Labyrinth-Tomb of The Minotaur Prince
Labyrinth-Tomb of The Minotaur Prince
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Bangrivar was a fearsome prince of a minotaur kingdom mountain pass and the area might be infested with yetis
that faded from history long ago, and he was buried in a (MM 305).
valley tomb carved from the cliffs by legions of slaves.
According to legend, Bangrivar was buried with a great Within the labyrinth-tomb, one wandering encounter can
treasure that would one day usher in Baphomet's rise in be placed at the DM's discretion: Anvad, a minotaur
the mortal realm. The tomb is accessed via a steep death priest (as per minotaur, MM 223, CR 4, with 3rd
stairway sized for Large creatures which is flanked by twin level cleric spellcasting: save DC 13, spell attack +5;
weathered granite statues of minotaurs bearing axes; at Cantrips - guidance, resistance, sacred flame,
the base of each statue are stone engravings in Abyssal thaumaturgy; 1st level - bane, command, detect magic,
reading "Fear" and "Feast." A large geometric arch inflict wounds; 2nd level - blindness/deafness, hold
opens into the labyrinth-tomb engraved with Abyssal person), and 2 minotaur skeletons (MM 273) tend the
runes reading "Bangrivar the Conqueror, Chosen of tomb, sacrificing intruders to Baphomet, re-setting traps,
Baphomet." and ensuring that Bangrivar's treasure never leaves the
tomb. They are meant to be a deadly frightening
Conditions inside the labyrinth-tomb are dark (save encounter, so give the players plenty of foreshadowing of
where noted), the air is clear but slightly damp the closer the dangers of the tomb's guardians and use plenty of
one gets to Area 7 due to the waterfall there, and a horrific description of Anvad and his minions to clue the
humming sound emanates from Area 9 due to the players into the threat this encounter poses.
divination censer constructed of thunderstone. Hallways
are 10-ft wide and 12-ft tall, and doors are sliding stone 1. Ante-Chamber
slabs requiring a Strength 13 to open. Bits of rotten rope This 30' x 30' room is an ante-chamber for paying
and thread litter the floor, and faint chalk smudges can respects to the minotaur dead buried within the
be found on the walls from past adventurers trying to labyrinth-tomb. It is decorated with a crude red, blue,
navigate the labyrinth-tomb. and black mineral mosaic in the shape of a bull's head
with two hands flanking it on the floor and the bones of
The canyon the labyrinth-tomb is located in might be the tomb's makers worked into the stone walls making it
guarded by a cult of minotaurs (MM 223), or it could be appear to be an ossuary vault. When a living creature
completely unguarded, the minotaurs long dead to the places two hands on the mosaic, most easily
ravages of time. Alternately, it might be located near a accomplished by prostrating, the mosaic appears to
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Abyssal, then in Common: "All glory to the beast, to the This 40' x 50' chamber is/was used for sacrificing slaves
devourer of the weak, the horned hunter. Here lies and intruders for the glory of Bangrivar and Baphomet.
Bangrivar the Conqueror, Prince of Minotaurs. Tremble at The ceiling here is 18' tall and several crow caged hang
his name, ye mortals." from it, some with skeletons inside. A large stone slab
with metal restraints built in and stained from years of
2. Embalming Workshop
bloody sacrifices ominously occupies the center of the
This 30' x 40' room is/was used by minotaurs to embalm room. If the labyrinth-tomb is actively used, a wounded
their chieftains and shamans. Jars of embalming fluid and but living victim may be restrained to the slab. If the
muslin shrouds line the walls while the large stone tables labyrinth-tomb is no longer used, the skeleton of a
are littered with crude surgical tools. If the labyrinth-tomb human in clerical robes may be restrained on the slab,
is still actively used in your game, a partially embalmed
body of a minotaur may be on one of the tables, The door from Area 1 slides open to the left and to the
animating as a Large mummy (MM 228) with 76 hit right; if it is opened to the left, a scything blade hidden
points if disturbed. If the labyrinth-tomb is no longer among the crow cages descends from the ceiling,
used in your game, then a huecueva tomb guardian making a +7 attack against the lead two PCs, dealing 11
watches over the room (use a wight, MM 300, with a (2d10) slashing damage on a hit. Noticing the tension of
touch attack that teleports to any chamber in the tomb); the wire acting on the stone door as it is slid to the left
it cannot leave the room and isn't initially hostile, instead requires a PC make a DC 20 Perception check.
