The Peoples Of The Caves Of Chaos

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THE PEOPLES OF THE CAVES OF CHAOS Written by Drew Williams

This is a custom reference for the inhabitants of The Caves of Chaos, as suggested by Gary Gygax in 'Notes for the DM on the Caves of Chaos', 'Ransoming Prisoners', 'Tribal Alliances and Warfare', and 'Monsters Learning From Experience' sections of Dungeon Module B2 The Keep of the Borderlands (page 14). The first parts of this reference expand on the suggestions provided. The remainder lists all of the numbered areas of the Caves of Chaos, and describes any specific changes to the rooms or the behavior of any monsters found there. of the Most details herein only embellish on those already included in the module, and are fully compatible. Where some details do differ, precedence is to be given to the custom changes included here unless otherwise noted. THE CAVE AREA: The ravine valley is an ancient burial tomb site from the same period as the other ancient burial mounds that pepper that landscape. Only instead of built up into mounds covering jointed masonry, these were dug through into the living stone and earth lining the walls of the chasm. The capstones (doors) of countless tombs rank in 4 rows, with subtle broken foot paths leading between many of them. Much of the terrain is either overgrown with brush and trees, or collapsed in small landslides with stone and gravel littering in piles at the bottom. With some patience and attention, some of the tombs can be seen to have their capstones removed, and the ruts of frequent traffic in the earth before them. The regional lore describes this ancient site as the "Gleann Rìghrean" (glee-on rech-ree-on), the "Valley of Kings" but since the days of King Arthur, a new name has grown common; " Uamhan Upraid " (oom-han oop-ra-eed), the "Caves of Chaos".

particular grove, a flock of stirges nest. The residents are accustomed to avoiding them. A custom Caves of Chaos exterior map (DM and Player versions) will have all keyed locations. Tables for wandering monsters and scout vigilance also provided. RANSOMING PRISONERS: Though it is a matter that the Castellan and Malal have strove to keep unspoken, they have gradually established an expectation, among the denizens of the Caves of Chaos, that some ransoms might be paid (often in the form of foods and/or supplies) if those captured are either of noble rank or valued members of the local community (the people petition for a ransom be paid). Consequently, some faction leaders have standing orders that prisoners should be captured whenever possible, and then interrogated to help consider whether a ransom should be asked for, or they should be killed. In most cases, prisoners would be made of lone stragglers, or party members who were separated from the group. The most likely means of capture of the whole party is if all members are defeated together. They might then later awake, terribly wounded, imprisoned, and stripped of all their belongings. Any belongings removed will have a logical course of dispersement given the amount of time the party was imprisoned (NOT conveniently secured in a nearby chest.). Should the defeated party regain their liberty, they would likely not see any of their belongings again.

Random Encounters Table 1 in 6 chance of encounter by day. 2 in 6 chance of encounter by night. There is no encounter if the rolled result on table differs from the game (exe. all bugbears were already killed).

TRIBAL ALLIANCES AND WARFARE: The Priests of the Temple of Evil Chaos are at the top of the order among the factions among the Caves of Chaos, but they largely keep to themselves in their temple, and send letters or words to the leaders of the other factions using those other leader's messengers (A small network of messengers await outside the gates of the temple for instructions.) Beyond the Priests schemes, faction in-fighting will occur whether they wish it or not (This is the principle reason that they require the intervention of their Demonic Lord to galvanize these disparate groups into a single force*.). In general, it should be assumed that there is a long standing feud occurring between the goblins and hobgoblins against the orcs. The gnolls are known to help the orcs for sport. The ogre has been known to help either for payment, though most often for the goblins. The kobolds try to avoid being involved in the conflict. And the bugbears and minotaur hold back and wait to exploit the conflict to their advantage for loot or tasty victims. The default status of this feud is one of a tension filled "truce", often initiated by the influence of the (surely exasperated) Priests. But use the Random Faction Interaction tables below to generate any changes to this status.

