From publisher blurb:
This 70+ page issue includes a gazetteer on the Centaurs of Sicania, an epic adventure set in a hitherto unknown part of Mythika, new abilities for creatures, optional rules for flying creatures and plenty of other wondrous M&M stuff - including a special Vikings & Valkyries section with a complete adventure, mythic items and more!
A Word from the Editor
Welcome, dear readers, to the ninth issue of the Minotaur, the one-and-only official webzine of the Mazes &
Mythika Gazetteer: Centaurs of the Sicanian Plains
Fascinating facts about everybody’s favorite four-legged feisty fighters!
Adventure: Seven Days to War
An epic adventure (and a new campaign setting!) by Andrew Pearce
Mythic Bestiary: Something Really Special
Some new special abilities for creatures – and some new special creatures too...
Almanac of Mythika: Mythic Skies
Indulge in some scholarly stargazing with Anagnosis of Thena (aka Andrew Pearce)
Bonus Feature: Where the Wild Things Are
Ever wondered where to find a Catoblepas or a Leucrota when you need one?
Article: Here Come the Vikings!
A closer look at Vikings & Valkyries (and what it has to offer to all M&M gamers)
Griffin Archives: Places to Plunder, Monsters to Slay!
Peter Larsson offers Maze Mastering advice - in his own inimitable Viking style
Adventure: Something Rotten in Novorgby
An introductory Vikings & Valkyries scenario, to get your Midgard campaign started!
Pandora’s Box: Treasures of the Vikings
A collection of new, Norse-flavored wonders for your Vikings & Valkyries sagas
Maze Master’s Lore: Runes of Midgard
At last! An extended study of, yes, RUNES in the world of Vikings & Valkyries!
A Twist in the Maze: Rules of Flying
a.k.a ‘the Flying Frenchman’, hijacks Luke G. Reynard’s column!
Official Oracle: Move, Fight, Retreat!
Some important official clarifications on combat, movement… and optional rules
Play Nymph: Andromeda
You loved her in issue 6 and now she’s back – but this time she’s by Gustave Doré
Want in Trade
Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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