TEXT:  
   
  Legendary Games Studio, Griffin Publishing & Minotaur Press proudly present 
   
  UNVEILED ADDENDA  
   
  A Compendium of Additional Rules for the MAZES & MINOTAURS RPG 
   
   
   
   
   
   
  This tome of unearthed M&M miscellanea contains much information that has never 
  before been published. It is an excellent resource for players and Maze Masters alike. 
   
   
   
  Legendary Games Studio 
   
  L G S 
   
   
  Yes !  Back in 1984, Unveiled Addenda was the first M & M book with a full-color cover ! 
  
   
  UNVEILED ADDENDA 
   
   
  Table of Contents 
   
  Rolling Attributes ……………...…………..…..3 
   
  Improving Attributes ………………..…….……3 
   
  Weapons of Choice …...………………………4 
   
  Athletic Advantages …………………………...4 
   
  Native Milieus ……..…….……………………..5 
   
  Physical Endurance …….……………………..6 
   
  Aging & Decrepitude ........…………………….7 
   
  Expanded Henchmen Rules …….…..…….…7 
   
  Language & Literacy ………………………….8 
   
  How to Influence NPCs ……………………….9 
   
  Artistic Performances …...………………..…10 
   
  Taming Beasts & Monsters …..……………..11 
   
  Forces of Light & Darkness  …...……..…….13 
   
  Random City States …………………………14 
   
  Random Plot Generator ……………………..17 
   
   
   
   
   
  Credits 
   
  This book is dedicated to PAUL ELLIOTT, the Man 
  who got the Vision that started it all. All hail Mithras ! 
   
  Written by  
   
  Olivier Legrand (yes, the original M&M designer !) 
   
  Erik Sieurin (aka the Hyperborean Maze Master) 
   
  Luigi Castellani (yes, the Controversy guy !)  
   
   
  Artwork by Diverse Hands, including the ancient 
  master John Flaxman (1755-1826 !) and the 
  talented Squire & Mars feminine duo.  
   
  Speaking of artwork, would you believe me if I told you 
  that the gorgeous color cover was originally part of a 
  promotional series of collectible images issued by a well-
  known brand of soup ?  
   
  Additional Thanks to  
   
  Joseph C. Wolf (aka the Michigan Coyote), David 
  Jenkins (president of the CMS*), Charles E. Mc 
  Manus (Father of the Method), Luke Raynard (yes, 
  the Twists in the Maze guy !) and Alf Zyk (who 
  didn’t do much but he’s a really nice guy) 
   
  * Creative Minotaurian Society. What ? Never heard of the 
  CMS before ?  Well, that’s okay, really. Just don’t tell 
  Dave. He can really be a pain in the ass sometimes. 
   
   
   
   
   
  L G  S 
  Enter the Legend 
   
     
  2006 Edition Comments 
   
  The Legendary Games Studio creative staff had a hell of a time coming up with the title of this book… In fact, no less 
  than twenty (twenty !) other titles had been considered before Alf Zyk suggested to call it Unveiled Addenda. Now, for 
  the first time in gaming history, here is the complete list of those twenty titles that almost made it :  
   
  Unearthed Miscellanea              Forgotten Arcana               Exhumed Paraphernalia      Rules Supplement n°3 
   
  Book of Hidden Lore              Rules & Resources            The M&M Companion          Book of Many Things 
   
  Book of Bonus Bonanza          Advanced Addendum        Mythikal Manual 
        That Damn New Book 
   
  Son of Mazes & Minotaurs       Disinterred Marginalia 
   Excavated Incognita             Odds & Ends 
   
  Tome of Lost Knowledge         M&M Adventure Guide      Uncovered Extravaganza      Expanded Minotauria 
   
   
  
   
   
  A group of Mazes & Minotaurs adventurers pondering over the strengths and weaknesses of the original M&M rules 
   
   
  Rolling Attributes 
   
  One of the major pitfalls of the system used to roll 
  up a Mazes & Minotaurs character’s attributes is its 
  excessive randomness. Since the system leaves 
  almost everything to the dice, unlucky players may 
  easily end up with a character who has several 
  attributes below average and whose only redeeming 
  feature is a modest 13 in his prime requisite.  
   
  Over the years, Maze Masters have tried to solve 
  these problems by using more-or-less complicated 
  variants or house rules, including the famous 
  McManus Method, which has become the standard 
  of many M&M groups… but none of these alternate 
  methods  prevent you from rolling a mediocre or 
  even hopeless character.  
   
  Yet, M&M characters are supposed to be (or at least 
  become) heroes.  As such, they ARE exceptional 
  individuals and should be given higher chances to 
  have superior attributes, in keeping with the spirit of 
  the stories that inspired the game in the first place.  
   
  To ensure the creation of suitably heroic characters, 
  the Maze Master should use the following method. 
   
  First, roll a character’s attributes as indicated in the 
  basic M&M rules. Take the three best dice of 4d6, 
  do this six times and distribute the results as you 
  wish between your character’s six attributes. 
   
  Once this distribution has been done, calculate the 
  sum of the character’s six attribute scores. If this 
  total is less than 75, the player receives a number of 
  extra points equal to 75 minus the character’s total. 
  Thus, if a character’s attributes add up to a total of 
  72, the player will receive 3 extra points. 
   
  These extra points must be distributed by the 
  player, but they cannot be used to increase the 
  score of any attribute over 13. 
   
  A character’s attribute total must be checked before 
  the application of any special attribute bonus (such 
  as the bonus d6 awarded to Nobles). 
  Improving Attributes 
   
  Another weak point of the basic M&M rules is that 
  characters cannot improve their attributes – except 
  by extremely rare means like Divine Boons.  
   
  In a truly heroic campaign, a character should be 
  allowed to increase his attributes as he rises in 
  levels, reflecting the results of constant practice, 
  overall experience and personal development. 
   
  Every level after the first, a character may add 1 
  point to one of his attributes.  
   
  No attribute may be raised over 20 in this manner 
  and no attribute may be improved twice in a row.  
   
  Thus, if a character decides to improve his Skill 
  upon reaching level 2, he won’t be able to improve it 
  again at level 3. This means the maximum number 
  of points that can be gained in this way in a single 
  attribute is 3 (1pt at levels 2, 4 and 6). 
   
  A character may improve any of his attributes, 
  regardless of his class – which allows players to 
  either concentrate on their character’s strong points 
  (such as Might and Skill for fighters) or to diversify 
  their abilities as they rise in levels.  
   
  In both cases, this method of advancement ensures 
  a truly heroic development of characters. 
   
  Of course, increasing an attribute may modify all 
  scores and aspects of a character that are 
  dependent of this attribute. 
   
  These rules obviously make characters more 
  powerful (or more heroic) in the long run but are 
  also (more or less) counterbalanced by the rules on 
  aging, detailed later in this book (see p 7).  
   
  If you are already playing a M&M campaign, don’t 
  hesitate to update the attribute scores of the player-
  characters according to this new improvement rule 
  as well as to the 75 points minimum total (see 
  Rolling Attributes above). 
   
  
   
  Pyros in Action : Step back, you zero-level phrygian-cap-wearing rabble, or face the deadly kiss of my Weapon of Choice ! 
   
  Weapons of Choice 
   
  Fighters and specialists are assumed to be equally 
  proficient with all weapons – but most of them have 
  a favorite weapon, referred to as their Weapon of 
  Choice, with which they are especially skilled.  
   
  All fighter and specialist characters with a Skill of 
  13+ should be allowed to select a single weapon 
  type as their Weapon of Choice (WoC).  
   
  Barbarians can only take a melee weapon as their 
  Weapon of Choice : most of them select swords, 
  clubs or axes (either 1-handed or 2-handed). 
   
  Amazons can only select a missile weapon as their 
  Weapon of Choice : most of them select the bow, 
  confirming their reputation as peerless archers. 
   
  Spearmen must automatically select the spear as 
  their Weapon of Choice (duh !). 
   
  Nobles can select the sword (symbol of leadership 
  and aristocratic weapon par excellence), the bow or 
  the javelin as their Weapon of Choice.  
   
