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Mythras - Meeros Doomed

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100% found this document useful (3 votes)
2K views29 pages

Mythras - Meeros Doomed

Uploaded by

SamWissa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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MYTHRASISTHEWOURLDSGREATESTROLEPLAYINGSYSTEMSOTHERE

A Mythras Campaign
by Pete Nash
With additional material by Lawrence Whitaker

Artwork
Lee Smith, Bernado Hasselmann, Nicolas Boone, Ronan Salieri,
Lawrence Whitaker, & Stephanie Macalea

Meeros Doomed © 2018, 2020 by The Design Mechanism

Mythras is a Registered Trademark ® of The Design Mechanism.

All rights reserved. This edition of Meeros Doomed is copyright © 2020.

This book may not be reproduced in whole or in part by any means without permission from The Design Mechanism, except as quoted for purposes of
illustration, discussion and game play. Reproduction of the material in this book for the purposes of personal or corporate profit, by photographic,
electronic, or other methods of retrieval is strictly prohibited.

MYTHRASISTHEWOURLDSGREATESTROLEPLAYINGSYSTEMSOTHERE
Meeros Doomed

Introduction
Several months after suffering an earthquake, the city of Meeros has slowly recovered. Its patron god Myceras has been
grudgingly placated after the cult heroine Anathaym of the Scarlet Spears, was cleared of betraying the city to an army of
minotaurs. Though the man behind the machinations to depose Queen Herathos was crushed to death, the ghost of Misogynistes
does not lie quietly in his mausoleum... nor those who supported him in his attempted coup.

eeros Doomed is a three part mini-campaign set in is the Senate, which consists of thirty elected representatives

M the example Sword & Sandals setting provided


in the Mythras core rules. It is recommended
that the Game Master first runs the introductory scenario
who speak for the people. A group of six senators form the
Queen’s Voice, which is the body that advises Herathos
directly. These are all loyal, trusted, experienced politicians
Meeros Falling provided in the free-to-download Games with many years’ service. The queen also has an inner council
Masters Pack available at the Design Mechanism website consisting of appointed advisers, family members and the
(http://thedesignmechanism.com/resources/), perhaps High Priests of each major temple in the city.
followed by another free adventure Sariniya’s Curse, which is Meeros is a busy port and boasts the largest deep-water
also free to download from the TDM website. harbour in the region. This makes it rich as many come from
When creating characters, each party member should all over the world to trade. Trade levies are an important
possess a Passion of either Love (Meeros), Loyalty (Scarlet source of revenue, and so any threat from outside that would
Spears), or Devotion (Queen Herathos) according to whim or injure port traffic is taken extremely seriously.
profession, and at least one of them have access to magic. The city is protected by the City Guard, stationed inside
the walls, and responsible for policing Meeros; and the army,
About Meeros
Meeros is a large city-state of around 170,000 people. Built
which is based outside the walls and is responsible for
protecting the city as a whole. Every man and woman over
the age of 14 is expected to serve a term in either the Guard
on a high, hilly peninsula, it is walled on most sides, with its
or Army for a minimum of two years. Exemptions can be
south, east and western sides adjoining the sea. The northern
bought, but most choose to serve as a way to gain citizenship.
part of the city is the oldest area, and it was originally a
Within the walls the city is divided into several districts:
defensive outpost built on a large promontory. Over three
centuries it has expanded to its current size, with its defensive Palace – the area surrounding the Royal Palace buildings
wall being extended successively to counter invaders. Temple – the area dominated by the major temples
The city recognises many gods and a handful of ancestor Meeros Senate – the area around the Senate building
spirits. Its patron deity is Myceras, a god of war, thunder and
protection. He is depicted as either a bull or a minotaur, and Port – the harbour and port area, bordering the sea
the Meerish share veneration of Myceras with the Mercantile – in the east of the city, between Port and the
neighbouring minotaur herds – although they do not agree North Gate. This is where the main markets and bazaar
on how Myceras should be worshipped, which leads to are located.
conflicts. Mansion – where the high-ranking and wealthy live
Meeros is ruled by Queen Herathos. She has been on the
throne for eighteen years and is well-loved. But, in recent Metropolis – where the rest of the citizenry lives; there are
years some have been openly critical of her style, particularly different regions, ranging from opulent to poverty stricken,
in dealing with the Badoshi Warlords who grow increasingly as with any city.
bold in their raids on Meerish territories. Beneath the queen

2
3
Meeros Doomed

4
Horrifying Curses

Chapter 1

Horrifying
Curses
In which Queen Herathos gathers a group of trusted agents to a clandestine meeting...

he adventure starts with the characters being received – though she does not reveal its source. Now she is

T approached by a young street urchin with a request to


attend a private meeting. The messenger is close
mouthed about exactly whom they will meet, but reveals that
plagued with dreams of violent rioting in the city somehow
linked to Kara, and fears a revolt led by those who
sympathised with the now dead Misogynistes. Indeed, any
it is someone of high rank, and those who love their city character who succeeds in a roll against their Customs skill
should attend. If this fails to engage their sense of curiosity, notes that none of the six senators of the Queen’s Voice are
the next visit the characters receive is an armed squad of the in attendance, suggesting that she suspects even them.
Scarlet Spears, Queen Herathos’ own guard. Willingly or Queen Herathos offers each character the choice of a suit
unwillingly, the characters are taken to a less than salubrious of either a set of gold covered bronze half plate armour, a
area of Meeros near the barracks, and left outside a small small farm outside the city walls (suitable to support a well-off
warehouse near to the Poisoned Pomegranate tavern. citizen), or a command position in her army. Wining an
Within, they are received by a personal servant named opposed test of Commerce or Influence with her nets
Ampelos, garbed in a hooded cloak. He introduces the group characters a bonus of something more modest, such as a
to Queen Herathos, who expects them to pay her appropriate chariot (sans horses), jewelled sword, or something similar.
respect. Several elite soldiers ensure that no foul play occurs.
Despite her imperious bearing, a successful Insight roll Queen Herathos Cursed!
reveals that she conceals a great deal of worry. Once The Queen’s political concerns actually hide more than a
formalities are complete, she makes the following statement. chronic case of paranoia. She is, in fact, under the effects of
“Thank you for attending my summons. It is now the second moon subtle emotion controlling magic. Ampelos, her new attendant,
since the dreadful earthquake which befell our beautiful city. Although has been whispering half-truths into her ears, suggesting that
Kara seeks retribution for the exiling of her sister. At his urging
those responsible for the political machinations following the disaster have
Herathos now distrusts the Myceras priesthood, and her
been dealt with, a single perpetrator still remains at large. The one who Scarlet Spears who fanatically worship the bull god. By
triggered the catastrophe by calling upon Myceras to intervene in the sundering the bond between the city’s ruler and its patron god,
prosecution of her sister. I speak of Kara, priestess of the Bull God. Aware the enemies of Meeros seek to destroy it utterly.
of her misdeeds, she has fled to the Shrine of Myceras located in the
conquered city of Kopash. Normally I would call upon the Scarlet Spears
to bring her back for trial, but many within my guard have split loyalties
Arrest of a Traitor
The agents travel to the city of Kopash to arrest Kara,
due to their religious devotion to our god. So I must ask trusted agents to
priestess of Myceras.
enact my will in their stead. I offer gold, lands or even titles to bring back
The fastest and perhaps safest method of reaching the
the women responsible for the deaths of hundreds of innocents. Will you
subjugated city of Kopash, is by ship. Queen Herathos does
aid me in my search for justice?”
not wish to draw undue attention to her plans, so instead of
Questioning the Queen exposes her worry concerning the sending her own bireme, she arranges passage for the
political situation in the city. If further pressed, it becomes characters on a merchant galley.
obvious that she fears some oracular divination she has

