A Cat of Tindalos

A Cat of Tindalos

Monday, February 5, 2024

The Ancient Academy adapted for Dungeon World (REVISED)


A classic one-page dungeon by Stuart Robertson

https://drive.google.com/file/d/1A53TffmQi7iw1iT2OEIyr9TjOn5yly7i/view?usp=sharing

Adapted to Dungeon World by Mark Tygart (Cats of Tindalos blog)

The Dungeon World Conversion: 

https://drive.google.com/file/d/1icRFOYH6pqbgtX6cO8VfpRRAoCxRbN9S/view?usp=sharing

Background

A generation ago the evil Fellowship of the Fearsome Frog built a monastery dedicated to

researching a magical means of returning the earth to its primeval swampy state and

eliminating the ecological virus that is humanity. Unfortunately, shortly after being established

the evil brothers mistakenly summoned a mysterious Entity from another galaxy while engaged

in questionable magical research. This Entity resembles a Will-o-Wisp but feeds on violence. It

manipulated the local orc chieftain to sack the monastery during which he was killed in battle

and his tribe essentially destroyed. Several frog cultists have remained in the ruins along with a

group of goblin slave deserters from the now defunct orc tribe (the “Skull Crushers”). These

goblins have sworn allegiance to the cult’s Frog Demon deity and are tolerated by the

remaining cultists. Recently a powerful group of bandits (“The Croaking Mire Gang”) have also

moved into the dungeon and have extorted money from both the cultists and the goblins. The

treacherous goblins recently lured the bandit chieftain and his bodyguards into an ambush and

killed them. The cult would seem to be in a good position to dominate the dungeon, but a

misfired necromantic ritual has just turned their leader into a ghoul who has decided to devour

his followers. To complicate matters further a party of dwarven explorers seeking a magical

relic (the Rune Hammer; lost to their clan a century ago) has recently entered the dungeon. The

real author of most of these events, the Entity, is incredibly pleased, as it plans to have all the

various parties slaughter each other and feed well.


The adventurers, it has decided, will be for dessert.


The monastery is a short distance from the small frontier village of Thorn (Moderate, Steady,

Militia, Resource: Apples). The bandits will not attack near the village as many have family living

there.


The ruins of a monastery sit atop a rocky hill near the nearby Croaking Mire.

Thorn has a single excellent inn (“The Golden Apple”) with standard Dungeon World rulebook

prices featuring multiple regional dishes incorporating the local apples and apple cider. A dwarf

patron will offer to sell an accurate map of the dungeon for 100 coins.


Rumors from The Golden Apple Inn (1d12)

1. Goblins, goblins everywhere in the old monastery ruins!

2. The old monastery worshipped evil.

3. The monastery was sacked by orcs a generation ago.

4. The brothers in the old monastery peacefully worshipped frogs.

5. An ancient dwarven weapon of great power is somewhere in the monastery ruins.

6. The local bandits (“The Croaking Mire Gang”) have been active recently.

7. There are still friendly monks hiding in the ruins of their ancient monastery.

8. An evil greater than anyone understands lurks in the monastery ruins.

9. Beware the giant bugs! Horrible, creeping, crawling...bugs!

10. Dwarves built the monastery for a hefty fee. The brothers were rich.

11. Beware the walking dead!

12. Evil from beyond the stars will devour the souls of those that wander there...


Questions for the Adventurers

What do you hope to find in the monastery ruins?

What have you heard about the beliefs of the Frog Cult that built the monastery?

Have you had any trouble with the local bandits (Croaking Mire Gang)?


General Features

There is a 1 in 4 chance that the party will be ambushed by Boglings from the Croaking Mire

whenever returning to Thorn or arriving at the dungeon. If anyone thinks to impersonate the cult

leader by wearing his green and purple robes the Boglings will obey the party (as if charmed)

inside or outside the dungeon. Boglings will not attack players wearing cultist robes.

Inside the last intact monastery building there is a staircase to the dark dungeon below. The

stonework is excellent and was built by dwarves (Underdark Dwarven Masons’ Guild, Local 65)

as revealed by subtle runes carved into the abstract designs.


Unless otherwise noted rooms are dark and the heavy oak doors are locked. The Entity may

open doors to encourage exploration and combat.


Wandering Monsters

(Check once in every room without a monster present when first entered - 1 in 4 chance if the

door is bashed in but a 1 in 12 chance otherwise.)

1 - d6 Goblins on Patrol

2 - d6 Boglings exploring from the Mire (will not attack cultists, players wearing cultist

robes or goblins)

3 - d4 Bandits with torches returning from the surface.

4 - d4 Cultists with a lantern looking for a sacrifice.

5 - d4 Dwarven explorers seeking the Rune Hammer. (If rolled again a Giant Beetle)

6 - The Entity


Dungeon Room Key

1. Entrance Hall: Dim light filters down from the long staircase.

2. Dingy Hall: Six Goblins patrol this dark and decaying room. One of the goblins has a key to

this room of the dungeon.

3. Eerie Statue: Statue of bipedal frog demon. Clerical spells cast fail here.

4. Abandoned Storage Room: Barrels and boxes with old supplies.

5. Sunken Room: Floor is sunken and filled with dark murky water. Magical Lenses of Darksight

sparkles beneath the water. Four Zombies decay in the pool and will pursue and devour

anyone who attempts to take the crystal lenses.

6. Ruined Laboratory: Overturned furniture and broken glass containers. A green potion of

Bugbear Disguise lying in a corner will change the drinker into a Bugbear in appearance until

camp is made next.

7. Study Room: Old mildewed books of occult lore, and pages of notes on pond ecology. The

Tome of Arcane Knowledge sits on the highest shelf.

8. Collapsed Hallway: Animated Tools work to clear the debris. When completed, this will lead

to another section of the dungeon. The tools will vanish if the adventurers try to interfere with

them in any way only to reappear when the players leave. The tools were created by the Entity

and will permanently vanish if it is slain.

9. Ancient Armory: A few still useful old spears, shields and a couple of suits of chainmail

armor can be found here.

10. Auditorium: An ominously stained curtain hangs in front of a raised stage. Amphibian

masks and bits of costume can be found.

11. Dilapidated Dining Hall: Smashed and overturned tables & benches. The ancient elven

short sword “Goblin Slicer” lies forgotten in the far corner.

12. Grungy Kitchen: Old pots and pans are piled in the corners of the room. Utensils litter the

floor. A few harmless rats scurry about.