  Centaurs may select the club, the spear, the bow or 
  the javelin as their Weapon of Choice. 
   
  Hunters can only select a missile weapon as their 
  Weapon of Choice. 
   
  Thieves can only select the dagger or the sling as 
  their Weapon of Choice. 
   
  Whenever a character using his Weapon of Choice 
  makes an attack roll, the player simply rolls two 
  different d20 and keeps the better result, applying 
  the usual modifiers etc to this roll. 
   
  This ‘double roll’ rule is only used for attack rolls and 
  does not apply to the rolls made on the Homeric 
  Combat tables given in Men & Monsters. 
  Athletic Advantages 
   
  Sports and athletic accomplishments were an 
  important aspect of ancient Hellenistic culture, as 
  exemplified by the Olympic games, and Greek 
  martial training also involved the constant practice 
  of various physical disciplines. To reflect these facts 
  in game terms, Nobles and Spearmen may be given 
  one or two special advantages reflecting their 
  superior physical prowess and athletic excellence, 
  depending on their Might and Skill scores.  
   
  If the character has a score of 13+ in either Might or 
  Skill, he receives a single athletic advantage. If both 
  attributes have a score of 13+, the character 
  receives two athletic advantages. Thus, since all 
  Spearmen have a Skill of 13+, a Spearman will 
  always have at least one advantage. 
   
  The athletic advantages available to Nobles and 
  Spearmen are :   
   
  Athlete : The character is advantaged on all his 
  climbing and swimming rolls. 
   
  Charioteer : The character is advantaged on all his 
  Danger Evasion rolls while driving a chariot. This 
  advantage also extends to his horses. 
   
  Equestrian : The character is advantaged on all his 
  Danger Evasion rolls while riding. This also applies 
  to his mount’s own rolls. 
   
  Pugilist : The character is advantaged on all his 
  pugilistic attack rolls. 
   
  Sailor : The character is advantaged on all the 
  Danger Evasion rolls he makes while sailing. 
   
  Wrestler : The character is advantaged on all his 
  wrestling attacks as well as on his rolls to break free 
  from an opponent’s hold. 
  
   
   
  See ? That’s what these Athletic Advantages are made for ! 
   
  Native Milieus 
   
  Barbarians, Amazons, Thieves and Hunters are 
  strongly attuned to their natural surroundings and 
  native milieu, which might advantage them when 
  operating in this environment or when using the 
  skills associated with this environment.  
   
  To reflect this, every character from one of these 
  classes is advantaged when acting in one of the 
  following Milieus (chosen by the player) :  
   
  Barbarian : Mountain, Forest, Steppe, Sea. 
   
  Amazon : Mountain, Forest. 
   
  Hunter : Mountain, Forest. 
   
  Thief : City. 
   
  The advantages granted by these Backgrounds all 
  have the same effects in game terms : when a 
  character is advantaged on a d20 roll by his Milieu, 
  two d20 are rolled instead of one and the higher roll 
  is kept as the result. 
   
  Mountain : Characters from this native Milieu are 
  advantaged on all their climbing rolls as well as on 
  Danger Evasion rolls made to avoid or detect 
  natural 
  perils 
  of 
  the 
  mountainous 
  milieu 
  (treacherous paths, avalanches etc). 
   
  Forest : Characters from this native Milieu grew up 
  in or near a forest or woodland. Their talent for 
  woodcraft advantages them on all their detection 
  and stealth rolls made while operating in a 
  woodland or forest environment. 
   
  Steppe : 
  Characters 
  from 
  this 
  native 
  Milieu 
  generally belong to a horseriding nomadic or semi-
  nomadic folk. They were literally raised in the saddle 
  and are advantaged on all their Danger Evasion 
  rolls made on horseback ; this advantage also 
  applies to their mount’s own rolls. 
   
  Sea : Characters from this native Milieu grew up 
  near or by the sea - whether on an island or in a 
  community of fishermen or sea raiders. Because of 
  their knowledge and experience of the sea, they are 
  advantaged on all their swimming rolls as well as on 
  their Danger Evasion rolls made while sailing.  
   
  City : Characters from this native Milieu grew up in 
  the streets of a city or large town. The character is 
  advantaged when making stealth and detection rolls 
  in a city environment – which includes streets, alleys 
  and rooftops but excludes large gardens and the 
  interior of buildings. 
   
  These five Native Milieus represent the most 
  common environments existing around the Middle 
  Sea in the world of Mythika. Maze Masters who 
  wish to expand the horizon of their M&M campaign 
  may consider adding other environments to this list, 
  like Desert, Jungle or Toundra. 
   
   
   
   
  Big, dumb Barbarian posing with his big, dumb Weapon of 
  Choice in his Native Milieu. He also has a great Physical 
  Endurance, which makes this illustration unbeatable as far 
  as topical relevance is concerned. We had to mention this. 
   
  
  Physical Endurance 
   
  All M&M characters can be given a Physical 
  Endurance modifier equal to the sum of their Might 
  modifier and Luck modifier. All fighter characters 
  add +1 to this modifier at each level beyond the first. 
  Magicians and specialists do not increase their 
  Physical Endurance by gaining new levels.  
   
  All Mythic Items or magical effects that increase or 
  reduce a character’s Might or Luck will also affect 
  his Physical Endurance. 
   
  The Physical Endurance modifier should be used 
  instead of Danger Evasion to resist potions, 
  poisons, fatigue, illness and any other kind of threat 
  affecting a character’s health when bodily stamina is 
  a more important factor than alertness. 
   
  Individual Maze Masters will have to judge case by 
  case whatever a situation calls for a Physical 
  Endurance or a Danger Evasion roll, basing their 
  choice on his/her player’s course of action.  
   
  As 
  an 
  example, 
  characters 
  mindlessly 
  and 
  unwittingly quaffing poisoned beverages will have to 
  make al Physical Endurance roll, while wary players 
  will have to roll for Danger Evasion. Please take 
  note that magically induced illness or sleep will be 
  resisted by Mystic Fortitude anyway.  
   
  The target number of Physical Endurance rolls will 
  normally be set at 15 (as for Danger Evasion). 
   
  Normal henchmen will have a Physical Endurance 
  of 0, while Seasoned and Elite ones will have a +1 
  and +2 respectively. 
   
  A creature’s Physical Endurance modifier is based 
  on its size : Tiny -4, Small -2, Medium 0, Large +2, 
  Gigantic +4, with a +4 additional bonus for creatures 
  with a Supernatural Vigor. Animates and Spirits do 
  not need a Physical Endurance mod, being immune 
  to poisons, illness, thirst, hunger and fatigue. 
   
  Resistance to Pain 
   
  Whenever a character is reduced to 1 or 2 Hits, they 
  are allowed a Physical Endurance roll at 15 to avoid 
  unconsciousness. The same rule should apply for 
  Stunned and Dazed results on the Homeric Combat 
  charts in Men & Monsters. 
   
  This specific use of Physical Endurance could also 
  be extended to any situation where a character 
  must whistand extreme pain (such as torture). In 
  such cases, a Physical Endurance roll versus a 
  target number of 15+ may be required for the 
  character to remain conscious and whistand the 
  pain without cracking up. As usual, the Maze Master 
  remains the sole and final arbiter on adjucating the 
  causes and consequences of such die rolls.  
   
   
  Illness 
   
  Illness can be treated just like poison with different 
  action times: once contracted an illness can apply 
  its effects on the character in a time span going 
  from a few hours to a few days.  
   
  Vicious but not outright deadly diseases (and Maze 
  Masters) might require daily Physical Endurance 
  rolls to throw off the illness, with failure meaning that 
  the character still suffers from the disease for the 
  day (effects of individual disease are left to the 
  appreciation of the Maze Master). 
   
  Fatigue 
   
  Whenever a character has been fighting or running 
  or otherwise exerting himself for more than 15 
  minutes, he will have to make a Physical Endurance 
  roll with a target number of 10 + encumbrance. 
   
