Showing posts with label Mazes & Minotaurs. Show all posts
Showing posts with label Mazes & Minotaurs. Show all posts

Monday, May 8, 2023

My phased combat sequence house rule

I LOVE PHASED COMBAT! Yes! Behold, my phased combat sequenced that I use in certain games. It's based on OD&D/Chainmail/Delving Deeper, but modified according to my experience of running phased combat in Mazes & Minotaurs.


COMBAT PROCEDURE

Each side rolls d6 for initiative, higher is better.

Each round, we go through the following steps:

1. Morale checks (for monsters & NPCs).

2. Declaration of intent, in reverse initiative order (so the faster side can react to the actions of the slower).

3. Action phases; all sides complete each phase in initiative order, Referee adjudicates sequence of actions as needed:

A) Missiles, Movement & Miscellaneous actions

  • Stationary characters with ranged weapons at-the-ready can fire twice (or fire once and reload crossbow)
  • Non-stationary characters with ranged weapons at-the-ready can fire once, with a -2 (elves ignore this penalty)
  • Ducking in-and-out of cover counts as movement
  • Firing into melee is allowed, attack rolls that miss their mark are checked against the nearest friendly participant of the melee
  • Spell-casting starts in this phase; caster must remain stationary

B) Melee

  • All in melee range (10’) can attack or be attacked; performance is determined with a single attack roll (against 1 (or less) HD enemies, fighters and monsters can opt to do multiple attacks [a number, equal to their HD])
  • Sequence of attacks is determined by logic (e.g. longer weapons strike first on the first round, but last on subsequent rounds) or initiative
  • Grappling/overbearing: each participant rolls their HD, higher wins; grappled character is immobile until held, or even knocked/choked unconscious (save against Paralysis applies)

C) Magic

  • Spells begun in phase (A) go off
  • If the caster took damage in the previous phases, they must save against Spells/Magic or the spell is interrupted and lost

 

Referee trying to adjudicate phased combat, by Francisco Goya

I'm too lazy to write up an example of play, but maaaybe in the future.

Sunday, October 3, 2021

Reading the Mazes & Minotaurs Creature Compendium: "C"

Form a shield wall and approach the third letter of the Compendium: "C"!

Cacodemon

«««¶¶

We open with a couple of chaotic "C" monsters. The Cacodemon (basically a catch-all term for malevolent spirits) is a poltergeist, immaterial and with a bunch of psychic powers. It's an interesting enemy, because it awards relatively few Glory Points (experience points for Warrior types) but a BIG BUNCH of Wisdom Points, so Sorcerous types can benefit greatly from defeating this arcane menace.


Capricorn Horror

««¶¶¶

Flesh-devouring chaotic horror... Good for the depths of the underworld, but not very Greek- or mythical flavored.




Carapax

«««¶¶

Ancient psychic turtlefolk. Wise and benevolent. What makes them interesting is their role in the default setting: their once prosperous civilization was destroyed by the Serpent Folk, so they are sworn enemies. Mazes & Minotaurs, as I've mentioned before, places a strong emphasis on such factions.



Carnivorous Cloud

««¶¶¶

I'm not too keen on this one, but I like the added detail that it is a fungoid creature! Only usable for aerial adventures. For those, I guess, it's a good choice. Gives me an interesting idea though: maybe a region suffers from dangerous spore rains, so the adventurers have to get airborne and defeat the clouds?..

Sunday, September 12, 2021

Reading the Mazes & Minotaurs Creature Compendium: "B"

The divine quest continues!!

Bapharon

«««
A swamp creature, vaguely reminiscent of the Creature from the Blue Black Lagoon. The description is short but pretty evocative, I like that: "often hide
under the surface to leap at their surprised victims before tearing them to pieces" - gives a good idea for an encounter.


Basilisk

««««
A classic! I can't say anything bad about the basilisk, and not just because I'm petrified of being petrified. And I like the fact that it's kept as a middle-sized monster ("wolf-sized", to be precise). There are many bigger serpents, but this cunning fucker is awesome in its own right.



Bears: Brown, Cave, Great Hyperborean

««¶¶
Bears are good to have around. I wonder if the OSR's beloved "Just Use Bears" strategy is applicable to M&M --- to a certain extent, maybe, you can take one of the Bears as the baseline "burly monster" statblock, and add in one of the "modular" monster powers the Mazes & Minotaurs Maze Masters Guide has on offer.
But on the topic of proper bears in the context of Mazes: perhaps they take a second (or even third) place to such beasts as lions, wild bulls, boars.
The Compendium offers two "standard" types and a polar bear.

Friday, September 10, 2021

Reading the Mazes & Minotaurs Creature Compendium: "A"

People are reading the D&D monster books like the Monster Manual and the Fiend Folio, rating and commenting on each creature, a format I quite enjoy. So let's read the Mazes & Minotaurs Creature Compendium! Like all M&M books, it's available for free. Like all M&M books, it's equal parts silly and fun and playable.

