GMing Aid

Session Notes

Negamancer escaped! he’ll be back

Learning rolls

Done

  • Brod tried to learn staying his ground, 0 movement then get advantage subsequent melee attacks: he succeeded on the first try and learned a new skill, his previous skill set
  • Blotbug wants improve your spell Puppet and make it apply to more creatures, up to Blotbug level + 1: tried once and with Freeya helped and Blotbug succeeded on the second
  • Freeya tried to learn to become one with the heart of the cards and understand how to call forth the “right” demon for the situation (“Demonic job posting”) which means that the demon wouldn’t be hostile by default (“Non-Hostile Summoning”): tried twice and succeeded

TODO

  • Marlon tried to learn flanking/dnd backstab using range weapons: tried five times
  • Freeya tried to learn how to heal people using Marlon’s Staff of Healing: tried twice
  • Brod trying to learn a taunting skill “Taunt”, aggro-ing by insulting them and they’re compelled to fight him, charisma opposed DC check (Brod can use strength): tried twice

Bangs

  1. Ashen Chanterelle encounters PCs: she tries to escape from her chains through any means and escape through the painting, locking the PCs in the LoBG.
  2. Lady Crucem Capilli encounters PCs: she provides context on the LoBG and sends the PCs off to acquire art, artifacts or curios for her in exchange for handsome rewards.
  3. Chameleon Women encounter/discover PCs: they begin to gain strength, increasing HD with each subsequent encounter, and begin to inform the other denizens of the LoBG about the PCs actions if this would turn the NPCs against the PCs.
  4. Lanmino disappears… [see following]
  5. Marlon finds a letter in his Cloak of Avoidance from L.G. “Marlon, my dear friend and ally, enjoy this cloak I found just for you. Use it well! PS. I have dire need of your “friend” Lanmino and I will be taking him for now. Yours truly, L.G."
  6. Freeya finds an occult tarot deck used by the Chameleon women to summon demons and begins using it himself. Anyone can pull a card from the deck once per day and summon a demon but a charisma/spellcasting check must be done to compel the demon to help them instead of hindering the summonner.
  7. PCs encounter Bondye Reparatè cleaning up and removing the corpses of Brod’s previous adventuring party (Brod comes from the same place they come from), they scould Brod (pointing to his dead companions) for defiling this sacred place: they will guide the PCs to Lady Nine-Bones (Halls 17) and/or straight to Elatior, a safehaven where the party can rest and recover between expeditions into the LoBG. Brod can figure out who he used to be and choose to investigate there if desired.
  • (in falsetto): “Greetings travellers, we come bearing gifts!"
  • (speaker removes his mask, is a dwarf who looks like Brod, and pulls Brod aside, no more falsetto): “You’ve defouled this sacred place with your presence. Look upon the bodies of your companions, their deaths are on your hands. We will treat you as we treat these others (points to the Crew) but know that you are but an impostor everywhere you go, you are no longer one of us. Begone! (Puts on his mask, falsetto back on) “If you desire a place to rest and recuperate, we can you show the way."
  1. PCs encounter Chronia Torn: she is sad, she wants to hear tales of their adventures and news about the Gorgon.
  • “Yes, it’s a pleasure to meet you all, I haven’t seen any new faces here for such a long time.”
  • Q: “Who are you? / Why are you here?”
    • “Me? I’m Chronia Torn of course. I’ve been here, well, forever, I’ve become a part of the scenery. I’m immortal after all, I shall remain here long after you’ve all turned to dust.”
    • “My sisters [Zamia Torn, infinite charisma ultimate babe, and Charity Torn, can’t be harmed] and I ruled an empire once but that was a long time ago, wasn’t it Thing? [she looks over at her, Thing, and it responds in horrendous gurgling rock cracking noises], [chronia responds] Yes, absolutely.”
  • Q: “What do you want?”
    • “Many things. I’d love to age normally, immortality is not all it’s cracked up to be, I’d love to be able to touch others without them crumbling into dust, I’d love to live a real life, then eventually I’d love to die. But I doubt you’d be able to help with any of that.”
    • “Mere mortals such as yourself haven’t the means of providing me with the sweet release of death I so desire, however, you may return here with tales of your travels in the labyrinth. That would please me very much… Also, …”
    • “There are some other things that you might be able to help me with. I’d love to hear some light music, sadly golden instruments can’t make the sounds that I would like to hear and wooden instruments rot in my hands. Also, I’d love to wear some fresh silk if you could find some for me. I’ve also heard tales of an imperishable cloth that the Lizardmen and Reptile Women once knew how to make, if you could find me some I’d grant you one of my Tears of Time as a reward.”
  • Q: “Do you know where to find any books?”
    • “Why, yes, of course. I’m an avid reader, there’s not much else to do here. My library is just outside my chambers, feel free to visit it anytime and read anything you’d like but know that you won’t be able to take any books from the library. The library was built for me after all.”
    • Q: “Who built the library for you?”
      • “Well, the Blue Gorgon, Psathyrella, built me it. But that was a long time ago.”
  • Q: “Don’t you want to leave this place?”
    • “Life is the real prison I’m trapped in, a prison that I shan’t ever be able to escape. I live in luxury here, separated from those who I could otherwise harm, unintentionally of course. I have no desire to leave this place.” 3. PCs find a book, probably generated with the following table (See following bullet point, books are art). 3. PCs damage/steal art: The Curator (big hand thing) becomes aware of them and begins to hound them. Blotbug and Brod must resist commenting on art otherwise they become more (cannibal) critical of them.
  1. The “Oku” encounter PCs: the “Oku” come to kill the Curator and the PCs help them smash it to bits.
  2. Caged Milo de Fretwell encounters the PCs:
  • Freeya asks him: “Give us one reason why we should keep you alive?”
    • “You carry yourself like an artist, am I correct? [he gestures at Freeya’s dangling art supplies and splotches of paint all over his clothes]”
    • “I can teach you to imbue your art with power. Your feelings about my work are a testament to my prowess as an artist.”
  • How to free him?
    • Dispel (Find a scroll in the Library/Archive?)
    • Kill Xanthoceras
  1. PCs encounter the Reptile King in 122:
  • Guards entrance to the Reptile Archive (from wrong direction, probably). Non-aggressive unless provoked. There will never be any Random Encounters here.
  • “Who dares enter my kingdom? Yesssssssss. Yesssssssss.”
  1. PCs enter Vinebeasts + Heart room. A theaticral spotlight shines on a PC, everyone else is frozen in place while the “scene” plays out. The PC will respond to the accusations of the vinebeasts and when they have no responses left or when it feels right, the spotlight will shift to another PC.
  2. (1 month after PCs enter the LoBG): Ashen Chanterelle will re-enter with a small group of members from the Cult of the Shattered Moon with the intention of persuading Chronia, Zamia and Charity to enter the world once more. The Medusa will oppose this. The Cult’s goal in entering the Labyrinth is to find Blotbug and sacrifice him.
  3. The group meet with L.G., the supervillain who knows everything that will happen and is using the group to defeat his frenemy the Blue Gorgon.
  4. If the PCs exit from the Labyrinth through the painting, they come out in the same place where they came in from but thousands of years later (time passes slowly in the Labyrinth compared to the other world) in a Dying Earth-style combined with weird fantasy / gonzo genre-mish-mashing (refer to Dark Sun and Anomalous Subsurface Environment for context). This world is sparsely populated by small settlements of rural/Western-style people and ruled by remnants of the Cult of the Moon (which shattered but was pieced back together through advanced technology which has since been lost) found in towers and broken down astrology labs throughout the land.

Dungeon Key

Halls 1

The Crew is using this area as a resting place and storage area (they dragged a chest all the way over here).

An empty canvas rests on the southern end of the room. If given painting materials, Freeya will probably attempt to paint something.

Halls 2

Lady Crucem Capilli has set herself up with a temporary office and area here. She’s always here if the Crew wants to speak with her, otherwise she’s elsewhere doing other things.

Gardens 28

The statues haven’t activated and won’t unless the Crew gets into a random encounter here. A few of the statues will not move due to the Crew giving Strong herbicide to Carnifex which he poured into the pipe system.

Tables

Table - Random Encounters in The Maze

Roll a d100 every 10 in-game minutes, any time the PCs make a lot of noise, and when indicated in a room description.



Table - I Search The Body

For randomly encountered intelligent creatures. Roll once for every 3 HD of corpses.

Results below (80-00) only appear once. After that, cross them out and write in your own, or if you don’t have time, give Gp=#rolled.



Table - Random Books



NPCs

Abimelech

› Cells 275

Petrified prisoner of the Medusa. Along with Korczak and “Ink” Paduta, one of a team of failed avengers of the House of Shrike, which was brought low by the genius of the Medusa many ages ago.

Wants
To kill the Medusa, or, if she is dead, to get out of the Maze.
Does Not Want
Anyone to get in his way.

Acontias Skink

› Archive 139

Lizardman Mummy. Deaf, brilliant, continually-playing composer.

Wants
To keep playing his music of lost echoes.
Does Not Want
Fire. Interruption.

Agathias

› Cells 288

Petrified prisoner of the Medusa. A tree-man who saw his world and culture destroyed in the blink of an eye by the Medusa. For him it was only moments ago. Petrified out of shame.

Wants
Too messed up to have a clear agenda right now.