1. 2-12 stirges 2. 1 lone hobgoblin messenger* 3. 1 lone orc messenger* 4. 1 lone goblin messenger* 5. 1 lone kobold messenger* 6. 2-12 kobolds 7. 2-9 goblins 8. 2-5 hobgoblins 9. 1 bugbear 10. 2 gnolls 11. 1 ogre 12. 1 owlbear *DM rolls for both surprise AND initiative; If the enemy gains both, they have avoided being seen, and will quickly report their sighting of the adventure party to their respective leader. SPECIAL NOTE: In this campaign, the sex and age of all goblins hobgoblins, and bugbears is indeterminate, as they are just twisted and malformed fairy-kind, and do not lead true mortal lives. When-ever expressing roles of male, female, or parent, goblins are only imitating (sometimes in mockery) what they see mortals do. Ogres, Orcs, and Gnolls are NOT goblinoid, but instead variant "beast-men", and as such do indeed breed and reproduce as animals. Creatures such as minotaurs are singular cursed souls, and though they may be compelled to covet or even rape mortals, but do not truly breed, not be of a kind.

RANDOM FACTION INTERACTION Life for the residents of the Caves does not wait for a party of adventurers. Politics and events transpire, and these charts are used to randomly generate results. FACTION CONFLICT CHECK: After each visit to the caves by a party of PCs, make a faction conflict check. Roll 1d6. On a roll of 6, conflict has broken out between the factions. Roll twice on the faction table to determine which two factions have come into conflict. (If you roll the same number twice, the faction experienced some sort of internal strife.) Then roll on the Conflict Resolution Table. Use the notes for each faction and faction leader's motivations to help determine any specifics.

WOODS: Though there are various trees and shrubberies all over the sides, and especially across the bottom, of the ravine, the map indicates some areas that feature dense groves and copses that form tangled and forbidding barriers to normal movement (slow, single file). Within the shadows of these lurk different scouts from some of the factions that reside in the labyrinths below. In one

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EMPTIED AREAS: When areas of the Caves of Chaos are "cleared", they can be quickly taken over by neighboring factions, or repopulated in a given amount of time. Various monsters do not simply wander by looking for a vacancy to fill. And presence of most intruders to the Caves of Chaos will be repelled by those still in residence. The only effective arbiters, of who may occupy a "cleared" area of the dungeon, would be the Priests of Evil Chaos. If they choose to not interfere, a neighboring faction will expand into the area within 1 week. If they choose to barrack a new fighting force, one may be attracted to the opportunity within 1 month.

Factions in the Caves of Chaos Die Roll (d12)

Faction

1 2 3 4 5 6 7 8 9 10 11 12

Kobolds (A) Orcs of the Bloody Fist (B) Fang-Fingered Orcs (C) Goblins (D) Ogre (E) Hobgoblins (F) Owlbear (G) Bugbears (H) Minotaur (I) Gnolls (J) Evil Priests (K) Wandering Adventurers

Encounter Areas: Random Encounters Table For every 30' distance walked down a lair passage, roll for random encounter on a d6. Encounters occur on 1 in 6 for the daytime, and 1 in 3 for the nighttime. If an encounter results, secretly roll for both surprise and initiative. The side that achieves both surprise AND initiative gets to choose not to be seen, if possible, by ducking behind a corner (or if a thief, Hide in Shadows). To spawn a random encounter, roll 1d4 for the number of persons, and roll a d6 for each numbered area described as occupied. The numbered area with the highest number is the one from which the encounter is drawn. Be sure to make a note of where they come from.

(“Wandering Adventurers” refers to an NPC party entering the Caves of Chaos.) Conflict Resolution Table Die Roll (1d8)

Outcome

1 2 3 4 5 6 7 8

Stalemate Skirmish 1 Faction Damaged 1 Faction Crippled 1 Faction Destroyed Both Factions Damaged Both Factions Crippled Both Factions Destroyed Factions Unite

DM Encounter Rules Reminder: 1. DM rolls 2d6* (multiply result by 10 for number of feet) to establish distance to monsters. 2. DM rolls 1d6 for both monsters and party to check for surprise. 3. DM secretly rolls 1d6 for both monsters and party to check for initiative. 4. DM rolls 2d6 for monster reaction. Disguises etc. add +1 to the players advantage. Combat posture etc. subtract -1 to the result.

MONSTERS LEARNING FROM EXPERIENCE: That the different factions in the Caves of Chaos will try to react to any adventuring intruders to the best of their abilities (including planning for retaliation, sending scouts, laying new traps, etc.), there remains a question as to their inherent competency to execute those plans.