Mazes & Minotaurs, by the way, has a pretty good way of creating new monsters, a modular system that lets the Maze Master pick special features from a list, sum it all up, and then calculate experience rewards. It's not a quick system, but overall quite interesting. It is detailed in the Maze Masters Guide. So generally if you can't find the monster of your dreams in the Compendium, you can try and create it using the guidelines.

The Maze Masters Guide is also important, because that is where all the monster special powers are explained in detail. This is maybe a bit of an oversight :( Because unless you remember how exactly a power, say, "Crushing Missiles" works, you have to find it in a different book. I made a print-out for myself for quick reference, maybe I'll post it at some point.

But let's get down to business... All the creatures beginning with alpha letter "A"!

Saturday, June 19, 2021

Additional wrestling rules for Mazes & Minotaurs

Wow, I haven't blogged since forever...

This is just a quick post about our additional wrestling rules for Mazes & Minotaurs. One of my players wrestles A LOT in our campaign (which is still going in! I just stopped updating the log... sorry... we had session #23 last Thursday!).

Basically, we modified and added the critical hits from the Companion to the basic unarmed combat rules.


ADDITIONAL WRESTLING RULES FOR MAZES & MINOTAURS

A successful wrestling attack does no damage but means the attacker has grappled his opponent.

A grappled character is immobilized and can only try to break free from his opponent’s hold. To break free, the victim must roll higher than the grappler’s Might score on 1D20 + Melee mod. Only one such attempt may be made per battle round.

An immobilized character cannot defend effectively against melee attacks: all melee attack rolls made against him receive a +4 bonus. Note that the grappler himself may not directly attack his victim while maintaining his hold.

However, the grappler can try to get a better hold on the opponent. Make a regular melee attack roll. If it is a critical (the roll exceeds the target’s EDC by 10 or more), roll D20 to learn the effect:

 

1-4 = Stunned!

Opponent takes is -2 to attack, break free and EDC next round.

5-8 = Dazed!

Opponent is -4 to attack, break free and EDC next round.

9-12 = Chokehold!

Opponent is in a chokehold and pushed to the ground and must spend a round getting back up (which means they cannot attempt to break free next round). Prone characters suffer a -4 penalty to EDC.

13-14 = Armor Strap Torn!

Opponent loses a randomly chosen piece of armor. If the opponent wears no armor, they are -4 to attack, break free and EDC next round.

15-16 = Strained!

The grappler can choose to disable (pull/strain) one of the opponent’s limbs: the opponent takes 1d6 subdual damage and is -2 to attack, breaking free and EDC until healed.

17-19 = Maimed!

The grappler can choose to break one of the opponent’s limbs: the opponent takes 2d6 subdual damage and is -4 to attack, breaking free and EDC until healed.

20 = K.O.!

Opponent falls unconscious (this counts as subdual damage, as if knocked out by pugilism).




Wednesday, March 17, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #14

Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6Session #7Session #8Session #9Session #10Session #11Session #12, Session #13

Porphyra the Lyrist
Buff the Warrior
Meteora the Amazon
Romulus the semi-domesticated (at best) wolf of Porphyra
Henchmen: 2 Greek and 4 Phoenician warriors
& Donkey the donkey

Meteora finally caught up with the party. By now, the Amazon is unrecognizable as her previous self: her uncanny regenerative abilities and carousing with a Dionysian thiasus turned her into a monstrous thing with peacock feathers, scales and now even donkey ears...
But at least she was around, reinforcing the party with some much-needed fighting power.

(I'm very busy with work & life, so this report will be presented in bullet points)

