This room is musty and foul smelling. <Odor
Detection, DSG>
The floor is littered with old bones and a plank of wood lies just in front of the door. In one corner of the room is a pile of leaves. The room appears to be empty. There is a door on the opposite side. |
This is the lair of a minotaur.
He has
propped a plank of wood at each door
which will fall if anyone tries to force
the
doors. This warns him and he will step
behind the door to await the party’s
entrance, then he will attack with surprise.
The minotaur is Markessa’s
special GUARD
and he will attack on sight anyone not
accompanied by Markessa or her double.
He guards a secret
door in the east wall
which leads to Markessa’s spell room.
Markessa rewards him with a steady supply
of slaves
to eat. The secret door is described
in section C.
Minotaur:
AC 5; MV 12”; HD 6+3; hp 30;
#AT 1 or 2; D 2-8/1-4 or <godentag>
4-10
THACO 13
XP 640
C. Secret Doors
These 3 secret
doors are protected by
glyphs
of warding and wizard locks. They
will open only to Markessa
or a 9th+ level wizard
if they speak aloud the Name of the glyph.
The glyph on
spell room 34 is death,
and the 1st character to open
this door without speaking its name must
save vs. Death
Ray or die.
The glyph
on the
north door
to room 35 is terror, and the 1st
character to
open this door without speaking
its Name must save
vs. Spells, or scream
and FLEE in terror, beating past his or
her
comrades to ESCAPE. The character will
be
totally unwilling to go through the door.
-
The glyph
on the west door to room 35 is
frost, and
the 1st character to open this door
without
speaking its Name will be
blasted by cold
for 20 points of damage. If a
Save vs. Spells
is made the character will
only take 1/2 damage.
>>34.