Chaotic Caves II Role-Playing Game Adventure for Labyrinth Lord And Other Basic Role Playing Games For lower level characters (1-4th level or so)
Release 3
Copyright 2009 J.D. Neal Labyrinth LordTM is copyright 2007-2009, Daniel Proctor. Labyrinth Lord TM and Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM Trademark License 1.1 available at www.goblinoidgames.com.
Chaotic Caves II Role-Playing Role-Playing Game Adventure for Labyrinth Lord And Other Basic Role Playing Games For lower level characters (1-4th level or so)
Release 3
Copyright 2009 J.D. Neal Labyrinth LordTM is copyright 2007-2009, Daniel Proctor. Labyrinth Lord TM and Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM Trademark License 1.1 available at www.goblinoidgames.com.
Contributers so Far: bathwizard, Blood Axe, Snorri
NOTE: This was a collaboration project on the Goblinoid Games forum. The intent is an open game project to share information as a free download for others to use under the OGL. If the licensing doesn't look right, let me know.
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INTRODUCTION
Abbreviations
This is a resource module for referees to use General: as-is as-is or scaven scavenge ge materi material alss from from for their their cp = copper piece(s) campaign. ep = electrum piece(s) gp = gold piece(s) The entry (room) numbers are not LL = Labyrinth Lord necessarily sequential. pp = platinum piece(s) One One goal goal of this this was was to get get idea ideass from from sp = silver piece(s) diff differ eren entt peop people le.. It was was asse assemb mble led d by lettin letting g peopl people e offer offer their their own ideas. ideas. The Monster Stats: contributers did a splendid job. There was Al = alignment = C = Chaotic, L = Lawful, N no intent to make all of the contributed = Neutral text read like it was written by the same Mv = movement = in feet per turn (round) pers person on;; the the diff differ eren entt mann manner eris isms ms of the the AC = Armor Class original authors was kept with their HD = Hit Die (Dice) contributions. hp = hit points. I have a habit of assigning I have poor reading eyes; I apologize for the large font size, but it's needed so I can edit and read it with comfort. (Even then I miss common typo's and mistakes now and then). With a smaller font, there would be fewer pages.
average hit points (4 per d8) and rolling again during play; others may not. #AT = number of attacks DG = damage Sv = save as (saving throw); C = Cleric, F = Fighter, M = Magic user, T = Thief Ml = morale XP = experience point value
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Rough Map of General Area
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Player's Map
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Regional Information The area has plenty of hills, forests, sts, streams, and cleared land for farming. The main map features a river that supplies supplies fresh water, boat traffic, fishing, fishing, and power for saw and grain mills (water wheels). A scale of 1 square/hex = 1 mile is used (1 1/2 kilometers). Using standard movement rate rate rule ruless and and an 8 hour hour trav travel elin ing g day, day, movement in squares:
Rate Rate Road Road/C /Cle lea a Normal Normal Hills/Fores Hills/Fores Rough r t 120 36 24 16 12 90 27 18 12 9 60 18 12 8 6 30 9 6 4 3 One option is to use "movement points." A normal human character can walk 24, 18, 12, or 6 miles per day acco ccording to encumbrance. Thus, they have 24, 16, 12 or 6 move moveme ment nt poin points ts.. Roug Rough h terr terrai ain n counts as 2 points per square; hill/forests as 1 1/2 points each square; normal terrain a 1; and road/clear areas as 2/3 points.
4. Trap Trappe per' r'ss lake lake.. Rich with fish and popular with animals, this isolated lake isn't as hunted and fished as hard the others. It is a favorite of farmers and trappers who have a few days off, despite the long hike. Note Note that that the the trai trails ls lead leadin ing g up to the the possible lair location (CC2 ( CC2)) might be well hidden. 5. Great Swamp. A large swamp harbors lizardmen and other creatures. Four major lakes form here. The area itself is generally wet, muddy, and grown up, with hillocks and small islands scattered about. 6. Lost Trail used by monsters. CC1 to CC6 are possible possible locations locations for the caves, caves, marked marked for the LL. They are also also convenient for the LL wanting to add their own material quickly. Terrain features include:
The adventu nturers can can buy a decent (though not perfect) map. If they befriend some of the older people or someone well traveled, they might get a crude map for free free.. (This This can can help help the the LL keep keep them them within the general area.)
Quick Map Key 1. Castle (Main keep). Detailed in its own section. Nearby are major farmlands and a small town, mentioned later. 2. Small Town by lake. 3. Wood Wooden en Hill Hill fort fort and mining/lu mining/lumber mber community. See its own description. Chaotic_Caves_II_Goblinoid_Games_Forum_20101115
A ston stone e pave paved d highway following following a rela relati tive vely ly flat flat vall valley ey the the rive riverr wind windss thro throug ugh, h, much much like like anci ancien entt Roma Roman n roads. Several unpaved trails/roads that are cleared through forests and grass. Elevation Lines for major changes. Hills and hollow lows would dot the land. About 100 feet (30 meters) each. Farm land. land. Mostly near the castle at #1. Forrest (wooded areas). Grassy areas. Lakes. One major lake near the town at #2, one major lake where the river divides into three arms, and four more lakes near the swamp. River. The The dire direct ctio ion n the the rive riverr flow flowss should should be decide decided d by the Labyri Labyrinth nth Lord. North to south is traditional. The 6 of 68
various branches could even emerge from the central lake and flow in all directions away from it.
A ferry erry used sed to cros crosss the the rive iver on the the mini mining ng road roadss or elsew lsewhe here re migh mightt add add opportunities.
Swamp. See #5 above.
Stro Strong ng stone stone brid bridge gess prov provid ide e passa passage ge across the river for the main highway.
Setting If the Labyrinth Lord needs setting ideas: in the borderla borderland nd between between civilizatio civilization n and the savage wilderness is an area rich in lumb umber, er, farm arm land land,, meta metals ls and and othe other r attractions, inclu cluding a number of undiscovered ruins and lost treasures. The area is peaceful enough for pioneers (and traf traffi fic c for for trad trade) e),, alth althou ough gh peop people le are are wary and most merchants hire guards if they travel through certain bandit-strewn areas. Monsters come out of the savage lands lands on occasi occasion, on, seekin seeking g easy easy riches riches.. Some were never been driven out of the area in the first place. Recently there has been a spike in monster activity. Locals have sent out a call call for for pros prospe pect ctiv ive e adve advent ntur urer erss who who might want to help deal with it.
Several wooden bridges might be found elsewhere.
Possible NPCs 1 or more spies for forces in the caves 1 or more spies for forces in the general area a cleric of a church posing as a nobody to try to better get a grip on what is going on local political leader, based in the main castle keep local financial leader local religious leader gamblers, swindlers and cheats good folk providing: healing (natural) inn and meals
General Details Military garrisons keep most large monsters unde underr cont contro rol, l, so most most of the the mons monste ter r activity is relatively "low level". Of course, they can't keep everything out and there's some some hidd idden baddie ddies. s. Othe Otherrs migh mightt wander in from the wilderness. When an upsurge occurs, it can take days or weeks for the military to organize enough to deal with it (barring full scale invasions, which would cause an immediate mobilization).
merchandise smithing stories and rumors
Rumors The Labyrinth Lord has to decide which of the following they want to use, which are true, and how they want PCs to find them.
Outl Outlyi ying ng comm commun unit itie iess usua usualllly y have have a wooden wooden stocka stockade de or simple simple stone stone walls. walls. Many Many person personal al homes homes are strong strongly ly built built,, although the owner would be more likely to flee than fight. Dwarve Dwarves, s, elves elves and other other demidemi-hum humans ans might be nearby.
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* A cult of evil once was powerful in the region but has went in hiding (at least locally). * Don' Don'tt trust rust a grinni inning ng,, sna snaggle gletoothed old man on the road; he's a demon out to steal souls. * A dragon has taken up residence in the woods and low hills.
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* A dwarf family struck it rich in the local area. * An evil vil priest iest has has past throu hrough gh,, looking for clues to an ancient race of cyclops. * Most trolls in the area are immune to fire (and acid) and are only harmed by water, due to a mystical pool they drink from. * The person in charge of the wooden fort is a werewolf. * Water ater witc witche hess dwel dwelll in the the rive river, r, stea stealiling ng live livest stoc ock k and and kidn kidnap appi ping ng people. * You'll meet more undead than you can shake a stick at in some old ruins.
Town Near the Main Castle A smal smalll town town is loca locate ted d near near the the main main castle at location 1 (it doesn't have its own mar marker) ker).. it is a coll colle ecti ction of wood woode en hous houses es and and buil buildi ding ngs, s, and and stra straw w huts huts.. Sturdy stone structures are outlawed within some half mile of the keep, to reduce the availability of building materials to besiegers. HAPPY HANGMAN: HANGMAN: An inn/tavern located in the town that caters to travelers and loca locals ls.. Good Good room rooms, s, good good food food,, good good drink.
Barbarian Clan This clan of barbarians have settled near the town besid beside e the lake at locati location on 2, with with famili families es scatte scattered red elsew elsewher here e along along the road or near the main castle. They got fed up trying to carve out a life in the wilderness, where they were free to do as they they plea please se prov provid ided ed the the mons monste ters rs agre agreed ed.. Anyo Anyone ne sugg sugges esti ting ng they they are are missing out on living a romantic life living among the wild beasts will only be scoffed at in good good humor; humor; they alrea already dy tried tried it. Most Most adults adults have have scars scars and the hunter hunterss are are scar scarre red d all all ove over from from fend fendin ing g off off monsters. Some local people are jealous because they they all seem so superi superior or and capable. capable. Few realize that they are the survivors: the weaker members of their tribe were taken away by savage culling. Those who were not not able able to deal deal with with a hard hard life life never never surv surviv ive ed past a youn young g age. age. Few Few are elde elderl rly y beca becaus use e (aga (again in)) even even the the best best often didn't live that long. They've taken whole-heartedly to farming, hunting hunting and lumbering. lumbering. They build small, small, adapta adaptable ble boats boats for fishin fishing g and tradin trading g alon along g the the rive river. r. Ov Over eral all, l, they they are are good good neighb neighbors ors and quick quick to celebr celebrate ate.. They They enjoy enjoy colorf colorful ul clothi clothing, ng, cut to their their own familiar patterns. The The olde olderr memb member erss have have seen seen a lot lot of str strange things in their past and are
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respe respected cted.. The younge youngerr member memberss are a bit softer, but are not being raised to be idle. A chance to go adventuring will be greete greeted d enthus enthusias iastic ticall ally, y, althou although gh older older memb member erss with with fami family ly will will usua usualllly y be too too mellow mellow and satisf satisfied ied to be tempt tempted ed by anything but a day or two of work. Vari Variou ouss memb member erss of the the trib tribe e spea speak k a wide range of languages, including elvish, dwarvish, halfling, common and a number of mons monstr trou ouss human manoid oid tong tongue uess like like goblin. Notables include: 1 x 6th level fighter 1 x 5th level fighter 1 x 4th level fighter 2 x 3rd level fighters 3 x 2nd level fighters 6 x 1st level fighters 1 x 3rd level thief 1 x 2nd level magic user Old Eena "the seer" is a fake. The entire tribe is in on it and helps gather information and rumors. The clan sees this as a chance chance for entertai entertainme nment nt and will will eventually let anyone who's upset by it "in on the joke." She holds "seeings" in a lavish tent comple complete te with with a table table and crysta crystall ball. ball. Combining the information brought by the other other membe members, rs, a shrewd shrewd knowled knowledge ge of huma human n natu nature re and and comm common on even events ts in human human life (love, violence, treasure, treasure, and poverty) she can spin entertaining guesses at a person's future and (by keeping them vague enough) often get them right.
Halfling Community These hese are set settle tled in and and aroun round d the farmlands south of the main
castle/fortress. They They occupy occupy a peace peaceful ful commun community ity of some 20 halfling residences and shops, all dug into low hills in the fields or tree line of the area. The halflings try to avoid being noticed, and many locals are unaware of them them,, alth althou ough gh othe others rs migh mightt visi visitt them them socially now and then. The keep commander commander routinely routinely sends invitatio invitation n to special events, and often at least a small committee of halflings will attend. They are friendly and laid back with those who do not threat threaten en them; them; if attack attacked, ed, they flee or fight back depending on the severity of the threat. Their community includes some 200 halflings, of which 50 or more are mature adul adults ts.. Most Most resi reside denc nces es are are spra sprawl wlin ing g burrows with multiple entrances (often at least two sec secret ones). s). They house extended families, with grandparents and wedded wedded youngs youngster terss with with childr children en in the same warren. Live stock abounds, though usually small and and easi easily ly hidd hidden en.. Chic Chicke ken n coop coops, s, pig pig pens and sheep sheds are grown up with natu natura rall weed weedss and and vine vines, s, maki making ng them them hard to find. At least a couple of their kin are familiar with smithing, but the local humans and dwarves provide most of their hard goods, so they concentrate on farming, gardening, distilling beverages and other pursuits. They are masters at making their own wooden tools and rope, as well as cloth and clothing. They aren't heavily armed or armored, but they do have weapons and some leather armor (a few have chain mail). Spears for hunt huntin ing, g, dagg dagger ers, s, bows bows and and slin slings gs are are common. They use rocks to line paths and flow flower er beds beds;; and and aren aren't 't bad bad at hurl hurlin ing g them if pressed by attackers.
