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Adventure Module JN1

The Chaotic Caves


A Basic Fantasy Role-Playing Game Adventure
For Characters of Levels 1 to 3
Copyright © 2009 J.D. Neal
All Rights Reserved

Distributed under the terms of the Open Game License version 1.0a

1st Edition (Release 3)

Credits:
Editing: Chris Gonnerman
Artwork: William Beatty, J. D. Neal
The Chaotic Caves Introduction

Introduction
This module provides what some might consider beginner's adventures -- low level, simple scenarios. It is
also a resource for anyone who needs material to scavenge. The adventure areas within are almost pure
statistics; none of the creatures or characters herein are even named, leaving much to the GM's
imagination. If sophisticated plots are needed, the GM will have to make them up.

Setting People can flee fast and easily if need be. The road
network into the wilderness has been left to decay
The Game Master (GM) can place this anywhere. If and hence hinder any attack.
they need a setting: it is north (or south, or east, or
west) of a large town on the border between the Recently monsters have become thicker than
wild country controlled by monsters and civilized, expected and sudden savage attacks have
friendly lands where mankind and allies strive to occurred on travelers, freight carriers, hunters, and
keep monsters at bay. lumber men. The formal military is not prepared and
some officers even doubt the seriousness of the
The town itself is huge for the area; lying at the attacks, tossing them off as minor brigand activity.
crossroads of rivers and trading roads, it thrives from They have been putting out a notices like this:
trade and commerce and can fulfill most basic
needs. There are a number of smithies for instance, Treasure recovery and monster exterminators
and decent weapons and body armor are needed. All goods recovered by lawful
available. Besides several dedicated merchant means from monsters become the goods of
shops, there are throngs of market stalls where food, the carrier. Only extreme claims by third
clothing, and basic goods are plentiful and cheap. parties will be honored and then only with just
Healers ply their wares as do clerics and churches. compensation for services performed.
Horses and wagons and such are available, as are
freight and coach and courier services. Come one, come all, stalwart of heart and
arm.
For thousands of years this region was unused
Thence the stage is set.
territory, with only vague remnants of ancient
inhabitants found in it. Humans found it and
developed it for mining, farming, lumbering and so
on. That drew in monsters of all sorts, seeking to steal
what the humans were making. The discovery of
several gold and gemstone mines led to a full scale
invasion by monsters that pushed humans back
hundreds of miles -- to the borders they now inhabit.
Within the lost regions are ruins of old human
settlements, ancient ruins, and plundered wealth.

While there have been times of turmoil in the past, it


has been relatively quiet the last few years. The
town is surrounded by a strong wooden wall. Slow
progress is being made building a stronger stone
wall around it, but the people feel safe. It has a
small contingent of professional soldiers and relies
on a militia in case of attack.

The prime plan in case of monster invasion is to


simply pack up and flee. The town is on a river fed
by various local streams, including one that flows
from the cave network down to the river (too small
for much boating). A larger wooden bridge crosses
it and boats and smaller ships sail it. A major stone-
paved road leads into the heartland of the
kingdom and other roads are scattered about.

1
Introduction The Chaotic Caves

What the locals do know is that most activity seems good GM can change things around so that the
to emanate from an area which once served as a same party can explore the same cave or ruin
crypt for the wealthy. A brief fad was started when twice and nothing will be the same both times.
well off merchant fell in love with a region where
the ground was strong and hard, but easy to mine. The lairs are generic, designed without any attempt
And the general area was serene. He willed himself to account for special tactics and equipment. The
to be buried there and the well-off all jumped in GM must adjust the lairs to account for how they run
with pangs of jealousy. A formal crypt system was their game. If poisons are plentiful in their game,
developed. With the encroachment of monsters, then some monsters would use poison. If flaming oil
most of the encrypted bodies were removed, bombs are treated like hand grenades, some
leaving on the dregs of a few who were forgotten monsters would use them. If players can fling bags
or buried after most people thought better of using of marbles on the floor and trip up monsters, some
the crypts. monsters will have bags of marbles to use against
them. Anything player characters can do -- so can
This area can be found by following an old road monsters. Within whatever limits the GM decides is
north some 24 to 48 miles (at the GM's option). reasonable.

GM Preparations Random Monsters


Once the adventurers discover the area, the GM Random monsters can be helpful or disruptive. In
can decide what they find first. The caves were general, the denizens are trying to remain low and
designed for fun and not by any sort of logic: there avoid detection, thus they will not be out stumbling
are no safety systems and an ill prepared party left around. If they leave their lair, it's to go on a raid or
to stumble around can get butchered fast. Which in hunting.
itself can be a very valuable lesson to players: learn
to use common sense and craft. If the GM is If random monsters are needed, the GM can make
concerned, they should become familiar with the them up. One idea would be to create a number
lairs and direct the players to finding a starting lair of custom tables based on where the adventure
that suits the adventure party. Make some side- party is. Some vague additional ideas would
adventures up if need be. include:

It is important that the GM make these caves their Boars on a rampage


own, changing them, adding to them, subtracting Giant bees
from them as desired. Descriptions can be sparse: Giant spiders
the GM is supposed to flesh them out as need be. A Owl Bears shambling around
Friendly adventurers (very rare)
Raiding Party/Hunters from a lair
An adventuring party blundering around outside
the caves, making a lot of noise, should alert the
denizens to their presence; and the monsters will
surely come out in force after dark, if an
adventuring party is foolish enough to camp
nearby.

Rumors
This collection of rumors represents some of what is
known by locals about the area. Anything marked
[FALSE] is false only in the sense that it isn't prepared
for in this module; the GM can certainly make it up if
they wish.

2
The Chaotic Caves Introduction

1. Lizard men raid the local shipping now and 10. Some travelers have been attacked by magic
then, carrying off loot. One score they made user and cleric spells (though not often and
was a sack of cheap gems, which seemed to not necessarily of any great power).
delight them in a childish way. (Read the lizard
11. There is a metal eating monster on the loose.
man lair for more details).
[FALSE]
2. Most of the monsters being encountered are
12. People have been killed and eaten by ghouls
orcs, bugbears, gnolls and other lower level
near the crypt area.
creatures. No giants and dragons and bigger
brutes as of yet.
3. Three witches haunt the roads near a village NOTES
further into the wilderness, selling evil potions
and petty magic for souls. [FALSE] Rules can differ subtly -- if you are using this with a
different rules set, acquire a copy of the Basic
4. There is an old funeral crypt far off into the
Fantasy Role Playing Game Rules to refer to. As a
wilderness (2 or 3 days away or so) that the
quick reference, some of the abbreviations used
monsters are probably using as a base. This is
a reminder of common knowledge most are:
everyone knows.
AC = armor class;
5. There are a few old ruins about, including HD = Hit Die (Dice)
abandoned fortress manors once used by #AT = number of attacks
minor nobles. Dam = damage
6. A vampire is raiding the outlying villages, MV = movement
swooping off with children. [FALSE] Sv = saving throw or save as or save; "C" cleric,
"F" = fighter, "M" = "Magic User", "T" thief
7. A great octopus lurks in the river. [FALSE]
Ml = Morale
8. Human brigands are causing problems for
outlying farms and towns. cp = copper pieces
9. Every night the night watch feed a baby to a ep = electrum pieces
pack of trolls living under the bridge in return gp = gold pieces
for maintenance done by the trolls on the pp = platinum pieces
bridge. [FALSE] sp = silver pieces

3
The Caves The Chaotic Caves

The Caves
How the adventurers find the caves and which ones 8 Orcs (AC 14, HD 1, #AT 1 weapon, Dam 1d8, Mv
they find first and so on are entirely up to the GM. 40', Sv F1, Ml 8)
The GM can make a large map of the general area
(on a scale of one hex/square = 1 or 2 miles for HP 4 ☐☐☐☐ 4 ☐☐☐☐
instance) and have the player characters explore it. 4 ☐☐☐☐ 4 ☐☐☐☐
Or let them walk up the road, find a few clues and 4 ☐☐☐☐ 4 ☐☐☐☐
then they see a gaping cave in the woods -- 4 ☐☐☐☐ 4 ☐☐☐☐
without any mapping or tedious interplay.
2. EMPTY ROOM: The walls and some of the ceiling
The area is wooded with occasional clearing, and of this room collapsed some time ago. It is currently
the monsters are trying to keep from leaving tracks unfit to live in.
and trails. But as characters get close to an
3. COMMON ROOM: Here are quartered a dozen
entrance, they can note it or the guards (if any) on
orcs with their weapons and gear. Each has 1d6 sp.
duty. One clue could be that normal woodland
Crude furniture is in the center with wooden bunks
animals are thin in the general area; monsters are
along the walls. In back are sacks of food stuffs
hunting them pretty hard. Perhaps there's a wisp of
(potatoes, etc.) and hanging meats.
smoke coming out of the trees from someone
cooking a meal in the open. 12 Orcs (AC 14, HD 1, #AT 1 weapon, Dam 1d8,
Mv 40', Sv F1, Ml 8)
Most ceilings are some 10 to 15 feet high -- the GM
should choose heights as desired. In some places HP 4 ☐☐☐☐ 4 ☐☐☐☐
they are obviously higher and in others the GM 4 ☐☐☐☐ 4 ☐☐☐☐
might want to lower them. 4 ☐☐☐☐ 4 ☐☐☐☐
Novice GMs must remember that although the land
4 ☐☐☐☐ 4 ☐☐☐☐
may look flat on paper, even the flat parts 4 ☐☐☐☐ 4 ☐☐☐☐
undulate. Two entrances or features that look like 4 ☐☐☐☐ 4 ☐☐☐☐
they are on the same level could have a ten or 4. CHIEF'S ROOM: The strong, shrewd leader of
twenty feet difference in elevation. The tunnels
the orcs resides here, often sitting in a large
would constantly slope up and down, only having
heavily built throne when judging court. His pets
tendencies where their layout might indicate. Exact
are also here: a mountain lion and two wolves.
elevations were often not given to avoid fooling the
GM into thinking everything is neat and orderly. The The tawny cat wears a gold collar with gems
contour lines are rough guidelines for slopes. Use (value 600 gp) connected to a strong steel
common sense and theatrics if the issue comes up. chain that can be released quickly. The throne
If someone starts arguing that part "A" doesn't work includes a steel loop to attach the chain. The
because it looks like it's on the same level as part "B", wolves wear ordinary heavy leather collars and
just tell them the ground slopes up or down as chains, and are usually chained to walls beside
needed and get on with playing. Impress the the door. Usually there are four orc warriors: two
irregularity of the ground from the start and you can are here on permanent duty and two more to serve
reduce "flat-world" thinking from the start. as messengers and go-fers.

