The hidden text from MSOLO2 Maze
of the Riddling Minotaur. These entries are normally only
viewable by using the included "magic pen" (which dries out easily) or by
viewing the entries under an ultraviolet light. Thanks to Vince Lethal
for the transcription, and to A.T. Allen for a correction. Please
submit any entries we're missing!
2A: The walls are wet from
surface water trickling down into the maze. No danger is here. Continue.
2B: You pass on down the corridor.
3A: A white-hot bolt of power arches out of the shrine and
seeks you out; you take 7 points of damage. Go to 3C.
3B: The statue rests on a circular brass plate inscribed with
runes and symbols of great power, which indicate a trap. It will be
difficult to remove the statue without setting off the trap. You may
still attempt to remove the statue (3D), or return up the corridor.
3C: You have the golden statuette, worth 1000gp back in Cathos
City. Return the way you came.
3D: If you have cast a FIND TRAPS spell that is still working,
or if you successfully use your remove traps ability, go to 3C. Otherwise
go to 3A.
4A: The giant seems to have been an animated statue, but
his joints have long since rusted solid. He is no threat to you, and
you may pass easily.
4B: You pass by the armored giant. He makes no move to
5A: You find some 20gp scattered in the rubble. However,
your search has disturbed a giant grey-furred hunting spider (AC 8, HD 2,
hp 12, MV 120, #AT 1, D 1-6, Save F2, ML 8, AL N) hiding in the rubble.
This spider is not poisonous, but will follow any creature that flees.
Go to Combat Entry C1.
6C: If the spell you have cast is a KNOCK spell, go to
6E. If it is any form of damage spell, go to 6F. Any
other spell goes off without any effect on the chest: return to 6A
and choose again.
6E: The chest opens to reveal a large glass jug filled with
a yellow ooze that is moving on its own. On top of this jug is a silver
circlet set with a large ruby. You may take the circlet and leave (6G),
or open the jug (6H).
6F: You have broken the lock. You may open the chest (6I),
wait for a moment before doing anything (6J), or leave.
6H: You unstop the jug and the thick yellow ooze flows out.
It attacks you at once. Go to 6K.
6I: You open the broken chest to reveal pieces of a glass jug
resting in a pool of yellow ooze. Floating in the center of this ooze
is a silver circlet set with a red stone. The ooze begins to creep
up the sides of the chest. Go to 6K.
6J: As you watch, a thick yellow slime oozes through the cracks
of the damaged chest. You may retreat from the room before it comes
near you, or go to 6K if you want to fight it.
6K: The creature is a small ochre jelly (AC 8, HD 2, hp 10,
# AT 1, D 1-6, MV 30, Save F3, ML 12, AL N). It will not divide
if struck by your weapon, nor will it take damage from these attacks.
Go to Combat Entry C2. The creature will not pursue you if
you run away. If you defeat the ochre jelly, go to 6L.
6L: Congratulations! You have defeated an ochre jelly.
Inside the chest you find broken glass from the jug that held the monster,
and a fine silver circlet set with a large red gem. Go to 6G.
7: Answer: A Wheel
8: Answer: The Princess
9A: You pass without any trouble
9B: Trap! You are hit by a crossbow bolt fired from a
hidden trap in the doorway. You take 2 points of damage from the bolt,
unless you are protected by a spell or by your Detect Traps ability.
Go to 9C if entering the room. Otherwise take the corridor
9D: The pool is rust-colored water, bitter but harmless.
Leave by the south (9B) or the east (9A).
10C: This is a fountain of healing! You may drink
only once from this fountain, and regain 10 lost hit points. Leave
by any passage.
11A: Go to Combat Entry C5 to fight the chimera.
Should you defeat the creature, go to 11B if you have the princess
with you. Otherwise go to 11C.
11B: You and the princess pass through the crumbling opening,
finding yourselves just above the cove where Ahmadi has hidden his boat.
You make your way down the hillside; the boatman, seeing your approach,
joyfully raises a white sail as he prepares to take you to Cathos.
Congratulations! You have defeated the Maze of the Riddling Minotaur!