5
Meeros Doomed

The two day voyage goes smoothly, and the ship soon
arrives in the stone walled harbour of a rather run-down city, Mercenary Soldiers
famed for its thieves. Although Merrish infantry in their STR: 14 Action Points: 2
crested helms patrol the twisting streets, the native Kopashi
have for several years resigned themselves to foreign rule, CON: 13 Damage Modifier: +1d2
judging that Queen Herathos brings some much-needed SIZ: 15 Magic Points: 11
stability, and is in fact a more lenient master than their own
corrupt oligarchy of competing merchant princes. DEX: 14 Movement: 6m
Kara can be found at the Shrine of Myceras, located in Initiative Bonus: +7 (includes
INT: 10
the Mercenaries’ Quarter adjacent to the harbour. Several Penalty for Armour)
temples crowd the perimeter of its central plaza, where POW: 11 Armour: Light Hoplite (Bronze
negotiations are held for the hiring of troops, bodyguards and breastplate, kilt and helm, plus
CHA: 9 Leather greaves and vambraces)
gladiators. Least amongst them, although its marble columns
are cleaner, is a modest roofed portico, the bronze door in its 1d20 Hit Location AP/HP
rear leading to an inner sanctuary open to the sky. Kara is
1–3 Right Leg 2/6
within, praying to the golden bull statue.
Assuming the characters make their approach during the 4–6 Left Leg 2/6
day, also present are three soldiers with a small ram they hope
7–9 Abdomen 5/7
Kara will sacrifice to bring the god’s favour to their regiment.
Unaware of the political machinations behind her arrest, 10-12 Chest 5/8
they intervene on Kara’s behalf if they see her being forced 13–15 Right Arm 2/5
against her will to depart. This need not result in direct
violence. The soldiers can be intimidated into standing down 16–18 Left Arm 2/5
by winning an Opposed roll of the negotiator’s Influence skill 19–20 Head 5/6
against the soldier’s Faithful to Myceras passion, or bribed to
depart by using Commerce vs. Willpower in the same way.
Skills & Passions
If violence breaks out, one of the three bolts for the door
to summon help from the crowd of disparate mercenaries in Athletics 57%, Brawn 62%, Endurance 67%, Evade 56%,
the plaza (requiring a successful Influence roll); possibly Influence 54%, Insight 48%, Perception 55%, Unarmed
leading to a standoff, since there are no other exits other than 63%, Willpower 59%. Passions: Faithful to Myceras 63%,
Loyalty to Regiment 71%
over the roof. The remaining two soldiers fight defensively,
unwilling to spill human blood in the shrine.
Combat Style
In the event one is cut down (injured rather than
disarmed or rendered helpless in some other way), the other Mercenary Infantry (Spear, Shortsword, Peltast Shield)
casts himself upon the altar, calling upon Myceras to punish 67%
the desecrators. Assuming it is not cloudy (85% chance) the
Size/
transgressor who inflicted the wound(s) will be struck by a Weapon
Force
Reach Damage AP/HP
roaring column of fire that lances down from the sky (a
Sunspear miracle inflicting 4d6 damage to every Hit Shortspear M L 1d8+1+1d2 4/5
Location).
Conversely, arriving at night to apprehend the priestess Shortsword M S 1d6+1d2 6/8
means that she is alone. Although this renders the shrine’s Peltast
Sunspear ineffective, any attempt to kidnap her or the threat L S 1d4+1d2 4/12
Shield
of violence causes her to reach for the shrine’s idol, resulting
in Kara being transformed into a beautiful white heifer. She •Customs, to remind Kara that she is a citizen of
remains in this form for the remainder of the adventure, Meeros and therefore must obey the summons of the
which may make the journey back somewhat entertaining. queen. She resists with Devotion (Myceras), claiming
Engaging Kara with diplomacy allows the chance to that her god has the greater authority.
convince her to return to Meeros voluntarily. This can either •Deceit, to falsify the true reasons why Kara must
be roleplayed, with the Game Master deciding whether the return. The priestess resists with Insight to see through
characters’ entreaties are successful... or the conversation can the lies.
be abstracted as a Social Conflict (Mythras page 287) using
•Influence, to suggest that if Kara has nothing to hide,
four skill rolls from a list of:
then she has nothing to fear. Kara resists by using

6
Horrifying Curses

Kara Kara

Kara is an anointed priestess of Myceras. She is a pretty STR: 10 Action Points: 2


young woman but her features are sometimes stern. CON: 11 Damage Modifier: -1d2
Slim, short in stature, her physical appearance masks
her steely resolve. She wears her long blond hair piled in SIZ: 9 Magic Points: 15 Devotional Pool: 6
the intricate ringlets common to the priests of the cult and
DEX: 9 Movement: 6 metres
dresses in expensive, but simple, robes of white trimmed
with gold and crimson. She wears a dainty ankle- INT: 14 Initiative Bonus: +12
bracelet of gold and silver around her right ankle which
jingles as she moves. This was a gift from her sister POW: 15 Armour: None
Anathaym and she never removes it. CHA: 13 Magic: Folk Magic 76% (Bladesharp,
Calm, Coordination, Heal, Might).
Kara cannot deny her role in what previously occurred Devotion (Myceras) 80%, Exhort
in Meeros, since she did indeed cause the earthquake 97% (Beast Form, Berserk, Clear
which threw down parts of city when she called upon the Skies, Consecrate, Fortify, Sacred
bull-god for justice. But the priestess disputes that she is Band, Shield and Sunspear)
a traitor or is behind a conspiracy to depose Queen
Herathos. 1d20 Hit Location AP/HP
1–3 Right Leg 0/4
Influence, pointing out that the queen could have sent a
4–6 Left Leg 0/4
messenger to ask for answers if she was not already
judged guilty. 7–9 Abdomen 0/5
•Insight, to play upon Kara’s guilt for inadvertently 10-12 Chest 0/6
causing the earthquake. She resists with Willpower
knowing that she did the right thing. 13–15 Right Arm 0/3

•Loyalty to Meeros, to state that she can depend upon 16–18 Left Arm 0/3
the laws of her home city. The priestess resists with her 19–20 Head 0/4
Love Sister passion, pointing out that she received no
justice when falsely accused.
Skills & Passions
•Loyalty to Queen Herathos, to observe that the
queen has long been a patron of her family. Kara resists Athletics 44%, Brawn 25%, Customs 66%, Dance 103%,
with her Hate Xenos/Misogynistes passion, querying Endurance 31%, Evade 34%, Influence 61%, Insight 75%,
that if these villains twisted the queen’s will, then who Lore (Herding) 91%, Orate 62%, Perception 74%, Sing
else might do so? 90%, Willpower 73%.
Passions: Love Sister 106%, Loyalty to Meeros 75%, Hate
If the characters end the conflict with the highest score, Xenos/Misogynestes 90%
then Kara returns without further issue. If the contest is a
draw, or the priestess wins, then she refuses to face what she Combat Style
believes is a trap to destroy her family, and triggers the Beast
Form miracle on Myceras’ cult statue to passively resist. Priestess of Myceras (Sacrificial Dagger) 58%

Size/
Ominous Omens Weapon
Force
Reach Damage AP/HP
Infuriated by the impious treatment of one of his priestesses,
Myceras sends omens. Dagger S S 1d4+1 6/8
Whether in the shape of a white cow, willingly, or in
chains, the party must return to Meeros with Kara. Of The journey back to the city is not as easy as the initial
course they may sympathise with her plight, the background voyage to Kopash. That evening a storm blows in, bringing
of the feuding between Xenos (the senator’s son) and adverse winds making sailing impossible for the next month.
Anathaym (Kara’s sister) being well known in the city. Yet the The only routes back to Meeros lie overland, using either the
earthquake she caused did cost lives. Plus, Queen Herathos longer coastal road, or cutting across the mountainous
seems genuinely anxious about an even greater doom that peninsular. Both paths are equally dangerous.
could soon befall Meeros. Thus, returning the priestess is The coastal road is narrow, and runs along many cliff
vital if the agents are to get to the bottom of whatever sides, making it popular with bandits. Travelling its entire
conspiracy exists. length takes a week. In the first few days nothing more

7
Meeros Doomed

ominous than a few minor ground tremors are experienced.


On the final day the path crosses a natural stone bridge. If Oxpox
the party ignores the previous tremor, they are caught by
While fatal to bovines, oxpox can infect and harm other
surprise when the rock formation collapses under their feet. creatures that come into contact with it. The disease starts
This requires each character to make a roll against Athletics with a whooping cough less than 6 hours after inhaling its
(which Kara automatically succeeds) and refer to the airborne spores. This rapidly progresses to thick, black
following: mucus in the lungs and ultimately ends (at least in
bovines) with the liquefaction of internal organs in the
•Critical: Character manages to scramble over the chest. Amongst the minotaurs it is believed that the plague
bridge if they wish. is a sign of divine displeasure.
•Success: Character barely retreats back off the bridge Application: Inhaled
before it collapses.
•Failure: Character almost falls as the rock gives way Potency: 50 (90 for Bovines)
under them, suffering 1d6 damage to a single Hit Resistance: Endurance
Location as they are left hanging on the near side.
Onset time: 1d3+3 hours
•Fumble: Character plummets to their death (suggest
spending a Luck Point) Duration: 1d6+6 days
Those left stranded on the near side (or forewarned by Conditions: Dumbness and Exhaustion. Once the disease
earlier quakes seek another route) can scramble down the cliff manifests, the victim becomes contagious. They cannot
and paddle across the narrow inlet, which is a Swim roll at a utter more than a single word without being overcome with
difficulty grade of Easy. a paroxysm of coughing. This progresses to their lungs
Taking the other route by cutting across the mountainous filling with a foul mucus, and each successive day the
victim must succeed in another resistance roll or gain a
peninsular only takes three days, but is a far harsher journey.
level of Fatigue, which does not recover until the duration
The pass is steep, chill, and often cloud-wreathed, which has of the disease has completed.
led to many travellers becoming lost. This time, the omen
takes the form of a huge herd of dying cattle, covering the Antidote/Cure: Cannot be cured save by magic, but
valley floor from side to side. There is no sign of predation or victims can receive aid from the Healing skill.
violence; instead the cows are victim to a deadly disease... one
transmittable to anybody foolish enough to pass between destruction to Meeros. Whether Kara is still in human shape
their collapsed bodies. See Oxpox, opposite. or not, Ampelos comes forward to claim the priestess and
lead her to the altar before the massive statue of Myceras.
At this point, Herathos requests that the party leave.
Madness Revealed Asking the queen what will happen to Kara results in sharp
The characters face no further obstacles before they arrive in words and a blunt dismissal, with a declaration that it does
Meeros, although ominous black clouds roil overhead and not concern them. Reticent characters should make a check
rumbles of thunder are heard. As they climb the hill to the against any Passion which would normally encourage
queen’s palace, it is notable that the Scarlet Spears do not compliance. Ultimately it doesn’t matter whether they depart
stand guard at the acropolis gates. Instead they are staffed by the temple or not, since madness breaks out moments later.
common hoplites drawn from the Meeros 2nd Legion. If the party has left, their first alert is the urgent mooing
A Streetwise roll reveals that Queen Herathos has sent or screaming from Kara, the second of Queen Herathos
her elite, red-cloaked warriors down to the harbour, in imperiously demanding Ampelos to stop. If, however, the
expectation of a riot breaking out. Indeed, it seems that most characters refuse to leave, they see four of the supposed
of the army now patrols the streets in a show of force. priests come forward and drag Kara over the altar, while the
Despite the heavy presence of troops, no one stops the party remaining two seize Herathos.
from reaching the Great Temple, its impressive doors With this act the music changes, and the illusion covering
standing open to welcome them. both Ampelos and the false-priests drop. They are, in fact,
The queen waits within, her servant Ampelos and half a satyrs (one playing a set of pan pipes); novice cultists of the
dozen priestly-robed figures in attendance. As the characters Stygian Path who intend to desecrate the temple. There are
enter, hopefully with Kara in tow, they notice a strange 7 in total, armed with clubs hidden under their robes. Use the
melody echoing from some musician hidden in the rear of statistics for Chaos Hybrids (Mythras page 234) but as satyrs,
the sanctuary. Herathos, both relieved and angry, thanks the lack Chaotic Features or disease.
party for their aid in returning the priestess who caused such Before the party can intervene, there is a shrieking wail
and a spirit rises up through the floor. It is the horribly