2 Immediate attack 3-5 Hostile, possible attack 6-8 Uncertain, monster confused 9-11 No attack, monster leaves or considers offers 12 Enthusiastic friendship

Roll 1d12 for any complex choices they may need to make. A failed roll empowers the DM to act in the party's favor, describing foolish or stalled actions on the part of the monsters. Goblins are occasionally clever but usually stupid. The Goblin Chieftain will exercise the very best choices for himself and his clan on any result below a 7. His Captains would succeed to do the same on any result under a 5. Hobgoblins are both crafty as well as cruel. Any one of them will choose to act on an opportunity, or create a sadistic trap, on any result below a 10. Kobolds are cautious but scheming and cooperative. The kobold Chieftain will coordinate elaborate traps or team activities on any result below an 8. kobold leaders may do this on any result below an 8. Individual kobolds will likely panic and seek out others to help on a roll of a 5 or higher. Orcs are Mean, Spiteful, Impatient, and spoil for a good fight. The Orc Chieftain will lead the best possible tactic for victory on any result under a 9. Otherwise he will simply attack (or run away). Any orc captain or individual would act the same with any result under an 8. Gnolls are dim witted and malicious. If an opportunity to exploit a clear weakness is revealed, they will pounce immediately, pausing only to watch suffering. If called upon to think tactically they will only choose to do something effective on a result of a 6 or less. Minotaurs are fiendishly clever. There is very little that gets past one. All planning and strategies of a minotaur will be accurate and merciless on any roll under an 11. Ogres are clever and selfish. They have a strong ability to plan to their best advantage, whether that be to attack, lay a trap, or feign friendship. An ogre will only fail to attempt the best approach to a situation on a result of 12.

*Use only 1d6 when in corridors. A. KOBOLD LAIR: There are 8 kobold guards in hiding in the trees above the entrance. On a 1-2 on 1d6, they will spring down and attempt to drive the party into the entrance, into the pit trap. The guards from area 1 might be alerted (4-6), but they would hold back to see whether the party falls into the trap. They will only hold back from attacking out of fear that they might not be enough numbers. They will wait to hear the trap door spring open, and only then will jump into action after they hear it go off, anticipating at least some of the intruders have been incapacitated. In both cases, they will bark and cry for the guards from area 1. to assist. As long as the sounds of combat within the entrance, or the sound of the trap door occur, 1d20 giant rats from area 2 will join in combat within 2 rounds. These rats have a 2 in 6 chance, per round, of triggering the trap door under themselves, if there are more than 5 positioned above it.

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1. GUARD ROOM: The strategy of these guards is to throw small spears at their opponents before closing in. When possible, they will remain on the other side of the spring trap and continue to throw spears. Each guard has 5 spears from area 1 to use. The 6th guard will not enter combat for 2d6 rounds while first fetching for aid from areas 4 and 6.

8. THE WATCHER: No additional notes. 9. BANQUET AREA: Tapestries adorning the walls signify that this is a hall of the Bloody Fist Clan. There is a 2 in 6 chance of the Orc Chief holding court here in the early evening, before dispatching night patrols and messengers outside. In which case all but 2 orcs from each of the other rooms will instead be feasting in this room. In all other times of day, there is a 2 in 6 chance of 1-4 orcs being in here (drawn at random from other locations).

2. GIANT RATS: This is the trash and refuse chamber, as well as the rat kennel and toilet. The awful smell of this chamber can be detected almost as soon as the party walks towards it from near area 1. Kobolds do not mind the stench, but characters must roll vs poison or be incapacitated with nausea that renders them -2 in effectiveness for most tasks. Any rats not killed a melee at the entrance or area 1 or otherwise will be here and will attack on sight. If their morale is broken, they will flee to hide or find their masters in areas 3-6.

10. COMMON ROOM: There are 22 warrior orcs in this chamber who share 8 sows among them. 8 orclets are also here. The warriors will fight before the sows, but if their numbers fall, the sows will charge in. Though poorly equipped, the sows have higher hp and morale. The orclets have low hp and morale, but will fight fiercely alongside any sow.

