Invisible type is used, and a special highlight marker is needed to expose the hidden text. And also like M1 the adventure is quite good on its own. And also like M1, at the end of the module there is a quick group adventure to be played. The solo adventure is for a single 6th level character of any class.
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They 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 text transcription, and to A. Allen for a correction. The map, tables, and text conversion to interactive html was provided by Paul Viveiros, so his sons Jacob and Danny can enjoy playing the adventure.
Encounters The walls are wet from surface water trickling down into the maze. No danger is here. You pass on down the corridor. A white-hot bolt of power arches out of the shrine and seeks you out; you take 7 points of damage. Go to 3C. 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. You have the golden statuette, worth gp back in Cathos City.
Return the way you came. Otherwise go to 3A. 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. You pass by the armored giant. He makes no move to stop you. You find some 20gp scattered in the rubble.
This spider is not poisonous, but will follow any creature that flees. Go to Combat Entry C1. 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.
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. You have broken the lock. You may open the chest 6I , wait for a moment before doing anything 6J , or leave. You unstop the jug and the thick yellow ooze flows out.
It attacks you at once. Go to 6K. 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. 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. 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. 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. 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 south. The pool is rust-colored water, bitter but harmless.
Leave by the south 9B or the east 9A. This is a fountain of healing! You may drink only once from this fountain, and regain 10 lost hit points. Leave by any passage. 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. 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. You have defeated the Maze of the Riddling Minotaur! You have found a way out of the Maze of the Riddling Minotaur, but you have not discovered the prison of the princess Lydora. You may disarm the statue easily unless it has been triggered already and pass on. You may fight the statue 13C or flee in either direction.
Choose your attack or spells, then reveal 13D. After attacking one round, you realize the statue is not fighting back. You may investigate 13A or pass on. 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. The skeletons are inanimate. Should you open the urn, go to 14D. The sacrol does not attack, but brushes past you and tries to escape to the east. 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. You open the urn to discover some cp inside. The stopper, however, is worth gp. 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. 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. Still, she says she will help as she can, and follow you out of the maze.
Go to Combat Entry C8 for combat. The first time the sacrol hits refer to 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. 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 statue is of a graceful elf, holding a bow and dressed as no elf has been dressed for hundreds of years. You leave the room. The statue makes no other threats. The black water bubbles and steams, giving off a sour smell. You may drink 23B , pass on 23C , or retreat the way you came.
M2 - Maze Of The Riddling Minotaur
They 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 text transcription, and to A. Allen for a correction. The map, tables, and text conversion to interactive html was provided by Paul Viveiros, so his sons Jacob and Danny can enjoy playing the adventure. Encounters The walls are wet from surface water trickling down into the maze. No danger is here. You pass on down the corridor.
Maze of the Riddling Minotaur (M2), softback solo adventure for Expert D&D
Description Edit History From the back cover: For a long time you have heard legends about the Island of Vacros; when you were only a child, the stories about evil minotaurs were used to scare you into behaving. But King Trueon of Cathos is worried: his daughter Princess Lydora has been kidnapped, and he has found clues that she has been taken to the ancient and evil island of Vacros. You have heard rumors tht a large and dangerous mazework lies beneath the surface of this island—a mazework that is guarded by false minotaurs. Of course many rumors are false, but then again The Maze of the Riddling Minotaur is the second in a series of invisible ink modules: using the invisible ink pen included in this module, you may play the adventure by yourself. After you have played the solo version, you have not used up the module: instructions are provided as to how you may change the solo version into an exciting group adventure!