TEXT: 1
  Minotaur's Bargain
  
  2
  Minotaur's Bargain
  FOREWORD
  Richard A. Knaak
  They are beasts.  They are noble warriors.  They are monsters roaming a maze.  They are the warriors 
  of a mighty empire.
  They are the minotaurs, the creatures of myth with the heads of furious bulls and bodies of powerful 
  fighters.
  True, the first legend is of a beast hunting victims in a maze, but over the past few decades, the minotaur 
  has gone from mindless to cunning, from base to the epitome of honor.  We see them as villains in the 
  Narnia tales, but also with hints of civilization.  My first encounter with them in the Dragonlance world 
  claimed that they were monsters, but had somehow managed to create an astounding empire rivaling 
  the glory and complexity of Rome.  I seized on that contradiction, turned its on its head, and began what 
  would be my own long transformation of the fabled creatures, in the process introducing to Dragonlance 
  the unforgettable Kaz and guiding readers through an epic civil war among the minotaurs themselves.
  Over the years since, I’ve seen others follow up on what I began, seeing the nobility in the beast, the 
  contrast between the minotaur visually and what lurks within him.
  Which brings me to the adventure you are now holding.
  With Minotaur’s Bargain, P.B. Publishing --- already the producer of some excellent adventures --- has 
  taken up the reins and given players a challenge that is as much about them discovering their own sense 
  of honor and courage as it is confronting the creature in question.  To win this great challenge, they 
  must in the process be judged by the minotaur --- no small feat, but a worthy one as players will see.  
  They will have to use their wits as well as their skills in combat, the sign of a true warrior.  They will also 
  see that notions such as honor can take many forms while still being true to the overall ideal.
  Oh, and having fun in the process.
  I’m pleased to know that P.B. Publishing is already considering a sequel to this adventure.  These, along 
  with my own minotaur work in the new REX DRACONIS setting, should give all those fans of the fabled 
  creature plenty to enjoy!  You could say that we are in a bit of a minotaur renaissance!
  Now then.  Only one last thing remains.  A single question.
  Are you prepared to take the minotaur’s bargain?
  -- Richard A. Knaak
  
  Three Horn Valley
  Bargain
  Author: JVC Parry & Phil Beckwith (P.B. Publishing)
  Layout: Phil Beckwith (P.B. Publishing)
  Editor: Ken Carcas
  Cover Artist: Dean Spencer (used with permission)
  Interior Illustrator 1: Vuk Kostic (used with permission via Adobe Stock Art)
  Interior Illustrator 2: Publisher’s Choice Quality Stock Art Rick Hershey/Fat goblin games
  Battle Map Cartographer: Chris Bissette (loottheroom.uk)
  Playtesters: James Harvey Ross, James Smith
  Special Thanks to: Richard A. Knaak, Dungeon Master’s Guild Fanclub Facebook Page, and finally to 
  everyone who has bought (and will buy) this adventure.
  Credits
  Minotaur’s
  Chapter 1: Introduction
  4
  Running This Adventure.
  4
  Character Advancement and 
  Milestone Leveling
  4
  Boxed Text
  4
  Setting and Location
  4
  Background & Hook
  4
  Chapter 2: A Desirable Ally
  5
  Reaching the Minotaur
  5
  The Minotaur Settlement
  5
  The Honorable Astarte
  5
  The Arena
  6
  A1. Antechamber
  6
  A2. Preparation Room
  7
  A3. Corridors
  7
  A4. Brawl with Beasts
  7
  A5. Arcane Obstacles
  8
  A6. Deep Dive
  9
  A7. Trial by Combat
  10
  A8. The Final Test
  11
  Resolutions
  12
  Appendix A: Dungeon Master’s Map
  14
  Appendix B: NPCs & Monsters
  16
  Other Titles by P.B. Publishing
  19
  Tables of Contents
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
  Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks 
  of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. 
  This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or 
  artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
  Copyright © P.B. Publishing 2017
  
