Alignment: Chaotic Neutral
Hit Points: 35
Armor Class: 10
# of Attacks: 1
Damage/Attack: 1-4
Move: 12”
Hit Bonus: none
Psionic Ability: 160 points
Attack Modes: B, C, D
Defense Modes: F, G, H, I
Strength: 11
Intelligence: 18
Wisdom: 16
Dexterity: 14
Constitution: 11
Charisma: 17
Medea was born the daughter of the
King of Colchis, a small barbarian
country
near The Black Sea.
By the time she
was 18, she had a vast knowledge
of herbs
and the lower reaches of the
magickal arts: She trained a dragon
to
guard her father’s great treasure, a
fleece
of gold that
hung in a sacred grove.
When a handsome ranger named Jason
arrived in a quest
for this fleece, Medea
fell in Love with him. Using her magical
arts, she helped Jason overcome all the
trials her father set in his path. At
the
last, she charmed the dragon and allowed
Jason to steal the fleece easily. Out
of
gratitude, Jason offered to marry her
and take her back to Greece. When she
accepted, all her troubles began.
Though at 1st her marriage was happy
— she bore Jason two sons — Medea
was feared and shunned by the other
Greek women. Out of loneliness, she
pursued her magickal studies even deeper,
though this made the rumors about
her worse. The final blow came when
Jason coldly divorced her, pleading political
reasons, to marry the pretty daughter
of a neighboring king. In revenge,
Medea sent the bride a beautiful but poisoned
tunic, which stuck to her skin and
burned her to death. Half-mad with grief
and rage, Medea then slew her 2 sons.
When guards rushed in to arrest her, she
stared them down, then summoned a flying
chariot,
pulled by 2 dragons, and
made her escape. She was assumed to
have returned to Colchis, but since she
had betrayed her father, this is obviously
mistaken. Utterly embittered about the
human
world (her alignment had previously
been CG), Medea took
refuge in a barren, arid country, there
to
study dragonlore and magick. No one is
entirely sure where she went, so a party
of adventurers may well come upon her
caves, set high up on the flank of a rocky
and inhospitable peak.
Medea is a passionate woman who is
sometimes overpowered by the strength
of her emotions so that she performs
extreme actions which she later regrets.
When Medea decides on a course of
action she will let nothing deter her,
especially not a sense of conscience.
She makes a good FRIEND (as long as a
friend remains constant and true) but
a
terrible, vengeful
enemy.
Even in old
age, Medea is still a striking
woman, tall and straight of posture,
with pale gray hair
done up in braids
above her strong, handsome face. She <com=x>
wears a long tunic, much-mended and
stained, that shows traces of rich
gold
and purple embroidery.
At her waist is a
golden belt,
the clasp in the form of a
dragon’s head, and a long, curved-bladed
knife in
a bronze sheath. Her caves are
clean, but
poorly furnished; she lives
alone except for her dragons. Her high
charisma comes from the negative fascination
<com=x>
she can exert. Even those who
are afraid of her find their attention
riveted on her. Her betrayal by Jason
has
left her bitter about fighting
men. If any
such approach her, she rolls a reaction
with a -20 modifier on the Encounter
Reaction Table
(page 63 DMG). Wizards, especially
women,
will receive a polite though distant
greeting from her (roll reaction normally).
Although she seems physically weak,
she is a dangerous person to threaten
with bodily harm. Not only will her faithful
dragons always RUSH
to her defense,
but she has a number of powerful spells,
These spells may be chosen by the DM
to fit his or her campaign, though there
are 3 spells which appear in all the
legends about her (Fear,
Hold Person,
and Confusion).
To save time, DM’s may
wish to use the suggested spell list given
at the end of the description,
As a Sage,
Medea’s major areas are
poisons and
dragonlore, her minor ones
herbs and
potions. On poisons, her
chance to know is exceptionally high
(+10 on percentile roll). Though ordinary
money
means nothing to her, there
is a 75% probability that she will answer
a question if the reward is a golden,
bejeweled bauble
that would make a
good present for one of her many dragon
FRIENDS.
In her cave will be a large number
of herbs and poisons, and a good selection
of potions. Though most of these
can be DM’s choice, there should always
be 1 potion
of dragon control and 1
vial of horrible deadly poison
— in similar,
unmarked vials, of course. If the DM
wishes to add an Orb
of Dragonkind to
her/his campaign, Medea’s cave is the
logical place to put it, It is also possible
(45%) that she will be raising
a dragon
hatchling in the cave.
Her chariot dragons serve her willingly
and will come to her telepathic
call,
They are young brass
dragons, who pull
her chariot (move 24”) for a fixed term
in
return for learning their 1st spell. They
have the usual hit die, etc. for their
species
and are able to talk but not USE
spells yet.
Medea has a psionic ability of 160
points. The DM may assign any psionic
abilities he or she wishes, or simply
give
Medea the suggested psionic abilities
of
Animal Telepathy (18th level), Detection
of Magic (16th level), Clairvoyance (14th
level), and Mind Bar (12th level).
Suggested spells usable
1st level: Charm
Person, Detect Magick,
Feather
Fall, FRIENDS, Read
Magick.
2nd level; Detect
Invisible, ESP, Mirror
Image,
Scare, Web.
3rd level: Dispel
Magick, Haste, Infravision,
Phantasmal
Force, Suggestion,
4th level: Charm
Monster, Confusion,
Fear,
Fumble, Polymorph
Other.
5th level: Animal
Growth, Feeblemind,
Hold
Monster, Monster Summoning
III,
Wall
of Force.
6th level: Anti-magic
Shell, Lejend
Lore,
Stone to Flesh.
7th Ievel: Mass
Invisibility, Monster
Summoning
V*, Power Word Stun.
8th level: Mass
Charm, Maze,
9th leveI: Monster
Summoning VII*.
*More dragons will appear.
Bibliography: Medea is a common figure
in
Graeco-Roman literature. The best sources
are Euripides’ tragedy, Medea,
Apollonius of
Rhodes’ epic poem, The Argonautica,
and
Ovid’s Heroides, Epistle XII.
Written by Katharine Brahtin Kerr
| Giants in the Earth | Greek Mythos | - | 1e AD&D | Dragon 47 |