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OUTDOOR ENCOUNTERS This is a collection of random encounters to help the LL. Roll once morning, noon and night: a 6 on 1d6 indicates an encounter. Adju djust as desi desirred for freque equenc ncy y and and loca locati tion on,, espe especi cial ally ly to cate caterr to play playin ing g groups with different levels of experience at playing. These encounters are significant meetings. Around population areas, people and their domesticated animals are common. Wild animals would abound in areas away from major major popula populatio tion n areas. areas. When When common common anim animal alss are are rolle rolled d up as an enco encoun unte ter, r, they are hungry and hunting, or defending their territory. Use the General General Wandering Wandering Monsters Monsters for when the PCs travel on land. The River/Lake River/Lake Encounters Encounters is used used when when PCs PCs swim or travel the lakes or rivers in a boat. General Wandering Monsters d20 Table 1-4 1-4 Comm Common on Crit Critte ters rs Tabl Table e 5-10 Common Common Humanoi Humanoid d Monster Monsterss Table Table 11 Gian Giantt Ani Anima mals ls/In /Inse sect ctss TTab able le 12-17 Humans Humans Table Table 18 Spec Specia iall Even Events ts Tabl Table e 19 Spec Specia iall Mon Monst ster erss Tab Table le 20 Spec Specia iall Neu Neutr tral alss Tab Table le
d12 1 2
# Of Common Critters Table 1d2 Black Bear (HD 4 4,, hp 16) 1d8 Giant Centipedes (H (HD 1/ 1/2, hp 2) 3 1d6 Giant Bats (HD 2, hp 8) 4 1d8 Giant Rats (HD 1/2, hp 2) 5-6 4d6 4d6 Herd anima nimals ls (HD 1 to 2; hp 4 to 8) 7 1 Insect Swarm (HD 2, hp 8) 8 1d2 Mountain lion (HD 3+ 3+2, hp 14) 9 1d8 Stirges (HD 1, hp 4) 10 1d4 Wild Boars (HD 3, hp 12) 11-1 11 -12 2 1d6 1d6 Wolve olvess (H (HD 2+2 2+2,, hp hp 10 10))
d20
# Of
1 1d3 2-3 1d4 4-8 1d8 9-12 1d6 13-1 13 -14 4 1d10 1d10 15 1d6 16 1 17-20 1d6
Common Humanoid Monsters Bugbears (HD 3+1, hp 13) Gnolls (HD 2, hp 8) Goblins (HD 1-1, hp 3) Hobgoblins (H (HD 1+ 1+1, hp 5) Kob Kobold olds (H (HD 1 1//2, hp 2) Lizard Folk (HD 2+1, hp 9) Ogre(HD 4+1, hp 17) Orcs (HD 1, hp 4)
d20 # Of Of Giant An Animals/Insects Ta Table 1 1d2 Giant Ants (HD 4, 4, hp 16) 2-4 1d4 Giant Ba Bats( HD 2, 2, hp hp 8) 8) 5-6 5-6 1d10 1d10 Gian Giantt K Kilille lerr Bee Beess (HD (HD 1/2, 1/2, hp 2) 7 1d6 Giant Fi Fire Be Beetles (H (HD 1+ 1+2, hp hp 6) 8-11 8-11 1d8 1d8 Gian Giantt Cen Centi tipe pede dess (H (HD 1/2 1/2,, hp hp 2) 12 1d2 Giant G Ge ecko Lizard (H (HD 3+ 3+1, hp hp 13) 13-17 13-17 1d10 1d10 Giant Giant Rats Rats (HD (HD 1/2, 1/2, hp 2) 2) 18 1d4 Giant Sh Shrews (HD 1, 1, hp 4) 19 1 Pit Viper Snake (HD 2, hp 8) 20 1 Giant Black Widow Spider (HD 3, hp 12)
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d20 # Of Humans Table 1 1d10 Bandits on foot 2 1d10 Bandits on horseb seback 3 1 Courier 4-6 4-6 1d6 Farm Farmer erss g goi oin ng tto o tow town/ n/fi fie eld 7-8 1d6 Hunters 9-10 1d8 Lumber jacks 11-12 11-12 1d12 1d12 Merch Merchant antss with wagon wagonss 13-1 13 -14 4 3d4 Milit ilita ary Patr Patrol 15-16 1d6 Miners 17 1d12 1d12 Nobl Noble/ e/Of Offi fici cial al out out on busi busine ness ss 18-1 18 -19 9 1d6 Town own Fol Folk k on on tri trip p 20 1d2 Trappers
d20 # Of 1 1d6 2-6 1d4 7 -8 1d6 9 1d4 10-1 10 -12 2 1d6 1d6 13 -14-15 1 16 17 18
1d4 1d12 --
19 20
1d6 1d4
River/Lake Encounters (PCs are in the water) Crocodiles (HD 2, hp 8) Fishermen Flash Flood Giant Bees (HD 1/2, hp 2) Giant Toad (HD 2+2, hp 10) Lizar izard d Fol Folk k (HD (HD 2+1 2+1,, hp 9) Log Jam Merchant boat (main waterways) Nixies River ver/Lake Pir Pirates/Bandits its Roll on General Wandering Monsters Stirges Trappers/Hunters
Flash Flood. Rain upstream causes a torrent of water to rush down. the PCs must either hurr hurry y to shor shore e or be sw swep eptt away away down down stream and perhaps capsized (LLs discretion).
d20 1 2-3 4 5 6 7 8 9 10 11 12 13-15 16 17 18-19 20
# Of 1 1d4 1d6 1 1d2 1 1 1 1d4 1 1d6 1d8 1 1 1d6 --
Special Monsters Table Albino Ape (HD 4, hp 16) Ghouls (HD 2, hp 8) Giant Ferret (HD 1+1, hp 5) Giant hawk (HD 3+3, hp 15) Harpies (HD 3, hp 12) Hippogriph (HD 3+1, hp 13) Medusa (HD 4, hp 16) Minotaur (HD 6, hp 24) Neanderthals (HD 2, hp 8) Owl bear (HD 5, hp 20) Rot Vulture (HD 2, hp 8)* Skeletons (HD 1, hp 4) Small Dragon (HD 6, hp 24) Troll (HD 6, hp 24) Zombies (HD 2, hp 8) No encounter
* See NEW MONSTERS
d20 1 2 3-4 5-6 7 8-10 8-10 11 12-1 12 -14 4 15-1 15 -17 7 18 19 20
# Of 1d8 1d6 1d12 1d12 1d8 1d12 1d12 1d10 1d10 1d10 1d10 1d10 1d6
Special Neutrals Table Centaurs (HD 4, hp 16) Dryads (HD 2, hp 8) Dwarves (HD 1 1,, hp 4) Elves (HD 1 1+ +1, hp 5) Gnomes (HD 1, hp 4) Halflin fling gs (HD 1 1-1 -1,, hp 3) Chaotic NPC Party* Lawfu awfull NPC Part Party y* Neutra utrall NPC NPC Par Party* ty* Pixies (HD 1, hp 4) Roll on Humans Table Roll on Special Events Table
* LL makes up NPC Party
Log Jam. Boat movement is impeded for a day or so due to a log jam caused by lumbering.
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Hot 1 2-4
Cold Special Events Table 1-3 Extreme cold for 1d6 days 4 Extreme heat and drought 1d6 days 5 -Forest fire -5 Ice Storm 6 6 Plague of insects for 1d6 days 7-8 7-8 Pouring rain/snow for 1d6 days 9-10 9-10 Severe storm pa passes th through 11-12 11-12 -12 Sickne kness in in pa party 13-20 13-2 0 13 13-2 -20 0 Not Nothing hing unu unusu sual al hap happ pens ens Extrem Extreme e Cold Cold (for (for 1d6 Days) Days).. Must Must have have extreme amounts of food, a heat source, insulation, and avoid outdoor exposure or take 1d6 damage each day. Extrem Extreme e Heat Heat (for (for 1d6 Days). Days). Must Must have have extr extrem eme e amou amount ntss of wate waterr and and avoi avoid d movement and activity during the day. Forest Fire. Fire. Flames rage for 1d6 days during which time the PCs must flee in a specific direction or suffer 1d6 hit points damage per hour they are caught in it.
Sickness in the Party. Party . Each member must save save vers versus us pois poison on or be stri strick cken en by a severe, debilitating illness for 1d6 days.
Monster Stats For Random Encounters Albino Ape AL N, MV 120' (40'), AC 6, HD 4, #AT 2 (claw, claw), DG 1d4/1d4, SV F2, ML 7, XP (80 each) Black Bear AL N, MV 120' (40'), AC 6, HD 4, #AT 3 (2 claws, bite) , DG 1d3/1d3/1d6, SV F2, ML 7, XP (80 each) Boar AL N, MV 150' (50'), AC 7, HD 3, #AT 1 (tusk), DG 2d4/3d4, SV F2, ML 9, XP (50 each) Centaur AL N, MV 180' (60'), AC 5, HD 4, #AT 3 (2 hooves, weapon), DG 1d6/1d6, weapon, SV F4, ML 8, XP (80 each) Centipede, Giant AL N, MV 60' (20'), AC 9, HD 1d4 hp, #AT 1 (bite), DG Poison, SV 0 level Human, ML 7, XP (6 each) Crocodile AL N, MV 90' (30') Swim 90' (30'), AC 5, HD 2, #AT 1, DG 1d8, SV F1, ML 7, XP (30 each)
Dryad AL N, MV 120' (40'), AC 5, HD 2, #AT Ice Ice Stor Storm m (for (for 1d6 1d6 days days)) . The The PCs PCs must must Charm, DG 0, SV F4, ML 6, XP (29 each) have have excel excellen lentt shelte shelterr and insula insulatio tion n or they they suff suffer er 1d6 1d6 dama damage ge per per day. day. The The Dwarf AL L or N, MV 60' (20'), AC 4, HD 1, #AT 1 (weapon), DG 1d8 or weapon, SV ground ground and everythi everything ng is coated coated in ice, ice, D1, ML 8, XP (10 each) maki making ng move moveme ment nt trea treach cher erou ous. s. In the the woods trees collapse under ice. Elf AL N, MV 120' (40'), AC 5, HD 1 + 1, #AT 1 (weapon), DG 1d8 or weapon, SV E1, ML Plague Plague of Insect Insectss (for (for 1d6 Days). Days). Insects 8, XP (15 each) peste pesterr anyone anyone who doesn' doesn'tt have have shelte shelter. r. Suffers 1 point damage per day if not in Giant Ant AL N, MV 180' (60'), AC 3, HD 4, shelter. Horses and animals are #AT 1, DG 2d6, SV F2, ML 7, XP (80 each) uncontrollable. Giant Bat AL N, MV 30' (10') Fly: 180' (60'), Pour Pourin ing g Rain Rain/S /Sno now w for for 1d6 1d6 Days Days.. Both AC 6, HD 2, #AT 1 (bite), DG 1d4, SV obscur obscure e vision vision.. Rain Rain causes causes troubl troubleso esome me Human F1, ML 8, XP (20 each) moveme movement; nt; snow snow accomp accompani anied ed by cold cold Giant Giant Black Black Widow Widow Spider Spider AL N, MV 60' weather and hinders movement. (20') Web: 120' (40'), AC 6, HD 3, #AT 1 Severe Severe Storm Storm Passes Passes Throug Through h. Last Lastss 1d6 1d6 (bite), DG 2d6, poison, SV F2, ML 8, XP days. Everyone must seek shelter or suffer (80 each) 1d6 1d6 dama damage ge per per day day from from flyi flying ng debr debris is Giant Crab Spider AL N, MV 120' (40')Web: and danger. Chaotic_Caves_II_Goblinoid_Games_Forum_20101115
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None None, AC 7, HD 2, #AT 1 (bite), DG 1d8, poison, SV F1, ML 7, XP (38 each)
charm) charm),, DG 1d4/1d 1d4/1d4/1 4/1d6 d6 + charm, charm, SV F3, ML 7, XP (80 each)
Giant Ferret AL N, MV 150' (50'), AC 5, HD 1 + 1, #AT 1 (bite), DG 1d8, SV F1, ML 8, XP (15 each)
Hippogriff AL N, MV 180' (60')Fly: 360' (120'), AC 5, HD 3 + 1, #AT 3 (2 claws, bite), DG 1d6/1d6/1d10, SV F2, ML 8, XP (65 each)
Giant Fire Beetle AL N, MV 120' (40'), AC 4, HD 1 + 2, #AT 1 (bite), DG 2d4, SV F1, ML 7, XP (15 each)
Lizardfolk AL Lizardfolk AL N, MV 60' (20') Swim: 120' (40'), AC 5, HD 2 + 1, #AT 1 (weapon), DG 1d6 + 1 or weapon weapon + 1, SV F2, ML 12, XP (47 each)
Giant Gecko Lizard AL N, MV 120' (40'), AC 5, HD 3 + 1, #AT 1 (bite), DG 1d8, SV F2, ML 7, XP (100 each) Giant Hawk AL Hawk AL N, MV Fly: 450' (150'), AC 6, HD 3 + 3, #AT 1, DG 1d6, SV F2, ML 8, XP (65 each) Giant Killer Bee AL N, MV 150' (50'), AC 7, HD 1d4 hit points, #AT 1 (sting), DG 1d3 + poison + stinger, SV F1, ML 9, XP (7 each) Giant Rat AL N, MV 120' (40')Swim: 60' (20'), AC 7, HD 1d4 hit points, #AT 1 (bite), DG 1d3 + disease, SV F1, ML 8, XP (6 each) Giant Shrew AL N, MV 180' (60'), AC 4, HD 1, #AT 2 (bite), DG 1d6/1d6, SV F1, ML 10, XP (19 each) Giant Toad AL N, MV 90' (30'), AC 7, HD 2 + 2, #AT 1 (bite), DG 1d4 + 1, SV F1, ML 6, XP (71 each) Gnoll AL C, MV 90' (30'), AC 5, HD 2, #AT 1 (weapon), DG 2d4 or weapon +1, SV F2, ML 8, XP (47 each) Gnome AL L or N, MV 60' (20'), AC 5, HD 1, #AT 1 (weapon), DG 1d6 or weapon, SV D1, ML 8, XP (10 each) Ghoul AL C, MV 90' (30'), AC 6, HD 2 (turn as 3 HD), D), #AT #AT 3 (2 cla claws, bite), te), DG 1d3/1d3/1d3 + paralysis, SV F2, ML 9, XP (47 each)
Medusa AL C, MV 90' (30'), AC 8, HD 4, #AT 1 (snake (snakebit bite e or petrif petrifica icatio tion), n), DG 1d6, 1d6, poison, SV F4, ML 8, XP (245 each) Merchant AL N, MV 90' (30'), AC 5, HD 1, #AT 1, DG 1d6 or weapon type, SV F1, ML 8, XP (10 each) Minotaur AL C, MV 120' (40'), AC 6, HD 6, #AT 2 or 1 (gore, bite, or weapon), DG 1d6/1d6 or weapon, SV F6, ML 12, XP (820 each) Neanderthal AL L, MV 120' (40'), AC 8, HD 2, #AT 1 (weapon), DG 2d4 or weapon, SV F2, ML 7, XP (20 each) Nixie AL N, MV Swim: 120' (40'), AC 7, HD 1, #AT 1, DG 1d4, SV E1, ML 6, XP (16 each) Ogre AL C, MV 90' (30'), AC 5, HD 4 + 1, #AT 1 (club), DG 1d10, SV F4, ML 10, XP (215 each) Owl Bear AL N, MV 120' (40'), AC 5, HD 5, #AT 3 (2cla (2claws, ws, bite), bite), DG 1d8/1d 1d8/1d8/1 8/1d8, d8, SV F3, ML 9, XP (350 each) Pit Viper Snake AL N, MV 90' (30'), AC 6, HD 2, #AT 1 (bite), DG 1d4, poison, SV F1, ML 7, XP (38 each) Pixie AL N, MV 90' (30')Fly: 180' (60'), AC 3, HD 1, #AT 1 (dagger), DG 1d4, SV E1, ML 7, XP (16 each)
Halfling AL L, MV 90' (30'), AC 7, HD 39814, #AT 1 (weapon), DG 1d6 or weapon, SV H1, ML 7, XP (5 each)
Skeleton AL C, MV 60' (20'), AC 7, HD 1, #AT 1, DG 1d6 or weapon, weapon, SV F1, ML 12, XP (13 each)
Harpy AL C, MV 60' (20')Fly: 150' (50'), AC 7, HD 3, #AT 3 (2 claws/2 weapon +
Sprite AL N, MV 60' (20')Fly: 180' (60'), AC 5, HD 1d4 1d4 hit hit point oints, s, #AT 1 (spell pell), ), DG
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curse, SV F2, ML 7, XP (6 each) Stirge AL N, MV 30' (10') Fly: 180' (60'), AC 7, HD 1, #AT 1, DG 1d3, SV F2, ML 9, XP (16 each) Troll AL C, MV 120' (40'), AC 4, HD 6 + 3, #AT 3 (2 claws, bite), DG 1d6/1d6/1d10, SV F6, ML 10, XP (600 each) Wolf AL N, MV 180' (60'), AC 7, HD 2 + 2, #AT 1 (bite), DG 1d6, SV F1, ML 8, XP (35 each)
Miscellaneous Events/Encounters
(50'), AC 7, HD 2, hp 9, #AT 1 (sting), DG 1d3 + poison + stinger, SV F2, ML 9, XP (7 each) Some 1d6 turns after the player character's attack (if they do attack and win) another 3 giant iant bees come ome in to attac ttack k the them (the (these se were were off off fora foragi ging ng for for nect nectar ar and and pollen). 3 Giant Killer Bees AL N, MV 150' (50'), AC 7, HD 1d4 hit points, points, hp 2, 2, 2, #AT 1 (sting), (sting), DG 1d3 + poison poison + stinger, SV F1, ML 9, XP 35 (7 each)