  • The adventurers explored a small ruined building next to the mine's entrance. They found a staircase that led to a terrace cut into the rocky mountain-slope above the building. The edge of the terrace was lined with cyclops skulls... From the terrace, they also noticed some irregularities in the pavement of the room beneath them, and found a basement: six silver bars were their reward!
  • Next they moved into the mine. They put Buff and a Greek warrior in the first row, to form a shield wall, then Meteora and Porphyra, then Romulus, the donkey, and the rest of the warriors. And the squad carefully moved deeper. They arrived into a big chamber first, with lots of side passages.
  • The side passages were mostly dead-ends. Some bones were in one of them, and Buff theorized that this place might be used as a burial ground for the cyclops people.
  • A couple of the passages had some more branching tunnels, but eventually the party settled on exploring a tunnel that had a slight upward slant. Porphyra used her last oracular question, and this ensured them that taking that tunnel would eventually take them inside the volcano's caldera.
  • The journey was long. The tunnel felt almost infinite, going deeper and deeper into the mountain. The walls sparkled with silver veins. The adventurers lost track of time. They could only rely on their oil lamps to measure time. They were also very exhausted from tracking through the badlands the night before.
  • In one place in the passage, they were in for a nasty surprise. The veins of silver on the ceiling started moving, and then coagulated into drops, and silver rain came falling down on the party. Some were hit by the seering liquid silver.
  • After the "rain", they decided to rest, saying that as the drops had already fallen, this place was now relatively more "safe". They extinguished all their lights, and set watches.
  • During one of the watches, they heard something moving in their direction from ahead. They lit a lamp, and Buff and one Greek warrior formed a shield wall and charged ahead --- only to be met by the countercharge of a huge minotaur, made up entirely of the liquid silver!
  • A tough fight ensued in the narrow confines of the tunnel. Buff and the Warrior held their ground, and eventually Meteora managed to jump over their heads, and land behind the minotaur (she gained superhuman jumping and hopping powers back in the village of the frog people). The minotaur had regenerative powers, but was eventually defeated, and the remaining pools of liquid silver dispersed.
  • Then the party finally reached the end of this tunnel, and entered a gigantic cavern, which had a great silver lake in the middle.
  • A silver pillar rose from the middle of the lake, and everybody started hearing telepathic speech in their heads: "RISE, SLAVES! RISE AGAINST YOUR MASTERS! JOIN ME, IMPURE ONES, BECOME ONE WITH ME, AND I WILL PURIFY YOU!"
  • Attempts to circle around the lake were blocked by silver pseudo-pods. The telepathic manifesto countinued.
  • The adventurers first threw the silver bars into the lake, which seemed to please the entitty, but it continued to agitate some kind of "slaves" to rise against their masters.
  • At one point, Porphyra thought about gold, and this outraged the entity.
  • The adventurers caught on, that the entity is not really speaking to them, but to their metallic weapons and objects! They weren't keen on throwing those into the lake, so they took another way, and dumped a golden ear-ring into the pool.
  • When touched with gold, the entity got into an uncontrolled rage, and its pseudo-pods retreated, giving the party a chance to quickly run around the cavern and make it to the other side.
  • There the tunnel continued, and eventually led the party out into the lush jungle inside the caldera of the volcano!
....to be continued......






Sunday, March 7, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #13

Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6Session #7Session #8Session #9Session #10Session #11, Session #12

Porphyra the Lyrist
Buff the Warrior (elevated to player character status)
Romulus the semi-domesticated (at best) wolf of Porphyra

After the untimely demise of Ellipsis the Hunter (formerly the spearhead of the party and guide in the perilous wilderness), the small group of adventurers returned to the village. Ellipsis' player decided to play as Buff the Warrior.

After the burial ceremonies, they discussed their plans with the colony elder and the priestess of Hestia. The priestess was happy to learn about the existence of an oracular cave nearby, and wanted to visit right away, but this pilgrimage was postponed until the place becomes safer.

Suddenly, a man (of the the colony's fishers) came running back from the seashore. He told that a ship appeared, adorned with a horsehead. Many warriors disembarked from the vessel, took a villager hostage.

Buff and Porphyra quickly commanded the colonists to fortify themselves in the houses, then took six guards, and went down to the beach. There, indeed, they saw a big ship, and about two dozen foreign warriors.

They introduced themselves as Phoenicians, who came to visit their compatriots who founded a colony here. The adventurers explained, that those colonists had disappeared before the coming of the Greeks. Then they led a big group of Phoenicians back to the village. Luckily, Bal-Shazzar was there, who corroborated the adventurers' story, and told the other Phoenicians that the adventurers rescued him from monstrous cyclopes.

A long discussion followed. The Phoenicians still laid claim to the village, as belonging to them. Furthermore, they needed proof about their missing relatives. Buff and Porphyra explained their suspicion, that most of these missing people were now slaves of the vulture riders up north. The Phoenician captain agreed to give a couple of his men for a scouting mission.

Porphyra used her oracular powers and learned that a way to get into the volcano's caldera undetected lay through the abandoned silver mines: a tunnel entrance she spied earlier in her prophetic trance.

So the group (two adventurers, two warriors, and four Phoenicians) spent a day preparing, then set out once more into the wilderness. They managed to navigate the well-trodden path through the forest, and made it back to the river source without encounters. There they rested, and waited for the night to fall. They though their best bet was to move in the darkness, to avoid scorpion patrols and the vulture riders.

At night, they moved closer to the lumber camp (which was still very active), and staked it out from a hiding place during the day. They saw vulture riders come and go, and also a squad from the wasteland arriving there. During the next night, they tried to make their way through the wasteland, but the terrain proved to be very hard to traverse: a thin crust of hardened earth above a deep layer of volcanic dust. The dawn caught them out in the open wilderness. But a lucky break: the weather was overcast, cloudy, with bad visibility. This aided them on the last leg of their journey, and they reached the entrance of the abandoned mines.

This was just a short session, but quite eventful. To be continued!




Saturday, February 27, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #12

One of these days, I'm gonna write a blog post that's not a Mazes & Minotaurs session recap! But not today... not today!

Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6Session #7Session #8Session #9Session #10, Session #11

Ellipsis the Hunter
Porphyra the Lyrist
Buff the Warrior henchman (level 1)
Chuff the second Warrior henchman (level 0)
Romulus the semi-domesticated (at best) wolf of Porphyra

Meteora's player was busy with work stuff :(

The group woke up after some well-deserved rest in the cavern. Porphyra was still unconscious... So her player was given the choice to play as either Buff the henchman or Romulus the wolf, and of course he chose to play as Romulus the wolf!

As a first order of business, Romulus marked the cave as his territory.

Ellipsis came up with a plan to reach the Source: tie something to a rope, and throw it down through the little "window" overlooking the cave of the Source, wait for it to come down with the current, and use the rope as extra support when wading upstream. However, with their numbers so low, they decided to leave that part of the exploration for a later time.

Ellipsis and Romulus decided to leave the cave and explore the surroundings a bit. They left Buff and Chuff behind to look after Porphyra.

Outside, it was a hot summer morning. 


Suddenly, there was some movement in the bushes about 70' away from the cave entrance --- and a group of scorpion men started shooting arrows! An ambush! Ellipsis returned the favor with a couple of his own arrows, and Romulus charged into battle. However, the three scorps posed a much greater threat. Ellipsis called for help, but Buff and Chuff needed a couple of rounds to reach the place of the battle. 

Ellipsis took cover in the cave entrance behind some rocks, but still he got hit by several arrows... The damage was enough to kill him, but instead he got an adrenaline rush and continued fighting for enough time for Buff and Chuff to join the fight --- but then........

Sunday, February 21, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #11

Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6Session #7Session #8Session #9, Session #10

Ellipsis the Hunter
Porphyra the Lyrist
Meteora the Amazon
Buff the Warrior henchman (level 1)
Chuff the second Warrior henchman (level 0)
Romulus the semi-domesticated (at best) wolf of Porphyra

Right at the entrance of the cave, Meteora the Amazon caught up with the rest of the party. Turns out, she got distracted by a game of chance back at the village, and lost all her clothes as the outcome.

So now it was time to go dungeoneering!

The party traced the river back to its source, a cave on the northern slope of the Feathered Queen's mountain. The tethered their donkey at the mouth of the cave and cautiously entered. The cave seemed natural: grayish-black rock with sparkling speckles, polished smooth by millennia of fast-flowing water. The cave looked like a horizontal funnel, a gradually narrowing passage.

Ellipsis scouted forward, with the rest of the crew following after him. They found a chamber off the main passage to the left. They entered, and found that it was full of clusters of small, needle-like crystals, shimmering with all the colors of the rainbow. There was a draft of air coming from further ahead, and a weird whispering sound.

The party realized that the whispering sound was caused by the crystals; and that the crystals echo any nearby sound and amplify it. Porphyra the Lyrist decided to test the acoustics and played a song: however, her voice cause a bunch of screeching feedback, which led to some of the crystals exploding, and maiming Buff the Warrior - a bunch of small crystal needles embedded themselves in his palm. 

The party proceeded further, and found a long winding passage sloping upwards. It led to a small spherical chamber, with an opening ~10' above the floor. An uncanny light was seeping through this "window", slowly pulsating between blue and orange. The light of the group's lamp seemed to "retreat" from this otherworldly illumination!

Ellipsis stood on Porphyra's shoulders and looked through the opening: into a great cavern, full of large crystal, with a sphere of light and a whirlpool in the middle!!



Wednesday, February 10, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #10

 Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6Session #7Session #8, Session #9

Ellipsis the Hunter
Porphyra the Lyrist
Buff the Warrior henchman (level 1)
Chuff the second Warrior henchman (level 0)
Romulus the semi-domesticated (at best) wolf of Porphyra

Having rescued the poor Phoenician man from the evil cyclops laboratory, the gang decided to go back home to the village.

They quickly headed south, as they wanted to cover as much distance as possible before nightfall. Then they camped, luckily without any incidents. During the next day's track, they noticed more weird kinks about the local wildlife: for example, a regular-looking brown bear tried to ambush them by rolling big rocks off a cliff. Some of the adventurers got hurt, but were able to continue the journey and reach the river around dawn.

There, they set a fire to signal to their comrades on the other bank, to come get them with the ship. 

In the meantime, Romulus the wolf started gnarling at something in the water: a human body!

The body was pulled ashore with ropes. It was the cadaver of a drowned man, with lots and lots of tattoos on his body: mostly concentric circles and spiral patterns. Then the patterns started swirling and moving... and the bloated body rose from the ground, and attacked the adventurers. His touch had a life energy draining effect. Porphyra almost fell prey to it, because she tried to grapple, but got lucky with her save. Then with the help of a bunch of rope they subdued the creature, and tried to throw him on the fire. The flames burnt the ropes away, and the creature attacked again, but this time was put down for good and burnt to ashes.

