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Beyond the dark entrance to the ancient pagan temple, the Team will observe that stonemasons
have attempted to change the ancient tribal deities into Christian
Saints and added other decorations to reinforce the conversion
of a sacred site into a Christian one. However, in more recent
times, vandals have desecrated these modifications with hammer
and chisel. Elsewhere there are daubed images of Demons and Death
in red paint. (If they check it is blood!) A sloping passage leads
down into the interior vastness of the Mountain.
The Maze is formed by drawing cards from a complete and freshly shuffled spare Fate Deck. The D/M draws the Tarot card and looks at it before laying it face down adjacent to the card the Team is currently exploring. Use tokens or miniature figures to represent where the various members of the Team are in the Maze. The cards will indicate not only the physical nature of the maze but also its inhabitants. This system, by extension, can be used to randomly simulate any Maze and Monsters session (!) that a D/M might require:
Use the four Elemental Gates of Doom of Ardath Bey; failing anything devious of your own devising!) [Wands=Fire, Pentacles =Earth, Cups = Water, Swords = Air]
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Skeleton Animal(s) can be considered as Undead familiars (Corporeal Player's Guide p. 48) reduced to skeletal form but still animate due to their glowing red eyes! 11 bats, 6 snakes, 3 dogs, 2 wolves, 1 bear or equivalent.
Skeleton Fighter(s) the traditional 'skelly' treat as a combination of 12 Corporeal Forces i.e. 12x1 Force (Str: 3, Agl: 1) 10kg weaklings or one Goliath with Str: 24, Agl: 24 or ideally something in-between! These Undead are not intelligent and possess no Skills using brute strength, agility and ignorance to wield whatever weapons and armour the GM chooses to equip them with!
Skeleton Mage a Necromancer with 13 Forces to spend but well past their sell by date! May command a skeletal bodyguard comprised of unused Forces. Assuming there are 6 Forces left a Mage will intelligently control: a single 6 Force Fighter or 2x3, 3x2 or finally 6 rather pathetic single Forcers. The Mage may not spend Character Points on normal Skills only Songs! Their bodyguard is not capable of performing Songs or possessing Skills!
Skeleton King as Skeleton Mage above but may possess Skills as well: Weapons (Var.), Dodge, Tactics, Survival, etc. His bodyguard inherit the Skills of their King. The Skeleton King will be armed with Enchanted Weaponry.
Banshee A Singing Ghost with an insubstantial and silent chorus! Extrapolate from Skeleton Mage above using lesser Ghosts as a retinue. Beware of unskilled Poltergeists throwing poisoned daggers! Optionally Banshees may Summon Spirits from the Ethereal with an especial affinity for Nightmare Elements! (Revelations II: The Marches pp 108-9)
Wight A 14 Force King of the Far Marches. The Wight could be one of Beleth's Headhaunter Captains on undercover duty. or merely a 10 Force Nightmare Element and 4 attendant background one Force Figments.
Ghoul(s) Even more stupid than a Zombie, if such a thing is possible! These are either 11 shambling corpses (Str: 3, Agl: 1) with no Skills, Numinous Corpus or any other Song for that matter. Or one walking super corpse Str: 47, Agl: 1 with no Skills or Songs.
Zombie(s) to a total of 12 Forces as specified by the IN Rules and can be as complex a set of characters as the GM requires!
Ghast a Super Zombie with up to 13 Forces and capable of much more than just Numinous Corpus!
Ogre More than just a Ghast with Spells, Skills and entourage the Ogre King has a purpose to Life! Kill the Team!
Demonlings (Revelations II: The Marches pp 71,72) These are a motley crew on a day release scheme from the Bone Citadel. If they perform well they may not have to go back! Failure is not an option!!
Imps of Death Either Hu'i, Du'i and Lu'i, if they have survived the encounter at the Tisisat Falls, or a fresh crew to a total of 12 Forces.