Minotaur Madness of Matchalck by Kelly Jon Berger is licensed under CC BY-NC-SA 4.0
WARNING – This is NOT FOR EVERYONE. The DnD Basic rules are not the DnD you are used to – like or dislike the current edition, its got some key differences. Power is seriously nerfed. There is little variations between classes, race is a class and modify more than class alone, etc. See session details and pre-made characters for more information.
Type of Scenario: Fulfilling an [Epic] Quest / Setting: Caves or cavern
On the eastern borderlands in the barony of Matchalk (of the southeast Duchy of N’Lokrha), an evil Minotaur has escaped from somewhere and is terrorizing the frontier. He has even had a few warriors of the fighting pits (berserkers!) escape and flock to him as a cult – worshiping strength and killing! The worst of the local population of monsters and civilized exploiters has gathered and is preparing to launch an attack. The Baron Sir Rustin Onrad has put the word out. Yours is not the first band assembled. Each group that has volunteered for the treasure and glory has not come back. You hope to capture the fame and wealth of those who have come before. The Minotaur and his “tribe” live somewhere in the east of the town of Staghelm, in the low hills before the foreboding mountains in the east – the border of The Darklands. The grateful folk living on the edges of these lands will shelter and feed you and point you in the general direction – but the influence of the minotaur himself is strong, and even those claiming to have found the lair get confused and turned around when seeking it. The Minotaur awaits behind his labyrinthian confusion, his servants preparing for war! Can you stop him in time?
Source: Some of the concepts and ideas are taken directly from the minotaur in the Caves of Chaos in the published module B2 – Keep on the Borderlands. Otherwise, the glue holding it all together and original plot ideas are all Kelly Jon Berger, 2023. The Fantasy Name Generator was used to quickly create some names for the “classic” flavor.
Baron Sir Rustin Onrad rules the Barony of Matchalk. He is a fair (Lawful) man, and holds the common reward (of $100sc each) if the PCs are successful. The Mayor (Lawful) ensures each are given equal treatment and mundane goods replaced. In addition, the four town council aldermen handle sponsoring groups. Within Staghelm, The Scattered Geese Inn will be your base and you may always find him or his assistant there. The town of Staghelm is where helpful and likable people will be killed if the PCs do not prevail.
Alderman Hanry hires the PCs: Roll 2d6 for reactions to determine the amount of help he will give. The better the 2d6 reaction check is, the more improved conditions the PCs will have when in service to the quest. Reaction 12+ = Presented with 5 +2 arrows from Hanry’s family’s stash (once, when they first meet).
Resting: After each excursion the PCs can eat and sleep; heal 1-3 (d6 HP regained; 1-2=1 / 3-4=2 / 5-6=3) and rest (remove any exhaustion penalties). Humans rest easier, and get +1 on the d6 healing check.
Recruiting Retainers Hireling and henchmen can be found in town. A good reaction from the alderman sponsor will result in a higher chance to be able to hire them. Retainer recruitment is 2d6, modified by the Recruiters charisma.
Mundane Goods: The following goods can be replaced every night at no cost: 1 flask of oil, 5 torches, 1 week non preserved rations for each PC and retainer. A retainer or mule can carry a single EXCAVATION KIT. For services of the “mystical variety”: Theurgi Emporium
Loot Storage: The alderman sponsoring the PCs will safely hold onto the loot the PCs bring back to town with each trip.
The PCs can attempt to hear rumors about the situation. They should send out one character to gather them. The maximum number of rumors heard is equal to the retainers allowed by their Charisma (+1 for Affable). Roll 2d8 to determine which rumor is heard; for each make a ✓ Bribe of $20sc OR Reaction (2d6/6+)
Following up on all the rumors, spending more than a week away from Staghelm will reduce the Party Reputation by 1(they will seem uninterested or just interested in collecting easy money up front). After they return from the last followup, there will have been another raid and people killed and taken captive. Alderman Hanry will state “Though you may have gained valuable information, the violence has continued and the folk are angry.”
