Turrak's Labyrinth Sitting somewhere in your world is Turrak the Minotaur. He could be located in the backroom of some sketchy shop or in part of a ruin far away from society. Regardless of where he is located, the minotaur lures adventurers into his labyrinth with the promise of treasure. Will you be able to escape with the treasure or will the maddening labyrinth get the best of you. Only one way to find out! Summary This dungeon is designed for a party of 2nd to 4th level characters and places them in an almost impossible to nagivate labyrinth. The challenge here is not fighting some powerful foe, but rather a test against the maddening nature of the accursed maze itself. The adventure begin with an introduction to Turrak and his lair. The facade of the Minotaur's reasonableness should draw the adventurers into his maze. Upon entrance the minotaur's deception is made apparent by the forever twisting and turning corridors. Soon the characters will find themselves in utterly disturbing and terrifying chambers, fighting off the fatigue of traversing a labyrinth. To escape the adventurers will begin collecting five gems nessessary for opening the exit portal. When the sanity of each character begins to break down, Turrak will enter the labyrinth and begin to hunt his prey. Even after the minotaur is defeated, escaping requires a mental fortitude that only the most heroic adventurers posses. The Labyrinth's Entrance There seems to almost be a void of air in the small room. It's cobblestone walls are stripped barren, showing only the effects time. In one corner is a hideous man sitting on a stone throne that faces the center of the room. A golden nose ring hangs down to the bottom of his upper lip, bullhorns curl off the top of his head, and his feet seem hooved. At the center of this room the stone floor seems to form a whirlpool that funnels into darkness. The monster in this room is Turrak the Minotaur and the darkness is a portal to his Labyrinth. Turrak is not hostile to those that enter his chamber, but is rather inviting (If he is attacked, he will leap into the portal). Turrak tells the players: "I was born cursed to desire the taste of flesh. However rather than savagely roaming the wild, preying on the weak, I built a labyrinth. Within the passages I have stowed away a few artifacts, to lure the likes of adventurers. This rewards the strong who can escape the maddening coridoors and allows me to feed on the greed of the foolish. So now I invite you, if you are strong enough, to enter my labyrinth and take my treasure." Turrak's invitation is sincere, he truly means to let anyone who can escape keep the treasures they find. It is his belief that only he has the capability to escape the labyrinth. Adventure Hooks Turrak's Lair can be found where ever there is enough space for a small cobblestone room. Perhaps he has made a deal with a fence, promising a portion of the goods lost in the maze in return for a small room in the back of the shop. Maybe Turrak stumbled upon the remains of an only church and has set up in one of the still standing rooms of the ruin. Regardless of his location rumors of an "Adventurer's Test" travel the lands. Missing Spoons After hearing the rumors of an "Adventurer's Test," the town's famed hero, Winchester Spoons, declared his desire to conquer "The Test". It has been two weeks now and Spoons has not returned. Fearing for their beloved hero, the town has gathered funds to hire a small group of adventurers with the purpose of discovering what happened to Spoons. Bad Omens On an unruly night at the tavern, a tiefling name Akta Koss enters. Her eyes flare a devilish red as she tells tales of untold evil in the world. She claims almost all her stories as fiction, however when she tells the story of Turrak the Minotaur she makes mentions that this story contains some semblence of truth. As she leaves the tavern she offers a slight hint on where one might be able to find the Minotaur named Turrak. Labyrinth General Features The following features hold true about the coridoors and passages of the labyrinth. Lighting There is absolutely no sources of light within the Labyrinth. Supernatural forces seem to supress any type of lighting (both magical and non-magical), causing the maximum radius of light to be 5ft for bright light and 10ft of dim lighting. Occassionally non-magical light sources will extinguish themselves for no particular reason. Walls 6ft wide and 8ft high cobblestone passageways make up the entirety of the labyrinth. Occassionally moss lines the walls while on other occurences the walls have slight evidence of blood splatters Ventilation The air in the labyrinth is fridged and characters can see their own breath. The cold is biting and occasionaly hurts to inhale. Sounds Normally the labyrinth is dead silent, with footsteps and breathes echoing through the coridoors. About once an hour the floors of the labyrinth tremble and a deep and loud howl echoes through the passages.

