
   
  Glory & Other Rewards 
   
  The Sea Witch, with her various (and very powerful) 
  allies, represents a menace of extreme magnitude, 
  which could alter the very fate of Mythika. Thwarting 
  such a menace should bring each warrior in the 
  group an extra reward of 500 Glory points, in 
  addition to any Glory gained during the adventure 
  itself. Magicians in the group should also receive an 
  equivalent amount of Wisdom, considering the 
  highly mystical nature of the Sea Witch menace. 
   
  Such an epic victory should also bring other benefits 
  to the valiant adventurers – such as the possibility of 
  becoming Athena’s Divine Agents (see the M&M 
  Companion, p 8). Even if they don’t meet these 
  requirements or if Divine Agent status is not part of 
  the Maze Master’s plans for the group, Athena 
  should reward these valorous heroes with one 
  divine boon in the form of one appropriate item for 
  each hero (see the M&M Companion, p 11 for a list 
  of mythic items related to Athena). 
  The Umbrian Alternative 
   
  So your heroes have turned out to be zeroes 
  and utterly failed to secure the Chains and Fire 
  of Prometheus, eh?  That makes proceeding in 
  this adventure more than a little difficult.  There 
  is one alternative, though.   
   
  Rather than undertaking the adventure as it is 
  outlined here, a clever (desperate?) Maze 
  Master could improvise an expedition to Umbria 
  in the hopes of gathering Umbrian forces to 
  supplement 
  the 
  Mythikan 
  armies. 
   
  The 
  Umbrians are no fans of Atlantis, so I hear, so 
  they might just be able to be convinced to set 
  aside their differences with the Land of the 
  Three Cities long enough to put Atlantis in its 
  place.  For more information on Umbria and its 
  people, see this issue’s Mythika Gazetteer. 
   
  Aftermath 
   
  If You Did Not Play Out The Battle 
   
  With the Lighthouse relit and the Sea Witch 
  destroyed, 
  the 
  Atlantean 
  forces 
  were 
  easily 
  defeated.  Mythika is once again safe.  The Three 
  Cities and the major non-Minean peoples have 
  bravely fought against a common foe.   
   
  For a brief time goodwill and camaraderie will reign. 
  Of course, the petty squabbles and rivalries will 
  return, they always do.  But for now, peace and 
  harmony rule in Mythika.   
   
  The happy few who made victory possible through 
  their bravery and cunning are lauded.  Those who 
  gave 
  their 
  lives 
  to 
  defend 
  Mythika 
  are 
  commemorated in song and poem.   
   
  The heroes themselves may well go on to become 
  Divine Agents after a series of adventures as grand 
  as these. Regardless, their names will be known 
  across the world.   
   
  Those who would seek to do harm to Mythika will 
  know of her powerful sons & daughters and will 
  likely think twice before moving against such might. 
   
  If You Did Play Out The Battle  
   
  Thanks to, or perhaps in spite of, the efforts of the 
  heroes, the Mythikan army has defeated the 
  expeditionary force from Atlantis.   
   
  The heroes will be praised (or cursed) as 
  appropriate to their actions.  Maze Masters should 
  not be shy about allowing successful heroes to 
  achieve true legendary status, for playing such a 
  vital role in this battle is surely an epic achievement. 
   
  Andrew Trent (2009) 
  
SOURCE: textdata/thevault/Mazes & Minotaurs (osr) [multi]/Adventures/Against Atlantis (Mazes & Minotaurs).pdf