1 Orc Chief (AC 15, HD 4, #AT 1 weapon,


Dam 1d8+1, Mv 40', Sv F4, Ml 8)
A. ORC LAIR: These orcs share (with those at entry
B) the duty of guarding the local orc temple from HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
intruders. They are brash and haughty, prone to
1 Mountain Lion (AC 14, HD 3+2, #AT 3,
cruelty and tricks and nastiness.
Dam 1d4/1d4/1d6, Mv 50', Sv F3, Ml 8)
1. ENTRANCE: Two orcs usually stand guard outside HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
this gaping entranceway, leaning on their spears.
Another 6 (same statistics) will be further on inside in
the first chamber, which is their usual bunk room.
Each has 1d6 sp.

4
The Chaotic Caves The Caves

2 Wolves (AC 13, HD 2, #AT 1 bite, Dam 1d6, Mv 60', 8 Orcs (AC 14, HD 1, #AT 1 weapon, Dam 1d8,
Sv F1, Ml 8) Mv 40', Sv F1, Ml 7)
HP 9 ☐☐☐☐☐ ☐☐☐☐ HP 4 ☐☐☐☐ 4 ☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐ 4 ☐☐☐☐ 4 ☐☐☐☐
4 Orcs (AC 14, HD 1, #AT 1 weapon, Dam 1d8, 4 ☐☐☐☐ 4 ☐☐☐☐
Mv 40', Sv F1, Ml 8) 4 ☐☐☐☐ 4 ☐☐☐☐

HP 4 ☐☐☐☐ 4 ☐☐☐☐ 8. POOLS: These pools of water are fed by


4 ☐☐☐☐ 4 ☐☐☐☐ underground springs and provide a handy source of
fresh water year round. They are six feet deep and
The throne is the treasure chest. There is a silk pillow clean, but otherwise nothing is unusual about them.
itself on it which is worth 200 gp and under the flip-
up seat is: 671 gp, 1,235 sp and 785 cp. The chief 9. SHARED HALLWAY: At each end of this hallway is a
has the key to the temple door on his side (see heavy, thick wooden door bound by strong steel
room #9). with crafty and heavy locks. Each orc chief (at
room #4 and #13) has a key to their side.
A stoppered flask in a padded jar contains a potion
of passwall -- which replicates the effect of the fifth Set here as temple guards, the orcs on either side
level magic user spell of that name when poured had been fighting so savagely for the affections of
onto an appropriate surface. the god in the temple that a high priest had the
doors locked. She gave the keys to the chiefs -- with
5. DOOR TO JAIL WARDEN: Behind this door are the the admonishment that any further monkey business
quarters for the big sweaty orc who serves as was not going to be tolerated.
warden of the orc's jail (and is also chief torturer)
and two assistants. The key to the jail door is usually 10. ORC TEMPLE: This temple was cut from the living
hung on a thong on the wall. Crude furniture plus stone with care and is well maintained. The four
various simple (and often wooden or stone) pillars are fluted and ornate; the floor is tiled with
interrogation devices litter the room. polished green and red marble. The ceiling sweeps
up some 20' high. Far on the back on a dais some
1 Orc Warden (AC 14, HD 2, #AT 1 weapon, six feet above the floor (no steps are provided, no
Dam 1d8+1 for strength, Mv 40', Sv F2, Ml 7) one is supposed to stand on it) is the statute of a
vindicative, evil orc god. It is carved from a single
HP 10 ☐☐☐☐☐ ☐☐☐☐☐ shining piece of black basalt and polished brightly,
2 Orcs (AC 14, HD 1, hp 4 each, #AT 1 weapon, standing some 12 feet high. It has two red gems for
Dam 1d8, Mv 40', Sv F1, Ml 7) eyes (each worth 250 gp).

HP 4 ☐☐☐☐ 4 ☐☐☐☐ B. ORC LAIR: These orcs share (with those at entry A)
the duty of guarding the local orc temple from
6. JAIL: Anyone captured will be held here. intruders. They have a cruel sense of humor about
Currently there is a merchant who is a normal man them.
(bedraggled and missing a finger, which was sent
off with a ransom note). If saved, he will give the 11. ENTRANCEWAY: Three orc warriors stand on
party what he has at his home (100 gp; it's obvious guard duty outside this entranceway and three
the orcs think he's richer than he is). more are immediately inside in the first chamber,
along with a hobgoblin who went looking for
7. COMMON ROOM/GUARD ROOM: The eight orc greener pastures and latched onto the orcs. Each
warriors housed here also help form an uneasy has 1d6 sp.
guard post against those in lair B. Each has 1d6 sp.
Their room is littered with crude furniture and stores 6 Orcs (AC 14, HD 1, #AT 1 weapon, Dam 1d8,
of common foods stuffs, some in bags, some in the Mv 40', Sv F1, Ml 8)
form of dried meats hanging on strings.
HP 4 ☐☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ 4 ☐☐☐☐

5
The Caves The Chaotic Caves

1 Hobgoblin (AC 14, HD 1, #AT 1 weapon, Dam 1d8, 11 Orcs (AC 14, HD 1, #AT 1 weapon, Dam 1d8,
Mv 40', Sv F1, Ml 8) Mv 40', Sv F1, Ml 8)
HP 5 ☐☐☐☐☐ HP 4 ☐☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ 3 ☐☐☐
12. GUARDS: Two orcs with spears and hand axes
4 ☐☐☐☐ 3 ☐☐☐
stand guard duty at this door. Each has 1d6 sp. The
4 ☐☐☐☐ 3 ☐☐☐
short corridor between it and the next room
provides a buffer zone in case of attack. 4 ☐☐☐☐ 2 ☐☐
4 ☐☐☐☐
2 Orcs (AC 14, HD 1, #AT 1 weapon, Dam 1d8, Mv
15. COMMON ROOM: This room houses nine orcs. It is
40', Sv F1, Ml 8)
cluttered by miscellaneous debris they have torn up
HP 4 ☐☐☐☐ 4 ☐☐☐☐ and discarded, firewood, stone circles for cooking,
etc. Hidden in a hole in the northeast corner
13. CHIEF'S QUARTERS: The chief of this tribe resides (covered by several fireplace rocks stacked up and
here. A war leader and four common orcs also are a foot of earth) is a bag with 100 pp and 400 sp.
usually found here.
9 Orcs (AC 14, HD 1, #AT 1 weapon, Dam 1d8,
The chief has a key that opens the temple doors at Mv 40', Sv F1, Ml 8)
room #9 attached to a necklace of long pencil-thin
gold bars on it (value 100 gp). HP 4 ☐☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ 4 ☐☐☐☐
Treasure is housed in a locked chest with a gas trap 4 ☐☐☐☐ 4 ☐☐☐☐
inside it; the trap releases into the box when it is 4 ☐☐☐☐ 4 ☐☐☐☐
opened unless some long pencil-sized object is 4 ☐☐☐☐
inserted into a hole in back first (the chief's
necklace is used by him for this). The gas will C. HOBGOBLIN LAIR: These hobgoblins have taken
generally affect a 10' area around the chest (save over what was once going to be a new funeral
versus poison or die; alternately create a nasty crypt and are renovating it. The interior is a mixture
effect almost as bad). of smooth stone where the original carvers
completed their work, rough unfinished work and
In the chest is 800 gp, 1,000 ep, and 700 sp. And a some work by the hobgoblins.
potion of healing.
16. ENTRANCE: Twin entrances lead into the first
1 Orc Chief (AC 6, HD 4, #AT 1 weapon, chamber where seven hobgoblin warriors are
Dam 1d8+2 for strength (sword), Mv 40', Sv F4, bunked on guard duty.
Ml 8)
At "a" is a wide underground stream being used as
HP 18 ☐☐☐☐☐☐ ☐☐☐☐☐☐ ☐☐☐☐☐☐ ☐☐☐ a moat. Long (15' to 18') wooden planks used to
cross it are stored on the opposite side. A loud horn
1 Orc War Leader (AC 14, HD 2, #AT 1 weapon,
(from an ox) hangs on a peg and can be blown to
Dam 1d8+1 for strength, Mv 40', Sv F2, Ml 7)
attract someone (those at #17 are tasked for the
HP 10 ☐☐☐☐☐ ☐☐☐☐☐ job) to come put planks across.