Exploring the Labyrinth Navigating the Labyrinth is not simple and requires the effort of a player to volunteers to guide the adventuring group. Have the guide roll a Survival check and consult to table below to determine the results of the exploration. Check Results 5 or lower The adventurers become lost and the guide receives one additional level of exhaustion and rolls on the madness table 6 to 10 The adventurers encounter a trap and find themselves where they began. The guide has disadvantage on any survival checks until he’s seen a different room and rolls on the madness table 11 to 14 Roll a die: If the number is even, the adventurers run into a trap, if the number is odd they just get lost in the maze but recieve no negative effects 15 or higher Roll to decide what room the adventurers discover (re-rolling so they don’t end up in the same room) Nat 20 Decide what room would be most beneficial for the adventurers to visit. Also this would be an opportune time for them to discover some treasure Note that methods such as always turning left and leaving a trail of string proves frutile. Always turning in one direction creates a circular path while the tremors of the labyrinth cause the passages to shift, severing any string. If a character has any type navigation of feat/ability, give them advantage on the survival checks. Also if a character designates which chamber they are trying to reach give them advantage on the roll (DC 15 to succesfully reach the designated chamber). The Coridoors of the Labyrinth Coridoors make up miles of passages in the Labyrinth. It is practically impossible to determine ones location by the walls and their features. While the traps and madness should suffice, here are some optional encoutners to include. Gibbering Mouther Tiny mouths appear on a mossy section of the wall. Mimic In searching for treasure players might find an artifact that appears legendary. It is instead a mimic. To create paranoia, it is best if the mimic delays its attack. Gargoyle If the players have encounters the banquet hall twice, they might be haunted that a gargoyle is lose within the maze. These two descriptions can used as fillers for the passages. -Periodically you've notice dried blood splattered on the wall. Right now your light shines on a large stain of blood on the wall. Unlike other instances, this blood doesn't seem to have completely dried." -Again you wander down an endless coridoor. Moss covers a section of the wall to your left. When you began exploring mossy sections seemed to be a manner of determining where you'd walked before. However you have seen so much moss that if it weren't for an eye that seems to blink in the moss you wouldn't have thought anything of it. 1: Turrak's Altar Entering the Room for the First Time As you travel down the maddening stone corridors of the labyrinth, the faint smell of burning incense catches your nose. Turning the corner you discover an altar at the dead end of the passage. Two fully lit candelabras sit on the both sides of the altar and out of the center of the altar is a gnarled and twisted horn that drips from blood of a fetus. The walls that suround the Altar have a maze-like art to them. If a character investigates the art, roll on the madness table for them, as there is nothing to gleam from the endless maze drawing. Note: This room is Turrak's altar to Basphomet, the Horned King, but it serves no purpose in escaping. Entering the Room for the Second Time Turning a corner of the labyrinth you find yourself yet again in front of the altar. The cry of a baby echoes through the corridors and you notice that the fetus is missing from the gnarled horn and the blood has been completely cleaned up. 2: Chalked Room Entering the Room for the First Time Five corridors intersect with this single chamber. At the center of the room blood drips from the ceiling, falling unto a pentagram chalked into the floor. Each pocket of the pentagram seems to have symbolic writing in it. A DC 14 Arcana will reveal that placing a gem in each pocket of the pentagram will activate the teleportation circle. Abyssal writing in each pocket reads (If the adventurer's can't read Abyssal, a DC 16 History will allow them to decipher a bit of the pocket's text): Pocket One: The Fountain of Blood can never be quenched. Yet I will reward those that try. Pocket Two: My eye glistens within the Fires of Hell. Only through me will you be able to see the truth. Pocket Three: Among those that were broken before you is my gift. It will either break you or break you out. Pocket Four: To pluck another's soul is to intertwine the fates. Take heed that death is the only true escape from me. Pocket Five: Do not descend into madness with caution. Recklessly is the only way to recieve my reward. Entering the Room for the Second Time Five corridors intersect with this single chamber. As you approach, reddish blobs seem to rise from the floor to the ceiling. On the ceiling is a chalked pentagram.

