TEXT: A 5E WARLOCK ADVENTURE 
  BY RICHARD GREEN
  Mad Maze of the 
  Moon KingdoM
  FOR 4 PCS OF 4TH-5TH LEVEL
  
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks 
  of Open Design, LLC.
  Product Identity:The following items are hereby identified as Product Identity, 
  as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, 
  place names, new deities, etc.), dialogue, plots, story elements, locations, 
  characters, artwork, sidebars, and trade dress. (Elements that have previously 
  been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open content in this adventure is the Ravening 
  Minotaur stat block.
  © 2018 Open Design, LLC
  www.koboldpress.com
  Adventure Hooks
  • The PCs are hired by Senator Evadne, a learned 
  minotaur scholar, to venture into the First Labyrinth 
  and retrieve the Founding Stone, a crucial component 
  in a magical ritual needed to repair the damaged 
  Heart.  The Founding Stone was the first stone used to 
  build the original Moon Palace by the “Golden Pair” of 
  King Kaprys and Queen Melenni. Evadne has tracked 
  it down to a section of the labyrinth and is willing to 
  offer 2,000 gp plus a magic item for its recovery.
  • The PCs are teleported into the First Labyrinth through 
  a maze gate by the Poet or Broken, and they must find 
  their way out.
  MAD MAZE OF THE 
  MOON KINGDOM
  Design: Richard Green
  Editing: Blaine McNutt
  Graphic Design: Rick Kunz
  Art Director: Marc Radle
  Cover Art: Karl Waller
  Interior Art: Karl Waller
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  Adventure Background
  The coastal city of Roshgazi was once the capital of 
  the Moon Kingdom of Tes-Qamar, and the pinnacle of 
  minotaur culture in the West. Following its destruction at 
  the hands of the Mharoti Empire 300 years ago, Roshgazi 
  lies in ruins and many minotaurs who remain in the city 
  have descended into bloody savagery. 
  The city’s most famous landmark is the First Labyrinth—a 
  sprawling maze infused with powerful magic. Built as 
  a place of trials and executions in the days of the Moon 
  Kingdom, the First Labyrinth has fallen into decay. Its 
  magic still functions, constantly changing the layout above 
  and below ground. The changes are  erratic, following the 
  whims of the Heart of Roshgazi, a damaged artifact with 
  two distinct personalities. Sometimes, the benevolent Poet 
  is dominant, bringing explorers into the labyrinth through 
  its maze gates—portals to mazes in other minotaur cities—
  to help repair Roshgazi. At other times, the deranged 
  Broken sends bloodthirsty degenerate minotaurs to hunt 
  down intruders, reconfiguring the labyrinth to facilitate 
  these deadly encounters.
  
  3
  MAP: CLICK HERE TO DOWNLOAD THIS MAP FOR YOUR VIRTUAL TABLE TOP.
  4
  1sq. = 10 feet
  1
  2
  3
  5
  6
  7
  8
  9a
  9b
  9c
  10
  11
  12
  D1
  D2
  D3
  D5
  D6
  D7
  D8
  D4
  13
  