  Failing this roll means that the character receives a 
  penalty of -2 to all d20 and d10 rolls he makes until 
  he has rested for at least 15 minutes.  
   
  Fatigued magicians will also expend an extra Power 
  point when calling on their powers. 
   
  Failing to rest, the character must keep rolling on 
  Physical Endurance, with each subsequent failure 
  causing 1d6 points of subdual damage as per the 
  pugilism rules. 
   
  Thirst & Starvation 
   
  Starvation and thirst require a Physical Endurance 
  roll with a target number of 14+ the number of days 
  without food and/or water.  
   
  Failure will mean that the character suffers 1d3 
  damage for that day if without nourishment or 
  beverages, or a full d6 if without both.  
   
  So remember to bring food AND water on your next 
  random odyssey ! 
   
   
   
  A lone adventurer recovering from the effects of thirst 
   
   
   
  
   
   
  A whole life of adventuring and questing, zillions of Glory 
  points and what do I get in the end ?  Damn aging rules ! 
   
  Aging & Decrepitude 
   
  Aging and mortality are facts of life – even for the 
  greatest or heroes. All characters (except Nymphs, 
  who are completely immune to the effects of age) 
  have an Age Limit which represents their longevity 
  as well as their resistance to the effects of aging.  
   
  A character’s Age Limit is equal to 15 plus the sum 
  of his Might and Luck scores. 
   
  Age Limit = 15 + Might + Luck 
   
  A character’s approximate life-expectancy in years 
  (provided he does not get killed during an 
  adventure) is equal to twice his Age Limit. Thus, our 
  friend Pyros the Spearman (Might 15, and Luck 13) 
  has a healthy Age Limit of 43, which means he can 
  expect to reach the venerable age of 86 (give or 
  take a few years) provided he doesn’t get torn in 
  pieces by a Manticore, incinerated by a Chimera 
  turned to stone by a Gorgon during one of his 
  adventurous expeditions. 
   
  As its name implies, the Age Limit of a character 
  represents the age at which he should retire from 
  active adventuring and live the rest of his life as a 
  NPC, content with the Glory, Wisdom or wealth he 
  has earned during his adventuring career. 
   
  Of course, players are allowed to keep on playing 
  their characters past this point, but an adventurer 
  whose age exceeds his Age Limit will have to make 
  an aging check after every adventure (usually 
  during the Glory/Wisdom awards phase). 
   
  Aging checks are resolved as percentile rolls (using 
  1d100). If the die roll is equal to or lower than the 
  character’s age minus his Age Limit, he suffers the 
  effects of age and loses 1 point in one of his 
  attributes,  chosen by the player. 
   
  Thus, when Pyros reaches the age of 44, he will 
  have a 1% chance of suffering the effects of 
  age after each adventure : this chance will increase 
  to 2% when he reaches 45, to 3% at 46 and so on..  
   
  All attributes (yes, even Faith and Luck), can be 
  reduced because of aging. The loss of an attribute 
  point may affect all the characteristics that depend 
  on the reduced attribute (including Hits for Might).  
   
  Note that any loss in Might or Luck will also affect a 
  character’s Age Limit, making him more vulnerable 
  to the subsequent effects of age. 
   
  This loss is permanent and can only be reversed by 
  a Divine Boon or some other form of mythic prodigy. 
  The effects of aging cannot reduce a character’s 
  attributes below 3.  
   
  Expanded Henchmen Rules 
   
  The basic M&M rules do not tell you how to 
  determine the quality level (Normal, Seasoned or 
  Elite) of a character’s Henchmen.  
   
  This problem can now be determined by a d10 roll 
  on the following table : 
   
  1-6……..……Normal 
   
  7-9…………..Seasoned 
   
  10…….……..Elite 
   
  The basic M&M rules also say nothing about 
  Henchmen’s Danger Evasion and Mystic Fortitude 
  rolls. To resolve such rolls, roll 1d20 and apply their 
  player-character master’s or employer’s own Luck 
  modifier. Thus, Henchmen will tend to be luckier 
  when serving lucky masters… and prone to 
  misfortunes when attached to an unlucky character. 
   
   
   
     A low Luck hero and his (last) enthusiastic Henchman 
  
  Languages & Literacy 
   
  Languages of Mythika 
   
  The following section is based on the standard 
  assumption that most player-characters come from 
  the Land of the Three Cities or the Island of 
  Seriphos, with the exception of Barbarians (who 
  come from Hyperborea), Amazons (who come from 
  Amazonia) and Centaurs (who come from Sicania).  
   
  The common tongue of Mythika is called Minean 
  and is used by all the civilized nations surrounding 
  the Middle Sea. For simplicity’s sake, all player-
  characters (yes, even Barbarians and Centaurs) are 
  assumed to be perfectly fluent in Minean.  
   
  All player-characters are also assumed to be literate 
  with the notable exception of Barbarians, Amazons, 
  Nymphs and Centaurs, who are automatically 
  illiterate but who speak a native language in addition 
  to Minean : Borean (for Barbarians and Amazons) 
  or Gaian (for Centaurs and Nymphs except Nereids, 
  who speak Merian).  
   
  Nobles and all magic-using characters automatically 
  know two extra languages at character creation. 
   
  Here is a list of the main languages of Mythika : 
   
  Minean : The common tongue of the Land of the 
  Three Cities and the island of Seriphos. 
   
  Borean : The language of Hyperborean barbarians 
  and Amazons (n). 
   
  Charybdian : 
  The 
  language 
  of 
  the 
  savage 
  tribesmen of the Charybdis jungles (n).  
   
  Tritonian : The language of the once mighty empire 
  of Tritonis (d). 
   
  Umbrian : The native language of the ancient 
  kingdom of Umbria. (w) 
   
  Midian : The tongue of the Land of the South (w). 
   
  Atlantean : The ancient language of Atlantis (n). 
   
  Subterranian : The native language of Derros, 
  Obsidians and other underground Folks (d). 
   
  Aerian : The native language of Icarians, Hawkmen 
  and other aerial Folks (n). 
   
  Merian : The common tongue of Mermaids, Tritons 
  and other speaking sea Folks (n). 
   
  Gaian : The native language of Nymphs, Centaurs 
  and other Folks tied to life and nature (n). 
   
  Stygian : The ancient language of the Stygian 
  Empire… as well as the ‘native tongue’ of the 
  Underworld (d). 
   
  High Khemi : The aristocratic language of the 
  Desert Kingdom’s nobility and priesthood (d). 
   
  Low Khemi : The native language of the Desert 
  Kingdom’s commoners (n). 
   
   
   
   
  Not being able to understand other languages  
  may put you in all sorts of awkward situations 
   
   
  Languages labelled (n) do not have a written form.  
   
  Languages labelled (w) have a written form and use 
  the same alphabet as Minean, which means that 
  characters who know how to speak one of these 
  languages will also know how to read and write it if 
  they already have Minean literacy.  
   
  Languages labelled (d) use a different alphabet : 
  learning to read and write such languages counts as 
  an extra language (in addition to its spoken form). 
  Thus, learning to speak, read and write Atlantean or 
  High Kemi will count as two languages. 
   
  Learning a New Language 
   
  Characters who wish to learn new languages during 
  play can become familiar with the basics of any one 
  spoken language in (1d6+4) weeks of study or 
  practice, modified by the opposite of their Wits 
  modifier (ie characters with a Wits of 16-17 subtract 
  2 from the number of weeks required).  
   
  Becoming fluent takes an equivalent number of 
  months, while getting to speak like a native with no 
  trace of foreign accent  takes an equivalent number 
  of years. Learning to read and write takes a similar 
  amount of time (in years), while having to learn a 
  new alphabet takes an equivalent number of weeks.  
   
  A new roll should be made for each new language 
  and each new degree of fluency. 
   
  
   
   
              I’m sorry ! Are YOU trying to intimidate ME ? 
   