If the PCs defeat the bees and investigate The Chaotic Caves can be used as shown, the hive, they will find 1d6 gallons of honey. or brok broken en up and and dist distri ribu bute ted d to othe other r They will also find a humanoid corpse of locations on the larger map. indete indetermi rminat nate e race race (the (the skull skull is missing missing), ), hunkered as if hiding. There is a long bow, Additional ideas for encounters include: short sword and dagger (all useful). In a Bee Hive. Hive. These bees have been upset by rotten rotten quive quiverr are six silver silver-ti -tipp pped ed arrows arrows.. monst monster er atta attack cks. s. When hen the the char charac acte ters rs Scattered about it's skeletal feet are 18 gp, come near this area, a giant bee buzzes 12 ep, 9 sp and 132 cp, having fallen out of past the them, tur turns and and come comess back to a rotten bag. attack. It will be followed one round later A fallen tower taken over by a giant spider. by two more: It rests in a clearing amid trees, beside a 3 Giant Killer Bees AL N, MV 150' (50'), small pool of water and seep stream that AC 7, HD 1d4 hit points, points, hp 3, 2, 2, #AT 1 runs off. (sting), (sting), DG 1d3 + poison poison + stinger, stinger, SV F1, ML 9, XP 21 (7 each) As the the part party y cont contin inue ues, s, they they hear hear the the occasional drum of giant bees. They can sneak up close to a hive built in a massive tree tree,, low low towa toward rdss the the grou ground nd.. They They can can count five more bees. The queen will come out to help in the end. Not to ruin the fun of being creative: but novices might think the game game is play played ed by brut brute e forc force e (whi (whip p a swor sw ord d out out and and atta attack ck)) and and not not thin think k of tactics like building a big smoky fire that will stun and confuse the bees. 5 Giant Killer Bees AL N, MV 150' (50'), AC 7, HD 1d4 hit points, hp 3, 3, 2, 2, 1, #AT 1 (sting), DG 1d3 + poison + stinger, SV F1, ML 9, XP 35 (7 each) 1 Queen Giant Killer Bee AL N, MV 150'
1. Ground Ground Floor Floor.. Open Open and fairly fairly empty empty.. What is left of stone steps starts spiraling up. Hidden behind a loose rock in the steps is a potion of poison neutralizing: it coun counte ters rs poiso poison n if appl applie ied d with within in one one
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turn turn (10 (10 minu minute tes) s) of bein being g pois poison oned ed.. There is also a rotten old bag that spills out 20 pp, 200 gp and 120 ep. 2. Top two floors and roof. The top part of the tower is lying on its side amid scat scatte tere red d rubb rubble le.. The The floo floori ring ng of thin thin wooden wooden planks planks has collapsed collapsed,, leaving leaving most mostly ly the the heav heavy y sup support ort timb timbe ers. rs. Acce Access ss is easy easy.. A gian giantt blac black k wido widow w spider has a nest of webs among the tumbled planks of the flooring. Anyone exploring the underside of the collapsed roof will also get a surprise - three young black widows have hidden there. Giant Black Widow Spider AL N, MV 60' (20') Web: 120' (40'), AC 6, HD 3, hp 12, #AT 1 (bite), DG 2d6, poison, SV F2, ML 8, XP (80 each) 3 Young Giant Black Widow Spiders AL N, MV 30' (10') Web: 60' (20'), AC 8, HD 1, hp 4 each, #AT 1 (bite), DG 1d4, poison (save +2), SV F1, ML 7, XP 48 (16 each)
A hidden lizard folk temple in a swampy area, all grown over by vines and crumbling.
adding up until they've slain some 10 to 40 of each, or they are slain instead. In the general center of the area is a stone mon monume ument cap capped ped by sku skulls lls tha that are are wearing spikes helmets. It reads: DEFEATED HERE WAS THE WARLORD BUT NOT FOREVER Ghost of the Drowned Witch. Witch . Some of the loca locall folk folk will will rela relate te an old old wive wivess tale tale,, if asked: at a certain time of the year, when the moon is bright and certain plants are thri thrivi ving ng,, if you you go to a cert certai ain n cair cairn n of stones in the river and throw in coins and sing a certain song, the ghost of a drowne drowned d witch witch appea appears. rs. It may grant a wish wish (if (if it is reason reasonab able le enoug enough). h). Copper Copper coins resul sult in minor boons; silve lver in moderate boons, gold in the best boons. Ther There e are are seve severa rall cair cairns ns alon along g the the rive river, r, and people argue over how they came to being and which is the right one. Some are said said to be camp camp site sitess of gian giants ts.. Othe Others rs began to appear after the rumor started, some one hundred years ago.
The source of this rumor is: some two-dozen nixies nixies (Alig (Alignme nment: nt: N, Mv Swim: Swim: 120 120'' (40') (40'),, Ancient Deserted Battlefield. Battlefield . Roll twice for AC 7, HD 1, #AT 1, DG 1d4, Sv E1, Ml 6) wandering monsters if the PCs waste any skulk skulk in the local local river, river, avoidi avoiding ng contac contactt time here. For a mile radius the ground is and hiding from passers by. They live more strewn with ancient bones and the area is like fish or frogs than people, having with blighted, with weeds and scrub trees that litt little le in the the way way of fixe fixed d domi domici cile les. s. They They are slowly growing back. The smell of rot is have a number of caches of treasure and everyw everywher here, e, and skulls skulls grin grin mocking mockingly ly at holes to lair up in along the banks. passers by. Old rusted and broken On occasion people have attracted their weapons, bits of armor and other items lay attention and (depending on how they did scattered. so) so) suff suffer ered ed weal weal or woe. woe. The The nixi nixies es are are If the PCs move through the region, the ground will tremble and stir occasionally as if something is moving underneath it. If they inves nvesti tiga gate te by diggi igging ng,, a ske skeleto leton n or zombie will arise and attack them. If they do anything hostile to the region, they will be atta attack cked ed by 1d6 1d6 skele skeleto tons ns and and 1d4 1d4 zomb zombie iess per roun round: d: the the numb number erss keep keep
quie uiet anci ncient ent to the are area, and and have have collected a number of potions and magic item items, s, and and natu natura rall item itemss or equi equipm pmen entt which they might use to help or hurt those who get too close. They often wear necklaces of coins collected from the water near the various
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cair cairns ns of ston stone e (oil (oilin ing g them them to prev preven entt corrosion).
over overni nigh ghtt they they even eventu tual ally ly must must make make morale rolls or flee in creeping horror.
Lost Temple. Temple. Deep in the woods, a clearing appe appear ars, s, scatt scatter ered ed abou aboutt with with marb marble le columns and stone building blocks. Amid weed weedss and and smal smalll tree treess are are occa occasi sion onal al statues. Some favor historical figures from a long lost religion, and a few are dedicated to a deity with few (if any) known worshipers.
Wandering Old Man. Man. He's not a wizard nor anythi anything ng specia special. l. He's He's even even a bit errati erratic, c, but if treated well he might divulge useful information, always eager to gossip for a meal or few coins. He's decrepit (not worth sta statist tistic ics) s) and and can can be kill killed ed with ith any attack, and can be otherwise mistreated. His only possessions are a walking stick (just a stic stick) k),, rags rags,, a few few copp copper er coin coins, s, and and perhaps some food and drink. And a hat.
There is plenty of shelter among the ruins, although chaotic beings who spend more than a few hours here begin to feel parano ranoiid, like like some some unse nseen agen agentt is watc watchi hing ng them them.. If they they stay stay more more than than
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Map of the Main Castle
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Castle Proper This is as much a border fort as a castle, a great great stone stone edific edifice e attemp attempting ting to carve carve civilization out of the wilderness. Ordinary people are allowed in and out during peaceful times. The inner residences are only let out to the rich or those privileged by some special need or right to live inside the walls; they pay rent unless waived by the commander. Troops may may be stat statiioned oned outs outsid ide e in ten tents or stocka stockade dess as needed needed.. Small Small houses houses and buil buildi ding ngss are are allo allowe wed d near nearby by,, but but not not with within in some some 10 100 0 yard yardss (300 (300 feet feet)) of the the moat. On holi holida days ys and and at leas leastt one one day day per per week a great market is held in the common common area, area, where where the merchants merchants pay imme mmediate taxes but also do good busi usiness ness with with crow crowds ds,, who come come for for entertainment, and to both buy and sell goods. A stockade and minor sheds in the nearby town town prov provid ides es a herd herder er's 's mark marke et for auctioning live stock and sheering sheep for wool. It is active whenever someone gets a notion to sell live stock or during the sheering season. WALLS: WALLS: Main walls lls are 30 30'' high igh with ith 6' parapet, and 10' thick. DRAW DRAW BRIDGE BRIDGES S: The The draw draw bridge idgess are pretty standard -- heavy and slow to raise or lower. GATES: GATES: Each gate has solid doors (about 18' wide and 12' high) backe cked by a portcu portculli llis. s. The main main gates gates are extrem extremely ely stro strong ng,, with with mass massiv ive e bars bars to hold hold them them shut. It would take massive rams to take them them down down direc directly tly.. The flanki flanking ng towers towers are are fair fairly ly stan standa dard rd and and the the "w "wal alk-o k-ove ver" r" feat featur ures es gaps gaps in the the floo floorr for for drop droppi ping ng rocks rocks and pourin pouring g boilin boiling g liquid liquids. s. Large Large
iron iron pots pots are nearby nearby along with piles piles of wood, tinder and other necessities. Each is always guarded by troops from the towers that flank them. There are at least two men-at-arms on the outside and two inside (1st level fighter, hp 4 each, chain mail mail,, pole pole arm arm and and sw swor ord) d) (plus plus eigh eightt more lounging in the towers at the ready). They They provi provide de direc directio tions ns and call for the officer on watch (1st level fighter, hp 5, chain mail, and sword) if anything unusual occu occurs rs,, espe especia cialllly y stran strange gers rs.. If stra strang nge e events events are conspi conspirin ring g in the local local area, area, more troops and a high level officer might also be posted at each tower. The officer of the watch at each bridge charges an entrance fee for strangers and provides a slip of paper as a general pass to prove they they have have alrea lready dy paid paid it good good for for a week. MOAT: MOAT: About twenty nty feet deep. The stream that fills it is allowed to flow to keep it clean and full yer round. It is regularly dred dredge ged d and and clea cleane ned d of most most brus brush, h, although it is fit for fish and frogs. TOWERS: TOWERS: Each ach stan stands ds 40 40'' hig high, with ith 6' parap parapets ets,, has about about 4 floors floors,, with with arrow arrow slits in every 10' section that faces outward, and has wooden ladders going up and and down down.. The The bott bottom om floo floorr has has a heavy door that can be barred from the inside. Each floor that opens onto a main wall has a heavy door. Each has a basement for storage. Light catapults and ballistas are marked on the map. A watch (1st level fighter, hp 4 each each,, chai chain n mail mail,, pole pole arm arm and and ligh lightt crossbow) of three to five of the troops hous housed ed in it is alwa always ys up top, top, read ready y to soun sound d a warn warnin ing g if mons monste ters rs are are seen seen.. Each tower has a horn to sound warnings
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with. Tower T3 Tower T3 also has a loud brass bell for general alarm; it sounds distinctly different from the serene bells in the church. Towers T1 to T5 are main towers. Each has 50 men (48 1st level, 2 x 2nd level). They wear leather armor (30) or chain mail (20) and have pole arms and spears as well as an array of axes, sw swo ords, and other weapons. T5 also has a dungeon for prisoners. It is the quart uarte ers of a she sheriff riff in char charge ge of general prison soner and police duties (Fighter, 3rd level, hp 12, plate mail, AC 3). Towers T6 to T10 are secondary secondary towers. towers. Each has 30 men at arms (1st level, hp 4 each each). ). They They wear wear leat leathe herr armo armorr (20) (20) or chain mail (10) and have pole arms (1d10 damage damage)) and spears spears (1d6 (1d6 damage damage)) as well as an array of axes, swords, and other weapons. T11 is a tower for guests. It is staffed by 10 men at arms as guards (level 1, hp 4 each, chain mail and various weapons). FOUNTAIN: FOUNTAIN: A deco decora rati tive ve foun founta tain in also also provides water for visitors.