11C: Congratulations! You have found a way out of the
Maze of the Riddling Minotaur, but you have not discovered the prison of
the princess Lydora. Remembering the king’s statement, “Return with
the princess, or return not at all,” you once more go down into the maze,
now knowing that you have a way of safe escape.
13A: You notice the back of the statue is open, and that
inside it is filled with springs, counterweights, and a trigger that releases
the statue’s arms. You may disarm the statue easily (unless it has
been triggered already) and pass on.
13B: As you pass, one of the statue’s arms lashes out at you;
take 4 points of damage. You may fight the statue (13C) or
flee in either direction.
13C: Choose your attack or spells, then reveal 13D.
13D: After attacking one round, you realize the statue is not
fighting back. You may investigate (13A) or pass on.
14A: The sacrol is here as well, hovering over the urn,
chanting a spell in his rasping voice. The skeletons slowly come to
life and rise from their fallen position. The sacrol commands them
to attack; then it charges at you. Go to 14C.
14B: The skeletons are inanimate. Should you open the
urn, go to 14D.
14C: The sacrol does not attack, but brushes past you and tries
to escape to the east. The two minotaur skeletons (AC 7, HD 1, hp
7,8, MV 60’, #AT 1, D 1-6, Save F1, ML 12, AL C) attack you. You
may take a free hit on the sacrol as it passes; the skeletons will attack
until they are defeated. Go to Combat Entry C6 for combat.
If you defeat or drive off the sacrol and skeletons, go to 14D.
14D: You open the urn to discover some 2000cp inside.
The stopper, however, is worth 200gp.
18A: You move slowly to the bed and draw back its curtains.
A young, dark-haired maiden, thin from captivity and dressed in a simple
white dress, is crying into a pillow. She realizes she is not alone,
and rises suddenly, watching you through tear-streaked eyes. “Who
are you?” she gasps.
Carefully, slowly, you explain your mission to the princess, and your
adventures so far. Lydora replies, “Oh thank you, brave champion.
I had all but given up hope. I have tried to escape, but to no avail.
I fear I know little of the maze, for I was brought in blindfolded.
I do know that the air is fresher near the entrances.”
The princess (AC9, hp 4, MV 60, Save NM, ML 11, AL L) is badly tired
by her captivity, and is of no use in combat. Still, she says she
will help as she can, and follow you out of the maze.
20: Answer: A Nest
21A: As you flee, the red minotaur skull, moving incredibly
fast, cuts you off. “Fool!” it shouts, “There is no escape!”
You have no choice but to fight the creature: go to 21B.
21B: The floating skull is a sacrol (AC 5, HD 8, hp 50, MV
240, # AT 1, D 2-8 level drain on first hit, Save F8, ML 12, AL C) of
the dead minotaurs of the maze. Go to Combat Entry C8 for combat.
The first time the sacrol hits refer to 21C.
21C: One of the icy fog-coils snakes around your throat.
One life level drains from your body. The sacrol cannot drain you
again, but it will hit automatically every round from here on. Ignore
the Armor Class Entry in the Monster Combat Entry and record only damage.
21D: The sacrol breaks away from you, shouting, “I shall not
be defeated by the likes of you, stripling! You have won this round,
but be warned, I retreat now to summon my unearthly legions!” The
creature moves off to the west. You may make one free attack, at +2
to hit, as it retreats.
22A: The statue is of a graceful elf, holding a bow and
dressed as no elf has been dressed for hundreds of years.
22B: You leave the room. The statue makes no other threats.
23A: The black water bubbles and steams, giving off a sour
smell. You may drink (23B), pass on (23C), or retreat
the way you came.
23B: You drink from the fountain and discover it holds only
bad tasting water. You may pass on (23C) or retreat the way
23C: You pass on without incident.
25A: You take 5 points of damage from intense heat as you
and the salamander close. Go to Combat Entry C9 for the battle.
You may retreat any time, take an attack from behind, then go to 25B.
Should you defeat the flame salamander, go to 25C.
25B: You take five points of damage as you retreat down the
ladder. You hear the door slam above you, and the click of a lock.