  4
  Exploring the Labyrinth
  There is no illumination in the labyrinth. Ceilings are 12 
  foot high. 
  For every 30 minutes the party spends inside the 
  labyrinth, roll a 1d10 and consult the table below to 
  determine random encounters. The Poet tries to help the 
  PCs by providing them with clues; Broken tries to kill them. 
  LABYRINTH ENCOUNTER TABLE
  1d10  Encounter
  1-4
  No encounter
  5
  A glowing silver arrow appears on the floor 
  pointing to the nearest key. [Poet]
  6
  Each PC must make a DC 15 Intelligence saving 
  throw or be affected by a confound senses spell 
  (see Midgard Heroes Handbook, p. 159) for the 
  next 10 minutes. [Broken]
  7
  A shaft of moonlight highlights a useful item 
  or clue. Wisdom (Perception) and Intelligence 
  (Investigation) checks are made with advantage 
  while searching the area. [Poet]
  8-9
  1d3 ravening minotaurs enter the labyrinth via 
  the maze gate. [Broken]
  10
  Adventurers (1 scout and 1d4 guards) enter the               
  labyrinth via the maze gate. [Poet]
  1. ENTRANCE
  Inside a ruined building at the edge of the aboveground part 
  of the First Labyrinth, a set of worn steps leads down to a 
  stone doorway (AC 17, 75 hp, resistant to all damage types 
  except force) carved with a double axe symbol. The door 
  opens with a push. 
  Once the PCs all enter the labyrinth, the door swings shut 
  and cannot be reopened from the inside. It can be destroyed, 
  but this is time consuming and noisy. 
  2. BONE PILE
  The ancient bones of labyrinth victims are piled along the 
  north wall of this corridor. PCs who make a DC 10 Intelligence 
  (Investigation) check find a copper key set with a greenstone.
  3. MAZE GATE
  A spiral mosaic, created from multicolored tesserae, fills a 
  10-foot diameter area in the middle of the corridor. 
  This maze gate is magically connected to other sacred 
  labyrinths in Midgard. PCs who arrive in the labyrinth from 
  elsewhere appear here. Although the maze gate radiates 
  powerful conjuration magic, it can be walked on safely.
  A pair of degenerate ravening minotaurs (see p. 7) 
  recently arrived through the portal and aggressively attack 
  anyone in the vicinity. 
  4. FALSE DOOR
  A stone door in the west wall is carved with a bas-relief 
  depicting a minotaur with noble features. King Danilos the 
  Patient’ is inscribed beneath. 
  The door does not open, but it has a keyhole. If the gold 
  and garnet key (9b) is inserted, the PCs receive guidance 
  from the Poet in the form of a glowing silver arrow or a 
  shaft of moonlight (see the Labyrinth Encounter Table). If 
  the wrong key is used, a minotaur skeleton sent by Broken 
  charges out from a hidden compartment behind the door. 
  5. BULL’S HEAD TRAP 
  A five-foot-diameter, fierce-looking bronze bull’s head is 
  mounted on the western wall.
  When more than 20 pounds of pressure is on the pressure 
  plate where the side passage enters the corridor, a 
  poisonous, red mist billows from the bull’s flared nostrils. 
  All creatures within 20 feet must succeed on a DC 15 
  Constitution saving throw or take 11 (2d10) poison 
  damage and be affected by confusion (as the spell) for 
  1 minute. PCs that save take half damage and are not 
  confused. At the end of each turn, a confused PC can 
  make a DC 15 Wisdom saving throw to end the effect. The 
  pressure plate can be detected and avoided with a DC 15 
  Wisdom (Perception) check. 
  6. KING’S STATUE 
  Three feral minotaurs prowl around the impressive bronze 
  statue of a minotaur king in the center of this chamber. 
  Frescoes of other Moon Kingdom rulers passing judgement 
  are painted on each wall; beneath each fresco is a stone dais. 
  The three ravening minotaurs attack as soon as they spot 
  the PCs; they also respond to disturbances in the corridor to 
  the north.
  With a DC 15 Intelligence (History) check, a PC can 
  identify the statue’s subject as King Kaprys, one half of the 
  Golden Pair who founded the Moon Kingdom. The eyes of 
  the statue are made from lapis lazuli.
  A creature stepping onto one of the daises is immediately 
  teleported to the corresponding dais in area 10.  Once a dais’ 
  teleport effect has been triggered, it does not function again 
  for 1 minute.
  Each fresco depicts a different minotaur condemning 
  prisoners to the First Labyrinth, and each is inlaid with 
  precious metals and stones. 
  