Inner Area A flag flagst ston one e road road lead leadss up to the the main main keep. Other areas are dirt and grass and vegetable beds. Flowers are rare, usually grown in pots. The miscel miscellan laneou eouss build building ingss are heavil heavily y built, with stone walls and serve as miniforts. forts. The ones ones lining lining each each entran entrancew ceway ay have narrow windows facing out and are intended to serve as gauntlets in case the gate gatess are are brea breach ched ed.. Most Most are are two two or three floors high (10 feet per story), with wooden or stone stairs up and down, to maximize space and storage. Many Many have have parti partitio tions ns of relat relative ively ly flimsy flimsy wood wooden en wall walls, s, whic which h are are fair fairly ly easy easy to move around. The "walls" shown are the
fixed stone walls. Many buildings have their own wells and are capable of providing plenty of water during a siege. INNER KEEP (Entry 1): 1) : As far from the gates as possib possible le with with its own full-h full-heig eight ht walls walls and towers, this structure serves as both the the loca locall poli politi tica call lead leader ers' s' home home and and quarte quarters rs for import important ant guests, guests, and other other notables. It has nondescri cript live-in servants. The gateway gateway is guarde guarded d the same way way the main gates are. Comm Comma ande nder of the the cast castlle (6th 6th leve levell fighte fighter, r, hp 30, plat plate e mail mail +1, +1, shield shield +1, +1, sword +1, +1, STR 13, INT 14, WIS 12, DEX 16, CON 15, CHA 17). CHUR CHURCH CH PROP PROPER ERTY TY (2) (2): Site of church general living quarters. Entry 2a is the bell towe tower. r. The The head head prie priest st is a norm normal al man man who is an organizational wizard and high in the church hierarchy. He has an advisor (Cleric 3rd Level, hp 9, chain mail AC 5, war hammer hammer)) and two two assist assistant antss (Cler (Cleric ic 2nd 2nd leve level, l, hp 6, cha chain mail mail AC 5 and mace mace). ). Thre Three e novi novice cess (Cle (Cleri ric c 1, hp 6, leather, leather, shield, shield, mace/flail mace/flail/war /war hammer) hammer) help in duties as do several volunteers and other staff. ORPHANAGE AND POORHOUSE (3): Entry 3 is a combination orphanage, poorhouse, hosp hospit ital al,, and and gene genera rall good good-n -nei eigh ghbo bor r facility. It is run by an elderly woman and several staff, ll normal people. BARRAC BARRACKS KS (4 and 5): 5): The The barr barrac acks ks are are typi typica calllly y thre three e floo floors rs high high,, and and heav heavilily y built. Internally they are very simple, with large areas for eating (or planning), rows of bunks, smaller partitions for officers and other necessities. Each has a nominal staff of 10 men-at-arms (1st level, hp 4 each, leather, shield, sword or axe 1d8 damage) who who keep keep it up. up. Numb Number er 5 hous houses es 30 cavalry (1st level, 4 hp each, 20 with chain
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mail, 10 with leather, sword or axe for 1d8 damage) and their leader (3rd level, hp 15, plate mail, sword, Str 13 (+1), Int 9, Wis 10, Dex 16 (+2), Con 15 (+1), Cha 12) and a lieutenant (2nd level, hp 10, plate mail, sword 1d8). STABLES (6). 6). Holds 40 war horses and 30
TAVERN (19). Second floor is rental, third is residence of owner. GUIL GUILD D HALL HALLS S (20) (20).. The The floo floors rs here here are are devoted to various guilds: sheep herder, etc. EMPTY (21). For let.
riding horses. Supplies and gear upstairs, including 20 suits of barding.
MASO MASON N (22) (22).. Masons construction work.
WAREHOUSE (7). Owned and operated by freight company., it serves as torage for supplies.
SMITH (23). (23). Works in all metals. Sells metal weapons as well as common goods. Fixes pots and pans and all iron and tin work. Runs Runs own own smel smelti ting ng proc proces ess. s. Supp Supplilies es of coal and wood.
BUTC BUTCHE HER R (8). (8). Uppe Upperr floo floorr devo devote ted d to smok smoke e room rooms. s. Lowe Lowerr floo floorr shop shop.. Midd Middle le floor residence. EMPTY (9). To let. LIBRARY / BOOK SELLER (10). Library Library and book book sell seller er.. hand handle less maps maps and and othe other r arcane arcane knowle knowledge dge.. Nothi Nothing ng is free, free, but swapping might work. EMPTY (11). (11). For let. MERCANTILE (12). Specializes in hardware, incl includ udin ing g some some body body armo armor, r, weap weapon ons, s, exploration gear, etc. 2nd floor residence. 3rd floor empty. APOTHECARY (13). (13). Shop for healing herbs and spices, seller of potions, etc. WAGONS (14). Specializes in renting and sell sellin ing g wago wagons ns and and cart carts. s. Bott Bottom om floo floor r storage. Next floor business and gear. Top floor residence.
and
general
APARTM APARTMENT ENTS S (24). (24). Thre Three e stor storie ies, s, each each upper story with a small balcony accessed by steep stairs. Small rooms for cheap. The landlord lives in the bottom floor on "a". Strict policy of 1 person occupancy. BAKERY BAKERY (25) (25). Repu Reputa tati tion on is high high.. Of Ofte ten n called on for cakes, pies and treats in the nobler houses and main keep. CLOTHING SHOP (26). (26). Deals in cloth and thread; buys and spins own cloth. Tailor Tailoring ing.. Can create create leathe leatherr and cloth cloth armors. Rents fancy duds for parties and balls. SMALL TAVERN (27). (27) . Friendly, clean, good food and eats. Cheap rooms for the night. STORAGE (28). General storage for troops and castle. A guard is always on duty.
APARTMENT APARTMENTS S (16). (16). Room Roomss for for long long term term stays.
HALL (29). (29). Rented Rented out for meetin meetings gs and parties. Bottom floors are usually empty, as such. Top floor has minimal care taker and owner.
CARPENTRY CARPENTRY (17). (17). Carpen Carpentry try,, also also makes makes and sells sells cabine cabinets, ts, furnit furniture ure,, etc. etc. Lower Lower floor is main business; ss; secon cond floor oor storage. Top floor residence.
MERCHA MERCHANT NT (30) (30). Ow Own ner of many many loca locall concerns including the freight company, seve severa rall sma smaller ller busi busine ness ss.. Con Consta stantly ntly wheeling and dealing in goods.
CHURCH (18). A church of a different faith from the main church, smaller ler and devoted to spreading its worship.
FINAN FINANCIE CIER R (31) (31). The lower floor is the busine business, ss, the upper upper floors floors are resid residenc ence. e. Handles money changing, buys and sells jew jewel eler ery y and and gems gems.. Also Also serv serves es as tax tax
EMPTY (15). For let.
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collector and auctioneer.
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Hill Fort Key A quick map of the hill fort assigned to prote protect ct the miners miners and lumber lumber crews crews in the south east of the map. The north section (from inner gate north) is on a 40' high mound of earth. The south sectio section n slope slopess down down to the ground. ground. It is surrounded by a moat some 6 to 10 feet deep (2 to 3 meters). s). The walls are wooden poles some 20 feet high, with a walk walkwa way y star starti ting ng abou aboutt 15 feet feet up for for troops to fight from. Ladders are used to climb up, moved around as needed. The watch towers are 20 feet higher than the walls, rickety and large enough for a few peop people le at most most.. They They are are reac reache hed d by ladders. The The area area arou around nd it is most mostly ly gras grasss and and farmlands. A few houses or huts nearby, but most most are disco iscour urag aged ed for for safe safety ty concerns. The continge contingent nt of troops troops is small, small, about fifty in strength. There is space for more. It provides a safe haven in case of sudden attacks. There's very little merchandise in the area beyond food, clothing and tools. Armor, weapons and such are not readily available. At least two smiths are on hand to make and repair repair saws, saws, picks picks and other other metal metal tools needed to cut trees and mine. They work outside the fort. The primary product of the mines is iron ore, some of which is smelted in a crude but ser servicea ceable foundry. A waterwheel near the river runs a saw mill that hat sha shapes pes much much of the the wood ood used sed locally. Uncut lumber is floated down or up river as rafts.
Garrison of the Wooden Hill Fort This small fort has a garrison of 30 infantry and 18 archers. They are led by a cadre of 4 officers. Lieutenant Zullun is a relative newcomer to the area having trained as an officer in Dolm Dolmva vay y and and has has been been in his his post post for for nearly a year. He is a quick learner, and is getting to know the various people and grou groups ps arou around nd the the area area.. He is alwa always ys inte intere rest sted ed in what what is going oing on and and he some someti time mess asks asks visit visitin ing g adve advent ntur urer erss to investigate areas or situations and return and report to him. He is aware of a collection of caves and tunnels filled with bandits, monsters and other foes somewhere in the nearby hills, but he has not not dete determ rmin ined ed exac exactly tly wher where. e. He can can point adventurers in the direction of where the caves might be. Lieutenant Lieutenant Zullun: Zullun: Figh Fighte terr leve levell 4, AC 2, Move 60’ hp 17, Att 1 sword THAC0 15, Damage 1d8+2, Ml 10, Align Lawful Str 14, Dex 10, Con 10, Int 14, Wis 12, Cha 13 Equipment: Plate Mail, Sword +1, Shield, Sergeant Sergeant Grakker Grakker is a grizzled veteran of numerous campaigns, but he is crass and undi undipl plom omat atic ic,, and and his his supe superi rior orss do not not consid consider er him suitab suitable le for promot promotion ion.. He has mixed feelings about this – part of him prefers to be with his troops who he can rela relate te to, to, but but he is also also a bit rese resent ntfu full about not being recognised and appreciated. If the PCs chat to him, he won’t take any nonsense from them. The sold soldiiers ers (and to an exten xtentt the oth other officers) both fear and respect him. Sergeant Sergeant Grakker Grakker: Fighter level 5, AC 3,
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Move 60’ hp 27, Att 1 2-handed sword, THAC0 13, Damage 1d10+2, Ml 10, Align Neutral Str 16, Dex 9, Con 13, Int 10, Wis 12, Cha 10 Equipment: Banded Armour +1, 2-handed sword, 3 daggers Sister Sister Ambrosia Ambrosia is the the cha chapla plain to the the garrison, and also the medic. She is mainly interested in the well-being of the garrison but she also has a desire to root out and defe defeat at wors worshi hipp pper erss of Chao Chaos, s, and and she she may call on adventurers to help her do so. Sister Ambrosia: Cleric level 4, AC 4, Move 60’, hp 11, Att 1 mace, THAC0 18, Damage 1d6, Ml 10, Align Lawful Str 10, Dex 8, Con 10, Int 13, Wis 16, Cha 13 Equipment: Banded Armour, Shield, Mace, Holy Symbol, 2 vials of Holy Water Spells: Cure Cure Ligh Lightt Woun Wounds ds x2, x2, Dete Detect ct Magic, Slow Poison, Hold Person Sergeant Grundin Hammerhand is the only demihuman and the main blacksmith for the garrison. He has an apprentice in the ranks anks and as long long as his ski skills lls are are not not immediate immediately ly required required by the soldiers, soldiers, he will help out adventurers – for a small fee. Sergeant Sergeant Hammerha Hammerhand nd is always always looking looking for more metal to work with, and has been know known n to pay pay for for scra scrap p meta metall such such as humanoid weapons and armour. In battle he often commands the archers, using his crossbow along side them. Sergeant Hammerhand: Dwarf level 4, AC 1, Move 60’, hp 24, Att 1 battleaxe or 1 cros crossb sbow ow,, THAC0 HAC0 16 16,, dama damage ge 1d8+ 1d8+1 1 (battleaxe) or 1d6 (crossbow), Ml 10, Align Neutral Str 14, Dex 14, Con 13, Int 9, Wis 10, Cha 10 Equi Equipm pmen ent: t: Plat Plate e Mail Mail +1, +1, Batt Battle leax axe, e, Cros Crossb sbow ow,, case case + 20 quar quarre rels ls,, Smit Smith’ h’ss Hammer Regular Infantryman: Infantryman: Fighter level 1, AC 4,
Move 90’, hp 5 (on average), Att 1 longsword or 1 javelin, THAC0 18 (sword) or 19 (javelin), Dam 1d8+1 (sword) or 1d6 (jav (javel elin in), ), Ml 8 on own, own, 10 with with offi office cers rs,, Align Lawful or Neutral Str 13, Dex 10, Con 10, Int 10, Wis 10, Cha 10 Equipment: Chain Mail, Longsword, Shield, 2 javelins Regular Archer: Fighter level 1, AC 5, Move 90’, hp 5 (on average), Att 1 longbow or 1 longsword, THAC0 18 (bow) or 19 (sword), Damage 1d8 (sword) or 1d6 (bow), Ml 8 on own, 10 with officers, Align Lawful or Neutral Str 10, Dex 13, Con 10, Int 10, Wis 10, Cha 10 Equi Equipm pme ent: nt: Chai Chain n Mail Mail,, Longbow, quiver + 20 arrows
Longs ongswo word rd,,
Mining and Lumber Community The mining and lumber community next to the the woo wooden den fort ort has has 20 fami famililie es and and another 30 men who's families are in the lakeside town to the north. NPCs of the community
mining
and
lumber
Helligorn the Foreman runs the iron mine on beha behalf lf of his his merc mercha hant nt boss. boss. He has has been involved in mining since a lad, and knows all about the business. He has also had had enou enough gh run-i run-ins ns with with unde underg rgro roun und d monsters to be handy with a pick or shovel in a tight spot. Although he usually keeps his mine clear of pests, there are occasi occasiona onall situat situation ionss where where the help help of some some brav brave e adve advent ntur urer erss is nece necess ssar ary y when hen cre creatur tures make the mine miness too too dangerous to work in. Although protective of those those he knows, knows, especi especiall ally y his his miners miners,, he can be quite callous with those he has just met (such as wandering adventurers) and he can send them to fight without
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caring much as to whether they survive. Helligorn the Foreman: Foreman : Fighter level 3, AC 7, hp 18 18,, Move Move 12 120' 0' Att Att 1 pick pick-a -axe xe (as (as battl battlea eaxe) xe) THAC0 THAC0 16, Dam 1d8+2, 1d8+2, Ml 8, Align neutral Str 16, Dex 9, Con 14, Int 10, Wis 13, Cha 10 Equipment: Pick-axe (treat as battleaxe), leather overalls Wallmere the Erudite is a would-be sage who has been forced to find employment as a cle clerk for for Hell elligor igorn n the the For Forema eman. Wallmere looks after the money and the paperwork on Helligorns behalf. However, Wallmere is a lot more clever than his job would suggest - its just that there are no universities, colleges or libraries in the area. Wallmere has some skills as a magic-user but is well aware that he is not particularly dang danger erou ouss nor nor is he brav brave e enou enough gh to become an adventurer. However, he will offer offer advice advice to adven adventur turers ers about about spells spells and and magi magic c item itemss as a sage sage of mode modest st abil abilit ity y and and will will cast cast dete detect ct magi magic c and and read magic on items brought to him for a 5 gp fee. If he is aware of a particular magic item or book he will ask adventurers to retrieve it for him. Wallmere the Erudite: Erudite: Magic User level 2, AC 9, hp 4, Move ove 120 20', ', Att Att 1 dag dagger THAC0 19, Dam 1d4, Ml 7, Align Lawful Str 9, Dex 10, Con 7, Int 16, Wis 12, Cha 10 Equipment: Dagger Spells: Detect Magic, Read Magic Oril Orillia lia the the Mi Mill ll-m -mas aste terr, as her name suggests, runs the lumber mill along with 10 employees. She is irritated and unco uncomf mfor orta tabl ble e with with her her situ situat atio ion, n, and and would rather be in a large town like Nahm or Dolmvay rather than a lonely, isolated outpos outpostt popula populated ted by hairy hairy idiots idiots (thats (thats just the lumber workers and miners, never min mind the the orcs orcs and bugbe ugbear ars) s).. She She is looki ooking ng to get out out, eithe itherr by find findin ing g
some someon one e to take take ove over from her or (if (if nothin nothing g else else works) works) sabota sabotagin ging g her own mill so that her boss in Narn abandons the lumber business she is stuck with running. She is usually aloof and detached, unless she thin thinks ks she she can can get get some someth thin ing g from from someone in which case she can be very friendly and charming. Orillia the Mill-master: Mill-master: Fighter level 1, hp 6, AC 7, Move 120', Att 1 scimitar, THAC0 19, Dam 1d8, Ml 7, Align Chaotic Str 11, Dex 10, Con 13, Int 14, Wis 10, Cha 14 Equipment: Leather armour, scimitar Gemb Gembli lini ni the the Pedd Peddle lerr is a wand wande ering ring merchant who often spends time at the wood wooden en fort fort and and mini mining ng comm commun unit ity y as she can do a lot of business there. She will buy buy and and sell sell all all sort sortss of thin things gs from from the the back back of her her hors horsee-dr draw awn n wago wagon. n. She She ofte often n stoc stocks ks thi things ngs that that are are of use to adventurers as well as miners and wood woodcu cutt tter ers, s, such such as rope rope,, iron iron spik spikes es,, han hand-mi d-mirr rror ors, s, lea leathe ther sack sackss and iron iron rations. She will also buy a wide range of gems, jewelry and tradeable goods from adve advent ntur ure ers so long long as she she doe does not not suspect they are looted from civilized folk. Gemblini travels around the area and is ofte often n the the best best-in -info form rmed ed pers person on abou aboutt what is going on at the lakeside town or the castle castle.. She never never travel travelss alone, alone, but has has an esco escort rt of 3 dwar dwarff warr warrio iors rs who who guard her against robbers and wild beasts. Gemblini the Peddler: Peddler : Normal Human level 0, AC 9, hp 4, Move 120' Att 1 dagger, THAC0 20, Dam 1d4, Align Neutral Str 10, Dex 10, Con 10, Int 14, Wis 13, Cha 15 Equipment: Dagger + a lot of other stuff in her wagon (not on her person) Dras Drasto ton n the the Tave Tavern rner er runs runs the the Drag Dragon on
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Claw law Tave Tavern rn,, which hich is not not so much uch a tavern tavern as a shed that sells food and drink. Nonetheless, he is popular with everyone in the settlement, including the soldiers in the wood ooden fort ort. He is alway lwayss on the the lookout for fresh supplies and will happily buy meat from hunters and adventurers as long long as it is not not huma humano noid id.. Wolf, olf, bear bear,, boar and stag are all preferred sources of food. Furthermore, Draston is interested in cert certai ain n unde underg rgro roun und d mush mushro room omss that that would enhance his meat dishes, and he may ask any adventurers going underg undergrou round nd to bring bring back back some some edible edible mushro mushrooms oms.. Drasto Draston n is a retire retired d vetera veteran n who know knowss abou bout both oth warfar rfare e and adventuring, and will happily bore anyone in his "tavern" with tales of his past.
