33. Minotaur’s Room
 
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.