https://matita.github.io/fatedice/
The Cats of Tindalos
A blog devoted to tabletop role playing games material and popular geek culture commentary
A Cat of Tindalos
Sunday, April 21, 2024
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
Friday, November 3, 2023
Saturday, September 9, 2023
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.