3 Day travel to Norswitch to see the fighting pit’s Pit Masters of Norswitch
✓ Bribe of 30sc OR Reaction (2d6/7+) > Tell them “The pits run with water, not blood” and it removes their rage when they fight.
2 Day travel to Dalry Crossroads to see Sira Gresor, sr. banker for the Bank of the Silver Stacks.
✓ Bribe of 40sc OR Reaction (2d6/6) > Tell them “The stacks run black” and they will surrender and retreat, leaving for Ados in the west and not returning.
5 Day travel to see the wizard Thasior in his tower.
✓ Bribe of 100sc OR Reaction (2d6/8+)
M-U can Search (d6/1 + Int) to know something is amiss. Nervous, does not seem like a confident Magic User.
Alderman Hanry says “Since it all began, we have no sense of what’s excavated and what’s befallen the Redweck, Bredon, or Culcheth villages and surrounding steadings Can you get an answer and scout out and note on a map what and where the caves and camps are? If you fail, maybe the last one left can escape and return with the map to help whoever comes next. If you succeed, you can be better prepared for what you face.”
Mission: Check out the three settlements, map the area around the Caves of Chaos
REWARDS: +1 Reputation
As the party is setting out, there is a raid deep into the barony and they are the targets. These are fresh recruits without much skill or confidence. You can surrender for $20sc each character.
#PC = Swordsmen > F1, AC 7/HP 7, sword (d8)
#NPC (retainers) = Crossbowmen > 0 level human, AC 8, HP 2, 10 quarrels (d6)
1 veteran Lt. > F2, AC 5 – chain mail, HP 12, sword (d8+2 str)
The village is a ruin, sacked and looted multiple times until there is nothing left. Superficially, there appears to be no survivors and nothing left to find.
Caves of Chaos Wandering Monster/Random Encounter: 1 on d6; d6+4 = encounter
Leaving: (d6 + Int/4+); Avoid the Labyrinthian Confusion OR +4 hour and return to town and make another Wandering Monster/Random Encounter check
The village is a ruin, sacked and looted multiple times until there is nothing left. Superficially, there appears to be no survivors and nothing left to find.
Caves of Chaos Wandering Monster/Random Encounter: 1-2 on d6; d6+4 = encounter
Leaving: (d6 + Int/3+); Avoid the Labyrinthian Confusion OR +4 hour and return to town and make another Wandering Monster/Random Encounter check
The village is a ruin, sacked and looted multiple times until there is nothing left. Superficially, there appears to be no survivors and nothing left to find.
Caves of Chaos Wandering Monster/Random Encounter: 1-3 on d6; d6+4 = encounter
Leaving: (d6 + Int/3+); Avoid the Labyrinthian Confusion OR +4 hour and return to town and make another Wandering Monster/Random Encounter check
At night, while the PCs are camping in the dark, Orrish attack! A Goblin Horde * (optional)
1-2 on d6 – Renegade goblin horde will be coming out of the mountains. #PC x 2
Spotting them/Surprise: Search d6 + Int/6} at 300′ / Search d6 + int/5 at 200′
They start with slings (d4), then run at the PCs with clubs.
Experienced Foes: The Dungeon Master should add intelligence to the play of the monsters – they have learned from experience. They can use flaming oil, traps, warning horns, ruses/feints/tactics and surprise, noise distractions and attempts to chase away, and the magic/high quality gear from dead adventurers is fair game. The more intelligent the enemy, the more sophisticated experience they can draw on.
Exploring: Characters must rest (24 hours) after every excursion, or suffer a -1 “to hit” and damage rolls until they do.
Effects:
Only the “breath of the minotaur” can counteract its Labyrinthian Confusion effects in the area. Assume all wandering monsters have been exposed to this. In addition to its confusion, the long term nature of the problem has attracted a few unsavory types and the patrols that normally kept away some elements no longer do. A normal Wandering Monster check is a 1 on a d6 for an encounter.