8
Horrifying Curses

crushed ghost of Misogynistes, who’s miasma wafts a wave of


dread over the characters. They must succeed in a Willpower Misogynistes: Intensity 2 Haunt
roll, or suffer the effects of a Demoralise spell (Mythras page
125) when trying to stop the satyrs. INT: 16 Action Points: 3
Misogynistes howls with malicious intent, expounding at POW: 13 Spirit Damage: 1d8
length his hatred for Herathos, and how her arrogant refusal
CHA: 15 Magic Points: 13
to marry his son has brought doom to the city. As he does so,
the haunt uses his Wither ability on the queen, unless Initiative Bonus: +16
attacked himself. Defeating Misogynistes requires some form Spirit Abilities: Miasma, Wither
of magic to damage or dispel him. Alternatively, the
characters can simply allow him to kill the queen, at which
Skills & Passions
point his vengeance is satisfied and he will pass on, content.
If and when the characters decide to enter the fray, a Unarmed 64%, Willpower 71%. Passions: Hate Queen
further problem arises. Shadows within the temple writhe Herathos 91%
across the walls and from them step several imposing
centaurs (equal to half the number of party members),

9
Meeros Doomed

armed with spear and shield (Mythras page 233). These great Kratos then casts a Smother spell on the entire party,
beasts roar out ‘For Kratos and the Dark One’ before trying himself dissolving into shadows which wrap around their
to smash the party to a pulp. faces, to choke them into unconsciousness unless they win an
Eventually, all the satyrs are drawn into battle, save for opposed roll of Endurance against the sorcerer’s Invocation
Ampelos who is busy trying to ravish Kara. If the party needs skill of 93%. Anyone who resists the foul magic, can grab the
help, then the Game Master should allow some of the key, unlock the door and drag their compatriots out of the
Meerish Hoplites stationed outside the temple to rush to their shadow tendrils into the lurid light of red under-lit clouds.
aid. The fight continues until either it looks like the party is The secret passage opens on a tiny inlet, hidden at the
on the verge of defeat, or they cut down Ampelos. base of the cliffs blow the Senate House. The screams of
At this point there is a tremendous clap of thunder that hundreds of people can be heard from above, and the city is
turns into a bellowing roar. With a tortured sound of obviously blazing fiercely in several places. By some stroke of
grinding stone, the huge cult statue of Myceras awakens and fortune, a small boat lies moored just beyond the bronze door
pulls itself up out of its throne. The god of the city is in which the characters can escape, assuming that at least two
incensed by the defilement of his temple. Now the doom, of them can make Boating skill rolls at a difficulty grade of
longed warned of by prophetic dreams and omens, has Easy to row away, else risk being noted by the raging god, and
arrived... have boulders heaved at them.
Looking back at the cataclysm, the party catches sight of
the port full of panicked citizens trying to scramble aboard
Myceras Awakens already over-laden, burning ships. Behind them, the towering
The Agents must escape before the dreadful curse of
statue of Myceras ploughs its way through the city, smashing
Myceras falls.
temples and shrines to drive out the gods that live there.
As an animate statue more than 10m tall, the incarnation
Before the characters finally pass out of sight they see
of Myceras is far beyond the capacity of the characters to
Myceras seal the city gates, and stand guard outside his
defeat. To illustrate this, the god stomps any remaining foes
accursed metropolis. Waiting... for something.
inside his sanctuary, pulls down a Doric column atop the
queen (killing her if not already dead), then crashes out
through the temple portico causing it to collapse, sealing the Absolution Awaits
characters inside. This epic quest continues in Chapter 2. The characters may
Kara, still alive, her steely resolve returning, calls out: have escaped, but now must find a way to undo the doom
‘The great temple has been desecrated and Myceras will extract a they have unwittingly caused. Their path will lead them to
dire punishment. We must flee the city before his curse falls upon us and the mist shrouded horrors of the Zo Swamps and the
seek out who is responsible for this atrocity. For this was not solely the legendary Wyrms of Ulthar!
work of Misogynistes’ shade, but a darker power. Help me shift the altar
for under it lays a way to escape.’
The altar can be moved with a combined STR of 30 by
characters that succeed in a Brawn roll. It swings back to
reveal a set of stairs leading under the acropolis. A few oil
lamps lodged in niches can be lit to provide illumination for
their subterranean journey. Distant rumbles of the statue’s
progress fade as they crouch their way along the tiny passage
hewn out of the rock.
Eventually, the party arrives in a small antechamber, the
exit sealed by a stout bronze door. A toothed key hangs by the
portal, but also present in the room is a dark figure seemingly
woven from the very shadows. A successful Perception skill
check allows characters to discern that it is male, bearded
and bald. This is Kratos, the sorcerer who assisted
Misogynistes in his attempted coup.
He addresses the party informing them that they are too
late, the city has been abandoned by the gods and will suffer
for its hubris. An evil laugh follows. ‘You shall be imprisoned
within these blood stained walls, whilst the bull-god rages and
the cult of Yethis, the Dark One, rises again!’

10
The Worms of Ulthar

Chapter 2

The Worms
of Ulthar
In which Kara and our Heroes brave the dreadful Zo Swamps...

he heroes have escaped the fall of Meeros, but now again. Yet reclaiming the diamond from the lizardman-

T must find a way to undo the doom they have


unwittingly caused. Their path takes them into the
treacherous Zo Swamps in a bid to thwart Kratos’ dire plans.
infested ruins, and serpent guarding it in its coils, will prove
to be a challenge of herculean proportions.

Unable to pacify the rampaging bull god Myceras, Kara


suggests that the characters travel back to Kopash, to find aid
Exodus
in solving who, or what, lies behind this evil. Once identified, The sealing of the city gates by the titanic statue of Myceras
their quest leads them to the Zo Swamps, known for their leaves little possibility for the citizens of Meeros to escape,
sticky heat, foul waters, and plethora of scaled creatures. At save upon one of the over-laden ships in the harbour. Few
its heart lies the ruins of the ancient Ulthar, sanctuary, centre inhabitants know how to swim, so looking back at the docks,
of the secret nihilist Order of the Stygian Path, ruled over by the characters witness several vessels capsize, taking their
the sorcerer Kratos, and long since subsumed by his Dark entire crew and panicking passengers to the bottom of the
Lord. Ilyrish Sea. Less than twenty thousand citizens manage to
What the party seek is the Tear of Yethis, a jewel that once escape, predominantly the wealthy who can bribe their way
imprisoned the diabolic Lord of Darkness, and is now hidden aboard, and those violent enough to fight for a space.
deep in the swamps so it cannot be used to entrap the demon

A City Fractured
Unless the Game Master has their own method to embroil the characters in the civic disorder created by the exodus, roll 1d4 and use one
of the following vignettes:
1. A crying child runs up to the heroes begging them to help his mother. In a nearby alleyway, the Meerish refugee is being sold to a
Kopashi merchant prince, destined to a life of slavery due to being unable to pay for her lodgings. The heroes must either outbid the
merchant or fight his bodyguards for her freedom, gaining the enmity of the plutocrats either way.
2. A riot is about to break out in the main square between Kopashi citizens and a group of Meerish senators attempting to requisition
homes for the refugees. Unless one of the characters decides to intervene, using Oratory and some good arguments, deadly violence breaks
out forcing the heroes to flee, or be injured in the mindless crush.
3. Approached by a mercenary company, the heroes are asked to help guard a warehouse against a recent spate of thefts. That evening,
they hear a commotion inside the building, and discover sacks of grain being carried away through a tunnel by half starved Meerish
refugees, leading to a potential stand off.
4. A mercenary stumbles into the heroes’ taverna, dying from several stab wounds. He says that his entire squad are being butchered
in the next street over. Rushing to the scene, it is discovered that the assassins are Meerish infantrymen concealed by dark cloaks, hired
to perform the deed, by someone who wishes to take over illegal profiteering in this part of the city.