6. Horse stables. stables . Local boys are hired to tend the horses, but do not live on site. 4 riding horses for courier and second officers 1 war horse for leader 7. Inner gate. Stout but not resistant to fire or serious ramming attacks. 8. General services (sewing, baking, etc.) 9. Trader in pelts and other oddities. 10. DRAGON CLAW INN AND TAVERN: TAVERN : Run down looking but serviceable haunt of miners, lumber jacks, and other locals. Rowdy bunch. Features what the owner cla claims is the claw of a dragon he pers person onal ally ly kill killed ed (it (it cert certai ainl nly y isn' isn'tt the the claw of any common creature).
Draston the Taverner: Fighter level 4, AC 7, hp 19, Att 1 sword or 1 crossbow, THAC0 16 (sw swor ord) d) or 17 (cros crossb sbow ow), ), Dam Dam 1d8+ 1d8+1 1 (Swo (Sword rd)) or 1d6 1d6 (ligh lightt cross crossbo bow) w),, Ml 10 10,, Align Lawful Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 12 Equip uipment ment:: Swor Sword, d, Leath eather er armo rmour, ur, dagger, light crossbow, quiver + 20 bolts
Hill Fort Map Key 1. Comman Commander der and Main Main Quarte Quarters rs.. Two stories with a battlement set up on top. 2. North Watch Tower. Usually one or two men men on duty duty with a horn, horn, and and light light crossbows as well as leather armor and other weapons. 3. Troop Troop Quarte Quarters. rs. Eating Eating and loungi lounging ng room, kitchen, storage, etc. 4. Farrier (and smith). smith) . Feed, grooming, vet, shoeing. 5. Barracks proper. proper . Bunks and storage for weapons and armor.
11. South Watch Tower. Tower . Usually one or two men with a horn and light crossbows as well as leather armor and other weap weapon ons. s. The The seco second nd floo floorr hold holdss a ballista aimed at the bridge and front gate. 12. Sutler Sutler.. Contra Contracte cted d to provid provide e basic basic daily goods for troops and locals. Can supply food, lamp oil and other basic supplies, but little hardware. 13. Main Gates. Heavy wood but not very resistant to fire or dedicated battering. battering. 14. Bridge, Wooden. Wooden . Iron hooks on each corner allow the garrison to tie ropes to it and pull it up for sieges.
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Chaotic Caves II Portrait
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Chaotic Caves II Left (West) Part
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Chaotic Caves II Right (East) Part
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Lower Level to Area D (entry from 42).
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Key to the Chaotic Caves The LL can place the caves anywhere. If in doubt, place them at CC6 on the map, which will be obvious to most smart players, but will also give the players a reason to explore the area in more depth. The LL might also chop it up in chunks and scatter it about.
A : The Cradle of Thorgrins Contributer: Snorri
aggr aggres essi sive ve,, unle unless ss they they susp suspec ectt the the adve advent ntur urer erss to be what what they they are are (as (as seeing a symbol of the Law), as they mist mistak ake e them them for for new new merc mercen enar arie ies. s. They might help against the Doctor, as they they disli dislike ke him him stro strong ngly ly,, as long long the the characters don’t attack any hobgoblin. If atta attack cked ed,, they they figh fightt as orcs, orcs, usin using g nasty daggers. If their morale fails, they flee toward room 6.
Wandering Monsters 1 – 1d4+1 hogboblins. They look like wards in a patr patrol ol,, but reall eally y plan lan to ste steal something from their fellow hobgoblins. That That’s ’s why why if they they meet meet adve adventu nture rers rs they will rather withdraw than fight. They will argue a lot afterwards to decide if they hey tell ell what hat they hey saw to the the real eal wards. 2 – 1d6+2 hobgoblins. This is the real watch patrol. patrol. One of them has a horn and will sound it before a fight. They will make use of the their polea olearm rmss to block lock the the passa ssage the the best best they hey can, can, with with a perfect military organization. 3 – One unfinished thorgrin. He has all the stats of a thorgrin, but looks misshapen and ugly, like some kind of Frankenstein beast. 4 – 1d6 1d6 gobl goblin inss slav slaves es.. They They don’ don’tt have have weapons, only ware pots and jars (DG 1d4-1), and always fail morale, crying a lot. If they cry out, the nearest cave of hobgoblins will be there in 1d6 rounds. 5 – 2d4 hobgoblin females, wearing their most elegant dress, hair and make-up. They come from another tribe to secretly meet their mates, as the Doctor stro strong ngly ly disl dislik ikes es wome women n and and forb forbid idss them in his caves. They’re rather joyful and lig light-h ht-hea eart rted ed.. They hey won’t on’t be
6 – One gnome spy. He hides himself with hooded cap and a mask, but will speak dwar dwarff flue fluentl ntly y to adve advent ntur urer erss if they they mista mistake ke him him (or (or if they they thin think k he’s he’s the the Doct Doctor or!) !).. He know knowss that that hobg hobgob oblilins ns made some surveys next to the gnome mines and want to know why. The truth is that that the the Doct Doctor or plan planss to capt captur ure e gnomes gnomes for his attempt attempt to create create gnolls gnolls slaves later.
1 ENTRAN ENTRANCE: CE: The The cave cave is close losed d by a strong strong wood wood door, door, reinf reinforc orced ed by iron iron and a powerful lock. It’s obvious it has been made by skilled artisans. The lock is strengthened by a wooden bar behind the door. The guards in room ( 2) will will hear hear any any nois noise e comi coming ng from from the the door, and can see what’s happening trough an iron grid. The lock looks like a goblinoid skull with an evil grin. 2 GUARD POST: 1d4+1 Hobgoblins guards
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sit there, playing dice on a low wooden table. table. They They fear fear the "Docto "Doctor" r" (as (as they they call call the the magi magic-u c-use serr who who sett settle led d this this cave cave’s ’s netw networ ork) k) more more than than they they like like him, but will keep faithful as long as their morale morale is good. good. There’ There’ss a small small gong gong next to the table, so their first reflex if threatened is to ring the gong. 1d4+1 more hobgoblins will come to aid them in 1d4 rounds. If they feel outnumbered, they will quickly retreat toward room 3. The The door door at the the end end of the the tunn tunnel el is normally not locked, but one of them has the key to lock it after withdrawal. Hobgob Hobgoblins lins (2-5 (2-5 or 4-10) 4-10) Al C, Mv 90' (30'), AC 6, HD 1+1, hp 5 each, #AT 1 (weapon), DG 1d8 or weapon, SV F1, ML 8, XP 30 to 150 (15 each) 3 COMMON ROOM: This unlocked room is fill filled ed by hamm hammoc ocks ks and and anim animal al skin skinss used as inner walls. 14 Hobgoblins males currently live in this room – including all thos those e the the char charac acte ters rs alre alread ady y met met in room 2. Four are youngsters in training, who fights as goblins, and one of them is a “bodyguard” with 3 Hit dice. The skin walls make it easy to hide and the hobgobli hobgoblins ns will will use this this featur feature e to the best: to attack with throwing axes, to withdraw if possible toward room 5, or to make them fall on PC’s to make them them blin blind. d. Ther There e is a smal smalll purs purse e of gems hidden (10 gp x 2, 50 gp, 100 gp x 3) hidden next the “bo “bodyguard” hammoc hammock, k, in a small small hole hole concea concealed led by the skins, which can be detected as a secret secret door. door. Most Most hobgob hobgoblin linss know know there’s a treasure somewhere, and one of the youngster saw were the chief hid it, but none know he has a small key to unlock the hide. 1 Hobgoblin Hobgoblin bodyguard bodyguard Al C, Mv 90' (30'), AC 6, HD 3, hp 12, #AT 1 (weapon), DG 1d8 or weapon, Save F1, ML 8, XP 50
Hobgoblins (varies, see also room 2) (Al C, Mv 90' (30'), AC 6, HD 1+1, hp 5 each, #AT 1 (weapon), DG 1d8 or weapon, SV F1, ML 8), XP 15 each 4 young hobgoblins (Al C, Mv 60' (20'), AC 6, HD 1-1, hp 3, #AT 1 (weapon), DG 1d6 or weapon, Save 0 level human, Ml 7), XP 20 (5 each) 4 STORAGE ROOM: This locked room is filed with sacks and barrels of salt and dried food food for for the hob hobgob goblin lins and and other ther dwellers of this cave network. They have obviously been plundered from surrounding human villages and are not bein being g used used too too much much,, as hobg hobgob oblilins ns prefer to eat fresh meat by hunting. If the PC’s search among the sacks and barrel barrels, s, they they will will have have a bad bad surpr surprise ise:: one one of them them (in the the sou south-e th-ea aste stern corner corner)) is entire entirely ly rotte rotten n and an Insect Insect swar sw arm m will will aris arise e from from it to atta attack ck the the char charac acte terr tha that disco iscove verred it firs first. t. Among various goods, the most valuable are five good quality carpets (100 gp each), unfortunately dirty and heavy. 1 Insect swarm Al N, Mv 30' (10'), Fly: 60' (20'), AC 7, HD 2, hp 8, #AT 1, DG 2 hit points, Save 0 level human, Ml 11, XP 20 5a THE WARD: There’s always an hobgoblin ward standing there. He’s generall generally y in the corner, and if he hears PC’s, he will retr retre eat to the temp temple le ( 5), the then the the training room (6 ( 6). 1 hobgoblin Al C, Mv 90' (30'), AC 6, HD 1+1, hp 5 each, #AT 1 (weapon), DG 1d8 or weapon, Save F1, Ml 8, XP 15 5 THE THE FORM FORMER ER TEMP TEMPLE LE:: This This was was (a long long time ago) a temple of Chaos, and is still used as the chapel by the hobgoblin garris garrison. on. The pilla pillars rs are sculpt sculpted ed with with awfu awfull tent tentac acle le figu figure res, s, and and the the alta altar r depicts the one-hundred eyed Arik.