  4
  Minotaur's Bargain
  Running this Adventure
  Minotaur’s Bargain is a Dungeons & Dragons 5th Edition 
  tier 2 adventure. This will be a hard adventure for 4th 
  level player groups of 3 to 5 players with some very deadly 
  encounters. However, ideally Minotaur’s Bargain is tailored 
  to be a challenging adventure with plenty of excitement and 
  danger for a 5th level party of 4 to 5 players.
  This adventure is essentially a dungeon crawl, set within a 
  minotaur training arena. However the aim is not to simply 
  have the players move from room to room, killing creatures. 
  Sure, that is one way to survive the arena, however the aim 
  of the challenges is to do so in an honorable or courageous 
  fashion and to gain the respect of the minotaur leaders. 
  This adventure is not simply about completing the dungeon, 
  it is about how the heroes complete it that really matters.
  Minotaur’s Bargain is split into three chapters; Chapter 
  1, this chapter, is the introduction. Chapter 2 focuses on 
  the journey to the minotaur settlement, meeting the major 
  NPCs, and the dungeon proper. Chapter 3 contains the 
  resolution options to end this adventure, depending on 
  how the adventurers choose to behave within the arena 
  influences the outcome of the adventure, and provides 
  guidance for further adventuring.
  To run this adventure you will need; The Dungeons and 
  Dragons 5th Edition Players Handbook, the Dungeons 
  and Dragons 5th Edition Monster Manual and the content 
  supplied within this adventure.
  Character Advancement and 
  Milestone Leveling
  This adventure is designed to utilize the Milestone leveling 
  system, by which it is expected that the characters start at 
  level 5 at the beginning of the adventure. Upon surviving the 
  arena, and obtaining the allegiance of the minotaurs, the 
  heroes are expected to advance directly into level 6.
  This is only a suggestion, however, and you, as the DM, are 
  in no way forced to use this method. This adventure will run 
  perfectly fine with Experience Points based leveling, and 
  you are encouraged to use XP if it is a better fit for you and 
  your playing group.
  Boxed Text
  This adventure includes boxed text to assist those Dungeon 
  Masters who like to have a description of a scene or 
  location. The use of boxed text is by no means required; 
  many great Dungeon Masters avoid the use of boxed text 
  and instead feel more comfortable describing the action 
  in their own words. You should consider what works best 
  for you and your group. If you choose not to read aloud any 
  of the text provided, you should at least paraphrase the 
  information to keep the players aware of their environment.
  Setting and Location
  Minotaur’s Bargain is designed to be a drop and play 
  adventure that can fit into any setting and any campaign.
  Background & Hook
  The party have been challenged with the task of forging 
  an alliance with a nearby settlement of minotaur. Their 
  hometown’s mayor has been alerted of an orc invasion, 
  and fears that the town guard alone will not be enough to 
  fend off the hoard. After weighing up the options, they have 
  decided to send the party as diplomats to the minotaur 
  settlement with the hope of enlisting their assistance. In 
  return for their warriors, the town will pay 500gp and any 
  spoils of war to the minotaur leader.
  Although little is known about the minotaur, what can be 
  discovered is that they are short-tempered beast-men with 
  a natural proclivity for violence. Despite this, they are not 
  ravening barbarians, but value honor and courage above all 
  else.
  Chapter 1: Introduction
  
