Negamancer escaped! he’ll be back
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.
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.
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.
Roll a d100 every 10 in-game minutes, any time the PCs make a lot of noise, and when indicated in a room description.
¶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.
¶› 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.
› Archive 139
Lizardman Mummy. Deaf, brilliant, continually-playing composer.
› 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.
› 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.
› Cells 296
Petrified prisoner of the Medusa. Leader of the “Oku”, attempted assassin of the Medusa, he still holds a snake from her hair.
› 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.
› 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.
› 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.
› 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.
› 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.
› 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.
› Halls 1
Priestess of the Triarchy imprisoned in the painting “False Chanterelle”.
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.”
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.
AC | HD | ATK |
---|---|---|
10 | 3 | d6 |
Immunities as per undead; immune to normal weapons—though they are vulnerable to weapons that are magnetic or corrode metal.
› Cells 276
Petrified prisoner of the Medusa. An incredibly evil and dangerous werewolf, opponent of Aristodemus, lover of Argolid.
› Gardens 54
“Oku” leader, former deputy of Akerstrom. Opponent of Santicle.
› Gardens 37
Vinebeast. Product of Zoimancy. Embodiment of the narcissistic jealousy of Xanthoceras, the Loving Lich.
› Cells 284
Petrified prisoner of the Medusa. Technically still married to Psathyrella the Medusa. A physically imposing minotaur but effectively a posturing fool.
› 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.
› 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.
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.
Bondye Reparatè will never do any of the following:
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.
AC | HD | ATK |
---|---|---|
10 | 2 | d6 machete |
Leader has 18 INT.
› 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.
› 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.
› Almery 258
A small and highly chaotic water demon. Hidden in a fountain by Levalliant Green.
AC | HD | ATK |
---|---|---|
10 | 2 | d6 weapons |
› 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.
› 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.
› 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.
› Gardens 42
A green daemon playing with the plumbing.
› 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.
› Gardens 51
Likable giant locust. Product of Zoimancy. Friend of Germander the worm.
› 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.
AC | HD | ATK |
---|---|---|
15 | 1+1 for each distinct encounter with / defeat by PCs | d4 bite/d6+2 machete, other weapon +2, d4 throwing knives, barbed nets (ignores armor; 6 DMG to escape) |
› Archive 155 & 156
A likable living shadow bled from the black void inside Sheltopussik.
› 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.
› Cells 295
Petrified prisoner of the Medusa. A Crack Beast, sibling to Fracture-Of-The-Bone. Former pet of the Medusa.
› 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.
› Archive 132
Lizardman Mummy. Small and loud.
› 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.
› 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.
› 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.
› Archive 168
Lizardman Mummy. Full of misspelt index cards. Hiding from a problem he is too scared to deal with.
› 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.
If Ziklag Dawndelyon (Cells 299) dies, he will attempt to inhabit this sculpture, and it will become a slave to his will.
AC | HD | ATK | Speed |
---|---|---|---|
18 | 8 | d6 prod × 6 fingers, or 3d10 grab crushing damage 1 × per round | 2 x human |
› Cells 302
Petrified prisoner of the Medusa. Last of the Pyroclastic giants.
› 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.)
Its lair is in Gallery 118.
AC | HD | ATK |
---|---|---|
19 | 1 |
Worth: 3000gp “alive”; jeweled parts 500gp if destroyed.
› 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.
› 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.
› Cells 283
Petrified prisoner of the Medusa. An evil sociopathic high-status cleric of the Triarchy manipulating Cadamosto with subtle lies.
› 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.
› Cells 265
Petrified prisoners of the Medusa. Specters set to guard the clock of Pharaoh Isesi.
› 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.
› Archive 172
Strange alien being from another dimension, now trapped here.
› Gallery 121
Statue of a Sphinx. Will exchange dungeon knowledge for riddles relating to specific words.
› Halls 27
“Pet” of Chronia Torn, sister of the petrified ‘Chase-Them-Wounded'.
› 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.
› 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.
› Gardens 41
Product of Zoimancy. The wooden staff of a very holy man, now grown to consciousness itself.
› Archive 143
Lizardman Mummy. Full of children’s books. Takes frantic notes from the Silence Engine in Archive 143. Takes these to Salamandra Puntata.
› Halls 10
Mutated, retarded, gorgonite son of the Medusa.
› 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.
› Archive 163
A stupid, nasty, magical animal enchanted to believe it is in fact a prince. Imperious, passive aggressive, and loud.
› 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.
› 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.
› Almery 233
Time-frozen bounty-hunter. Close-combat type. One of the team that captured Fulvious.
› Cells 267
Petrified prisoner of the Medusa. Friend, or at least, associate of Blankoff. Sallow, squint-eyed, lying, scheming, incompetent, treacherous little shit.
› 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.
› 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.
AC | HD | ATK |
---|---|---|
12 | 3 | d6 (various swords, bucklers, knives, and bow) |
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.
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.
¶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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
A creature you touch becomes invisible for the spell’s duration.
The spell ends if the target attacks or casts a spell.
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.
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).
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.
› Gallery 122
Ancient still living Lizard King with drawers full of his own magical limbs.
› 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.
› 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.
› Halls 2
A Dragon from the deeps of the earth, currently in human form. Lady Capilli is on a mission from Hell.
“It would be a shame,” she mutters to herself, “to burn it all, with nothing left behind”.
info dump the basics of the LoBG
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.
› 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.
› 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.