Meanwhile, the ship crossed the river and took the group back to the village. 

There, they took good care of the Phoenician, and, when he regained consciousness, the group learned about how the village is originally the rescued guy's home, and how he had been abducted by the cyclopes. He wasn't aware that his fellow villagers were gone as well. But, he did confirm they had been seeing vultures hovering above them. They also learned the guy's name (Bel-Shazzar). It also was confirmed that Danel, the nymph's lover, was also originally from this village.

The next day, the adventurers stayed on their side of the river, and tracked north, towards the volcano. Logging was still going on in the woods at the foot of the volcano. They camped here, and at night saw an awe-inspiring gigantic creature swimming in the river...
In the morning, the group took a turn towards the east, to reach the source of the river in the mountain. They managed to avoid a vulture patrol, and reached the source - a mysterious cave...

Sunday, January 31, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #9

Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6Session #7, Session #8

Ellipsis the Hunter
Porphyra the Lyrist
Buff the Warrior henchman (level 1)
Chuff the second Warrior henchman (level 0)
Romulus the semi-domesticated (at best) wolf of Porphyra

Meteora's player couldn't make it, so we commenced the exploration of the cave with two players characters and their henchmen.

The party (this time with a proper light source - an oil lamp) cautiously entered the cave. Ellipsis the Hunter checked for tracks, and found several, including prints of a single wolf and a cave lion. The lion's tracks, however, were strange, heavily impressed. Ellipsis thought it made be that somebody is riding the lion.

After the cave entrance, the passage branched into two. Romulus the wolf/dog gnarled at the left passage, so the adventurers proceeded to the right. In the next chamber they found a big eye caved into the rock. At the same time, a cave lion charged out of the left passage and attacked the rearguard. The two warriors put up a good fight, and with the arrival of the rest of the party, they managed to dispatch the lion quickly. 

But there was another surprise: it turned out that the lion was not a regular cave lion, but was a half-taxidermic, half-mechanic monstrosity!


This revelation greatly unsettled everybody. But they decided to investigate the lion's lair in the left passage, and found a weird nest made out of copper wire, and two marble eggs. The lion obviously was trying to hatch these stone eggs...

The adventurers returned to the chamber with the eye, and soon they found that its pupil could be popped open. A little niche behind it hid a metallic wheel or valve. Ellipsis turned out, and they heard a click from the neighboring chamber - a dead end. They searched that area, at first without much success. However, one of them realized, that the dead end was actually an illusory wall!

Ellipsis bravely walked through, and found that a strip of dark material was crossing the passage diagonally, however it did nothing. So he stepped through, and found himself in a built area!

Friday, January 22, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #8

 Previous installments: Session #1Session #2Session #3Session #4Session #5Session #6, Session #7

Meteora the Amazon
Ellipsis the Hunter
Porphyra the Lyrist
Buff the Warrior henchman (level 1)
Chuff the second Warrior henchman (level 0)
Romulus the semi-domesticated (at best) wolf of Porphyra

The session started with a track to the south along the river. A mild rain started. The group circled around the frog-people's swamp, but found a couple of discarded miniature mice-weapons along the edge. These they gathered, to have more tangible proof about the great Batrachomyomachia they had observed the day before.

During the trip, Ellipsis eyed the sky cautiously, afraid of vulture attacks. However, peril came from another direction: the river! Two giant snakes slithered out from the water, and attacked the group. The monsters were strong, with coiling bodies and green-yellow-brown scales. Porphyra tried her signature move - WRESTLING! But she got constricted by one of the snakes instead, and was almost crushed. Ellipsis and the two warriors peppered the snakes with arrows and sling bullets. Meteora and Romulus took the serpents in melee. Meteora was constricted too, but she was able to break away. Finally Porphyra broke out of the deadly situation as well, and tried to fight fire with fire: she wrestled with the snake again! But the snake simply shed its skin! So Porphyra wrestled a fine snake-skin instead of a snake...

But in the end, the group was able to defeat both monsters.

As this happened about an hour away from the village, they decided to transport the snake-meat home. Ellipsis started gutting the monsters. He found a big bulging area in the snake's belly, so he opened it up, and found the remains of what seemed to be parts of a pony, and parts of a teenager. The group thought that this might actually be a young centaur (as they've learned a couple of sessions back that the west bank of the river is "centaur country"). 

They opted to spend some extra time here, risking travel at night, to give the remains of the centaur a proper cremation and burial.



Luckily, this delay didn't lead to any extra encounters. And around midnight they reached their home village.

There two of them noticed a person sneaking out of one of the houses, and running off into the night!

Friday, January 15, 2021

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #7

The first Mazes & Minotaurs session of 2021 was a blast!

