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Dungeon Module B2
The Caves of Chaos
By Gary Gygax
Revision by Robert J. Schwalb and Bruce R. Cordell
Revision Developed by Chris Sims and Matt Sernett
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comedic interactions, or any mix of those elements.
Do the rules allow you the freedom to play the preparing for war in the manner that best suits their
DUNGEONS & DRAGONS game way you like? How talentsorcs as shock troops, hobgoblins as infantry
about the adventure? What elements didnt work and archers, goblins as sappers, and so on. The city
out? What did you change to suit your tastes? leaders learned of this threat from a former acolyte
te who regrets joining the cult and seeks a way out.
They call on the characters in hopes that a small
Make This Your Adventure group can infiltrate the caves and set the fractious
tribes against one another so that the army never
The Caves of Chaos isnt an adventure in the typical
reaches the city.
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sense. It doesnt present a single story, character
hooks arent set, and the villains actions dont
Find the Heir
always have obvious motivationsnor do they work
The tribes took many captives from a caravan raid
to a common end.
and have been trading the prisoners among
With this adventure, you dont need to stress plot
themselves as a sort of currency, based on each
points. Characters dont have to move through
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wondrous offerings is driving the tribes into a both to fighting. They can lay an ambush for
frenzy of raiding each month. The characters are hunting parties. (Of course, the monsters might get
called in to discover the reason for the raids and the hint and start ambushing the characters in
deal with the problem. return.) They might forgo combat entirely and opt
for a political approach.
Drawn to the Evil Eye This is your adventure. You can make it easier or
The ravine was carved in ancient days when a piece harder to suit the needs of your story.
of the eye that Corellon cut from Gruumsh crashed
into the landscape. The various tribes were drawn Dynamic Dungeons
there by the eyes power and mined the rifts walls One way to make the adventure more fun is to have
in hopes of finding it. They continue to be held in its elements change according to the characters
thrallthe orcs in particular seem to be in a trance, actions. If they kill some hobgoblins and then leave,
breaking into bloody-eyed fury whenever perhaps they interrupt a funeral feast when they
something interrupts their search. Any group that return. If their assault weakens the orcs enough, the
finds the fragment of Gruumshs eye would have characters might later find hobgoblins in the orc
tremendous power over the others. A seer who has caves, celebrating their victory. Character actions
divined this danger approaches the characters with might have important and long-lasting effects.
a dire warning: The fragment will be found before Clearing the kobold caves might provide a fine
the next full moon. For the sake of all, the redoubt for other assaults or turn the complex into
characters should be the ones who find it.
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a base for another, tougher group of monsters.
promise to leave the surrounding communities in be overlooked. Still others are everyones enemy:
peace if the characters can arrange this event. But The bugbears bully others and pick off stragglers
others have benefited from the raids and the shift in from all conflicts. If characters learn about these
power. Who can be trusted? factions, with careful play, they can use this
knowledge to their advantage.
Free-Form Adventuring Intelligent monsters adapt their tactics to
Most adventures published for the latest editions of observed conduct. For example, if the party uses
the D&D game have encounters tuned for balance flaming oil in battle, surviving tribal members
and a structure meant to take the characters from might use oil later in a similar way. If adventurers
one set-piece battle to the next. Sometimes, safe consistently sneak up on the monsters, their targets
resting places were built in at just the right points. could respond by setting alarms and traps. If the
Although each cave has a recommended level for a monsters observe that characters fleeing from
party of four characters, The Caves of Chaos doesnt overwhelming numbers, the monsters might shout
work like such previous adventures. and make noise to seem more numerous. Monsters
Instead, the characters have the freedom to go that have been attacked before are likely to be on
where they want and pick their own battlegrounds. alert, posting extra guards in entrances or sending
They can block a cave entrance and try to smoke out scouts to watch for enemy approach.
out the inhabitants. They can trick one tribe into
blaming another for the partys attacks and set them
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big trouble for the party. Pile on another five, and
the adventurers careers might end abruptly. alliance with the invaders, set both groups of foes
Players need to know that some places hold too against each other, or take advantage of the
many monsters for their characters to defeat all at confusion to escape.
once. A nonplayer character (NPC) could warn the Run Away: Players dont always agree on when
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party that the caves house tribes of humanoids,
some a score or more warriors strong. You can
to run from a fight, especially with actions dictated
by the initiative order. A character might want to
describe evidence of the passage of numerous make just one more attack or stay behind to make
individuals through the area as the party draws sure someone else can get away. If the players are
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near. The noise of many creatures in major tribal talking about running, give them that option,
areas should also serve as a warning. If all else fails, dropping out of initiative order and seguing to a
tell the players that they need to watch their step. chase scene. The characters success in escaping
Armed with clear information, the players can should be dictated by their choices instead of by
make educated decisions before the characters rules minutia, such as whether one character is
blunder into an overwhelming encounter. slightly slower than another. Do they slam doors
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However, even the best-laid plans sometimes go shut as they run through them or use another tactic
wrong. Encounters that are supposed to be easy can to slow pursuers? Do they escape one danger only
become deadly if the dice turn against the players. to run into more trouble? If they do get out of sight,
If the characters get in over their heads, and you can they find a place to hole up?
want to avoid killing them all, consider one of these
ways to give them an out.
