MAZE 7A-B — THE HUNTING GROUNDS
POISONED SPIKES: Vicious, poison-soaked, blood-encrusted spikes line the walls throughout this maze.
1-3 Purple worm poison (Fort DC 24; Initial 1d6 Str; Secondary 2d6 Str)
4-6 Large scorpion venom (Fort DC 18; Initial 1d6 Str, Secondary 1d6 Str)
7-9 Naga venom (Fort DC 18; Initial 1d8 Con; Secondary 1d8 Con)
10-12 Demon’s blood (Fort DC 18; Initial 2d6 Con; Secondary 2d6 Con)
13-15 Deathblade ( Fort DC 20; Initial 1d6 Con; Secondary 2d6 Con)
16-17 Ghostspider venom (Fort DC 18; Initial 1d8 Dex; Secondary 2d8 Dex)
18 Madness Lotus (Fort DC 18; Initial 1d6 Wis ; Secondary confusion)
19 Thornvine poison (Fort DC 15; Initial Blindness 1d4 hours; Secondary 0)
20 Nitharit ( Fort DC 13; Initial 0; Secondary 3d6 Con)
MINOTAUR TACTICS: The phase minotaurs love to phase in, grab a character, and then thrust them onto a spike. Then they simply phase away again… only to come back later and do it again, slowly killing their victims in a torturous gauntlet.