3: Fountain of Blood Entering the Room for the First Time The cracks in the cobblestone wall seem to form vine-like entities. Periodically along these vine cracks the parts of the stone, in the shape of a rose, will be lighter. The corridor leads into a chamber that houses a fountain. The fountain depicts tiny imps crawling on the body of a Minotaur and stands above a pool of blood. While the fountain is a stone sculpture, you notice the ruby red gems that make up the Minotaur’s eyes. Pouring any outside blood source into the fountain: As the blood mixes with the fountain, the room begins trembling and the tiny gem that sits in the eye of the statues dislodges and plunges into the pool of blood. (Adding more blood causes the room to tremble but the other eye gem doesn’t dislodge) Anyone who sacrifices there own blood to the fountain becomes cursed. The cursed creature continually bleeds from the whatever wound the blood came from. Every hour the afflicted creature needs to make a DC 10 Consitution saving throw or take one point of necrotic damage (the curse is lifted upon exiting the labyrinth). Entering the Room for the Second Time Darkened sections in the walls seem to depict flowers, familiar vine cracks sprawl across leading you to the room with the blood fountain. 4: Hell's Forge Entering the Room for the First Time Off in the distance you hear the roaring of a fire. As the twists and turns of the labyrinth bring you closer to the source of the sound, you begin to see human bones littered on the floor. When the roaring sound becomes almost unbearable, you turn the corner and find yourself face to face with a stone furnace. Anyone who reaches into the furnace takes 1d6 fire damage and has to succeed a DC 11 Constitution saving throw in order to to drop the gem. Whoever successfully pulled the gem from the furnaces becomes cursed. The cursed creatures eye's burn brightly giving them the benifits of 60 extra feet of darkvision. The negative of the effect is that in the prescence of bright light, the creature has difficulty seeing and has disadvantage to Attack Rolls and Perception checks that require sight. Further Inspection There seems to be an eye glistening at you from a couple feet within the furnace. 5: Shards of Souls Entering the Room for the First Time The passage you are traveling reaches a ledge overlooking a twenty-foot drop. Your light source reflects of hundreds of mirror shards that seem to lie at the bottom of the pit. Amongst the mirror shards is hidden a gemstone. Finding the gemstone requires a DC 13 Perception check. On each failed check a shadow is summoned (the shadows do not leave the pit). Whoever find the gemstone becomes cursed. The cursed creature begins to see the shadows of the adventurers who have died in the Labyrinth, causing them to have difficulty concerning reality from illusion (they have disdavtange on Perception and Survival checks). Note: Climbing out of the pit requires a DC 13 Athletics check. (Failing the check than 5 they fall back unto the shards and taking 1d4 piercing damage) When Looking Through the Shards Looking down at the mirror shards you expect to see your own reflection. However the image you see is of someone who you’ve never met. When you look up from the shards, you notice the presence of a shadow similar to the reflection you’d seen. 6: Banquet Hall Entering the Room for the First Time For the first time in your exploration of the labyrinth you discover a wooden door. The door creaks as it opens, revealing a minor banquet hall. A table made from bones presents the remains of a carnivore’s feast, three gargoyles stand against the wall on both of the long sides of the table, and sitting in the center of the table is the skeleton of a human torso. Inside the rib cage of this skeleton is a red ruby. Obtaining the red ruby is as simple as reaching into the rib cage and taking it: "As your hand punctures where the skin of the torso should be, you feel an ethereal force reaching into you soul." If they continue grabbing the ruby: "For a couple of seconds after pulling the ruby out you can’t breathe. Looking down the gem seems to pulse in your hand." Make a secret roll to seem ominous Whoever plucks the ruby becomes cursed. Whenever the curse creature views the ruby, it appears to them as if the ruby is pulsing like a heart. The pulsing reverberates through the characters mind given them disadvantage on all concentration checks. Entering the Room for the Second Time You come across another wooden door. Claw marks have torn through the wood. Through the scratches you see a familiar scene behind the door: a bone table with the remains of a feast. The only difference between this room and the previous room is that one of the gargoyles seems to be missing from their post.