3. FOOD STORAGE ROOM: This room is LOCKED behind a reinforced wood door with an iron latch. Yawrp-yap has the key.

11. STORAGE CHAMBER: No additional notes. 12. ORC LEADER'S ROOM: The Mighty War Chief Billy Ghotrag! Billy is an immense orc, covered with many scars of combat. He receives challenges from invaders with the same cheer that he accepts challenges from orcs within his own clan. Two of the orclets in area 10 are survivors of his past litters. He has great desire to take a valuable prisoner for ransom, and will scheme to achieve this, even if in combat, or having taken heavy losses. To Billy Ghotrag, the ransom of a valuable prisoner would be more than just compensation for many losses, and could even help to fuel his own ambitions. When the party approaches Billy, what he will see is a small group of walking sacks of gold. In combat, he will spare no punches to subdue. But if everyone is put down, he will quickly make certain that the party is healed to 1-2hp again. Billy is accompanied by 2 large flabby sows who will likely grin with anticipation in watching him crushing someone's face in. If he should begin to fail, they will be shocked but also enraged. Much like the sows in area 10, they are poorly equipped (improvised furniture weapons), but have higher hp and morale than orc warriors, and will not flinch from combat. As they fight, Billy will take the opportunity to dash behind the tapestry to slip through the secret passage to area 13. Should he escape to meet with Porgie Kruntz of the Fang Fingered Clan, Porgie will mobilize his warriors to establish an ambush at entrance B. Meanwhile, Ever the more precautious leader, Porgie himself might choose to establish a very deadly trap outside the secret door to area 13. If Billy is found in his chamber during the daytime, roll d6; 1-4 asleep, 5 breeding, 6 up late/early writing. He is only fully armed on a roll of 6, and completely naked on a roll of 5.

4. GUARD ROOM: These guards are extra tough as kobolds go, and they will do everything to give their chieftain the opportunity to devise a plan to repel any invaders if given the chance. They may be accompanies by 2 of the 18 pet rats from area 2. If found here peacefully, they will stand at the ready for a fight. If observed in secret, they will be playing games, play acting a scene of the ogre eating an orc with salt and pepper. 5. KOBOLD CHIEFTAIN'S ROOM: The Chieftain Yawrp-yap, is a crafty little guy who like to trick mortals into helping him. He will resort to bargaining (either with wealth or with information) if he sees any means to it. Evidently a nasty little pervert, Yawrp-yap will be otherwise intent on buggering the 8 other smaller kobolds also living in this area with him. There is a large old bed covered with furs, as well as broken chairs and tables that look to have been gnawed upon. 6. COMMON CHAMBER: There are 48 kobolds nested in this chamber, though the smaller 8 of them will only cower and try to flee if they can. In the event that they had not been warned of any invaders, they will pounce upon the party in mass numbers as they enter the room, using spears in triple ranks to maximum effect. Another strategy they might employ, is to give way to one flank, to tempt the party to enter the room, so to possibly clear the door and then all escape to a better position. If they learn of Yawrp-yap's death, they might despair and attempt to flee the lair entirely, taking their pet rats with them. This room is dark and musky with cloth and fur nests, small sacks of common items, dirty bowls and cups, and little discarded items of kobold clothing.

C. ORC LAIR: Orcs of the Fang Fingered Clan. These orcs are from an old clan known for their gluttony and their clever use of traps.

List of kobold names for use in areas A: Yap Rowr Yip-yip Yap-yip Rip R'yap Awoo Arff Rowp Yip-yap Awrf Rawr-riff Ah-ro-ro-ro Roof Aroof

R'yip Ow-ow Rawrf Yaproo Rahp Heeoorf Awarf Yippur Awrrr Rrriff Rrruff Woo-woo-yip Arooo Rharf Rah-urf

13. FORGOTTEN ROOM: This is a secret chamber used by Billy Ghotrag and Porgie Kruntz for meetings. 14. COMMON CHAMBER: Use additional rules from area 10. 15. COMMON HALL: No additional notes. 16. LEADER'S ROOM: Porgie Kruntz is an equal to Billy Ghotrag in stature, bearing, and cruelty, but wears his greed and indulgence around his waist in both physical girth and material wealth. His chamber is well appointed. Accompanying him here (or elsewhere) is an uncharacteristically lean sow named Becky. She possesses a crossbow which she uses to guard Porgie from behind with. List of orc first names for use in areas B and C:

B. ORC LAIR: Orcs of the Bloody Fist Clan. These orcs come from an ancient clan noted for it's ferocity.

Jack Tom Ollie Harry

7. GUARD ROOM: No additional notes.

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Morgan Ellis Joel David

Jim Charlie Bill Dan Sam Alfie Ben Joey George Callum Jake Ethan Luke Harvey Liam Harvey Bob Jamie