  5
  Minotaur's Bargain
  Reaching the Minotaur
  The trek to reach the Minotaur settlement should take 
  several days, and the characters should make sure to 
  prepare accordingly. Random encounters appropriate to the 
  environment will help set the scene for the players. You may 
  wish to have a guide, who is knowledgeable about the mino-
  taur culture, escort the characters. They can be seeded the 
  following information through downtime casual discussion 
  around nightly campfires and such:
  • 
  Although the minotaur are brave warriors, they rarely 
  accept coin for their service, instead preferring to fight 
  for an honourable cause.
  • 
  The leader of the minotaur is named Astarte, she is a 
  fearsome but just leader, and a warrior of great renown.
  • 
  The minotaur have a large arena in the centre of their 
  settlement, designed to train their warriors to peak 
  performance.
  The Minotaur Settlement
  After journeying for several days, the party eventually make 
  it to the settlement. The minotaur’s home is a hillfort; 
  around two dozen yurts encapsulated by a wooden palisade 
  wall with a square, open-topped stone arena in the center. 
  There are north and south gates into the fort, both of which 
  are guarded by four towering, bovine humanoids. Their 
  appearance is truly savage, wearing little more than bracers, 
  belts, loincloths and scars. Some have rings of precious 
  metal around their horns or through their noses and ears.
  If characters are noticed as they approach the hillfort, one 
  of the four minotaur at the gate strides proudly forth;
  ‘What business have you here? It is not often that folk are 
  bold enough to bother the Minotaur.’
  Although they lack humility and are fast-tempered, the mi-
  notaur are reasonable creatures and will allow access to the 
  hillfort for anyone on legitimate business. If the party are 
  honest and proclaim themselves as diplomats, the guards-
  man will lead them into the center of the fort;
  ‘Come with me and I shall take you to Astarte, our ruler. 
  She is as honorable as she is fierce, and will no doubt be 
  able to assist you.’
  Chapter 2: A Desirable Ally
  The Honorable Astarte
  As you move through the settlement, you notice 
  barracks, tanneries and smithies. Squads of 
  minotaur can be seen training throughout, lifting 
  huge logs above their heads, cleaving through 
  wooden dummies with axes or goring bales of 
  straw with their horns. After a few minutes’ walk, 
  you arrive at a central yurt, the largest of its kind 
  you have yet seen. The guard accompanying you 
  ushers you in.
  Inside, seated upon a wooden throne, is a 
  towering minotaur woman. Her horns curl 
  magnificently atop her head and are adorned 
  with numerous rings of various metals. An 
  engraved bronze pauldron is supported by her 
  muscular right shoulder, and an equally beautiful 
  adamantine axe lies across her lap.
  ‘This is the honorable Astarte, our ruler’ proclaims 
  the guard.
  Astarte is truly a sight to behold. Her muscular frame bears 
  the scars of war, and her eyes shine with an intelligence 
  unique among her kind. Her pauldron depicts scenes of bat-
  tle in which minotaur slaughter hideous beasts and perform 
  feats of strength and bravery. Despite her formidable ap-
  pearance, Astarte is a reasonable woman. She is more than 
  happy to hear out the characters, but as soon as payment 
  for service is mentioned she snorts loudly;
  ‘You would offend the minotaur by offering gold for our 
  blood? Do you have no honor? Do you think our lives can 
  be bought like those of cattle?!’
  From here, the adventure is likely to take one of two paths; 
  either the characters try to reason with Astarte, or they 
  attempt to leave in a huff. Either way, the result will be the 
  same. Should characters attempt to calm Astarte after their 
  blunder, they must succeed on a DC 16 Charisma (Persua-
  sion or Performance) check. If they manage to do so, As-
  tarte will forgive them, but inform them that to acquire the 
  minotaur warriors, they must prove that they are honorable 
  and brave warriors by entering the arena. If the check fails, 
  Astarte will insist they enter the arena to make up for their 
  blundering insult. Should the characters attempt to leave 
  the fort, Astarte commands her six minotaur veterans (Ap-
  pendix A) to seize the party and drag them off to the arena. 
  One way or another, the characters will end up in the arena, 
  but try to give your players the illusion of control by letting 
  them pick their course of action.
  