13. Ransacked Pantry: The decaying remains of old foodstuffs are piled here. A Cultist with a

lantern (from area 17) is scavenging for food. He has a key to rooms 11 and 13 in this level of

the dungeon.

14. Unholy Temple: This temple to a ranine god now lies in ruin. Two Robber Flies lurk in the

shadows. Clerical spells cast here will fail.

15. Workshop: Piles of wood and old rusted tools clutter the floor. Five Dwarven explorers are

resting here, planning a raid on room 36. They have a complete map of this floor of the

dungeon from their archives (their ancestors were hired to build it) including the secret doors.

16. Ancient Crypt: The door to the crypt shows signs of recent entry. Inside are six Ancient

Skeletons wearing frog demon ceremonial necklaces (100 coins each in value).

17. Cultists Room: A group of five Cultists are arguing about what to do now that their leader

has been "blessed". Door to 18 is barred.

18. Priest's Room: This exquisitely decorated room is now splattered with gore. A Gygax Ghoul

dressed in priests’ robes (green and purple) and jewelry (worth 1,000 coins) is feasting on the

remains of a Cultist. The Rune Hammer and a master key to all the doors on this floor of the

dungeon lies discarded on the floor.

19 + 20. Monks Quarters: Destroyed beds and chairs litter the floor.

21. Abandoned Storage Room: Same as 4.

22. Bandit’s Hideout: Eight Bandits are drinking and discussing their next raid on the caravans

near the Ancient Academy. Burning torches on the walls illuminate this room.

23. Old Buttery: Old wine racks line the walls. Smashed glass litters the floor. A few bottles of

potent wine can still be found.

24. Beekeeper’s Room: Strange glowing “honey mushrooms” fill and illuminate the room. A

Swarm of Killer Bees is somehow using this for food. The mushrooms act as a portion of

healing once per day if eaten.

25. Refuse Room: This room is filled with foul smelling garbage.

26. Crumbling Classroom: This room is filled with rickety desks and chairs. A pile of rotting

apples sits on the edge of the farthest desk.

27. Administrators Office: Crumbling papers on the desk detail life at the monastery. A secret

compartment contains a bag of 500 coins.

28. Rumpus Room: Broken furniture and arrows litter the ground.

29. Administrators Bedroom: Foul smelling and mildewed. Three Giant Centipedes hide

beneath the bed and will attack if disturbed.

30. Collapsed Room: The floor of this room is dangerous to traverse. (Defy Danger +DEX or

take 1d4d damage).

31. Large Cave: The steady drip of water echoes through this area. A golden Ring of

Resurrection lies at the bottom of a clear pool of drinkable water.

32. Dark Cave: This natural cave is filled with stalactites & stalagmite. A Swarm of Bats is

sleeping on the ceiling.

33. Well Room: Water drips from the ceiling down into the well which echoes up. The water is

pure and safe to drink. The Thing in the Well lurks here.

34. Ancient Lounge: This formerly plush room is now filled with dust and thick cobwebs. A

Giant Spider will drop down on intruders.

35. Rusted Room: This room is filled with rusted bits of metal and discarded odds and ends. A

motionless (and long dead) Rust Monster sits in a corner. The hilt of a rusted and useless

sword has a Large Gem (Golden Sapphire worth 1,000 coins) in it.

36. Goblin Barracks: Six Goblins are busy playing some sort of game with strange dice. One of

the goblins has the key to room 39. This room is illuminated by a metal lantern filled with

harmless glowing grubs suspended in a glass vial at the center.

37. Antechamber: Careful inspection of the floor reveals tracks leading between 38 and 36.

38. Ancient Arena: Burning torches on the walls illuminate this room. Arena Floor is 10’ below

hall level. 4 arrow filled bodies of bandits lie in the middle of the room. The corpses have been

stripped of useful items except for a key in the boot of one to Room 22.

39. Prison: The gate is unlocked and leads to an oak door with a barred window. Two

Neanderthals prisoners brood in the darkness. They were enslaved by the deceased bandit

chieftain to act as scouts for his group and imprisoned by the goblins when he was

assassinated by them. They will seek to peaceably flee back to their tribe in the mountains if

freed. They can tell the party in broken Common about the goblin ambush and seeing an “evil

spirit” present (the Entity).


Monsters

ANCIENT SKELETONS 

Horde, Amorphous

Old weapons or skeletal limbs (d6 damage) 6 HP 1 armor

Close

"Beware old bones when you loot graveyards 'n crypts. You will never know when foul

necromancy has infused them with the will to destroy interlopers. They attack relentlessly but

use a Club and they stay Down. I use a fighter, or a cleric. Don't go robbing crypts alone!" -- A

tomb robber making talk at a roadside inn

Instinct: Attack the living with a resemblance of a life once lived

● Assemble forth from various bones!


BANDITS 

Horde, Stealthy, Organized, Intelligent, Hoarder

Bladed weapon (d6 damage) 6 HP 1 armor

Close

The bandit is a human who decided that a regular, legal lifestyle just was not their taste. They

have some form of hierarchy, but whoever is the cruelest will usually end up on top. They

usually utilize swords but can be found with anything from great axes to pikes they stole from

village guards. Just know this; if you see a bandit, pacifism is out of the question.

Instinct: to pillage

● Slash

● Bandits can pretend to be normal travelers when entering a new town.

● Bandits can shout a war cry, alerting all other bandits in the area about a threat.


BAT SWARM

Horde, Tiny

Swarm of Bites (d6-4 damage) 3 HP 0 armor

Hand, Bleeding

Special Qualities: Blindsight, Swarm

Certain species of bats band together for protection. While not actively hunting larger

creatures, they may rabidly swarm those who stumble into their domain.

Instinct: To hunt


BOGLINGS

Group, Organized, Intelligent, Cautious,

Hoarder

Clubs, spears, javelins (d4 damage) 3 HP 0 armor

Close, Far

Special Qualities: Amphibious

The frog-people known as Boglings have been known to make and keep alliances with the

cultists (their creators) and cultists goblin servants. Their chieftains worship a mighty frog

demon.

Instinct: To expand territory

● Attack with grappling tongue


CULTISTS 

Group, Stealthy

Dagger (d4 damage) 4 HP 0 armor

Close

Special Qualities: Fanaticism

Instinct: To serve their dark frog demon

● Worship the Forbidden!