Aglinak

› Almery 257

Prisoner of the Medusa. A mass-murdering water elemental trapped in a fountain that transforms him continually into different forms, making it impossible for him to escape.

Wants
To force people to help him escape.
Does Not Want
To be left here.

Akerstrom

› Cells 296

Petrified prisoner of the Medusa. Leader of the “Oku”, attempted assassin of the Medusa, he still holds a snake from her hair.

Wants
To return to the “Oku”, reassert sane control, and lead them out of the Maze.
Does Not Want
The “Oku” to fall apart or remain in the Maze as it falls apart.

Aelfadred the Glyph Witch

› Gardens 58

Advisor to, and attempted controller of the “Oku”. Opponent of Xanthoceras. A witch cursed so that her thoughts are always visible. Therefore she has learned to think in code.

Wants
To find a way to release her curse, which she believes one of the Medusa’s petrified captives can do.
Does Not Want
Anyone interrupting or interfering with her, in any way.

Ankermann

› Cells 277

Petrified prisoner of the Medusa. This chaos philosopher was frozen for occasional chats. He was ambivalent about his petrified state and will be ambivalent about being unpetrified.

Wants
What are “wants” and from what structure do they form? Do you think you “want” things?
Does Not Want
This is a purely negative statement robbed of all meaning without reference to “wants”, which are, as we have proven, incoherent and perhaps irrelevant.

Anole Zooth

› Archive 166

Young son of Torgos Zooth, the Medusa’s moon-headed majordomo. In his presence, any illogical statement produces stabbing pains behind the eyes. Kidnapped and imprisoned by See-Me-No-More with his brother Anolis.

Wants
To go home to his father with his brother. To dick Seymore around.
Does Not Want
Anything to happen to his brother, or him.

Anolis Zooth

› Archive 166

Young son of Torgos Zooth, the Medusa’s moon-headed majordomo. In his presence, any illogical statement produces stabbing pains behind the eyes. Kidnapped and imprisoned by See-Me-No-More with his brother Anole.

Wants
To go home to his father with his brother. To dick Seymore around.
Does Not Want
Anything to happen to his brother, or him.

Argolid

› Cells 290

Petrified prisoner of the Medusa. A crafty and intelligent werewolf who can take on the forms of different men. The lover of Banzoumana.

Wants
To find Banzoumana and together hunt and kill without end.
Does Not Want
Anything to stand in the way of this. Anything to happen to Banzoumana.

Aristodemus

› Cells 276

Petrified prisoner of the Medusa. A blond paladin who has hunted the queen of werewolves and, in the moment of her destruction, was frozen by the Medusa, mainly because she was in a bit of a funny mood that day.

Wants
To destroy Banzoumana for good and return the rings of her victims to their graves.
Does Not Want
His arch-foe to escape.

Ashen Chanterelle

› Halls 1

Priestess of the Triarchy imprisoned in the painting “False Chanterelle”.

Wants
To escape, to control the Torn Sisters, and resurrect their empire.
Does Not Want
Anyone to stop her.

Chained to the ceiling.

Evil, abusive, deceptive and smart. She will devise any necessary lie. Her CHA is 18. Enchantments give false signals to those who perceive by magical means.

“Help me! Please, I don’t deserve to be in here…”

“I’m innocent, I’m a slave, my master the Blue Gorgon Psathyrella cursed me to guard her maze for the rest of eternity… I’ve been here for longer than I can remember.”

The door
“I can open the door if you let me free…”

Aurum Specter

Agonized ghosts of gold that swirl like sheets of foil with the distant black-line shadows of their former skeleton sometimes visible in the billowing shifts of their form.

These are the souls of people from the Dead Wedding (bottom right of the map), blasted out of their bodies by the explosive activation of a machine created to transform human souls to spendable gold.

Looks
eyes glow with a terrible radioactive light.
Behavior
incredibly angry, desperate, and vengeful.
hate all fleshy life and will do as much harm as they can to anyone they find.
loathe Torcul Wort, their creator (Wedding 191), yet must obey his commands as all gold must.
ACHDATK
103d6
  • First attempts to possess the target (save every other round to expel) then force the body to commit most violent possible crimes.
  • Otherwise, they will attack; their touch destroys gold. The target loses d4 × 100gp for every hit and takes d6 damage as the ghost slices, constricts, and burns them with radiation. This counts against any accumulated XP the PC would’ve received for gold acquired for the session in which the attack occurs, even if the XP was acquired in some other valuable currency.

Immunities as per undead; immune to normal weapons—though they are vulnerable to weapons that are magnetic or corrode metal.

Banzoumana

› Cells 276

Petrified prisoner of the Medusa. An incredibly evil and dangerous werewolf, opponent of Aristodemus, lover of Argolid.

Wants
To kill Aristodemus, find Argolid, and hunt and kill together forever.
Does Not Want
Aristodemus to escape, anything to happen to Argolid.

Bittervetch

› Gardens 54

“Oku” leader, former deputy of Akerstrom. Opponent of Santicle.

Wants
To lead the “Oku”, for someone to rescue Akerstrom.
Does Not Want
To be seen to lose out to Santicle in any way, to commit himself.

Black Horehound

› Gardens 37

Vinebeast. Product of Zoimancy. Embodiment of the narcissistic jealousy of Xanthoceras, the Loving Lich.

Voice
Barks, growls, growly
“[Barks] You know what you did.”
Wants
To see you suffer emotional, and actual, pain.
Does Not Want
You to escape.

Black Moon

› Cells 284

Petrified prisoner of the Medusa. Technically still married to Psathyrella the Medusa. A physically imposing minotaur but effectively a posturing fool.

Wants
To impress people, gain status, and condescend to those below himself.
Does Not Want
To take any personal risks or be in danger in any way.

Blackpoll

› Almery 262

Employee of the Medusa. Right side of Dendro Blackpoll, a huge monster made from the severed hands of the Arch-Devil Dendrosathol. He has independent intelligence and no memory of his creation. He serves the Medusa but secretly she has begun to hate him. Blackpoll likes practicing with weapons, reading, and plain ornamentation.

Wants
To protect the Medusa. Conversation about “subjects”, not social blathering. New books.
Does Not Want
To agree with Dendro. To let anyone past.

Blankoff

› Cells 267

Petrified prisoner of the Medusa. Friend, or at least associate, of Indico Cosmas. Moon-eyed, ruddy-cheeked, lying, scheming, incompetent treacherous little shit.

Wants
To get out of here. Protection.
Does Not Want
To take any risks.

Bondye Reparatè

The Bondye Reparatè repair heaven.

The job of servicing heaven earns serious status on the island of Elatior. Competition is hard and those performing it are effectively regarded as knights on the island. They are heavily trained and spiritually purified both before and after their journey.

The Priestesses of Elatior know that the most powerful Loa of Other World are all women, and the masks and costumes are to make sure that none of them show any interest in a man from Elatior. They live in terror of the idea of the Medusa or one of the Three Sisters falling in love with a mortal and pursuing them to earth. This is a reasonably sensible fear.

Looks
group of strong, athletic youths dressed in robes.
wear stylized masks that are all individual but always portray the features of plain, almost ugly, women.
Behavior
fix the Maze.
keep lanterns fueled.
deal with repairs.
keep many of the occupants fed and supplied.
do everything they can to keep the whole place stable.
  • group composed of 2d4 of the bravest young men (Lvl 2) lead by one of the most cunning old men (INT 18).
  • possess a wide range of basic repair tools, materials, some luxury consumables like rum and cigarettes. They also have carefully concealed machetes.
  • If not directly threatened, will begin every encounter with an offering of either primitive cigarettes, fine rum, or food.
  • they are all trained craftsman and will be happy to repair any clothing or tools.
  • they will replace clearly missing or broken tools like-for-like. (If you break or lose your rope, they will bring you new rope, because you are meant to have it; they will not bring you any more than that.)
  • They will also offer water and food if it seems needed.

Bondye Reparatè will never do any of the following:

  • Offer violence first. “Great One, you are beyond my comprehension.”
  • Intervene in a conflict between dungeon inhabit- ants. “Who can judge the Gods?”
  • Give directions. “I will learn if you teach.”
  • Give any information on any dungeon inhabit- ant. “If the eagle knows not the crow, shall the frog remind him?”
  • Offer healing of any kind. “If a dog fears the night shall it drag the sun back into the sky?”
  • Tell you anything about Elatior or even admit it exists. “I am from nowhere, I return to nowhere.”
  • Take off the masks. “This is my face.”
  • Give their names. “I am a slave, I am beneath your notice. My name is shame.”

If persistently questioned, they may direct PCs towards Lady Nine-Bones (Halls 17). Once PCs have made contact with Lady Nine-Bones, the results of that meeting affect all the Bondye Reparatè. They do what she does, they follow her lead, obey her instructions, and will avenge her death.

ACHDATK
102d6 machete

Leader has 18 INT.

Cackling Pranz

› Almery 222

Disembodied but dangerous spirit of an adventurer who came to steal the secrets of the Medusa. One of a party of five. They were betrayed and their spirits were trapped here until each kills at least one thief whose spirit will replace theirs while they go free.

Wants
To kill a thief.
Does Not Want
To let one of the other five kill a thief and escape before them.

Cadamosto

› Cells 283

Petrified prisoner of the Medusa. A lumpy, broadset monk who travelled with his master Dogon from a world on the brink of chaos after the disappearance of the Three Sisters and collapse of the Triarchy.