  6
  Minotaur's Bargain
  The Arena
  Not far from Astarte’s yurt is a large, stone arena. 
  From inside you can hear the sounds of wild 
  animals, combat and the whirring of machinery. 
  Every now and then a cheer rises from the 
  open top, no doubt the merriment is caused 
  by bloodshed. The entrance to the arena looms 
  ahead; a stone archway well over ten feet tall and 
  topped by glaring minotaur bust.
  This is the arena in which all aspiring minotaur warriors 
  must prove themselves to be honorable and brave. These 
  two tenets of minotaur society must be shown by all, but 
  ever more so in the warriors. Inside, minotaur recruits are 
  stripped of their belongings and must fight with their wits as 
  much as their brawn to survive the trials the lie within.
  Depending on how deadly you want the arena to be, you 
  could have an honor system within the arena like that of 
  a gladiatorial arena. If a character is killed by a living foe 
  (rather than a trap or spell effect) you could have the foe 
  look up to Astarte, who will then give a thumb up or thumb 
  down to determine the fate of the player. Try not to overuse 
  this dramatic device, but do implement it if the challenges 
  seem too tough.
  A1. Antechamber
  After being marched through stone corridors, 
  you find yourselves sat on wooden benches in a 
  featureless room. A tension fills the air, and you 
  can just about make out cheers and applause from 
  the arena beyond. There are two doors to this 
  room, the one through which you entered and 
  another, barred from this side. 
  After a few minutes, a hulking minotaur missing 
  an eye emerges with a scrappier looking minotaur 
  at his heels. He sits the scrappy minotaur down 
  beside you all, then grabs some empty wooden 
  crates from a corner and orders you to leave your 
  belongings in them, save one. He then unbars the 
  second door and steps outside yelling ‘Emerge 
  when you’re done!’ as he leaves.
  The characters have a few minutes now to doff their armor, 
  remove their weapons, overclothes, spellcasting foci, jewelry 
  and other trinkets before entering the arena. All their 
  belongings save their clothes and one item of their choice 
  should be left here in the antechamber. Sneaky characters 
  might try to smuggle small items, such as magical amulets, 
  daggers, arrows or the like into the arena on their person. 
  A successful DC 15 Dexterity (Sleight of Hand) check 
  allows a character to convincingly hide an item. For each 
  subsequent item they attempt to hide, the DC increases by 
  4. If a character fails this check, it is obvious they have not 
  managed to hide the item properly, they may still take it with 
  them, but it will be noticed.
  For an extra challenge, you could disallow players from 
  taking magic items, spellcasting foci, component pouches 
  and holy symbols into the arena.
  The Minotaur (MM, p223, with 30 hit points) in the room 
  with them is rather shy, and will not speak unless spoken 
  to. If the characters do inquire, he introduces himself 
  as Partheos. He is a recruit into the minotaur warrior 
  caste but hasn’t been performing well. He thinks that he’s 
  been thrown into the arena early to weed him out and is 
  panicking about the trials ahead. If the characters begin to 
  question him about the arena, he has an anxiety attack. A 
  DC 16 Charisma (Persuasion or Intimidation) check is 
  enough to snap him out of his panic, and the characters can 
  ascertain the following information:
  • 
  There are five rooms in the arena. Four outer rooms 
  contain levers which must be pulled to open the fifth, 
  central room where a final battle occurs.
  • 
  It is forbidden to take any items save your clothes and 
  your one chosen item into the arena with you. Doing so 
  is dishonorable and will incur the wrath of the crowd.
  • 
  Partheos doesn’t know the exact challenges ahead, 
  but has seen wild animals being taken into the tunnels 
  beneath the arena, and has heard that many traps lie 
  within.
  Minotaur’s Tale: Without prompting, Partheos speaks up 
  and starts telling a tale, more to himself than to the heroes. 
  He tells about past minotaur champions that have smuggled 
  extra things inside before. He continues to tell about their 
  wits in using parts of the traps within the arena for magical 
  components and makeshift weapons before.
  Once the characters have finished removing (or not) their 
  items, they should proceed through the previously barred 
  door to area A2.
  