DWARF EXPLORERS 

Group, Small, Intelligent

Axe (d8+2 damage) 6 HP 2 armor

Close

Special Qualities: See in the dark, Locate treasure

A dwarf is a humanoid race, one of the primary races available for player characters. The idea

for the D&D dwarf comes from European mythologies and J. R. R. Tolkien's novel The Lord of

the Rings (1954-1955) and has been used in D&D and its predecessor Chainmail since the early

1970s. Variations from the standard dwarf archetype of a short and stout demihuman are

commonly called sub-races, of which there are more than a dozen across many different rule

sets and campaign settings. These dwarfs are a friendly prospecting party looking for treasure.

Instinct: Help adventurers


GIANT BEETLE

Solitary, Large

Slicer Mandibles (d10+4 damage 4 piercing)16 HP 3 armor

Forceful

Giant slicer beetles are aggressive hunters, who kill their prey by breaking them into smaller

edible parts with their terrifying mandibles.

Instinct: Cripple limbs with its bite


GIANT CENTIPEDES

Group, Devious

Bite (d4 damage) 3 HP 3 armor

Close

Instinct: To eat

● Climb and crawl!


GIANT SPIDER 

Solitary, Devious

Poison Bite (d8 damage) 12 HP

0 armor

Close, Reach

Mutated by strange magics, this spider has grown large as a man. To sustain itself, it has

shifted from making its webs to catch flying creatures, to those who traverse the land. Covering

large areas of land with an almost invisible glue-like substance, anyone who treads it gets

inevitably stuck.

Instinct: To Devour

● Spin Web


GOBLINS 

Horde, Small, Stealthy, Organized

Spear (d4 damage) 3 HP 1 armor

Close

Goblins are small, squat creatures about 3 to 4 feet tall with pointed ears and equally pointy

teeth. They have jet black hair and skin that varies from hues of orange to hues of green. They

have beady black eyes and flat faces. Besides that, goblins are very numerous and varied

creatures. Goblins live in loose clans ruled by a leader they refer to as a Mob Boss. Evil goblin

societies frequently war against their neighbors, if not attempt to annoy them.

Instinct: Collect shiny trinkets and amass wealth due to a vague knowledge that money =

power

● Ambush their enemies from a tactical vantage.

● Use natural poisons on their shoddily made arrows to increase their effectiveness when

fired from shoddily made bows.

● Shrieks for help, calling the Goblin horde to its location.


GYGAX GHOULS 

Horde, Organized, Intelligent, Terrifying

Claw/Claw/Bite (b[2d6+2] damage) 10 HP 2 armor

Close

Special Qualities: Create Spawn, Paralyze Touch

The dead are hungry.

Special quality: Create Spawn-Anyone killed by a ghoul rises from your grave as a mindless

ghoul a day later.

Instinct: To fill the aching, endless void of its hunger

● Paralyze all but Elves with fear on by first touch (Defy Danger vs WIS to avoid)

● Devour the living.

● Spawn ghouls


KILLER BEES SWARM 

Horde, Tiny, Amorphous

Sting (d4 damage) 12 HP 2 armor

Hand

Nothing is worse than seeing a mass of stinging bugs come flying towards you.

Instinct: Protect the Hive


NEANDERTHALS 

Group, Intelligent

Stone Weapon (w[2d10] damage) 6 HP 0 armor

Close, Near

Neanderthals are an extinct species or subspecies of archaic humans who lived in Eurasia until

about 40,000 years ago. They probably went extinct due to competition with or extermination

by immigrating modern humans or due to great climatic change, disease, or a combination of

these factors.

Instinct: Hunt

● Ally with liberators


ROBBER FLIES 

Group, Tiny

Bite (d6-2 damage) 3 HP 0 armor

Hand

Special Qualities: Flight

A robber fly is a 3' long giant fly with black and yellow stripes. From a distance, robber flies

look like giant bees. They are carnivores and may attack adventurers. However, they prefer

giant bees as food, and are immune to their poison.

Instinct: Patient hunter


STAR TREK ENTITY

Solitary, Tiny, Magical, Stealthy, Devious, Intelligent,

Planar, Amorphous

Energy Bolt (d10-2 damage) 12 HP 0 armor

Hand, Ignores Armor

Special Qualities: Transmutes Matter, Non-corporeal, Telepathic, Can Heal and

turn invisible

The Beta XII-A entity was a non-corporeal being composed of pure energy first encountered on

Beta XII-A. The entity appeared as a small, circular pattern of multiple swirling lights in different

colors, although it became red in hue and emitted a high-pitched wail when "feeding". The

entity fed on the emotions of hatred, anger, and primitive predatory instincts exhibited by

humanoids near it. If these emotions were not present, the entity could create conditions to

spawn such feelings. The entity appeared as a small, circular pattern of multiple swirling lights

in different colors, although it became red in hue and emitted a high-pitched wail when

"feeding". The entity fed on the emotions of hatred, anger, and primitive predatory instincts

exhibited by humanoids near it. If these emotions were not present, the entity could create

conditions to spawn such feelings. The entity could control the instantaneous transmutation of

matter, turning everyday objects into weapons and opening doors on a whim. It could pass

through solid objects at will, teleport from one location to the next, and influence the thoughts

of others (control monsters and NPCS and whisper "ideas'' to the players). It could heal a

humanoid's mortal wounds and could even alter a person's (NPCs) memories so that they

remembered fictional family members and events that never existed. The entity appeared

unable to communicate in any fashion understandable to a humanoid. Although its motives and

nature were not wholly known, it lacked the same ethical standards of most humanoids and

largely acted in a malignant fashion. It's only weakness appeared to be exposure to emotions

of humor, good nature, and friendship; it was particularly susceptible to laughter. These

emotions will drive it away from its present location.

Instinct: Feed on harmful emotions


THE THING IN THE WELL

Solitary, Large, Stealthy

Dark Tentacles (w[2d12] damage)

16 HP

1 armor

Reach, Near

"Good morning," the Thing in the Well calls, "And how are we doing this morning Cult

Leader?" -- "Just wonderfully. How have you been keeping things?" -- "Fine, fine. A

little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry

yourself, perfectly fine." -- "It's quite alright, I was just thinking I should bring some

lunch. How does a ham sound?" -- "You are too kind, just too kind..." -- The Thing in

the Well has lived in the abbey for longer than anyone can remember. It is traditional to

fix regular meals for the Thing, and to present it with a sheep or pig on special

occasions. Years ago a goblin went down the well on a dare. He never returned. The

subject has not been broached in the presence of the Thing.