  How to Influence NPCs 
   
  Influence and Roleplaying 
   
  The M&M rules are extremely concise when it 
  comes to dealing with NPCs in a non-violent 
  manner. In fact, the First Reaction table is the only 
  game system related to this topic : everything else is 
  left to the discretion of the individual Maze Master. 
  While this lack of actual rules might be seen as an 
  incentive for players to roleplay their characters, it 
  also has a few unfortunate side-effects.  
   
  Good players are not always good actors and most 
  will probably feel more embarrassed than amused 
  by the prospect of roleplaying a seduction attempt 
  or an inspiring public speech, preferring to avoid 
  such opportunities altogether – which is a pity as far 
  as roleplaying is concerned. The purpose of the 
  rules given in this section is to resolve such 
  situations using a set of simple game mechanics. 
   
  Influence Modifiers 
   
  There are three different forms of influence : 
  Intimidation, Persuasion and Seduction. A character 
  has a specific Influence modifier for each method, 
  equal to the sum of a single attribute modifier (see 
  below) and the character’s level : some classes also 
  receive a special bonus (see below). 
   
  Intimidation is based on Might. It involves bullying, 
  browbeating and coercing NPCs into cooperation, 
  passivity or submission. In this specific case, 
  Trustful or Friendly reactions should be interpreted 
  as cooperative and submissive attitudes. A failed 
  Intimidation roll will shift the NPC’s First Reaction 
  one category down (ie turn a Neutral attitude into a 
  Wary one or a Wary attitude into a Hostile one). 
   
  Persuasion is based on Wits. It involves using 
  rhetorics and oratory techniques to gain the NPC’s 
  favor or attention through logic, emotion or even 
  deception. Note that this method cannot be used on 
  an already Hostile NPC. The Maze Master may ask 
  the player to deliver an inspired speech (or, at least, 
  to paraphrase it) before making the Influence roll.  
   
  Seduction is based on Grace. It involves flirting, 
  charming and using various forms of facial and 
  somatic communication to attract the NPC’s 
  attention or interest. Seduction cannot be used if the 
  NPC is already Hostile and only works if the player-
  character and the NPC have compatible sexual 
  orientations (a topic that obviously go beyond the 
  scope of this paragraph, section and supplement). 
   
  A few classes receive special Influence bonuses : 
   
  As born leaders, Nobles are masters of influence in 
  all its forms, whether it involves authority, diplomacy 
  or personal charisma. As a result, they add their 
  Luck bonus to all their Influence modifiers. 
   
  Priests add their Faith bonus to the Influence 
  modifier favored by their deity : Intimidation for 
  Zeus, Poseidon, Ares and Hephaestus, Persuasion 
  for Hermes, Hestia, Athena and Demeter and 
  Seduction for Apollo, Aphrodite, Hera and Artemis. 
   
  Lyrists are exceptionally gifted orators and add 
  their Grace bonus to their Persuasion modifier. 
   
   
   
  Consequences of a badly failed influence roll 
   
  
   
   
        Sorry, but this won’t give you any Influence bonus ! 
   
  Effects and Limits of Influence 
   
  To make an Influence roll, roll 1d20 and add the 
  character’s appropriate Influence modifier. The 
  influence attempt is successful if the final total is 
  equal to or higher than the target’s Resolve rating. 
   
  A NPC’s Resolve rating represents his resistance to 
  influence. For NPCs with levels, Resolve is equal to 
  (14 + level). For Henchmen, Resolve is normally 
  equal to (10 + Loyalty) with an additional bonus of 
  +1 for Seasoned Henchmen and +2 for Elite ones. 
  Other NPCs have an effective Resolve of 10. 
   
  A successful Influence roll shifts the NPC’s initial 
  reaction by one category (ie from Hostile to Wary, 
  from Wary to Neutral etc) in favor of the character. 
   
  Depending on a situation, a specific influence roll 
  might apply to a single individual or to a whole 
  group of NPCs or to any fraction of the group 
  specifically designated by the character. The 
  differing Resolve ratings of individual NPCs may 
  also help a Maze Master determine which ones are 
  affected by a character’s Influence roll. 
   
  In most situations, influence will affect NPCs as long 
  as they remain in the character’s presence – or until 
  a specific event causes them to reconsider their 
  attitude. Remember that influence is not mind 
  control and that NPCs are not puppets with no will 
  of their own. Also note that influence can never be 
  used on creatures (Folks included), other player-
  characters, deities or Maze Masters.  
  Artistic Performances 
   
  Properly educated individuals (like Nobles and most 
  Priests) or naturally gifted ones (like Nymphs) are 
  likely to possess some artistic skills. Barbarians are, 
  of course, completely irrelevant here. 
   
  Whenever a player-character delivers an artistic 
  performance (acting, dance, song, music or even 
  poetry), the Maze Master should roll 1d20 and add 
  the character’s Inspiration modifier. 
   
  This Inspiration modifier is equal to the sum of his 
  Grace and Luck modifiers. 
   
  As musical virtuosos and divinely-inspired poets, 
  Lyrists receive a bonus equal to their level+4 on all 
  their musical or poetic performance rolls : thus, a 
  first level Lyrist will receive a bonus of +5, while a 
  sixth level one will get a bonus of +10. 
   
  The appreciation of the audience can then be 
  interpreted on the following table : 
   
  Artistic Performance Table 
   
  1 or less = Humiliating disaster ; the 
  performance is so bad that the audience does 
  not let the character finish (and will not hesitate 
  to throw things at him if he insists on finishing 
  anyway). 
   
  2 to 9 = Artistic failure ; the audience is not 
  pleased and tends to show it by ostensibly 
  ignoring the performer. 
   
  10 to 14 = Average performance ; the 
  audience seems neither especially fascinated 
  nor especially annoyed. 
   
  15 to 19 = Good show ; the audience likes the 
  performance and reacts enthusiastically. 
   
  20 or more = Artistic triumph ; the audience is 
  enraptured by the outstanding performance and 
  reacts with extreme enthusiasm. 
   
   
   
   
  Yes, even Centaurs can make Artistic Performance rolls
  
   
  Taming 101 MCQ : This fearless adventurer is trying to Tame a Bulll   (a) by Force   (b) by Craft   (c) by Charm. 
   
   
  Taming Beasts & Monsters 
   
  There are three ways of taming a Beast or Monster 
  that has been caught alive : by Force, by Craft or by 
  Charm. Each of these three methods is described in 
  detail in the following sections. 
   
  Taming by Force 
   
  Anyone with a Might of 13+ can tame a captured 
  Beast or Monster by Force.  
   
  Creatures can be given a Force rating which 
  measures their resistance to his form of taming. 
  This is equal to twice their Ferocity modifier, plus 1 
  per size category. Thus, a Bull (Ferocity +1, Large) 
  has a Force of  6 (4 for Size, +2 for Ferocity), while 
  a Giant Boar (Ferocity +2, Large) has a Force of 8. 
   
  To do so, the character must wrestle the Beast or 
  Monster, according to the standard wrestling rules, 
  and pin the creature for a number of consecutive 
  battle rounds at least equal to its Force rating.  
   
  Most Beasts and Monsters will attack the tamer if 
  the grapple fails and their weapons are perfectly 
  capable of being used in close combat.  
   
  This operation must be repeated for a number of 
  consecutive days equal to the creature’s Force 
  rating. Between these shows of force, the Beast or 
  Monster must be held captive somehow.  
   
  Taming by Craft  
   
  Only Hunters, Barbarians and Amazons can tame 
  Beasts (but not Monsters) by Craft.  
   
  To do so, the character must roll 1d20 + his Wits 
  modifier versus a target number of 14 plus the 
  creature’s Defiance rating. Hunters also add their 
  level to this roll. 
  A Beast’s Defiance rating is equal to the sum of its 
  Ferocity and Mystique modifiers. 
   
  Each attempt takes as many weeks as the damage 
  roll for a creature of its size (ie 1d3 for a small 
  animal, 1d6 for a medium-sized one, 2d6 for a large 
  one etc).  
   
  If the natural result of the d20 roll (not counting 
  modifiers) is less than or equal to the Beast’s 
  Defiance rating, it can never be tamed (at least by 
  craft) and runs away.  
   