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of Chaos (hp 5, 3, 2, 1) are here. They’re not minions of the Doctor, but wait to meet him, as they would like to raise the cult again in this once famous place. Due to a Chaos aura, aura, any spell cast will turn to its reverse version if any ( light will turn to darkness, darkness, cure cure lig light ht wound wound to caus cause e li ligh ghtt woun wound d, and so on…). Watching the Altar for more than one round will create a confusion effect (like the spell, save allowed) to the watchers. In the ground are 4 heavy stones, which seem to cover shallow pits. Each stone is very heavy (treat as open doors to lift it). it). The The firs firstt is fill filled ed with with the the bone boness of sacrif sacrifice iced d victim victims, s, but nothin nothing g else. else. In the second, 3 skeletons rise from among the bones. One of them wears a golden coll collar ar (70 (70 gp). gp). The The othe otherr two two pits pits are are empt empty, y, but but if some someon one e gets gets insi inside de to search trough the bones, he will discover the top layer is very thin and the the pit pit real really ly deep deep (1d6 (1d6 of dama damage ge from the fall). 4 acolytes of Chaos AL C, MV , AC, , HD Cleric 1, hp 5, 3, 2, 1, #At 1, DG 1d6 or weapons, SV C1, ML 8, XP 40 (10 each) 3 skeletons AL C, MV 60' (20'), AC 7, HD 1, #AT 1, DG 1d6, SV F1, ML 12, XP 30 (10 each, XP 39 (13 each) 6 THE HOBGOBLIN TRAINING ROOM: In this long room, 6 hobgoblins and a Thorgrin are training training with weapons. weapons. The last one looks exactly like the former, but is uglier and looks somewhat clumsy with weapons because of his large claws. In any fight, he will first throw his axe and then attack with his claws. There are no less than 18 axes, 18 polearms, 36 spears and 6 crossbows in this room, as well as 6 shields and a lot of training material. If attack attacked, ed, the hobgob hobgoblin linss will will build build a good good polea olearm rm line line and and adva advanc nce e in good order. If their moral fails, they will
withdraw toward headquarters.
the
Doctor's
6 hobgoblins Al C, Mv 90' (30'), AC 6, HD 1+1, hp 5 each, #AT 1 (weapon), DG 1d8 or weapon, Save F1, Ml 8, XP 90 (15 each) 1 Thorgrin Al C, Mv 120' (40'), AC 6, HD 3, hp 12, #AT 2 or 1 (2 claws or weapon), DG 1d3/1d3 or weapon, Save F3, Ml 10, XP 80 7 THE GNOLL STUDY ROOM: ROOM: In this case, there is a big iron cage with 2 prisoner’s (gnolls). They’re starved and have only low low hp’s hp’s (4, (4, 4). 4). The The doct doctor or aske asked d his his hobgoblins hobgoblins to capture capture them, because he plans plans to dissec dissectt these these troll troll hybrid hybridss late later. r. The The hobg hobgob oblilins ns don’ don’tt take take any any care care of them them and and some someti time mess thro throw w them stones to make them cry, so they hate them. They will help characters is freed, but will flee at the first occasion. They have seen the Doctor once, but in their poor common language, they will describe him as a dwarf or a gnome. 2 gnolls Al C, Mv 90' (30'), AC 5, HD 2, hp 4 each each,, #AT #AT 1 (weap weapon on), ), DG 2d4 2d4 or weapon +1, Sv F2, Ml 8, XP 40 (20 each) 8 THE THE STRA STRANG NGE E EMPT EMPTY Y ROOM ROOM:: Ther There’ e’ss nothing of value in this square room. The remains of ancient paintings looks like a secret door – an elf, dwarf or thief will think that if he examines it. There’s no secret door, but they could search for a way to open it. It was an annex to the temple long time ago. 9 THE THE TRAP TRAPPE PED D EMPT EMPTY Y ROOM ROOM:: Stra Strang nge e mushrooms cover the walls of this dirty cave, which might have been painted and decorated a long time ago, and had nice furniture. furniture. Some pieces are still still shin shinin ing g (gold old paint aintiing on ord ordinar nary wood wood). ). Any Any move moveme ment nt in the the room room makes makes the mushro mushrooms oms sprea spread d spores spores,, whic which h are are high highly ly flam flamma mabl ble, e, easi easily ly
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10
igni ignita tabl ble e by torc torche hes. s. The The fire fire burs burstt is imme mmediate iate and and doe does 1d6 1d6 poin points ts of damag damage e (halv (halved ed with with a save save again against st death ray). ray). It will also attract wandering monsters.
from the table, he awakes and attacks in a frenzy. If the PC’s haven’t met the Doctor yet, there’s 1 in 6 chance he is here here,, with with 3 thor thorgr grin inss as guar guards ds (see (see rooms 15 and 15a for their statistics).
THE NECROMANTIC ROOM: A pent pentag agra ram m has has been been carv carved ed on the the ground. If a lawful character enters the pent pentag agra ram, m, or even ven touc touche hess it, it, his his skeleton will emerge from his body (no save save)) and and figh fightt his his frie friend ndss (with ith the the same stats as the character, but without spel spells) ls).. This This is just just an illusion, illusion, and the character will awake one turn after, but it’s t’s rea really lly impre mpress ssiv ive. e. Som Some of the furniture here could be sold (up to 300 gp), but only to the weirdest cultist or mad collector.
1 unfinished thorgrin Al C, Mv 120' (40'), AC 6, HD 3, hp 5, #AT 2 or 1 (2 claws or weap weapon on), ), DG 1d3/ 1d3/1d 1d3 3 or weap weapon on,, Save F3, Ml 10, XP 50
11 THE GHOUL CELL: CELL: In this heavily locked cell, there is a lot of dirt, garbage and half-devou half-devoured red dead corpses. 3 ghouls ghouls are trappe trapped d there. there. If they they hear hear noise, noise, they will hide as a corpse and wait to see see what what happ happen ens, s, tryi trying ng to surp surpri rise se their foes or to escape and find a better time to attack. The strange thing is that these ghouls lack some of their internal organs: the doctor stole them to make Thorgrins. The odor in the room is awful (save vs poison or fight at -2).
13 THE TROLL CELL: CELL: 5 hobgoblins and the Doctor’s goblin assistant always attend this this room room,, watc watchi hing ng the the proc proces esss in a huge alembic. In any fight, they’re very care carefu full to avoi avoid d brea breaki king ng it (so (so they they fight at -1). In the huge alembic, there’s is a strange green liquid. If any drop of the liquid gets outside, it turns to a 3 hp troll, and then continues to regenerate round after round to become a normal troll. It needs 1d4 rounds for the shape to become recognizable. He will attack after that time, as he’s really angry and hungry to have been distilled. Drinking "liquid troll" will make a troll grow inside the character and kill him when the troll bursts out. During a fight, any character that rolls a natural 1 on a "to hit" will break the alembic. 5 hobgoblins Al C, Mv 90' (30'), AC 6, HD 1+1, hp 5 each, #AT 1 (weapon), DG 1d8 or weapon, Save F1, Ml 8, XP 75 (15 each)
3 ghouls (Al (Al C, Mv 90' (30'), (30'), AC 6, HD 2 (turn as 3 HD), hp 11, 8 7, #AT 3 (2 claws, bite), DG 1d3/1d3/1d3 + paralysis, Save F2, Ml 9, XP 141 (47 each) 12 THE LABORA LABORATORY TORY:: On a tabl table e whic which h look ooks like a torture setup, a dead hobgoblin is currently dissected. Some of his organs have been put into glass pots. ots. The othe others rs hob hobgobl oblins ins kno knows abou aboutt it but but don’t don’t care care,, as he’s he’s from from another tribe. The tools are of a great value, as they’re made of silver (600 gp for the full set in their box). On another table, there is a thorgrin, almost finished (only 5 hp). If the characters free him
1 goblin assistant Al C, Mv 60' (20'), AC 6, HD 1-1, hp 3, #AT 1 (weapon), DG 1d6 or weapon, Save 0 level human, Ml 7, XP 5 14 THE THORGRIN GUARDS: GUARDS: No less than 4 thorgrins dwell here, as wardens of the Doctor’s quarters. They’ve been crea create ted d very very rece recent ntly ly and and are are a bit bit confus confused: ed: they they don’t don’t coordi coordinat nate e their their moves in combat; are easy to trick and lure; and their vocabulary is that of a 4 year old kid.
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4 thorgrins Al C, Mv 120' (40'), AC 6, HD 3, hp 9, 8, 7, 6, #AT 2 or 1 (2 claws or weap weapon on), ), DG 1d3/ 1d3/1d 1d3 3 or weap weapon on,, Save F3, Ml 10, XP 200 (50 each) 15 THE LIBRARY OF THE DOCTOR: DOCTOR: If the PC’s haven’t meet the Doctor yet, there’s a 2 chance on 6 he is here, with 3 thor thorgr grin inss as guar guards ds.. Ther There e are are many many books in weird tongues here (total value 1200 gp, but not easy to sell – and it cou could att attract ract the the att attenti ntion of Law inquisitor inquisitors), s), including including the “Boo “Book k of the the Ur-Goblin” – noth nothin ing g dist distin ingu guis ish h this this prec precio ious us book book from from the the othe others rs.. The The gecko pet of the doctor is generally in this room. 3 thorgrins guards Al C, Mv 120' (40'), AC 6, HD 3, hp 15, 15, 15, #AT 2 or 1 (2 claws or weapon weapon), ), DG 1d3/1d 1d3/1d3 3 or weapo weapon, n, Save F3, Ml 10, XP 150 (50 each) (see room 15a for the doctor's stats) 15A THE ROOM OF THE DOCTOR: DOCTOR: If the PC’s haven’t met the Doctor yet, there’s 3 in 6 chan chance ce he is here here,, alon alone. e. He also also hides his other treasures in this room, in a trapped chest (cloud of poisonous gas, gas, save for everybody in the room if it is not removed). No less than 14 gems for a total value of 800 gp, and 391 gp). Ther There e are are 3 stir stirge gess in a cage cage,, as the the Doctor likes to hear them sing. If in real danger, he will open it, as they won’t atta attack ck him. him. If any any char charac acte terr roll rollss a natural 1 during a fight, he will break the cage and open it. The Doctor is a small and ugly magic-
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user, with a mad laugh and crazy eyes. He looks more like an elongated dwarf tha than a huma human, n, at fir first glanc lance e. Any Any allusion to his appearance throws him into a mad rage. He thinks he is creating perfect crea creatu ture ress with with his his thor thorgr grin ins, s, sinc since e he found the formula to create them. He took years to learn the secret language needed to read the full “Book “ Book of the UrGoblin” Goblin” and discover how to use it, so he’s really proud of what he did. Now, he intend intendss to enslav enslave e all all other otherss tribes tribes from the caves, then conquer the entire country. Make the PC’s imagine a lot of things about the doctor. Is he a shaman? A dark dark dwa dwarf? A thr throrgr orgrin in himse imself lf? ? A morlock? When he is with his guards, the Doctor lets them fight and uses his spells to help them. If threatened, he will use ventriloquism to lure his foes and levitate to hide on a ceiling. Magic-User 4, Str 6 Int 14 Wis 8 Dex 7 Con 9 Cha 4, Chaotic, AC 10, HP 12, Dagger (1d4) Spells: Vent Ventri rilo loqu quis ism, m, Levitate.
Slee Sleep, p,
Web, Web,
He possess a vial of poison, poison, a potion of ESP and a scro scroll ll of prot protec ecti tion on from from undead. undead.
3 stirges Al Neutral, Mv 30' (10'), Fly: 180' (60'), AC 7, HD 1, #AT 1, DG 1d3, Save F2, Ml 9, XP 48 (16 each)
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B: Gnoll Den Contributer: JD Neal
Hiding in the trees and brush around the entrance are four Gnolls. They will try to ambu ambush sh intr intrud uder ers. s. Two Two bugb bugbea ears rs are are nearby, hidden in a brush pile, spying on the the gnol gnolls ls.. They They will will not not do anyt anythi hing ng to aide or harm the gnolls, but will go back to their home lair to report anything unusual. Their statistics are given below; they would have to be added to the bugbear network (Lair (Lair I) I) if the gnolls are wiped out. Wipin iping g out out the the gnol gnolls ls will will resu result lt in the the bugbea bugbears rs sendin sending g a messag message e to distan distantt rela relati tive ves, s, who who will will arri arrive ve in 2d6 2d6 days days to take over the lair. Unle Unless ss othe otherw rwis ise e stat stated ed,, the the cave cavess are are some some fiftee fifteen n feet feet high, high, with with natura naturall dirt dirt floors and walls of stone or hard packed earth braced by wooden timbers. 4 Gnolls Al C, MV 90' (30'), AC 5, HD 2, hp 9, 8, 7, 6, #AT 1 (weap eapon), on), DG 2d4 2d4 or weapon +1, SV F2, Ml 8, XP 80 (20 each) 2 bugbears (spies) AL C, MV 90' (30'), AC 5, HD 3 + 1, hp 14, #AT 1 (weapon), DG 2d4, or weapon + 1, SV F3, ML 9, XP 200 (100 each)
180'/60', HD 3, HP 12 each, AC 7, D 18, Save F3, ML 9, XP 50 each)
16 Hyena Watch. Watch . Just inside the entrance are two hyenas hyenas on steel steel chains chains (they (they woul would d quic quickl kly y eat eat thro throug ugh h clot cloth h or leat leathe her) r).. The The chai chains ns are are atta attach ched ed to steel loops driven deep into the wall. If hyenas are foreign to the area the LL has has chos chosen en for for this this adve advent ntur ure: e: they they were imported as pets by the gnolls. 2 Hyenas AL N, M 180'/60', HD 3, HP 12 each, AC 7, D 1-8, Save F3, ML 9, XP 100 (50 each) 17. 17. Comm Commo on Room Room.. Thr Three (3) gnoll nollss occupy this room. More would be here if the tribe was in better shape. There is a cooking pit with a vent tunneled up through the ceiling to the top of the hill. It is cleverly hidden in the woods above. Hung in center of the south wall is a mosai saic of some 500 copper coins pierced with holes, and hung by dried gut, depicting (very crudely) a gnoll-like feat featur ure. e. At its its foot foot is a wood wooden en bowl bowl with tallow candle, not lit.
Random Encounters 1-3
1d3 Gnolls Al C, MV 90' (30'), AC 5, HD 2, hp 8, 7, 6, #AT 1 (weapon), DG 2d4 or weapon +1, SV F2, Ml 8, XP 20 each
4-5 4-5 1d2 1d2 hyen hyenas as AL N, M 18 180' 0'/6 /60' 0',, HD 3, HP 12 each, AC 7, D 1-8, Save F3, ML 9, XP 50 each 6
(Room 21a explains the secret door and corridor.)
1d3 1d3 gno gnolls lls (Al (Al C, MV MV 90' 90' (30' (30'), ), AC AC 5, HD 2, hp 8, 7, 7, #AT 1 (weapon), DG 2d4 or weapon +1, SV F2, Ml 8, XP 20 each) and 1d2 (hyenas AL N, M
3 Gnolls Al C, MV 90' (30'), AC 5, HD 2, hp 9, 8, 7, 6, #AT 1 (weapon), DG 2d4 or weapon +1, SV F2, Ml 8, XP 60 (20 each) 18. Guard Post. The two gnolls here will be found throwing knives at a round mark scratc scratched hed on a table table and betting betting on each other's accuracy. They have 100 sp between them, piled on the table in two uneven stacks.
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2 Gnolls Al C, MV 90' (30'), AC 5, HD 2, 36 of 68
hp 9, 8, 7, 6, #AT 1 (weapon), DG 2d4 or weapon +1, SV F2, Ml 8, XP 40 (20 each) 18a. Locked Door. Door . This door is stout and locked, with a barred viewing grate in it about four feet up from the floor. The gnoll at room 19 has the key. 19. Keeper of Prisoners. A wooden bed, table, and chairs litter this room. If not in the dung dunge eon are area ( 19a) 19a) tormen tormentin ting g pris prison oner ers, s, the the pris prison on keep keeper er is here here,, think hinkin ing g nast nasty y thou thoug ghts hts or snor snorin ing g drunkenly with a spilled mug of ale and nea nearly rly emp empty jug. jug. The kee keeper per has (hidden carefully in the rags he wears for clothi clothing) ng) four four gems gems liber liberate ated d from from past prisoners: 100 gp, 50 gp, 25 gp and 25 gp. It has the key to open the door at 18a on a hide thong tied to a rope at it's waist.
weapon +1, SV F2, Ml 8, XP 40 (20 each) 21. Chief's Room. The secret escape route through common room is explained in 21a. 21a. The walls are soft earth held up by wooden beams. A brass cymbal hangs on a gut gut stri string ng agai against nst the the west west wall wall and the gnoll leader will bang on it to summ summon on guar guards ds or atte attenda ndant nts. s. This This is also a clever alarm (read 21a). 21a). In the back of the room are a trapped treasu treasure re chest chest with with 500 gp and three three chests without traps (500 gp in one, 500 sp in the seco second nd and and 50 500 0 ep in the the third). The trap is a crude but extremely effective wooden stake powered by a strong, bent limber stick; it snaps up at anyone anyone carele carelessl ssly y openin opening g the chest. chest. The sharp end is coated with a gummy poiso poison n that that will will caus cause e weak weakne ness ss and and nausea sea (-4 to hit rolls lls and similar attemp attempts) ts) for 1d6 hours. hours. Buried Buried in the soft earth of the center of the east wall (about (about 6' off the floor) floor) is a brown bottle with a twine cord around the neck; it is a potion of healing. healing . Buried even further behind it is a potion of speed. speed .