Riley Fred Riley Alex Reece Mason Isaac Logan Toby Bradley Noah Nathan Aaron Mike Lucas Eddie Archie Oscar

result of 1, it might be possible that the ogre will invite the party to try his latest creation instead of fight. With a result of 2-5, it could be possible that the ogre will talk to the party before attacking them. 19. COMMON ROOM: There are 30 goblins in this area, 6 of which are sniveling cowards and 10 of which gain +1 to hit and damage. 20. CHIEFTAIN'S ROOM: Behind this iron bound door is the Goblin Chieftain and eight guards. The Goblin Chieftain Meedoc lives in some luxury, and buys the guards favor by allowing them to indulge themselves when here. Meedoc is under some stress however, as he is quickly running out of supplies with which to bribe the ogre and his best warriors. (He does not realize that the Hobgoblins have been ripping him off.) Each night he dispatches a band of hunters to raid and forage for new supplies. If he hears any news about the adventure party, he will send dozens of his goblins to capture as many as they can, using trip lines, nets, spears, and poisoned darts in blowpipes. He will immediately sell off all of his prisoners valuables to the other factions in exchange for goods, and send a letter to Restwell via raven for a payment of ransom.

List of orc last names for use in areas B and C: Gludbog Drutrug Brugnab Thughnab Drurk Mubmak Kukpug Kratruk Muzrub Tromburz Thorg Murghud Kuz Bugbuz Goshog Muzag Ugzak Rugrab Thrushzod Dungash Odpug Scablock

Ulgar Thokgor Mashnak Odbog Brubbak Trobmag Blokpug Krorgash Trogburz Ghud Grurk Thug Marthug Brulbag Lurg Ghak Urg Morg Sogrunt Grabug Tugzog Snudbog

21. STORAGE CHAMBER: No additional notes. List of goblin names for use in area D: Griphook Gringott Filius Ragnuk Eargit the Ugly Urg the Unclean Ug the Unreliable Alguff the Awful Brodrig the Boss-Eyed Ragnok the Pigeon-Toed Bogrod Nagnok Gofflank Milkcurdle

D. GOBLIN LAIR: The random encounter rules for D. Goblin Lair: supersede those posted at the top of this custom reference expansion. When standing near the entrance to area D, there is a 1 in 3 chance of the party smelling food preparations wafting from area E.

Figo Blattlug Ib the Fart Squib Bad Stonemuck Squeak Killface Baga Baga Gnish Sizzle Gornuk Geko Drek Ukko

E. OGRE CAVE: Aguste le Hunfrey is one of the "kinder and gentler" ogres in the world. Though he is just as much an eater of people as any other ogre, he also values conversation, good wine, and good company. Whereas most ogres are selfish to the point of gluttony, Aguste is consumed with hubris over his skills as a chef, and his quest for perfection in the kitchen is matched only by his hopes to have it recognized. If he were a terrible cook, this would make for an awful experience. But in fact his preparations are among the greatest in the Realm, and perhaps in all of Albion. Aguste travels to civilization to trade for precious cooking supplies, and occasionally, to seek work in a kitchen. But being an ogre causes the world to shut most doors in his face. "Just because I know how to make the very best 'lait rôti enfant', does not mean I would have the poor taste to serve it to them." Compliments on Aguste's cooking can add +2 to any reaction rolls. If the party befriends this monster, he can be a valuable ally, but with limitations: If left poorly fed for more than 12 hours, his appetite may stray to thoughts of eating members of the party. Given time, his nature will make him an enemy to the party because of this. Also, Aguste is very fond of his kitchen and

17. GUARD CHAMBER: No additional notes. 18. GUARD CHAMBER: The payment to the ogre in area 22 is not in gold coins but, rather, in food. The ogre is a tireless cuisine who strives to perfect his art in the kitchen. To this end, he is invited by the other factions to fight for them. For this service, his price is known; quality cuts of fresh meat, sacks of flour, imported spices, fresh and dried herbs, fresh cream, cheeses, etc.. Thus, in area 18, the room is always stocked with a few food items with which to bribe the ogre with. The goblins on hand might not know the ogre's particular needs or tastes however, so there is a possibility that the bribe will not work, or work poorly. Roll a d6. A roll of 1 indicates that the offering was insulting, causing the ogre to lash out and attack the goblins. A roll of 2 up through 6 indicate an increasingly acceptable offering, with 6 being impressive and inspiring the ogre to hurry with his task so that he may return to his kitchen as soon as possible. With a

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his garden. He will not help the party to do anything that might threaten his kitchen, or his guarantee of ingredients to cook with. His residency in the Caves of Chaos is welcomed as he serves as the communities resident chef, and provides all of the chieftains with excellent food. Messengers from each faction know the route through the ogre's thicket, and by this rout, retrieve preparations in exchange for payment in coin or raw ingredients.