Random Encounter: Another group of monsters
Running the Adventure
arrives on the scene, providing a distraction to let No one can predict perfectly how players might
the characters get away. For example, if the kobolds interact with this material. Youre the Dungeon
have the characters on the ropes, the sudden arrival Master: When the adventure leaves something
of a flock of stirges could send everyone running. open to interpretation, fill in the gaps to suit your
Negotiation: The monsters might be willing to needs. Final decisions are up to you. The guidelines
bargain, even if the characters are on the defensive. presented in the adventure offer general directions
Perhaps their foes promise to cease the attack if the for handling exploration and encounters.
characters are willing to help the tribe raid another
tribes cave. Overview Map
Jailbreak: Enemies might capture one or more of Woods and contour lines shown on the map are
the characters instead of killing them, and then mostly for surface movement reference.
barter them to another tribe. That other tribe might
Woods
These groves are tangled and forbidding. Within Introduction
them, characters might encounter monsters from You have been passing through the forest for some time,
nearby caves. Woods are difficult terrain (every five as it grows denser and gloomier, until the misshapen trees
feet of difficult terrain that you move through costs and grasping briars suddenly give way to a ravine. Its
five extra feet of movement). Trees and foliage wallsdark, streaked rock mingled with earthrise steeply
might also provide cover or concealment. to either side to a height of about 100 feet. Clumps of
trees, some dead, stand even on the slopes. The opening
Underground you are in is about 200 feet wide, and the ravine runs at
The passages and rooms of the caves might be on least 400 feet west. At varying heights on all sides of the
different levels. Passages slope between the surface ravine are the mouths of caves. The sunlight is dim and
map contours, even where no stairways are shown. the air is dank, with the oppressive feeling of something
Except where noted otherwise, interiors are natural evil watching. A flock of ravens rises croaking from the
or hewn rock (DC 11 Strength to climb). ground, the terrain magnifying the beat of their wings
and their cries into a horrible sound. Among the litter of
Interaction rubble, boulders, and dead wood on the ravine floor, you
Each cave includes notes for residents, and their can see bones of humanoids, animals, and other creatures.
organization and conduct, presented in a sidebar at You have discovered the Caves of Chaos.
the start of that section. This sidebar has advice on
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how to run the cave environment. The sidebar also
specifies a level range that tells you how difficult
A. Kobold Lair
the cave can be for four adventurers. A thick clump of trees doesnt quite hide the black mouth
of an opening in the ravine wall.
Descriptions
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Each area includes a notation about light (bright, Light: Dim (daylight under the trees) or none
dim, or dark). Some areas include other sensory Monsters: Nine kobolds hide in woods around
information, such as noise. Italicized text in each the cave mouth (DC 13 Wisdom to notice; DC 11
area describes the areas basic contents. Since the Intelligence to find). They attack anyone who tries
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caves are dynamic, monsters might move from one to enter, gaining surprise if they go unnoticed.
are to another. Account for sensory information and
monsters in an area when you describe that area. Running the Kobolds
This cave is a challenge for a 1st- or 2nd-level party.
Tasks A higher-level group could trounce the kobolds,
Some features indicate related tasks with associated
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A roughly cut tunnel diverges ahead, offering two This small, simply furnished chamber has a recessed
different paths. Several planks poke out of a pocket wooden door in the east wall.
chamber to the northeast.
Monsters: Four kobold dragonshields live here.
Pit Trap (DC 13 Intelligence to find): A pit is Treasure: Each kobold carries 2d10 sp.
hidden at the junction thirty feet inside the Development: If combat occurs here, kobolds
entrance. If the trap goes undetected, each from area 5 join the fight at the start of the second
character in the groups first rank must succeed on round of combat.
a DC 15 Dexterity saving throw (DC 11 for those in
the second rank) to avoid falling ten feet into the pit 5. Kobold Lords Room
and taking 1d6 damage. The pit lid then slams shut
(DC 13 Strength to open from inside). Noise from Light: Dim (guttering lantern)
the trap attracts monsters from areas 1 and 2. Noise (DC 11): Piping arguments
Monsters: Six kobolds are stationed in area 1,
which also contains five planks the kobolds use to All manner of savage trophies hang on the walls of this
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cross the pit. stifling cave, including furs, tapestries, and old blankets.
Treasure: Each kobold carries 1d6 sp. Heaps of cloth and bits of battered furniture litter the
floor. A lantern on a plank table burns dimly.
2. Garbage Heap
Light: None
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kobold attendants.
Noise: Squeaking and rustling Treasure: The lord wears a necklace with a gem
Smell: Rotting food, garbage, and waste (25 gp), and he has keys to the storage room (area
3) and a locked chest (DC 15 Dexterity to unlock,
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Mounds of garbage and waste foul the area. requires thieves tools). Hidden in an old blanket
hanging on the wall (DC 13 Intelligence to find) is
Monsters: Fifteen cave rats and one dire rat 50 gp. The chest holds 203 cp, 61 sp, and 22 ep.
burrow in and feed on the refuse here. These pets
of the kobolds rush to the sound of the pit closing or 6. Kobold Common Chamber
battle nearby.
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Treasure: The dire rat, a favored pet, wears a Light: Dim (banked bonfire)
silver chain set with semiprecious gems (15 gp). Noise: Loud babble of many squeaking voices
3. Food Storage A banked bonfire lights this smelly chamber amid heaps
of foliage, tattered fabric, and junk of all sorts.
Door: The door is locked (DC 13 Dexterity to
unlock, requires thieves tools). Monsters: Up to forty adult kobolds and eight
Light: None whelps (noncombatants) are quartered here. Half
Smell: Rotting meat or more of the adults are out foraging, hunting, and
raiding, especially at night. At least eight adult
This storage area is filled with sacks, boxes, barrels, and kobolds always stay behind to guard the young.
piles of unidentifiable stuff, as well as a large wine cask. Treasure: Any search of the heaps uncovers a
Rotting, gnawed parts of humanoid bodies litter the floor. fine piece of silk worth 15 sp. Each adult kobold has
1d4 2 sp.
Food (preserved and otherwise) is stored here,
along with drink. The cask contains vinegary wine.
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notice the switch during or after the fact). She then Development: If the watcher (area g) alerts the
hurries to alert the orcs in area 8. If the characters orc guards here, they rush to find and confront the
are paying attention to the orc head, they notice the intruders wherever they are.
switch the next time they check. Treasure: Each orc carries 1d4 ep.
