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The characters are hired to travel to the island of Cretos which is ruled by the powerful Merchant King Mirovan. They are tasked with delivering a
chest of 5,000 gold coins to pay the ransom for the return Ariadne, the daughter of their employer. Mirovan will accept the gold and have his servant
Jenar escort them to where Ariadne is waiting. As they enter area 1 a strong portcullis will close behind them and Mirovan's voice will echo through
the corridors, “When one has wealth beyond measure what does a few thousand gold coins matter in comparison to the misery of my oldest rival.
Luckily, I am not without mercy so I offer you a wager. Survive my maze, defeat my champion and Ariadne and the chest of gold are yours.”
Once the characters make it a quarter of the way through the maze Anyone opening the chest will cause a second set of four spears to fire
Mirovan will release four two headed dogs to pursue them (AC 14, Hp from the front above the chest. In the chest is a potion of heroism, a
15, ATK 2 bites +4, DMG 1d10+3). cursed potion of misdirection and a gem worth 500 gp.
7 As you come around the corner you see a dead end and a chest of
green alder wood bound in bronze.
If the characters open the chest they can hear the sound of stone grating
against stone in the distance. The chest is rigged to a mechanism that
opens the false walls in area 8 and 9.
Inside the chest is 500 silver coins and a finely crafted mace named the
“Doom of the Dead”. It is a +2 weapon of disruption.
2 What looks like a large stone chest sits against the wall at the end
of the corridor. The lid appears to be a simple stone slab with no 9 the corridor where 15 skeletons are hidden.
When the chest in area 6 is opened all 30
markings. skeletons will be released. They will march
towards the chest. Due to the width of the
As soon as the stone lid is removed a dozen crawling hands will leap corridors only four can attack at one time. 30
from the chest and scatter throughout the maze. They will attack at Skeletons (AC 16, Hp 4, ATK +2 axe, DMG
random intervals (AC14, Hp 9, ATK +5 claw (1d4). Six of the hands are 1d6).
wearing minor magic rings that can be used three times each (Shocking
Grasp (2d6), Ray of Enfeeblement, Ghoul Touch, Burning Hands (2d4), One of the skeletons is wearing a gold
Cause Fear, Magic Missile (1d4+1). The claws will always attack with the necklace worth 300 gp. Another has an axe of
rings until the charges are expended. throwing and returning +2.
An ornate red oak chest with copper bands sits at the end of
3 the corridor.
The chest is trapped with a magic alarm spell that will go off 14 12
when opened and alert the Ogre located at 4. It will arrive
four rounds later. The chest is filled with 10,000 copper 13
coins. Buried amongst the coins is magic silver coin which
gives a +1 bonus to all saving throws when carried.
This chest is locked. Inside is a skull that will start laughing if removed, This is the minotaurs treasure. The chest is locked (key is located at 11).
“Fools you have unleashed the curse of Ozanthos, Only the answers to Inside there is 600 gp, 1,500 sp, a golden bull statue worth 1,200 gp, a
three riddles will keep you from madness. potion of extra healing, a potion of cure poison, a short sword +2 named
Shield Bearer that grants +1 to AC and a fur cloak that grants animal
“Beware my bite and my embrace. You can find my skin but of me no friendship once per day.
trace.” SNAKE
“I lie behind the stars and in dungeons deep. I am the assassins friend 14 An iron barred gate blocks the corridor. From beyond you hear a
sad but captivating voice singing to the soft strings of a lyre.
but from the dawn I creep.” DARKNESS
If the characters call out a woman will answer but will not show herself.
“If you have it you want to share it but if you share it you won't have it.” “My name is Ariadne. I have been held in this place for so long I'd almost
A SECRET. lost hope of seeing home. The horned beast has the key.”
If they answer incorrectly the skull will cry out “You are doomed! Once free Ariadne will hesitantly step into the open. She's beautiful,
Doomed! Doomed!” Other than paranoia nothing will happen. however, the characters will be taken aback by horns growing from her
head. She knows little other than they appeared over the past week.
This area of the maze has been converted into spartan living
11 quarters. There is a simple bed, writing desk and chair. The end of a If they've already killed the minotaur then a servant of Mirovan will
chest is sticking out from under the bed and a long spear is leaning appear and inform them they are victorious. He will escort them back to
against the wall. Somewhere in the distance you hear music playing Mirovan's court (proceed to epilogue).
(coming from 14).
This is the minotaur's sleeping area. In the desk drawer there is an iron 15 You have reached the exact center of the maze. The corridor gives
way to a circular arena. Standing before you is a muscular man with
key (to the chest in 13) and a signet ring (worth 100 GP) bearing the the head of a bull. He is brandishing a pair of wickedly sharp
symbol of the rival nation of Amkara. Inside the chest are the personal daggers and lowers his horns in an obvious challenge.
possessions, including a diary, of a Prince Nejara. The writings detail his
travels ending with his capture by King Mirovan. The last few pages are Overhead, there is no ceiling, just bars that open up into the
difficult to make out and appear to be little more than gibberish. The Merchant King's court. The face of Mirovan and other nobles leer
spear belonged to the Prince and is named Peregrin. It is a +2 spear that downward anxiously awaiting the blood bath to come.
can cast true strike once per day.
The minotaur will charge. If the characters learned the minotaurs identify
12 Continuing through the maze you are drawing closer to the source
of the beautiful music. In front of you is a juncture where the tunnel
and speak his name (Prince Nejara) the minotaur will become enraged
and reckless (+2 damage, -2 to AC, saves and attack rolls). (AC 14, HP
turns left and right. The music is coming from the left corridor. 60, ATK +9/+4 daggers (1d4+6) and gore +4 (1d6+2) SA charge – gore
+11 (2d6+6). The daggers are masterwork. The minotaur also has a key
Taking the right corridor leads to a dead end. Lurking in this area are two which opens the gate in 14.
iron cobra's. Mirovan will use the homunculus to give them instructions
to kill one of the characters, preferably a wizard (AC 20, Hp, 15, ATK +3 If the characters win the Merchant King will address them from above,
DMG 1d6+1 + poison). “Congratulations but you still need to find Ariadne before I declare you
victors.”
EPILOGUE
You may return her to her dear father for more rewards but I'm
afraid it's unlikely she'll stay for long. For you see the maze is
cursed. Those who dwell in it's endless halls too long fall to an
old an powerful charm that brings out the beast. Her
transformation has already begun and cannot be stopped. In a
fortnight she will only yearn for the maze seeking to return and
serve as my next champion.”
As they sail away Ariadne will stare back at the castle. “Mirovan
spoke the truth. Even now I feel myself drawn back to the island.
Take me to my father with haste. Perhaps with some blessing or
spell I can be saved from the minotaurs fate.”
TRIBULATION OF THE
DEAD
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