31. GUARD ROOM: No additional notes. List of hobgoblin names for use in area F:

Argo Artemis Assglare Balt Chultz Bandi Liham Belig Biletooth Bilk Bruck Bitch Drizzt Cabal Nick Druck Wartsnak Eartalk Feelsick Forgath Yellowtooth Garud Gar-Yak Gedreth Glourgrim Glibhook Ghotrag Gim Giznat Glixx Gools Gorbag Grock

22. THE KITCHEN: This is an old crypt has been converted into a large over-scaled kitchen, complete with a broad fireplace, a spit, pots, cleavers, cutting boards, tall tables, cupboards of cutlery, a stone pantry of food, and a cabinet of seasonings. A large stone sarcophagus is set on it's end against the westernmost wall. With sufficient strength, the capstone can be pulled aside to reveal this to be a makeshift cold storage for Aguste's meats. Cured flanks and hocks of different creatures are hung here on hooks. Some possibly orc, or boar, or maybe even man. To the back is a tombstone draped with several furs, which serves as a bed, and near the front entrance is a dining table and chairs, dressed with half melted candles stopped in old wine bottles. Outside, the door is concealed behind a very large thicket of nearly impassable trees and brambles. A specific narrow path winds for 40' from the kitchen to the outside of the thicket, but it's entrance is concealed to those who do not know where to look (secret doors). Immediately around the passage is a small but admirable garden, which the ogre takes great pride and pleasure in tending in the spring and summer months. A secret passage is located in the back wall of the sleeping chamber, between a large wooden dresser and the ogre's bed. F. HOBGOBLIN LAIR: When standing near the entrance to area F, there is a 1 in 3 chance of the party smelling food preparations wafting from area E. If the trapped entrance attracts the guards in area 26, they will resort to using their crossbows as much as possible at first, whilst sending for more aid. 23. COMMON ROOM: There are 15 hobgoblins here, 3 of which are small and will avoid combat. 24. TORTURE CHAMBER/PLAYROOM/FOOD STORAGE: The hobgoblin torturer Grimhook and his assistant Smiles, practice their art in this area. They are taking their time torturing the prisoners they have bound here, awaiting word on whether there will be ransom to be paid for any of them (the merchant Jules and his wife Margaritte in particular). IF the party encounters this area without freeing the prisoners, given enough time afterwards, they will later be found in the ogre's kitchen, being prepared for a hobgoblin feast. Or perhaps much later, being served at the feast itself.

Mogat Forgrath Glorbad Horroc Rank Mudrake Krig Nanraak Nathak Neth Nesk Nogo Nok No-Nose Ogrok Omgoore Outhound Pondmuk Assrake Rankass Razzle Madbog Lukewurm Rumple Skrang Snig Srubaash Needle Dump Scibor Ulagh Mogg Verlmak

G. SHUNNED CAVERN: The party may smell an awful stench wafting from the entrance to G, long before they would see it through the 4200 square feet of thicket and trees that surround it. 32. EMPTY GALLERY: No additional notes.

25. COMMON CHAMBER: There are 18 hobgoblins here, busily preparing the large chamber for the coming feast. 9 of them are smaller and not prepared to fight.

33. SHALLOW POOL: No additional notes. 34. OWL BEAR'S DEN: The Owlbear that nests here is raising 2 cubs, and brings back fresh kills as well as carrion for them to devour. She is in a state of caution and vigilance, as she coaxes her young to avoid the grotto on the other side.

26. GUARD ROOM: No additional notes. 27. ARMORY: No additional notes. 28. STOREROOM: No additional notes.

H. BUGBEAR LAIR: When rolling for wandering monsters, results that indicate that they come from the prisons mean that 1-4 slaves are engaged in an errand or chore. Most will be too frightened of the bugbears to attempt escape, unless they know that the bugbears have been killed.