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three orcs from area 15 arrive at the start of the
12. Orc Leaders Room following round.
secret door to area 13, and seeks help from the If on alert due to previous invasion, five orcs from
tribe in complex C. Otherwise, the secret door is area 15 move to fortify the entrance against further
revealed only by a search (DC 13 Intelligence). assault. They might reset the trap.
Treasure: In addition to his magic shield, the orc If this lairs orc leader is killed, surviving orcs
leader has 11 gp in a pouch, and he wears a gold retreat to cave B or cave J, taking everything of
ring set with amethyst (20 gp). He has a key to the value with them.
storage chamber (area 11) and to the locked iron
chest in area t. Each orc mate carries 1d4 gp. 13. Secret Room
Area t: Hidden behind a tapestry on the west wall,
this small room holds two suits of chainmail, four Doors: Secret doors (DC 13 Intelligence to find)
longswords, and a locked iron chest (DC 15 allow access to this room from both orc caves.
Dexterity to unlock, requires thieves tools) that Light: None
holds 205 cp, 386 sp, 81 ep, and 13 gp. Noise (DC 13): Occasional clicking
Niche: A boulder covers a tiny recess in the south
wall (DC 13 Intelligence to find; DC 11 Strength to In the rooms center are a small table and two chairs. A
roll the boulder aside). A potion of healing is inside. large cracked barrel stands nearby. To one side is a small
wooden chest, above which hang two small shields. Junk is
scattered everywhere: broken crates, cracked shields, old
bones, and cast-off boots.
Lore: The orc leaders meet here to plan. The connected room to the east:
Monsters: The old barrel is open on its bottom. Furnished nicely for an orc lair, this room contains a
Nesting under it are two giant centipedes (the small chest of drawers. A copper bowl filled with garbage
source of the clicking sound), which attack only if sits on a small table near a bed.
the barrel is moved.
Treasure: On the south wall hang two shields. Monsters: An orog stands watch just inside the
Two gems (15 gp each) are under the cracked door. She shouts an alarm if intruders try to enter,
barrel (DC 15 Wisdom to notice them sparkling in then attempts to hold the passage, making a fighting
any light). The chest holds a shortbow, a quiver with retreat to join her comrade and leader in area 16.
twenty arrows, two daggers, two longswords, and a Another female orog is with the leader in area 16.
small sack (holding 6 gp, 40 sp). The leader wears damaged banded armor (still AC
16) and uses a +1 handaxe (range 30/120; +4 to hit;
14. Sleeping Chamber 1d6 + 4 slashing damage) for ranged attacks.
Treasure: The orc leaders armor is worth 250 gp
Light: None (or costs 250 gp to repair to AC 17). He wears a
Noise: Harsh voices silver belt with a gold buckle (30 gp) and carries 13
Smell: Body odor, rot, and smoke gp. Each orog wears an ivory bracelet etched with
gold (25 gp apiece) and has 5 gp. The copper bowl
This damp chamber is home to a number of orcs that has silver inlay (3 gp).
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dont care much for neatness or cleanliness. The sacks and boxes in the antechamber contain
food, supplies, and alcoholic drinks.
Monsters: Seven adult orcs and three whelps
(noncombatants) have their quarters in this room.
D. Goblin Lair Level 1
Treasure: Each adult orc carries 1d10 sp and
1d4 cp.
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15. Orc Common Hall
The area past the cave mouth features roughly worked
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Light: Dim (smoldering cook fire) stone tunnels that snake off into the darkness.
Noise: Many loud, harsh voices
Monsters: Four goblins regularly carry messages
This smoke-stained chamber holds wooden tables, stools, along the entry tunnel. When the characters first
and a large fire pit over which several rusted pots hang. It enter, they have a 50 percent chance per thirty feet
also contains more than a dozen sleeping pallets. traveled of encountering the patrol. These
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benches, a keg, and a barrel of loose javelins. Noise: Piping arguments
Monsters: Seven goblins stand watch here. They Goblin-sized furniture is scattered about, including a bed,
use javelins for melee or ranged combat (range a bureau, a table, a low bench near the bed, and a crude
30/120; +1 to hit; 1d6 + 1 piercing damage).
Treasure: Each goblin carries 1d6 sp and 1d10
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on the wall alongside quivers of arrows.
cp. The barrel holds sixty javelins, and the keg is
half full of water. Monsters: The goblin leader, his four personal
guards, and his three goblin mates live here. None
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18. Guard Chamber of the goblins is armed with a shortbow at the
combats start.
Light: None Tactics: If a goblin has time and space, he or she
Noise: Occasional curse or idle phrase takes down a shortbow and quiver to use. Each
quiver contains thirteen arrows.
A table, benches, a keg, and a barrel of loose javelins Treasure: The goblin chieftain carries 2 pp, 4 gp,
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occupy this room, which serves as a guard station. and a sack containing 75 sp. Each guard carries 4
ep and 3 sp. The goblin mates have among them a
Monsters: Seven goblins reside in this room, and ring, a bracelet, and a necklace (each worth 5 gp).
they use javelins like the goblins in area 17. The pewter bowl is sealed with wax, but inside it
Development: Half the goblins coordinate to are 273 sp and 321 cp. A secret drawer (DC 13
open the secret door, toss a sack of 250 sp to the Intelligence to find) in the bureau contains a
ogre in area 22, and ask for his help. If they tapestry with silver and gold threads (15 gp).
succeed, the ogre enters the battle on the next
round. If the secret door remains closed, it remains 21. Storage Chamber
hidden (DC 13 Intelligence to find).
Treasure: Each goblin carries 1d6 sp and 1d10 Light: None
cp. The barrel holds sixty javelins, and the keg is a Noise: Casual insults from position g, unless the
quarter full of water. The sack of 250 sp is hidden goblins spot a light source approaching them
(DC 13 Intelligence to find) in the water keg. Monsters: Four goblin guards watch in the
corridor at position g.
19. Goblin Quarters Tactics: If the goblins know the characters are
coming, the goblins attack with shortbows as soon
Light: Dim (smoldering cook fire) as they can.