25C: You find nothing in the cavern other than the salamander
and the heated rocks.
26A: The creatures attack, go to Combat Entry C10.
If you defeat them, go to 26C.
26B: As you wait, the creatures close and have a free round
to hit you. Go to Combat Entry C10. If you defeat them
go to 26C.
26C: You defeat the two minotaur golems, and search the room.
A beaker filled with diamond powder worth 200gp sits on one corner of the
lab table. You find the exits have been locked and bolted against
you, and that there is no other way out of this room. Return to
16 and choose another passage.
27A: You flee the evil creature. He does not follow,
but you know he will be ready for you should you return.
27B: The creature is a zombie-minotaur (AC 5, HD 3, hp 14,
MV 120, #AT 1, D 1-8, Save F1, ML 12, AL C). Go to Combat Entry
C11. If you defeat the zombie-minotaur, go to 27C.
27C: Only rot and debris are in this room. You may leave by
29A: You haul the wooden chest out from beneath the tapestry.
You may open the chest (29B), or return the way you came.
29B: Trap! Go to 29C if you were able to detect
traps or if you are protected by a FIND TRAPS spell. Otherwise go
29C: You deactivate the trap, a small magical explosive that
melts in your hand as you remove it. You find some one hundred gems
laid in velvet in the chest. In Cathos City, the gems are worth 50
gp each, and the velvet is worth 100gp.
29D: The room fills with a pretty tune as a music box begins
to play a tinny melody. You may look for and remove the music box
(29E), wait for the tune to finish (29F), or retreat back
up the corridor (29G).
29E: You find the box, but as you remove it, the tune stops
and the box explodes; take 7 point of damage. Go to 29C, but
the velvet listed there is worthless.
29F: The song finishes and the box explodes; you take 7 points
of damage. Go to 29C, but the velvet listed there is shredded
29G: You retreat back up the corridor a few paces. The
song finishes and the box explodes, scattering gems and tattered velvet
everywhere. Go to 29C, but the velvet listed there is now worthless.
30A: The statue is harmless. You may leave by the
east (30B) or south (30C) passage.
30B: You leave the room. Ahead you smell the stuffy odor
of rotting fabric and wood. You may go on.
30C: As you leave the room, you feel a soft breeze on your
face, carrying the smell of the sea. You may go on.
34A: The bottom of the fountain is covered by dry leaves
and other debris. If you decide to move the leaves aside, go to
34B, otherwise, leave by one of the three exits.
34B: You stir the debris looking for treasure, breaking open
a bees’ nest hidden in the debris. The insect swarm (AC 7, HD 3, hp
8, MV 30, #AT 1, D 2 points; Save NM, ML 11, AL N) will not pursue,
but will attack all who enter this square. Go to Combat Entry C12
for the attacks. You may flee by any passage, but the bees will remain
and attack any who reenter the square.
35A: In the debris scattered about the base of the altar you
find one of the gemstone eyes of the shrine; a huge topaz worth about 5000gp
back in Cathos City.
36A: The growth that covers the armor is not yellow mold,
but a harmless fungus that resembles it. You may remove the skeleton
without penalty. If you choose to put on the armor, go to 36C.
36B: You remove the plate mail from the skeleton, raising a
cloud of dust and fungus spores as you do so. You do not take damage
from the fungus. Should you choose to put on the armor, go to 36C.
36C: The armor is plate +1. If you can use the
armor (and if you want to use it), adjust your armor class and go on.
37A: Your searching is interrupted by a low chuckle.
You turn to see the red skull of the sacrol in the doorway, flanked by a
pair of zombie-minotaurs (AC5, HD 3, hp 10, 18, MV 120, #AT 1, D 1-8,
Save F1, ML 12, AL c). “Fool!” the sacrol exclaims, “You should have
run away when you could. Now it is too late.” The zombie-minotaurs
stagger towards you. You must defeat the sacrol and the zombie-minotaurs
to leave the room. T he sacrol will not attack until both zombies are slain,
and the sacrol’s first successful hit will drain 1 life level. Go
to Combat Entry C13.