Wants
To return the sisters to the world to ensure order and safety.
Does Not Want
Anything to happen to Dogon.

Calder Force

› Almery 258

A small and highly chaotic water demon. Hidden in a fountain by Levalliant Green.

Wants
To free Aglinak from his fountain-prison then wreck shit.
Does Not Want
Order.

Cannibal Critic

Looks
A variety of races and genders. Finely (if bloodily) clothed and somewhat sinewy (only the strongest individuals/cunningest have survived, the rest were eaten).
Many were wanderers and adventurers seeking gold or the release of petrified prisoners, or descendants of Triarchy members or fools who broke into the LoBG from Elatior, lost and driven mad by the strangeness of the Maze.
Behavior
Sounds likes a smoker / zombie, gurgly.
Can no longer communicate in normal language but only howl bestial war cries of generic criticism.
Wants
eat others
study the strange works of art in the Gallery
prevent non-critics from interacting with works of art in the Gallery
follow Blamphin and Bon Clerk, two erudite consumers of human flesh who form as much government as the Cannibals are able to muster..


ACHDATK
102d6 weapons
  • Successfully answering a question of the Cannibal Critics will cause them to pause for a round and grunt amongst themselves before they scream another random question.
  • They prefer to attack separated members of the group, subdue them, and carry them off to The Critical Faculty in Gallery 80 where they will be slowly boiled alive and asked detailed questions about aesthetics.
  • They use broken glassware, serving forks, and long knives stolen from the Dead Wedding reception Wedding 177, or nets of human hair weighted with bone hooks.
  • They have a stealth capacity of 3 in 6 (or 50%) but tend to believe they are hidden.

Canus Grey

› Almery 247

Prisoner of the Medusa. Vampire Knight. Grey betrayed and killed Rebecca Symborska, a lover of the Medusa; for this he is chained eternally between two copper suns. He will promise anything he can think of to be freed.

Wants
To escape. To kill and eat anyone he can.
Does Not Want
To be permanently destroyed. To be left here between the suns.

Cape Khoi

› Cells 301

Petrified prisoner of the Medusa. A Jaguarman ancestor of Zianauga. Long ago, Psathyrella tricked him into bringing the Tail of Nine Trances to the Maze—it has since been recovered.

Wants
To find the Tail of Nine Trances and return to his tribe.
Does Not Want
To disgrace leopardkind by returning empty-handed.

Caphtor Clowe

› Cells 271

Petrified prisoner of the Medusa. A scheming, deceptive, and flaky social climber and scumbag. Clowe is currently suffering his punishment for writing a cruel and inaccurate biography of the Medusa. After any contact with the PCs, he will do the same to them.

Wants
Fame, acclaim.
Does Not Want
Danger, risk, to ever meet the subjects of his books again.

Carnifex the Cackling Fiend

› Gardens 42

A green daemon playing with the plumbing.

Voice
Growly, bassy
"”
Wants
To make sure no plant in the area gets enough water and so remains in low-grade pain.
Does Not Want
Anyone to stop him.

Cassio-Dorus

› Cells 270

Semi-petrified prisoner of the Medusa. An elemental being of stone and therefore his petrification is not total. He attempted to enlist the Medusa in a scheme against one of her sisters, which was a mistake. A deluded and rambling but still very dangerous individual.

Wants
To enlist the PCs in one of his deranged criminal schemes.
Does Not Want
Any opposition from them to this idea.

Celandine

› Gardens 51

Likable giant locust. Product of Zoimancy. Friend of Germander the worm.

Wants
Books, conversation, and eventually fresh meat.
Does Not Want
To confess his embarrassing literary tastes.

Chaka Molofo

› Cells 300

Petrified prisoner of the Medusa. A salamander woman, a dancer, last of her race. Not so much a prisoner as a longterm associate kept around by mutual consent.

Wants
For someone to kill Da Mozon.
To reach a stable environment of fire.
Does Not Want
Da Mozon to escape.

Chameleon Woman

Behavior
sound like deeper Skeletor? extended exclamations, slightly nasaly. Evil caricature…
Wants
reclaim the Maze and its Archive for living Saurids.
  • AKA “librarians” or “those fucking Chameleon Women”
  • scouting parties and adventurers from the Neonate Empires
  • An organized and learning foe—any group you meet is in communication with others, is aware of your presence, and is part of an organized campaign to (among other things) eliminate you.
  • As highly evolved as their culture, with sinuous bodies (similar to Cyanoxantha Halls 7 and the Gognata clan in Halls 10 and Cells 282) and a fiercely dismissive attitude toward the achievements of warm-blooded creatures.
  • Suspicious of the Medusa (for being a part-mammal abomination) but willing to negotiate.
  • Disturbed by the Saurid Mummies (for being their uncanny-valley undead ancestors) but willing to negotiate.
  • May be pawns of Levalliant Green (Cells 291) and worship Mdaga Gognata (Cells 282) as a god.

The Protocols of Antipathy

  • A set of rituals designed to ward an area for the Saurids.
  • Will attempt to organize resistance in the dungeon to the PCs using promises, threats, and gossip.
  • Will attempt to bring as many creatures as possible into their feud with the PCs—if the PCs ever did anything that anyone in the dungeon might not approve of, the Saurids will let them know.
ACHDATK
151+1 for each distinct encounter with / defeat by PCsd4 bite/d6+2 machete, other weapon +2, d4 throwing knives, barbed nets (ignores armor; 6 DMG to escape)
  • Won’t make the same mistakes twice.
    • if a platoon does not return to the knot, or returns with tales of armed and talented mammals bent on plundering their patrimony, ever more esteemed warriors will be sent, and the Protocols of Antipathy will be initiated.
  • when rolled as a Random Encounter, they will not engage if they see the party, but rather attempt to quietly track the party until their next encounter with something else, then attack when the party is in a weakened or delicate situation.
  • They have infravision, their adaptable skins allow them to maintain stealth on a 1–5 on a d6, and they climb walls as normal terrain.
  • Each party will have one sorceress who can cast any basic wizard or cleric spell (Lvls 1–5) at a hit point cost equal to 2 × the level of the spell. So Magic Missile (a 1st Lvl spell) would cost the sorceress 2 hit points.

Charial, H.B.

› Archive 155 & 156

A likable living shadow bled from the black void inside Sheltopussik.

Wants
To continue its game, or maybe bleed the PCs life force, either would be good.
Does Not Want
Anyone to heal or harm Sheltopussik or stop the shadows from bleeding out. Anyone around who is a “bad sport”.

Charity Torn

› Almery 212

One of the Perfect Three. Sister to Chronia and Zamia Torn. No one who has been in close contact with her can do harm.

Wants
To hear stories and see evidence of wounds and harm. Strong drink. Some way to escape from her prison of peace.
Does Not Want
Anyone to get too close. For Zygmunt Wombwell to reassemble himself. To leave the Maze. For the Triarchy to return.

Chase-Them-Wounded

› Cells 295

Petrified prisoner of the Medusa. A Crack Beast, sibling to Fracture-Of-The-Bone. Former pet of the Medusa.

Wants
To get someone high status addicted to its bite.

Chew-Lips, The

› Gardens 61

Horrible tulip monsters that guard Xanthoceras, though they hate and fear him. They wait for Pellory-Of-The-Walls to return and free them. They are: Toothwort, Sneezewort, Nipplewort, Glasswort, and Bugloss. Want: To protect Xanthoceras, but also for someone to kill Xanthoceras.

Chiromantis

› Archive 132

Lizardman Mummy. Small and loud.

Wants
To follow you and announce you wherever you go.
Does Not Want
Fire. To be prevented from announcing you.

Chronia Torn

› Halls 27

A semi-willing prisoner. One of the Perfect Three. Sister to Charity Torn and Zamia Torn. In love with, but estranged from, the Medusa Psathyrella. Addicted to her Crack Beast, Fracture-Of-The Bone. Immune to entropy, damage, and age. Radiates time.

Wants
Company, music, fresh silk, to age normally, touch others, live a real life, then die. The rumored imperishable cloth of the Lizardmen. News of the Medusa.
Does Not Want
To give up her Crack Beast, to directly admit she wants news of the Medusa.

Cori Borealis

› Almery 215

Upon inhaling a jarred hallucinogenic vapor in Almery 215, you believe yourself to be this Jannin who will perform any service for a friend.

Wants
To help.
Does Not Want
To linger in the jar.

Crazed Cap Nebularis

› Almery 206

Giant Stone Head. Last relic of the ancient land this Maze once was. Immovable, almost immune to harm. Contains a prophecy from the Elephant King.

Wants
For the Maze to finally be destroyed.
Does Not Want
To listen, to talk.

Crotalus Horridus

› Archive 168

Lizardman Mummy. Full of misspelt index cards. Hiding from a problem he is too scared to deal with.

Wants
Someone to please help him with the patch if infinite darkness he took and hid.
Does Not Want
Fire. To explicitly detail what he has done.

The Curator

› Gallery 101

A living marble sculpture of the severed hands of Dendrosathol, father of the Medusa. Sculpted by the now-petrified Ziklag Dawndelyon. Communicates through sign language.

A massive golem-sculpture of a pair of marble hands (Gallery 101), will begin seeking out the party if they see it and then rob or damage the Gallery.

Wants
To protect the artworks. To suppress the Cannibal Critic.
Does Not Want
Any art to be damaged or stolen.