trying to get the PCs to retrieve the obsidian amulet
(either worn by Anvad the minotaur death priest or in A pressure plate on the southern section of the sacrificial
Area 14) which will free it from the tomb. A silver canonic slab, noticeable with a DC 20 Perception check, causes
jar worth 25 gp is amidst the jars of embalming fluid, one of the crow cages to descend onto the PC, scoop
holding several ounces of embalming salt. them up, and hoist them into the air. This creates
extremely loud noise audible all the way to Area 7 and
3. Storage
Area 9. A DC 13 Reflex save is required to avoid the
This 20' x 20' room is/was used as storage for cloaks, crow cage. Once trapped, the PC can escape with a DC
beast masks, spiked clubs, and rusty axes. 15 Dexterity (thieves' tools) check to open the lock on
the crow cage. Alternately the cage's opening
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mechanism can be attacked (AC 19, 7 hit points), though axis, covered with nasty spikes and pelts of monsters
a missed attack must be re-rolled against the trapped defeated by Bangrivar (including a manticore and a
PC. displacer beast). Three massive bronze statues of
Bangrivar occupy the NW, NE, and SW corners of the
5. Treasure Room
gallery, with Abyssal runes and pictograms at their bases,
A secret door (DC 20 Investigation) opens into this 10' x reading respectively: "Terror" and a pictogram of a
10' room, though it slides up into the ceiling, requiring a horned shadow (NW), "Hunger" and a pictogram of a
creature with Strength 15 to lift and hold in position. frenzied minotaur feasting on a heart (NE), and "Ruin"
Treasures in this room include: A weapon (DM's choice) and a pictogram of sundered armor (SW). Close
fashioned of black iron and horn with Abyssal runes, examination reveals the statues can be slid in pre-defined
counts as magical but also has a minor curse on it - while arcs carved into the floor, though doing so requires
wielding this weapon and presented with an opportunity Strength 15. Sliding the NE statue opens the east door,
to act in a selfish or malevolent way to further their ends, while sliding the SW statue opens the south door.
the weapon heightens their desire to do so. A wax-
sealed horn containing a potion of hill giant strength. A A DC 15 Investigation check on the statues reveals that
horned helmet which acts as a helm of comprehending the NW statue has eyes and horns made of thunderstone
languages, but only for Abyssal. Carved bone statuette that is just gilded with bronze.
of Baphomet (25 gp). Large copper mask in the likeness
of a bull's head with black silk tassels (25 gp). Masterwork Sliding the NW "Terror" statue triggers a trap, a
tortuer's tools (25 gp). thunderwave targeting all creatures in a 15' cube from
the statue who must make a DC 13 Constitution save or
6. Gallery of Glory
take 9 (2d8) thunder damage and be pushed back 10
This 40' x 50' room is riddled with alcoves bearing stone feet. If a creature would be pushed into one of the
and bone carvings of the various heinous victories of spiked pillars, they take an additional 5 (1d10) piercing
Prince Bangrivar, depicting how he subjugated an elvish damage.
tribe, delivered a humiliating defeat to a dwarf lord in
single combat, and devoured the lovely twin daughters 7. Chapel of Baphomet
of a human king before his very eyes. Three support This 40' diameter circular room sustained great damage
pillars are spaced evenly along the room's the center when an earthquake caused a stream to break thru the
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ceiling. It cascades thru the room in a waterfall, and has If Anvad has not been alerted to the PC's presence and it
filled the room up to about 4 and a 1/2 feet (chest depth is night time, he is likely to be found here in prayer to
for Medium creatures), though other sections of the room Baphomet.
are far deeper. The room is designed like something out
of an M.C. Escher painting, with the floor dropping about 8. Guard Room
10 feet with a steep staircase (now submerged by water), A spartan 30' x 30' room, it contains 3 minotaur
and the ceiling about 30' high in total with strange rock- skeletons (MM 273) with scraps of piece-mail armor
carved stairs seeming to twist in on themselves and granting them an AC 15. They animate if any living non-
archways leading nowhere. A chaotic evil water weird minotaur creature enters the room, if one is attacked, or
(MM 299) lurks in the water, attacking any non-minotaur if Anvad enters and takes control of them using the
living interlopers; it takes on the vague likeness of a obsidian amulet. A PC who utters "Ruin" in Abyssal and
raging bull when it attacks. expends a spell slot of at least 1st level causes their
armor fragments to shatter, dropping their AC to 12.