4 Orcs (AC 14, HD 1, #AT 1 weapon , Dam 1d8, 7 Hobgoblins (AC 14, HD 1, #AT 1 weapon,
Mv 40', Sv F1, Ml 8) Dam 1d8, Mv 30', Sv F1, Ml 8)
HP 4 ☐☐☐☐ 4 ☐☐☐☐ HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐
4 ☐☐☐☐ 4 ☐☐☐☐ 5 ☐☐☐☐☐ 5 ☐☐☐☐☐
5 ☐☐☐☐☐ 5 ☐☐☐☐☐
14. COMMON ROOM: This littered room houses
5 ☐☐☐☐☐
eleven orc warriors. They are currently throwing
rocks at one who is standing against a wall and 17. COMMON ROOM: Eight hobgoblins bunk here.
several others are bruised; the game is to see who They are not wearing armor but will don it if allowed
can take the most beating before flinching. time. They have fixed the place up, and are using
what was once going to be platforms for caskets as
benches and tables. Three fancy, elaborate funeral

6
The Chaotic Caves The Caves

shrouds in red with thin gold threading and black 1 Hobgoblin Chief (AC 15, HD 5, #AT 1 weapon,
details are being used as hammocks, each worth Dam 1d8, Mv 30', Sv F1, Ml 8)
50 gp.
HP 25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
8 Hobgoblins (AC 14 or 11, HD 1, #AT 1 weapon, ☐☐☐☐☐
Dam 1d8, Mv 30' or 40', Sv F1, Ml 8)
3 Hobgoblins (AC 14, HD 1, #AT 1 weapon,
HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐ Dam 1d8, Mv 30', Sv F1, Ml 8)
5 ☐☐☐☐☐ 5 ☐☐☐☐☐
HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐
5 ☐☐☐☐☐ 5 ☐☐☐☐☐
5 ☐☐☐☐☐
5 ☐☐☐☐☐ 5 ☐☐☐☐☐
18. STORE ROOM: Usually this room is locked (but not
very well, a thief could pick either door with ease
and the doors can be knocked in easily). The chief
(in #20b) has the key to the store room. It is full of
odds and ends and minor plunder: clothing, sacks
of grains and potatoes, hanging dried meats,
perhaps some hanging "fresh meat" in the form of
killed foes. Also here will be mining tools: picks,
chisels, hammers, etc.

19. WAR LEADER: This room has been taken over by


a hobgoblin war leader who lives in luxury. On the
wall is a short bow and two quivers of arrows as well
as other items. He has two pouches on his belt
containing 300 ep in one and 300 gp in the other.

1 Hobgoblin (AC 14, HD 3, #AT 1 weapon, Dam 1d8,


Mv 30', Sv F5, Ml 8)
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
20. GUARD ROOM: The five hobgoblins posted here
also help guard against the creatures who reside in
the western area -- who have defied being D. ABANDONED CRYPTS: These are the old crypts
exterminated. The corridor has been piled with and the area at C was going to be their
rubble to keep them out and they have six vial of replacement. Eventually that failed and anyone
holy water ready. with money and family removed the remains of any
loved ones, leaving mostly the deceased of the
5 Hobgoblins (AC 14, HD 1, #AT 1 weapon,
poor or forgotten. The GM can either randomly roll
Dam 1d8, Mv 30', Sv F1, Ml 8)
for wandering undead or place them in the halls
HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐ where it seems necessary, taking them from those in
5 ☐☐☐☐☐ 5 ☐☐☐☐☐ the rooms.
5 ☐☐☐☐☐
21. ENTRANCE: Once, a highly-decorated covered
20B. CHIEF'S ROOM: Hobgoblin chief and 3 entranceway, now in ruin with much of the marble
bodyguards. The chief has the key to the store decoration broken off and scattered about, leaving
room. There is a bed (plain enough), chairs, tables bare stone. A plaque that once held the name lies
and other furnishings here. in shards on the ground. Bits of bone, scraps of cloth
and chunks of wood (some of it varnished, as used
A collection of goods on a table includes a vial with in coffins) litter the floor and will continue to litter
a potion of stone to flesh (1 use in it). In a bag tied to every floor inside.
the foot of his bed is 600 gp, 1,200 sp, 1,800 cp.

7
The Caves The Chaotic Caves

22. GHOULS: Three ghouls lurk here trying to get 6 Skeletons (AC 13, HD 1, #AT 1 weapon, Dam 1d6,
through the rubble to the hobgoblins. Mv 40', Sv F1, Ml 12)

3 Ghouls (AC 14, HD 2*, #AT 2 claws/1 bite, HP 4 ☐☐☐☐ 4 ☐☐☐☐


Dam 1d4/1d4/1d4 + paralysis, Mv 30', Sv F2, Ml 9) 4 ☐☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ 4 ☐☐☐☐
HP 9 ☐☐☐☐☐ ☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐ E. GOBLIN LAIR: These goblins are living a simple life
9 ☐☐☐☐☐ ☐☐☐☐ and serving as cannon fodder for the stronger
locals, who aren't above recruiting them (by force)
23. SKELETONS. These seven skeletons (three on the for battles.
east and four on the west) do not provide any
sustenance for the ghouls. This room is cluttered by 26. GUARD POST: Six goblins hunker here, ready to
broken coffins and the rubbish contains a silver fight intruders. They control a net trap which they
dagger, 30 gp, and 21 pp. can drop by jerking on a rope (it covers the trap
area marked on the map at the entrance).
7 Skeletons (AC 13, HD 1, #AT 1 weapon, Dam 1d6, Entangled opponents will be easily subdued if
Mv 40', Sv F1, Ml 12) attacked; but only be inconvenienced some 1d6
HP 4 ☐☐☐☐ 4 ☐☐☐☐ rounds if they are left alone and can get free. The
4 ☐☐☐☐ 4 ☐☐☐☐ GM should use common sense and an easily
4 ☐☐☐☐ 4 ☐☐☐☐ managed, simple die roll to see if any character is
trapped.
4 ☐☐☐☐
24. ZOMBIES: Five zombies lurk here, programmed to 6 Goblins (AC 14, HD 1-1, #AT 1 weapon, Dam 1d6,
attack and destroy any intruders. This room contains Mv 20', Sv F1, Ml 7)
empty (old and rotten) or smashed coffins. Amid HP 3 ☐☐☐ 3 ☐☐☐
the rubble are six intact vials of holy water and 56 3 ☐☐☐ 3 ☐☐☐
gp, amid what looks like it was once an ornate 3 ☐☐☐ 3 ☐☐☐
cabinet.
27. COMMON ROOM: The entrance to this room is
5 Zombies (AC 12, HD 2, #AT 1 weapon, Dam 1d8, covered by curtains from crude hides and cloths.
Mv 20', Sv F2, Ml 12) Inside are seven goblins (they do not have armor)
and simple but well made furniture of wood: stools,
HP 8 ☐☐☐☐☐ ☐☐☐
tables, cots, bedding of common furs.
8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 7 Goblins (AC 11, HD 1-1, #AT 1 weapon, Dam 1d6,
8 ☐☐☐☐☐ ☐☐☐ Mv 30', Sv F1, Ml 7)
8 ☐☐☐☐☐ ☐☐☐
HP 3 ☐☐☐ 3 ☐☐☐
25. SKELETONS. These six skeletons do not interest the 3 ☐☐☐ 3 ☐☐☐
ghouls. 3 ☐☐☐ 3 ☐☐☐
3 ☐☐☐
The outward facing walls are lined by crypt spaces
(3 high, 3 wide per 10' section). Many are empty. 28. TRAP: This pit trap is 10' deep and victims take 1-6
Those with anything in them have the remains of (1d6) damage from falling. The covering is clever
poor people and (in total) little more than 26 gp and in general tactics like trying to tap for a hollow
and 49 sp. Hanging out of one in plain sight is a floor require a check for finding secret doors to see
necklace with gems worth 750 gp; the original if any faint noises are heard.
owners will be so glad to have it recovered (as a
sentimental heirloom) that they will pay 1,000 gp for 29. GOBLIN PRIEST: This old goblin serves as spiritual
it, if they are tracked down. adviser for the chief and tribe. He has wisdom, but is
also petty and cruel, misguiding anyone for his own
profit. In his room is a potion of healing and scroll of
cure light wounds. He wear a silver amulet
representing a goblin god on a thong around his
neck (value around 50 gp from a collector). He
does not have armor.