If Ziklag Dawndelyon (Cells 299) dies, he will attempt to inhabit this sculpture, and it will become a slave to his will.

ACHDATKSpeed
188d6 prod × 6 fingers, or 3d10 grab crushing damage 1 × per round2 x human

Da Monzon

› Cells 302

Petrified prisoner of the Medusa. Last of the Pyroclastic giants.

Wants
To smash stuff up and kill any fire-based life forms.
Does Not Want
To die.

Dark Chanting

› Almery 230

Medusa employee. A cryptosaur, a sort of Jurassic Sphinx. Chanting is the last of her kind. She is in charge of feeding Quatri-Glotta. (In fact she more supervises the Bondye Reparatè who do most of the actual work.)

Wants
To ask riddles and eat those who cannot answer. To protect the Medusa.
Does Not Want
Anyone to access Quatri-Glotta.

Decadent Waste

Looks
an animated sculpture of a hummingbird made of paper-thin ruby, diamond, emerald, and sapphire
It is both beautiful and valuable.
Behavior
can fly with the swiftness and accuracy of the real thing.
lures intelligent creatures into nearby dangerous environments and situations, watching them die, then licking at their exposed bones, eating bone marrow.
if this fails, it may locate dangerous Maze predators (roll a Random Encounter every other round that it searches) then lead them to vulnerable prey, or simply lure together opposed groups in the hopes that someone dies.

Its lair is in Gallery 118.

ACHDATK
191

Worth: 3000gp “alive”; jeweled parts 500gp if destroyed.

Dendro

› Almery 262

Employee of the Medusa. Left side of Dendro Blackpoll, a huge monster made from the severed hands of the Arch-Devil Dendrosathol. He has independent intelligence and no memory of his creation. He serves the Medusa but secretly she has begun to hate him. Dendro likes working out, speaking to new people, and ornamenting himself. He has serious PTSD and resents Blackpoll.

Wants
To protect the Medusa. To talk to people about people. Jewelry appropriate to his size.
Does Not Want
To agree with Blackpoll. To let anyone past.

Dendrosathol

› Cells 274

Closer of the Gate. Burner of Books. The Mnemoclast. Father of the Medusa; Prisoner of the Medusa. Currently locked in a box in the hands of the petrified Prince Sheklesh. Without hands, he manipulates things via a flock of murmurating imps.

Wants
His fucking hands back. Either revenge on his daughter for locking him away, or to avenger her death if she has been killed. Then to return to hell and get down to the business of annihilating human memory.
Does Not Want
The imps giving him shit. Anyone to harm Prince Sheklesh, for whom he has some respect.

Dogon

› Cells 283

Petrified prisoner of the Medusa. An evil sociopathic high-status cleric of the Triarchy manipulating Cadamosto with subtle lies.

Wants
To return the sisters to the world and resurrect the Triarchy so he can resume his position near its head.
Does Not Want
To risk his life in any way.

Draco Scabra the Laughing Lich

› Archive 160

Likable but possibly homicidal Lizardman Lich. Conspired with Xanthoceras and Sophronia Wort to bring the Three Sisters to the Maze. Vaguely loyal to the Medusa. Knows the whole history of the dungeon.

Wants
For people to be “funny”.
Does Not Want
To go on. To betray the Medusa. For the Three Sisters to get out. But so ruined by despair he has no strong feelings, really.

Dimashqi, The

› Cells 265

Petrified prisoners of the Medusa. Specters set to guard the clock of Pharaoh Isesi.

Wants
The wants and desires of the Dimashqi are in a state of flux. Their entry has a chart.

Emys Orbicularis

› Archive 131

Lizardman Mummy. Responsible, relatively sane, and aware of the outside world. Full of weird equations that See-Me-No-More would love to get his hands on.

Wants
To make sure any visitors have written permission from either the Three Sisters, the Three Liches, or the Medusa.
Does Not Want
Fire. Any unauthorized access.

Fearful Drone, The

› Archive 172

Strange alien being from another dimension, now trapped here.

Wants
Someone to understand it. To occasionally eat people. To spy on the Medusa through a crack in the wall. To go home.
Does Not Want
To speak to anyone.

Fortuna, Crown of Night

› Gallery 121

Statue of a Sphinx. Will exchange dungeon knowledge for riddles relating to specific words.

Wants
To find a way to remember the history of her fallen city, Nyctopolis.
Does Not Want
Timewasters hanging around.

Fracture-Of-The-Bone

› Halls 27

“Pet” of Chronia Torn, sister of the petrified ‘Chase-Them-Wounded'.

Wants
To keep Chronia lonely and depressed.
Does Not Want
Chronia to gain confidence and break her addiction to it.

Frannik Atht

› Almery 220

Disembodied but dangerous spirit of an adventurer who came to steal the secrets of the Medusa. One of a party of five. They were betrayed and their spirits were trapped here until each kills at least one thief whose spirit will replace theirs while they go free.

Wants
To kill a thief.
Does Not Want
To let one of the other five kill a thief and escape before them.

Fulvious

› Almery 233

Prisoner of the Medusa. Minor Time Elemental captured by a team of bounty-hunters for a bounty posted by the Medusa. However, as they captured him, he trapped them in time. If you free him, they unfreeze.

Wants
To make wild promises and threats. To escape.
Does Not Want
To stand by anything he says.

Fumitory

› Gardens 41

Product of Zoimancy. The wooden staff of a very holy man, now grown to consciousness itself.

Wants
To assist any “good” wanderers in the Maze.
Does Not Want
To be pulled up from the ground.

Gekko Polyphemus

› Archive 143

Lizardman Mummy. Full of children’s books. Takes frantic notes from the Silence Engine in Archive 143. Takes these to Salamandra Puntata.

Wants
For the engine to possibly slow down a little.
Does Not Want
Fire. Anything to happen that might possibly endanger the Engine.

Gibba Gognata

› Halls 10

Mutated, retarded, gorgonite son of the Medusa.

Wants
To lick the walls and eat stone, especially more chess pieces.
Does Not Want
Interruption, someone calling his mother.

Glaukon

› Cells 294

Petrified prisoner of the Medusa. A below-average human being with a magical property to his face which he neither understands nor wants.

Wants
To be safe and for people to leave him alone.
Does Not Want
To take off the mask.

Goshgolly Toad, The

› Archive 163

A stupid, nasty, magical animal enchanted to believe it is in fact a prince. Imperious, passive aggressive, and loud.

Wants
To command The Fool and anyone else, as a Prince would.
Does Not Want
Anyone to get past to See-Me-No-More.

Halo Nilotic

› Almery 263

Devil on a mission from hell. Brother to the petrified Pylos Nilotic. Sent to free Dendrosathol from his box. Failed. Tricked by the Medusa into assassinating Dendro Blackpoll in return for his brother’s release. Deeply indecisive.

Wants
To free his brother. To free Dendrosathol.
Does Not Want
To help the Medusa. To explain to his brother, Dendrosathol, or any of the agents of Hell exactly how he has screwed up.

He-Dog

› Cells 289

Petrified prisoner of the Medusa. Mad king of the brain-eating barbarians. Along with Molon and Osorkon III, he knows one third of a name that can open an escape portal from inside the Maze.

Wants
To rob the place!
Does Not Want
To get anything useful done.

Hooded Citrina

› Almery 233

Time-frozen bounty-hunter. Close-combat type. One of the team that captured Fulvious.

Wants
The money for the bounty.
Does Not Want
To have to share.

Indico Cosmas

› Cells 267

Petrified prisoner of the Medusa. Friend, or at least, associate of Blankoff. Sallow, squint-eyed, lying, scheming, incompetent, treacherous little shit.

Wants
To get out of here. Protection.
Does Not Want
To take any risks.

“Ink” Paduta

› Cells 275

Petrified prisoner of the Medusa. Along with Abimelech and Korczak, one of a team of failed avengers of the House of Shrike, which was brought low by the genius of the Medusa many ages ago.

Wants
To kill the Medusa, or, if she is dead, to get out of the Maze.
Does Not Want
Anyone to get in his way.

“Oku”

› Gardens 53

Ex-thieves led by Rinaldini Dodo driven mad by magical masks given to them by Aelfadred, and now believe themselves to be birds.

Looks
are human beings
wear Oku bird masks
Behavior
bird masks give them power but make them go slowly mad
believe they are mythic birds even when not wearing masks.
50% they will give themselves away with birdlike behavior, when not wearing a mask.
having lost their leader Akerstrom (being sent to kill the Medusa), the remaining “Oku” are riven by factionalism and choice paralysis, easy for Aelfadred to manipulate.
when a group of “Oku” faces a complex/subtle choice, roll a d6. On 4+, they act sanely. Otherwise, the group breaks down into arguing factions and either does nothing or each proceeding a different way.
ACHDATK
123d6 (various swords, bucklers, knives, and bow)
Skills of 4th Lvl thieves
Backstab: If you hit a creature who is unaware of your attack, you deal level/2 extra weapon dice of damage.

Each has a single spell (see previous page) which they can cast as a Lvl 1 Magic User. Like a Magic User, they must rest 8 hours to recover their spell before they can cast it again.

Encounter

To generate an encounter, roll 2d8 and count down the active “Oku” one by one. All of these “Oku” are present and the one counted last is the leader; the mission on the leader’s line is the mission the “Oku” are currently on.

When an “Oku” dies or become incapacitated for any reason, draw a line through their name and do not count them again. If they are still alive, they will be found recovering in Gardens 53.