11
Meeros Doomed

Unless one of the heroes has the Seamanship skill, they horn to hoof. What sanctity the shrine once had is now
will be unable to sail back to Kopash in their borrowed boat. absent, cutting off Kara from her deity.
Using Boating however, they might manoeuvre their skiff to Cast adrift in the increasingly unstable political situation,
one of the larger ships, and gain a tow from the fleeing this is a chance for the Game Master to briefly embroil the
survivors. Otherwise, all they can do is tentatively paddle to characters in a civic betrayal, profiteering ruse, or some other
shore and walk from there. nefarious deed, while they search for information concerning
Whether or not the characters travel with the exodus, who attacked the temple of Myceras. Each night, their
upon arrival at Kopash the refugees find themselves less than dreams are haunted by images of a bull being constricted by
welcome. The Meerish occupying troops maintain control a huge, black serpent.
nonetheless, forcing lesser oligarchs from their villas to make Unless they pre-emptively seek out one of the major
space for the extant Meeros nobility. Resentment amongst factions in an attempt to learn about Kratos, or the Dark
the upper echelons of society is partially counterbalanced by One, the heroes are eventually approached by one or more
the surge in trade for local businesses providing food and of the following power blocks: the Mercenary Alliance, Aurious
lodging. the Plutocrat, and Senator Pompus Tyrosis. Depending on which
If the heroes were forced to walk to Kopash, then by the side they take, they are assigned help in the form of a non-
time they arrive, the atmosphere within the conquered town player character, and a vital clue to start their investigation.
is a seething hotbed of resentment, one riot away from
The Mercenary Alliance
bloodshed.
The Mercenary Alliance is a council convened of thirteen
Kara wishes to return to the shrine of Myceras, seeking
captains of the largest freelance warrior and gladiatorial
to commune with the Bull god. One bronze door is hanging
troops. They aim is to keep the city neutral and open, fearing
off its hinges, and the cult statue has been riven by a crack,

12
The Worms of Ulthar

local instability will lead to repressive laws against the Plutocrat Aurios
mercenary trade. If the heroes agree to join the alliance, one Plutocrat Aurious is one of the richest merchant princes,
of the captains gifts them a minotaur gladiator. Abandoned whom maintain a stranglehold over commerce in the pox-
by his herd as a stunted weakling, Polemeios seeks to prove ridden city. He desires to monopolise the flow of narcotics
himself by overcoming an enemy of renown. and smuggling flowing through Kopash and is willing to cut
a deal with the heroes if they ensure his business interests are
overlooked. His help comes in the form of Ophthalmos, a spy
Polemeios the Minotaur who gathers intelligence in the guise of a wandering doctor.
STR: 16 Action Points: 2
CON: 13 Damage Modifier: +1d4 Opthalmos the Spy
SIZ: 19 Magic Points: 5
STR: 12 Action Points: 3
DEX: 10 Movement: 8m walking
CON: 8 Damage Modifier: None
INT: 14 Initiative Bonus: +12
SIZ: 13 Magic Points: 9
Armour: Head Horns and Bronze
POW: 5 Studded Gladiatorial Belt, Greaves & DEX: 10 Movement: 6m walking
Vambraces INT: 16 Initiative Bonus: +13
CHA: 13 Abilities: Intimidate, Trample
POW: 9 Armour: None
1d20 Hit Location AP/HP CHA: 11 Magic: Folk Magic 52% – Calm,
Heal, Incognito, Magnify, Pathway
1–3 Right Leg 3/7
4–6 Left Leg 3/7 1d20 Hit Location AP/HP
1–3 Right Leg 0/5
7–9 Abdomen 3/8
4–6 Left Leg 0/5
10-12 Chest 0/9
7–9 Abdomen 0/6
13–15 Right Arm 3/6
10-12 Chest 0/7
16–18 Left Arm 3/6
13–15 Right Arm 0/4
19–20 Head 3/7
16–18 Left Arm 0/4
Skills & Passions 19–20 Head 0/5
Athletics: 50%, Boating: 29%, Brawn: 73%, Conceal: 44%,
Craft (Bronze Smith): 48%, Customs: 53%, Dance: 64%, Skills & Passions
Deceit: 40%, Endurance: 78%, Evade: 46%, First Aid:
39%, Influence: 33%, Insight: 45%, Locale: 57%, Lore Athletics: 72%, Boating: 53%, Brawn: 41%, Conceal: 67%,
(Herding): 62%, Perception: 55%, Sing: 46%, Stealth: Customs: 55%, Dance: 36%, Deceit: 65%, Endurance:
51%, Survival: 70%, Swim: 39%, Track: 68%, Unarmed: 41%, Evade: 57%, First Aid: 68%, Healing: 63%,
74%, Willpower: 59% Influence: 44%, Insight: 62%, Locale: 56%, Navigation:
55%, Perception: 77%, Sing: 38%, Stealth: 79%, Survival:
57%, Swim: 53%, Track: 61%, Unarmed:
Combat Style 52%, Willpower: 59%
Minotaur Gladiator (Great Club, Horns; Shield Splitter
trait) 75% Combat Style
Size/ Kopashi Agent (Dagger, Sling; Blind Fighting trait) 65%
Weapon Reach Damage AP/HP
Force
Size/
Great Club H L 2d6+1d4 4/10 Weapon
Force
Reach Damage AP/HP

Horns M S 1d6+1d4 3/7 Dagger S S 1d4+1 6/8

Sling L - 1d8 1/2

13
Meeros Doomed

Senator Pompus Tyrosis the strangest of all; a thin, mud-splattered figure in chains,
Senator Pompus Tyrosis is a self-elected representative of the projecting resentful defiance. This is Anathaym, the exiled
Meerish refugees, who ostensibly acts in their interests. sister of Kara, and favoured champion of Myceras, who will
Overbearing, he demands the personal loyalty of the heroes be freed if the heroes assume responsibility for her good
to support his push for autocratic rule, with the ultimate behaviour.
objective of restoring the Meerish Empire. His aid is perhaps Whichever faction they decide to join, several weeks pass
before the heroes’ new patron unearths where they must
Anathaym venture next on their quest. This allows all Minor and
Serious Wounds to naturally recover. Anyone suffering with
STR: 11 Action Points: 3 a Major Wound or Oxpox (see Horrifying Curses) is sent to the
Temple of Khardea, Goddess of Healing, and magically
CON: 13 Damage Modifier: None
cured.
SIZ: 10 Magic Points: 7
DEX: 16 Movement: 6m walking Heart of Darkness
Initiative Bonus: +15 (+9 wearing No matter which patron they adopt, the first advice the
INT: 14
armour) heroes receive is to visit the Oracle of Araxis, a near-
POW: 7 Armour: Hoplite Plate forgotten seer reputed to possess divine foresight. Fortunately,
CHA: 9 Magic: Folk Magic 61% –
the oracle resides only a day’s trek from Kopash, in an
Bladesharp, Coordination, Heal, isolated gorge within the Sykei Forest, a place avoided by
Might men and beasts.
The journey passes without incident, leaving the
1d20 Hit Location AP/HP characters at the mouth of a vertical, 30 metre tall fissure in
1–3 Right Leg 5/5 the side of a hill. A stream gurgles along the rocky floor of
the chasm, its black waters reeking of mephitic gases.
4–6 Left Leg 5/5
Chillingly, amongst the boulders bones are evident, some of
7–9 Abdomen 5/6 which are clearly human.
10-12 Chest 5/7 Due to its rough nature, travel along the gorge is difficult.
An Athletics roll is required to avoid suffering an accident in
13–15 Right Arm 5/4 its secretive depths.
16–18 Left Arm 5/4
•Critical: Character not only manages to scramble over
19–20 Head 5/5 the rocks like a mountain goat, but finds an old, yet
functional, item of weaponry or armour in the waters.
Skills & Passions •Success: Character traverses the gorge with no undue
difficulty.
Athletics: 58%, Boating: 44%, Brawn: 35%, Conceal: 31%,
Courtesy: 62%, Customs: 75%, Dance: 51%, Deceit: 36%, •Failure: Character falls and injures a random Hit
Endurance: 56%, Evade: 63%, First Aid: 58%, Influence: Location on one of the rocks, suffering 1d3 damage
57%, Insight: 47%, Locale: 47%, Lore (Geography): 70%, (armour doesn’t help).
Perception: 54%, Sing: 33%, Stealth: 62%, Survival: 45%,
Swim: 59%, Unarmed: 64%, Willpower: 66% •Fumble: Character plunges into a shallow pool,
inadvertently swallowing some of the foul water, and
Combat Style contracts Pyrohoxia (Mythras page 75).