Instinct: To devour

Politely collect tribute

Purify water

Hide in darkened waters


ZOMBIES 

Group, Organized, Terrifying

Tooth and Nail (d4+2 damage) 6 HP 0 armor

Close, Forceful, Near

Special Qualities: Undead, Slow

A zombie created from either dark magic, a plague, or voodoo. Some seem "fresh" and

resemble its former self, others are missing limbs, some are just decomposed piles of flesh

barely able to move. Some may still have their armor on from their previous life. Regardless

how you find them, they only have one goal...to eat.

Instinct: Feed


Magical Items

The Tome of Arcane Knowledge allows non wizard characters to cast arcane cantrips

while a wizard player will gain the ability to cast clerical rotes.

Lenses of Darksight allow a player to see even in magical darkness.

A green Potion of Bugbear Disguise lying in a corner will change the drinker into a

Bugbear in appearance until camp is made next.

Goblin Slicer is an ancient magical elven short sword that does double damage to

goblinoids. It also glows green when such creatures are nearby.

The Ring of Resurrection ensures that the wearer always succeeds on a Last Breath roll

when worn. It will vanish after a single use.

The Rune Hammer is a magical weapon that may be used as a ranged as well as a

melee weapon. It will always return safely to the hand that cast it. It also does double

damage to corporeal undead.


Appendix N:

Star Trek TOS, Temple of the Frog, The Croaking Fane




Ancient Academy Updated!

The Dungeon World Conversion: 

https://drive.google.com/file/d/1icRFOYH6pqbgtX6cO8VfpRRAoCxRbN9S/view?usp=sharing

The Classic One Page Dungeon: 

https://drive.google.com/file/d/1A53TffmQi7iw1iT2OEIyr9TjOn5yly7i/view?usp=sharing



Saturday, September 9, 2023

Lost Citadel of the Scarlet Citadel Dungeon World Conversion Notes PDF

 https://drive.google.com/file/d/1Im-m7qHwhV6Y14mU8-FhpCAFA_4zVij7/view?usp=drive_link




Lost Citadel of the Scarlet Minotaur Dungeon World Conversion Notes

“The Red Devil will find you, one way or another."

-Muggins Greenbottle, renowned tomb robber

Based on a 1st-3rd-level adventure for Shadowdark RPG written by Kelsey Dionne

This is contained in the free Shadowdark Starter Guide for GM.

Please download: https://www.drivethrurpg.com/product/413713/Shadowdark-RPG-Quickstart-Set?affiliate_id=31065

You will need this to run the adventure properly. This text is merely a collection of notes and conversion ideas.

Converted by Mark Tygart to Dungeon World

Overview

BACKGROUND

Long ago, a mighty enclave of warriors lived inside the Lost Citadel. They worshipped bulls in ever-bloodier, cultish rituals that culminated in their leader, Minoros, transforming into the Scarlet Minotaur. This immortal avatar of rage slaughtered the warriors in a single night of mayhem. However, some of their servants escaped through the unseen halls used by the lowly. These servants transformed by the ritual into beast men hid in the fallen citadel, trapped by superstitious fear of the outside.

Ever since the Lost Citadel has suffered from a “Curse of Darkness” caused by the profane ritual. Natural darkness allows the “Glowing Shadows” created from the souls of the slaughtered by the ritual to attack explorers and prevents the creation of any magical light. Creatures that stay too long in the complex are eventually turned into guardians by the curse and gain Darksight but are unable to leave the complex. Natural Darksight will also not function in the complex until the curse is lifted by slaying the minotaur.

Questions for Players

What reward has the local Lord promised for slaying the vile Scarlet Minotaur?

Who has a map to the Lost Citadel?

How was this map obtained?

What has the Archbishop Constantine of the Church of Law promised the players in exchange for the three fabled weapons of the Lost Citadel?

How large is the players bar tab at the nearby Merry Medusa Inn?

FACTIONS

Beast men

These grey-furred, feral beings have evaded the Scarlet Minotaur for generations. They dwell in Area 23, believing dragons wait outside to devour anyone who leaves the citadel. Endless fear has made them vicious and craven. Their leader, Rogath, rules by the might of his claws. Know the location of all secret doors. Lead enemies into bull statue traps. Will not leave hiding to help others. Terrified of making noise. If the curse is removed, they will revert to being human.

Ettercaps

Recently, a group of ettercaps crept into Area 4 from the underdark. They slink through the minotaur-haunted halls, tempted by forgotten gems and gold. They plan to depart "as soon as we have enough loot," a moment which never seems to arrive. They are leaderless and unanimously greedy. Creep along the ceiling, avoiding bull statues. Unaware of secret doors. Retreat toward Area 4 and gang up to assist allies. Distracted by treasure. Reluctant to enter Area 18. If the curse is lifted, they will regain their sanity and return to the underdark.

The Scarlet Minotaur

Towering, blood-red, snorting and frothing. It plows through the labyrinthine halls of the Lost Citadel looking for creatures to slay. The minotaur returns to Area 18 between patrols. Pursues its quarry and never retreats. Unaware of secret doors. Forgets about unseen foes in 1d6 minutes. Returns to Area 18 at least once an hour. The curse is ended by killing the minotaur, but it can only be killed with magic or magic weapons otherwise it will regenerate every sunset.

THE LOST CITADEL ENVIRONS & ENTRANCES

The Citadel

 Cicadas buzz in the arid scrubland around the citadel. Thick, sandy blocks and coral-red columns hold up its tiered rooftops (30'-40' high, flat). The enclosed interior is a cool, dark maze of vaulted chambers and halls that funnel into a central courtyard.

Access

Southeast Doors

 To Area 1. Carved with bucking bulls, mid-leap.

Northeast Hall

A shattered door lies before the stairwell to Area 10.

Southwest Hall

Open tunnel, leads into the labyrinth, Area 22.

Courtyard

Area 18, open-air. Rooftop climbers can reach it.

Rumors

Roll d10 once for each character, reroll duplicates or invent your own!

1. Ancient kings who dwelt in the citadel possessed magical weapons that were feared far and wide.

2. A savage minotaur drenched in blood stalks the citadel's halls.

3. Piles of gems and gold lie about as if totally forgotten.

4. Beware when touching the body of a dead citadel dweller.

5. Opportunistic, grey-furred beast men haunt the shadows.

6. The citadel is rife with secret rooms and passageways.

7. The citadel is an unholy and cursed place.

8. The citadel is haunted by demons that manifest in the vile darkness.

9. Three ancient magic weapons exist hidden inside the citadel.

10. The Scarlet Minotaur is immortal.

General Notes

Light

Total darkness unless noted. All denizens are dark-adapted due to the curse. Any player that lives in the citadel for over a year will be cursed and gain Darksight but be unable to leave until the curse is ended. Dark-adapted creatures do not need to eat or drink but usually continue to do so occasionally.