39A: You touch the wall and pull your finger back quickly,
burned by the powerful acid dripping down the wall. Should you decide
to cross to the box, go to 39B but halve all damage you suffer –
you have been warned and will be able to shield yourself in part.
39B: You cross the room as drops of liquid fall on you and
splash at your feet. Where the acid touches bare skin, it does 4 points
of damage, and will do two more points for every round (or entry) you remain
in the room. You may continue to the box (39C), or retreat
from the room with no further damage.
39C: The box is locked. It will take one round to open
it, and two rounds to drag it from the room. Make your choice, take
the appropriate damage, and go to 39D.
39D: The box is filled with rusting and acid-eaten swords and
armor. These items are worthless to you.
40A: The statue is made of bronze; its robe is carved with
strange markings along the hem and cuffs. The statue stands flat against
the wall, and you detect that it is trapped to go off should anyone pass
in front of it. You may attempt to pass by it (40B) or retreat
and look for another way past this point.
40B: As you walk pass the statue, a magic missile shoots out
of its right palm and strikes you. Take 3 points of damage and you
may pass on.
41A: This mummy is the remains of the last of the great
minotaur priests, ready to punish anyone who disturbs the sleep of his ancestors.
He will follow if you flee. Go to Combat Entry C14. If
you defeat the mummy, go to 41B.
41B: Much treasure lies within this room, relics of the great
days of the minotaur-priests of Vacros: 6000pp, 14 1000gp gems, and 10 pieces
of jewelry worth 1200gp each. You also find a labeled AMULET VS CRYSTAL
BALL AND ESP and a SHIELD +2, as well as an unlabeled scroll. Should
you at any time read the scroll, go to 41C.
41C: CURSE! Lose one level immediately! First level
characters are slain.
43A: You stand in the opening of the cavern and see the
beach below. You have found an unguarded exit to the Maze of Kiranjo.
If the princess is with you, go to 43B. Otherwise go to
43B: You and the princess climb down from the hills to the
hidden cove where Ahmadi keeps the boat. The old boatman smiles and
begins to ready his craft for the voyage. He raises a white sail as
a sign of your victory. You have defeated the riddling minotaurs,
and now comes the time of feasts, of songs of your power, and of the reward
promised by the king.
43C: You look down from the cavern’s mouth to see the beach
and the sea. The words of King Trueon ring in your ear, “Return with
the princess or return not at all.” With a shrug, you return to the
trap-door and climb down again into the maze, knowing now that when you
find the princess, you have a sure way of escape.
44A: The statue is not trapped. You remove the gems
from their sockets. They are worth 300gp each.
45A: The vial contains a potion of speed. Move and
attack at twice normal speed for 4 turns.
49A: The water is no more than a few inches deep.
To pass around it go to 49B.
49B: You get around the pool and may pass on.
49C: You dash around the pool and may pass on.
50: Answer: The Sun
52A: The body of a dead rat floats in the crystal green
water of this pool. If you still choose to drink, go to 52C.
Otherwise leave by any path available.
52B: The water in this fountain is clear and cool, but it smells
bitter. If you choose to drink, go to 52C. Otherwise
leave by any passage available.
52C: The water of this fountain is poisonous! Save vs.
Poison or take 10 points of damage!
54: Answer: A river or stream
56A: Trap! Take 5 points of damage from an electrical
trap in the chest. Ignore this if you have made a successful find
traps roll or if you are protected by a FIND TRAPS spell. The chest
58A: You wait for a moment and hear another noise besides
the sobbing: a low hissing of snakes. You may investigate (58B),
or return the way you came.
58B: As you approach, the bed curtains part and you see the
horrid face of a medusa (AC 8, HD 4, hp 24, MV 90, #AT 1 + special,
D 1-6+poison, Save F4, ML 8, AL C). Save vs. Turn to Stone.
If you fail, you are turned to stone and join the other broken statues at
the base of the stairs: go to 128. If you make your saving
throw, go to 58C.
58C: The medusa attacks. It will follow you until it
is defeated, attacking with its serpents. Go to Combat Entry C19.