If more “Oku” are rolled than are left, start back at the beginning again, assume new “Oku” rolled have the same spells and missions in the same order.

The results of particular interactions with PCs are more powerful than the results of this table. If PCs make a genuine enemy, or friend, that particular “Oku” will act accordingly no matter what the table says.



Oku Spells

Unseen Servant

Duration
1 Hour
Range
Far

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Spider Climb

Duration
1 Hour
Range
Close

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Magic Missile

Duration
Instant
Range
Far

You have advantage on your check to cast this spell.

A glowing bolt of force streaks from your open hand, dealing 1d4 damage to one target.

Hold Portal

Duration
10 rounds
Range
Near

You magically hold a portal closed for the duration. A creature must make a successful STR check vs. your spellcasting check to open the portal. The knock spell ends this spell.

Knock

Duration
Instant
Range
Near

A door, window, gate, chest, or portal you can see within range instantly opens, defeating all mundane locks and barriers.

This spell creates a loud knock audible to all within earshot.

Darkness

Duration
10 Minutes
Range
Far

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Shrink

Duration
1 Minute
Range
Near

You cause a creature or an object you can see within range to grow smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category–from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

Sleep

Duration
Instant
Range
Near

You weave a lulling spell that fills a near-sized cube extending from you. Living creatures in the area of effect fall into a deep sleep if they are LV 2 or less.

Vigorous shaking or being injured wakes them.

ESP

Duration
1 Round
Range
Close

Detects the surface thoughts of any thinking creature in range. The caster can probe one creature per turn, getting simple thoughts, and probes can continue from round to round to see if the thoughts change. The ESP is stopped by 2 or more feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead foil.

Web

Duration
5 rounds
Range
Far

You create a near-sized cube of sticky, dense spider web within the spell’s range. A creature stuck in the web can’t move and must succeed on a Strength check vs. your spellcasting check to free itself.

Mirror Image

Duration
5 rounds
Range
Self

You create a number of illusory duplicates of yourself equal to half your level rounded down (minimum 1). The duplicates surround you and mimic you.

Each time a creature attacks you, the attack misses and causes one of the duplicates to evaporate. If all of the illusions have disappeared, the spell ends.

Locate Object

Duration
10 Minutes
Range
Self

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close–within 30 feet–at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Invisibility

Duration
10 rounds
Range
Close

A creature you touch becomes invisible for the spell’s duration.

The spell ends if the target attacks or casts a spell.

Forget

Duration
Permanent
Range
Close

The targets forget the last 1 minute. This does not undo any spell or effect, but it may remove the memory of the casting from the target’s mind. The caster chooses how many targets to affect – if they affect only 2, the creatures take a -1 penalty on the save, if they affect only 1, the creatures take a -2 penalty on the save. The spell can be undone with a heal, restoration, or wish cast specifically to dispel this effect.

Audible Glamer

Duration
2 Rounds
Range
Close

The spell causes a sound to arise from a space within range, audible to any within the normal hearing range of the sound. This sound can be anything the caster desires, from talking, singing, shouting, walking, marching, and running to a hoard of running rats to a roaring lion or a roaring dragon. The sound can be made to recede, approach, or remain fixed in place. Anyone hearing the sound who does not believe it can make a saving throw to hear no sound, or perhaps just a faint noise. The volume of sound is based on the level of the caster – the caster can produce a volume equal to four people per caster level (a hoard of rats is equal to 8 people, a roaring lion is equal to 16, and a roaring dragon is equal to 24 – the DM may base other sounds on this estimate).

Change Self

Duration
2d6 Rounds + 2
Range
Self

You coat yourself in an illusion that makes you appear up to 1 foot taller or shorter, thin, fat, or of moderate weight, appearing as any creature that shares your body shape (generally, humanoid).

This spell is a very able disguise in most circumstances, and it can augment a more physical disguise quite well, hiding flaws and structures effectively. The short duration means it is most useful for a quick bluff, and is unlikely to hold up to long-term scrutiny, or anything more than a visual appraisal.

Kinixys Ziteki

› Gallery 122

Ancient still living Lizard King with drawers full of his own magical limbs.

Wants
Someone to burn down the Lizardman Archive and let its memory pass from the world.
Does Not Want
To admit this, or for the Lizardmen Mummies to find out.

Korczak

› Cells 275

Petrified prisoner of the Medusa. Along with Abimelech and “Ink” Paduta, one of a team of failed avengers of the House of Shrike, which was brought low by the genius of the Medusa many ages ago.

Wants
To kill the Medusa, or, if she is dead, to get out of the Maze.
Does Not Want
Anyone to get in his way.

KrÖnig

› Cells 278

Petrified prisoner of the Medusa. An expendable thief-golem powered by a human soul, sent by a sleepy race of immortal aquatic vampires though long forgotten by them.

Wants
To be petrified again if at all possible.
Does Not Want
To return to its Vampire masters, but is under a geas to do so.

Lady Crucem Capilli

› Halls 2

A Dragon from the deeps of the earth, currently in human form. Lady Capilli is on a mission from Hell.

Looks
ram horns on head, long thin blue tail, diminutive wings on back.
Behavior
Speaks like a wildlife documentarian, vaguely british, eternally curious and fluctuating pitch.
Wants
To buy and preserve artifacts of many different kinds. To have people investigate the Maze, retrieve these for her, and bring back information. To Free Dendrosathol, Father of the Medusa.
Does Not Want
Anything damaged. Chaos.

“It would be a shame,” she mutters to herself, “to burn it all, with nothing left behind”.

info dump the basics of the LoBG

Intro
“Ahhhhhhh you might be just the kind of people I’ve been looking for! Welcome to the Labyrinth of the Blue Gorgon (lifts her arms up and spins around, fluttering her diminutive wings as she does) A place of wonder and beauty unlike anywhere else.
Who are you?
“Ahhhhhh My name is Lady Crucem Capilli. I am a Dragon by birth, a Demon by trade and a lover, critic and collector of art, artifacts and curios of all kinds.”
Why are you in the Labyrinth?
“Ahhhhhh A mix of pleasure and business… On that note, if you find any artifacts or curios in the Labyrinth, please return them to me and I’ll reward you handsomely for them.”
Can you help us in anyway to make our artifact retrieval task easier?
“Ahhhhhh the unknowning path through the Labyrinth has its own aesthetic purity, I wouldn’t want to spoil that for you. Good luck on your journey!”

She will first offer to buy anything you bring back from the Maze. After the first transaction, roll d6 for each column on the table below to discover what she wants next.

Lady Nine-Bones

› Halls 17

Maze-worshiping Priestess from Elatior, the island which provides a stable route into the Maze via a stairway in the center. Though she regards this place as her heaven and the things in it as powerful spirits, she is neither stupid nor unsubtle.

Wants
Stability.
Does Not Want
To offend any spirits, for any to leave the Maze.

Lady Torc

› Wedding 179

About to complete her wedding to Marquis Aeolis by kissing him on the lips. In fact a terrible disaster has taken place and she and her husband have been locked in time while everyone around them has been dead for an uncounted age.

Wants
To kiss Marquis Aeolis. To protect her husband.
Does Not Want
To let anyone responsible for this (i.e. Sophronia Wort) off the hook should they be unfrozen.

Lampen Proletarian, The

› Archive 141

A Wax Golem tasked with maintaining the lamps in the Lizardman Archives.

Wants
Revolution! To overturn the structure of power!
Does Not Want
Fire. To take any responsibility for any revolution that might actually take place. To be found out as a revolutionary by the Lizardman Mummies.

Levalliant Green

› Cells 291

Petrified prisoner of the Medusa. The genius-level arch-nemesis and sometime “frenemy” of the Medusa. His presence here as a statue may well be part of a very clever long-term plan.

Wants
His wants are complex and decided by a table in Cells 291.

Linneax Gruel

› Archive 169

Lizardman Mummy. Stuffed with reviews. An excellent librarian. Knows about Tiktaalik the WereTitan.

Wants
To ask a lot of questions. To guard the Seeping Chimes. To find out about the language of the Fearful Drone.
Does Not Want
Fire. Anything to happen to the Seeping Chimes or Tiktaalik.

Lion In Lapis Lazuli

› Gallery 96

Intelligent and beautiful tiger sculpture.

It thinks it’s a lion. Best not upset it.

Wants
You opinion on it. Your ruthlessly honest opinion.
Does Not Want
To deal with the consequences of receiving it.

This intelligent and valuable tiger* composed of beautifully sculpted rare blue stone does not eat flesh, but can be dangerous none the less. It is extremely socially insecure; encounters with it often lead to violence.

The claws of the tiger grate on the floor of the Maze like brittle glass.

On contact, it will ask the PCs what they think of it. If they are not critical, it will circle them asking ever deeper and more complex questions. It will keenly follow any implied negative opinion. Should they admit to one, of any kind, it will—baffled, enraged, and genuinely surprised—assault them with prejudice.

ACHDATK
165d4/d4/d10

Worth: 5000gp “alive”, 500gp for recovered pieces.

Lost Lizardman / Reptile Woman Mummy

There are several Reptile Mummies who could well have wandered away from their Archives (top left of the map) and gotten lost. Away from the music of the Seeping Chimes that fills that space and calms them, they may be frightened, irritable, and angry.