29. GUARD ROOM: Four hobgoblin guards are here. 30. HOBGOBLIN CHIEF'S QUARTERS: Gnash the Boil is one of the cruelest denizens of the Caves of Chaos, who could stand toeto-toe with either of the orc chiefs. But unlike the orcs, Gnash, as with most hobgoblins, does not fight rashly or fairly, but with cunning and malice. He is the leader most well regarded by the Priests of the Temple of Evil Chaos, and Gnash anticipates favoritism from them in the form of a future generalship once the anticipated war begins.

35. GUARD ROOM: No additional notes. 36. CHIEFTAIN'S ROOM: The bugbear Chieftain Leech Withertooth is always quite happy. As with most bugbears, everything is a cruel and nasty joke to them, even their own deaths. He is

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usually attended to by 1d4 of the slaves from areas 40 and 41. Leech is content to reside here and terrorize the region at night. He is not even certain that he would do any of the things he promised to the Priests from area K. Though he probably will if it looks to be fun. He really doesn't care. He just keeps on smiling.

48. LOCKED ROOM: DM Note: Be prepared to pour out wine for players to get drunk on during the game. Test each character's wisdom, then a d6 result of anything under a 6 indicates they must roll a 1d4. The result is to indicate quarters of a wine glass, with 4 being full right up to the lip! 49. COMMON ROOM: No additional notes. 50. GNOLL CHIEFTAIN'S QUARTERS: Gnarla is the Matriarch of this gnoll tribe, and she is a fierce and merciless defender. She has very little interest in obligating herself to the Priest's cause, and is merely using the Caves of Chaos as an opportune place to build up her brood. And after all, she has been here for many years, and still the Priest's just talk. Gnarla will take great umbrage to her tribe being culled in any number. She is never interested in prisoners or ransoms. Her tribe only stop from killing if it means having some relaxing fun toying with their victims. Gnarla councils with the Orc Chieftains, but does not tell them that she intends to leave with all of her tribe if and when the Priests execute their long unfulfilled plans.

37. SPOILS ROOM: No additional notes. 38. COMMON ROOM: There are 13 bugbears of various sizes in this area. 39. GUARD ROOM: No additional notes. 40. SLAVE PEN: Select Names for the slaves from the existing name lists. The men present are merchant traders captured on the road many weeks ago.

List of gnoll names for use in area J: Gnurf Gurll Arll Rawrf Rowlf Aowrumf Yawf Urrll Ruff Urf Graal

41. SLAVE PEN: Select Names for the slaves from the existing name lists. The men present are merchant traders captured on the road many weeks ago. List of hobgoblin names for use in area G: Grumph Bandersnatch Lumpy Scuttlebutt Snaggle Bumbiter Gulp Boilburst Croop Hamhand Blart Beebottom Argh Applesauce Loop Dingledong

K. SHRINE OF EVIL CHAOS: Though most of the tomb entrances in the ravine are roughly similar and often nondescript, this one stands out. Though it appears to be just as ancient, the frame shows ancient weathered carvings, and figures long since defaced. The entrance is blocked, not by a single capstone or banded door, but by a pair of stone doors, also covered with weather-worn carvings. This was either an ancient temple to long forgotten gods, or a tomb to a mighty leader, or the catacomb for a dynasty. Black and twisted dead trees line the earth about this entrance. The door is well balanced, and can be pushed open with a modicum of effort and the sound of grating stone.

I. CAVES OF THE MINOTAUR: No additional notes. 42. STIRGE CAVE: No additional notes. 43. FIRE BEETLES: No additional notes. 44. FIRE BEETLES: No additional notes. 45. THE MINOTAUR: This ancient minotaur is known as Korax, and was summoned from over great distances to join in the service of the Priests of Evil Chaos. They intend for him to act as an effective field general when the hour comes. Time is of little meaning to Korax, and he is content to remain in this lair until he is called to serve a purpose. Once a pact is made by a Minotaur, he will not leave until all peoples and places involved faded into dust.