  Thus, taming a Lion (Defiance 2, Medium-sized) by 
  Craft will take at least 1d6 weeks and will require 
  Taming roll totals of 16+ ; furthermore, if the d20 roll 
  is 1 or 2, the Lion will prove impossible to tame and 
  will run away. 
   
  During this process, the Beast must somehow be 
  kept in captivity. A character can never have more 
  animals Tamed by Craft than his level. 
   
  Taming by Charm  
   
  Only Nymphs can tame Beasts and Monsters by 
  Charm, and only if the creature is native to the 
  Nymph's natural environment  - sea creatures for 
  Nereids, woodland beasts for Dryads etc. 
   
  This process starts with a First Reaction roll and 
  may only continue if the creature is Friendly. If this 
  is the case, the Nymph must then spend a number 
  of days in the company of the creature to create and 
  reinforce this new bond of friendship.  
   
  This number of days is equal to the standard 
  damage roll for the creature (1d6 days for a Medium 
  beast, for instance).  
   
  When this period is over, make a second First 
  Reaction roll with a penalty equal to the creature’s 
  Ferocity bonus and interpret the result as follows : 
  
  Friendly : The creature is Tamed.  
   
  Trustful : Try again, with a +2 bonus. 
   
  Neutral : Try again. 
   
  Wary : Creature runs away, presumably forever. 
   
  Hostile : Creature attacks (with surprise). 
   
  Example : A Nereid encounters a Sea Serpent and 
  gains a Friendly (!) reaction. She tries to become its 
  friend. This takes her 3d6 days (since the Sea 
  Serpent is Gigantic). She rerolls her First Reaction, 
  but this time with a -2 penalty (since the Sea 
  Serpent is Dangerous). If she can gain a Friendly 
  reaction again, the sea serpent will be Tamed.  
   
  While trying to tame the creature, the Nymph must 
  live in the wilds near it.  
   
  The maximum number of creatures Tamed in this 
  manner a Nymph may have at her command is 
  equal to twice her level. Large creatures count as 2 
  and Gigantic ones as 4. 
   
  Loyalty of Tamed Creatures 
   
  After being tamed, the creature will be subdued and 
  obedient enough to follow you around, as long as 
  you give it sufficient food. Tamed Creatures have a 
  Loyalty rating which must be tested like that of a 
  human henchman. This rating depends on the 
  method used to tame the creature :  
   
  Tamed by Force………………….3 
   
  Tamed by Craft…………………...5 
   
  Tamed by Charm…………………4 
   
  This rating is reduced by 1 point for Monsters. 
   
  This Loyalty rating will have to be tested whenever 
  the creature meets a Fearsome foe or something it 
  is afraid of. Most Beasts (but few Monsters) fear fire 
  and very loud noises as well, so encountering these 
  things can also call for a Loyalty check.  
   
  A tamed creature that fails a Loyalty check will flee 
  for at least 1d6 hours. At the end of this period, a 
  new Loyalty check must be made. If it is failed, the 
  creature will simply not return to its master from its 
  own initiative. If the character manages to find the 
  creature by himself, a third Loyalty check will have 
  to be made. If this check succeeds, the creature will 
  come back to its master as soon as it can detect his 
  proximity. If it fails, the creature will no longer obey 
  and will have to be Tamed again. 
   
  Training Tamed Creatures 
   
  A tamed Beast or Monster can be taught Tricks.  
   
  Trying to teach a Trick takes 1d6 months. To see if 
  the creature accepts the training, roll 1d6 and add 
  its Cunning modifier. The creature successfully 
  learns the Trick if the total is equal to or greater than 
  the Complexity of the Trick. If the total is less than 
  the Complexity of the Trick, the creature does not 
  learn the Trick and will be forever unable to do so. 
  Here is a list of the most common Tricks, with their 
  respective Complexity given in parentheses. 
   
  Attack (6+) : The creature attacks a designated 
  target.  
   
  Draft Beast (7+) : The creature can now pull a 
  suitable vehicle. A Loyalty check is made when it is 
  yoked, and whenever he attempts a Perilous Feat. 
   
  Guard (7+) : The creature calls out when a place it 
  is guarding is disturbed (make Detection rolls if 
  necessary). The owner must either be present or 
  the creature must have been taught to Stay.  
   
  Heel (7+) : The creature refrains from attacking a 
  designated target. 
   
  Message (9+) : The creature can carry a message 
  to its home or any person it accepts as its owner. 
   
  Mount (6+) : The creature can now be ridden. A 
  Loyalty check is made when the owner mounts, and 
  whenever he attempts a Perilous Feat.  
   
  Other Owner (7+) : The creature accepts another 
  person as its owner as well. It will always have a -1 
  penalty on all Loyalty checks, though. Note that 
  anyone can gain a beast in this way. 
   
  Protect (9+) : The creature will automatically Guard 
  (it must know that trick) its owner when he falls 
  asleep, loses consciousness etc.  
   
  Save (9+) : The creature must be able to swim; on 
  orders, it will attempt to rescue a drowning person. 
   
  Search (8+) : The creature helps searching for 
  something (making detection rolls). 
   
  Stay (8+) : The creature stays in one place for up to 
  a day. Each hour after that calls for a Loyalty check.  
   
  Tamed Monsters 
   
  Cities, citadels, temples and noble domains will not 
  let characters enter if they have any kind of Monster 
  with them, unless the character  gets a Trusty or 
  Friendly Reaction. Also note that in such cases 
  each Tamed Monster following a character gives 
  him a First Reaction penalty depending on its 
  size category : Medium -2, Large -4 and Gigantic -8. 
   
  Divine Companions 
   
  A deity may also grant any kind of being that fits the 
  deity as a follower as a Divine Boon.  
   
  Such animal or monstrous companions do not have 
  to be Tamed, have a Loyalty rating of 6 and act 
  more as regular Followers than as Tamed 
  creatures. They do not need to be taught Tricks to 
  obey or understand their master’s commands or to 
  react accordingly to a given situation.  
  
   
  One of those pretentious pre-elementary Elementalists communing with the cosmic forces of Light and Darkness 
   
  Forces of Light & Darkness 
   
  As mentioned in the original description of the 
  Elementalist class (Myth & Magic p 8) : "Some of 
  them are also able manipulate the pre-elementary 
  forces of light and darkness."  
   
  Until now, these arcane secrets had been carefully 
  kept hidden from the ever-inquisitive minds of 
  adventurers and Maze Masters alike – but now the 
  time has come to unveil the mysteries of these pre-
  elementary forces, within these very pages… 
   
  Elementalists who gain powers over light and/or 
  darkness are rare. Hence, no Elementalist may ever 
  select Light or Darkness as one of his chosen 
  elements at 1st level.  
   
  Powers of Light 
   
  I : Arcane Lanthorn 
   
  An item touched by the Elementalist grows brightly 
  and illuminates everything within 30 feet. If the spell 
  is cast upon a weapon, shield, or piece of armor, the 
  Elementalist's Mastery level is added to the EDC of 
  whomever uses it against melee attacks; the bright 
  glare makes it hard to focus on the wielder.  
  This effect lasts for the Elementalist's level hours. 
   
  II : Aura of Helios 
   
  The Elementalist's body momentarily grows so 
  bright it is painful to look at him. Everyone within his 
  level x 10 feet (including his allies) must make a 
  Danger Evasion roll or be blinded for his Mastery 
  level rounds (twice that if it is dark around them).  
   
  A blinded being suffers a -4 penalty on Melee 
  Attack, EDC and Danger Evasion, and cannot make 
  missile attacks. If he moves faster than at half 
  speed, he must make a Danger Evasion roll each 
  round or fall over and be prone. Beings that are 
  adversl affected by sunlight (like an Empusa) are 
  affected as by sunlight during this round.  
   
   
   
  III : Arrows of Apollo 
   
  Rays of searing light strike from the Elementalist's 
  fingers and hits his level different targets. Each 
  takes 1d6 points of damage. This attack can 
  damage Insubstantial beings, who take double 
  damage (2d6). Also, beings described as Lifeless 
  takes double damage. Beings which are both takes 
  triple damage (3d6). 
   