Noise: Babble of many voices
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A grove of trees hides the entrance to this cavern. Light: Normal for the time of day
From inside the grove, the cave is visible only to
someone within twenty feet of it. A stout oak door reinforced with rusted iron panels stands
Light: Dim (daylight under the trees) or none closed at the back of the entry cave. Skulls line the walls.
Several are affixed to the door over letters written in the
Running the Ogre
te Common tongue reading, Come inwed like to have you
for supper!
Especially if it joins other monsters, the ogre can be
deadly to a 1st-level party. Even a 3rd-level party
could find the ogre challenging. Barred Door: The door is barred from the inside.
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A hidden mechanism (DC 13 Intelligence to find)
22. Ogre Cave allows someone outside to slide the bar back. If the
door is forced open (DC 15 Strength check), or a
Light: Dim (daylight from cave mouth) or none knock spell is used to drop the inner bar, the noise
Noise (DC 13): Occasional bass grumble alerts the hobgoblins in area 26. Those hobgoblins
Smell: A strong, sour odor pervades arrive within a round, while one runs to warn those
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that case, the hobgoblins undertake a strategic Anara (Female Human Commoner): AC 12; hp 7;
retreat from the ravine. Dex 14 (+2). Finns wife and business partner,
Anara is a capable combatant. She gladly accepts
23. Hobgoblin Quarters simple weapons and light armor, but she prefers to
wield a +1 dagger she has hidden in her boot.
Light: None Eddard, Paul (Male Human Commoners): AC 11; hp
Noise: Babble of many voices 7; Str 13 (+1), Dex 12 (+1). These two guards,
although dedicated, were unable to hold off the
Cloth and animal skins are piled along the chamber walls. hobgoblin raiding party that attacked their masters
Barrels and crates serve as furniture. caravan. Eager to take up arms and help to return
Finn to safety, they can use simple and martial
Barred Door: The eastern door is barred on the weapons and wear armor. If the party helps them
west side (DC 15 Strength to force open). protect their charges and escape, Finn offers the
Monsters: This chamber quarters up to thirteen services of his guards to their rescuers for one year,
adult hobgoblins and three young (noncombatants). at only the cost of room and board.
The adults use longswords (1d8 slashing damage). Ishrak (Male Orc): AC 10 (no armor). This orc
Half the adults are usually out on business in the warrior belongs to the tribe in cave B. He was
ravine and surrounding lands. Because the eastern captured while foraging in the ravine and says he
door connects to the tunnel leading to the goblin wants only the chance to kill goblins and
lair, five hobgoblins are always on watch. hobgoblins. If he is released, he flees at the first
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Treasure: Each adult hobgoblin has 2d6 sp. opportunity, taking whatever he can with him, to
tell the rest of his tribe what happened.
24. Prison Gnoll: This normal gnoll has no armor (AC 12)
Light: Dim (fire pit) and is unarmed (1d4 + 2 bludgeoning damage).
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Noise: Sporadic hisses, whip cracks, and screams This gnoll is crazed with pain and bloodlust. If
freed, it snatches up a weapon and attacks the
Several humanoid prisoners are chained to the walls and nearest creature, including one of its rescuers.
show evidence of cruel treatment. Various weapons and
25. Common Hall
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implements of torture are scattered about the chamber.
Two chairs and a small table stand near a central fire pit. Light: Dim (cook fire)
A key ring hangs on the wall in the southwest corner. Noise: Babble of many voices
Monsters: Two hobgoblins serve as jailers. One This chamber contains several benches and tables in poor
uses a battleaxe (1d8 slashing damage), and the repair. The tables are set with mismatched dishes, as if in
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other has a whip (reach 10 ft.; +3 to hit; 1d4 preparation for a feast. One table, apart from the others,
slashing damage) and a spear (1d6 piercing is laid with nicer-looking pewter. A cooking fire burns low
damage) heated during the first round of combat in one corner.
(1d4 extra fire damage).
Treasure: Each hobgoblin has 2d6 sp. Keys on Monsters: Five hobgoblins ready this room for a
the ring fit the locks on the prisoners chains. feast. They use longswords (1d8 slashing damage).
Prisoners: The hobgoblins have a number of Treasure: Each hobgoblin has 2d6 sp. The set of
prisoners. Humans will to be the main course in an fine pewter dishes is worth 35 sp.
upcoming feast. A player whose character has been
killed can use this opportunity to bring in a new 26. Guard Room
character who is being held as another captive.
Finn (Male Human Commoner): AC 9; Dex 9 (1), Light: None
Cha 13 (+1). This portly merchant has been Noise: Occasional comment
whipped into a stupor. He is an influential member
of his guild and promises a reward for his rescue. If This chamber contains a few ratty pallets, a bench, a stool,
he is rescued, the guild pays 25 gp per character and clothing hanging on wooden pegs set in the wall.
and grants each character honorary guild
membership for one year, with price breaks on Monsters: Four hobgoblins stand watch here.
mundane supplies.
Development: If these hobgoblins are alerted to Noise (DC 11 from the corridor): Snoring
intruders or attacked, one guard goes to area 27.
This runner and the hobgoblins from area 27 arrive Crates, barrels, and sacks are piled along the walls.
here at the start of the third round of combat.
Treasure: Each guard has 3d4 sp. Monster: A hobgoblin named Thrag is supposed
to stand guard but, displaying laziness unusual for a
27. Armory hobgoblin, hes asleep.
Treasure: Supplies, including goods stolen from
Doors: The eastern door is locked (DC 13 the goblins, are kept here until needed. The stores
Dexterity to unlock, requires thieves tools). The include normal and fine foods, three casks of wine
door in the west wall is secret (DC 13 Intelligence (20 sp each), and a keg of fine ale (5 gp). Thrag has
to find), as is the one at the end of the corridor, 9 ep in a belt pouch.