8
The Chaotic Caves The Caves

1 Goblin (AC 11, HD 1-1, #AT 1 weapon, Dam 1d6, they will ambush and attack if they get a chance.
Mv 30', Sv F1, Ml 7) They are allies to those in the abandoned mansion
fort (see Part Two) but unless interrogated or
HP 3 ☐☐☐ something odd happens, they will not give that
30. COMMON ROOM/STORE ROOM: Some 13 goblins away.
reside here (they do not have armor).
32. EAST ENTRANCE: Four humans and a dwarf stand
13 Goblins (AC 11, HD 1-1, #AT 1 weapon, Dam 1d6, guard here (on hot days they are all usually inside
Mv 30', Sv F1, Ml 7) the cave entrance). Three have crossbows and a
case of bolts and the other two short bows and a
HP 3 ☐☐☐ 3 ☐☐☐ quiver of arrows. These weapons are traded out as
3 ☐☐☐ 3 ☐☐☐ the guard changes. Each has 1d6 + 6 sp on his
3 ☐☐☐ 3 ☐☐☐ person. At night, a dozen torches will be kept just
3 ☐☐☐ 3 ☐☐☐ inside the entrance along with a covered bowl of
3 ☐☐☐ 3 ☐☐☐ hot coals.
3 ☐☐☐ 3 ☐☐☐
3 ☐☐☐ 5 Brigands (AC 13, HD 1, #AT 1 weapon, Dam 1d6,
Mv 30', Sv F1, Ml 8)
In niches in the southeast wall are six beautifully
carved small statues (about a foot tall each) in a HP 4 ☐☐☐☐ 4 ☐☐☐☐
rare wood, each set with a single gem in what 4 ☐☐☐☐ 4 ☐☐☐☐
would be the forehead: value is about 100 gp each 4 ☐☐☐☐
(50 for the gem, 50 for the artistic value).
33. COMMON ROOM: Six human fighters are bunked
31. GOBLIN CHIEF ROOM: The goblin chief and five here, on furniture that is light and easy to break
warriors inhabit this room. The chief wields a short down and move, but not very sturdy. Each has 1d6
sword +1 and fights well. + 6 sp on his person. The room is lit by two common
oil lamps (wooden bowls with a notch for a wick).
Under an overturned bucket in the northeast corner Oil is brought in with a wooden cup when needed.
behind the curtains is a bag with 131 gp, 456 sp, There is only enough armor for two.
and 872 cp. In the southeast corner, a hole was
dug out and a very clever covering made which is 2 armored Brigands (AC 13, HD 1, #AT 1 weapon,
hard to find (make a find secret door check or the Dam 1d6, Mv 30', Sv F1, Ml 8)
equivalent for a search). In it is a simple wooden
HP 4 ☐☐☐☐
box buried containing another 472 gp, 178 sp, and
1,234 cp. 4 ☐☐☐☐
4 ☐☐☐☐
1 Goblin King (AC 15, HD 5-5, #AT 1 weapon,
4 unarmored Brigands (AC 11, HD 1, #AT 1 weapon,
Dam 1d6+2 (strength and +1 sword), Mv 20', Sv F5,
Dam 1d6, Mv 40', Sv F1, Ml 8)
Ml 9)
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
HP 4 ☐☐☐☐
4 ☐☐☐☐
5 Goblins (AC 14, HD 1-1, #AT 1 weapon, Dam 1d6, 4 ☐☐☐☐
Mv 20', Sv F1, Ml 9 (7)) 4 ☐☐☐☐
HP 3 ☐☐☐ 3 ☐☐☐ 34. LOCKED STORE ROOM: This room contains
3 ☐☐☐ 3 ☐☐☐ provisions and loot from raids. A well has been
3 ☐☐☐ driven down for ready water, barrels of beer, bags
of grains and vegetables, and other sundries can
F. BRIGAND LAIR. This lair has two entrances, at be found. A large clay jug holds eight gallons of
rooms #32 and #42. Both are out of sight from each lantern oil and there are three dozen torches. The
other in the woods. The denizens of this lair are deputy to the leader usually has the key.
brigands, mostly human with some members from
other species. They are evil. They might try to trick 35. COMMON ROOM: Six brigands reside here. Each
an adventuring party with clever guises (like posing has 1d6 + 6 sp on his person. The room is lit by two
as soldiers sent to help clear cut the monsters) but common oil lamps (wooden bowls with a notch for

9
The Caves The Chaotic Caves

a wick). Oil is brought in with a wooden cup when 38a. Three merchants from the last wagon raided.
needed. There is only armor available for three of They are non-combatant normal men and if
them. rescued one offers a necklace with gems worth
100 gp while the other two offer 100 gp each
3 armored Brigands (AC 13, HD 1, #AT 1 weapon,
Dam 1d6, Mv 30', Sv F1, Ml 8) 38b. Empty.

HP 4 ☐☐☐☐ 38c. A recalcitrant bandit thrown here for pilfering


4 ☐☐☐☐ and bad mouthing everyone. She knows no
4 ☐☐☐☐ boundaries and will attempt to get into anyone's
good faith only to steal what she can and run off.
3 unarmored Brigands (AC 11, HD 1, #AT 1 weapon, She has no armor and no weapon.
Dam 1d6, Mv 40', Sv F1, Ml 8)
1 Brigand (AC 11, HD 1, #AT 1 weapon or
HP 4 ☐☐☐☐ unarmed, Dam by weapon, Mv 40', Sv F1, Ml 8)
4 ☐☐☐☐
4 ☐☐☐☐ HP 4 ☐☐☐☐

38d. Three jars of good wine, two jars of cheap


36. LEADER'S ROOM: Brigand leader is here. Wields a wine and a dozen bottle of ale sit here in a box.
sword +1, wears chain mail +1, and if carrying a
shield. Two main cronies are also here. This room 38e. A corpse, which is harmless.
features a lantern on a swinging hook and a gallon
of lantern oil in a wooden jar. The captain has the 39. GUARD POST: Three men are always posted here
key to the storage room at #40. to guard the main loot, with strict instructions as to
who to let in. Each has 1d6 + 6 sp on his person. A
Locked strong box: 500 gp, 1,000 sp and 2,000 cp. common oil lamp (wooden bowl with wick)
provides light.
1 Brigand Leader (AC 16 (17), HD 4, #AT 1 weapon,
Dam 1d8+1, Mv 30', Sv F1, Ml 8) 3 Brigands (AC 13, HD 1, #AT 1 weapon, Dam 1d6,
Mv 30', Sv F1, Ml 8)
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
HP 4 ☐☐☐☐ 4 ☐☐☐☐
2 Brigand Cronies (AC 13, HD 2, #AT 1 weapon,
Dam 1d6, Mv 30', Sv F1, Ml 8)
4 ☐☐☐☐

HP 8 ☐☐☐☐☐ ☐☐☐ 40. TREASURE ROOM: The best loot is stored here
8 ☐☐☐☐☐ ☐☐☐ behind a strong locked door. The brigand captain
in #36 keeps the key. The contents are as follows:
37. STABLES: The brigands keep horses, mules and
other stock animals here where they are hidden 10 silver cups worth 10 gp each (100 gp total)
from sight and danger. Taking them out to browse
10 silver plates worth 25 gp each (finely engraved
during the day. The dotted lines are wooden
and decorated) (250 gp total)
fences, with gates where needed.
In the stalls are two riding horses, two mules, and 10 each forks and spoons of silver worth 5 gp each
two cattle. A wagon, two saddles and bridles, and (50 x 2 = 100 gp)
two sets of saddle bags can be found in one 1 dress worth 250 gp
corner. The wagon also holds several large bags of
grain, buckets and other items. 3 dresses worth 100 gp each
38. DUNGEON: Holding room for captives and 41. BRIGAND LIEUTENANT: Quarters shared by the
anyone the captain wants to throw into irons. The brigand leader's deputy and cronies (usually the
contents of the cells are as follows: cronies are with the leader, see room #36). The
lieutenant is an elven thief wearing leather armor
and carrying a dagger and short sword. A short
bow and quiver of arrows is hung on a peg by the
door. The main room has tables, couches and items

10
The Chaotic Caves The Caves

for daytime living. The three back rooms contain 45. COMMON ROOM. Twelve kobolds are in this
beds and other items for personal use. (All furniture room. A number are keeping normal rats as "pets"
here is crude and hand made from materials on the (they eat their pets now and then). None have
spot, not brought by the brigands). Each room has armor.
a plain oil lamp (wooden bowl with notch for wick)
and the main room has a wooden jug with a quart 12 Kobolds (AC 11, HD 1d4, #AT 1 weapon,
of oil. Dam 1d4, Mv 30', Sv F1, Ml 6)

1 Elf (AC 14, HD 3d4, #AT 1 weapon, Dam 1d6, Mv HP 2 ☐☐ 2 ☐☐


30', Sv T3, Ml 8) 2 ☐☐ 2 ☐☐
2 ☐☐ 2 ☐☐
HP 9 ☐☐☐☐☐ ☐☐☐☐ 2 ☐☐ 2 ☐☐
2 ☐☐ 2 ☐☐
42. WEST ENTRANCE: Four humans and a halfling 2 ☐☐ 2 ☐☐
stand guard here (on hot days, they are all usually
inside the cave entrance). Three have crossbows 46. COMMON ROOM. Eleven kobolds are in this
and a case of bolts and the other two short bows room. Ordinary rats and mice scurry among the
and a quiver of arrows. These weapons are traded litter; some are being cooked on a fire. None have
out as the guard changes. Each has 1d6 + 6 sp on armor.
his person. At night, a dozen torches will be kept just
inside the entrance along with a covered bowl of 11 Kobolds (AC 11, HD 1d4, #AT 1 weapon,
hot coals. Dam 1d4, Mv 30', Sv F1, Ml 6)

5 Brigands (AC 13, HD 1, #AT 1 weapon, Dam 1d6, HP 2 ☐☐ 2 ☐☐


Mv 30', Sv F1, Ml 8) 2 ☐☐ 2 ☐☐
2 ☐☐ 2 ☐☐
HP 4 ☐☐☐☐ 4 ☐☐☐☐ 2 ☐☐ 2 ☐☐
4 ☐☐☐☐ 4 ☐☐☐☐ 2 ☐☐ 2 ☐☐
4 ☐☐☐☐ 2 ☐☐

G. KOBOLD LAIR: These creatures were not invited, 47. TROPHY ROOM. This open chamber is decorated
they arrived here like rats smelling a dead corpse to by old metal helmets, clothing hung on wooden
chew on. They are tolerated much the same way. frames like scare crows, and other items. These are
all mementos of opponents defeated in battle.
43. GUARD POST. Nine kobolds hunker nervously Most of it isn't that impressive and some of it is
here. South of them is a locked store room; the chief kobold sized.
in room #48 has the key.
SECRET DOOR: The secret door in the center of the
9 Kobolds (AC 13, HD 1d4, #AT 1 weapon, Dam 1d4, west wall is well hidden and takes careful scrutiny to
Mv 20', Sv F1, Ml 6) find. Only the chief knows it is there.