  Powers of Darkness 
   
  I : Cloak of Shadows 
   
  The Elementalist is enveloped in flickering shadows. 
  He gains +2 to his EDC, since he is hard to focus 
  on. He also adds his Mastery level x 2 to all Stealth 
  rolls, unless in total darkness or bright daylight. This 
  effect lasts for the Elementalist' level minutes.  
   
  II : Eldritch Eclipse 
   
  An area within the Elementalist's level x 30 feet up 
  to the Elementalist's level x 10 feet in radius 
  becomes completely dark. No light can pass in or 
  out and all light sources are temporarily darkened. 
  This effect lasts for the Elementalist's level minutes. 
   
  III : Wandering Shadow 
   
  The Elementalist transforms his shadow into a 
  Shadow (p. 57 of the main Mazes & Minotaurs 
  rulebook) under his control. While the spell lasts, the 
  Elementalist counts as Mindless.  
   
  If the Shadow is killed, the Elementalist now lacks a 
  shadow and cannot cast this spell; he will be treated 
  with superstitious fear (penalty of -4 to First 
  Reaction for anyone who notices). However, lacking 
  a shadow affects his soul, making him count as 
  Mindless as regards spells and abilities for ever. 
  Divine Intervention can give him his shadow back. 
   
  This magical transformation lasts for a number of 
  minutes equal to the Elementalist's level.  
  
  Random City-States 
   
  Adventurers often visit cities and large towns during 
  their travels. The following tables enable Maze 
  Masters to define the main characteristics of these 
  settlements with a few dice rolls, giving each city its 
  own distinctive flavor and features. 
   
  In game terms, a city’s profile is summarized by the 
  following seven elements : 
   
  1) Size (how big is the place ?) 
   
  2) Renown (what is it famous for ?) 
   
  3) Regime (who rules it ?) 
   
  4) Peace (how peaceful – or warlike - is it ?) 
   
  5) Prosperity (how wealthy is it ?) 
   
  6) Happiness (how happy is the populace ?) 
   
  7) Justice (how just are the local laws ?) 
   
  1) City Size 
   
  D6 
  City Size 
   
  1-2  
  Small 
   
  3-4  
  Average 
   
  5-6  
  Large 
   
  2) Renown 
   
  Roll 1d20 once for a Small city, twice for an Average 
  one, three times for a Large one. 
   
  D20 
  Famous Thing 
   
  1 
  A special temple. 
   
  2 
  A sacred place that is not a temple.  
   
  3 
  An oracle. 
   
  4 
  A sorcerer or other magician. 
   
  5 
  A famous noble. 
   
  6 
  A famous non-noble warrior. 
   
  7 
  A famous artisan, sage or philosopher. 
   
  8 
  A monument/public work of art. 
   
  9 
  Local games / arena. 
   
  10 
  A curse from the gods.  
   
  11 
  A blessing from the gods. 
   
  12 
  A prophecy of doom for the city. 
   
  13 
  A prophecy of a great future for the city. 
   
  14 
  A haunting. 
   
  15 
  A spirit guardian. 
   
  16 
  Plagued by robbers. 
   
  17 
  Plagued by monsters.  
   
  18 
  Plagued by non-violent thieves. 
   
  19 
  A local dish / wine/ specialty. 
   
  20 
  A non-human minority.  
  3) Regime  
   
  Roll 1d6 (-1 for Small Cities, +1 for Large ones) and 
  consult the following table : 
   
  2 or less  = Democracy 
  All free men of property meet at the agora to 
  determine policy or pass judgement. 
   
  3-4 = Monarchy 
  A hereditary King rules the city. 
   
  5 or more = Oligarchy 
  A council of Noble houses rules the city. 
   
  Once the general political regime has been defined, 
  roll 1d10. If the result is 10, the regime is modified 
  by special conditions, determined by a new d10 roll : 
   
  1-2 = Matriarchy 
  The ruler(s) of the city are female, not male, due to 
  ancient traditions or divine decree. Democracy: Only 
  free *women* of property has any say in the rule of 
  the state. Monarchy: The ruler is always a Queen. 
  Oligarchy: The Noble houses are led by females. 
   
  3-4 = Magocracy 
  The ruler(s) are magicians of some kind, due to 
  ancient 
  traditions 
  or 
  their 
  magical 
  power. 
  Democracy: Only people with any kind of magical 
  have any say in the rule of the state. Monarchy: The 
  king is a magician of some kind. Oligarchy: The 
  heads of the ruling houses are all skilled in magic.  
   
   
   
   
  As you can see, one of our city’s most notable wonders is 
  its myriads of random tables – each with its unique entries. 
   
   
  
   
  5-6 = Theocracy 
  The city is ruled by its temples and priesthoods. 
  Democracy: All temples rule the city together by a 
  council of its priests and priestesses. Monarchy: A 
  single divine king or queen, chosen by the divine 
  patron of the city, rules. Oligarchy: A council of 
  priests or priestesses serving the divine patron of 
  the city rules it. 
   
  7-8 = Allegiance  
  The city is a colony or client of another, more 
  powerful city. 
   
  9 = Barbarian Rule 
  Barbarians have somehow conquered or influenced 
  the city. Democracy: A ruling caste of barbarian 
  tribesme who once came here rule, and no one else 
  owns 
  property. 
  Monarchy: 
  The 
  royal 
  family 
  descends from a barbarian warlord. Oligarchy: The 
  nobles of the state are descended from barbarians.  
   
  10 = Nonhuman Rule 
  A Nonhuman Folk has somehow conquered or 
  influenced the city. As per Barbarian rule, but 
  change the Barbarians for one group of Folk 
  (chosen by the Maze Master) 
   
  4) Peace  
   
  Roll 1d6 (-1 for Small Cities, -1 for Matriarchies or 
  Magocracies, +1 for Large Cities, +1 for Barbarian 
  or Nonhuman Rule) and consult the following table : 
   
  1 or less = Very Peaceful 
  No war with their neighbours in living memory. First 
  Reaction rolls are at +4 since peace is the way of 
  life, but no one can use the Reputation Effect since 
  adventurers are seen as rather violent.  
   
  2 = Peaceful 
  No war with their neighbours for a generation. 
   
  3-4 = Average 
  No war right now but there was one recently. 
   
  5 = Warlike 
  At war with one of their neighbours. 
   
  6 or more = Very Warlike 
  At war with all their neighbours. First Reaction rolls 
  are at -4 since anyone can be a spy for the enemy, 
  but the Reputation effect is doubled since the 
  populace  are impressed by adventurers' skills. 
    
  5) Prosperity  
   
  Roll 2d6 (-1 for Small Cities, -1 if Very Peaceful or 
  Very Warlike, +1 for Large Cities, +1 if Peaceful or 
  Warlike) and consult the following table : 
   
  2 or less = Very Poor 
  Roll twice on the Fiscal Misfortune Table. Double all 
  prices. No luxury goods (like jewels, artwork or 
  perfumes) will be bought or sold at all. 
    
   
   
   
  Very Peaceful, Very Prosperous and Very Happy City… 
  Damn, I wish I could be as lucky with my own dice rolls. 
   
  3-5 = Poor 
  Roll once on the Fiscal Misfortune Table. 
    
  6-8 = Normal 
  Roll once on the Fiscal Misfortune and once on the 
  Fiscal Fortune Table. Contradictory results cancel 
  each other out. 
   
  9-11 = Rich 
  Roll once on the Fiscal Fortune Table.  
   
  12 = Very Rich 
  Roll twice on the Fiscal Fortune Table. 
   
   
  Fiscal Misfortune (1d6) 
   
  1 = Bad Communications 
  All goods costs 10% extra, since import and export 
  are so hard. 
   
  2 = No Mines 
  All goods made of metal or stone costs 20% extra, 
  since the materials must be imported.  
   
  3 = Missing Artisans 
  One kind of craftsman or artisan is missing, and all 
  goods made by them costs double. Roll 1d6 on the 
  Craft table below to determine the missing craft and 
  category of goods. 
   
