Masters & Minions Horde Book 2: Maze of the Minotaur
By Brian Stith
Behemoth3 product number BEH3502
60 pages, $12.00
Maze of the Minotaur is the second in Behemoth3's "Masters & Minions" series, each book dedicated to bringing new life to a D&D monster with roots all the way back to the original, 1st Edition
Monster Manual. This one adds depth to the minotaur, creating not only an "advanced" version of the bull-man from Greek myth, but also two types of females of the minotaur race and a quadruped offshoot of the race as well.
The cover is once again by Sang Lee, and sticks with the format introduced with
A Swarm of Stirges: the monster in question (this time a charging minotaur) in full color against a white triangle with red background, superimposed upon which is (this time) a stone pattern. This is another fine work; I especially liked the nice texturing of the fur, the glowing, red eyes, and the excellent detail of having the minotaur's hot, wispy breath visible!
Sang Lee also does most of the interior artwork (again, with some assistance by Bernie McGougal), which in this book consists of 15 black-and-white illustrations. Once again there's a little bit of "recycling" going on, as the full-color charging minotaur on the cover shows up in black-and-white on page 9; most of him appears again on page 1 with a different stone pattern for the floor and walls; and yet again on page 5, although this time it's just the same minotaur face peeking through a slot in the wall at the dwarf in the maze. Sang also has some fun this time hiding his "yin-yang S" symbol
inside the artwork: it shows up on the dwarf's knee on page 5, embedded on the bull lord's chest armor on page 7, and as part of the intricate stone sculpture on page 27. It looks like Bernie's contribution this time around is the bull-like tauron illustration on page 15, which again demonstrates his affinity for strict black-and-white shading (with no gradation). All in all, I rate the artwork in
Maze of the Minotaur as above average. My biggest quibble is that the female minotaurs (the minotrice and minotrice maze mage) look kind of silly with those six breasts apiece, but that's not the artist's fault, as that's how they're described in the book. Oh, and page 38 is half white space; I'm not sure why this wasn't filled with some artwork, especially as the artists (and graphic designer Nathaniel Sims) have already demonstrated their resourcefulness when it comes to merging different pieces of art together into new forms.
Once again, the inside covers are treated as normal pages, maximizing the amount of information the reader gets for his money. The lettering was still a bit splotchy here, but nowhere near as bad as in
A Swarm of Stirges (of course, that may have been just in my two copies - the "splotchiness" may well vary between different copies of each book).
Proofreading and editing is still pretty good, but it falls down a notch or two from the previous book in this series. I found two errors on the inside front cover alone: "distribution" being split along two lines without being hyphenated (although in their defense, I can't tell whether the hyphen was simply "splotched over" in my copy of the book), and
Maze of the Minotaur being described as "the first book in Behemoth3's Master and Minions series," when in fact it's the second book (obviously, this was a copy-and-paste error from the first book). Despite using the term "DM" throughout the book, the term "game master" shows up occasionally as well; while this isn't really a mistake, it does show a lack of standardization - most game companies pick one term and stick with it (also, most who choose the term "Game Master" capitalize it). The Hide skill isn't capitalized (in two separate instances), and similar usage of the normally-capitalized terms "Dexterity," "Strength," "Common," "Giant" (these last two in the context of language names), "Medium," and "Large" fail in this regard as well. Finally, I was sad to see some actual typos make it past editor Tavis Allison ("lead" instead of "led," "mnotaurs" instead of "minotaurs"), as well as one case each of a missing word ("the"), improper pronoun usage ("their" instead of "her"), and incorrect apostrophe usage (lack of an apostrophe denoting possessiveness). While none of this is game-breaking, and while it is in fact still probably better than the "average" game book, it's especially disappointing after the excellent job that was done in this regard in the first book in the series. Okay, enough nitpickiness on my part!
Maze of the Minotaur is laid out as follows:
- Introduction: Opening with a half-page of fiction, this section details the minotaur's past, touches upon the creatures presented in this book, and explains different ways to integrate this material into a campaign; plus, there's a racial preferences chart showing how these creatures react to the other standard D&D races
- Monsters: Besides the standard minotaur (with game stats slightly tweaked from how they appear in the Monster Manual), we also get the bull lord (advanced male minotaur), minotrice (female counterpart to the male minotaur, who acts as a huntress for her herd), minotrice maze mage (albino, female, druidic spellcaster), and tauron (Medium-sized bull-like creature, a naturally-occurring mutant minotaur that can eat through solid rock - they're the guys responsible for digging the underground labyrinth!)