7: Abyssal Stairs Entering the Room for the First Time Your exploration brings you to a behemoth-sized circular sized room room. There seems to be twelve other entrances into the chamber. The ceiling seems to extend into infinity while a giant pit in the center of the room spirals into infinite darkness. A staircase extending about 3ft. from the pit's walls descends steeply into the void. To recover the gemstone at the bottom at the stairs, someone must descend into the darkness. After about 180ft of descending the pit is filled with magical darkness and is affected by the the Silence spell. After another 70 ft of descending a creatures feet step into gooey liquid. If an adventurer who can't see in the darkness places his had in the gooey liquid, he find the gem. Descending all the way to the liquid inficts a character with a curse. Once emerging from the darkness the character does not gain the ability to see, he is cursed with the blind condition. Note: The pit has a radius of 20ft. and descends forever. It is possible to drown in the liquid that is 150ft down. The liquid at the bottom stains everything expect the gem in a bloodlike manner. Entering the Room for the Second Time Again you find yourself in a massive chamber with stairs extending into darkness and a ceiling that seems to extend into the heavens. Suddenly a howling wind escapes from the stairwell, deafening you for a couple seconds. 8: Forsaken Room Entering the Room for the First Time The corridor widens into what appears to be an empty chamber. Slits on the side of the passage reveal the remnants of a door. In the center of this room is a slight depression and the walls contain scratches and blood marks. As your eyes look upward you see thousands of spikes looking down at you. In the center of the room is a pressure plate trap. Upon activating it the adventurers have three rounds until they are speared to death by the spikes. Note: Lifting the stone slab requires a solo DC 20, or a cumulative DC 34 Athletics check. Stepping into the center of the room: *For a moment the world stands still. Suddenly the ground jerks downwards, knocking everyone off their feet and causing a stone slab to slam down at the entrance to the chamber. To make matters worse, the ceiling begins moving downwards. Extra Material Turrak’s Hunt: Turrak gives the adventurers one day (24 hour), before entering the labyrinth. At this point he begins tracking the “fools”. Desiring to feed on their flesh, Turrak will recklessly attack the group as soon as he finds them. His fighting style switches to defensive when he slays an adventurer, trying to encourage the others to flee so that he can feast on his victim. Turrak doesn’t mind the others escaping because he is confident on his ability track them down again. The Mad Mage: If the players are in dire need of assistance they can stumble upon Ak'Tevar the elven mage. Ak'Tevar only holds unto a sliver of sanity. He came into the Labyrinth seeking to prove himself a true Adventurer but has succumb to the madness and believes that that it is impossible to escape the Labyrinth. Because he believes that he is fated to die in the Labyrinth he is willing to help other adventures to the best of his ability, however he is not willing to take on the burden of the curses. Ak'Tevar has found the teleportation circle in the Chalked Room and recognizes that five gems are required to activate the portal. In his exploration he unable to locate a single gem and thus he has given up hope. Ak'Tevar Use the mage stat bloc for Ak'Tevar Ak'Tevar only has 12 hit points remaining and has a level of madness (so he is unable to gain the benefits of a long rest)

Ak'Tevar only has one level 1, two level 2, and one level 3 spell slots left.

On his spell list replace counterspell with remove curse.

Ak'Tevar is carrying a single potion of healing Forever Cursed: The curses are stat'd to be lifted the moment the characters leave the labyrinth. This doesn't nessessarily have to be the case and can lead to further quests. Perhaps the local priest will remove one curse for free but a quest has to be completed for each additional curse removal. What Now: Even after slaying Turrak and escaping the labyrnith, the entering protal will still exist. The entrance to the labyrinth will threat always threaten humanity as it functions as a possible portal to pull Baphomet, The Horned King, out of the Abyss. In the future the adventurers may learn that cultists have snuck into the labyrinth and are trying to summon Baphomet into the surface world. If this is the case, the summoning should take place in the “Abyssal Stairs” room.