HP 2 ☐☐ 2 ☐☐ 48. CHIEF'S ROOM. The kobold chief, two


2 ☐☐ 2 ☐☐ bodyguards and four normal kobolds live here.
2 ☐☐ 2 ☐☐
2 ☐☐ 2 ☐☐ The chief wields a silver-bladed hand-axe worth
2 ☐☐ about 40 to 50 gp and has a pouch around his neck
with six 100 gp gems in it. Each bodyguard has a
44. GUARDS: Seven kobolds lounge on benches golden arm band on one arm worth 50 gp There is a
and chairs around tables. None have armor. large clay urn in back with a wooden lid tied on by
rough fiber rope, inside which are 306 gp, 312 sp,
7 Kobolds (AC 11, HD 1d4, #AT 1 weapon, Dam 1d4, and 108 cp.
Mv 30', Sv F1, Ml 6)
1 Kobold Chief (AC 13, HD 2, #AT 1 weapon,
HP 2 ☐☐ 2 ☐☐
Dam 1d6, Mv 20', Sv F2, Ml 7)
2 ☐☐ 2 ☐☐
2 ☐☐ 2 ☐☐ HP 8 ☐☐☐☐☐ ☐☐☐
2 ☐☐

11
The Caves The Chaotic Caves

2 Kobold Bodyguards (AC 13, HD 1, #AT 1 weapon, 4 Lizard Men (AC 15, HD 2, #AT 1 weapon,
Dam 1d4, Mv 20', Sv F1, Ml 7) Dam 1d6+1, Mv 20', Sv F2, Ml 11)
HP 4 ☐☐☐☐ 4 ☐☐☐☐ HP 8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐
4 Kobolds (AC 13, HD 1d4, #AT 1 weapon, Dam 1d4, 8 ☐☐☐☐☐ ☐☐☐
Mv 20', Sv F1, Ml 6) 8 ☐☐☐☐☐ ☐☐☐
HP 2 ☐☐ 2 ☐☐ 1 Giant Gecko Lizard (AC 15, HD 3+1, #AT 1 bite,
2 ☐☐ 2 ☐☐ Dam 1d8, Mv 40', Sv F2, Ml 7)
49 ESCAPE ROUTE. Pit trap with stakes (2-12 (2d6) HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
damage) covered by a pretty good false floor,
although a careful search should have a high 51. EMPTY CHAMBER. An empty chamber, stacked
chance of finding it. The outside exit is in the middle with firewood, tinder grass, and rocks but little else.
of the woods and has been well covered by living
brush and debris so that it is hard to find (find secret 52. COMMON ROOM. A residence for three males.
door check or similar concept). Each has a gem on a leather thong used as a tribal
identifier (value 25 gp each) and is painted in garish
H. LIZARD MAN LAIR. The lizard man lair is situated in red colors.
the swampy area formed where the stream slows
and pools. The water pools around it because the 3 Lizard Men (AC 12, HD 2, #AT 1 weapon,
ground itself is (after a foot or two) too hard for most Dam 1d6+1, Mv 30', Sv F2, Ml 11)
of it to seep into. Inside the lair it is wet, muddy, with HP 8 ☐☐☐☐☐ ☐☐☐
pools of water and places where water drips down 8 ☐☐☐☐☐ ☐☐☐
from the ceiling. Roots from trees grow gnarled in 8 ☐☐☐☐☐ ☐☐☐
the ceiling and walls. The inner chambers and
passages can be narrow and tall (10' or so) or low (6
feet or so) as the GM wishes.

STREAM: The stream is cool and clean, running


northwest to southeast, with deep pools and
shallow places, crossed easily almost everywhere. It
is overgrown in places with reeds. It varies in depth
from a foot or two to six feet. The bank is flat in
places, but can rise up to ten or twenty feet high in
others. All the normal inhabitants (fish, beavers,
ducks, animals come to drink etc.) would be met on
it.

50. NORTH ENTRANCE. Two totem poles flank this


rough entrance into the hard, rocky ground,
each set with the bleached white skull of a bear
and feathers. Four lizard men (wearing tough
hide and bone armor) and a giant gecko lizard
warding off any intruders. Each lizard man has a
gem on a leather thong used as a tribal
identifier (value 25 gp each) and is painted in
garish red colors. The tunnel slopes up sharply
from the opening to the first chamber and there
are several boulders here which can be rolled
into the hallway and packed with mud; to
prevent flooding.

12
The Chaotic Caves The Caves

53. FOOD LARDER. These two chambers are 5 Female Lizard Men (AC 12, HD 2, #AT 1 weapon,
separated from each other and the hall by reed Dam 1d6+1, Mv 30', Sv F2, Ml 11)
walls some three feet high. The pool of water in the
westward one is two feet deep and contains fish, HP 8 ☐☐☐☐☐ ☐☐☐
eels, crawdads and other such creatures, while the 8 ☐☐☐☐☐ ☐☐☐
other has turtles and lizards, and rabbits. 8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐
54. MAIN CRECHE. The alpha male (wearing a 8 ☐☐☐☐☐ ☐☐☐
tough hide and bone armor) resides here with five 6 Young Lizard Men (AC 11, HD 1, #AT 1 weapon,
prime female mates who are indistinguishable from Dam 1d6, Mv 30', Sv F1, Ml 10)
males. There are six young. The alpha male has a
100 gp gem on a thong marking him as dominant; HP 4 ☐☐☐☐ 4 ☐☐☐☐
each of the rest has a gem on a leather thong used 4 ☐☐☐☐ 4 ☐☐☐☐
as a tribal identifier (value 25 gp each) and all are 4 ☐☐☐☐ 4 ☐☐☐☐
painted in garish red colors.
55. COMMON ROOM. A residence for three males.
The alpha male also has a leather sack with a Each lizard man has a gem on a leather thong used
drawstring hidden in a hole in a wall covered over as a tribal identifier (value 25 gp each) and is
by mud. It contains 20 x 25 gp gems, 20 x 10 gp painted in garish red colors.
gems, 123 gp, 911 sp, 345 cp.
3 Lizard Men (AC 12, HD 2, #AT 1 weapon,
Two hollow tree trunks rise up through the roof and Dam 1d6+1, Mv 30', Sv F2, Ml 11)
exit above for ventilation. The lizard men are very
crafty and if cornered here, they can dig out HP 8 ☐☐☐☐☐ ☐☐☐
through the ceiling. Taking perhaps an hour or less. 8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐
A fire smolders in one corner over which several
56. GUARD POST. Four lizard men (wearing tough
large rats are slowly smoking. Smoked meats, some
vegetables and other items are piled beside them.
hide and bone armor) and a giant gecko lizard on
Several large and well made hard baked clay pots a thick fiber rope lurk in the dark here, keeping
and jars are here. There are hides and furs stacked intruders (including animals) out. Each has a gem
along one wall (the most valuable are three furs on a leather thong used as a tribal identifier (value
worth 50 gp each). Along with wood, grasses and 25 gp each) and is painted in garish red colors. The
leaves for bedding and fires. tunnel slopes up sharply from the opening to here
and there are several boulders here which can be
Hanging almost casually on a peg on a wall is a rolled into the hallway and packed with mud; to
reed whistle (a whistle of summoning animals). prevent flooding.
When blown, it summons a normal creature for the
4 Lizard Men (AC 15, HD 2, #AT 1 weapon,
general area: the GM must decide which one (if
Dam 1d6+1, Mv 20', Sv F2, Ml 11)
there are only smallish animals, it can summon
several). It will override their nature for two turns HP 8 ☐☐☐☐☐ ☐☐☐
during which time they will serve the user to the best 8 ☐☐☐☐☐ ☐☐☐
of their ability (they cannot speak or otherwise 8 ☐☐☐☐☐ ☐☐☐
behave except by their natural resources, but will 8 ☐☐☐☐☐ ☐☐☐
understand the user's intentions quiet clearly). Once
the whistle has been blown three times it looses all 1 Giant Gecko Lizard (AC 15, HD 3+1, #AT 1 bite,
of it's magic. Dam 1d8, Mv 40', Sv F2, Ml 7)

1 Alpha Lizard Man (AC 15, HD 3, #AT 1 weapon, HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
Dam 1d6+2, Mv 20', Sv F3, Ml 11) 57. SOUTH ENTRANCE. This entrance opens into the
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ bank of the stream, which is some twenty feet high
here. It is flanked by two 9 foot tall totem poles
(featuring crude animals and lizards) capped by
mountain lion skulls and with feathers.

13
The Caves The Chaotic Caves

I. BUGBEAR LAIR. 65. PRISON. Cells "a" to "d" are locked with heavy
wooden doors with barred windows. "e" is a general
58. ENTRANCE. Two bugbears with pole arms stand holding area and torture room, including stools for
outside the entranceway, one on each side. In the guards and iron loops and chains on the walls. Hot
niche inside are three more. Each has 1d6 gp on it's brazier, fireplace poker. The head jailer is usually in
person. and around "e", along with an assistant. Each has
1d6 gp on it's person.
5 Bugbears (AC 15, HD 3+1, #AT 1 weapon,
Dam 1d8+1 (1d10+1 pole arms), Mv 30', Sv F3, Ml 9) 2 Bugbears (AC 15, HD 3+1, #AT 1 weapon,
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ Dam 1d8+1, Mv 30', Sv F3, Ml 9)
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ Cell contents:
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
65a. Empty.
59. SWINGING ARM TRAP. A swinging frame set with
sharp, hard wooden spikes slashes out when a 65b. A desperate merchant who will be glad if
pressure plate is stepped on, attacking as a 4 hit die rescued, and pay 200 to 300 gp in thanks if
damage and doing 2-12 (2d6) damage to each returned to town (the GM should decide a good
person hit. Each person in front might be hit. reward).