  7
  Minotaur's Bargain
  A2. Preparation Room
  As you emerge through the door, you are dazzled 
  by the bright sun from overhead and deafened 
  by the roar of an onlooking crowd. As your eyes 
  adjust to the light you can see standing before 
  you the grizzled minotaur from before surrounded 
  by statues of his kin. He looks you all up and 
  down with his one good eye before gesturing 
  toward the statues and bellowing ‘These are the 
  greatest warriors the arena has ever seen. They 
  are true heroes who showed bravery and honor 
  in this place, proving themselves to be the finest 
  of minotaur kind. Think of them in the challenges 
  ahead!’ As he finishes his speech, he kicks open a 
  door, revealing a stone corridor beyond.
  Crowd Behaviour
  Certain things characters do in the arena affect the 
  response of the cheering crowd. 
  These can be good or bad.
  Honorable or brave actions, such as helping 
  Partheos, sparing the life of a beaten adversary, 
  giving useful items to those most in need or 
  plunging forth despite the odds cause the crowd to 
  cheer, giving the character inspiration.
  Dishonorable or cowardly actions, such as hiding 
  in the corners of rooms, using others as a meat 
  shield or using an item that was smuggled in poorly 
  (see area A1) cause the crowd to boo and insult the 
  characters. Whenever a character takes such an 
  action, a member of the crowd hurls a rock toward 
  them; +5 to hit, 5 (1d8) bludgeoning damage.
  Whenever a character rolls a natural 20, the crowd 
  go wild. Roll a second d20; on a roll of 15 or higher, 
  a useful item, such as a potion of healing, a shield, 
  component pouch or simple weapon is thrown down 
  to the character from the stands.
  A3. Corridors
  After the characters leave area A2, they go down a stone 
  corridor which leads beneath the earth. Before long, this 
  becomes a crossroads. Here they can pick which area of 
  the arena they wish to attempt first. Allow DC 15 Wisdom 
  (Perception) checks to listen out for clues as to the 
  contents of the rooms. Partheos will follow the characters.
  Characters who travel back the way they came find 
  themselves locked in.
  A4. Brawl with Beasts
  Through an archway ahead you can see spears 
  thrusting up from holes in the floor. As you look 
  on, you see the flick of a tail beside the entrance.
  This arena floor is trapped with a constant thrusting spear 
  mechanism. On initiative 20, one spear thrusts up from 
  each five-foot square, except for the first two rows of 10 feet, 
  and targets any creature occupying that square; +3 to hit, 4 
  (1d6) piercing damage. Characters can ready an action to 
  grab a spear as it thrusts up and yank it from the ground. 
  This requires a successful DC 13 Strength or Dexterity 
  check. Characters can also take an action to stuff a hole 
  with a piece of clothing or similar item. This prevents the 
  spear from thrusting up.
  As well as the spear trap, this room contains one or more 
  wild animals, which prowl the first two rows of five-foot 
  squares. Pick or roll on the following table to determine 
  which variety of beast lurks within:
  Roll (d6)
  Beast
  1
  2 x brown bears
  2
  1 x elephant
  3
  1 x giant scorpion
  4
  3 x lions
  5
  2 x tigers
  6
  1 x rhinoceros
  