Redflower Plateau:
Exploring the Area: Each 1 mile square that the PCs march across should be checked for Wandering Monsters as they pass through. Each time they attempt to travel in another direction out of it, they must make a check against confusion.
LABYRINTHIAN CONFUSION
> Within 1 Mile: There is no trace or hint, it is well concealed.
> Outside: A tiny bit of smoke can be seen coming from the cave mouth.
Caves of Chaos Wandering Monsters: 1-3 on d6; d10 1 encounter
> Inside Features: If @Shrine Intact, then CONFUSION.
Veterans (drawn by the promise of sacking villages and towns) + traders looking to assist and sell loot; here is all sort of mining materials and misc goods. Other than the berserkers, the human minions cannot stay in the main lair with the goblins and orks, they do not get along. The humans are well organized.
If @Men Warned all beyond the kill pockets in rooms and corridors are armed and have +2 AC from cover if possible. Regardless of map size they are 10′ wide x 20′ deep. Each failed door opens and the door breaking loads a trap triggered on getting to the next door.
Doors: (d6) if @Men Warned; Near each is lit with Continual Light of the neutral god Lakem. There is a cleric that keeps them going each 30 days with a ceremony of shared Faith.
The men here are speaking crudely, and dressed in furs. They appear to be primitive hill people from the east and north – Neanderthals.
2 Veterans out front + 2 Veterans inside – 1 in each alcove. Defense Alcoves (+2 AC cover) + Crossbows w/10 quarrels
If one gets away they will drop portcullis in retreat. Warns Guards 1 and rushes to notify the rest of the complex @Men Warned
Instead of just crude carved passages, looking beyond the floors are more flat, lanterns and magical bulbs instead of torches light the place, and doors bar entry to many rooms. It seems the rough exterior was meant to disguise the presence of more organized force.
Tools and equipment used for the slaves to excavate. The tools are stolen from settlements and caravans and in poor shape, worth only $50sc total.
Dwarven craftsmen and 3 families are enslaved and kept captive here. Many killed already to hide construction secrets. Leader “Garrack Shield-Bender”; If freed he will modify a shield in 1 week to make it a +1 magical. If it is a dwarf’s shield, it will be adapted to their grip and stature to give +1 added AC vs. goblins and smaller than man-sized creatures. 300sc reward too.
6 crossbowmen, short range
This is where food is cooked and meals eaten. There is a colder drop larder with a sink/mini pull from well at the top.
Rand: D6/1-2 2 veterans and 2 traders in here
4 traders + their leader are here doing inventory review, map making, betting boards on raids (sickos!), book copying (stolen as loot) at any given time. There is only $25sc worth of goods. Evidence of The Bank of the Silver Stacks.
Leader of the Traders: wand of detect magic (12), potion of healing
There are all manner of games here, board games, math games, darts, bag toss, etc. There is $50sc in goods. There are 2 traders relaxing here at any given time. If @Men Warned then 2 guards with crossbows from Guard 2 room.
Two F2 (AC 4, HP 11, AL: Neutral) elite guards live here. They have crossbows and 10 quarrels, a vial of holy water, wolfs bane, and battle axes (d8 + 2 to hit and damage). they only carry about $25sc on them, but their quarters are nice ($50sc in value)
Shrine to Lakem and home to followers. There is an altar and $100sc in goods.
Cleric 1 x2 and 2 faithful followers (zero level men). If 1 dies they will surrender and buy their hostage release by the church for $50sc each.
A trader lives here. A simple and ordered room with bed, desk, watered wine skin, etc. Each has $5d20sc.
D6/1-3 a trader is here. If @Men Warned they gain +2 AC for cover and will have a crossbow ready +1 to hit (restrained entry), and can put out/negate 1 oil flasks or torch.
A room of leisure and exercise for the veterans. There is a barred door to the jail, the keys to the cells hang on the wall.