Doors

 Stone: 1:6 chance of being stuck shut. Unlocked unless noted.

RANDOM ENCOUNTERS

GM may inflict as a Hard Move whenever desired. Roll d8 but add a cumulative -2 with every encounter until the Scarlet Minotaur appears then reset.

1 The Scarlet Minotaur (Area 18) stalks into sight, bellowing challenges and pawing the stone

2 1d4 ettercaps and 1d8 beast men clash in a bloody melee

3 A dry gust of wind extinguishes all torches and lamps. These will cause a Glowing Shadow to manifest.

4 1d6 ettercaps creep along, searching for gold and gems

5 The skeletons of 1d6 dead adventurers or warrior-mages stagger into sight

6 2d4 beast men argue in hushed whispers over who gets to eat the centipedes they just trapped in a bag

7 1d4 darkmantles swoop out, bobbing and spinning in a territorial warning dance

8 A cave creeper rushes along the ceiling toward light

Areas 1-27

ROOM KEY

The keyworded descriptions at the start of each location are safe to share with the players. The bulleted details beneath are for the GM.

1. MURAL CHAMBER

Walls: Floor-to-ceiling murals painted in vibrant jewel tones. Red Pillars: Tapered, banded in black marble at top and bottom.

Murals: People in white robes kneeling in a room of red pillars before a colossal, onyx bull with horns lowered.

Hidden Niche: Behind bull statue. Silver-inlaid bull horn (30 coins).

Ettercap NPC. Eska (weaselly, disloyal). Just hid a stolen pearl in Area 2. Hides on the northeast corner of ceiling. Screeches an alarm and flees toward Area 4 if attacked.

Escapes. Three ettercaps from Area 4 set an ambush in Area 2.

2. BLINDING CAVE

Walls: Flecked with countless, smooth shards of quartz. White Bundles: Man-sized, several stuffed into cave corners.

Ettercap Ambush: If Eska in Area 1 raised alarm, three hostile ettercaps from Area 4 cling to 20' ceiling.

Walls: Dazzlingly reflective. Defy Danger+DEX when entering with bright light or blinded for a few seconds allowing the ettercaps to ambush the party with their webs (ettercaps are unaffected).

Prying: Carefully extracted piece of cave wall serves as a mirror.

White Bundles: Five beast men wrapped in ettercap silk. 1:6 chance one still lives. Pearl (40 coins) hidden inside one's mouth.

3. WEB-CHOKED CAVE

Walls and Floor: Covered in thick, gauzy sheets of webbing.

Webs: Sticky. DC 12 STR to break free and move each turn. Highly flammable (1d6 damage to stuck creatures).

Rolled Parchment: Stuck in webs, 10' up. Scroll of Glowing Shadow Protection.

Secret Tunnel: Hidden by a wall of webs. Ettercaps reseal it each time they pass through.

Chittering. Listeners hear shrill, tittering whispers from Area 4.

4. ETTERCAP NEST

Creatures: Group of purple-furred, potbellied humanoids with spindly legs. Snarling at each other about a missing pearl. Cave: Cramped, tufts of spiderweb everywhere. Floor: Neat piles of gold and lustrous objects. Ceiling: Low (10'), three narrow shafts (1').

Ettercaps: Five. Three go to Area 2 if Eska (Area 1) raises an alarm. Might parlay but are fatally treasure-crazed. Squeeze through ceiling shafts with scoops of each other's loot if outclassed.

NPCs: Skir (animated, loud), Yisha (tiny, sinister), Grisk (old, irritable), Uliss (lumbering, dull), Chee (silver fur, elegant).

Treasure: 12 evenly-valued piles (some belong to wanderers). Eska (Area 1) stole a pearl from Grisk's share and hid it in Area 2.

Details: 200 coins, 2 pearls (40 coins each), alabaster statuette of a bull (20 coins), 2 silver incense bowls (15 coins each), jade snake bracelet (20 coins), necklace of thick gold links (30 coins).

5. ROBING CHAMBER

Skeleton: Pinned to wall. Hands clasp a spear jutting from ribcage. Walls: Chipped mosaic of cavorting dolphins. White robes on pegs.

Skeleton: Wears decaying, crimson-dyed leather armor. Bronze short sword hangs from belt.

Spear: Driven deep into stone with inhuman force. Bronze tip.

Robes: Four. Musty, rotten. Bronze key to Area 21 in one's pocket.

6. BATHHOUSE

Statue: A life-sized, snake-haired woman with arms raised and mouth open in a scream. Stone Basins: Smooth, human-sized.

Statue: Turning the hinged arms down causes scalding water to spew from mouth (Defy Danger+DEX to leap aside or 1d4 damage).

Basins: Six. Coiling snake carvings. Stone plugs wedged in drains.

Removing Plugs: Cumulative 1:6 to unleash a scarab swarm.

7. BULL STATUE

Bull Statue: Towering (10'), bronze. Horns lowered for a charge. Hall:15' high. Pairs of deep holes punched into wall opposite statue.

• Statue: Motion-activated. 3:6 chance/round it animates and charges to end of hall (ignores Scarlet Minotaur). Defy Danger+DEX or d8 damage and knocked flat. Trots back to position and resets.

Emerald: 120 coins, embedded in statue's forehead. Shattering (Armor 2, 1 HP) deactivates the statue but reduces gem's value to 20 coins.

8. BLOOD BOWLS

Alcoves: Square, black plinths each hold a simple terracotta bowl.

Bowls: Six. Stamped with a seal that shows a warrior kneeling in a black rain, arms, and mouth open to the sky.

Blood: Filling a bowl with fresh blood charges the blood with healing magic (Same as Potion of Healing, must drink). Once used, bowl crumbles.

9. SORCEROUS PILLARS

Pillars: Four pairs, painted rich jewel tones. Capped in black marble. Body: Purple, spindly humanoid lies facedown halfway across room.

Great sword: Bronze, brightly polished. Blade is sunken into a black marble altar beyond the pillars.

Pillars: Moving past each pair activates their effect. Returning past the pair ends it if ongoing. In order, from north to south:

Red: Anything flammable on you ignites. 1d4 damage.