  8
  Minotaur's Bargain
  For an additional challenge, you may choose to roll on the 
  following trait table:
  Roll (d4)
  Trait
  1
  Bulky. The beasts have an extra 10 
  hit points.
  2
  Bloodthirsty. The beasts have 
  advantage to hit creatures who do 
  not have all their hit points.
  3
  Relentless. The first time a beast 
  drops to 0 hit points, it drops to 1 
  hit point instead.
  4
  Armored. The beasts have leather 
  barding which adds 2 to their AC.
  Characters need not kill the beasts within, though doing so 
  would be considered a brave action (see Crowd Behavior). 
  On the far side of the room is the lever which must be 
  pulled.
  A5. Arcane Obstacles
  Heat pours forth from the archway before you. 
  Crackling and whooshing sounds can be heard 
  from beyond.
  The arena is filled with magical obstacles designed to wear 
  down the characters before they can reach the lever. The 
  first portion of the room is filled with spouts of flame, the 
  second with crackling barriers of lightning and the final 
  with floating islands hovering over a floor of spikes.
  Note: Take a tally of each time a player takes elemental 
  damage in this room.
  Creatures within the first thirty feet of the room must 
  succeed on DC 12 Dexterity saving throws at the start of 
  their turn, taking 6 (2d6) fire damage on a failed save or 
  half as much on a success. The flame spouts are ten feet 
  high. Characters who succeed on DC 14 Dexterity (Sleight 
  of Hand) checks can pinch some bat guano, sulphur or 
  brimstone from the spout holes.
  There are three, four-foot-tall lightning barriers in the 
  second thirty feet of the room. Touching one of these 
  barriers inflicts 6 (2d6) lightning damage. Characters can 
  attempt to hurdle or deftly jump over these barriers with 
  successful DC 15 Dexterity (Acrobatics) or Strength 
  (Athletics) checks. Failing one of these checks allows 
  characters to get over the barrier, but inflicts the barrier’s 
  damage upon them. Alternatively, each barrier can be 
  disarmed with a successful DC 15 Intelligence (Arcana) 
  check, a failure does not disarm the barrier, and the 
  character attempting the check takes the barrier’s damage. 
  If the barriers are disarmed, characters can salvage amber 
  rods and powdered iron from the walls where the barriers 
  connected.
  Characters in the final thirty feet must leap from floating 
  rock to rock to reach the lever high up on the back wall. 
  For each ten feet across the rocks a character moves, they 
  ascend ten feet. When hopping between islands for the first 
  time on their turn, a character must succeed on a DC 14 
  Dexterity check. Failure on one of these checks sends the 
  character plummeting to the spiked ground below, taking 
  falling damage plus an extra 2 (1d4) piercing damage. The 
  spikes can be pulled up and used as daggers or darts by 
  succeeding on a DC 10 Strength check. Failure still yields 
  the spike but the character takes 2 (1d4) piercing damage.
  After characters pull the lever, all the magical effects in the 
  room slowly stop; the rocks come to rest on the ground, the 
  barriers dissipate and the flames stop spouting. Items can 
  still be harvested from the various elements of the room. 
  Look at how many times each character took elemental 
  damage and divide that by 4 (rounding down). Each 
  character suffers that many levels of exhaustion. For an 
  extra, possibly lethal challenge, divide by 2.
  
  9
  Minotaur's Bargain
  A6. Deep Dive
  Sunlight glints of off rippling water beyond the 
  archway ahead.
  This room is cut down into the earth and tiled to keep in 
  the water which fills it. There is no sign of the lever from 
  the surface, but it should be obvious that it is at the bottom 
  of the pool. The pool is sixty feet deep, but the bottom is 
  masked with the darkness spell. Make sure to take account 
  of the rules for holding breath and suffocating.
  To pull the lever, characters must roll a d20, successfully 
  finding and pulling the lever on a 15 or more. As soon as the 
  lever is pulled, the darkness disappears, revealing a Water 
  Weird (MM, p299) and four potions of healing, each ten 
  feet away from the lever. The water weird will attempt to 
  grapple and drown characters using its Constrict ability.
  
  10
  Minotaur's Bargain
  A7. Trial by Combat
  Humanoid figures stand on guard in the room 
  ahead.
  In this room is one Orc Gladiator (Appendix A). There are 
  also various traps around the room. The lever is on the far 
  wall.
  Shield Dummy: In the center of the room is a spinning 
  wooden dummy with four shields attached to it. On initiative 
  20, any creature within 5 feet of the dummy must succeed 
  on a DC 14 Dexterity saving throw, taking 6 (1d10) 
  bludgeoning damage on a failed save or half as much on a 
  success. Characters can attempt to stop the dummy with 
  a successful DC 15 Strength check. Alternatively, they 
  can rip off a shield with a DC 14 Strength check. For 
  each shield lost in this way, the DC for the saving throw 
  decreases by 2.
  Dart Traps: For any creature that enters the pressure 
  plates, dozens of darts fly across the room. Trace along each 
  row of five-foot-squares. The first creature in the row takes 
  an attack; +4 to hit, 3 (1d4) piercing damage plus 4 (1d6) 
  poison damage on a hit. Any fired dart can be recovered and 
  used.
  Swirling Scythes: On the far side of the room is the lever 
  guarded by a wall of swirling scythes. In order to pull the 
  lever in this room without being hit by a scythe, a character 
  must succeed on a DC 15 Dexterity check. On failure the 
  character takes 4 (1d6) slashing damage, but still succeeds 
  in pulling the lever.
  To introduce more interest into the combat, consider rolling 
  of the following table of gladiator equipment to equip the 
  two Orc Gladiators with:
  Roll (d6)
  Equipment
  1
  Dimachaerus. Two shortswords, 
  studded leather armor.
  2
  Hoplomachus. Standard equipment.
  3
  Murmillo. Shortsword and shield, 
  leather armor.
  4
  Retiarius. Net, trident and dagger, 
  leather armor.
  5
  Thraex. Sickle, shield, studded 
  leather armor.
  6
  Velites. Five javelins, shield, scale 
  armor.
  