Light: None
Noise: Occasional comment 29. Guard Room
Armaments are in evidence everywhere, filling open chests Light: None
and hanging from pegs, racks, or stands, or adorning Noise: Occasional comment
sackcloth dummies.
This room contains a couple cots, a bench, a stool, and a
Monsters: Three hobgoblins stand watch here. large box that serves as a table.
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Development: If the guards hear intruders at a
door, two move to that door to wait in ambush. If Monsters: Three hobgoblins stand guard here.
possible, the third goes to alert the guards in area Development: If the guards are attacked or if
31 and the warlord in area 30. All such alerted they notice intruders, one of them tries to alert the
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hobgoblins and the runner return at the start of the
third round of combat.
guards in area 31, and another tries to warn the
warlord in area 30. If they succeed, the alerted
Even if a runner doesnt bring reinforcements, hobgoblins and runners return at the start of the
the sound of combat here has a 25 percent chance third round of battle.
each round to alert the guards in area 31. They Treasure: Each hobgoblin has 2d8 ep.
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enter combat at the start of the round after they
hear the battle. 30. Hobgoblin Warlords Quarters
Treasure: Each guard has 3d4 sp. The room
contains the following items. Light: Dim (fire in fireplace)
Noise: Excited conversation
1 suit of scale armor
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5 suits of chainmail Furniture and junk crowd this roomdivans, a huge iron
7 suits of leather armor box filled with animal skins, a grand table, several broken
11 shields chairs, and more. A prodigious heap of kindling leans
6 daggers near a wide fireplace on the south wall.
1 battleaxe
4 maces Monsters: The hobgoblin leader and her four
3 longswords hobgoblin consorts live here. They are discussing
2 shortbows the upcoming feast.
1 longbow Tactics: The leader wants more prisoners to eat,
13 light crossbows so she doesnt kill those she defeats, ordering her
206 arrows followers to likewise take enemies alive. She
14 silver-headed arrows commands that captured characters be stripped of
180 crossbow bolts their equipment and sent to area 24.
51 spears Development: The sound of combat here has a
9 halberds 50 percent chance each round to alert the guards in
areas 29 and 31. They enter combat at the start of
28. Storeroom the next round.
Treasure: Beneath the skins in the iron box is a
Light: None secret compartment (DC 13 Intelligence to find). It
holds 25 gp, 50 ep, 115 sp, and 400 cp. Discarded 3 Gray ooze (see area 33)
amid the kindling (DC 13 Intelligence to find) is a 46 Nothing
wand of binding.
Treasure: Many of the corpses are humanoid,
31. Guard Room either inhabitants of the ravine or previous
adventurers who ran afoul of the predators here.
Light: None Inedible possessions lie amid the remains. In
Noise (DC 11): Occasional comment addition to damaged armor and corroded weapons,
some coins are buried in the rubbish. Each round a
This spartan room holds two pallets, a stool, and a large character searches, he or she finds a coin of a
water barrel. random value (maximum 300 coins). Roll a d6 and
consult the table.
Monsters: Three hobgoblins stand guard here.
Development: If notified or alerted, these d6 Coin
hobgoblins move to support hobgoblins fighting 13 1 cp
intruders in another area. 45 1 sp
Treasure: Each hobgoblin here has 2d6 ep and 6 1 ep
2d6 cp.
33. Murky Pool
G. Shunned Cavern
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Light: None
A grove of trees hides this cave, which even other Noise: Occasional splash
monsters in the ravine avoid. From inside the grove, Smell: Rotting stench (from gallery) and an
the cave is visible to anyone within twenty feet of it. acidic tang
Light: Dim (daylight under the trees) or none
Smell: The stench of rot from the cave
te The air is damp, and the cavern walls and ceiling drip. A
few blind, white fish swim in the large pool of shallow
The putrid air here is unnaturally still and quiet. Many of water fills half of the cavern.
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the trees in this grove, especially those closest to the cave
mouth, are dead. Monsters: Three gray oozes hide here, or two if
one wandered into area 32.
Treasure: A jeweled goblet (15 gp) is submerged
Running the Cave in the murky water (DC 11 Intelligence to find).
This cave is designed for a party of 2nd- to 3rd-level
characters. Even a 3rd-level party could find the
34. Owlbear Den
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d6 Encounter
1 Owlbear (see area 34)
2 1d6 + 6 dire rats
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The bugbears main dwelling is in area 38. Use (see area 40) as payment. The minotaur accepts,
these bugbears to supplement or replenish those in and escorts the leader back by way of cave entrance
other areas. Subtract any bugbears you send I. It directly assaults intruders, while the bugbear
elsewhere from those in area 38. leader uses the distraction to attack from hiding.
If they are aware of intruders, 1d3 + 1 bugbears
from area 38 sneak out to ambush the invaders. At
te The minotaur is willing to help for about four hours
before returning to its lair.
least three bugbears remain in area 38 at all times Treasure: Six pieces of silk (20 sp each) are
to guard the young. Bugbears are likely to chase mixed up with the bedding. The big chest contains
fleeing intruders, and they mount an expedition to 462 sp, an ivory statue of Hruggek the bugbear god
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kill those who dare to harm their young. (10 pounds; 200 sp), and two potions of healing. The
potions might break if the chest is handled roughly
35. Guard Room (DC 15 Strength to bring it down gently; a few
characters can work together).
Light: Dim (brazier)
The bugbear leader also has a key to the spoils
Noise: Occasional comment of appreciation
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other trade goods (including the leather) are worth If given weapons and armor, the humans, elves,
around 30 gp. and dwarf are willing to fight the bugbears. The
kobolds and goblin say anything to get free, but they
38. Bugbear Common Room desert the party at their first opportunity.
Liam, Sonja (Human Commoners): AC 11; hp 7; Str
Light: Dim (cook fire) 13 (+1), Dex 12 (+1)
Noise: Many voices conversing Macarn (Dwarf): AC 10; hp 8; Str 13 (+1)
Shara, Vindil (Elves): AC 12; hp 5; Dex 15 (+2)
Piles of bedding and old garments are heaped about the Nirk, Pex, Meepug (Kobolds)
floor. A fire burns low in a great fireplace on the north Glepe (Goblin): AC 11 (no armor or shield)
wall. Next to the grate stands a black urn.