  4 = Low Population 
  No mercenaries or servants can ever be hired. 
   
  5 = Meagre Vineyards 
  Wine costs three times as much.  
   
  6 = Barren Fields / Rare Cattle 
  Food costs twice as much. 
  
  Fiscal Fortune (1d6) 
   
  1 = Good Communications 
  All goods costs 5% less, since import and export are 
  greatly facilitated. 
   
  2 = Rich Mines 
  All goods made of metal or stone costs 10% less. 
   
  3 = Master Artisans 
  One kind of artisan is especially skilled (or common) 
  in the city, and all goods made by them costs 20% 
  less than usual. Roll 1d6 on the Craft table below to 
  determine the favored craft and category of goods. 
   
  4 = High Population 
  Mercenaries can be hired for 10% less than usual. 
   
  5 = Lush Vineyards 
  Wine costs 50% less than usual. 
   
  6 = Bountiful Fields / Abundant Cattle 
  Food costs 50% less than usual. 
   
   
  Craft Subtable (1d6) 
   
  1 = Weaponsmith (all weapons) 
   
  2 = Armorer (armor and shields) 
   
  3 = Wainwright (carts, wagons and chariots) 
   
  4 = Shipwright (ships) 
   
  5 = Horse trainer (all horses, draft, riding or battle) 
   
  6 = Blacksmith (all non-weapon metal goods) 
   
  6) Happiness 
   
  Roll 2d6 (-2 if Very Poor, -1 if Poor, +1 if Rich, +2 if 
  Very Rich ; -2 if Very Warlike, -1 if Warlike, +1 if 
  Peaceful, +2 if Very Peaceful) and consult the 
  following table : 
   
  4 or less = Very Unhappy 
  The city is ruled by tyrant(s) or angry mobs. All First 
  Reaction rolls are at -1, but it is easy to hire 
  mercenaries (+1 to loyalty checks) since they 
  desperately want out of here.  
   
  5-6  = Unhappy 
  There is unrest and conflict in the city. 
   
  7-8 = Indifferent 
  There is conflict among the rulers, but the populace 
  are rather content. 
   
  9-10 = Happy 
  On the whole, the populace is content with its fate. 
   
  11 or more = Very Happy 
  The populace is very satisfied with its lot. All First 
  Reaction rolls are at +1, but it will be more difficult to 
  hire mercenaries (double rates) since they don't 
  want to leave.  
   
   
   
   
   
   
  I say, Pyros, it’s the LAST time we ever stop for a rest at a 
  Very Unhappy city ! Let’s sail away from this place – quick. 
   
   
  7) Justice 
   
  Roll 2d6 (-2 if Very Unhappy, -1 if Unhappy, +1 if 
  Happy, +2 if Very Happy) and interpret the final 
  result on the following table : 
   
  2 or less = No Justice 
  Courts and officials are actively corrupt. They will 
  always accept a bribe. 
   
  3-4 = Weak Justice 
  Courts and officials are easily bribed or swayed. 
  They will accept a bribe on a Neutral or better result.  
   
  5-9 = Indifferent Justice 
  Some judges or officials may be corrupt, but most 
  are reasonably honest. They will accept a bribe on a 
  Trustful or better result. 
   
  10-11 = Strong Justice 
  Courts and officials are very hard to bribe, sway or 
  threaten. They will accept a bribe on a Friendly or 
  better result.  
   
  12 or more = Adamant Justice 
  Courts and officials are absolutely impossible to 
  bribe, sway or threaten. 
   
   
  J  
   
   
  
    
   
  Welcome to the World-Famous Forest of Doom Adventure Location. 
   
   
  Adventure Plot Generator 
   
  Having a game session tonight and desperately 
  stuck for an idea ? No need to worry anymore !  
  With our easy-to-use Random Plot Generator, an 
  adventure synopsis can be cooked up with only a 
  few dice rolls, in a matter of minutes ! 
   
  Basic Plot Format 
   
  All the adventure plots generated by these tables 
  basically follow the same single-sentence structure :  
   
  The adventurers are asked by (A) to venture 
  through (B) in order to (C) but (D). 
   
  A = Adventure Patron, B = Main Location, C = Main 
  Goal, D = Complications. Simply fill in the blanks by 
  rolling 1d6 on the appropriate tables.   
   
  Table A : Adventure Patron 
   
  1 = A god or goddess  
   
  2 = The local king or queen 
   
  3 = A noble person or a noble family 
   
  4 = The populace of a village, town or city 
   
  5 = A wise man or sage 
   
  6 = A nymph 
   
  If God/Goddess or Nymph is rolled, Maze Masters may use the 
  deities and nymph tables given in the first chapter of the Mazes & 
  Minotaurs main rulesbook to specify the identity of the Patron. 
   
  Table B : Main Location 
   
  1 = Deep caverns 
   
  2 = Ominous ruins 
   
  3 = A mysterious island 
   
  4 = A dangerous forest 
   
  5 = Perilous mountains 
   
  6 = A sinister swamp 
   
   
   
   
  Table C : Adventure Goal 
   
  1 = Recover a lost or stolen Mythic Item from the 
  dangerous denizens of the Main Location. 
   
  2 = Defeat a Mythic Monster (preferrably Large or 
  Gigantic) or some other supernatural menace, such 
  as a hostile spirit, a powerful sorcerer etc. This 
  entity is a direct threat to the safety or interests of 
  the Patron and must be destroyed or banished. 
   
  3 = Prevent a disaster (earthquake, flood, famine, 
  war etc) from occurring, either as the intentional 
  result of a villain’s actions or as a form of divine 
  punishment, in which case the goal of the 
  adventurers’ deeds is to apease the deity involved.  
   
  4 = Deliver something or escort someone into 
  safety. In this case, the Main Location is not the final 
  destination but a place that must automatically be 
  passed through to arrive to the journey’s end.  
   
  5 = Rescue important captive(s). These may be 
  held for ransom, torture, religious sacrifice or other 
  reasons. Their raptors will usually belong to the 
  Beastmen category of Folks, but there are of course 
  other possibilities. 
   
  6 = Defeat a horde of hostile creatures which are 
  a direct threat to the safety or interests of the 
  Patron, be they Folks, lesser Monsters, minor 
  Spirits, Animates or a mix of all this. 
   
   
   
   What ?  You mean all this was actually randomized  ? 
   
  
   
   
  Mmh, that’s weird… I don’t seem to recall the Adventure 
  Plot Generator mentioned anything about naked Nymphs 
  dancing around trees… wait – is this a Plot Complication ? 
   
  Table D : Complications 
   
  1 = Foul Play. The Patron was not entirely honest 
  with the player-characters and has secret goals of 
  his/her own. Depending on this patron’s identity, this 
  may mean anything from using the adventurers as 
  pawns to manipulating or even betraying them. 
   
  2 = Two Parts. There are two different Main 
  Locations for this Adventure (roll again on Table B) 
   
  3 = Far Away. The journey to the Main Location is 
  very long and perilous, with many dangers and 
  encounters en route.  
   
  4 = Combined / Conflicting Motives. There are 
  actually two different Main Goals for this Adventure 
  (roll again on Table C). 
   
  5 = Competition / Obstruction. The adventurers 
  must either compete against a rival group of 
  individuals (or single powerful being) who has the 
  same goals (but wants to get all the Glory or 
  Wisdom for himself) or cope with the unexpected 
  interference of a third party that has nothing to do 
  with the adventure in itself. 
   
  6 = More Complications ! This Adventure is 
  actually very complicated : roll again twice on this 
  table, ignoring subsequent rolls of 6.  
   
  Exempli Gratia 
   
  For the more skeptical among you, here is a short 
  example on how these wonderful tables may be used 
  to spark or aid a Maze Master’s creativity. 
   
  The Maze Master makes four d6 rolls : 2, 4, 3 and 2. 
  These rolls translate as : the adventurers are asked by 
  the local king or queen to venture through a dangerous  
  forest in order to prevent a disaster from occurring but 
  the adventure will also take them to another location : 
  we roll 2 (ominous ruins). How can this be transformed 
  into a reasonably original, working Adventure Plot ?  
   