  11
  Minotaur's Bargain
  A8. The Final Test
  This room is only accessible once all four levers have been 
  pulled. Portals open and stepping through one of these will 
  bring a character into this area. 
  Once the final lever has been pulled, read or paraphrase the 
  following:
  As you pull the final lever, a portal appears beside 
  the entrance to the room, shimmering with a 
  throbbing purple light. Staring into the ether, 
  you can just make out the form of a towering 
  minotaur.
  In the center is a Minotaur Rudiarius (Appendix A). Only 
  by defeating this minotaur will the characters finally prove 
  themselves worthy of the trust and respect of the Minotaur. 
  Characters who spare the minotaur will be highly praised 
  (see Resolutions).
  
  12
  Minotaur's Bargain
  Resolutions
  Depending on how the characters perform in the arena, 
  they may emerge victoriously or not at all. Even if the 
  characters make it out the other side, their behavior in the 
  arena might land them on the bad side of Astarte and the 
  Minotaur. 
  Consider the four following possibilities:
  • 
  If the party have defeated the arena and fought 
  honorably during the trials, Astarte will pledge all her 
  available minotaur mercenaries to the characters for 
  use in the defense of their hometown against the orcs. 
  They should prove to be pivotal in the battle to come.
  • 
  If the party succeed in the arena but have dishonored 
  themselves within, roleplay the discussion with Astarte. 
  She will be angry with their behavior in the arena, and 
  unless the characters can convince her otherwise with 
  a successful DC 20 Charisma (Persuasion) check, she 
  will refuse to send minotaur mercenaries, or perhaps 
  send fewer than she could.
  • 
  If a TPK (Total Party Kill) has occurred in the arena, 
  but the characters fought honorably, you could have 
  them wake up several days later after extensive 
  treatment from the field medics and clerics of the 
  Minotaur. Although they were defeated, they fought 
  honorably and deserve the assistance of the Minotaur.
  • 
  If any members of the party behaved in a particularly 
  honorable or brave fashion in the arena, Astarte could 
  bestow upon them a single magic item such as a potion 
  of hill giant strength, mithril armor or a +1 weapon.
  If you liked this adventure and wish to follow up with the 
  assault of the orcs, keep your eyes peeled for the upcoming 
  sequel entitled ‘Minotaur’s Betrayal’!
  