Meerish Infantry (Spear, Hoplite Shield, Javelin; Formation At the end of the chasm is a small grotto in which stands
Fighting trait) 88%, Meerish Slinger (Shortsword, Peltast a crumbling, carved altar. Its surface is covered in rotted fruits
Shield, Sling; Skirmishing trait) 83% and flowers, but nothing more. Beyond can be heard the soft
clink of something metallic.
Size/
Weapon Reach Damage AP/HP The oracle conceals itself in the depths of the grotto,
Force
conversing in a withered, cracked voice. It knows the names
Shortspear M L 1d8+1 4/5 and histories of each character present, sneering at their
ignorance. If asked about Kratos, the Dark One, or Yethis, it
Shortsword M S 1d6 6/8 says it can answer, but only if the supplicant is willing to
make a sacrifice. Each question requires the loss of a physical
Hoplite
H S 1d4 6/12 body part; a finger, eye, tongue, or manhood.
Shield

14
The Worms of Ulthar

Anyone who agrees to this exchange is told to step up to off its skin. Worse, it rears erect, revealing a face from whose
the altar, and offer up the part to be sacrificed. The oracle empty eye sockets several cadaver beetles crawl. Anyone
then comes forward to complete the exchange, presenting a gazing on the sight must make a Willpower roll, or suffer the
shocking sight. consequences of the Terrifying creature ability (Mythras
It is impossible to tell the gender of the figure that page 217).
approaches. Hunched with age, the oracle’s long grey hair
falls to the ground, covering the few disgusting rags it wears.
Wrinkled skin is caked with dirt, but most disturbing of all is
A Slimy Trail
The Zo Swamps are a foetid sprawl lying in the low lands
the bronze fetter and chain bolted to the far wall that
between the foothills of the Grey Peaks, and the wine dark
prevents it from reaching past the stone plinth.
sea. The swamps provide a natural barrier separating
The oracle grasps hold of the proffered body part, raising
Meeros and the lands of the Badoshi Warlords, its waters the
it to its hidden lips. Unless stopped, it bites off the sacrifice
source of pestilent insect swarms.
and noisily consumes it with popping and crunching sounds.
Long ago a mighty city emerged in the lands where the
The victim may then ask a question which the oracle answers
swamp now lies, blessed by the life-giving river which once
truly.
ran through the dry plains. Its sorcery reached across the
world, creating a ruling hegemony whose tombs, even now,
Key Questions are given wide berth by Zingriffi raiders. But their magic was
Whilst the Oracle of Araxis can answer any conceivable corrupt. Accursed by the gods, the territory of Ulthar was
question asked of it, there are several of particular importance swallowed up by sinkholes and other... things. Now, only
if the heroes wish to pacify Myceras, and defeat Yethis the legends remain.
Dark One. Travel into Zo is a nightmare of mud, blood-sucking
Who is Kratos? – ‘Kratos was a fool who sought to master pests, and poisonous reptiles. A literal green hell, few know
sorcery, but was drawn to darkness. He sold himself, then that the swamp is home to not one, but two cults of sorcery:
murdered for secret knowledge and used it to create a cult of the Order of the Stygian Path, and the Cult of Arunis-Mort,
fanatical followers amongst the horse folk and goat-kin. Yet at whose Black Fortress of basalt and bone still stands, half
the height of his powers his hubris opened the way and flooded in the swamp’s depths. Both sects are antagonistic to
imprisoned his soul. A mighty mage, he is now but a puppet the other, which has lead to a low level of internecine
of the Dark One whom he freed.’ violence between the lizard folk and the wandering undead,
Who is the Dark One? – ‘The Dark One is he who vomited adding to the danger explorers must face.
up the world before time. The slitherer who whispers evils into To penetrate the swamp and reach Ulthar, the heroes
the ears of men, he desires to consume the world anew. Only must first locate the abandoned encampment at its south-
the stamping bull has the courage to defy him, driving him eastern tip, where Kratos raised a small army of centaur and
back into the darkness where he licks his scales and broods satyr cultists. It can be located by backtracking the clear trail
vengeance. Known as Yethis to those who propitiate him, little of hoof prints leading towards Meeros, with a successful
do they know that they have ushered in the end of their world.’ Track roll at a grade of Easy.
How May Myceras be Pacified? – ‘The burning bull quivers From here, a narrow, treacherous trail leads into the heart
in rage. The Dark One now slithers in his most holy of of the swamp, and the ruins of Ulthar. The heroes must
sanctuaries, defiling the place Myceras first touched the world. engage in a series of ‘reverse’ Team Rolls (Mythras page 52)
His people have become corrupted with city life and to avoid penalties or encounters on the way. For each test, it
imperialism, thus the bull has sealed them within their own is the character with the lowest skill who makes the roll.
walls. Only when the Dark One is returned to the Tear of
Yethis, will Myceras free them from their doom.’ •Perception, if failed, the hero accidentally triggers one
of the traps lizardmen have set along the trail. This time,
Where is the Tear of Yethis? – ‘The tear lies within the coils it is a deadfall log, requiring that everyone in the group
of its guardians, hidden in long fallen Ulthar the city of scaled
succeed in an opposed test of Evade versus the trap’s
sorcerers, itself concealed behind the writhing mists that haunt
the Swamps of Zo. March to its eastern reach, then follow difficulty of 40%, or suffer 1d8 crushing damage to a
back the horse-men’s trail. Seek the light that lies in the heart random Hit Location.
of darkness, but beware the Wyrms of Ulthar.’ •Survival, if failed, the hero mistakenly disturbs an
unrecognised insect nest, bringing forth a SIZ 18 Insect
Advancing beyond the altar in an attempt to threaten or
Swarm (Mythras page 251), which attacks 3 randomly
assault the oracle, ends very badly. Despite its shrunken
determined victims each round, desisting after the third
appearance, the oracle has an inhuman wiry strength, and is
round if the group flees.
near immortal. Use the statistics of a Mummy (Mythras page
260), save that fire has no effect, and metal weapons glance

15
Meeros Doomed

•Swim, if failed, the group blunders into a patch of


quicksand whilst helping their weakest swimmer across a The Ruins of Ulthar
stretch of muddy water. All become mired, and must Little remains of the once mighty city of Ulthar, heart of the
succeed in Brawn rolls to free themselves, or be dragged Zo Empire. Most of its paved streets, porticoes and plazas,
under, and begin to drown unless rescued. have subsided into the chocking mud of the swamp. What
little masonry remains above the waters is thickly overgrown
•Stealth, if failed, the hero draws the attention of a with twisted, moss hung trees.
primitive lizardman patrol (Mythras page 254). Wearing The few flooded buildings that have survived are of an
bone jewellery and armed with stone axes or spears, they alien architecture: strangely curved domes, festooned with
number half that of the heroes. hundreds of humanoid statues in numerous poses of frantic
After this series of trials, the heroes have one final dance, grovelling supplication, or horrified fear. Scattered
encounter. On a small, tree covered hillock rising above about these haunted ruins are primitive beehive huts built
stinking waters, can be seen a carved stone stele, surrounded upon floating reed pontoons; homes of the lizardmen.
by skeletal remains. Anyone with the Track skill can Two of the remaining structures are of particular note.
automatically identify fresh lizardman prints in the mud. First is a tilted minaret, emerging from the mire at an angle
If the group decide to examine closer, it is clear that the of 15 degrees, and to which several shallow-bottomed skiffs
lizardmen desecrated the weed-draped human bones. To the are tied. The second is a half collapsed amphitheatre,
horror of investigators, one yellowed skeleton missing its connected to the leaning tower by a lofty rope bridge made
lower half, lifts its left arm, in which is held a dark, cracked of vines.
rams horn. Its skull clacks its teeth as if in speech, waiting for It should be obvious that the heroes need to reach one or
someone to claim the instrument. Once taken, the bones other of these edifices. If they decide to approach Ulthar at
collapse, bereft of whatever sorcery once animated them. night, a flickering blue-white light can be seen, dimly
The horn is ancient, engraved with runes which allow it illuminating the upper rows of the amphitheatre, whilst the
to summon undead within hearing, though not to control minaret remains dark. Approaching either is problematic due
them. This gift has been granted to the heroes by the lich lord to several hundred lizardmen in the immediate area.
Arunis-Sul, who seeks to purge the followers of the Stygian A distraction is required to divert the reptilians. Allow the
Path that dared disturb his eternal rest. Fragile, despite its players to come up with their own cunning ideas, but if they
magical nature, it can only be blown 1d3+1 times more draw a blank, the ancient horn they may have picked up
before it shatters. earlier begins to quiver. Sounding it at the edge of the ruins
summons a small army of skeletal beings out of the mist-
writhed swamp, forcing the lizardmen into a pitched battle.
At this point the heroes can stealthily approach the
minaret, or the amphitheatre.
The minaret is home to Kratos and his Order of the
Stygian Path, where he studied the sorcery of Yethis
alongside his ophidian underlings – at least until he received
his unwelcome apotheosis. The tower is now mostly
abandoned, its sorcerers and their gorgon (unbeknownst to
the characters), now in fallen Meeros. Given a wide berth by
the lizardmen, the minaret possesses a sole guardian to
ensure none meddle with the secrets stored there (see
Ophidian Sorcerer, opposite).
Unless trespassers manage to beat the guardian’s
Perception in an opposed roll using the lowest Stealth skill of
the intruding heroes, the guardian will be alerted to their
presence. It uses its sorcery to the best of its ability: multi-
targeted Palsy or Smother to cripple numerous foes
simultaneously; Teleport via Darkness to repeatedly emerge
behind foes, backstab, then escape; and Sculpt Darkness to
provide places for it to emerge from, whilst hindering human
vision.
In the narrow confines of the five floored tower, the
sorcerer can hold choke points against a single foe, or teleport
to a new storey. The layout of the minaret is as follows:

16
The Worms of Ulthar

Ophidian Sorcerer
STR: 9 Action Points: 3
CON: 9 Damage Modifier: None
SIZ: 15 Magic Points: 12
DEX: 15 Movement: 6m walking
INT: 15 Initiative Bonus: +15
POW: 12 Armour: Soft Scales
CHA: 11 Abilities: Cold Blooded, Night Sight,
Venomous
Magic: Shaping 61%. Invocation –
Stygian Path (Animate Darkness,
Dominate (Reptiles), Palsy, Sculpt
Darkness, Smother, Teleport (via
Shadows)) 67%