Rand: D6/1-2 for 2 veterans to be here at any given time.
The door to this room is barred from the other side. Inside is a small cell and a large cell. They are empty currently, but a whip and club on the wall are well used.
A large living area for 24. In one corner are nicer accommodations for the leader. The far end without a fireplace has no light.
2 wake veterans are here, with the leader. 8 veterans are asleep unless @Men Warned
Each footlocker contains a full kit and $10sc.
Leader of the Veterans F3: helm of the explorers (+1 saves; 1/Day Read Languages + Light), Potion of healing
The secret loot room hides all not given to minotaur. $300sc mundane goods, $312sc, $489cp, jewelry of 5, 5, 10, 10, 20, 25, 25, 50, 100 and $150sc. $100sc in art, $100sc in rugs and tapestries, potion of animal control x2.
> Within 1 Mile: PCs can make a search check. Elves and dwarves get +2 to notice the smell of the Orrish caves.
Although you are getting turned around and your memory is hazy, you smell a greasy smoke on the wind. There is a settlement of living creatures nearby.
(Dwarf/Elf) It smells like evil Orrish!
> Outside: Smoke from a greasy fire rolls out from the cave complex. There is cave moth 10′ wide and no visible guards or barricades.
Caves of Chaos Wandering Monsters: 1-4 on d6; d10 1 encounter
> Inside Features: If @Shrine Intact, then CONFUSION.
2 orks hidden just inside concealed. Spider of Gozen buried to the left of the entrance.
4 Berserkers – Other than the berserkers, the human minions cannot stay in the main lair with the goblins and orks, they do not get along. The berserkers are only active during the day, and they sleep at night when the Orrish take over guarding the entrance. There is a room off the guard chamber where they sleep.
This is a shrine to Sun-Stealer. There are 2 acolytes spider-keepers here. There is evidence of animal and human consumption here – this is where they eat their meals and torture victims to sacrifice.
Goblin Acolyte: Cleric 1; hides (AC8), 5 hp, mace + 3 Spider of Gozen: (as Crab Spider; poison is paralysis in 1 round)
10 goblins + Head of the Goblins: poison for his weapon, potion of healing w/Hunters Instincts x1
Hunters Instincts: The (Chaotic or Neutral) character draws on their full breadth and depth of killing experience; if the character can ambush with surprise, they can backstab on their first attack like a thief (+4/ x2 damage) – ranged weapons can only be used at short range (no added to hit bonus). Or, the (Lawful or Neutral) character may automatically go first, ties resolved by Dexterity scores.
3 orks; (+2 to hit/damage from strength) + Head of the Orks: amulet of protection from good, potion of healing
> Within 1 Mile: Upon entering the grid where the cave is, if there is a Cleric in the party, they will sense powerful evil and chaos, as if they had cast Detect Evil. Though the confusion hides the source, it will be sensed.
> Outside: Search (d6 + Int/6+); +2 for a dwarf to notice signs of recent disturbance of the ground and hillside. There has been an attempt to hide or conceal something here.
Caves of Chaos Wandering Monsters: 1-6 on d6; d10 1 encounter
2 Excavation Kits are required to dig through this swiftly (1 hour), otherwise 4 hours and another Wandering Monster check) if only 1. Otherwise, after an hour it’s obvious what’s needed.
> Inside Features: Walls Inside: Pictures engraved crudely of scenes of raids, scenes of sacrifice, minotaur, Sun Stealer, crude area map and incantations reflecting their evil plan for domination or destruction.
LABYRINTHIAN CONFUSION
Dark Gods Blessing: Sun Stealer has empowered the altar of evil and chaos. Undead are all protected as if they possessed a lesser amulet of protection vs. turning (all turn as a ghoul); Unless @Minotaur Dead or @Altar Destroyed, then magic or silver is required to hit any of the undead.