Blue: Sea water fills your lungs. 1d6 damage.

Green: Poisoned. Defy Danger+CON or become weak.

Purple: You go blind (-4 attacks) and move at half speed.

Body: Ettercap. Scorched fur. Mouth and chest matted with salt rime. Claw marks around eyes.

Great sword: Defy Danger+ Strength to remove from altar. A great sword called Asterion. A grants its wielder against sleep and charm magics.

10. BULL STATUE

Bull Statue: As Area 7. Skeleton stuck on horns covers emerald.

11. PRISON

Door: Hefty stone slab with keyhole. Cold and damp to the touch.

Door: Unlocked, barricaded from inside. 

Listening: Faint metallic, clinking sound on other side.

Keyhole: Darkness with a few points of bobbing, red light.

Inside: Four skeletons in tattered, red leather armor shuffle around, knocking into manacles anchored to floor. Four bronzeshod spears braced through handle (broken if door opened).

Walls: Scratched in ancient Common: "Days since the Beast appeared." About 40 tally lines below it, gradually fainter.

12. ARMORY

Floor: Tangled heaps of gaping skeletons. Walls: A bronze dagger sticks in the stone by its point. Alcoves: Splintered, wooden racks.

Skeletons: Twelve. Several are cut completely in half. Tatters of red-dyed armor, shattered shields, and bronze short swords.

If Touched: Cumulative 1:12 chance one rises as wight (once only). Otherwise, skeleton nearly rises, but collapses into dust.

Treasure: The wight wears a gold Scarab of Protection.

Racks: Red shield with black bull painted on it, three spears.

Walls: Scorch marks and scratches. Deep, sweeping gouges at chest and head height.

Beast men: Three listen from Area 14. If PCs are noisy/destructive, adjust their attitudes one step toward hostile.

13. BULL STATUE

Bull Statue: As Area 7. 40 coins scattered at statue's feet.

14. HIDDEN HALL

Hall: Silent and narrow. Stale, dead air. Smell: Urine and body odor, eye-watering. Floor: Scattered with rat bones and centipede husks.

Beast men: Three. Ragged, grey fur. Each stands by one of the doors, listening. They regroup in Area 14 if PCs enter. If PCs are noisy, they may become hostile.

NPCs: Haruut (stocky, mistrustful), Grall (young, timid), Chops (long jowls, blustery). They speak in harsh whispers and cringe at loud sounds.

Secret Doors: All visible from this side.

15. JAR STORAGE

Terracotta Jars: Clustered in corners. Fat and rounded, various heights. Air: Sulfuric scent. Sound: Occasional faint squeak and hiss.

South Door: White, jagged lines gouged into the stone.

Jars: 20 jars sealed with cork and wax. Stamped with images of people carving wheat with scythes. Sticky, black mush inside.

Explosive: Shaking/striking jar causes it to shatter from sulfuric gas buildup. Defy Danger+DEX or 1d4 damage. Possible chain reaction.

Treasure: Cumulative 1:20 chance of finding an ivory egg shot with grey veins inside one (40 coins). It's a cockatrice egg.

South Door: Carving in Common: "R.I.P. Orwyn the Younger."

16. OFFERING BOWLS

Halls: A weighty, stone bowl in each. Chest-high. Murals: Rows of peasants pour jars of gold coins and wheat into massive, grey bowls. Imperious, red-armored warriors with bronze spears supervise.

Stone Bowls: Smooth and worn. Placing food or gold inside grants a Luck Token (once per character).

Human NPC: Giuseppe Baldini, N herbalist (crotchety, middle aged, poor, 2 HP). Wants treasure. Hides behind southeast bowl. Incompetent civilian.

17. BROKEN BULL STATUE

Bull Statue: Towering (10'), bronze. Head and horns smashed deeply into cracked wall. Body: Pinned between wall and bull head.

Statue: No longer functions. Shattered emerald (20 coins) embedded in forehead.

Body: Young, human man in chainmail and helm. Carries a bastard sword and shield (splintered). Dark green cloak.

Backpack: Torch, 10 pitons, 60' rope, withered apple, and a silver locket with a painting of a smiling, red-haired woman (5 coins).

18. CENTRAL COURTYARD

Bull Statue: 20' tall, black onyx, rippling muscle. Horns lowered and dotted with white objects. Courtyard: Sandy flagstones, sun scorched. Heaps of bleached bones. Red Pillars: Free-standing, some shattered and crumbling. Cast cool, dark shadows.

The Scarlet Minotaur 3:6 chance of being present. If not, cumulative 1:6 chance per round it returns. Minotaur: 9' tall, winered fur. Charges at shadows, headbutts pillars, snorts, and bellows.

Two-headed, bronze magical great axe called Bloodlust: wielder deals double damage if not the minotaur.

Bull Statue: 30 humanoid skulls in various states of rot punched onto horns like necklace beads. Some have traces of grey fur.

Ritual Sacrifice. Punching a freshly beheaded humanoid skull onto a horn grants +1 point of Strength. Each additional time: cumulative 1:4 chance of transforming into a beast man until curse is ended. (Transformation -4 Charisma, + 2 strength, no attribute to exceed maximums)

Bones: Trampled and crushed. No skulls. Piles of dented armor and broken weapons, both steel and bronze.

Treasure: Each round spent sifting reveals one of the following:

1. Scarred mithril shield carved with prowling tiger (40 coins),

2. Bag of 60 coins stamped with long-dead emperor,

3. Scroll of Sleep in a bronze tube adorned with jade dragons (80 coins),

4. Silvered longsword with half-moon pommel (30 coins).

19. BAS-RELIEF HALL

Creature: Gangly, gray-furred humanoid sprawled on the ground facedown. Lumpy burlap sack near hand. Walls: Bas-relief carvings dense with human figures and scenes.

Beast man NPC. Brell (frail, panicky). Fell and cracked his head fleeing from a sound. Wakes up in a few minutes, confused.

Traits: Scorned younger brother of beast men leader, Rogath (Area 23). Naively loyal. Hopes to earn his brother's affection.

Burlap Sack: Two dead rats, necks snapped. A gift for Rogath.

Carvings: Scenes of acrobats leaping over charging bulls and warriors fighting in ritualistic combat.

Hidden Niche: Behind a bull-leaper. Silver, horned helm (15 coins).

20. MOSAIC ROOM

Floor: Mosaic of rich orange, yellow, and red tiles in a swirl pattern.