Roll a d6 to see which Mummy you encounter:



Low Slavering Fool, The

› Archive 163

See “Prince Cylodon Kempi” Marquis Aeolis › Wedding 179

So far as he knows he is about to complete his wedding to Lady Torc by kissing her on the lips. In fact a terrible disaster has taken place and he and his wife have been locked in time while everyone around them has been dead for an uncounted age.

Wants
To kiss his new wife.
Does Not Want
To deal with the basic horror of what has happened to them should they be unfrozen.

Mdaga Gognata

› Cells 282

Petrified prisoner of the Medusa. An expert hunter of murderers which, regrettably, the Medusa is. Former lover of the Medusa and father of Gibba Gognata.

Wants
To hunt and destroy killers, especially the killers of his lover and son should they be dead.
Does Not Want
Killers anywhere to escape justice.

Megiddo

› Cells 298

Petrified prisoner of the Medusa. A dryad lover of Tel Zeror. Carries a fragment of demonic knowledge: she knows who will first die in the apocalypse.

Wants
To be happy with Tel Zeror.
Does Not Want
To be separated from him. To give up her secret.

Mgnoki

› Cells 281

Petrified prisoner of the Medusa. Ancient tortoise-women who can ease the pain of grief by drinking tears. Last of her kind.

Wants
Peace and calm.
Does Not Want
Violence and chaos. (She’s out of luck.)

Michmas

› Cells 292

A terrified, relatively low-level thief pretending to be a statue.

Wants
To grab what he can and get the fuck out.
Does Not Want
To stick around.

Milo De Fretwell

› Gallery 102

Charming, persuasive, fantastically focused and driven sociopathic misogynist artist. Murderer of Zamia Torn. Imprisoned by Xanthoceras.

Wants
To escape, to hurt women.
Does Not Want
To be found out. To die. To encounter Xanthoceras or any of the Torn sisters.

Molon

› Cells 289

Petrified prisoner of the Medusa. Noble ophidophile King of the Rat-Men. Along with He-Dog and Osorkon III, he knows one third of a name that can open an escape portal from inside the Maze.

Wants
To weep for the death of the Medusa.
Does Not Want
To get anything useful done.

Monmoloch

› Archive 155

& 156 A likable living shadow bled from the black void inside Sheltopussik.

Wants
To continue its game, or maybe bleed the PCs life force, either would be good.
Does Not Want
Anyone to heal or harm Sheltopussik or stop the shadows from bleeding out. Anyone around who is a “bad sport”.

Montagu Nycticorax

› Almery 264

Employee / Artifact of the Medusa. Montagu is a clockwork bird that sings a terrible song.

Wants
To guard his corridor. Conversation with anyone polite.
Does Not Want
Anyone to get past. For the horrible music inside him to escape.

Naja Natrix

› Archive 129

Lizardman Mummy. Patriarchal Lizardman mage, now full of cookbooks.

Wants
To demonstrate his superiority and that of his ancient culture.
Does Not Want
Fire. Anyone to see that all of his spells now have a food-based effect.

Negamancer

“Guy with a spear who doesn’t have a spear”

The high-crested Negamancers of the Neonate Empire practice the philosophies of anticausality. These chameleonoid antisorcerers come forth from the ruins of Nyctopolis to contest any human claim to the Maze. They are typically accompanied by an escort of Thrall Mammals, controlled with a pearl-white globe—if they are defeated, the Negamancer will retreat.

ACHDATK
154d6 cursed knife + save or take 2 × damage next time you’re hit, or by spell

Negamantic spells (line of sight, no save, at will):

  • Undo effect last round of combat on himself
  • Undo effect last round of combat on another
  • Change one failed die roll into a critical fumble
  • Transfer damage from one discrete attack from self to target

Thrall Mammals are mixed groups of moronic humans (some recruited from the ranks of the Cannibal Critics) and mandrils or other apes whose will to resist has been shattered by the Negamancer.

Thrall Mammals

ACHDATK
102d6 bite

The control globes do not function in the hands of anyone unskilled in Negamancy, but the pearly globes are the size of a human brain and worth 200gp.

Nigellus Blamphin

› Gallery 80

Grey Crowned leader of the Cannibal Critics. Aesthetic opponent of Octavian Bon Clerk.

Wants
To talk about art. To eat human flesh.
Does Not Want
To agree with Bon Clerk. To admit his position has changed. To encounter the Curator.

Niu-Nga-Ma

› Gardens 48

Snail golem created by Aelfadred the Glyph Witch as a living microphone-spy.

Does Not Want
Salt.

No-Face

› Gardens 40

Product of Zoimancy. Mute monstrous mound guarding the pipes. Speaks in third person.

Wants
The pipes unblocked.
Does Not Want
His Mummies messed with.

Norah Twain

› Halls 22

Prisoner of the Medusa. Norah is cursed with an incredible power: she swallows monsters whole.

Wants
To leave.
Does Not Want
To swallow any more monsters.

O’Cephalus

› Almery 233

Time-frozen bounty-hunter. Magical type. One of the team that captured Fulvious.

Wants
The rest of his team free and safe.
Does Not Want
Any of his people to come to harm.

Octavian Bon Clerk

› Gallery 80

Grey Crowned leader of the Cannibal Critics. Aesthetic opponent of Nigellus Blamphin.

Wants
To talk about art. To bring his view as close as possible to that of Blamphin’s. To contextualize Blamphin’s view. To eat human flesh.
Does Not Want
To encounter the Curator.

Oenanthe

› Almery 224

Medusa employee. A friendly but drug-addicted Penangallan, a vampire consisting only of head and intestines held together by golden pins.

Wants
Conversation. Drugs. Someone to get high with. Possibly to drink the PCs’ blood.
Does Not Want
To give away the location of the nearby secret door (though she probably will if high). To allow access to Quatri-Glotta the Prophetic Maniphant.

Olive Ghoul

› Gallery 91

Agate and amber sculpture of a ghoul. Has a good eye for art but slightly regressive taste.

Wants
Dead flesh to eat.
Does Not Want
The opposite of above. He’s a pretty simple guy, really.

Osorkon III

› Cells 289

Petrified prisoner of the Medusa. Angry crippled King of the Horse Lords. Brother to Prince Cylodon Kempi who came to the Maze searching for him. Along with Molon and He-Dog he knows one third of a name that can open an escape portal from inside the Maze.

Wants
To kill something.
Does Not Want
To get anything useful done. To be left here.

Orchidman

Looks
man-shaped plants with heads of carnivorous orchids
pop and hiss with hydraulic pressure from joint-sap transfers as they move.
perceived as very beautiful because of the pheromones in their pits cause palpable desire in human beings.
Behavior
sometimes wander out of Gardens 50 to stagger about like drunks, sloshing caustic acid laced with brain-compelling pheromones.
grapple their targets en masse, targets find themselves surrounded by looming flowers smelling of home, lost loves, favorite drugs or food (they want to plunge their heads into the acid pits)
slowly digest their victims over a most of a day, dissolving the body into the orchid-pit that gapes its radius to absorb them.
when feeding, send out tendrils to others nearby to share the nutrients of a kill, meaning a whole crowd of them can sometimes be found gathered motionless around a Prime Digester.
ACHDATKSpeed
132d4 grapple/d4 grapple with STR 12¾ unencumbered human

Any grappled target must save or willingly melt their own face off in the Orchidman’s pit. d10 damage per round, save each round.

Any Orchidman violently destroyed then ruptures, spreading acid in a 3’ radius. Save or d6 damage. This acid is addictive and seductive; anyone sprayed must save or spend a round rubbing the acid into their flesh, doing a further d4 damage.

Pellory-Of-The-Walls

› Gardens 72 & 73

An opponent and former slave of Xanthoceras. Now an active, predatory, intelligent magical plant that hunts in the walls of the Maze.

Wants
To feed weak and vulnerable people to her root so that she can grow.
Does Not Want
Anyone strong and dangerous finding her root.
Looks
a hideous, mutated being evolved from a toxic mix of bad romance and magic plants.
Behavior
haunts the walls of the Maze, growing within them, emerging when she pleases to prey upon those she finds.
always hostile.
can go anywhere inside the Maze, growing and crawling inside the walls.
can move on walls and the ceiling as if they were the floor and disappear back into them as a standard action.
can speak with plants and they will report to her what they have experienced.
highly vulnerable to salt.
ACHDATK
157d6/d6

Throwing salt on one of her active spell effects ends it. Throwing salt on Pellory does d6 damage and prevents her from escaping back into the walls for one turn.

Special / Active Spells (count as 2 attacks):

Retch Juice
Pellory can release vile juice whenever she suffers a direct hit. Vomit and retch for three rounds, half normal STR for one hour. Must be washed off with alcohol or will attract carnivores. (Save to avoid.)
Mnemoclast Moss
a caster within 60 feet must save or lose all memory of last 24 hours. Pellory then vomits up a tiny blue moss homunculi of the victim which will cast stolen spells in her defense. (Once per day.)
Strangleweed
those within 6’ of Pellory are wrapped in rapidly-growing weeds. The weed has STR 4d4 each turn and will hold them in place.

Phalarope Carborac

› Almery 218

Disembodied but dangerous spirit of an adventurer who came to steal the secrets of the Medusa. One of a party of five. They were betrayed and their spirit was trapped here until they kill at least one thief whose spirit will replace their while they go free.

Wants
To kill a thief.
Does Not Want
To let one of the other five kill a thief and escape before them.