Previous installments: Session #1Session #2Session #3Session #4Session #5, Session #6

Meteora the Amazon
Ellipsis the Hunter
Porphyra the Lyrist
Buff the Warrior henchman (now in technicolor level 1)
Chuff the second Warrior henchman (level 0)
Romulus the semi-domesticated (at best) wolf of Porphyra

The group, present in full, including their trusted henchman Buff, the newcomer Chuff, and Romulus, the wolf, wanted to go and explore alternative routes towards the volcano.

In the morning after the funeral of Guff, the village got hit by a vicious thunderstorm. The group stayed in the village, and erected a tent over the sacred hearth of Hestia. Then the village priestess did a rite and blessed everybody.

The adventurers stocked up on arrows, ropes, lamp oil and torches (you may recall how, during the last six sessions, they lacked some of these essentials).

And on the following day, when the weather got all nice and warm and dry, they set out towards the north, along the river that runs close to their village. It was their intention to learn whether this river is the same as the one they followed earlier, or maybe if the two connect up somewhere.
(see the hexmap later in the post)



Saturday, December 19, 2020

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #6

Previous installments: Session #1, Session #2, Session #3, Session #4, Session #5

Meteora the Amazon
Ellipsis the Hunter
Porphyra the Lyrist
and Buff the Warrior henchman

This recent session was another short one, this one because me, the Maze Master, had a lot of work stuff, and couldn't commit to a full 3-hour session. Still, we thought it would be better to play at least an hour or so, especially now that the group could be present in full force!


Meteora, Ellipsis and Buff spent the night camping near the big river. Meteora heard a noise during her watch, and when she checked it out, she saw a body lying under the bushes! Of course, it turned out to be no-one else, but Porphyra the Lyrist, back from her bender with the Magic Stag! She couldn't remember much, or even how she got to the river from the valley of the Stag, but was happy to see her companions again.

She also found a small whistle hanging around her neck, which she supposed might be the whistle to call the Stag in case she wants its help.

Ellipsis and Meteora told Porphyra about the events of recent days, and what things they'd learned about the land.

Luckily, they didn't attract any unwanted attention / random encounters during the night, and in the morning they headed south. They thought that that way might lead them through a forest (which is not the creepy enchanted forest of the Golden Tribe), and towards their village.

In the forest, they saw a big brown bear, but the bear was busy eating something, so they avoided it.

And after a long track, they exited the forest next to the little grain field near the village!

Sunday, December 13, 2020

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #5

Previous installments: Session #1, Session #2, Session #3, Session #4

Meteora the Amazon
Ellipsis the Hunter
and Buff, the Warrior henchman

This was a relatively short session, as Porphyra the Lyrist's player was still sick, and we didn't want to go ahead much without her.

So, after the character group had been escorted out of the palace/nest of the Feathered Queen, they hiked down the hill. Luckily, they didn't encounter any vulture patrols or other monsters. They went back to the valley of the Magic Stag, but couldn't find neither them nor Porphyra.

Their plan was to go and circle west/north-west around the Feathered Queen's mountain, without going into the enchanted forest, because they saw a river to the north of the mountain, and thought that it might be the very river that flows by their settlement. 

However, first they had to get there. The group's mobility was partially hindered, because they were carrying the corpse of the dead warrior Guff (on one of the donkeys).

Even with all the caution, their path lay dangerously close to the edge of the enchanted forest. And soon, indeed, danger struck, as a herd of wild boars charged out at them. Ellipsis the Hunter alerted the others, and they looked for a quick way to escape, and tried to climb up some nearby rocks. Buff made it up quickly, but Ellipsis and Meteora failed to scale the rocks under pressure, and had to receive the charging boars!


During the combat, Ellipsis noticed that the boars all had golden ear- and nose rings! Quite unusual for wild animals... But also, this wasn't your normal wilderness either, but the ancestral territory of the Golden Tribe. The player characters hypothesized that the boars might be actual members of the tribe, polymorphed into boars by the Mother Superior, the stern witch leader of the lake nymphs.

After a quick and gory melee, the group managed to kill or rout the boars. Ellipsis fancied the thought of dragging a boar carcass into the forest and bleeding it there (in a previous session, the soil of the enchanted forest drank up all blood eagerly), but abandoned the idea and the group moved forth.

Nightfall caught them still out in the open, so they set up camp under an overhanging rock. Despite the rain, they managed to get a fire going, and rested for the night. 

Friday, December 4, 2020

[Mazes & Minotaurs Actual Play] Colonists & Chimeras! Session #4

This week we returned to ancient times for another session of our Mazes & Minotaurs campaign!

Previous installments: Session #1, Session #2, Session #3

We picked up where we left off, in the mystic grove of the shapechanging stag, with two players present:

Meteora, the Amazon

Ellipsis, the Hunter

and two NPC warriors, Buff & Guff

Porphyra the Lyrist's player couldn't make it, so we rules that Porphyra stayed behind to entertain the stag this session.