60. SWINGING ARM TRAP. Designed almost exactly 65c. Two skeletons. These are completely
like the one in #59, down to doing 2-12 (2d6) harmless.
damage to each person hit.
65d. Empty.
61. COMMON ROOM. Six bugbears reside here.
66. COMMON ROOM. Six bugbears reside here.
Each has 1d6 gp on it's person.
Each has 1d6 gp on it's person.
6 Bugbears (AC 15, HD 3+1, #AT 1 weapon,
6 Bugbears (AC 15, HD 3+1, #AT 1 weapon,
Dam 1d8+1, Mv 30', Sv F3, Ml 9)
Dam 1d8+1, Mv 30', Sv F3, Ml 9)
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
67. OWL BEAR. Listening to this door will reveal a
62. EMPTY COMMON ROOM. This room has benches
grunting, snuffling noise. Chained to a wall here is a
and tables stacked on the north wall and bunks
great owl bear, captured as a cub and raised by
and boxes on the south wall. It is empty.
the bugbears. It considers the lair it's home and
63. SECRET DOOR. The prison and main treasure defends ferociously against intruders; the chain is
room are hidden to help throw off would-be weak and not embedded well and it can easily rip
rescuers or plunderers. Captives are blind folded it out if it needs to. On occasion it is allowed to
before entering or exiting to keep it secret. roam free and is chained up to keep it from getting
into things and being annoying. The bugbears often
64. TREASURE ROOM (SECRET). The door is extremely take it outside with them.
strong and locked by a high quality lock (the chief
in room #68 has the key.) The room contains chests, 1 Owl bear (AC 15, HD 5, #AT 2 claws/1 bite + hug,
boxes, and barrels. Inside one chest is a shield +1, a Dam 1d8/1d8/1d8 + 2d8, Mv 40', Sv F5, Ml 9)
potion of gaseous form, and a potion of healing. A HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
bag holds 500 gp, 1,400 ep, and 200 cp. ☐☐

14
The Chaotic Caves The Caves

68. MAIN BOSS. The head bugbear and three 71. GUARD POST. Four gnolls wait here -- one is on
common bugbears reside here. The room in back duty at the corner at the area marked "w" and will
has a stout, thick, iron bound wooden door with a alert the rest of intruders.
high quality lock. The chief has a necklace with 300
gp on it; each individual has 1d6 gp on it's person. 4 Gnolls (AC 15, HD 2, #AT 1 weapon, Dam 2d4, Mv
30', Sv F2, Ml 8)
1 Bugbear chief (AC 15, HD 6+6, #AT 1 weapon,
Dam 1d8+3, Mv 30', Sv F6, Ml 10) HP 8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐
HP 33 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
3 Bugbears (AC 15, HD 3+1, #AT 1 weapon, 72. COMMON ROOM. Seven gnolls lounge in this
Dam 1d8+1 (1d10+1 pole arms), Mv 30', Sv F3, room, often bored and bickering. A pet wolf is tied
Ml 10 (9)) by rope to the northwest corner, fed scraps and
trained as both guard and war dog. It has a high
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
chance of hearing or smelling anyone who spends
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
too much time outside the door debating what to
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
do.

7 Gnolls (AC 15, HD 2, #AT 1 weapon, Dam 2d4, Mv


J GNOLL LAIR. These gnolls have been brought here 30', Sv F2, Ml 8)
by the scent of loot and fresh meat.
HP 8 ☐☐☐☐☐ ☐☐☐
69. ENTRANCE. The entranceway seems to be 8 ☐☐☐☐☐ ☐☐☐
unguarded. A dead goblin and two dead 8 ☐☐☐☐☐ ☐☐☐
bugbears lie sprawled just outside it. They have 8 ☐☐☐☐☐ ☐☐☐
been dead for several days or more and have not 8 ☐☐☐☐☐ ☐☐☐
been disturbed, beyond nibbling by small animals 8 ☐☐☐☐☐ ☐☐☐
and birds. The place is quiet and reeks of 8 ☐☐☐☐☐ ☐☐☐
desolation; any tracks found are days old.
1 Wolf (AC 13, HD 2, #AT 1 bite, Dam 1d6, Mv 60',
Which is a trap. Gnolls from the guard posts at #70 Sv F2, Ml 8)
and #71 keep watch around the corner at location HP 8 ☐☐☐☐☐ ☐☐☐
"w". Based on what any intruders do, the gnolls
attempt an end-round. If intruders explore the door 73. CAVERN. This natural cavern is divided by stone
to #70, gnolls come charging from room #70 down columns. There is nothing here, although the
the hall from the west opening. If they bypass the dripping of water provides some pools of clean
door, gnolls exit the door and attack. Those at #71 drinking water.
will remain in reserve and make crafty use of the
well concealed secret door to come out behind 74. LEADERS ROOM. The gnoll leader resides here
opponents and attack if they can. along with two mates. The gnoll leader wields a
battle axe +1 and fights fiercely. It wears a gemmed
70. GUARD POST. Six gnolls wait here -- one is on necklace of gold worth 700 gp.
duty at the corner at the area marked "w" and will
alert the rest if it detects intruders. The room has a lot of junk in it, including a collection
of clay jars (drinking size), many smashed. One
6 Gnolls (AC 15, HD 2, #AT 1 weapon, Dam 2d4, Mv contains the key to room #75.
30', Sv F2, Ml 8)
1 Gnoll leader (AC 15, HD 6, #AT 1 weapon,
HP 8 ☐☐☐☐☐ ☐☐☐ Dam 2d4+2, Mv 30', Sv F6, Ml 8)
8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐ HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ ☐☐☐☐☐ ☐☐
8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐

15
The Caves The Chaotic Caves

2 Gnoll Females (AC 15, HD 2, #AT 1 weapon, 76. DUNGEON. Captives for ransom are kept here.
Dam 2d4, Mv 30', Sv F2, Ml 8) The doors are iron gates and a gnoll is on guard
with the key. The locks are not high quality and a
HP 8 ☐☐☐☐☐ ☐☐☐ thief should have a high chance of picking them.
8 ☐☐☐☐☐ ☐☐☐ There are no prisoners here now.
75. TREASURE HOARD. The clan treasure is horded
Cell "a" is a common cell.
here. The door is trapped by a heavy flint axe-head
on a strong wooden bar that swings down (attacks Cell "b" is for anyone they wish to segregate.
as 3 hit die monster, does 3-10 damage (1d8+2) if it
hits). The leader keeps the key hidden in a clay jar Area "c" is reached by climbing rough cut steps
in his room (see #74). some 10' up and contains a torture area, chopping
block, hand axe, wooden rack, several wooden
The leader keeps a giant black widow spider here, "saw horses" and other items. A pile of coal lies
feeding it rats and kobolds as needed and cleaning beside an iron brazier and with it are crude iron
up after it. It lurks over the door in webs covered by pokers of various types.
enough dust to make a casual glance think they
are the ceiling (the ceiling is some 15 feet high, 1 Gnoll (AC 15, HD 2, #AT 1 weapon, Dam 2d4, Mv
although it's hard to notice unless someone pays 30', Sv F2, Ml 8)
attention).
HP 8 ☐☐☐☐☐ ☐☐☐
A strong chest holds 639 gp, 533 sp, 617 cp.

Other boxes include assorted goods including food,


raw cloth in bolts (cheap, 1 to 5 gp each perhaps),
and other items.

1 Giant Black Widow Spider (AC 14, HD 3,


#AT 1 bite, Dam 2d6 + poison, Mv 20' 40' web, Sv F3,
Ml 8)
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

