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Shadowdark Game Master Quickstart - Digital
Shadowdark Game Master Quickstart - Digital
Scarlet Minotaur
A 1st-3rd-level adventure for Shadowdark RPG
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 beastmen hid in
the fallen citadel, trapped by superstitious fear of the outside.
FACTIONS
Beastmen. 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.
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RUMORS
Ancient kings who dwelt in the citadel possessed magical
1
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 beastmen haunt the shadows.
6 The citadel is rife with secret rooms and passageways.
ORDER OF BATTLE
Beastmen. Retreat toward Area 14 or Area 23, avoiding Area 18.
Know location of all secret doors. Lead enemies into bull statue
traps. Will not leave hiding to help others. Terrified of making noise.
Doors. Stone. 1:6 chance of being stuck shut. Unlocked unless noted.
RANDOM ENCOUNTERS
d8 Details
1 The Scarlet Minotaur (Area 18) stalks into sight, bellowing
challenges and pawing the stone
2 1d4 ettercaps and 1d8 beastmen clash in a bloody melee
3 A dry gust of wind extinguishes all torches and lamps
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 beastmen 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
54
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 gp).
• 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. DC 12 DEX when entering with bright
light or blinded for 1d4 rounds (ettercaps are unaffected).
▶ Prying. Carefully extracted piece of cave wall serves as a mirror.
• White Bundles. Five beastmen wrapped in ettercap silk. 1:6
chance one still lives. Pearl (40 gp) 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, burns 1d4 rounds).
▶ Rolled Parchment. Stuck in webs, 10' up. Scroll of Hold Portal.
• 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.
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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 gp, 2 pearls (40 gp each), alabaster statuette of
a bull (20 gp), 2 silver incense bowls (15 gp each), jade snake
bracelet (20 gp), necklace of thick gold links (30 gp).
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
shortsword 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 (DC 12 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.
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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). DC 15 DEX or
2d6 damage and knocked flat. Trots back to position and resets.
▶ Emerald. 120 gp, embedded in statue's forehead. Shattering (AC
20, 1 HP) deactivates statue but reduces gem's value to 20 gp.
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 (1d4 HP, 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.
Greatsword: 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. In order, from north to south:
▶ Red. Anything flammable on you ignites. 1d4 damage/round.
▶ Blue. Sea water fills your lungs. You drown in 1d6 rounds.
▶ Green. Poisoned. DC 12 CON on your turn or lose turn.
▶ Purple. You go blind and move at half speed.
• Body. Ettercap. Scorched fur. Mouth and chest matted with salt
rime. Claw marks around eyes.
• Greatsword. DC 12 STR to remove from altar. +1 greatsword called
Asterion. A creature cannot move the wielder against their will.
57
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. DC 18 STR to force.
▶ 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 bronze-
shod 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 shortswords.
▶ 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.
• Beastmen. Three listen from Area 14. If PCs are noisy/destructive,
adjust their attitudes one step toward hostile.
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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.
• Beastmen. Three. Ragged, grey fur. Each stands by one of the
doors, listening. They regroup in Area 14 if PCs enter. If PCs are
noisy, adjust their attitude one step toward 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.
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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 gp)
embedded in forehead.
• Body. Young, human man in chainmail and helm. Carries 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 gp).
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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 gp, handful of
ash, and pinkie-sized, human doll of colorful thread. Taking
anything: 1:20 chance of ghost haunting on next full moon.
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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 for 1d4 rounds.
• Weapon Rack. Five short swords, longswords, shields, and spears.
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NPCs
BEASTMEN NPCS
d10 Names Appearances Behaviors
1 Rat / Gobbo Patchy / Sickly Glares / Lurks
2 Barto / Hule Scarred / Fat Whispers / Burps
3 Egor / Ralk Broken jaw or nose Scratches / Snorts
4 Dent / Borvin Stooped / Short Picks nose / Growls
5 Nila / Bugg Elderly / Stout Creeps / Rushes
6 Tail / Ludo Missing ear or tooth Yawns / Drools
7 Skred / Billo Braided hair / Bald Limps / Sulks
8 Halda / Yarv White fur / Skinny Paces / Chews nails
9 Crag / Dorel Clean / Blank stare Polite / Complains
10 Lorga / Mouse Wild eyes / Lanky Curses / Silent
ETTERCAP NPCS
d10 Names Appearances Behaviors
1 Skalt / Trisk Groomed / Rotund Preening / Haughty
2 Kreel / Bisky Singed fur / Gangly Twitches / Cowers
3 Slivin / Slaask Blue eyes / Spotted Bossy / Skeptical
4 Tiri / Vilis Pained / Hunched Delicate / Squeamish
5 Chiska / Liss Springy / Withered Hasty / Alarmist
6 Jarla / Miri Sickly / Molting Distracted / Mutters
7 Char / Squill Missing limb / Tall Clicks claws / Hisses
8 Fisk / Yeek Scarred / Lumpish Nosy / Gossips
9 Chirr / Vim Filthy / Hulking Critical / Sarcastic
10 Rask / Miska Jewelry / Clothing Rude / Surly
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65
The Lost Citadel
Animated Armor
25
26
27 Beastmen
S
Beastmen 24
23 S
Ochre Jelly
L S
20
Brell Scarlet Minotaur
S
21 19 18
L
In/Out
22
In/Out
22
15
16
22 Giuseppe B
Broken
N
In/Out
B 10
B
7
12
11 13
Wight
Skeletons
6
S S Scarab Swarm
B
B
Beastmen
14
5
1 Eska
3
S
In/Out 2
17
4
Ettercaps