We started off with some carousing and conversation. The magic stag was quite talkative, and shared a lot of information about the locale. It also shared some magic mushrooms with the humans, although it warned them about side effects... Meteora ate one, and gained the power of regeneration - although for each wound regenerated she would gain an animal feature or other cosmetic mutation, leading to her slow transition into an unrecognizable woman-beast! Ellipsis also partook in the mushroom party, and his shadow detached and became his henchman!

Through conversations, the players learned that the Stag and the Mother Superior (stern overseer of the lake nymphs) were actually siblings! They were both hatched from eggs of their mother, a magnificent bird, called the Feathered Queen. The Stag also disclosed that it wasn't on speaking terms with the Queen. However, it was worried that something had happened to the Feathered Queen, because she hasn't been seen flying around for some time.

The party also learned a lot about the history of the land: like the tribe of the Golden Warrior, the Warrior's conflict with the witch, Mother Superior, and other tidbits.


Leaving Porphyra behind, Meteora, Ellipsis, and the two warriors set out towards the mountain peak to the north, the abode of the Feathered Queen.

Friday, November 20, 2020

[Mazes & Minotaurs Actual Play] Colonies & Chimeras! Session #3

This week's session took the party deep into the mythical forests of the unknown land!

Previous recaps: Session #1, Session #2

The party showed up in full force:

Meteora, the Amazon

Porphyra, the Lyrist

Ellipsis, the Hunter

and the NPC warriors, who even got names: Guff and Buff

As Meteora missed last session, I had her roll on the chart and weaved the result into the game. Turns out, last day Meteora got lost in the enchanted forest, and found a lake. She met a beautiful blue-skinned lady, and they bathed together in the lake's fresh water.

After establishing this, as all players showed up on time, they rolled on the chart of bonuses for reliable players (yes, I'm okay with rewarding meta things...). Ellipsis got darkvision for this session, while Porphyra received an omen. Meteora had her tribe's ancestral weapon (a sword of meteoric iron!) appear in her hand. This magnetic sword whispered to her (after the refreshing bath), that her friends are trapped in the enchanted forest, and led her as a compass to the mound where the other camped for the night.

The party was thus reunited in the tunnels of the mound.


They rested for a night (except Porphyra, who sang quiet lullabies to regain her magical powers).

During Meteora's watch, she heard a scraping sound coming from one of the blocked off side passages. She cautiously approached and asked who was there. A strange voice, or rather - two voices in near-perfect unison answered: "it is me, the Unnamed Child!". Meteora was freaked out and went back to the main chamber... Otherwise, the night passed without trouble.

In the morning, the adventurers decided to properly explore the whole mound.

Friday, November 13, 2020

[Mazes & Minotaurs Actual Play] Colonies & Chimeras! Session #2

Yesterday we continued the Colonies & Chimeras campaign (read about session #1 here). Meteora, the Amazon couldn't make it (maybe we'll roll on this chart next time), so the party consisted of :

Porphyra, the Lyrist

Ellipsis, the Hunter

and two NPC warriors.

The adventurers carried on with the exploration of the village. They were very cautious, and after carefully investigating every building (and even entering one through the roof instead of the front), they concluded, that, indeed, the village was abandoned. Ellipsis' bet was that a giant vulture had abducted everybody.

But the village was nice and even had a blacksmith's workshop, so they decided it would be a great place to settle - unless it was under constant giant bird or sandworm attacks...

They also found the stables - empty. Ellipsis established, that at least two animals from it have recently ran off into the nearby woods... So they set out to track them down. 

The forest turned out to be on the eerie side, with no birdsong and ear-popping atmospheric pressure changes.

After about 30 minutes, they happened upon the two donkeys! The animals were drinking from a freshwater spring and grazing on the undergrowth. They looked unharmed, although one of them had a burn mark on its shoulder. Luckily, the animals were docile, and felt safer with humans than in the forest, so they slowly followed them.

The group decided to head back to the village. They traversed the dense forest for an hour... and understood that they had somehow strayed from the track, and were lost. The henchmen warriors blamed Porphyra ("we shouldn't have brought this singing witch along!").

Then they noticed an old tree stripped of its bark and branches, fashioned into some sort of a totem pole, with three bands of ornaments about 4, 5 and 6 feet above the ground.

Ellipsis climbed a tree, and tried to get a better read on their location. He recognized some of the landmarks (mountains). Yet, he was still afraid that if they just headed off in the direction of the village, they'd still get lost in this enchanted forest.

Then the wolves appeared. A pack of five, who clearly wanted some donkey meat for dinner...

Wednesday, November 11, 2020

[Mazes & Minotaurs] Languages house rule

My current Mazes & Minotaurs campaign started out with a more-or-less historical ancient world as its setting. Therefore I wanted to include some of the cultural and linguistic background of the ancient world. I ended up dividing up the languages into groups. The grouping is rather broad, but it works in the framework of the game, where the player characters are (mostly) Greek. And I think for a game with this premise it's okay to simplify things and keep the division between "Greeks", "barbarians", and "the East". "Ancient" languages (that is, languages that are "extinct", like Minoan) are not currently accounted for.