41. Prison
Monsters: Ten adult bugbears and three young
(noncombatants) live here. During the night, at least Door: A bar, a chain, and a heavy padlock (DC
half of the bugbears are out hunting or on patrol. 13 Dexterity to unlock, requires thieves tools) seal
Three remain to guard the young. the iron door (DC 15 Strength to break).
Treasure: Blackened by soot and tarnish, the urn Light: None
is silver (275 sp). Noise: Occasional growl and clink of chains
39. Guard Room This chambers floor is lined with soiled straw. A bucket
st
sits in a corner, and an assortment of feral-looking
Light: None prisoners are chained to the wall with one human male.
Noise: Conversation
Prisoners: All the prisoners are fastened to the
A collection of bedrolls and sacks lie around a bench, a
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long table, and a water pail. A key ring hangs on the wall
wall with a common chain and heavy padlock (DC
13 Dexterity to unlock, requires thieves tools, DC
opposite the stairs. The hallways leading east and west 15 Strength to break).
contain more sacks, small boxes, and barrels. These humanoids are untrustworthy. If freed,
unless otherwise noted, they attempt to flee, but
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Monsters: Five bugbears here watch over the they grab weapons and attack any bugbears that
prisoners in areas 40 and 41. block their escape.
Treasure: Each bugbear has 1d3 gp. The sacks Hobgoblins (3): AC 10 (no armor)
contain grain or meal, and the boxes and barrels Gnoll: AC 12 (no armor)
hold food and drink of poor quality. The keys open Shadrag (Rebel Bugbear): AC 12 (no armor). This
the doors to areas 40 and 41, as well as the chains captive hates his fellows and is willing to fight
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that bind the captives. against other bugbears for as long as the party stays
in this cave.
40. Slave Pen Ragnar (Human Berserker): AC 10 (no armor); this
Door: A bar, a chain, and a heavy padlock (DC wild-eyed, muscular human is prone to fits of
13 Dexterity to unlock, requires thieves tools) seal violence. He is chaotic evil. If armed, he is willing to
the iron door (DC 15 Strength to break). fight alongside the characters for a while. However,
Light: None the first chance he has, he tries to kill the characters
Noise: Occasional moan and clink of chains or, if they seem too strong, attempts to steal their
treasure and sneak off.
This chambers floor is lined with soiled straw. A bucket
sits in a corner, and an assortment of prisoners are I. Minotaur Caves
chained to the wall. They plead for help.
Detect Magic: Powerful enchantment magic (see
Slaves: All the slaves are fastened to the wall with the Running the Cave sidebar)
a common chain and heavy padlock (DC 13 Light: Dim (daylight from cave mouth) or none
Dexterity to unlock, requires thieves tools; DC 15 Noise (DC 15): Faint whirring from the north
Strength to break).
This wide cave mouth leads into darkness. Coins and Monsters: Eight fire beetles live here.
discarded weapons are spread across the floor just inside Development: Beetles that hear combat in area
the entrance. 44 might move to investigate the noise.
Secret Door: Hidden on the north wall, a secret
Curse of the Labyrinth: Immediately upon door (DC 13 Intelligence to find) leads to a short
passing through the cave mouth, the characters feel corridor connecting to area 36. The secret door into
a passing dizziness, a side effect of a curse that area 36 is not hidden on the western side.
affects any creature other than the minotaur that Treasure: Adventurers can harvest glow glands
enters the cave. Affected creatures are disoriented from each dead beetle (DC 11 Intelligence to know
and have difficulty finding their way through the this fact).
twists and turns of the minotaurs lair. Each affected
creature can attempt a DC 15 Intelligence saving 44. More Fire Beetles
throw every hour to overcome the effect.
Light: Bright red light
Noise: Loud clicking
Running the Cave
This cave is a challenge for a party of 3rd-level (or
More glowing red beetles the size of dogs scurry about.
higher) characters. The minotaur is a tough fight for
lower-level groups.
Monsters: Seven fire beetles live here.
Once the characters have moved into the caves,
Development: Beetles that hear combat in area
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the curse makes them lose their way. To keep the
43 might move to investigate the noise.
players from using out-of-game knowledge to
Treasure: Adventurers can harvest glow glands
bypass these effects, you can misdirect them: Call
from each dead beetle (DC 11 Intelligence to know
out different directions the next time the party
this fact).
enters a previously explored area, or even describe
the same passage in a different way.
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The curse is especially dangerous if the party tries
45. The Minotaur
to flee from the minotaur. In its lair, the minotaur Light: None
can track befuddled intruders easily while they Noise (DC 11): Breathing and occasional snorts
ay
wander aimlessly in search of an escape route.
Skulls and bones are arrayed around this wide, many-
Treasure: On the floor just inside the entrance tunneled chamber in patterns that suggest an intelligent
are 2d6 sp, 1d6 ep, and 2 gp, as well as a few mind laying out model labyrinths.
chainmail suits, longswords, and other weapons
common to the humanoids in the ravine. Monster: The minotaur lives here.
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Locked Chest (DC 13 Dexterity to unlock, requires Treasure: The gnolls each have 1d4 ep, 1d8 sp,
thieves tools): Inside are a silver ring (10 gp), a and 1d20 cp.
brooch containing a small gem (15 gp), and a gold
necklace (20 gp). 47. Guard Room
Light: Dim (torchlight)
J. Gnoll Lair Noise: Conversation, growling, whooping, and
cackling
Light: Normal for time of day
Noise (DC 11): Faint cackling, whooping, and Crude furniture and heaps of bedding fill this chamber.
growling from inside Several skins and pelts hang on the walls, and a barrel of
water rests in the southwest corner. Humanoid bones, still
A hole leads into the ravine wall near its summit. Beyond wet and pink, are heaped on a platter on the floor.
is a crudely worked tunnel.