Mosaic: Pattern camouflages a mottled ochre jelly. 3:6 chance of stepping on it without careful inspection.

21. THRONE CHAMBER

Door: Bronze, emblazoned with sun and projecting rays. Locked.

Door: Key is in Area 5. Each failed attempt to open without key causes door to glow hot. Cumulative 1:6 chance it shoots three random rays of fire (d6 damage each, Defy Danger+CON for half damage).

Inside: Bronze throne with skeleton (not undead) impaled by a golden spear. Red pillars with script in ancient Common.

Skeleton: Sits on throne (50 coins, two gear slots). Wears a gold diadem with a pearl (60 coins). Hands clasped around magical spear called Vigilant. Its wielder cannot be surprised.

Pillar: Lists of tributes paid to the Bull God, Oros, by the Warrior-Kings. Damanthus the Brave gave gold, Sarpen the Wise gave wheat, and Minoros the Cruel gave blood.

22. LABYRINTH

Halls: Narrow, 20' tall, shadowy at top. Tight corners. Hot wind rushes through. Floor: Skirls of sand blown in from outside.

Sand: Fading, cloven hoofprints. Two handspans wide each.

Dead-Ends: Clusters of gourd-sized, terracotta jars. Various earth tones and shapes. Most are smashed.

Intact Jars: 1d6 per dead-end. Each has 1d4 coins, handful of ash, and pinkie-sized, human doll of colorful thread. Taking anything: 1:20 chance of dybbuk haunting each player on the next full moon unless the curse is ended.

23. BEAST MEN LAIR

Creatures: 15 hunched, grey-furred humanoids chewing on centipedes and speaking in harsh whispers. One lounges on a mat of rat pelts, picking his teeth. Room: Grimy, cramped, scattered with rodent bones. Smell: Unwashed bodies, urine.

Beast men: Hostile toward noise-makers. Superstitious about the (non-existent) dragons that wait outside the citadel to eat them.

NPCs: Rogath (hulking, lazy, feared leader). Minions: Grenton (wiry, mistrustful), Hargol (eyes point in different directions, agrees to everything), Beetle (scuttles, elaborate plan-maker).

Alliance: Rogath wants Scarlet Minotaur dead so he can be king of the citadel. Cheerfully sends his hated brother, Brell (Area 19), and his non-minions into danger to help this effort.

Secret Doors: All visible from this side. A beast man guards each.

24. LOOKOUT ROOM

Creatures: Two shaggy, stooped humanoids listen sullenly at doors. Room: Filthy, low ceiling. Stench: Wet animal and dung.

NPCs: Irving (young, earnest), Blort (scarred face, disciplined). If PCs are noisy, adjust their attitude one step toward hostile.

• Secret Doors: All visible from this side.

25. TRAINING CHAMBER

Armor Stands: Five suits of red-dyed leather reinforced with bronze studs. Weapon Rack: Bronze weapons covered in a rime of dust. Walls: Countless chips and nicks.

• Armor: Touching armor or taking a weapon off rack causes three suits to spring to life (animated armor) and attack.

• Weapon Rack: Five short swords, longswords, shields, and spears.

26. HALL OF KINGS

Alcoves: Bronze, lifelike statue of a man on a raised pedestal in each.

• Statues: Athletic, proud, similar facial features. Draped in robes, wearing diadems with pearls (40 coins each). Each holds a weapon.

Inscriptions: In ancient Common. Damanthus, Son of Aster (great sword), Sarpen, Son of Damanthus (spear), Minoros, Son of Sarpen (great axe).

Diadems: Trapped. Touching the pearl causes the statue to swing its weapon (1d8, Defy Danger+DEX to avoid).

27. SACRIFICE CAVE

Cave: Chilly and damp, high ceiling (30'). Dripping stalactites. Pool: Crimson water, murky and still. Smell: Coppery, metallic tang.

• Spirits: Smoky, humanlike shadows flicker at the edge of darkness. If the light ever goes out, these immediately manifest as 1d4 of Glowing Shadows.

Pool: 20' deep. Cursed water clouded with blood. Defy Danger+CON at each contact or temporarily lose 1 point of Wisdom (heals after rest). If 0 Wisdom, permanently become catatonic.

On Bottom: Graveyard of dozens of human and bull skeletons. Among them are 200 coins, a Wand of Magic Missiles (six charges), three onyx bull statuettes (15 coins each), Boots of the Cat (raises wearers DEX to 18), and a tiny bottle that houses the soul of a mighty sorcerer named Malfune (a bound Dybbuk).

Monsters

Lost Citadel Scarlet Minotaur

Solitary, Divine

Horns (d8+4 damage)

14 HP

1 armor

Close, Forceful

Special Qualities: Regenerates unless slain by magic or magical weapons every sunset

Towering, blood-red, snorting and frothing. It plows through the labyrinthine halls of the Lost Citadel looking for creatures to slay. Pursues its quarry and never retreats. Unaware of secret doors. Forgets about unseen foes in a few minutes Ferocious bull-man with scarlet hooves and bloody curved horns. Returns to lair at least once every hour. Long ago, a mighty enclave of warriors lived inside the Lost Citadel. They worshipped bulls in ever-bloodier, cultish rituals that culminated in their leader, Minos, transforming into the Scarlet Minotaur. This immortal avatar of rage slaughtered the warriors in a single night of mayhem. However, some of their servants escaped through the unseen halls used by the lowly. These beast-men hid in the fallen citadel, trapped by superstitious fear of the outside. (“The Red Devil will find you, one way or another." -Muggins Greenbottle, renowned tomb robber) Adapted from the Shadowdark TTRPG Module "Lost Citadel of the Scarlet Minotaur". 

Instinct: Devour

  • Patrols the Lost Citadel
  • Regenerates unless slain by magical weapons every sunset
  • Death ends the Lost Citadel’s “Curse of Darkness”

 

Lost Citadel Ettercap

Group, Intelligent, Hoarder

Bite (d4 damage)

3

0 armor

Close

Special Qualities: Entangles in Webs

Bipedal, eight-eyed, small spider-folk with spindly legs and purple fur. Recently, a group of ettercaps crept into the Citadel from the caves below the citadel. They slink through the minotaur-haunted halls, tempted by forgotten gems and gold. They plan to depart "as soon as we have enough loot," a moment which never seems to arrive. They are leaderless and unanimously greedy. If caught in an ettercap's web the player must Defy Danger vs. DEX or be entangled. Adapted from the Shadowdark TTRPG Module "Lost Citadel of the Scarlet Minotaur".