  5
  RULER FRESCO LOCATION
  Wall
   Ruler
   Inlaid with...
  North
  King Zenrydon the Cruel
  Electrum & coral
  East
  Queen Pelegia the Sagacious
  Copper & greenstone
  South
  King Danilos the Patient
  Gold & garnet
  West
  Queen Melenni 
  Silver & onyx
  PCs who have visited areas 4, 9c, and 12 will recognise 
  these rulers from the carvings on the false doors and can 
  figure out the correct keys to use in each door from the 
  frescoes (and King Kaprys’s statue). Examining a fresco 
  without stepping on the dais requires a DC 15 Intelligence 
  (Investigation) check. 
  7. LADDER
  An iron ladder attached to the south wall leads up to a 
  trapdoor in the ceiling.
  The trapdoor opens into a 15-foot square room with a 
  minotaur-sized stone sarcophagus in the centre. Its lid has 
  been pushed to one side, and an eerie amber glow comes 
  from inside. The source of the light is a sarcophagus slime 
  (Tome of Beasts, p.336), placed here by the builders of the 
  First Labyrinth to slay those trapped in the maze. 
  A clay canopic jar stands in the northeast corner of the 
  room. Inside is an electrum key set with pink coral. 
  8. ALTAR 
  This four-ft high, stone altar is carved with symbols: the 
  moon, a dagger, a key, a lamp and a triangle within a circle. 
  A clay oil lamp sits on top.
  A DC 12 Intelligence (Religion) check identifies the symbols 
  as belonging to the goddess Hecate. If a PC lights the lamp, 
  a thin beam of magical moonlight appears from the ceiling, 
  striking the triangle and circle symbol. If this symbol is 
  depressed, the altar slides to one side, revealing a cavity. 
  Inside is a +1 battle axe and a ball of golden thread that 
  allows anyone unravelling it to cast the spell labyrinth mastery 
  (see Midgard Heroes Handbook, p. 177) once per day. 
  9A. EXECUTIONER’S STATUE
  This bronze statue depicts a minotaur wearing an 
  executioner’s hood and holding a double-bladed axe. 
  A bronze key set with lapis lazuli hangs from the statue’s 
  belt; the key is detachable.
  9B. FOUNTAIN
  Water pours from the mouth of a stone minotaur standing in 
  the centre of this basalt fountain. 
  A gold key set with a garnet can be found amongst the 
  bones and other debris at the bottom of the basin with a DC 
  10 Intelligence (Investigation) check. 
  9C. THREE FALSE DOORS
  Three stone doors are carved in bas-reliefs depicting noble-
  looking minotaurs. Each has their name inscribed beneath 
  their portrait. The minotaur on the north door is King 
  Kaprys, while Queen Melenni is shown on the east door and 
  Queen Pelegia the Sagacious is on the south. 
  The doors do not open, but each has a keyhole. If the 
  correct keys are used in the doors, Poet dispels the wall 
  of stone blocking the exit at area 13. If the wrong keys are 
  used, Broken dispels the wall of stone but the exit now leads 
  deeper in the labyrinth…
  The correct keys are:
  • King Kaprys: bronze and lapis lazuli (9a) 
  • Queen Melenni: silver and onyx (11)
  • Queen Pelegia: copper and greenstone (2)
  10. QUEEN’S STATUE
  A masterfully crafted white marble statue of a minotaur 
  queen stands at the center of this chamber. Frescoes depicting 
  great minotaur heroes in action are painted on each wall; 
  beneath each fresco is a stone dais. 
  With a DC 15 Intelligence (History) check, a PC can 
  identify the statue represents Queen Melenni, the second 
  half of the Golden Pair. A stone bearing the double-headed 
  axe and crescent moon symbols of the Moon Kingdom is 
  embedded in the statue’s chest – this is the Founding Stone.
  The frescoes above the daises depict legendary heroes of 
  the Moon Kingdom—a warrior, a wizard, a priest of Hecate, 
  and a rogue. If all four daises are occupied at the same time, 
  the statue, a possessed pillar (Tome of Beasts, p. 314), will 
  animate and attack. The statue also animates if the PCs 
  attempt to remove the Founding Stone from its chest. When 
  the statue is reduced to 0 hp, the stone drops to the floor.
  11. VENOMOUS GUARDIANS
  Two large, midnight black scorpions with bright red stripes on 
  their tails patrol this corridor.
  The two arachnids are night scorpions (Tome of Beasts, p. 
  340), which prey on ravening minotaurs and intruders alike. 
  A stone shelf in the southwest corner holds a small wooden 
  box containing a silver key inset with onyx. 
  12. FALSE DOOR
  Piles of bones and debris line the north wall of this corridor. 
  The stone door at the eastern end bears a bas-relief depicting a 
  minotaur ruler. ‘King Zenrydon the Cruel’ is inscribed beneath. 
  