16
The Chaotic Caves The Caves

17
The Abandoned Manor The Chaotic Caves

The Abandoned Manor


This is the tumbled down ruins of a manor 4 Centaurs (AC 13, HD 4, #AT 2 hooves/1 weapon,
house/fortress built up against a cliff face many Dam 1d6/1d6/1d6, Mv 60' (10'), Sv F4, Ml 8)
years ago. Much of the main house is built into the
low rocky hill. It stands in what is a wide clearing HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
some 100 to 300 yards from a densely wooded 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
forest, with grass and some scrub trees covering the 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
clearing. An old dirt road leads up to it, but stops at 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
the entrance. CONCEPT NOTE FOR NOVICES: Four centaurs
against a low level party could be a tough situation.
The outer stone walls and towers are mostly broken
But they were not placed here to just grind player
down. The outer walls are 20' high with battlements.
characters to a pulp under their hooves -- this is an
The towers were once 30' high plus some
opportunity for entertainment. The player's might
battlements around the top -- but the top floors are
have equipped their characters with war horses
falling in, leaving only two floors at best. The cliff
and lances and might want to fight it out. Maybe
faces are steep, some 50 feet high or more, and (as
the centaurs capture the PCs and take them to the
described in entry #82), the main walls run up to
fortress, allowing for an escape-from-captors
and around the top to help prevent attackers from
episode. Maybe they just engage in an all out beat-
climbing up and attacking from above. The top of
down on the PCs and the players learn a lesson
the hill has some grass and scrub trees but is not
about dealing with superior foes. Maybe the PCs
very fertile and can be very rocky.
overwhelm them easily -- the scenario designer
The players should eventually get the idea that cannot guess how the actual adventure party will
things are not right: one tower seems to have been be designed and equipped.
repaired some with stones put back into place, and
The players might take precautions and use the
the area is cleaner than it should be. Wagon tracks
trees of the forest as cover, negating the ability of
and horse hoof prints come to and from a path
the centaurs to charge and greatly reducing the
from the gate to the doors. Most are fresh.
effectiveness of their bows. They might even set an
The GM can place it anywhere, but the intent is that ambush for the centaurs. They might have their
after working through the caves, the players find a characters weaken them with missile fire and then
road leading up to it. It would in general be west of fade back into the dark woods to engage in cat-
the main map, visible once the characters explore and-mouse hit-and-run. The centaurs would
the area around the "H" or "J" lairs. probably scatter as they pursue the PCs into the
dense trees, allowing the light and agile PCs to take
K MANOR FORT EXTERIOR: them on one or two at a time. Perhaps the centaurs
are driven off, and as the adventurers explore the
CENTAUR PATROL: As the adventure party explores fortress they return. Then the players can enjoy a
the area -- usually while standing on the edge of defend-the-fortress situation, shooting bows and
the woods looking at the manor -- four centaurs crossbows from parapets.
approach them cautiously, seen at a distance
across the clearing. They will attempt to fool party The GM might replace the centaurs with something
into thinking they are trouble-shooters sent by sylvan weaker, but doing so might also rob the players of a
forces to see what is going on with the general area chance for a whole lot of fun.
and scout out the monsters. The moment they get a
chance they will charge with lances or resort to 77. GATEWAY: The wooden gates are collapsed and
long bows (quiver of arrows each) or two-handed torn aside, battered down long ago in some
swords or battle axes. forgotten fight which led to the manor being
abandoned. They are old and one notable aspect
Each has 2d6 x 5 pp, 1d6 x 10 gp, and 1d6 x 10 sp in is that recently (within the last few weeks or a month
a sack across the back, as well as food and other or two) someone has taken out the stronger timbers
items like blankets and minimal clothing. If they and much of the metal hardware. The entrance has
capture or kill the party they will bring them (or been cleaned up somewhat for easy access. Hoof
bodies) to the manor and collect a fee, then go prints and wagon tracks come in and out of the soft
back out on patrol. earth, amid badly broken paving stones .

18
The Chaotic Caves The Abandoned Manor

78. WEST TOWER: The west tower is three stories high small trees, and a few pools of water. Wagon and
(counting the roof as the forth), but the top two are hoof marks go up to the doors where makeshift
collapsed into their self. Each one is a simple hollow wooden ramps lie to one side.
with a steep stairway leading up to the next. Arrow
slits are every ten feet where they can face out. The As the party approaches the front of the entrance,
door has a lock but is not kept locked; although a a minotaur appears on the parapets. It will bellow
heavy bar is kept beside it to fit into brackets on the to try to attract guards and start hurling rocks (for
frame. 1d6 rounds or as reasonable) to keep intruders
away. If the GM needs rules for rock throwing, a rule
It serves as a residence for six human fighters of thumb is that it can hurl light rocks for 1d6
wearing scarlet cloaks, red-enameled helmets and damage to a maximum range of 90 feet; medium
chain mail. A giant black widow spider was to a range of 60 feet for 1d8 damage and large
discovered in the second floor of the tower and boulders to a range of 30 feet or less for 1d10
they are distracted trying to deal with it. damage. It will only do so as seems appropriate.
Then it will come racing down the broken,
6 Human Fighters (AC 13, HD 1, #AT 1 weapon, Dam crumbling stone steps ("a" or "b" on the map as the
1d6, Mv 30', Sv F1, Ml 8) GM desires) to fight with a pole arm.
HP 4 ☐☐☐☐ 4 ☐☐☐☐ It wears a necklace of 100 gp and 50 pp around
4 ☐☐☐☐ 4 ☐☐☐☐ neck (these were cast with a hole when made and
4 ☐☐☐☐ 4 ☐☐☐☐ weigh as much as normal coins). The top of the wall
1 Giant Black Widow Spider (AC 14, HD 3, is pretty barren and broken up. A rude lean-to of
#AT 1 bite, Dam 2d6 + poison, Mv 20' 40' web, Sv F3, hides stands near the cliff face (the GM can choose
Ml 8) which side) under which is the half eaten, raw
carcass of a deer. Various animal parts are strewn
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ about.
79. EAST TOWER: As #78 except It was badly 1 Minotaur (AC 14, HD 6, #AT 1 gore/1 bite or
damaged and thus is not safe to use. The door has weapon, Dam 1d6/1d6 or 1d10+2, Mv 40', Sv F6,
a lock but was broken off it's hinges and sits askew, Ml 11)
wedged in place by wooden pegs.
HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
The lower floor is haunted by twelve giant ☐☐☐☐☐ ☐☐
centipedes lurking amid rubble. The top floor is over
run with giant rats living amid broken furniture and 81. OUTSIDE STABLES: The stables are in ruin and
skeletal remains (harmless). neglect. There was once a smithy, small cottages,
covered roofs, hay storage, wagon storage, rooms
12 Giant Centipedes (AC 11, HD 1d4, #AT 1 bite, for grooms and so on, but the walls and roofs are
Dam poison, Mv 40', Sv F1, Ml 7) collapsed, leaving a maze of darkness and ruin. The
signs of fire are everywhere -- soot and burned
HP 2 ☐☐ 2 ☐☐ 2 ☐☐ timbers -- but ancient and new weeds are growing
2 ☐☐ 2 ☐☐ 2 ☐☐ through the rubbish. A giant weasel is sparring with
2 ☐☐ 2 ☐☐ 2 ☐☐ three giant shrews who have killed a pack of giant
2 ☐☐ 2 ☐☐ 2 ☐☐ rats and are going to feast on them. If they smell
fresh meat they will attack it instead.

12 Giant Rats (AC 13, HD 1d4, #AT 1 bite, 1 Giant Weasel (AC 17, HD 5, #AT 1 bite + hold,
Dam 1d4+disease, Mv 40' swim 20', Sv F1, Ml 8) Dam 2d4 + 2d4, Mv 50', Sv F5, Ml 8)

HP 2 ☐☐ 2 ☐☐ 2 ☐☐ HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐


2 ☐☐ 2 ☐☐ 2 ☐☐ ☐☐
2 ☐☐ 2 ☐☐ 2 ☐☐ 3 Giant Shrews (AC 16, HD 1, #AT 2 bites,
2 ☐☐ 2 ☐☐ 2 ☐☐ Dam 1d6/1d6, Mv 60', Sv F2, Ml 10)
80. INNER SANCTUM: This inner wall is ten feet high HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐
with battlements another 6 feet or so over them. 5 ☐☐☐☐☐
The general grounds are covered in grass, weeds,

19
The Abandoned Manor The Chaotic Caves

82. STEPS UP TO TOP OF HILL: At either end of the second floor map) where master bedrooms are,
main outside wall, the walls continue up the cliff going up some twenty feet. Under the balcony will
face in the form of walled steps. They lead up to the be the swinging double doors going back into the
top where the wall continues around the edge and ground floor utility room and servants quarters. The
helps prevent foes from scaling the cliffs, then main hall ceiling is some 30 feet high and five
attacking down into the main part of the fort. The massive gas burning chandeliers (one each corner,
hill top has some grass and scrub trees but is not one in the center) provide some light, as well as
very fertile and can be very rocky. There is nothing small wall mounts. The ceilings in other rooms will be
here to explore and the adventurers can waste as no more than 10 feet high.
many hours as they wish walking around. Pipes from
the kitchen (room #89) vent here, but are too small Bootprints leading everywhere. The walls of some of
for even a halfling. The GM could make them the adjoining rooms were once of thick hard wood
accessible and allow characters to use rope to but have been torn down in places. Horses can be
descend some forty feet or so into the kitchen heard snorting: read entry #86 and #87 for more.
(there would be three main vents, only one of which
As the adventurers enter, three people wearing red
is hot and in use).
surcoats, chain mail and carrying swords are
83. OUTER COTTAGES: These were quarters for coming down the stairs. They are discussing whether
gardeners and other staff, but are now in ruins, they can get richer raiding towns or by waylaying
much like #81. Berries and fruit trees and vegetables travelers (whether or not they note the adventurers
are growing wild here. If the GM decides it is the depends on what the player characters do and
growing season, the players characters can stock what the GM wishes). One is a woman and is a
up on 1d6 weeks of rations quiet easily. Most of lover to one of the males (see carries a sword +1).
which would spoil in a week or two (unless dried or They will try to sucker in and ambush anyone who
otherwise preserved) but otherwise be okay. isn't wary, one excusing himself to go to room #88 to
get the troops there, the others leading them
84. MAIN ENTRANCE: Stone steps lead up into the upstairs to #104 before attacking.
cliff face. The great iron double doors of the main
house are firmly shut and barred from the inside, 3 Brigands (AC 13, HD 2, #AT 1 weapon, Dam 1d8,
and short of a massive ram cannot be opened. But Mv 30', Sv F2, Ml 8)
if the party looks around, they find easily enough
HP 8 ☐☐☐☐☐ ☐☐☐
that the solution is to pull some of the blocks out of
8 ☐☐☐☐☐ ☐☐☐
the walls -- which were replaced sloppily and
8 ☐☐☐☐☐ ☐☐☐
loosely when the house was restored by it's current
denizens. They can easily open holes in the wall and 86. RENOVATED STABLES. These rooms were once a
step inside. Three wooden ramps about 24 feet long LIBRARY, MUSIC ROOM, and GYMNASIUM but the
each or so made from timbers and iron hardware space has been gutted and affixed with simple
collected from elsewhere lie to one side; they allow wooden stalls to serve as a smithy and stables.
access up and down the steps for wagons. This There are four riding horses, three mules, and three
leads to #85 on the ground floor. oxen here. As well as hay, feed bags, sacks of feed
grain and other items. A small traveling anvil and
L MANOR FORT GROUND FLOOR: The lower floor has pile of bricks with coal, plus hammers and other
been used hard, much of the hardwood timbers are tools are in one corner with a few horse shoes.
torn out or scuffed with abuse and dirt is
everywhere. Upstairs things will be cleaner and less 87. WAGON STORAGE: The south end of this area
damaged. Gas lights fed by natural gas from a was once a posh SITTING ROOM. The walls were
deposit far below illuminate the main hall and any knocked out to make room for wagons and other
occupied room. equipment. There are two wagons and two carts
here, plus boxes and tarps and other items.
85. MAIN HALL: This is accessed via #84 on the
exterior map. Stone steps descend about five feet The northern end was once a LONG DINING HALL.
from the entryway. A wooden ramp about 10 feet Old, smashed tables and chairs are piled up in neat
wide and 20 feet long lies to one side and is used for stacks arranged like firewood in short lengths. Some
moving wagons over the main steps of the front of the strong, thicker pieces are arranged like
door. Two sets of ornate stairs ("a" and "B") lead up
to second floor balcony ("C") (see entry #98 on the