Unless other areas of the Caves of Chaos have been removed or severely distress during the game, there should be an additional 1 in 6/1 in 3 chance of encountering an emissary lurking nearby this entrance. They are often preparing to deliver supplies, receive missives, or exchange correspondences between the other faction leaders. 51. BOULDER FILLED PASSAGE: There are no boulders here in this campaign. Instead, the passage is empty and long, extending on into blackness. 20' down the passage, and unseen barrier holds anyone back, unless they wear the robe and amulet of the temple, and speak the words, "Mortem Omnibus" (Mo-er-tem om-nee boos).

J. GNOLL LAIR: This entrance, like all entrances in the "Valley of Kings" looks like an ancient and run down tomb with the capstone cast aside in pieces.

DM note: This barrier should not be described as physical, but rather an uncanny and unsettling experience among the characters of not finding the will to move their bodies beyond it's threshold.

SPECIAL NOTE: For purposes of this campaign gnoll females are dominant to gnoll males (in imitation of hyenas) , and their fighting statistics are reversed.

If the party makes sufficient noises there can be a 1 in 3 chance that it will attract 12d6 aimless zombies and skeletons that are skulking in the far distance of the passage. However they would be unable to proceed past the barrier without it being dispelled.

46. GUARD ROOM: No additional notes. 47. GUARD ROOM: No additional notes.

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Chaos is the focal point for this complicated ritual, which is ongoing. The adventure party could have the opportunity to interrupt this ritual, and postpone Orcus' prophesized arrival.

These represent the horde that the Temple Priests have been slowly accumulating in preparation for their prophesied "Dawn of Doom".

60. GUEST CHAMBER: No additional notes.

This passage connects to the ancient temple at the bottom of the Cave of the Unknown.

61. TORTURE CHAMBER: No additional notes. 62. THE CRYPT: No additional notes.

52. HALL OF SKELETONS: This chamber looks to be a great ceremonial crypt, with the remains of ancient warriors clad in bronze armor lining the walls between decorative pillars. On the throne itself sits a skeletal figure, also wearing the same type of armor, it's right hand resting on the pommel of an old bronze sword. The skeleton temple is sealed behind an ancient stone door. The desiccated corpses within are not simply skeletons, but heroes, who's names are known, and as such, are imbued with the cognizance of their past selves. A horrific curse that brings immense pain to the resurrected. A pain which they would do anything to end, including the Priest's bidding. With such undead as captains, the ranks of their Army of the Dead could be lead from the front with precision.

63. STORAGE CHAMBER: This room is filled with a large amount of arms and armor for the equipping of an army. All effects are well stored and cared for. The room also contains large stores of other supplies for the temple priests. Everything from linens for their own bedding, to soap, and extra robes. DM Note: The gelatinous cube is absurd and is NOT present. 64. CELL: The prisoner in this cell is reserved for an NPC that develops in the course of the adventure.

53. GUARD ROOM: This chamber also includes various materials used in the rituals for animating the dead. 54. ACOLYTE'S CHAMBER: No additional notes. 55. CHAPEL OF EVIL CHAOS: No additional notes. 56. ADEPT'S CHAMBER: No additional notes. 57. HALL OF UNDEAD WARRIORS: This chamber also includes various materials used in the rituals for animating the dead. 58. TEMPLE OF EVIL CHAOS: No additional notes. 59. THE CHAMBER OF THE EVIL PRIEST: The evil priest was once a humble friar known as Bartholomew. But long ago he sold his soul to Satan, and since then has born the name Nuntius. He is the third in a long line of priests to continue the work of this unholy temple. The Priests of the Temple of Evil Chaos are summoning chaotic creatures to this area in preparation to overwhelm Restwell and make it the fortress base from which to invade the Realm. The disorganized rabble assembled in the Caves of Chaos could only be ready to fight together under the leadership of a Demon of Chaos. The summoning of such an infernal leader is at the pinnacle of the Priests ambitions, and the key to their grand plan. In addition to the plans for the Chaos forces residing in the mines, the Priests are also raising up and army of the undead. Skeletons and Zombies have been summoned from the tombs beneath the Cave of the Unknown ( Once an ancient repository of 1,000+ sacrifices to Crom Cruach), There is also a crucial scheme to awaken all the corpses within the catacombs beneath the Restwell Chapel. The risen dead of Restwells loved ones, to claim the living they once left behind. The demon they worship and appeal to is Orcus, the Dark Prince of the Undead. Their ambition is to bridge the gulf to the Abyss and summon him into the mortal world. The Temple of Evil

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