1d20 Hit Location AP/HP


1–3 Tail 1/4
4–5 Right Leg 1/5
6–7 Left Leg 1/5
8–10 Abdomen 1/6
11–14 Chest 1/7
15–16 Right Arm 1/4 •Basement. Incompletely excavated from the gelatinous
mud, the basement acts as a storeroom for food and
17–18 Left Arm 1/4 drink, sealed in water-tight barrels. The submerged
19–20 Head 1/5 spiral stairs lead further down, but are blocked with
detritus.
Skills & Passions •Ground floor. Once the lair of a gorgon which acted
as a lethal doorkeeper, initiates had to use their
Athletics: 49%, Boating: 68%, Brawn: 34%, Conceal: 57%, Dominate Reptiles spell to safely enter the tower. The
Craft (Vivisection): 90%, Customs: 55%, Dance: 56%,
floor is empty of anything, save some broken pieces of
Deceit: 66%, Endurance: 38%, Evade: 55%, First Aid:
55%, Influence: 52%, Insight: 67%, Locale: 75%, Lore questionable statuary, and a nest of mouldy reeds filled
(Anthropology): 80%, Lore (Biology): 85%, Oratory: 78%, with rotted flesh.
Perception: 77%, Sing: 33%, Stealth: 65%, Swim: 53%, •First Floor. Subdivided into small sleeping cubicles
Unarmed: 59%, Willpower: 64%
around the walls, each holds a divan of stuffed human
skin, and shelves containing small personal items of little
Combat Style
value left behind in the move to Meeros.
Dark One Cultist (Dagger, Whip; Assassination trait) 63% •Second Floor. An open area with walls and floor
covered with sorcerous sigils, warding symbols and the
Size/
Weapon Reach Damage AP/HP like. Papyrus scrolls of undecipherable writings are
Force
scattered everywhere. A hole in one wall grants access to
Bites M T 1d3 1/5 the rope bridge over to the amphitheatre.
•Third Floor. The chambers of Kratos, sumptuously
Dagger S S 1d4+1 6/8 decorated with stolen silks, woven carpets and other
trophies. If looted, the combined knickknacks would
Whip M VL 1d3 2/8 fetch several hundred silver drachms. The exorbitant
luxury fails to hide copious bloodstains, and the pungent
aroma of snake. An open treatise upon a lectern
contains a written record of the ancient Cult of Yethis

17
Meeros Doomed

challenging. In the centre


of the arena is coiled a
titanic serpent (Mythras
page 266). Partially
obscured by its great bulk is
a short pedestal, atop
which sits a fist sized
diamond that weakly
shines with a flickering
radiance... the Tear of
Yethis.
Fully alert and awaiting
them, this drakon is a
formidable foe, requiring
characters to use cunning
tactics and tight
coordination in order to
overcome it. Such is its
deadliness that they likely
need to conserve Luck
Points up to this point in
order to survive.
If the heroes seem
doomed to fail their battle,
help is once again available
in the form of the rune-
carved horn. Blowing the
ancient artefact here brings
a new terror, for it
summons an endless horde
the Dark One, allowing anyone who studies its contents of zombie eels from the depths of the pool. These are the true
to begin learning the skill Lore (Yethis). Wyrms of Ulthar, which rose from the depths when the gods
cursed the city, consuming every living creature within its
The amphitheatre sits upon a promontory that extends walls.
into a particularly foul looking lake of scum-covered water. The wyrms initially attack the serpent, stripping the flesh
The sole entranceway passing under the seating has long from its bones as it writhes in agony. This is the heroes’ sole
since collapsed, forcing explorers to either cross the rope chance to grab the Tear of Yethis, and flee the ceaseless
bridge from the minaret, or wade through the shallows to its multitude of wriggling horrors that vomit from the depths.
collapsed far side. Those attempting the latter can, with a There is just enough time to rescue the bodies of their fallen,
successful Perception roll, spot what appear to be three and escape the ruins, before the wyrms begin swarming over
sleeping crocodiles (Mythras page 237) on the muddy bank at Ulthar
the foot of its walls. Leaving the panic-stricken screams of lizardmen behind
Unless someone fumbles the requisite skill roll, swimming them, nothing further hinders the heroes leaving the Zo
or stealthily wading past the beasts at night will not awaken Swamp.
the crocodiles, as they are actually torpid in the evening
coolness. Daytime might be another matter, unless somebody
uses their wits to bypass the threat. The water itself, is Absolution Nears
disturbing. Those crossing it experience a feeling of creeping The characters possess the one thing Yethis fears. Now they
dread from movements sensed, but not seen beneath its must journey to where the Bull God first faced his eternal
surface. enemy, and re-enact a myth, in order to learn how to use its
power before returning to fallen Meeros. The quest
concludes with The Call of Yethis!
Enter the Drakon
The crumbled far side of the amphitheatre is easily climbed,
even by waterlogged heroes. What lies inside is rather more

18
The Call of Yethis

Chapter 3

The Call of
Yethis
In which the Heroes must learn the secrets of the Tear of Yethis before returning to Meeros

y now our heroes should have recovered the Tear of

B Yethis, the mythical fist-sized diamond that is the only


weapon the serpent demon fears. Yet they know
nothing of its use or history, and must learn its secrets before
Return to Kopash
The characters possess the one thing which can defeat Yethis,
yet none of them know how it works or what must be done to
rekindle its inner light. Kara, the surviving priestess of the
returning to Meeros.
Meanwhile Yethis, clothed in the body of Kratos, is aware Cult of Myceras was left in Kopash, seeking to commune
of their actions. Alerted by the death of his serpent, he has with the Bull god. So the obvious step is for them to return to
laid plans to frustrate the heroes, before they can upset his the City of Mercenaries.
plans to eradicate the Cult of Myceras. Conditions within Kopash have further deteriorated since
Thus, when the heroes return to Kopash with their prize, the city was left to the tripartite mercies of the Mercenary
they find themselves beset and undermined by various secret Alliance, the merchant princes under Aurious the Plutocrat,
societies all working against them, puppets of divine powers and the Meerish Imperialists of Senator Pompus Tyrosis.
who seek to influence the world... Whichever faction the heroes sided with before leaving for the
Zo Swamps has been destroyed, and chaos now reigns.
Other powers have become aware of the fall of Meeros,
Hirelings and Followers and prompted by bribes engineered by Yethis, seek to take
Over the course of the campaign thus far, the heroes have been advantage. The remaining two factions in Kopash are now
given several chances to engage the aid of helpful Non-Player warring amongst themselves, driven by agents of these
Characters: either Polemeios the Minotaur, Ophthalmos the nefarious powers. Primary amongst these are the Badoshi
Spy, or Anathaym the Champion. If these persons still survive, barbarians – previously held in check by an alliance of city
their continued help will likely be necessary to overcome the evil states under Queen Herathos.
of the serpent lord. If dead, the Game Master should allow one
With their patron’s fall, the heroes have to keep a low
of the others to offer their services as a replacement.
profile, or risk coming to the attention of the Badoshi secret
The scenario assumes Kara remained in Kopash when society engineering this anarchy. Even common folk on the
the heroes ventured into the Zo Swamps. If she accompanied streets are radicalised, eying outsiders with suspicion. After
them during the recovery of the jewel, then instead of being entering Kopash, the heroes experience at least one
able to immediately answer questions concerning the Tear of encounter per location they wish to visit, including the Shrine
Yethis, she asks to be returned to her shrine in order to of Myceras, or the villa where their patron(s) once resided.
consult the cult scrolls held there. This allows for her
kidnapping, or some other nefarious twist in order to keep the
plot flowing.

19
The Call of Yethis
Meeros Doomed

lamps, plunging the villa into shadowy darkness; after which entrap Yethis, the priestess is able to tell the tale as written in
they attack from hiding, throwing knives and bolas, or the Mythas core rules page 210.
strangling from behind with garrottes. This makes the fight The one key name which should leap out at the heroes is
particularly deadly, unless the heroes can counter the that of Araxis, which is connected to the Oracle they visited
strategy, or have some trick of their own to play. before their journey into the Zo Swamps. Returning to the
Attempting to free Kara using subterfuge rather than Oracle involves the same steps as described in the previous
violence, requires more than just a good Stealth skill. A issue. This time however, the NPC ally who helped the party
distraction is necessary to draw off the guard outside the to seize the gem in Ulthar turns on the heroes, being in truth
priestess’s chamber. Examples include setting a fire at the a secret member of the Brotherhood of Dust. Their
front of the villa; releasing a wild animal over the peristylium treachery is timed to cause the most harm, the spy attempting
wall; impersonating a rowdy drunk to cause a scene; and so to escape, and hound the heroes thereafter if at all possible.
on. Intelligent plans succeed in opening a brief window of If the heroes are allied with the Brotherhood, then the NPC
opportunity to whisk Kara out of the room, and over the is subverted by the Stygian Path instead, possessing the spell
back wall – with suitable skill rolls to both increase tension, casting abilities of a sorcerer of Apprentice rank.
and overcome the Spear Trap warding the chamber door Once the heroes manage to traverse the gorge, the Oracle
(Mythras page 84). offers information about how to use the gem in exchange for
Convincing Lyxos Silvertooth to hand over the priestess taking him to Meeros to face the Dark One, instead of
is a challenge. This should be roleplayed, but can be requiring body parts. Anyone who agrees to this bargain
abstracted as an unopposed Social Conflict (Mythras page finds they can unfetter the bronze shackles from the grotto
287) using four skill rolls from a list of: wall, only to find the chains now bind the hero to the Oracle
instead.
•Commerce, to play upon Lyxos’ love of being a If pressed, the Oracle refuses to answer inquiries about its
merchant, a role which will falter now that the great city age, why it was imprisoned in the grotto, or if it is the original
has fallen, and trade has ceased. Araxis. In fact, the Oracle stays silent on most questions,
•Customs, to impress Lyxos with their knowledge of merely staring at the questioner intently and licking its dry,
Badoshi manners, and smooth the rest of the withered lips. Only concerning how to activate the Tear of
conversation. Yethis does it elucidate. Unfortunately, the method requires
•Influence, to sway Lyxos that Yethis is a far greater evil some degree of self sacrifice, the holder of the jewel needing
than the imperialistic tendencies of Meeros. to deliberately receive a wound from the demon lord, then
•Insight, to detect the fact that Lyxos is actually afraid allow the ichor of their injury to wash over the diamond.
of the rumours of the demon lord’s return, fearing that This will cause the Tear to burst into brilliant light which
Yethis will consume the world. must then be sustained by the expenditure of a Magic Point
each round to keep the light blazing. Only within this
•Lore (Mythology) or Lore (History), to relate what engulfing illumination can the Dark One be harmed.
happened in the world before Myceras came down from The Oracle will not fight to aid the heroes in any
the sun to defeat the serpent lord. encounter, save the last against Yethis and his gorgon, but if
•Willpower, to grind down the Badoshi spy’s stubborn attacked, it will defend itself to its fullest ability. It has the
obstinacy. statistics of a Mummy (Mythras page 260) with the
Terrifying creature ability, and is immune to fire and metal
If the heroes accumulate four successes, Lyxos frees Kara
weapons. Being effectively immortal, it rejuvenates fatal
into their custody. Gaining better than this with Critical
injuries and returns to life intact, several hours after apparent
successes convinces Lyxos to throw his lot in on the side of
death.
Meeros, assigning the Brotherhood of Dust to help the
Since Meeros lies at least four days journey hence, the
heroes. Three or less successes results in Lyxos politely
Oracle summons his allied spirit, a great golden bull blessed
requesting the heroes to leave his home, after which he sets
with mighty wings, which bears its master plus all of the
the Brotherhood to act against them.
heroes, southwest to the city in mere hours. If things have
been too easy so far, the Game Master is encouraged to
Return of the include an aerial encounter involving two giant vultures
ridden by Brotherhood assassins. These foes make a couple
Ancient One of fly-by missile attacks before they are left behind by the
As part of her education, Kara can recount the myths bellowing sun-bull.
concerning events which brought Myceras to the world.
Recognising the Tear as the same great diamond used to