Should you defeat the medusa, go to 58D.
58D: The iron door is bolted: you cannot get past it.
A small coffer filled with 100 50gp gems lies beneath the bed.
62A: The statue is carved of amber but otherwise seems to
be normal. You may pass by it (62B) or retreat.
62B: You pass by the statue.
63: Answer: A Bat
65A: The Statue is made of terra cotta and does not seem
to be trapped. If you remove the statue, go to 65B.
65B: You remove the statue and notice it is hollow. Inside
is a scroll. Should you at any time decide to read the scroll, go
to 65C. Otherwise take this scroll and return up the passage.
65C: This is a scroll of PROTECTION FROM LYCANTHROPES.
66: Answer: A Bee
67A: If you saved vs. Spells you are safe from the Harpy’s
charm. Otherwise you are enchanted by its beautiful song and gladly
march off to your doom: go to 128. Only one harpy is in this
tower (AC 7, HD 3, MV 60 – fly 150, #AT 3, D 1-4/1-4/1-6, Save F3,
ML 7, AL C). She will not pursue you into the maze. Go to Combat
Entry C23. If you defeat the harpy, go to 67B.
67B: You are in the hollow interior of a decaying tower.
The tower entrances and windows have been sealed with recent stonework.
The nearest window is 40’ up the sheer, rain-slick walls. You realize
that this entrance to the maze is not one a single person can use.
Dark shapes wheel above the tower; more harpies coming in to roost.
You run back to the trap door, slamming and bolting it behind you.
Return to encounter 57.
70A: As you investigate the pool, a long snakelike arm comes
out and attacks you. Go to 70D.
70B: If your character can move silently, uncover a box in
the detect traps section, using the number as a “move silently” roll. If
your character cannot move silently, or if you fail to do so, you are caught
halfway across by a long snakelike arm that attacks from the pool.
Go to 70D.
70C: You run past the pool. Looking back, you see a long
snakelike arm rising out of the water.
70D: The monster is a giant octopus, (AC 7, HD 8, hp 41, MV
90, #AT 1, D 1-3, Save F4, ML 7, AL N). It will use only one arm
(all it can fit through the opening below). Go to Combat Entry
71A: The skeleton is holding a statuette of a praying minotaur
made of solid gold, worth 1000gp in Cathos City. You may take the
statue (71C), replace it in the bronze shrine (71B), or leave
the statue with the skeleton and go on.
71B: Consider yourself blessed by the ancient god of your enemies
for a good service. Gain +1 to hit in your next combat encounter.
71C: You have the statue and may leave the way you entered.
72A: You feel refreshed by the cold water, but nothing else.
Go to 72B.
72B: Nothing prevents you from leaving.
74A: The sword is of Cathos City manufacture. It may
have belonged to a previous champion. It has been snapped cleanly
in two by some mighty creature – perhaps a giant.
75: Answer: Ice
77A: As you approach, the statue takes wing and swoops down
on you. You notice a long chain unwinding between the gargoyle’s leg
and the top of the pillar. The gargoyle (AC 5, HD 4, hp 14, MV 90,
#AT 4, D 1-3/1-3/1-6/1-4, Save F8, ML 11, AL C) will block your way through
this area, but it cannot pursue if you retreat. Go to Combat Entry
C27 for battle.
78A: Approaching the chalice, you notice it is not of very
good workmanship and that its gems are pasted glass. The chalice rests
on a treadle that runs beneath the floor itself. There is no way to
remove the cup without setting off the trap. Take the cup (78B)
or return the way you came.
78B: Trap! As you remove the chalice, the floor opens
up beneath you, dumping you into a water-lined pit. You take 2 points
of damage and notice that there are several other bodies in the pit, all
in various states of decay. You may climb out of the pit and return
to the west.
80A: As you approach you notice that the gem-like eye of
the cyclops is a hole into the molten core of this living rock statue.
It comes to life and attacks. Go to 80C.
80B: You take 6 points of damage from the statue as a jet of
hot magma shoots out of its central eye. Go to 80C.