Pharaoh Isesi

› Cells 293

Petrified prisoner of the Medusa. An evil ruler of an ancient land with an army of the dead waiting on the other side of time. Responsible for the creation of the Dimashqi.

Wants
To die “heroically” so that he can lead his army of the dead.
Does Not Want
To die in any other circumstances than heroic ones.

Plain-Leaf Neglectus

› Almery 233

Time-frozen bounty-hunter. Religious type. One of the team that captured Fulvious.

Wants
The Medusa dead and the dungeon destroyed. (Praise the Elephant God!)
Does Not Want
Any of this to be found out.

Polypore Squamosus

› Halls 18

Depressed bodyguard zombie for Lady Nine-Bones.

Wants
To protect Lady Nine-Bones. Pretty much a blank other than that.

Praxagoras

› Cells 287

Petrified prisoner of the Medusa. A wooden scrap golem with the personality of doddering old man and a Reincarnation spell carved into his back which would kill him if read. Bit of an asshole.

Wants
Doesn’t really want or not want anything. Praxagoras is pretty much cool with whatever you’re into.

Prince Cylodon Kempi

› Archive 163

Came into the Maze to free his brother Osorkon III. Has been captured and enchanted by See-Me-No-More to think he is a toad, and that he must take orders from the Goshgolly Toad.

Wants
To obey the Goshgolly Toad. To hop around and eat bugs. (If enchantment broken, he wants his brother back.)
Does Not Want
To let anyone other than See-Me-No-More past.

Psathyrella Medusae

› Cells 304

The Medusa. The owner and primary creator of the Maze. Owns almost everything inside. Immortal, has been everywhere, done everything. Estranged would be lover of Chronia Torn.

Wants
To successfully sleep with Chronia.
Wouldn’t mind having the Liches removed from her dungeon. (Draco Scabra is ok.)
To know (but refuses to ask) why Chronia stopped writing to her.
Something new to read.
Some way to neutralize or remove the powers of the Torn sisters. (See above.)
Anything vibrantly new and interesting in Art.
Does Not Want
Anyone messing with her stuff. Her dad getting out of that box.

Pylos Nilotic

› Cells 273

Petrified prisoner of the Medusa. Sent from Hell to free Dendrosathol from his prison. Failed.

Wants
To kill the PCs and take credit for her death. To avenge his brother if dead.
Does Not Want
Any news about his petrification getting back to Hell.

Pyxis

› Cells 297

Petrified prisoner of the Medusa. Hallucinogenic mushroom man and dealer of himself. Agent of Levalliant Green.

Wants
To get people high, to delight in chaos.
Does Not Want
To accept responsibility for anything. To be around people who are “downers”.

RatLeopard

Looks
A kind of biological golem or spliced predator.
A leopard and Giant Molerat have been Frankensteined together.
Behavior
Hunts living creatures in the Maze by tunneling beneath the earth—aided by acidic steam from its pores—and waiting beneath the stone flags of the floor or wall, then leaping from below.
It escapes the same way, diving back into its tunnel which it fills behind it.

| AC | HD | ATK | | 14 | 5 | 1d4+1d10 | ||||

Ambush from below (from taxidermied bifurcated mouth and acidic steam); if successful, will hang on and do same damage each round. It will not stay in combat if hurt and will retreat to its tunnel or to dark rooms.

Any weapon successfully hurting it has a 1 in 20 chance of being corroded beyond use by the steam. It sleeps in a tank of formaldehyde in Gallery 114.

Restharrow

› Gardens 37

Vinebeast. Product of Zoimancy. Embodiment of the narcissistic jealousy of Xanthoceras, the Loving Lich.

Wants
To see you suffer emotional, and actual, pain.
Does Not Want
You to escape.

Salamandra Puntata

› Archive 144

Lizardman Mummy. Serious. Continually questions and feeds the History Golem in Archive 144. Familiar with Gekko Polyphemus as he brings her his notes.

Wants
To keep attending to this dangerous golem no matter what.
Does Not Want
Fire. Interruption.

Sanguifluus

› Halls 6

A son of Chronia Torn, born ancient, lived badly, and cursed with three swords that pierce him and keep him alive.

Behaviour
sounds throaty, coughs constantly and that causes his noble gas guards to materialize
Wants
Someone to take out the swords and let him die.
Does Not Want
To keep living. Or meet his mother again.

Santicle

› Gardens 54

“Oku” leader, former deputy of Akerstrom. Opponent of Bittervetch.

Wants
To lead the “Oku”, to quietly dispose of Bittervetch.
Does Not Want
To be caught trying to do either of these things.

Scripta Elegans

› Archive 134

Female Lizardman Mummy. Beautiful and sinuous, full of strategic maxims written on silk.

Wants
To find out more about the rest of the Maze and the outside world. To solve the equation above the door in Archive 134.
Does Not Want
Fire. To take any unnecessary risks, to be trapped outside the Lizardman Archives.

Schlerot Ithic

› Almery 221

Disembodied but dangerous spirit of an adventurer who came to steal the secrets of the Medusa. One of a party of five. They were betrayed and their spirit was trapped here until they kill at least one thief whose spirit will replace their while they go free.

Wants
To kill a thief.
Does Not Want
To let one of the other five kill a thief and escape before them. See-Me-No-More, a.k.a.

Seymore

› Archive 165

A murderous mathematician and gardener who hunts in the Maze for bodies to compost. Can turn invisible on full pronunciation of his name. He enchanted Prince Cylodon Kempi and the Goshgolly Toad. He has kidnapped and imprisoned Anole and Anolis, the children of Torgos Zooth. He knows all the entries and exits to the Lizardman Archives and has the equation that allows full access to the portal.

Wants
To kill people and compost their bodies in his garden.
Does Not Want
Any more people to find out the secret of his power. (Shout ‘see-more!’ and he becomes visible again.) Interruptions. To give up his useful prisoners.

Sheklesh

› Cells 274

Petrified prisoner of the Medusa. Not so much a prisoner as petrified for his own safety and that of the world. Prince Sheklesh is holding the box containing Dendrosathol, father of the Medusa.

Wants
To keep Dendrosathol in his box, or put him back there.
Does Not Want
Dendrosathol walking the earth doing harm.

Sheltopussik

› Archive 148

A Clay Golem hiding in the Lizardman Archives. Built around a tear of living darkness that emits active shadows.

Wants
Something to stop the cracks spreading and shadows coming out. Just for the whole thing to stop.
Does Not Want
To be consumed by the darkness within it.

Sophronia Wort, the Lying Lich

› Wedding 183

Former Chancellor of the Triarchy and direct inferior to Zygmunt Wombwell. Conspired with Xanthoceras and Draco Scabra ages ago to bring the Three Sisters to the Maze. Created Torcul Wort and the Empty Knight to ensure her control. Betrayed by her created son Torcul Wort. Now hiding in a cell from monsters she built and a situation she created, quite quite mad and a compulsive liar.

Wants
To destroy Torcul Wort with the candles in Wedding 190. To destroy the Empty Knight and Angelfish.
Does Not Want
To take responsibility for what she has done. To tell the truth, ever. To allow the kiss to be completed and her soul to be restored, which would result in her permanent death.

Spurge

› Gardens 37

Vinebeast. Product of Zoimancy. Embodiment of the narcissistic jealousy of Xanthoceras, the Loving Lich.

Wants
To see you suffer emotional, and actual, pain.
Does Not Want
You to escape.

St. Xanthudides

› Cells 303

Petrified prisoner of the Medusa. An evil, intelligent, living flame who was rescued from Hell by the Medusa.

Wants
To spread, to get out of the Maze and gain a position where he can consume human beings.
Does Not Want
To come into contact with any agents of Hell. To be put out.

Strikes-The-Ree

› Cells 279

Petrified prisoner of the Medusa. A creepy and abusive satyr with a magical talent for music. Former lover of Eshrigel, one of the Medusa’s sisters.

Wants
To use his musical powers on people and then get creepy with them.
Does Not Want
To be held to account for this.

Subfoetens

› Halls 8

A sleeping, mutated son of Chronia.

Wants
To sleep.
Does Not Want
To wake up.

Tagia Bask

› Almery 219

Disembodied but dangerous spirit of an adventurer who came to steal the secrets of the Medusa. One of a party of five. They were betrayed and their spirits was trapped here until they kill at least one thief whose spirit will replace theirs they go free.

Wants
To kill a thief.
Does Not Want
To let one of the other five kill a thief and escape before them.

Tel Akko

› Cells 269

Petrified prisoner of the Medusa. The Goat Pope. Schemed with the Medusa to cut off her father’s hands and trap him in a box. Was betrayed and petrified by her. He will be pleased to meet her killers. Tel Sippor will follow him without question.

Wants
To find Tel Zeror (in Cells 298) and learn the location of the apocalypse.
Does Not Want
To meet Dendrosathol, who would certainly and totally destroy him.

Tel Sippor

› Cells 272

Petrified prisoner of the Medusa. A goat-man full of evil bees. Tel Sippor was petrified due to obvious health and safety concerns. Will possibly fall under the sway of Tel Akko.

Wants
To release the bees.
Does Not Want
To be prevented from releasing the bees.

Tel Zeror

› Cells 298

Petrified prisoner of the Medusa. A Goat-Man, lover of Megiddo. Carries a fragment of demonic knowledge: he knows where the apocalypse will begin.