22
The Call of Yethis

All Along the Meeros City Guard


Watchtowers STR: 14 Action Points: 2
Now the heroes must enter Meeros to find and face Yethis.
CON: 13 Damage Modifier: +1d2
The sun-bull refuses to fly over the walls of the cursed city,
the will of Myceras holding it back. Instead the heroes are SIZ: 15 Magic Points: 10
forced to dismount and approach the city gates on foot. The DEX: 14 Movement: 6m
marble cult statue of the bull god still stands before the
Initiative Bonus: +7 (includes Penalty
bronze bound portals, its spectacular form dozens of cubits INT: 10
for Armour)
tall.
POW: 11 Armour: Light Hoplite (Bronze
As they approach, the idol bends its head down to observe breastplate, kilt and helm, plus
the party. Assuming one or more are worshippers of CHA: 9 Leather greaves and vambraces)
Myceras, and they carry the Tear of Yethis with them, the
bull headed statue pushes open the gates to let the heroes 1d20 Hit Location AP/HP
enter. When the gates boom shut, they know that they will 1–3 Right Leg 2/6
not be permitted to leave again, until the demon has been
imprisoned. 4–6 Left Leg 2/6
The noise of the gates alerts cultists of the Stygian Path; 7–9 Abdomen 5/7
either centaurs or satyrs originally recruited by Kratos, or ex-
citizens of Meeros who have become collaborators in order 10-12 Chest 5/8
to spare their own lives. Roll or choose from the following list 13–15 Right Arm 2/5
to see who or what comes to investigate the clamour.
16–18 Left Arm 2/5
•2d6 Collaborating Citizens who throw stones (1d3 damage, 50% 19–20 Head 5/6
attack skill) who flee to summon further help once they suffer 10%
or more casualties.
Skills & Passions
•2d3 Corrupted City Guard who fight (spear and peltast shield
67%) until they suffer 20% casualties. Athletics 57%, Brawn 62%, Endurance 67%, Evade 56%,
Influence 54%, Insight 48%, Perception 55%, Unarmed
•1d3+1 Frenzied Satyrs chasing women to the gates, treat as Chaos 63%, Willpower 59%. Passions: Faithful to Myceras 63%,
Hybrids (Mythras page 234) but lack Chaotic Features or disease. Loyalty to Queen Herathos 71%
They flee only after 50% casualties.
•1d3 Drunken Centaurs (Mythras page 233) who charge the heroes Combat Style
belligerently, too inebriated to fear injury or superior numbers. Mercenary Infantry (Spear, Shortsword, Peltast Shield)
67%
Deeper within the city, pandemonium reigns. Shrieks and
smoke from still smouldering fires fill the air. The entirety of Size/
the fortified palace hill is a hive of activity, the remaining Weapon Reach Damage AP/HP
Force
citizens of Meeros enslaved and brutalised by satyrs, forced
to demolish their own homes and drag the rubble to the ruins Shortspear M L 1d8+1+1d2 4/5
of the Great Temple, where a massive, truncated black
Shortsword M S 1d6+1d2 6/8
pyramid has taken shape.
From a distance it is obvious that Kratos, the demon Peltast
L S 1d4+1d2 4/12
possessed sorcerer, stands atop the immense edifice, Shield
personally guiding its construction. If he is to be defeated, the
heroes must penetrate his new sanctuary without being remove and conceal any weapons or armour, and are willing
intercepted, and slain by the countless centaurs and satyrs to suffer the occasional lash from a cruel whip.
roaming the city. Worse still is the gorgon, and a myriad of Perhaps the worst possible enemy for the heroes are the
horrified statues littering the streets should give ample citizens themselves, many of whom have willingly transferred
warning. their worship from the bull god Myceras to that of Yethis,
The most obvious method to reach the base of the albeit under the guise of the Stygian Path. None of these
pyramid is to disguise themselves as slaves, hauling broken ‘converts’ has access to sorcery, but can act as an intimidating
timbers and carts filled with stone up the hill to the mob – driven by their fear of the cult to swarm the heroes,
construction site. Such efforts automatically succeed if they even at the expense of their own lives. If the characters don’t

23
Meeros Doomed

flee discovery by collaborators, they risk drawing the an opposed group roll of Stealth versus the snakemen’s
attention of wondering groups of satyrs or centaurs. Perception skill (60%).
Not all citizens have turned of course; most willingly help
the heroes to defeat the evil now infesting Meeros. Perhaps •Critical: Heroes manage to ascend to the summit
lending them rags to disguise themselves, or welcoming them without alerting Yethis or his guards, and can take cover
into their slave gang. Determining who is sympathetic to behind one of the menhirs erected atop the pyramid.
their cause needs a successful Insight roll. •Success: Heroes manage to ascend to the summit, but
To make things even more painful for the party, the Game are immediately noticed by Yethis. Roll for initiative!
Master should place some sort of ethical dilemma in their •Failure: Heroes encounter a group of 1d3+3 ophidian
path. A group of young children being beaten by cultists, or slave masters (Mythras page 254). If unable to explain
stumbling over a group of young ladies being rounded up for their presence or armaments (Influence roll), they are
ravishment by the bestial troops. If the heroes intervene, they escorted back outside the pyramid, and assigned work at
risk injury or discovery, but letting the situation go will cost the end of a lash. If left alone to wander further (roll to
them a part of their humanity. navigate the labyrinth again), and encounter the
ophidians a second time, they are attacked (one of whom
The Final Battle is an Ophidian Sorcerer as detailed on page17).
No matter how the heroes reach the palace hill, and whatever •Fumble: Heroes encounter a giant serpent wandering
plans they may have put in place, their toughest battle still the catacombs (Mythras page 266). Any survivors must
faces them. Clever players may try to recruit the enslaved roll again to progress further.
populace to aid in the final conflict, or perhaps were cunning
The summit of the truncated pyramid is an open, flat
enough to arrange a small army of mercenaries from Kopash
area encircled by almost a dozen menhirs (tall upright
(or even the Brotherhood of Dust) to join them.
stones). At its centre is an altar, the capstone of the last
The new temple has been crudely built from rubble, piled
remaining section of the original Great Temple. Yethis plans
without mortar. Its steep outer flanks are smeared with a
to consecrate his new sanctuary by profaning the stone with
sticky concoction of what appears to be soot mixed with
a human sacrifice, sealing his place in the world and enabling
blood, placing any ascent of the outside at Herculean
him to receive power from the worship of his cultists.
difficulty and instantly highlighting climbers to patrolling
Warned by news of events in Ulthar, the demon lord
guards. Without additional forces to provide a distraction, the
maintains a personal bodyguard of four elite centaurs
heroes need to penetrate the inner sanctum of the immense
(Mythras page 233 but with +10% to their combat style),
construction using stealth, trickery or fast talking their way
each fanatically loyal and willing fight to the death to protect
past the three dozen satyr sentries standing guard at its
their master. In addition, he is attended by a gorgon named
entrance.
Hetheera, recruited by Kratos (an exceptionally dangerous
If the heroes decide on open battle using allies to clear the
foe in her own right), trained in the arts of sorcery.
way, then the Game Master should call for an opposed Lore
Normally this would be a suicidal battle. At the start of
(Strategy & Tactics) roll against the warleader of the guards:
combat the greatest threat comes from Hetheera with her
a centaur with a skill of only 56%. The winner places their
petrifying stare. The Oracle immediately charges the gorgon,
troops in the more favourable position, effectively tying up,
briefly sparing the heroes from her gaze attack, and granting
and ultimately defeating the opposing force. However, the
the bearer of the Tear of Yethis a brief window of
battle will be won or lost on the defeat of Yethis, not his
opportunity to ignite its burning light. To do so requires them
cultists, and any survivors will be too injured to aid (or
to trick or force the demon lord into injuring the bearer, so
hinder) the heroes from this point on.
that their wound awakens the gem. Thereafter, the bearer
The catacombs within the pyramid must be negotiated to
must expend a Magic Point each Round, to keep the light
reach its truncated summit. Inside, the unmortared stone
blazing.
walls are illuminated by smoky torches of pitch-cloth
The illumination provided by the Tear offers two benefits.
wrapped bones – made from the desiccated bodies of
First, it blinds the gorgon so that she cannot use her
Meeros’s greatest champion, disinterred from their tombs.
petrification gaze. Second, and most importantly, the light
Finding their way through the confusing labyrinth of
solidifies the shadowy form of Kratos, allowing it to be
chambers requires a Navigation skill roll. Alternate skills such
physically harmed; death expells Yethis from the corpse, and
as Track, Engineering or Lore (Yethis) can be substituted
making his spirit vulnerable to be re-bound within the Tear
instead at a penalty of Hard. If none of these skills are
of Yethis.
known, the heroes can simply follow a group of patrolling
While the Oracle’s actions benefit the heroes, its
ophidians through the maze instead, provided they can win
motivations are entirely self serving. Cursed with
immortality, the Oracle seeks death and oblivion by being