80C: The cyclops is a living rock statue (AC 4, HD 5, hp 35,
MV 60, #AT 1, D 2-12, Save F5, ML 11, AL C) that can shoot magma through
its central eye once per round. It will pursue those who flee.
Go to Combat Entry C28 to resolve combat.
82A: Though the fungus is of many strange shapes and colors,
it is not harmful. You may pass through without trouble.
83A: The creature atop the pillar makes no attempt to stop
you as you enter the room. It is merely a statue that has several
MAGIC MOUTH spells cast upon it.
84A: The statue is hollow and empty.
84B: You pass by without trouble.
85: Answer: A Chair
85A: The creature shatters into a thousand tiny fragments of
black stone, leaving only its armor behind. The armor has no iron
in it, but is of solid, thinly pounded copper, worth 100 gp in its rough
88A: Make a saving throw vs. Spells. If you save,
go to 88C. If you fail, go to 88B.
88B: You panic and flee the chamber in terror, not stopping
until you reach the corner two spaces to the north. You may not enter
this room again.
88C: You get a grim feeling of danger, but little else.
The chamber is empty except for the statue and a small gem worth 100gp,
apparently left by someone who dropped it.
89A: This water is very bitter. It will not harm you,
but it is undrinkable. Leave by the exit of your choice.
90A: You get a free round on the creature. You may
strike to subdue (90C) or to kill (90D).
90B: Each time you try to take some treasure from the pile,
use a square from the detect traps section. If your pick pockets score
is more than this number, you succeed. If you fail, go to 90D.
Reveal one box below per attempt.
1st attempt: 20cp and a 100gp gem.
2nd attempt: 30cp and a 50gp gem.
3rd attempt: 10 cp and a 100gp gem.
4th attempt: the pile of treasure shifts and the creature awakens.
Go to 90D.
90C: The small creature squirms out of the way of your attack
at the last moment, and rises on thin bat-wings to attack. Go to
90D: You have awakened the creature, a pocket dragon (AC 3,
HD 3, hp 18, MV 90 – fly 120, #AT 1, D 1-3+venom, Save MU 3, ML
8, AL N). It attacks with its bite, and seems to have no breath weapon.
Each time you are bitten by the pocket dragon, save vs. Poison or be –2
on “to hit” and saving throw rolls until you are cured. You must save
each time the dragon bites you, until you fail a saving throw. Go
to Combat Entry C31. If you defeat the pocket dragon, go to
90F: A total of 4000cp, and 6 gems (three worth 100gp and 2
worth 50gp) are scattered on the pile. You also find some broken glass
and a bag of marbles.
91A: Go to 91B.
91B: You pass without any problems.
94A: The water is cool and refreshing, but has no healing
properties. Choose another option.
94B: The flasks are marked in the ancient runes of the original
minotaur priests of Vacros. You have two flasks of holy water.
95: Answer: Fire
96A: The bell resounds with a low booming noise that vibrates
through the entire complex. Nothing happens for a moment, but as you
turn you see two minotaur-like zombies blocking the entrance (AC 5, HD 3,
hp 10, 15, MV 120, #AT 1, D 1-8, Save F1, ML 12, AL C). You have
rung an ancient dinner-bell, which they have answered. T hey regard you
as the main course. Go to Combat Entry C33.
103A: The water is cool and refreshing, and you notice a
small gold ring set with a green stone in the pool. It should fetch
some 300gp back in Cathos City.
104A: The minotaur has an equally glaring face on the other
side of the statue, but nothing else of note.
104B: You pass by the minotaur statue, but as you move down
the hall, you cannot shake the feeling you are being watched.
105A: You take 6 points of damage from a contact poison
in the gas. Continue on.
105B: Go to 105A.
106A: The chest is unlocked. You hear nothing within.
You may choose to open the chest (go to 106B) or go on.
106B: You open the chest and discover it to be filled with
silver. A large diamond-backed snake rests atop the pile, holding
something shiny in its mouth. You may attack (106C), wait (106D),
or close the lid (106E).