This houserule makes languages MATTER, but without bogging down the game with too much extra rules or bookkeeping.

Individual languages aren’t tracked, but there are three language groups and a catch-all skill for reading and writing.

Greek. The default language. All player characters (except Amazons and Barbarians with a negative Wits modifier) are assumed to know Greek.

Oriental. The languages of the cultures of the Near East: Egyptian, Akkadian, Phoenician, Aramaic, Hebrew, etc. Greeks merchants and sailors learn them by interacting with other nations, mercenaries serve in the armies of Eastern kings, mystics and scholars search for wisdom.

Barbaric. All the languages of the peoples of Europe, Asia Minor and the mountains, steppes and deserts of Asia and Africa. Examples: Scythian, Cimmerian, Thracian, Pelasgian, Macedonian, Phrygian, Lydian, Carian, Lemnian, Etruscan, Celtic, Old Latin, Umbrian, Berberian… and the tongues of sentient wilderness creatures! Greeks learn these languages if they have dealings with neighboring tribes, or come from a mixed Greek-Barbaric family.

Literacy. The Greek world has only recently emerged from the Dark Ages. The Greek alphabet is still under development, but there are of course many writing systems available. To avoid complexity, if a character buys this skill, they are considered literate in all writing systems for the languages they know.

Starting languages:

Characters get a number of “language points” equal to their Wits modifier. For each point, they can buy one group from those available for their class (see table below). For example, a Noble with +2 Wits knows Greek and buys Oriental and Literacy.

ฮ” = the class starts with this language.

ฮ”* = the class starts with this language if their Wits modifier is zero or positive.

‡ = the class may buy this language with their language points.

 

Language availability

Class

Greek

Barbaric

Oriental

Literacy

Amazons

ฮ”*

ฮ”

 

 

Barbarians

ฮ”*

ฮ”

 

 

Centaurs

ฮ”*

ฮ”

 

 

Nobles

ฮ”

Spearmen

ฮ”

 

Elementalists

ฮ”

 

Lyrists

ฮ”

 

Nymphs

ฮ”

 

Priests

ฮ”

 

Sorcerers

ฮ”

 

Hunters

ฮ”

 

 

Thieves

ฮ”

 

 

 

Leaning new languages:

Characters may learn foreign words, basic sentences, or even a couple of written signs during the game. However, they can only buy a new language group or literacy if their Wits modifier increases through level advancement.



Saturday, November 7, 2020

[Mazes & Minotaurs] Colony generation

This is a set of house rules for generating a small ancient Greek group of colonists. I wrote it for our Mazes & Minotaurs campaign that takes place during the era of Greek colonization. It can be used to quickly generate the small community the adventurers are leading to a new land, like we did at the beginning of our first session.

The colony

The size of the colony depends on the average Personal Charisma of the adventurers: it shows how many people they managed to attract to join the undertaking.

Avg. Personal Charisma

Population

Warriors

Specialists

6 or less

40

8

1

7-8

60

12

2

9 or more

80

16

3

The colony is made up of 60% men, 40% women, mostly young to middle-aged. There is a small number of children (5%) who can only do light work. All members of the colony can farm, hunt, fish, trap. Most members know a common trade like pottery, tannery, woodworking and can provide everyday materials and tools. The colony also includes a non-adventuring 2nd level Priest of the colony’s patron god.

Specialists

Highly skilled non-adventuring retainers. They can be used as back-up characters.

1

Master artisan. Creator of exquisite goods, and capable of organizing a workshop for the production of rare, valuable objects (jewelry, fine wares, painted pottery, carved ivory, sculpture).

2

Blacksmith. A tradesman skilled in smelting ores and producing high-quality metal tools and weaponry.

3

Rhapsode. Composes epic poems about the adventurers’ exploits, granting a 5% bonus to experience awards. A zero-level Lyrist with 4 Power points (regenerate over a full week).

4

Engineer or Architect. Skilled in construction, and perhaps even invention, of complex tools, machines, buildings, the organization of labor.

5

Symposiarch. The Master of Ceremonies… knows all the rules and nuances of feasting, how to select wine and how to dilute it, what games to play, how to bring people together over drinks. Useful for diplomatic events; also opens up the option of carousing for bonus experience points (and complications).

6

Herbalist. This specialist can provide non-magical healing to the colonists, and also brew various potions & poisons!

 

The colony at war

The colony has a number of trained warriors (see table above), who can be taken out to adventures. Losing too many meatshields henchmen will lower the overall morale of the community. As a last resort, up to 70% of the colony can be mobilized to fight (as zero level fighters) – either to defend the settlement, or to achieve an important cause.

More random tables for colony customization after the jump!