 Instinct: Steal

  • Loot
  • Ambush
  • Feed

 

Lost Citadel Beast man

Group, Intelligent

Claws (d6 damage)

6 HP

0 armor

Close

These grey-furred, feral beings have evaded the Scarlet Minotaur for generations. They dwell in the Lost Citadel, believing dragons wait outside to devour anyone who leaves the citadel. Endless fear has made them vicious and craven. Their leader, Rogath, rules by the might of his claws. They are terrified of making noise outside of their lair. Adapted from the Shadowdark TTRPG Module "Lost Citadel of the Scarlet Minotaur". If the Lost Citadel’s “Curse of Darkness” is ended they will revert to human beings.

 Instinct: Stealth

  • Silent Attack

Lost Citadel Skeleton

Group, Intelligent

Bash (d4 damage)

3 HP

2 armor

Close

Special Qualities: Undead

Corpses that have no flesh reanimated left turn into skeletons instead of zombies. They are not hungry for flesh, but to have more bones, which brings more skeletons. Maybe all they want is just more friends...

 Instinct: Extinguish life and light

  • Reconstruct from bones (24 hours in total darkness) unless given a proper burial or the “Curse of Darkness” is ended

Lost Citadel Darkmantle

Tiny

Smother (d4)

3 HP

0 armor

Hand, Ignores Armor

Special Qualities: Creates magical darkness, Floating ability

A floating, mutant, black underdark octopus with rows of red eyes and a webbed skirt of tentacles. 

Instinct: Ambush

  • Hunt
  • Create darkness
  • Consume prey

Lost Citadel Cave Creeper

Group, Devious

Wiggly face tentacles (d4 damage)

6 HP

3 armor

Close

Special Qualities: Walk across ceiling, walls

The Lost Citadel Cave Creepers strongly resemble a cross between a giant amber cutworm and a huge cephalopod. They are usually found only in subterranean areas. The creeper is, as its name implies, a scavenger, but this does not preclude aggressive attacks upon living creatures, for that insures a constant supply of corpses upon which to feed or for deposit of eggs. The armored head of the monster is well protected, but its body is somewhat softer. A cave creeper moves quite rapidly on its multiple legs despite its bulk, and a wall or ceiling is as easily traveled as a floor, for each of the beast's feet are equipped with sharp claws which hold it fast. The head is equipped with 8 tentacles which flail at prey and wiggle into armor. 

Instinct: Eat flesh

  • Attack with its face tentacles
  • Messily chew on prey
  • Attack from above

Lost Citadel Scarab Swarm

Horde, Tiny, Devious, Construct, Terrifying, Amorphous

Death by a thousand bites (d4-2 damage)

6 HP

1 armor

Hand, Ignores Armor, Near

Special Qualities: Baleful buzzing and clicking

From out of the ruins, we rise!

 Instinct: To strip to the bone

  • Gather and attack

Wight (Lost Citadel)

Solitary, Intelligent, Cautious

Broken Blade (d8)

8 HP

1 armor

Close

Though their minds are broken, these wights do retain some of their skills. Even as they and their equipment fall apart, veterans turned to wights still fight with half-remembered skills augmented by undead might. Will revert to dust once the “Curse of Darkness” is ended otherwise will regenerate eventually unless remains are given a proper burial ceremony.

Instinct: To get rid of the living

  • Go berserk

Lost Citadel Ochre Jelly

Solitary, Large, Amorphous

Acidic Touch (d10 damage)

12 HP

1 armor

Special Qualities: Immune to electricity

Ochre Jelly is the archetypical ooze predator. Their acid is specifically designed to dissolve flesh, not metal, a tidbit that comes in handy when trying to prevent them from devouring you. Every time they split, they divide their health and reduce their damage die by one step. 

Instinct: To eat

  • Splits when damaged

Dybbuk (Lost Citadel Ghost)

Solitary, Magical, Terrifying

Personality drain (d10 damage)

12 HP

0 armor

Close, Ignores Armor

Special Qualities: Undead, Incorporeal, Only harmed by magic or magical weapons

A dybbuk is a misplaced soul who has eluded judgment. Like a ghost, it lingers on in the mortal world, either trying to fulfill a need to right some great failure that has marked its soul for eternity or merely to spread torment. Most dybbuks desperately seek a new body to inhabit. A Dybbuk will "kill" a victim and then inhabit that body until driven out by death, spell, or ritual. A Heal spell will be required to restore that person's personality. Often confined in a "Dybbuk Box" or other cursed item. Will depart if not bound to an item once curse of darkness is ended,

Instinct: Possess innocents

  • Terrify
  • Rectify failure
  • Inhabit human shells

Lost Citadel Animated Armor

Solitary, Cautious, Amorphous

Ancient sword (d6 damage)

4 HP

3 armor

Close

Special Qualities: Animated by ancient magic

Instinct: Stop trespassers

  • Fight with the strength of long forgotten ages
  • Reverts to rusty metal if “Curse of Darkness” is ended

Glowing Shadow (Lost Citadel)

Horde, Tiny, Stealthy, Intelligent, Planar, Amorphous

Energy drain (d8 damage)

6 HP

1 armor

Hand, Ignores Armor

Special Qualities: Incorporeal (only magic and magical weapons harm), Undead

Each individual shadow is a swarm of tiny, glowing daemons. No one is quite sure where they come from, but it is known that they have taught every species known to fear the darkness . . . 

Instinct: To spread

  • Manifests whenever party is in total, natural darkness
  • Regenerates every sunset unless destroyed utterly by ending “The Curse of Darkness”
  • Drained victims become new Glowing Shadows

Magical Items

Three Relics of the Lost Citadel

All three glow faintly and may damage noncorporeal beings.

A magical great sword called Asterion. The owner is immune to sleep and charm spells.

Two-headed, bronze great axe called Bloodlust: A wielder who is not the minotaur deals double rolled damage.

A spear called Vigilant. Its wielder cannot be surprised or ambushed.

Other Items

Golden Scarab of Protection

Wearer will be ignored by Glowing Shadows unless he or she successfully attacks.

Lost Citadel Scroll of Sleep

As per spell.

Scroll of Glowing Shadow Protection

Creates a Magic Circle enclosing the party that Glowing Shadows will not enter as well as standard illumination until the circle is broken. (The curse is broken temporarily within the circle)

Wand of Magic Missiles

Acts as per the spell, six charges.

Boots of the Cat

Increases wearers Dexterity to 18 when worn.