Monsters: Five gnolls reside here.
Monsters: If the gnoll guards in area 46 become Treasure: The gnolls each have 1d4 ep, 1d8 sp,
aware of the characters, they might engage the and 1d20 cp.
party in the entrance tunnel.
48. Storeroom
Running the Gnolls
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This cave should be a challenge for 2nd- to 3rd- Door: The entry door is locked (DC 15 Dexterity
level characters. The gnoll leader and his entourage to unlock, requires thieves tools).
can be lethal foes even for 3rd-level characters. Light: None
Most of the gnolls live in area 49. Use these gnolls Smell: From beneath door, the aroma of fine ale
to supplement or replenish them in other areas.
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Subtract any gnolls you send elsewhere from those The inviting odor of ale suffuses this room from a barrel
in area 49. stamped with the makers mark of a dwarven brewery.
If they know about invaders, 1d4 + 1 gnolls might Otherwise, the chamber is cluttered with provisions, arms,
leave area 49 to attack. At least four gnolls remain and armor, including a longsword set aside from the
ay
in area 49 at all times to guard the young. others in a red leather scabbard.
Gnolls like to surprise and confuse their enemies.
They are bloodthirsty creatures and, once alerted to Treasure: The food here is edible and plentiful.
intruders, are likely to track down any who retreat Weapons and armor include five shields, a suit of
from this cave. chainmail, twelve battleaxes, three longbows, and
These gnolls have a loose alliance with the orc five quivers of arrows (30 in each). The longsword
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Light: Dim (daylight from cave mouth; crude 49. Common Area
torches at night)
Noise: Conversation, growling, whooping, and Light: Dim (cook fire)
cackling Noise: Loud conversation, growling, whooping,
and cackling from many individuals
Arranged along the north wall are stools, a few circular
pallets, and a wide barrel top serving as a table. Worn furniture, nests of ratty fabric, and rusted cooking
implements circle a central cook fire.
Monsters: Three gnolls stand sentinel here.
Tactics: The gnolls fire arrows at intruders until Monsters: This area quarters twelve adult gnolls
melee begins, then two run to area 47 and alert the and eight young (noncombatants). At any given
guards there. At the start of the fourth round, the time, about half of the gnolls are out hunting,
runners return along with the gnolls from area 47. patrolling, or raiding.
Treasure: Each adult gnoll carries 1d8 sp, 1d4 Running the Shrine
ep, and 1 gp. A challenge for 3rd or even 4th-level characters,
this cave is full of dangerous monsters and cultists.
50. Gnoll Leaders Quarters Undead here attack anyone not clad in robes like
Light: Dim (low fire in the fireplace) those of the cultists. The dark cultists here can
Noise: Conversation, growling, whooping, and override this exception, ordering undead to attack
cackling anyone. Undead creatures in particular areas might
have specific orders. Many of the undead stay in
Crude and battered furniture decorates this lair. A fire area 57 but might be summoned to supplement the
gutters in the hearth on the southeast wall. defenses in other areas under attack.
Living residents of the shrine need light to see
Monsters: The ferocious leader of this gnoll tribe and carry torches when moving about.
dwells here with his five mates and three whelps
(noncombatants). Monsters: Footsteps echo alarmingly in the halls.
Development: The fireplace chimney is wide If the party does not muffle such sounds, a group of
enough to accommodate a Medium creature and eight zombies arrives to investigate. The zombies
extends a short distance to the top of the ravine. If wear filthy red-and-black striped robes, and four
hard pressed, the leader might escape by scattering carry cleaverlike battleaxes (1d8 + 2 slashing
the fires embers and climbing up the chimney. damage) they use instead of their slam.
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Secret Door (DC 15 Intelligence to find): A
secret door and passage connects to the Shrine of 51. Boulder-Filled Passage
Evil Chaos (area 63). It is unknown to the gnolls. Light: None
Just inside the passage is a human skeleton with a
broken legthe remains of a hapless adventurer.
Rotten leather armor and corroded weapons are
te Boulders, rocks, sand, and sandbags block this corridor.
still on the body, as are a pair of fine-looking boots The cultists sealed off this tunnel. Clearing a way
(see the Treasure section). The skeleton has a large enough to pass through takes several days of
purse at its belt.
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hard labor. The passage beyond leads to a location
Treasure: The leader wears a silver armband on beyond the bounds of this adventure.
each arm (30 sp each) and carries 20 gp. Each mate
wears a silver necklace (20 sp each) and carries 52. Hall of Skeletons
1d10 ep.
Loose Flagstone (DC 13 Intelligence to find): The Light: None
leader concealed most of his loot under this stone
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in the fireplace. It covers a niche containing 200 cp, This hall is an audience chamber, but it is deathly still. To
157 sp, 16 ep, and 10 gp. the south, the red-streaked stone floor extends toward a
Skeleton: The pouch holds twelve gems (5 gp circular dais on which stands a throne set with four large
each), and the boots are boots of elvenkind. red gems.
Red-streaked stone that contains black veins forms the rallies the undead in area 59g on his way to the
walls of this chamber. chapel, so he doesnt arrive until the start of the
sixth round.