  13
  Minotaur's Bargain
  
  Appendix A: Dungeon Master's Map
  14
  The Haunt
  
  15
  Minotaur's Bargain
  
  Appendix B: NPCs & Monsters
  Minotaur Veteran
  Large monstrosity, lawful neutral
  Armor Class 17 (splint)
  Hit Points 78 (9d10 + 27)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  16 (+3)
  6 (-2)
  16 (+3)
  9 (-1)
  Skills Athletics +8, Perception +7
  Senses darkvision 60ft., passive Perception 17
  Languages Abyssal, Common
  Challenge 4 (1,100 XP)
  Charge. If the minotaur moves at least 10 feet straight toward 
  a target and then hits 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.
  Labyrinthine Recall. The minotaur can perfectly recall any path 
  it has travelled.
  Reckless. At the start of its turn, the minotaur can gain 
  advantage on all melee 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 two longsword attacks. If it 
  has a shortsword drawn, it can also make a shortsword attack. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one 
  target. Hit 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) 
  slashing damage if used with two hands.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage.
  Gore. Melee Weapon Attack: +6 to hit, reach 5ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage.
  Orc Gladiator
  Medium humanoid (orc), neutral evil
  Armor Class 16 (studded leather, shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  16 (+3)
  8 (-1)
  12 (+1)
  15 (+2)
  Saving Throws Str +8, Dex +5, Con +6
  Skills Athletics +11, Intimidation +5
  Senses darkvision 60ft., passive Perception 11
  Languages Common, Orc
  Challenge 5 (1,800 XP) 
  Aggressive. As a bonus action, the orc can move up to its 
  speed toward a hostile creature it can see.
  Brave. The orc has advantage on saving throws against being 
  frightened.
  Brute. A melee weapon deals one extra dice of its damage 
  when the orc hits with it (included in the attack).
  Actions
  Multiattack. The orc makes two melee attacks or two ranged 
  attacks.
  Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5ft. 
  and range 20/60ft., one target. Hit: 12 (2d6 + 5) piercing 
  damage, or 14 (2d8 + 5) piercing damage if used with two 
  hands to make a melee attack.
  Shield Bash. Melee Weapon Attack: +8 to hit, reach 5ft., one 
  creature. Hit: 10 (2d4 + 5) bludgeoning damage. If the target 
  is a Medium or smaller creature, it must succeed on a DC 15 
  Strength saving throw or be knocked prone.
  Reactions
  Parry. The orc adds 3 to its AC against one melee attack that 
  would hit it. To do so, the gladiator must see the attacker and 
  be wielding a melee weapon.
  16
  Minotaur's Bargain
  
  Minotaur Rudiarius
  Large monstrosity, lawful neutral
  Armor Class 16 (breastplate)
  Hit Points 153 (18d10 + 54)
  Speed 40f t.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  16 (+3)
  10 (+0)
  16 (+3)
  12 (+1)
  Saving Throws Str +8, Dex +5, Con +6
  Skills Athletics +11, Intimidation +4, Perception +7
  Senses darkvision 60ft., passive Perception 17
  Languages Abyssal, Common
  Challenge 8 (3,900 XP)
  Brave. The minotaur has advantage on saving throws against 
  being frightened.
  Charge. If the minotaur moves at least 10 feet straight 
  toward a target and then hits 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.
  Labyrinthine Recall. The minotaur can perfectly recall any 
  path it has travelled.
  Actions
  Multiattack. The minotaur makes two attacks with its wooden 
  greataxe.
  Wooden Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., 
  one target. Hit: 17 (2d12 + 4) bludgeoning damage.
  Gore. Melee Weapon Attack: +6 to hit, reach 5ft., one target. 
  Hit:13 (2d8 + 4) piercing damage.
  Reactions
  Parry. The minotaur adds 3 to its AC against one melee attack 
  that would hit it. To do so, the minotaur must see the attacker 
  and be wielding a melee weapon.
  Legendary Actions
  The minotaur can take 2 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. The 
  minotaur regains all spend legendary actions at the start of its 
  turn.
  Gore. The minotaur makes a gore attack.
  Cleave (Costs 2 Actions). The minotaur swings its greataxe 
  around in a wide arc. Two creatures within 5 feet of the 
  minotaur and 10 feet of each other must succeed on a DC 
  14 Dexterity saving throw or take 11 (1d12 + 4) bludgeoning 
  damage.
  Thunderous Smash (Costs 2 Actions). The minotaur raises its 
  greataxe over its head, slamming it down onto the ground and 
  sending shockwaves through the earth. Each creature within 15 
  feet of the minotaur must succeed on a DC 14 Strength saving 
  throw or be pushed 5 feet away from the minotaur and knocked 
  prone.
  17
  Minotaur's Bargain
  
  Did you and your group of 
  honorable adventurers 
  enjoy the trials of 
  Minotaur’s Bargain?
  Click the following link to 
  rate it.
  http://www.dmsguild.com/product/216155/
  18
  Minotaur's Bargain
  
  19
  Minotaur's Bargain
  Other Titles 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/PB Publishing Presents/Minotaurs Bargain v1.1.pdf