› Archive 141
A Wax Golem tasked with maintaining the lamps in the Lizardman Archives.
› 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.
› Archive 169
Lizardman Mummy. Stuffed with reviews. An excellent librarian. Knows about Tiktaalik the WereTitan.
› Gallery 96
Intelligent and beautiful tiger sculpture.
It thinks it’s a lion. Best not upset 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.
AC | HD | ATK |
---|---|---|
16 | 5 | d4/d4/d10 |
Worth: 5000gp “alive”, 500gp for recovered pieces.
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:
¶› 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.
› 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.
› 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.
› Cells 281
Petrified prisoner of the Medusa. Ancient tortoise-women who can ease the pain of grief by drinking tears. Last of her kind.
› Cells 292
A terrified, relatively low-level thief pretending to be a statue.
› Gallery 102
Charming, persuasive, fantastically focused and driven sociopathic misogynist artist. Murderer of Zamia Torn. Imprisoned by Xanthoceras.
› 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.
› Archive 155
& 156 A likable living shadow bled from the black void inside Sheltopussik.
› Almery 264
Employee / Artifact of the Medusa. Montagu is a clockwork bird that sings a terrible song.
› Archive 129
Lizardman Mummy. Patriarchal Lizardman mage, now full of cookbooks.
“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.
AC | HD | ATK |
---|---|---|
15 | 4 | d6 cursed knife + save or take 2 × damage next time you’re hit, or by spell |
Negamantic spells (line of sight, no save, at will):
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.
AC | HD | ATK |
---|---|---|
10 | 2 | d6 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.
› Gallery 80
Grey Crowned leader of the Cannibal Critics. Aesthetic opponent of Octavian Bon Clerk.
› Gardens 48
Snail golem created by Aelfadred the Glyph Witch as a living microphone-spy.
› Gardens 40
Product of Zoimancy. Mute monstrous mound guarding the pipes. Speaks in third person.
› Halls 22
Prisoner of the Medusa. Norah is cursed with an incredible power: she swallows monsters whole.
› Almery 233
Time-frozen bounty-hunter. Magical type. One of the team that captured Fulvious.
› Gallery 80
Grey Crowned leader of the Cannibal Critics. Aesthetic opponent of Nigellus Blamphin.
› Almery 224
Medusa employee. A friendly but drug-addicted Penangallan, a vampire consisting only of head and intestines held together by golden pins.
› Gallery 91
Agate and amber sculpture of a ghoul. Has a good eye for art but slightly regressive taste.
› 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.
AC | HD | ATK | Speed |
---|---|---|---|
13 | 2 | d4 grapple/d4 grapple with STR 12 | ¾ 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.
› 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.
AC | HD | ATK |
---|---|---|
15 | 7 | d6/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):
› 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.
› 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.
› Almery 233
Time-frozen bounty-hunter. Religious type. One of the team that captured Fulvious.
› Halls 18
Depressed bodyguard zombie for Lady Nine-Bones.
› 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.
› 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.
› 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.
› Cells 273
Petrified prisoner of the Medusa. Sent from Hell to free Dendrosathol from his prison. Failed.
› Cells 297
Petrified prisoner of the Medusa. Hallucinogenic mushroom man and dealer of himself. Agent of Levalliant Green.
| 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.
› Gardens 37
Vinebeast. Product of Zoimancy. Embodiment of the narcissistic jealousy of Xanthoceras, the Loving Lich.
› 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.
› Halls 6
A son of Chronia Torn, born ancient, lived badly, and cursed with three swords that pierce him and keep him alive.
› Gardens 54
“Oku” leader, former deputy of Akerstrom. Opponent of Bittervetch.
› Archive 134
Female Lizardman Mummy. Beautiful and sinuous, full of strategic maxims written on silk.
› 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.
› 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.
› 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.
› Archive 148
A Clay Golem hiding in the Lizardman Archives. Built around a tear of living darkness that emits active shadows.
› 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.
› Gardens 37
Vinebeast. Product of Zoimancy. Embodiment of the narcissistic jealousy of Xanthoceras, the Loving Lich.
› Cells 303
Petrified prisoner of the Medusa. An evil, intelligent, living flame who was rescued from Hell by the Medusa.
› 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.
› Halls 8
A sleeping, mutated son of Chronia.
› 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.
› 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.
› 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.
› 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.
› 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.
› 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.
› 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.
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
AC | HD | ATK | Speed |
---|---|---|---|
14 | 5 | d4 silver dagger / d10 slice with his own head | 3/4 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.
AC | HD | ATK |
---|---|---|
20 | 12 | d4, attacks d10 times per round |
AC | HD | ATK | Speed |
---|---|---|---|
19 | 10 | d20 strangulation | 2 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.
› 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.
› 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.
› 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.
› Archive 155
& 156 A likable living shadow bled from the black void inside Sheltopussik.
› 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.
› Gardens 44
Product of Zoimancy. Pale tuberous root grown into a pope-like shape.
› Gallery 81
Animated statue of a Vampire. Telepathic, but can’t move. Very well informed about crowned heads.
› 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).
› Gardens 62
Obsessive lover of Zamia Torn, opponent of Aelfadred. Source of the overflowing vines in The Gardens.
› Cells 286
Petrified prisoner of the Medusa. A son of the Scorpion God and total asshole.
› 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.
› 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…”
› 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.
› 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.
› 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.
› Almery 233
Time-frozen bounty-hunter. Stealthy type. One of the team that captured Fulvious.
› 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.