1 Gnoll Al C, MV 90' (30'), AC 5, HD 2, hp 9, 8, 7, 6, #AT 1 (weapon), DG 2d4 or weapon +1, SV F2, Ml 8, XP 20 19a. Dungeon. Dungeon. Three humans are chained to the the wall wall here here and and plea plead d for for thei their r release. One is a male who is extremely shaggy, looking almost like a werewolf. The The seco second nd is a woma woman n who' who'ss hair hair is done up in tangling braids (almost like a medu medusa sa). ). The The thir third d is a skin skinny ny,, impi impish sh child who's quick to man-handle other peop people le's 's good goods. s. They They clai claim m to be an ordina ordinary ry family family:: and that's that's what what they they are. They are zero level humans. If resc rescue ued, d, they hey will ill offe ffer a 10 100 0 gp rewa reward rd,, paid paid when when retu return rned ed to the the castle or hill fort. 20. Guard Post. Two gnolls are always on guard here. Wooden beds and furniture litt litter er the the room room.. One One has has a very very high high quality silver trumpet worth at least 250 gp which it will use to announce visitors (or blow as a warning to nearby gnolls). 2 Gnolls Al C, MV 90' (30'), AC 5, HD 2, hp 9, 8, 7, 6, #AT 1 (weapon), DG 2d4 or
1 Gnoll Chief Al C, MV 90' (30'), AC 5, HD 3, hp 15, #AT 1 (weapon), DG 2d4 or weapon +1, SV F3, Ml 8, XP 65 2 Gnolls Al C, MV 90' (30'), AC 5, HD 2, hp 9, 8, 7, 6, #AT 1 (weapon), DG 2d4 or weapon +1, SV F2, Ml 8, XP 40 (20 each) 21a Secret Passage. Passage . The gnoll chief had this made many years ago, doing much of the work himself, with the aide of a trus truste ted d frie friend nd as well well as a capt captur ured ed gnom gnome, e, who who no long longer er resi reside dess in the the warren. Common gnolls do not know it is here. The doors on each end are hard to find. The door opening into room 17 is will only open out (west); it is barred on the east side and extreme force would be needed to break it in.
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The center square has a pressure plate 37 of 68
covering the entire width. Heavy rocks will come cascading down if it is triggered, doing 1d6 damage if they hit (each ach person son in the the hal hall take takess one one attack as if by a 1 hit die creature; give it a hit hit bonu onus of 2 or mor more again ainst anyone not wearing a helmet). It also sets off a simple alarm in the leader's room 21 (pebb (pebbles les cascad cascade e down down for thirty seconds or so onto a brass cymbal suspended suspended in one corner, corner, making quite a racket). The gnoll leader in 21 has a rope hidden in the soft earth of the wall which he will jerk to disarm the trap (or he'll throw someone inside first). 22. Common Common Room Room. Usua Usualllly y 4 gnol gnolls ls are are resting here. Wooden tables, chairs and cots furnish the basic amenities; a jug of cheap ale or beer and bucket of water is on one table. Bones and scraps litter the room.
weapon +1, SV F2, Ml 8, XP 80 (20 each) 22a. 22a. Storag Storage e . Salted Salted meat, meat, vegeta vegetable bles, s, and and othe otherr ite items are sta stacke cked here, ere, includ including ing pelts for trade (300 gp total total value). 23. 23. Hyena Hyena Den Den. The The 5 hyen hyenas as here here are are alert but do not respond very fast to intrud intruders ers,, althou although gh there there is a minima minimall chance (at least 1 in 6; increased as the LL desires) of one appearing to inve invest stiigate gate unusu nusual al activ ctiviity, ty, the then summ summon onin ing g the the rest rest with with yelp yelps. s. They They have dug their own warren out in the sout south h wall wall.. The The room room is litt litte ered red with with bone bones, s, fur, fur, and and othe otherr mate materi rial al.. They They have bonded with the gnolls, who allow them free reign. The guards keep them insi inside de,, taki taking ng them them out out on leas leashe hess to hunt. 5 Hyenas AL N, M 180'/60', HD 3, HP 12 each, AC 7, D 1-8, Save F3, ML 9, XP 250 (50 each)
4 Gnolls Al C, MV 90' (30'), AC 5, HD 2, hp 9, 8, 7, 6, #AT 1 (weapon), DG 2d4 or
C: Lair of the Bug-Master Contributer: bathwizard The Entrance to this lair is a hole in the ceil ceilin ing, g, with with the the top top of the the hole hole bein being g about 20' above the floor of the passage below. Although it is obvious, and char charac acte ters rs won' won'tt fall fall in acci accide dent ntal ally ly,, anyone foolish enough to jump down will suffer suffer 2d6 fallin falling g damage damage.. Fallin Falling g down down will will dist distur urb b the the subt subter erra rane nean an locu locust stss in room 31. 31. Unl Unless ess the PCs are are sens sensib ible le enough to secure a rope at the top, or bring a ladder with them, getting out of the the lair lair will will be even even more more diff diffic icul ultt than than getting into it.
randomly. The room is filled with various har harmles mlesss molds olds and fung fungii tha that the the locusts feed upon. 3 Subterranean Locust AL N, MV 60' (20') Fly 180' (60'), AC 4, HD 2, hp 8, #AT 1 (bite, slam, spit), DG d2/1d4/nausea, SV F2, ML 5, XP 76 (38 each) 32
31 Locu Locust st Room Room.. Thi This room oom cont contai ains ns 3 subterrane subterranean an locusts. locusts. If anyone anyone either either enters this room or falls down through the entrance, the locusts will get agit agitat ated ed and and star startt jump jumpin ing g arou around nd Chaotic_Caves_II_Goblinoid_Games_Forum_20101115
Beet Beetle les. s. This room contains 2 carniv carnivoro orous us beetle beetless that that will will rush rush and attack anything that enters their room. The chamber outside their room contains 3 badly mangled corpses that lie up against a large mushroom, which is a Shri Shriek eker er (Int (Intel ellilige genc nce e chec check k for for anyone wanting to identify the fungus before they touch the corpses). If the corpses are disturbed, the shrieker lives up to its name, alerting alerting the carnivoro carnivorous us 38 of 68
beet beetle less and and agit agitat atin ing g the the locu locust stss in area 31. 31.
the webs that will drop down onto the first party member who walks beneath it.
One One of the the corp corpse sess has 102 sp in a purse, and another has a gold necklace worth 33 gp 2 Giant Carnivorous Beetles AL N, MV 150' (50'), AC 3, HD 3 + 1, hp 13 each, #AT 1 (bite), DG 2d6, SV F1, ML 9, XP 130 (65 each) 1 Shrieker AL N, MV 9' (3'), AC 7, HD 3, hp 12, #AT attract monsters, DG --, SV F1, ML 12, XP 65 33 More More Mold Mold.. This his room room is fille illed d with with various sorts of fungi and molds. There is nothing dangerous here. 33a Beetles. 3 giant fire beetles are in this room, chewing on strange strange green green fungi. fungi. They will leave other creatures alone if they they are are not not distu disturb rbed ed,, but but they they will will fiercely defend themselves. The door to room 33 is open and the beetles can easily get out. Giant Fire Beetle AL N, MV 120' (40'), AC 4, HD 1 + 2, #AT 1 (bite), DG 2d4, SV F1, ML 7, XP 45 (15 each)
1 Gian Giantt Crab Crab Spid Spider er AL N, MV 120' (40')Web: None, AC 7, HD 2, hp 8, #AT 1 (bite), DG 1d8, poison, SV F1, ML 7, XP 38 36 Bug Master. The self-styled "bug-master" is an insane pixie with a ring of insect cont contro rol, l, and and his his pet pet gian giantt tara tarant ntul ula a spider. If anyone enters the room or if he inve investi stiga gate tess nois noises es and and dist distur urba banc nces es caus caused ed by adve advent ntur urer ers, s, he will will turn turn invisible and jump onto his pet tarantula and ride it towards the intruders. Beca Becaus use e he is invi invisi sibl ble e and and will will stay stay quiet while fighting on top of the spider, any character attacked by the two will assu assume me that that it is just just the the spid spider er.. Any Any charac character ter who suspec suspects ts otherw otherwise ise or openly asks why the tarantula has an extra attack is allowed an Intelligence check to see if he realizes what is going on.
34 Ooze Ooze.. The The 2 entr entran ance cess to this this room room slope down and the whole room is 2' deep in water. Lurking in the water is a gray gray ooze ooze that that attac attacks ks anythi anything ng that that enters the water. Also in the water are the skeletal remains of 2 orcs who fell prey to the gray ooze, one has nothing of value but the other one was a subchief who still clutches the hand-axe +2 he wiel wielde ded d in life life and and 2 wrou wrough ghtt silv silver er and and stee steell wris wristg tgua uard rdss that that are are worth 30 gp each or 80 gp as a pair. 1 Gray Ooze AL N, MV 10' (3'), AC 8, HD 3, hp 12, #AT 1, DG 2d8, SV F2, ML 12, XP 80 35 Spider Room. Room . This room is covered in cobw cobweb ebss that that obsc obscur ure e the the wall wallss and and ceiling. There is a crab spider lurking in Chaotic_Caves_II_Goblinoid_Games_Forum_20101115
If the tarantula is killed, the pixie flies into a rage and starts shrieking out insane procla proclamat mation ionss while while attack attacking ing the PC who who land landed ed the the kill killin ing g blow blow on the the spider ("I am the lord of the flies! I shall lead lead my inse insect ct army army to vict victor ory! y! My chitin is invincible and my mandibles will chew your mammalian flesh!"). The pixie wears the ring of insect control as a bracelet as it is too big for his tiny fingers. Also he has in his lair a bag of gems: 6 pieces of clear quartz quartz worth 10 gp each, 2 moss agates worth 30 gp each, 2 pieces of amber (with insects embedded in them) worth 100 gp each and a small diamond worth 500 gp. Pixie AL N, MV 90' (30')Fly: (30')Fly: 180' (60'), AC 3, HD 1, #AT 1 (dagger), (dagger), DG 1d4, SV E1, ML 7, XP 16 each Giant Tarantula Tarantula Spider Spider AL N, MV 120' 39 of 68
(40 40') ') Web None None,, AC 5, HD 4, #AT 1 (bite ite), DG 1d8, 1d8, poiso oison n tha that cau causes ses spasms and uncontrollable dancing, SV F2, ML 8, XP 135 37 Gelati Gelatin n. This This secret secret corrid corridor or betwee between n the two lairs is the home of a gelatinous cube. cube. Floati Floating ng in its transp transpare arent nt body body are 12 gp, 22 sp and 10 cp, plus a piece of jade worth 50 gp.
feeding on a dead orc 4 Giant Carnivorous Flies AL N, MV 90' (30 30') ')Fl Fly: y: 18 180' 0' (60 60') '),, AC 6, HD 2, hp 8 each, #AT 1 (bite), DG 1d8, SV F1, ML 8, XP (29 each) 38a Fly Hatche Hatchery ry.. This This room room cont contai ains ns 3 gia giant carn carniv ivo orou rous flie lies and and 7 huge huge maggots feeding on fungi and filth. 3 Giant Carnivorous Flies AL N, MV 90' (30 30') ')Fl Fly: y: 18 180' 0' (60 60') '),, AC 6, HD 2, hp 8 each, #AT 1 (bite), DG 1d8, SV F1, ML 8, XP (29 each)
Gelatinous Cube AL N, MV 60' (20'), AC 8, HD 4, hp 16, #AT 1, DG 2d4 + paralysis, SV F2, ML 12, XP 245 each 38 Flies Feasting. Feasting . 4 giant carnivorous flies
Lair D: The Motley Court of Brigand McBawd Contributer: cyberwraith 39. Cave Entrance: The mouth of this cave has been covered with tree branches and leaves in a hasty sty attempt to camouflage the entrance. 100’ to the south a wooden barricade made of cobbled-together tables and benc benche hess has has been been wedg wedged ed into into the the hallway. On the western side two planks hold the barricade firmly in place. Lifting the planks allows the brigands to easily remo remove ve the the barr barric icad ade. e. On the the othe other r side, to remove remove it quietly, quietly, adventurers adventurers must must eith either er spen spend d one one turn turn care carefu fulllly y prying prying apart apart the barri barricad cade e piece piece by piec piece e with with a crow crowba bar. r. Or usin using g thei their r weap weapon ons, s, batt batter er it down down nois noisilily y in 3 rounds. Area b: b: This small room is a guard post. During the day this room is occupied by two two Brig Brigan and d Guar Guards ds.. Ther There e is a small small table and chairs. On the table are two candles, a deck of cards, and a few copper copper pieces pieces strewn strewn about. about. Hanging Hanging
from a peg on the wall is a ram’s horn. Briga Brigand nd Guards Guards statio stationed ned here here are to blow the horn if the barricade is breached alerting the rest of the brig brigan ands ds.. Unfo Unfort rtun unat atel ely y they they have have never tested the horn and it is not loud enou enough gh to acco accomp mplilish sh the the job. job. Only Only those brigands in areas 40 and 41 will hear the horn when it is sounded. (NOTE: see the Motley Court Roster at the end of this section for details details on the Brigand Guards). 39X: 39X: Dead body of courier (see room 52). 52). 40. Makeshift Stable: Stable : 11 horses and 4 mules are stabled in this area. During the day the the nort northw hwes estt corn corner er of this this area area is occupie occupied d by two two Brigan Brigand d Stable Stablemen men.. There are two chairs and two bedrolls. Affi Affixe xed d to the the wall wallss are are two two torc torche hes. s. Also in this area are four bags of horse feed and four barrels of fresh water.