  Let’s start with the two locations. The forest-ruins 
  combination leads to a fairly obvious interpretation : the 
  ruins are the proper destination of the adventure but 
  the adventurers will have to cross the forest to get 
  there. The conjunction of ‘ruins’ and ‘disaster’ strike a 
  light in the Maze Master’s mind : this disaster could be 
  tied to some eldritch curse laid on an ancient city, 
  which was destroyed a long time ago by a disaster 
  similar to the one our heroes are now trying to prevent. 
  The Maze Master decides to go for a plague.  
   
  So the same plague that wiped out the inhabitants of 
  the ruined city on the other side of the forest would now 
  threaten the kingdom where the adventurers are 
  currently staying… but why ? And how could a journey 
  to the ruins avert the new plague ?   
   
  First, let’s concentrate on the why : curses are not 
  random, gratuitous occurrences and always have some 
  sort 
  of 
  justification. 
  After 
  a 
  few 
  minutes 
  of 
  brainstorming, the Maze Master comes up with the 
  following story : the inhabitants of the original city were 
  a very rich and refined people, so proud of their 
  advanced culture that they eventually decided to 
  abandon the worship of their Olympian patron deity 
  (Apollo and Artemis) whom they now considered as 
  ‘grossly primitive abstractions’. This of course caused 
  the two deities divine wrath – which decided to go for a 
  good old-fashioned plague because it not only wiped 
  out the entire population but also made them extremely 
  ugly during the last days of their lives – a fitting 
  punishment such vain and arrogant mortals.  
   
  This is a nice backstory, but how on Mythika could a 
  journey to the ruins of this accursed city enable our 
  fearless heroes to save another city from a similar 
  plague ? The Maze Master ponders over this repetitive 
  pattern and comes up with the following idea : the 
  inhabitants of the city have begun to became as vain 
  and arrogant as the long-dead plague victims… but this 
  time, Apollo has decided to be merciful and to give 
  them a single chance to apease his divine wrath : a 
  chosen group of heroes will have to journey to the ruins 
  of the ancient city (which are, of course, haunted by 
  various malevolent spirits, including ghosts of plague 
  victims etc) and bring back the crown of its last king (as 
  a token of their quest) before seven days have passed.  
   
  Of course, this crown is ferociously guarded by an 
  army of ghosts and other fell creatures have settled in 
  the ruins. And to make things more challenging (and 
  entertaining to watch), Artemis will plant various 
  encounters and perils along their way through the 
  forest (it is, after all, her own sacred domain). The 
  adventure is now taking shape… 
  
   
  2006 Edition Comments 
   
   
  New Wave vs Old School 
   
  Released in 1984, Unveiled Addenda (UA) was firmly rooted into the spirit of the eighties. The second decade in 
  roleplaying game history was an era of evolution and exploration. The times were a-changing, and so was 
  gaming. As a typical 80s gaming product, UA often seems to oscillate between a somewhat superfluous concern 
  for ‘realism’ (inherited from the 70s wargaming culture) and a somewhat hesitant attempt at what we would now 
  call ‘genre emulation’ (timidly heralding the ‘storytelling renaissance’ of the 90s). 
   
  The rules on Weapons of Choice, Athletic Advantages and Native Milieus clearly show a will to diversify and 
  ‘flesh out’ characters – but they also reflect a more-or-less successful attempt to bring the M&M system ‘up to 
  date’ with one of the eighties’ biggest RPG trends : skill systems. Whereas M&M and most old-school games 
  were based on the idea of character classes, vocations or whatever you choose to call them, most of the ‘new 
  wave games’ (such as Glyphquest, which became M&M’s strongest competitors) boasted a ‘classless’ approach 
  and defined characters’ abilities as specific skills that everyone could learn and practice, such as Move Silently, 
  Spot Trap or Repair Scabbard - they eventually went a bit over the top with this approach, though.   
   
  Another typical feature of the eighties’ gaming culture is its obsession with Game Balance (or Systemic 
  Equilibrium as some Maze Masters called it), as illustrated by the Aging rules were obvIously included to provide 
  some sort of ‘realistic counter-measure’ to the unabashedly epic orientations of the new rules on Attributes.  
   
  The City-State and Adventure Plot generators proved very popular with Maze Masters – but also contributed to 
  develop the infamous « Table Trend » of the 80s. Soon, every issue of Griffin magazine included at least one 
  new table of some sort – Seasonal Weather Charts, Sleep Quality Table, Random Daily Events, Random 
  Banquet Food Generator,  Random This, Random That… The overdose point was probably reached with a 
  Random Activity Between Adventures table in which your character could actually gain Glory points, find treasure, 
  benefit from Divine Intervention or even DIE as a result of a single D100 roll.    
   
  The eighties were also the era of the whole Roleplaying vs Roll-playing debate - as exemplified by the 
  Influence and Artistic Performance rules. These were generally viewed as interesting additions to the system 
  by most Maze Masters and as useless fluff by quite a lot of players (« Playing music ? What’s the point ? What 
  next ? Rules for telling jokes ?»). Yet, these rules also played an essential part in the development of an entirely 
  different style of play, which left the underground labyrinths and monster-infested caverns to focus on diplomacy, 
  interaction and intrigue. This unusual variant came to be known as Palaces & Politics - or Pedants & Poseurs, 
  depending on your gaming sensibilities. And speaking of gaming sensibilities… 
   
  The Real Suppressed Arcana 
   
  Back in the design stage of UA, one of the very first M&M contributors (whose name shall not be disclosed here 
  for obvious reasons – okay, it was Dave Jenkins, founder and perpetual chairman of the Creative Minotaurian 
  Society) wrote a rather detailed study of sexuality in the M&M world, complete with a Sexual Alignment table, a 
  random prostitute table (with entries like « Contemptuous Hetaïra » and « Overpigmented Tart »), rules for sexual 
  performances and pages of fascinating material about the personal habits of Satyrs and Dryads, lesbian Lyrists, 
  Spartan-style partnership for Spearmen (and its female equivalent for Amazons), erotic Gifts for Nymphs, playing 
  androgynes as ‘a third option’, how to have intercourse with a Gorgon, Aphrodite’s very special artefacts etc.  
   
  Of course, the whole thing was rejected and all copies of the original document were destroyed by LGS – who 
  had enough trouble with apocryphal, not-officially-approved supplements like the infamous Misdeeds & Madness 
  from Justicars College (which, by the way, can also be found on the M&M Yahoo newsgroup). The age of ‘adult 
  gaming content’ was still a few years ahead… incidentally, the whole thing sheds a new light on the notorious 
  1992 LARP scandal in which Dave Jenkins was involved, but I’ll say no more on that matter.  
   
  Where is (Insert Title of Favorite Article Here) ? 
   
  Despite the spurious claim about « material that has never before been published » printed on the cover, some of 
  the stuff compiled in this book actually came from Griffin magazine. Yet, strangely, many very popular Griffin 
  articles were also left out – such as the famous « Mc Manus method » for rolling attributes and Dave Jenkins’ 
  revised encumbrance rules (which, as you know, had already been integrated into the official M&M errata). These 
  two articles (along with others) are available in their original form from the Mazes & Minotaurs Yahoo Newsgroup, 
  the center of the evergrowing M&M Revival Movement on the web. Yes, I know, if you are reading this, there are 
  very high chances that you’re already a member of the newsgroup, but with the M&M Revolution spreading like 
  Greek wildfire all over the globe, maybe this PDF file will begin to circulate around the web and get read by 
  thousands of gamers who don’t know about the newsgroup yet but are so impressed by Mazes & Minotaurs that 
  they definitely want to know more and become part of the… Uh ?  Sorry, is this the end of the book already ? 
  
SOURCE: textdata/thevault/Mazes & Minotaurs (osr) [multi]/1st edition (1972)/Mazes & Minotaurs 1e - Unveiled Addenda.pdf