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by Mike on 1 December 2025
In January 2025 I had the opportunity to run Shadowdark's Lost Citadel of the Scarlet Minotaur for a single four-hour session at the Philadelphia Area Game Expo – a fantastic convention hosted outside of Philadelphia (I’m looking forward to attending PAGE 3 in January 2026 as well!).
Lost Citadel of the Scarlet Minotaur is a 1st to 3rd level Shadowdark adventure included in the Shadowdark Quickstart Set available for free in PDF and $19 in an awesome physical pack including pregen cards.
I think the Shadowdark Quickstart Set is a fantastic D&D starter set and is now my favorite way to run D&D at conventions. You can learn more about Shadowdark in my Delving Into Shadowdark article.
Arcane Library, the publisher of Shadowdark, also sells a four-pack of player guides for $5 each – another amazing deal – as well as a bigger pack of awesome pregen character cards.
Being included in the Quickstart set makes Scarlet Minotaur a convenient adventure to run at conventions – one that fits well with the pregen cards included in the Quickstart PDF and print set. It’s an excellent, well-written adventure and perfect for convention play.
Scarlet Minotaur is a big adventure with 27 chambers in a sprawling dungeon and three possible entrances. Condensing it to a single four-hour session can be tough. I followed the model I use for my I6 Ravenloft games – putting a handful of goals in front of the characters and making it clear that the scarlet minotaur is going to show up near the end of the session. This setup puts a clear timer on the adventure to fit it into a game convention slot.
I also used my Shadowdark house rules which have served me well in many single session games now.
I received the fantastic recommendation from the Shadowdark discord to focus the adventure around three named weapons hidden in the dungeon. I added the quest that the characters needed these legendary weapons to defend their village from marauders. This backstory is probably a more heroic quest for a Shadowdark delve but it gives characters a strong motivation to risk their lives in this dangerous dungeon.
The three weapons include:
The characters don't have to find all the weapons to succeed, but the more weapons they find, the greater their chances to defend their village. This quest setup gives you and your players flexibility in the timing of the adventure. If players move fast, they might get all three. If they move slow, they might only get one – or none at all.
Tell your players up front that, 30 minutes before the end of the session, the scarlet minotaur becomes aware of their presence and location and approaches. You can roll randomly to decide what path the minotaur takes but don't make it too easy on the characters. Whether the characters stay and face off against the scarlet minotaur is up to them. It's not an impossible fight. Some careful use of caltrops, sacrifices of two of the characters, and some great tactics and luck of the remaining characters felled the minotaur in our PAGE game.
Characters in Scarlet Minotaur can approach the ettercaps in the dungeon several ways. Should they choose violence, the characters could be in trouble – particularly when using the 1st level pregen characters included in the Quickstart. Instead, treat the ettercaps as shifty NPCs seeking treasure and eager to use the characters as bait or a distraction for the minotaur. Dial back their hostility so players don't jump straight to combat. Otherwise, if things turn violent, the ettercaps can easily cut down a smaller group of 1st level characters.
Giving the characters clear goals and a timer in a large complex like the Lost Citadel helped focus the adventure into a four-hour time slot and still give the players great flexibility and agency in their approach. It means, no matter how many times you run it, the adventure will run differently.
I can't wait to run Scarlet Minotaur again.
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