106C: You smite the serpent hard, and hear the breaking of
glass. The “snake” is only a shed skin on top of the box, bearing
a small bottle (now broken) in its mouth. Go to 106F.
106D: You wait, and are not attacked. The “snake” is
only a shed skin. The bottle in its mouth is labeled “invulnerability”.
Go to 106F.
106E: You close the chest successfully. You may leave.
106F: The chest holds 3000sp.
110A: The huge creature is nothing more than the shed and
discarded skin of a giant scorpion. You give a deep sigh, then are
aware of a chattering noise behind you. You wheel about to see the
real giant scorpion (AC 2, HD 4, hp 20, MV 150, # AT 3, D 1-10/1-10/1-4+poison,
Save F2, ML 11, AL C) advancing on you. The scorpion is near the door,
and it will get one free attack as you escape. There are no other
exits. Go to Combat Entry C35. If you defeat the creature,
go to 110B.
110B: You find nothing within this room. An old exit
to the south has been blocked by the priests of the temple.
111A: The yellowish fungus is yellow mold. Attacking
it with a torch or sword, or even handling the skeleton roughly, will probably
cause the mold to break: Go to 111B if you attempt to move
111B: As you search the bodies, you break apart the yellow
mold that is covering them. Make a save vs. Poison. If you fail
to save go to 128.
112: Answer: A Mountain
114A: You look into the crystal ball and are able to see
up to two squares in all directions. Reveal these squares and read
the listed entries, but make no decisions as you are not there. If
you choose to take the ball, go to 114B.
114B: As you lift the ball from the table, it shatters into
a thousand tiny crystals. Leave by either route.
115: Answer: A Tree
117A: If this is your first time drinking from this pool,
go to 117B. Otherwise go to 117C.
117B: You are healed 8 points by this magical pool.
117C: You take 3 points of damage from this magical pool.
118A: The gold is the remains of a jeweled helm, still attached
to a skeleton lying among the ropes. A noise rises from among the
ropes, and you see what killed the helm’s owner; a pack of five rats.
You may retreat now, leave the helm, and take no damage. Otherwise
you must fight the rat pack (AC 9, hp 1, MV 60, #AT 1, D 1-6, Save NM,
ML 5, AL N). Go to Combat Entry C40. You must defeat the rat
pack to take the helm, which is studded with precious stones and is worth
121A: As you look the statue over, it begins to move.
Go to 121C.
121B: As you pass, the statue takes a swing at you, hitting
Armor Class 4 or better [they meant worse-Acaeum] for 5 points of damage.
Go to 121C.
121C: This is a living crystal statue of a troglodyte (AC 4,
HD 3, hp 15, MV 90, #AT 2, D 1-6/1-6, Save F3, ML 11, AL L). It
will pursue until destroyed. Go to Combat Entry C41.
122A: The statue is hollow and has a small opening beneath
it (too small to enter) leading to caves below, from which blows a small
breeze that creates the moaning noise.
123A: The lizard-like beast falls to your attack, and the
glowing chamber is still and quiet. You may step onto the dais (123B),
investigate it (123C), or return the way you came.
123B: You step onto the dais and the room fills with a bright
blue glow. The blue glow rises until you are blinded by its brilliance.
As the glow begins to fade you realize you are no longer in the room, but
three squares to the south. Go to 124.
123C: You throw the troglodyte’s stone axe on the dais.
A brilliant blue glow fills the room, forcing you to cover your eyes.
When the glow fades, the axe is gone. You may step onto the platform
(123B), or return back the way you came.
125A: You come out of the cloud, coughing but unharmed.
125B: You come out of the cloud without damage.
126A: Go to 126B.
126B: The snakes are harmless. You are across the area.
127A: As you approach, the white crocodile (AC 3, HD 6,
hp 24, MV 90, #AT 1, D 2-16, Save F3, ML 7, AL N) stirs awake and moves
towards you. If you decide to fight the crocodile, go to [Combat Entry]
C43. Should you win the fight, go to 127B.
127B: The chest is neither locked nor trapped. It contains
2000 loose gp and three gems, each worth 100gp.
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