24
The Call of Yethis

Gorgon Sorcerer of the Stygian Path


STR: 17 Action Points: 3
CON: 17 Damage Modifier: +1d4
SIZ: 14 Magic Points: 15
DEX: 13 Movement: 6m wriggling
INT: 17 Initiative Bonus: +15
Armour: Soft scales on lower serpent
POW: 15
parts
CHA: 15 Magic: Shaping 57%. Invocation –
Stygian Path (Animate Darkness,
Dominate (Reptiles), Palsy, Sculpt
Darkness, Smother) 62%

1d20 Hit Location AP/HP


1–3 Tail Tip 4/6
4–6 Mid Tail 4/7
7–9 Lower Body 4/8
10–12 Chest 0/9
13–15 Right Arm 0/6
16–18 Left Arm 0/6
19–20 Head 2/7

turned to stone. Sensing its power, Hetheera rightly fears the Skills & Passions
Oracle, and if left alone, focuses solely on her foe. But, if Athletics: 64%, Brawn: 74%, Deceit: 57%, Endurance:
seriously injured by a second party, she takes the time to send 72%, Evade: 74%, Insight: 62%, Perception: 72%,
her gaze to neutralise the menace. Willpower: 72%
Kara, if still accompanying the heroes, can be another
crucial asset. At the point of greatest need, she calls upon the Combat Style
last vestiges of Myceras’ power in this place, and transforms
Gorgon Horror (Talons, Tail, Snake Hair, Gaze; Blind
herself into a bull. In this magical shape, she can help tackle Fighting trait) 70%
one of the elite centaur bodyguards, or perhaps knock over
Kratos at an opportune moment. Size/
Weapon Reach Damage AP/HP
Ultimately, Yethis is by far the most potent danger. The Force
demon lord has a large quantity of Magic Points with which
Talons M S 1d4+1d4 0/6
to crush the heroes, using all the spells of the Stygian Path to
sadistically toy with them, relying on his intangibility until Tail L L 1d6+1d4 4/7
made aware of the Tear of Yethis. His tactics are to cast the
following spells in random order: Snake Hair S S Poison 2/7
•Animate Darkness, to expunge the sun (or moon),
Gaze - - Petrification
and plunge the entire city into shadow, lit only by the
lurid red light given off by burning buildings. This places
the heroes at a Hard penalty when fighting in poor •Dominate Reptiles, calling a host of small venomous
illumination. snakes from concealed cavities hidden under the paving.
•Teleport, so that he can – at a later point – either jump Treat as an Insect Swarm of SIZ 25 (Mythras page 251).
about the combat, attacking characters from behind, or •Wrack, multi-targeted to affect the entire party, calling
flee combat altogether. black shadowy tendrils forth from the menhirs. This will

25
Meeros Doomed

count as injuring the Tear bearer, if he or she has not


already physically done so. Yethis (cloaked in the body of Kratos)

Once exposed to the light, as well as becoming vulnerable STR: 12 Action Points: 3
to physical attacks, Yethis is no longer be able to Teleport CON: 13 Damage Modifier: None
(since all shadows are driven away), and the illumination
SIZ: 9 Magic Points: 35
penalty for the Animate Darkness is removed. Thereafter he
desperately lashes about with his knife and whip. DEX: 15 Movement: 6m walking
INT: 21 Initiative Bonus: +18
POW: 35 Armour: None
CHA: 19 Abilities: Night Sight, Shadow Form
(Intangible)
Magic: Shaping 153%. Invocation –
Stygian Path (Animate Darkness,
Dominate (Reptiles), Palsy, Sculpt
Darkness, Smother, Teleport (via
Shadows), Wrack) 135%

1d20 Hit Location AP/HP


1–3 Right Leg 0/5
4–6 Left Leg 0/5
7–9 Abdomen 0/6
10–12 Chest 0/7
13–15 Right Arm 0/4
16–18 Left Arm 0/4
19–20 Head 0/5

Skills & Passions


Athletics: 49%, Deceit: 126%, Endurance: 78%, Evade:
55%, Insight: 97%, Lores (Various): 80+2d10%, Oratory:
Assuming all goes well, the heroes eventually slay the 108%, Perception: 72%, Stealth: 85%, Unarmed:
centaurs, gorgon, and Kratos’ body. For a moment it seems 81%, Willpower: 144%
as if victory has been won. Yethis however, will flow forth
from the corpse, into the stonework of the pyramid, and Combat Style
animate the rocks into a titanic serpent form. Against this,
the heroes have no defence save for evading its colossal The Dark One (Dagger, Whip; Assassination trait) 93%
attacks (for which Yethis uses his Unarmed skill). At this
point, the towering cult statue of Myceras reappears, Weapon
Size/
Reach Damage AP/HP
bellowing its rage and the holder of the blazing Tear of Force
Yethis can sense that they are in control of the idol. Bite (as
Provided they continue to channel one Magic Point per Stone C VL 1d12+2d10 -
Snake)
Round into the gem, they may direct Mycreas’ attack using
their own Unarmed skill. A successful grapple against the Tail C VL 1d10+2d10 -
demon lord seizes the stone serpent, saving the other heroes
from its attacks. Next, a successful Brawn roll allows the Dagger S S 1d4+1 6/8
avatar of Myceras to slowly rip the shadow from the stony
snake body. Then, a final Passion roll, such as Love (Meeros), Whip M VL 1d3 2/8
Loyalty (Scarlet Spears), or Devotion (Myceras), permits the
statue to force the billowing shadow into the diamond.

26
The Call of Yethis

At this point, the darkness affecting the sky cracks apart,


revealing the sun (if daytime) or dawn if it was the night. The
avatar of Myceras raises its fist, and a column of fire
descends from the sun to burn through the ruins of Meeros,
immolating any centaurs, satyrs, or collaborators remaining,
but leaving the faithful of the Bull God intact. When the
terrifying purge completes, the idol remains standing there,
no longer animate.

Aftermath
Freed from the evils of Yethis and his Order of the Stygian
Path, Meeros stands cleansed, but ruined. Survivors of the
battle atop the pyramid are lauded as mighty heroes, living
legends who may rebuild and rule the city as aristocrats if
they so wish.
Kara is instated as High Priestess of Myceras, and her sister
Anathaym is recalled to the city, and pardoned of any crime
she was previously accused of. The characters are lauded and
honoured as heroes, and if they wish, can be given key tasks
in helping to rebuild Meeros. Anathaym and Kara consider
them friends and allies.
Queen Herathos is likely dead. She had no children, but
there are plenty of family members who have claims to the
throne, and may return to Meeros to seek power. Some are
more legitimate than others, and there will be pretenders
who abandoned the city to its fate, and left behind its citizens
to a terrible doom at the hands of Yethis.
There are also calls for Meeros to become a republic, and
others for it to become a theocracy, with Kara as its Priest-
Queen. Kara rejects such an idea, and the people are divided
over how they wish to be ruled. There are thus many
opportunities for further adventure in deciding Meeros’
political path from this point onwards.
Or, the characters may decide that their path lies in another
direction, considering that the power of Meeros has been
shattered and enemies are gathering to feast on its bones.
The Game Master is free to continue their story in any way
they wish.

27
The City State of Meeros lies broken. Queen Herathos
wants the renegade priestess, Kara, brought to justice
to atone for her treachery. The characters are tasked
with venturing to distant Kopash, and charged with
making her arrest.
But is all as it seems? Powerful forces are plotting to
destroy Meeros completely, and those who have protected
the city may well be the ones who secure its doom.

The characters must uncover traitors, travel into


monster-infested swamps, confront sorcerous fiends, and
perhaps even ally themselves with Meeros' ancient foes,
the Badoshi Warlords, if they are to avenge the Doom that
has come to Meeros!

This mini-campaign follows on directly from events found in the


Mythras core rules, and the scenarios Sarinaya's Curse, and
Meeros Falling, although it can also be played stand-alone.
Possession of the Mythras core rulebook is recommended.

TDM112

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