20
The Chaotic Caves The Abandoned Manor

building timbers ready for use. There is plenty of 93. WASH ROOM: For humans, clothes, dishes, etc.
room between the piles to get to and from the Bath tubs, cloth screens on wooden frames and
kitchen and prep room in back. such.

88. PREP ROOM: Once a prep room for meals ready 94 to 97. SERVANT QUARTERS: These individual
to bring into the dining room (and to buffer the chambers once held servants and their guests and
racket and business of kitchen), this room now holds are now occupied in part by foot troops -- most of
tables and chairs, usually with dirty wooden plates whom are eating or elsewhere. They tore down the
and pewter or wooden mugs and other items on inner walls to make larger rooms in each set.
them. A keg of cheap beer is propped on a table in
one corner. Room #95 will have two men resting after a fight
with giant rats. They can still fight and will accost
Six men are sitting down to a meal of bread, meat, intruders to the best of their ability.
gravy and cheap beer. If they are attacked in any
noisy way, two more will come running from the 2 Brigands (AC 13 or 11, HD 1, #AT 1 weapon,
kitchen where a stew is cooking. Dam 1d6, Mv 30' or 40', Sv F1, Ml 8)

They all wear red stained leather armor and are HP 2 ☐☐ 2 ☐☐


wielding an array of weapons: two have short As the adventurers enter the hall around #97 a man
swords, two have hand axes, and two have maces. will come out of the door and (unless stopped)
Each has 2d6 gp on him. duck back and call for help. Four men occupy this
6 Brigands (AC 13, HD 1, #AT 1 weapon, Dam 1d6, room, sleeping after night watch. Their spears and
Mv 30', Sv F1, Ml 8) hand axes are nearby and they are not wearing
their red-stained leather armor when found but if
HP 4 ☐☐☐☐ 4 ☐☐☐☐ given time will put it on. Each has 2d6 gp on him.
4 ☐☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ 4 ☐☐☐☐ 4 Brigands (AC 13, HD 1, #AT 1 weapon, Dam 1d6,
Mv 30', Sv F1, Ml 8)
89. KITCHEN: Appointed to cook large meals, with
several ovens and stoves vented up through the HP 4 ☐☐☐☐ 4 ☐☐☐☐
roof (the vents angle around the rooms above at a 4 ☐☐☐☐ 4 ☐☐☐☐
shallow slope). There are plenty of tables, sinks and M MANOR UPPER FLOOR: The upper floor is
such. Dirty wooden dishes are common here. Only occupied by the leaders of this band of brigands.
one main stove and oven is currently warm to use. Each room has several gas lights from natural
There are two men cooking a stew here who will join deposit of gas tapped from the rock far below.
the six in room #88 if a fight breaks out. They are 98. STAIRWAY: The stairs go down into the ground
armed with hand axes and dressed in red stained floor to #85.
leather armor. Each has 2d6 gp on him.
99. GUEST ROOM: The male and female fighter who
2 Brigands (AC 13, HD 1, #AT 1 weapon, Dam 1d6, live here will be among the three met coming down
Mv 30', Sv F1, Ml 8) the stairs in entry #85. There is nothing special about
HP 4 ☐☐☐☐ 4 ☐☐☐☐ the furnishings: makeshift bed, table, chairs and
such. There is a single locked casket here (with a
90. COLD ROOM: As far from the kitchen as possible. crude lock only intended to indicate tampering, not
Venison, boar, rabbits and other fresh game really keep anyone out) with 345 gp, and five gems
animals hang in this chilly room. worth 50 gp each.

91. STORE ROOM: For dry foods and such. Some 100. GUEST ROOM: One of the three fighters
bags of flour and other grains and vegetables are encountered on the stairs (entry #85 on the ground
stacked here. Wooden shelves for linens and rugs floor) lives here. There is nothing special about the
gawk emptily at the observer. furnishings: makeshift bed, table, chairs and such.
Under the bed is a sack with ten gems worth 50 gp
92. LAUNDRY ROOM: Buckets and tubs once resided each, plus coins: 198 gp and 31 sp.
here, but this room mostly features long ropes for
hanging laundry to dry.

21
The Abandoned Manor The Chaotic Caves

101. GUEST ROOM: Now being used by one of the 4th Level Magic User (AC 13, HD 4d4,
clerics as a private room. There is nothing special #AT 1 weapon, Dam 1d4, Mv 30', Sv F1, Ml 8;
about the furnishings: makeshift bed, table, chairs S 8 (-1), I 10, W 14, D 15 (+1), Co 10, Ch 10)
and such. On a chest of drawers are three silver
holy symbols (25 gp each) arranged in a worshipful HP 10 ☐☐☐☐☐ ☐☐☐☐☐
way around a golden icon of some evil demonic Spells: 1st level – sleep, magic missile; 2nd level –
being (valued at 100 gp) known for austerity and detect invisible, web
obedience.
Magic Items: wand of magic missiles (11 charges),
102. GUEST ROOM: Now claimed by one of the ring of protection +1, cloak of displacement
clerics as a private room. There is nothing special
about the furnishings: makeshift bed, table, chairs Scrolls: magic missile, sleep
and such. Hung on one wall is a painting of horrors
and stark terror that in general has no value -- 3rd Level Cleric wearing plate mail and wielding
except that any church of good nature will gladly mace and shield (AC 18, HD 3d6, #AT 1 weapon,
buy it for 100 gp or so in order to burn it or use it as Dam 1d8+1, Mv 20', Sv C3, Ml 8;
an educational tool to illustrate the true face of evil. S 15 (+1), I 11, W 10, D 10, Co 11, Ch 11)
Hung under it are a holy symbol with several gems
HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
(value 250 gp) taken from a murdered cleric and
three necklaces of gold and silver worth 50 gp Spells: 1st level – cure light wounds, remove fear
each.
Magic Items: 2 potions of healing
103. GUEST ROOM: Now used by by the magic user
as a private room. There is nothing special about 3rd Level Cleric wearing plate mail and wielding
the furnishings: makeshift bed, table, chairs and mace and shield (AC 18, HD 3d6, #AT 1 weapon,
such. The beginnings of an alchemical laboratory Dam 1d8, Mv 20', Sv C3).
for making potions is here, but incomplete. STR 8 (-1, 0 with potion of strength) INT 10 WIS 9 DEX
10 CON 10 CHA 7 (-1)
104. MASTER ROOM: This lavish, very large room is
being used as a head quarters and treasury. Three HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
humans are leaning over a map on a table in this Spells: 1st level – cure light wounds, light
room. The furnishings are sparse, what can be
brought in wagons and mules (the old furnishings Magic Items: potion of healing, potion of strength
were looted a long time ago). These three have (increases strength by 4 points for 1 turn).
ambitions and are working on a long term plan for
using monsters and their own resources to carve out Two large chests in one corner hold the war funds
their own little empire. They attack any intrusion the brigands have amassed. One contains 1,230
unless said intruders surrender. Several burning gas gp, 456 sp, and 983 cp. The other holds 456 gp, 1234
lights fed from natural gas taps give light. sp and 491 pp. The chest are usually transported on
separate wagons, hence they contain different
coinage in case one is stolen.

22
The Chaotic Caves The Abandoned Manor

23
The Abandoned Manor The Chaotic Caves

24
The Chaotic Caves The Abandoned Manor

25
Open Game License The Chaotic Caves

Open Game License


Designation of Open Game Content: The entire text of The Chaotic Caves (except the 5.Representation of Authority to Contribute: If You are contributing original material as
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
2. The License: This License applies to any Open Game Content that contains a notice Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan,
indicating that the Open Game Content may only be Used under and in terms of this Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on
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License itself. No other terms or conditions may be applied to any Open Game Content
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END OF LICENSE

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