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  1. The Keep on the Boarderlands
  2. Lore

P. 20 Caves of Chaos

I. CAVES OF THE MINOTAUR: This labyrinth* houses a number of nasty things, but the worst is a fiendishly clever minotaur who abides herein. Immediately upon entering the place, adventurers will feel slightly dizzy - the effects of a powerful spell which will cause them to lose all sense of direction. The minotaur will agree to help the bugbears against invaders at the cost of one human slave every three days of service - of course, the slave is eaten in that period. The minotaur keeps only the choicest of treasures, tossing unwanted loot to whomever happens to find it at the mouth of the labyrinth. (DM Notes: You may allow players to find a few low-value coins, normal equipment, weapons, or armor at the entrance. After 30’ past the cave mouth, a spell of direction confusion (a special spell) will begin to function, so start to misdirect them by naming incorrect directions, i.e. southeast instead of northeast, east instead of west, etc. Don’t worry about calling the same passage as a different direction should they travel over the same route twice - that’s the effect of the magic on them. You may wish to allow the mapping character a secret saving throw every couple of turns, a 19 or 20 indicating that the effect has been thrown off.)

STIRGE CAVE: There are 13 of these flying monsters here: (AC 7, HD 1, hp 3 each, #AT 1 at +2 to hit, D 1-3 first round plus 1-4 per additional round, MV (60’) Save F I, ML 9). If opponent is hit, stirge will automatically suck blood each round thereafter, doing 1-4 hit points of damage due to blood drain until victim is dead or stirge is killed. The minotaur loves to catch and eat these creatures, so they avoid him, and they are quite hungry. In fact, this hunger makes it 90% likely that they will be squeaking and hooting to one another, so the party won’t be surprised. They have no treasure.

FIRE BEETLES: Three dwell in this area: (AC 4, HD 1 + 2, hp 7 each, #AT 1, D 2-8 (2d4), MV (40’), Save F I, ML 7). They too are hungry and will hasten to attack any persons entering their area. They have no treasure, but 2 glands above their eyes and one in their abdomen will glow with a red light, 10’ radius, for 1-6 days after the beetle is killed.

FIRE BEETLES: There are 2 of these creatures here, in all respects like those in 43., above. 45. THE MINOTAUR: This huge monster has AC 4 due to a great chain mail coat he wears, and carries a spear +1. When he first attacks, the minotaur (AC 4, HD 6, hp 35, #AT 1 or 2, D 4-9 or I-611-6, MV (40’), Save F 6, ML 12) will rush forward and stab with his spear for 4-9 (d6+ 3) points of damage, due to his strength. The next round he will gore and bite doing 1-6 points of damage with each successful attack. The minotaur may only use his spear or his horns and bite. When intruders enter the area, the minotaur immediately moves to attack. He knows this area so weft that the only way for victims to escape is to go through the secret door into area 36., or else to run out of the place and climb a large tree. The cave the minotaur dwells in has skulls and bones arrayed in decorative patterns. The secret door is actually a slab of stone which takes not less than 3 humans to move. (It will be noticed by careful checking of the walls, but how it is moved requires a roll of a 1 on a six-sided die to indicate the searcher has found where it can be grasped. All of the minotaur’s treasure is behind this slab of rock. It hides: 1 locked chest (with poison needle in lock) - contents 930 gold and 310 electrum pieces 1 staff of healing 1 suit of man-sized (optionally elf-sized) plate mail +1 1 locked coffer - contents 3 potion bottles (gaseous form, healing, growth) 1 locked chest - contents 3 pieces of jewelry worth 1600, 900, and 600 g.p. respectively.