The west wall is dominated by an altar to Baphomet with
a carving of the demon lord hewn from the rock itself. 9. Divination Room
One eye socket is empty and eternally drips with blood. This circular 40' diameter room has a floor engraved with
The other eye socket contains a sardonyx gem (50 gp) a labyrinthine pattern leading to a large censer crafted
which can be pried loose, though any PC doing so out of thunderstone and filled with lamp oil at the center.
triggers an alarm spell which alerts Anvad the minotaur A low humming sound emanates from the thunderstone
death priest who will make his way to the chapel from censer. Ominous unintelligible Abyssal whispers come
wherever he is. from the shadows at the edge of the PC's light source (if
any). Anyone bringing a light source within 15' of the
Due to the room's bizarre confusing construction, censer without walking the labyrinth triggers a
locating the exits requires a minute of searching; thunderwave aimed at them and targeting all creatures in
alternately a DC 12 Investigation check as an action a 15' cube from the censer who must make a DC 13
locates the exit closest to the searching PC. Constitution save or take 9 (2d8) thunder damage and be
pushed back 10 feet. The thunderwave also extinguishes
any light sources, even magical ones.
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A PC lighting the censer and uttering "Terror" or "Fear" actually a clay golem (MM 168) that animates a round
in Abyssal summons a shadow demon (MM 64), which after a living non-minotaur creature enters the room (or if
identifies itself as Satharak, all that remains of a demon Anvad commands it with the obsidian amulet, and will
Bangrivar bound to him even in death. It offers to help not leave the room.
the PCs overcome the lethal dangers in Bangrivar's crypt
if they will deliver it a sacrifice of Bangrivar's greatest fear The clay golem is a super-deadly challenge for PCs of
which will allow it to return to the Abyss. Naturally, 3rd-5th level. There are a couple tricks built into the
Satharak has no intention of honoring any deal and is adventure to allow them to overcome this threat:
purely looking out for his own interests; if he has the • First, a PC who says "Hunger" or "Feast" in Abyssal
opportunity to betray the PCs in a moment of weakness and expends a spell slot of at least 1st level causes the
he will take it, and likewise he has no love for the clay golem to go berserk. This is useful if the PCs have
minotaurs or undead guardians of the tomb. lured other enemies into Bangrivar's tomb.
• Second, the obsidian amulet (found either in Area 14
10. Tomb of Bangrivar
or in Anvad's possession) can be used to either activate
This 40' diameter circular room is decorated with human- or deactivate the clay golem.
sized skeletons hanging from the walls in fetters, killed by • Third, the PCs only need to survive long enough to get
a variety of slashing and piercing weapons, and at the the sarcophagus open, get the treasure, and get out.
center is a shallow rock well filled with hissing acid. Defeating the clay golem is not necessary. Indeed, it
Several smashed holes are noticeable in the walls. A cannot follow them from the room once they escape.
series of long narrow 2" wide holes criss-cross the
ceiling. The east wall contains a small shrine of red The acid in the shallow well can be used to melt the wax
candles and skulls dedicated to Bangrivar, as well as a around the sarcophagus as can any spell dealing fire
Large granite sarcophagus carved in the likeness of a damage or a minute using a torch. Any creature touching
severe-looking armored minotaur prince and sealed with the acid suffers 5 (1d10) acid damage, though this
wax. Several chains run from the dais of the sarcophagus actually has a healing effect on the clay golem.
into the ceiling. The north wall appears to have hit earth,
leaving the granite that most of the tomb was Lifting the sarcophagus lid open requires a Strength 13.
constructed in, and an earthen statue of the minotaur However, opening it triggers two pendulum scythes
prince seems to be half-imbedded in the wall; this is which descend from the ceiling, making a +7 attack all
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creatures in random 30' arcs until disabled, dealing 11 bloodstained copper chalice (25 gp) is located in a small
(2d10) slashing damage on a hit. The scythes attack on alcove near a silver knife and a minotaur skull painted
initiative count 20. Breaking a chain (AC 19, HP 7) with Abyssal runes. A filthy straw cot lies against the
disables the corresponding scythe, as does a readied south wall.
attack against a scythe itself (AC 19, HP 12). A PC may
ready a DC 12 Acrobatics check after being targeted by a If Anvad has not been alerted to the PC's presence and it
scythe to leap onto it and use it to move 30' in the is day, he is likely to be found here resting.