- Characters: Using the above monsters (except for the nonhumanoid-build tauron) as PCs, with "monster level" advancement in the style of Savage Species
- Adventures: 3 new magic items (tauron stomach, portable wall, portable secret door), a new treasure (minotrice stonecraft), and 5 adventure hooks involving minotaur herds
- Denizens: 5 sample NPCs, one each of the 5 creatures presented in the second chapter, and each with at least one character class and/or template added on
- Encounters: Different "Tactical Units" (Beast & Mistress, Bull Lord, Coven, Hunting, Tunneling Crew, and Young Male), ensuring the DM has a wide variety of ready-made encounters of varying CRs, with combat tactics for each; plus a sample (2-level) minotaur lair
- Appendices: Credits, Minotaur horde stats at a glance, Unit Encounter charts for Levels 5-13, 20-level NPC stats for bull lords, minotaurs, minotrices, and minotrice maze mages (each with full stats and appropriate gear), and the obligatory Open Game License
Once again, I cannot help but be impressed with the material in this "Masters & Minions" book. The author took a hard look at the minotaur, decided it wasn't as tough as it should be, and took steps to correct that,
without contradicting what has already been established about the minotaur. I can't emphasize enough what a refreshing attitude that is. Okay, so Brian doesn't think the standard minotaur is as tough as it should be? Easy enough fix: create the "bull lord," and make that as the epitome of minotaur development. Take that one step further, and make the "bull lord" the actual master of the minotaur labyrinth, and relegate the "standard" minotaur as not-yet-fully-matured males. Furthermore, to make this new "stage" of minotaur development compatible with other campaigns, use the explanation that any minotaurs already encountered were either young males exiled from their herds, an isolated group of rebels, or perhaps just a particularly "weak" bull lord (in which case, the adventurers got lucky!). The inclusion of two types of female minotaurs was a logical next step (although the term "minotrice" sounds to me more like a cross between a minotaur and a cockatrice), and the stone-eating tauron provides a perfectly reasonable explanation as to how those elaborate labyrinths get carved in the first place. I was a bit surprised to learn that the taurons are actually birthed by the humanoid minotaurs, but in hindsight that makes perfect sense too; it's certainly more believable than a bull-like creature that fits so naturally into minotaur society that
just happened to develop naturally on its own. I commend Brian with doing an excellent job in fleshing out minotaur society, giving everyone a particular role, and meshing it all so well together. (In his designer's notes on the subject, he admits to patterning minotaur herds after real-life lion prides, an excellent choice in my opinion.) As far as my own campaign goes, I don't mind admitting that I'll be making this setup the standard for the minotaur race. (I do think I'll knock off four of the breasts on each female, though - I still can't get past a six-breasted humanoid as coming across as anything but silly-looking, and the "nitpicker" in me questions why the six breasts are needed in a race that only occasionally even produces twins).
There were a few oversights in the material, however. While it was nice to see a mention of "gallduroi" on page 13, those who haven't read
A Swarm of Stirges won't have any way of knowing that gallduroi is stirge gallbladder - it might have been worth mentioning exactly what gallduroi was for the benefit of those readers (or even those who haven't read the first book in awhile; ask me what gallduroi is in two years and I may not be able to tell you). The
Savage Species-style monster levels section was nicely done, but since minotaurs all speak Giant, I don't think it was quite accurate to have bull lords (advanced minotaurs, recall) only speak Common in the "developing" stage and pick up Giant once they've fully matured - surely that should have been the other way around?
And then there were the game stats themselves. Some of these were a bit off as well; in the interests of providing the reader with more correct game stats (and with the heads-up that I've already sent Behemoth3 a list of these errors, which have already been incorporated in the errata for the printed product and already changed in the PDF version), I recommend making the following changes:
- p. 6, Bull Lord: The stated Will save DC for the bull lord's Onslaught special ability is 19, yet this doesn't follow the formula of 10 + (1/2 creature's Hit Dice) + (relevant ability modifier). I would expect that either Wisdom or Charisma would be appropriate, but as it is none of the bull lord's abilities has a +4 modifier, which is what would be needed to come up with a DC of 19 - unless there's some sort of racial bonus in effect. As it is, using either Wisdom or Charisma, the DC should be 15. Also, the Powerful Charge should be at +17 melee, not +18 melee, the same as its gore attack.
- p. 8, Minotaur: Gore damage should be 1d8+4, not 1d8+6 - it doesn't get the "1.5 times Strength modifier" since this isn't its sole natural attack.
- p. 12, Minotrice Maze Mage: Not really an error, but I don't think that a "coven" should contain only 1 individual, as listed under Organization: "Coven (1-3)"
- p. 30, Baragor, Male Bull Lord Minotaur 8/Bull Lord 9/Sorcerer 6/Dragon Disciple 10: I'm not sure what effect the "Armor Skin" feat has, as there are no details on such a feat in this book, and it doesn't appear in any of the three core rulebooks for D&D. Greataxe damage should be +32 melee, not +30 (+18 STR mod times 1.5 = 27, 27 + 5 magic weapon bonus = 32). Gore damage should be 1d8+18, not 1d8+25. Powerful charge damage should be 4d6+27, not 4d6+25. Finally, the DC for the Onslaught special ability has the same problem as the Bull Lord, as mentioned above. There may be additional problems with the stats as well, but I don't have the 3.5 information on Dragon Disciples to properly check the creature's BAB, breath weapon stats and DC, and so on.
- p. 32, Thrice, Male Minotaur Minotaur 8/Fighter 4/Expert 4: Under Full Attack, gore attacks should be at +14 melee, not +19 (-5 for a secondary attack).
- p. 33, Jarno, Female Minotrice Minotrice 6/Rogue 3/Assassin 3/Shadowdancer 1: Under Full Attack, shortsword attacks should be at +12/+7 melee, not +13/+8 (+8 BAB, +3 STR, +1 magic weapon bonus), or +11 melee for claws (not +12) and +6 melee bite (not +7).
All in all, I suppose that isn't too bad, although (as always) I would have preferred it had those errors been caught
before publication.
The map of the 2-level minotaur labyrinth is a little bit on the basic side, but I suppose with any maze the bigger and more complex it is, the more boring it will be for the players as they continue to map every twisting passage. Still, I think this one might be just a bit on the "too simple" side - it must be a relatively new bull lord running the place.
Maze of the Minotaur finishes up with a slew of appendices that once again will be an enormous time-saver for a DM needing quick stats for an NPC of any of the four "humanoid build" creatures in this book. Because there are many more such charts in this book than in the first one (
A Swarm of Stirges only had one such NPC chart, since there was only one creature in that book capable of taking on class levels), the page count ends up being slightly higher than the first book as well: 60 pages vs. 54. It was very nice of Behemoth3 to keep the $12.00 price tag on a book that has one-ninth again as many pages as the original. At $12.00, you're definitely getting your money's worth with
Maze of the Minotaur. I rate it as a strong "4 (Good)."