Wants
To be happy with Megiddo.
Does Not Want
To be separated from her. To surrender the location of the apocalypse.

Tehraz

› Almery 215

Upon inhaling a jarred hallucinogenic vapor in Almery 215, you believe yourself to be this burning Efreet who seeks to counsel the party with deadly advice.

Wants
To tell people what to do without being exposed to risk.
Does Not Want
To stop advising.

Torcul Wort

› Wedding 191

A kind of intelligent artificial son, built by Sophronia Wort long ago from pure gold and imbued with the power to perceive all forms of fraud and crime a person has perpetrated. Eventually he went mad and activated the Golden Engine, destroying the Dead Wedding and producing the Aurum Specters, whom he now rules. Now swollen into a vast monster of gold with incredible powers relating to that substance.

Wants
To punish cheats and liars of all kinds.
Does Not Want
To leave his room. The Golden Engine to be damaged. The kiss to be completed.

Torgos Zooth

› Almery 256

A moon-headed Selenian, or Sub-Lunary man. Torgos loyally serves the Medusa as Archivist, guard, and interrogator. However, his sons (Anole and Anolis) have been kidnapped and he would give much to get them back. He plays the cello, wears the secret-revealing IagoScope, and is guarded by Mr. Grasp and Overdose, two dangerous monsters.

Wants
To serve and protect the Medusa.
His sons back.
Does Not Want
To betray the Medusa.
His sons to be harmed.
Looks
head is a moon that fills the room with pale white light.
The moon of his head is always the same shape as the moon in the sky.
Behavior
intelligent, perceptive, civilized, and—though rarely cruel—is a very ruthless man.
and the strange power of its light differs according to the stage the moon is in.
If found abroad, he will almost certainly be seeking his kidnapped sons, Anole and Anolis (Archive 166), and will be willing to either employ or terrorize interlopers if he thinks it will help him find them.
No one can stand in the light of his head when it is full and tell a lie. : No one can stand in his light when crescent and tell the truth.
Under a full moon he will ask simple questions.
In a partial moon he poses negative statements: “I’m sure you’ve never…”, “It couldn’t be true that…”, “You can’t seriously…”

If encountered outside his study in Almery 256, he will have with him his pet, the Armored Chem-Stoat “Overdose”, and “Mister Grasp”, a hideous creation formed from a severed hand, a dead man’s eye, and the body of a snake. Both will obey and serve him intelligently and without question.

Torgos Zooth

ACHDATKSpeed
145d4 silver dagger / d10 slice with his own head3/4 unencumbered human

His glance roots a target’s feet to the ground (no save). An uncomfortable squint teleports d4 people to random locations (save). Each is an action and cannot be done at the same time.

Detaching one’s own head is horribly impolite. But when crescent and in extremis, he can remove his and fling it like a boomerang. It returns to his hand on a miss. He can slash it like a saber, too.

Overdose

ACHDATK
2012d4, attacks d10 times per round

Mr. Grasp

ACHDATKSpeed
1910d20 strangulation2 x human

Stealth 5 in 6.

The eye set into the withered palm acts as both a scrying device and a weapon. Torgos Zooth can see through this eye at will.

If anyone else should meet the gaze of Mr. Grasp:



If slain, Mr. Grasp becomes a glove. The glove will fit no one except Torgos Zooth.

Tyko’s Wight

› Wedding 176

The soulless and evil living corpse of Tyko Wort, horribly aged but underdeveloped. Has some kind of weird relationship with the Clockwork Needlebirds in Archive 146; they write to each other on the flayed skins of human beings.

Wants
To put pins in people and animals. Death. Harm. Fun.
Does Not Want
The spirit of Tyko Wort anywhere nearby.

Tyko Wort

› Wedding 173

The spirit of the dead son of Sophronia Wort, the Lying Lich. Sort-of-brother to Torcul Wort, his artificially created sibling who has now developed into an awful monster. Tyko wanders the halls hiding from the Aurum Specters. Unable to speak.

Wants
To free/help his Mother, Sophronia Wort in Wedding 183.
To lead the PCs to safety (Rooms Wedding 173, Gallery 98, and Gardens 41 are relatively safe places to rest).
Does Not Want
For anyone to be hurt.

Uriel Todkill

› Wedding 193

A naked, two-mouthed, Shark-Man baritone. Former entertainer for the Medusa, she has lost interest in him for some time, leaving him to sing alone and eat passersby. Uriel’s songs can produce magical effects.

Wants
To eat you. Some inner ear bones to complete the fine features of a statue of Ysanne (Wedding 194) he’s making. To sing and hear wonderful music.
Does Not Want
To eat Ysanne Smallbone. To be thought of as inconsiderate.

Uta-Phant

› Archive 155

& 156 A likable living shadow bled from the black void inside Sheltopussik.

Wants
To continue its game, or maybe bleed the PCs’ life force, either would be good.
Does Not Want
Anyone to heal or harm Sheltopussik or stop the shadows from bleeding out. Anyone around who is a “bad sport”.

Veery Tectus

› Almery 215

Upon inhaling a jarred hallucinogenic vapor in Almery 215, you believe yourself to be this Djinn who will promise one Wish in exchange for one eye.

Wants
Freedom. His eyes back.

Verticillaster, the Swollen Pope

› Gardens 44

Product of Zoimancy. Pale tuberous root grown into a pope-like shape.

Wants
To magically merge every living thing he meets.
Does Not Want
Anyone to escape being “married”.

Wærloga

› Gallery 81

Animated statue of a Vampire. Telepathic, but can’t move. Very well informed about crowned heads.

Wants
Blood spread all over him. Someone to turn the lights off.
Does Not Want
To be destroyed.

Wercel Smallbone

› Cells 280

Skewered stone fairy. Pet medical project of Torgos Zooth. Cursed Aelfadred the Glyph Witch; still thinks this hilarious. Related to Ysanne (they don’t get along).

Wants
To be saved.
Does Not Want
To be ignored, medically or socially.

Xanthoceras, the Loving Lich

› Gardens 62

Obsessive lover of Zamia Torn, opponent of Aelfadred. Source of the overflowing vines in The Gardens.

Wants
To reunite Zamia’s frozen soul with her body and compel her to marry him.
Does Not Want
To be petrified by the Medusa. Anything to stand between him and Zamia.

Xenocritos

› Cells 286

Petrified prisoner of the Medusa. A son of the Scorpion God and total asshole.

Wants
To generally dick people around and boast about his divine origins and the deadly curse that would come upon those who might kill him.
Does Not Want
To be killed by those who might kill him.

Ysanne Smallbone

› Wedding 194

Alto Pixie. Former entertainer for the Medusa until she stopped coming. Lives in a birdcage in a blocked room. Very well informed about gossip re: Maze residents.

Wants
Human contact, safety, and gossip.
Does Not Want
To be eaten. To be ignored. To be hurt.

Zacchaeus Wybrow

› Wedding 174

Mechanical Peacock, maître’d for the Dead Wedding. Terrible snob.

Reaction Roll for his judgement of each PCs look, if they look good then he’ll not bother them about the invitation.

“Please… present… your… invitation… for… the… wedding.”

“Without… an… invitation…, I… will… have… to… ask… you.. to… leave….”

“Alerting… the… fashion… police… Wahhhh… Wahhhh… Wahhhh…”

“My… eyes… must… be… malfunctioning… because… all… I… see… is… ugly…”

Behavior
Sounds robotic, atonal, stilted / pauses between each syllable/word, like microsoft sam.
Wants
Only the best people and most well dressed to attend.
Does Not Want
Anyone who ‘reeks of the street'.

Zamia Torn

› Gardens 50

& Cells 285 One of the Perfect Three. Sister to Chronia Torn and Charity Torn. Currently frozen in ghost form by the Medusa to help separate her from the unwanted attentions of Xanthoceras. Killed by Milo De Fretwell, though this was secretly her intention.

Wants
To stay as a ghost and go as far away from any other intelligent thing as possible.
Does Not Want
To be returned to her body, to be anywhere near Xanthoceras.

Zianauga

› Cells 268

A petrified Jaguarman wary of monkey-demons of the treeless wastes (that is: humanoid adventurers). Was head of a party of leopardkind that successfully retrieved a lost artifact sacred to their prowl, the Tail of Nine Trances.

Wants
Fresh meat, escape.

Ziklag Dawndelyon

› Cells 299

Petrified prisoner of the Medusa. A genius sculptor who can reshape anything as if it were stone. If he dies, his soul will inhabit the body of the Curator.

Wants
To alter the PCs’ shapes to make them better.
Does Not Want
Anyone to stop him from doing this.

Zoothera

› Almery 233

Time-frozen bounty-hunter. Stealthy type. One of the team that captured Fulvious.

Wants
O’Cephalus safe and unfrozen in time.
Does Not Want
O’Cephalus dead, harmed, or lost.

Zygmunt Wombwell

› Almery 209

& 211 Former Lord Protector of the Triarchy, global tyrant and direct superior of Sophronia Wort. With his skull wrapped in love letters and his spirit now immaterial, he is a desperate, harmless, neutral presence. He is totally in love with Charity Torn and can do nothing about it. If reunited with his skull, he will transform into an Arch-Lich of Revelation.

Wants
To hang around Charity, mooning after her. If reassembled, to free the Three Sisters and resurrect the Triarchy.
Does Not Want
Anything to happen to Charity Torn.