  6
  The door does not open if pushed, but there is a keyhole. If 
  the electrum and coral key (7) is inserted in the door, the PCs 
  receive guidance from the Poet in the form of a glowing silver 
  arrow or a shaft of moonlight (see the Labyrinth Encounter 
  Table). If the wrong key is used, Broken causes two minotaur 
  skeletons to rise up from the piles of bones and attack.
  13. EXIT
  A magical wall of stone blocks the entrance to the corridor 
  beyond the two triangular daises (D7 & D8). This wall 
  persists until the PCs insert three keys into the false doors 
  in area 9c.  If the PCs insert the correct keys, the wall 
  disappears, and the corridor beyond ends at a set of stairs 
  leading back to the city above. If they use the wrong keys, 
  the corridor takes them further into the First Labyrinth to 
  areas of the GM’s devising. 
  D1 - D8 DAIS
  Faded frescoes showing hopeless, starving captives wandering 
  the labyrinth are painted on the wall above this stone 
  platform.
  Intended to disorientate those thrown into the labyrinth, 
  this platform teleports a creature who steps onto it to a 
  random dais (roll 1d8)
  The Ravening 
  This terrible affliction causes uncontrollable fury and an 
  irresistible lust for power. It was once quite rare, but the 
  ancient minotaur clans sometimes used it to strengthen 
  their warriors; that practice eventually led to disaster, 
  and now the disease is more common and just as deadly. 
  Transmitted by exposure to infected fluids or clothing, the 
  ravening is highly contagious.
  Creatures exposed to this disease must succeed on a DC 13 
  (Constitution) saving throw or become infected. Minotaurs 
  have disadvantage on the saving throw. 
  Infected creatures are consumed by ravening madness 
  and ravening hunger after 24 hours. These are mental effects 
  and are described below. Infected creatures can be cured by 
  magical healing that specifically cures diseases. If infected 
  creatures have gained hit dice through the ravening hunger 
  effect, they retain the additional Hit Dice after being cured. 
  Ravening Madness. Filled with a monstrous rage, the 
  infected creature is at disadvantage on Intelligence ability 
  checks and considers all other creatures to be foes. An 
  infected creature has a starting attitude of Hostile toward 
  every creature it sees. 
  Ravening Hunger. The infected creature instinctively 
  knows that the hearts of other creatures hold the keys to 
  new power. They yearn for new hearts to devour. When an 
  infected creature has consumed a number of hearts equal 
  to its own Hit Dice, it gains one hit die. These hearts need 
  not be eaten at the same time but each must be taken from 
  creatures with an equal or greater number of hit dice than 
  the infected creature.
  
  7
  RAVENING MINOTAUR
  Large monstrosity, chaotic evil
  Armor Class 14 (Natural Armor)
  Hit Points 85 (10d10+30)
  Speed 40 ft.
     STR 
     DEX 
    CON 
   INT 
    WIS 
  CHA
  18 (+4) 11 (+0) 
  16 (+3) 
  6 (-2) 
  16 (+3) 
  9 (-1)
  Skills Perception +7
  Senses Darkvision 60 Ft., passive Perception 17
  Languages Minotaur
  Challenge 3 (700 XP)
  Charge. If the minotaur moves at 
  least 10 feet straight toward a 
  target and then hits it with a gore 
  attack on the same turn, the target 
  takes an extra 9 (2d8) piercing 
  damage. If the target is a creature, it 
  must succeed on a DC 14 Strength 
  saving throw or be pushed up to 10 
  feet away and knocked prone.
  Keen Smell. The minotaur has 
  advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Labyrinthine Recall. The minotaur can 
  perfectly recall any path it has traveled.
  Ravening Madness. Filled with a 
  monstrous rage, the ravening minotaur has 
  disadvantage on Intelligence ability checks. It 
  cares for no one; everyone is considered a foe 
  and it is hostile toward every creature it sees. 
  Ravening Hunger. The ravening minotaur 
  instinctively knows that the hearts of other 
  creatures hold the key to new power. It 
  yearns for new hearts to devour. When a 
  ravening minotaur has consumed ten hearts, 
  it gains 1d10 +3 hit points permanently. These 
  hearts need not be eaten at the same time. 
  Reckless. At the start of its turn, the minotaur can 
  gain advantage on all melee weapon attack rolls it 
  makes during that turn, but attack rolls against it 
  have advantage until the start of its next turn.
  Actions
  Multiattack. The minotaur makes one 
  bite attack and two claw attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 +4) piercing damage, 
  and the ravening minotaur gains temporary 
  hit points equal to the damage inflicted. 
  Creatures who are bitten must make a DC 
  13 Constitution saving throw or be infected by the 
  ravening disease. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6+4) slashing damage.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage
  
  8
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