Cold Beetles (like Fire Beetles but frost)
Hanging from the ceiling are several chains. Secured on them are smaller chains with skeletal hands of various sizes. Hanging off of them. As you stare at it, the chains begin to rattle and the hands flex. You realize that the wall, filled with pieces of the dead, is alive!
12 skeletal hands; count as skeletons. Immune to fire damage, AC 6, 1 HP. 1 damage/2 grapple = held per Hold Person for #rounds = 4- Strength adjustment.
Chains radiate a blistering D4 cold within 5′ on either side each round Save vs Breath Weapon/no save if held.
[ i ] A burned on glyph: Dark Gods Blessing
=> Door bound shut if @Altar Warned! / Trap: crossbow (d6 x2)
The Mockery of Faith: Zombies are “chanting” in ragged breath.
[ i ] A burned on glyph on each: Dark Gods Blessing
Cleric 2nd (leader) AC 3, HP 11(4), mace +1 (d6, Chaos Dedicated) 1/day +d4 vs lawful!; 1 Spell 1/Day
Gift of Dark Vision: Can see in the dark like Infravision 30’
Major Holy Symbol 1/Night can raise a fallen foe (a PC) as a zombie; can heal 1 zombie per round for d4+1 with no action
Cleric 1st AC 4, HP 7, mace (d6)
Minor Holy Symbol 1/Night can heal one of the living faithful for d4 1/day
=> Door bound shut if @Altar Warned! / Trap: fire spray (d6 20’x10’ area)
Protected by the remains of those sacrificed on the altar.
[ i ] A burned on glyph on each item and undead: Dark Gods Blessing
PROTECTION FROM EVIL: All saving throws are made at +4 if the alignment of all PCs is Lawful
The room is dark, but there are several beetle creatures that radiate a sickly blue light – they scuttle to attack you.
The minotaur was drawn to it, dug out the cave it had been hidden in, killing the few servitors that had been keeping it up and keeping it hidden. He began to capture and sacrifice victims to it. It is amplifying his power (spreading the confusion of the minotaur), granting the minotaur a higher Charisma to the retainers that come seeking to ally themselves with it and gain loot when unleashed upon the nearby lands. The promise of looted towns, torture, burned bodies, and fresh slaves and foodstuffs has managed to draw quite an assortment.
#PC = cold beetle protectors (like Fire Beetles, but frost) + 1 weakened skeleton (HP 2); AC 9, HP 40
Cause Fear (30’ radius)
> Retainers will not be able to approach from fear (automatically fail a save), only PCs
Evil Bolts: D4+1 magic missile attack out to 60’ each round, save vs. wands for zero damage
Search: d6 + Int/5+ Amidst the sacrificial implements you see an open book stained with blood, the pages move like they are alive!
Evil Ritual Book: Upon the altar is the evil ritual book of summoning the minotaur; AC 8, HP 25 (magic or silvered weapons to hit; fire does double damage)
Until then, the book opens and pages will flap – throwing the bones of the skeletons onto the floor and making a Weakened Skeleton (HP 2) every round. 1/Night it can spray a covering of Yellow Mold in a 20’ radius around it. It will wait until it can affect the most PCs
Rewards: When the altar is destroyed…
There is a loud crack and thunder echoes across the countryside. The haze over the area begins to retreat and the sun shines brightly, driving it before it. A golden figure appears over the remains of the altar “Long have the gods of light sought to finally lay to rest this ancient relic of evil – a corrupt and broken hearth in the home of evil. You have Mother Aerna’s blessing. We thank you for your great deed! Go with the light brave adventurers.”
> Within 1 Mile: A small bit of black smoke.
> Outside: It is dark and foreboding. You do not see any movement at the entrance, but there is a small bit of smoke whisping out.
Caves of Chaos Wandering Monsters: 1-2 on d6; d10 1 encounter
> Inside Features: If @Shrine Intact, then CONFUSION.