Monsters: Four zombies stand at the north end Treasure: The relics would be worth 25 gp each
of the hall, and four at the south end. The zombies if they were ordinary. The tapestry is worth 10 gp to
wear filthy red-and-black striped uniforms. Several the right buyer.
of them carry cleaverlike battleaxes (1d8 + 2
slashing damage) they use instead of their slam. Unholy Relics of Evil
The vessels on the altar are ancient relics that have
54. Acolytes Chamber been used in vile rituals for centuries and have
absorbed the evil of their users. A character who
Light: Bright (brazier)
touches one of these vessels must make a DC 13
Noise: Conversation discussing demons
Charisma saving throw. On a save, the character
senses the relics unholy nature and can put the
This grand chamber is furnished with hard pallets, a
item down. On a failed saving throw, the character
glowing brazier, a wardrobe, a water pail, a waste bucket,
falls under a demonic curse and refuses to part with
stools, and a table, on which stand a flagon of wine and
the vessel or to allow others to handle it. After six
several cups.
days, the character becomes a servant of the cult
and returns to this chapel. If still in possession of
Monsters: Five dark acolytes dwell here. These
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the relic, he or she replaces it on the altar and then
humans are dressed in red robes with black cowls
stays on as a guard.
over their ringmail, and each wears the symbol of a
Casting dispel magic and bless on the afflicted
burning spiral.
character has a 60% chance of removing the curse;
Development: These acolytes only recently took
remove curse works automatically. Each day the
the dark pledge, and they are the least certain of
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their evil choice. They might talk to the characters,
character remains cursed after the first, the 60%
chance drops by 10%. When the chance drops to
but they know little of the area.
0%, even remove curse fails. Such spells might be
available from higher-level clerics, assuming the
55. Evil Chapel
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characters have made such allies.
Detect Evil: Bronze vessels on the altar radiate
strong evil (see the Relics of Evil sidebar) 56. Adepts Chamber
Light: None
Light: Bright (brazier)
Noise: Occasional faint groaning
Noise: Conversation discussing demons
Pl
This grand hall reeks of death. Apparently a waiting area, this room is furnished with
fine divans and chairs. A golden flagon and nine gold-
Monsters: Two rows of five skeletons face south, leafed cups sit upon a tiled table.
and two rows of five zombies face north. The
cultists use these undead to replenish any that are Monsters: Three zombies draped in fine black
destroyed. Subtract any you reassign. robes guard this room.
Treasure: The flagon is worth 10 gp; each of the
58. Temple of Evil Chaos cups is worth 2 gp.
Light: None initially, then bright candlelight 59. High Priests Chamber
Black candles in eight tall candelabras on either side of Light: Bright (lantern)
this high domed chamber ignite magically, shedding red Noise (DC 15): Faint chanting
light. A great iron bell stands in the room, as do three
stone altars and a great throne flanked by smaller chairs Fine dcor here includes ebony furniture with red velvet
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on a dais against the western wall. Amorphous purple, upholstery, a large bed covered with black silken covers
yellow, and green forms dance on that wall, a mirrorlike and red cushions by the northern wall, and a silk dressing
surface of translucent red stone. Hanging from the other screen along the southern wall. On the wall, directly over
walls are purple draperies with evil symbols and vile the bed, leers a demonic idol with gleaming gem eyes.
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phrases embroidered in scarlet, gold, and black thread.
Monster: A dark priest, the chaotic evil leader of
Seductive Shapes (Enchantment): If intelligent the cult, resides in these sumptuous quarters. He
creatures (other than those loyal to the cult) look at wears a black cape with a red cowl, and red robes
the shapes in the western wall for more than a over +1 banded armor (AC 18). He wields a staff of
ay
moment, they are mesmerized into chanting a striking (+6 to hit; 1d8 + 4 bludgeoning damage)
single stanza of a hymn to the gods of chaos and evil and he has a +1 mace (+4 to hit; 1d6 + 2
(DC 11 Charisma saving throw negates). Three or bludgeoning damage) for backup.
more voices chanting cause the bell to sound, but Idol Trap: This fiendish statue radiates faint evil
even one such chant alerts the undead in area 59g. and magic. It topples on any non-evil creature
Temple Features: The ceiling and the walls touching it, dealing 2d6 bludgeoning damage (DC
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behind the draperies are dull black rock. 13 Dexterity saving throw to dodge it as it falls).
Altars: The northern altar is black, the middle one Tactics: If he hears the bell in area 58 ring once
streaked with red and black, and the last is red with or the sounds of combat in area 59g, the priest darts
black flecks. behind the screen in the southeast corner and
Bell: Forged of black iron, the bell has pair of enters the wardrobe there. He slips through a secret
mallets beside it. door in the wardrobes back (DC 13 Intelligence to
If this bell rings, the skeletons in area 57 exit find), and then runs down a short passage and
through the south door and line this rooms south through another secret door (DC 15 Intelligence to
wall. Zombies in area 57 leave through the north find from the corridor) into the corridor near area
exit to line the temples north wall. The zombies in 56. From there, the priest rallies the shrines forces
area 59g also move to the temple. The undead or, if most of his followers and servants are slain,
attack intruders they find in or near this area. makes his escape.
Dais: On this platform of black stone stand bone Treasure: The priest wears a gold ring set with a
chairs and an ivory throne, all inlayed with gold and jet gem (520 sp). He carries oil of etherealness and a
set with red gems and black gems. Evil sigils and purse containing 5 pp.
demonic signs adorn these seats. The idols red garnet eyes are worth 25 gp each.
Treasure: The chairs and throne hold a total of
twenty-one garnet and jet gems (10 gp each).
Removing a gem takes two rounds.
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torturers domain. Comfortable chairs line the walls. Monster: A weeping huddled female can be seen
in the southern portion of the room. This creature is
Monsters: Two dark acolytes work here at any a medusa. If she becomes aware of the characters,
given time. she pleads to be rescued, claiming that the high
Treasure: Hidden in one of the chairs, which
folds out to become a bed, are 135 sp and a finely
te priest plans to sacrifice her in demonic rites. The
real reason for her imprisonment is up to you.
wrought bracelet (200 sp). Tactics: The medusa tries to convince the
characters to release her. If they refuse, she uses
62. Crypt her gaze to petrify some of them, promising to
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restore them in exchange for freedom. Whether the
Door: The door is bolted shut from the western
treacherous creature does so is up to you.
side, as if intended to keep something in.
Treasure: The medusa has a small vial
Light: None
containing an elixir that can restore up to six
petrified creatures to normal.
Six dusty sarcophagi line the eastern wall of a long, low-
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