direction of the scythe, though failure causes them to
take maximum damage if hit and fall prone. Prone 12. Cell
creatures cannot be hit by the scythes. This 20' x 20' prison cell has a floor sunken 8' below the
doors, making it akin to an oubliette. Unlike other doors
Within the sarcophagus are the skeletal remains of in the labyrinth-tomb, the two doors leading into the cell
Bangrivar in a large suit of half-plate armor (might be are steel doors with small barred viewing windows and
altered to fit a Goliath or Half-Orc PC at the DM's locks (DC 15 Dexterity (thieves' tools) to pick the lock). If
discretion), wearing a golden chain necklace with keys to Anvad captures a PC alive, they will be taken here to
the Old Minotaur Kingdom (50 gp), and a scroll of await sacrifice. If the labyrinth-tomb is actively used by
bestow curse clutched in his dead fingers. This spell minotaurs in your game, you might have an NPC trapped
scroll is unique in that it describes a version of the here who might aid the PCs if rescued.
bestow curse spell that can only target a creature that
has killed a minotaur or acted against Baphomet's will; it 13. Minor Crypt
causes the creature's head to turn into that of a bull's, This 50' x 40' room is filled with stone shelves containing
imposes long-term insanity on them (DMG 260), and shrouded skeletons. Abyssal runes for "Slave" are
turns their alignment chaotic evil for the duration. marked on several of the shelves, and a DC 15 Religion
check recalls that is was customary for minotaur chieftains
11. Robing Room
to be buried with any slaves they possessed, so that the
This modest 20' x 30' room is used by Anvad to prepare slaves might serve their master in death; the slaves were
for various ceremonies. It contains a variety of crude sacrificed in a great labyrinth hunt. Two rounds after a
costumes, beast masks, bone fetishes, and torture living non-minotaur creature enters the room (or if Anvad
implements used in foul rituals to Baphomet. A
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uses the obsidian amulet), 10 skeletons (MM 272) If Anvad has not equipped the obsidian amulet, it can be
animate, clamber off the shelves, and attack. found within the sarcophagus. The obsidian amulet is a
minor magical item keyed specifically to the labyrinth-
A secret door (DC 15 Investigation) on the east wall is tomb; it grants its wielder the power to animate to
actually a perfectly flush stone block that can be pushed deactivate any undead or construct native to the tomb
by a creature with Strength 15. It reveals a medium-sized (e.g. minotaur skeletons, skeletons, and the clay golem)
shaft leading down. A DC 15 Religion check recalls that as an action.
such shafts were not functional, rather they were meant
to allow the screams of the slaves to reach Baphomet in 15. The Bleeding Stone
the depths of the Abyss. Where she shaft leads is left up This 40' x 40' chamber is lit by dim red light emanating
to the DM's discretion. from a massive black stone with flecks of meteorite iron
and veins of red mineral running thru it. The stone drips
14. Cleric's Crypt
blood eternally from several points. Any good or lawful
This 30' x 40' room houses a single simple stone aligned creature touching the stone must make a DC 13
sarcophagus in the middle, surrounding by Abyssal Wisdom save or suffer 11 (2d10) psychic damage, suffer
engraving in a circle on the floor which reads: "Govag, visions of minotaurs subjugating the land, and be
High Cleric of Baphomet, Loyal Servant of Prince afflicted with short term madness (DMG 259). Any CN or
Bangrivar, Gnome-Bane, Devourer of Halflings, and Ruin CE creature touching the stone instead gains the Charm
of Pixies." A PC cleric or paladin who uses Channel of Heroism (DMG 228), though any given creature may
Divinity in a cleansing rite on the minotaur cleric's only receive this charm from the Bleeding Stone once per
remains can grant Inspiration to a gnome, halfling, or week.
pixie PC. A large faded tapestry (25 gp) on the south wall
depicts a maddening labyrinthine mandala of the terrible A medium-sized shaft in the south alcove leads up. A DC
deeds a mortal might commit that send them spiraling in 15 Religion check recalls that the cult of Baphomet
descent toward the horned beast at the center, implying reveres certain omens as signs of the Horned One,
that at least some minotaurs are cursed human beings including bleeding rocks, and the shaft is meant to allow
who gave into their inner beast. Any creature examining the sound of the dripping blood to echo up to the
the mandala, even briefly, must make a DC 13 Will save surface world to inspire terror. Where the shaft leads is
or be affected by a confusion spell (PHB 224). left up to the DM's discretion.