Mythras - Meeros Doomed
Mythras - Meeros Doomed
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
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
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
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
•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
8
Horrifying Curses
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-
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
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
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%
17
Meeros Doomed
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
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
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
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
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%
26
The Call of Yethis
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.
TDM112