There is a lit brazier and fire pit. There are remains of bones and palettes for several humanoids. There is a passage into darkness.
Trap Cave: Green slime, treasure hidden about, collapsing ceiling, dwarf check
Spinning slabs slow movement for slime.
Curved corridor going up, looks like it will come out above cave entrance of they can excavate in time
> Within 1 Mile: A small bit of black smoke.
> Outside: It is dark and foreboding. You do not see any movement at the entrance, but there is a small bit of smoke whisping out.
Caves of Chaos Wandering Monsters: 1-2 on d6; d10 1 encounter
> Inside Features: If @Shrine Intact, then CONFUSION.
The wererat drew the rodent swarms and giant rats as part of a plan with the clergy of Malek; they were initially drawn by the labyrinthian confusion and scavenging the area
There is a lit brazier and fire pit. There are remains of bones and palettes for several humanoids. There is a passage into darkness.
Net trap, ceiling
Portcullis + Paralyzing poison arrows; Giant Rat and Rat Swarm push characters into the crevice = Take hostage, food
Camouflage pit trap
Live captives from other traps in caves, lycanthrope will use as hostages; Shrine to Irrigi the rat god and a holy symbol of Lekam (Malek).
1 Rat Swarm; only halflings can fit. This is where the loot that the group has skimmed goes.
Short sword +1, $220sc, 2 suits of chainmail (human), 2 suits of leather (human), gems: 10, 10, 10, 20, 40, 50
The wererat is here. Has a crossbow and 10 quarrels w/paralyzation poison.
There is a once beautiful captive woman in chains here that the wererat has taken as his own. She is pregnant with twins – wererats.
> Within 1 Mile:
> Outside: It is dark and foreboding. You do not see any movement at the entrance, but there is a small bit of smoke whisping out.
Caves of Chaos Wandering Monsters: 1-2 on d6; d10 1 encounter
> Inside Features: If @Shrine Intact, then CONFUSION.
There is a lit brazier and fire pit. There are remains of bones and palettes for several humanoids. There is a passage into darkness.
Trap Cave: treasure hidden about, shrieker (brings wandering Monsters), portcullis trap
Gas/spores/more shrieking
> Within 1 Mile:
> Outside: It is dark and foreboding. You do not see any movement at the entrance, but there is a small bit of smoke whisping out.
Caves of Chaos Wandering Monsters: 1-2 on d6; d10 1 encounter
> Inside Features: If @Shrine Intact, then CONFUSION.
There is a lit brazier and fire pit. There are remains of bones and palettes for several humanoids. There is a passage into darkness.
Trap Cave: treasure hidden about, gelatinous cube, pit trap, rubble collapse trap, water trap, poison trap on chest death, boarded up passage is shifting wall trap
> Within 1 Mile:
> Outside:
Caves of Chaos Wandering Monsters: 1-5 on d6; d10 1 encounter
> Inside Features: CONFUSION
Always on duty with a warning horn.
Berserker Leader; platemail, 2 handed sword, potion of growth
#PC goblins + 2 orks
#PC berserkers
Human women
Covering the walls are crude murals. Violent, sexual.
Traps
2 cave apes (apes, white)
Treasure Type C = Double % chances (min 500sp, 1000cp) / 250sc in mundane goods / Potion of diminution, potion of levitation, Dagger +1. 10 arrows +1
Lit, oil lamps; here dwells Kulseus the Minotaur. If PCs get turned around, enemies will rush in automatic surprise first time, after that first attack – Hear Noise check to get a warning
If the PCs do not stop the minotaur now, their murderous rampage will be legendary… bards will sing of it in sadness, as well as the PCs failure (and blaming them).
Victory: Only the killing of the minotaur will constitute victory conditions and gain the reward. At least 1 PC must be alive.
Defeat: @45 days = attack, adventure over
If the PCs do not stop the minotaur now, their murderous rampage will be legendary… bards will sing of it in sadness, as well as the PCs failure (and blaming them).