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Agai Agains nstt the the sout southe hern rn wall wall is a pile pile of saddl saddles es and saddle saddleba bags. gs. Among Among the 40 of 68
pile of saddlebag saddlebagss are two dresses, dresses, the kind noblewomen might wear, torn and tattered. The dresses once belonged to the captives in room 52. 52. If the the adve dventur nturer erss take take the the time ime to search all of the saddlebags they will find 10 pieces of miscellaneous adve advent ntur urin ing g gear gear.. To dete determ rmin ine e the the items randomly, roll a d20 for each item and consult the list below: 1-3
one torch
4-5
1d6 copper pieces
6-7
bedroll, flea infested
8
blanket, smells like wet dog
9
waterskin with water
10
flint and steel
11
lantern
12
crowbar
13
grappling hook
14
50’ silk rope
15
ordinary hammer or hatchet or dagger
16
pouch of gems (worthless glass)
17
flask of oil
18
flask of poison
19
pouch co containing 3 cl cloves of of garl garlic ic and and a fist fist full full of wolf wolf’s ’s bane
20
one days rations
worth
Stacked against the door leading to 42 are pieces of broken furniture and other debr debris is.. (NOTE (NOTE:: see see the the Motl Motley ey Cour Courtt Rost Roster er at the the end end of this this sect sectio ion n for for details on the Brigand Guards) 42. 42. Cham Chambe berr of Urns Urns:: The 10’ by 10’ entranceway to this room is occupied by a Yellow Mold (AL neutral, Move 0, AC always hit, HD 2, hp 12, DG 1d6 acid burn, SV F2, ML not applicable, XP 38). Additionally a Yellow Mold will release a 10’ diameter spore cloud. Those caught in the the clou cloud d must must save save vs. vs. pois poison on or suffocate in 6 rounds.
preserved
(NOTE (NOTE:: see the Motley Motley Court Roster Roster at the end of this section for details on the Brigand Stablemen) 41. Brigand Brigand Guard Guard Post: Post: During During the day four Brigand Guards occupy this area. There is a table and four chairs. On the table are eight bone-carved dice and a few few copp copper er piec pieces es stre strew wn abou about. t. Chaotic_Caves_II_Goblinoid_Games_Forum_20101115
Along the northern wall of this room are 6 ceramic urns. They are 3’ tall. Their lids are sealed with wax. Urn 1: 1: Upon opening, 1d4 Shadows will emer emerge ge and and atta attack ck.. Shadows (AL Chaotic, MV 90' (30'), AC 7, HD 2+2, hp 7 ea., #AT 1, DG 1d4 touch, plus drains 1 poin pointt of STR, STR, ML 12 12,, XP 83 - 33 332 2 (83 each each)) )) Adve Advent ntur urer erss redu reduce ced d to zero zero Streng Strength th will will transf transform orm into into a Shadow Shadow.. This urn is otherwise empty. Urn 2: Upon opening, a Pixie will emerge. Pixie (AL N, MV 90' (30')Fly: 180' (60'), AC 3, HD 1, hp 5, #AT 1, 1d4 with dagger or spell, ML 7, XP 16) This partic particula ularr pixie pixie knows knows three three random randomly ly determined 1st level magic-user spells. Pixies Pixies are natura naturally lly invisi invisible ble and may atta attack ck or cast cast spel spells ls whil while e invi invisi sibl ble. e. If befrie befriende nded, d, the Pixie Pixie will will accomp accompany any the the adve advent ntur urer ers. s. This This urn urn is othe otherw rwis ise e empty. Urn 3: 3: This urn contains ashes and bone fragments. Urn 4: 4: This urn contains ashes and a Ring of Command Human. Human. Urn 5: 5: This urn contains ashes and two diam diamon ond d brac bracel elet etss wort worth h 40 400 0 gold gold pieces each.
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Urn 6: 6: Upon opening, this urn a Small Black Pudding will emerge and attack. Small Black Pudding (AL N, MV 60' (20'), AC 6, HD 2, hp 8, #AT 1, DG 1d8, eats through wood and metal, can only be damaged by fire, SV F1, ML 12, XP 47). Also lso in this urn are two emeralds, unha unharm rmed ed,, each each are are wort worth h 10 100 0 gold gold pieces. Wooden Stairs in the hallway lead down to the lower levels (see 101). 101). 43. Labyrinthian Lair of the Owl Bear: These oddly tunneled corridors are the stomping grounds of an Owl Bear (AL N, MV 120' (40'), AC 5, HD 5, hp 27, #AT 3 (2 claws, bite), DG 1d8/1d8/1d8, plus if an Owl Bear successfully hits with both claws it may hug its opponent dealing an additi additiona onall 2d8 point pointss of damage damage,, ML 9, XP 350). NOTE: The Owl Bear has an abilit ability y not normally normally found in other other Owl Bears. Like an owl it can hoot. But the eerie hooting of this particular Owl Bear is loud and rumbling and can be heard throughout its lair. Anyone hearing this hooting must save vs. spells or become confused as per a magicuser’s 4th level spell.
may rest. 46. Berserker Bridge: Bridge : A bridge spans from the southern wall to the northern wall of this natural cavern. Though the bridge is wet, wet, its rough rough-he -hewn wn surfac surface e will will keep keep adventurers safe from slipping as they cros cross. s. The The brid bridge ge has has no rail railing ings. s. The The ceil ceilin ing g 30 30’’ over overhe head ad is dott dotted ed with with stalactites. Many have grown very long, some some near nearly ly 15 15’. ’. They They are are slic slick k with with condensation and drip water ince incess ssan antl tly y. Just belo elow the the bridge idge clo clouds uds of mist mist and and ste steam hide ide the the bottom of the cavern 50’ down.
44. Den of the Owl Bear: Bear : The Owl Bear from area 43 has has clai claime med d this this room room as its its den. Using feathers, old tattered clothing, and other debris, the Owl Bear has fashioned itself a nest. In the center of the the nest nest are two two larg large e Ow Owll Bear ear eggs eggs.. Near Near the the nest nest,, in a disgu isgust stin ing g heap, are the moldering remains of the Owl Bear’s victims. In a separate pile is the Owl Bear’s hoard: 1000 silver pieces, 300 gold pieces, a ruby necklace worth 700 gold pieces, a +2 dagger, dagger, and a leather back pack. In the back pack are two flasks of oil and 2 Potions Potions of Healing. Healing. 45. Empty Room: Room : No monsters come here. This is a safe room in which adventurers Chaotic_Caves_II_Goblinoid_Games_Forum_20101115
The bottom of the cavern is covered in 3’ of boiling water. Although they can not see it from the bridge, adventurers can hear it gurgling and hissing. Also on the floor of the cavern is a geyser. At the beginning of every turn the geyser will erupt and spew a stream of superheat heated ed steam steam and and boil boilin ing g wate waterr 70 70’’ into the air. Any being on the shaded area area of the the brid bridge ge when when the the geys geyser er erupts will take 2d6 hit point damage from the steam and boiling water. Any adventurer falling from the bridge will take 3d6 hit point damage from the fall fall and and 1d6 1d6 hit poin pointt dama damage ge per round from the boiling water. NOTE: The geys geyser er will will have have erup erupte ted d one one roun round d prio priorr to the the adve advent ntur urer erss ente enteri ring ng this this chamber. Standing guard at the northern end of the bridge are 6 Berserkers (AC 5, HD 1+1, hp 6 ea., #AT 1, DG 1d8 battleaxes, enraged, +2 to attack rolls, no morale checks, XP 126 (21 each)). They wear filthy kilts and rusted chain mail armor, but but thei theirr batt battle leax axes es are are brig bright ht and and gleaming. The berserkers are well aware of the geyser and will avoid the shaded area of the bridge prior to combat. But once they are engaged in combat and enraged they will be oblivious to their 42 of 68
location.
McBawd and his 4 Bodyguards; Gillian the Thief and her 4 Deadly Assistants; Montfey and his Seven Skeletons will be found here plotting their next big caper.
The berserkers will be found here both day and night. They are loyal to McBawd and follow him on all his journeys.
Also Also in this this room room is a larg large e wood wooden en chest ands a small iron chest. Both are locked. McBawd has the key to the iron ches chestt and and Gill Gillia ian n has has the the key key to the the wooden chest. The iron chest contains 100 platinum pieces, 2 rubies worth 250 gold pieces each, and a Bag of Devouring. Devouring. The wooden chest contains 1000 100 0 coppe copperr piece pieces, s, 500 silver silver piece pieces, s, 300 30 0 gold gold piec pieces es,, and and Phil Philte terr of Love Love Potion. Potion.
47. Chamber of Braziers: Braziers : At one time this chamber must have been the audie udienc nce e hall all for what hatever ver grea reat pers person onag age e rule ruled d thes these e cave caves. s. Ston Stone e steps climb 10’ to a raised dais. On the dais dais are are 10 iron iron braz brazie iers rs.. The The bowl bowl of each brazier is 3’ wide and filled with burnin burning g embers embers.. The glowin glowing g embers embers illumi illuminat nate e the chambe chamberr with with an eerie eerie red light. A thin haze of wood smoke permeates the air.
Attached to the wall is a wooden shelf upon upon whic which h sits sits 10 Poti Potion onss of Less Lesser er Healing (those made by Cnud in area 49b; see that room for an explanation.)
Besides the smell of wood smoke there are several other foul odors present in this this area area.. All All sort sortss of foul foul refu refuse se are are strewn about the floor; tankards of sour ale, le, spoi spoile led d food food,, soi soiled led clot clothi hing ng,, pudd puddle less of ranc rancid id liqu liquid id.. This This is the the chamber in which the brigands meet to debauch themselves. Each Each nigh nightt they they gath gather er here here to drin drink k huge huge amou amounts nts of ale ale and and wine wine.. They They sing sing songs, songs, they they fight, fight, they they duel. duel. They They drin drink k more more ale, le, more more wine wine.. The The girl girl captives from room 52 are brought and made made to danc dance e and and prov provid ide e othe other r crude entertainment entertainment for the brigands. brigands. The Alche lchemi mist st from rom area d is also lso brought and made to watch the perverted sport of the brigands. During the day this room is occupied by four Brigand Guards. They halfhear hearte tedl dly y atte attemp mptt to clea clean n up the the excesses of the previous night. There is nothing of value in this room. (NOTE: see the Motley Court Roster at the end of this this sectio section n for details details on the Brigand Brigand Guards). 47b. The Abode of Brigand McBawd and his Entourage: Entourage: During the day Brigand
At the north end of this room is a freshwater water well. well. This This well well also also leads leads to the lower levels and if hard pressed McBawd will use this well as an escape rout route. e. Ther There e is a 10 100’ 0’ rope rope and and two two bucket buckets. s. (NOTE (NOTE:: see the Motley Motley Court Court Rost Roster er at the the end end of this this sect sectio ion n for for details on McBawd and his Entourage). 48. Makeshift Makeshift Workshop Workshop:: Duri During ng the the day day this area is occupied by a Dwarf Metalsmith, his two Dwarf Hammersmiths; two Brigand Carpenters, two two Briga igand Lea Leathe thersmi rsmith ths, s, and and 4 Laya Layabo bout uts. s. Thes These e brig brigan ands ds,, who who are are also also craf crafts tsme men, n, have have a smal smalll crud crude e workshop. They have just enough tools to do the job of repairing weapons and armor. None of the tools are of much valu value. e. (NOTE NOTE:: see see the the Motl Motley ey Cour Courtt Rost Roster er at the the end end of this this sect sectio ion n for for details on the Brigand Craftsmen). 49 The Elves’ Den: Den : During the day this area is occupied by Drew and Drey the Evil Elves. Elves. There There are two bedro bedrolls lls,, a table table,, and and chai chairrs. On the tab table is a fine finely ly craf crafte ted d bras brasss lant lanter ern n (wort (worth h 25 gold gold
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pieces). Between the two bedrolls is a ches chest, t, lock locked ed but but not not trap trappe ped. d. The The chest contains two finely crafted cloaks and two equal equally ly crafte crafted d pairs pairs of softsoftleather boots. Novices may be fooled into into thinki thinking ng these these are magica magicall boots boots and cloaks of Elven Elven make, but they are not. Also in the chest are two flasks of oil, two Potions Potions of Healing Healing,, two Scrolls (one with Teleport inscribed upon it, the other is Cursed) Cursed), and a pouch cont contai ain ning ing 10 gems wort orth 50 gol gold pieces each. Drew has a key to the Alchemist’s Cell Area d and a key to the chains on the Hunting Hounds. Drey has a key to the chest and a key to the the mana manacl cles es on the the capt captiv ives es in room 52. 52. Chaine Chained d to the walls walls are the Huntin Hunting g Hounds Hounds.. (NOTE (NOTE:: see the Motley Motley Court Court Rost Roster er at the the end end of this this sect sectio ion n for for deta detaililss on the the Evil Evil Elve Elvess and and Hunti Hunting ng Hounds) 49b The The Alche lchemi misst’s t’s Cell Cell:: Cnud the Alchemist (0-level human, AC 10, hp 6, #AT 1, DG 1-3 w/ broken bottle) is being held held capt captiv ive e in this this cell cell.. When hen Cnud Cnud was was firs firstt capt captur ured ed,, Brig Brigan and d McBa McBawd wd ordered the alchemist to make healing potions or else. But Cnud did not have the materials to make a proper healing poti potion on.. The The Alch Alchem emis istt had had only only one one Potion of Extra Healing to work with. Out of desperation Cnud stumbled upon a way way to “dil “dilut ute” e” the the poti potion on.. He coul could d increase the amount of the potion but could not increase its maximum healing potential potential.. He eventuall eventually y converted converted his one Poti Potion on of Extr Extra a Heal Healin ing g into into 10 Poti Potion onss of Less Lesser er Heal Healin ing g (McBawd keeps the them on a shelf in room 47b). 47b). Potions of Lesser Healing appear to a non-alchemist to be an ordinary Potion of Healing. Healing. They taste, smell, and look
ver very simi simila lar, r, but Poti Potio ons of Healing only heal 1-2 hit points.
Les Lesser ser
McBaw cBawd d does oes not not know know tha that the the potions are less than half strength and is very pleased with the Cnud’s progress. Unfortunately Cnud now has nothing to work with and realizes it is just a matter of time time before before McBawd McBawd discov discovers ers the ruse. Cnud is a middle-aged man with long, gray grayin ing g hair hair.. His His robes obes,, once once fine finely ly crafted, are now shabby. His fez, always slightly askew atop his head, is dilapidated. 50. Brigand Guard Post: During the day this area is occupied by two Brigand Guar Guards ds.. Ther There e is a tabl table, e, chai chairs rs,, and and candles. On the floor is a pile of wood shavings. On the table are a number of sma small, ll, crud crude e wood ood carv carviings ngs (some some obscene). Apparently the guards here like like to whit whittl tle e and and carv carve e wood wood whil while e their manning their post. (NOTE: see the Motley Court Roster at the end of this sec section for details on the Brigand Guards) 50a: The Brigand’s Larder: Larder : 12 barrels of ale; 7 barrels of wine, 24 bottles bottles of rum, and othe otherr dry dry prov provis isio ions ns and and food food stuf stuffs fs (running low) are found in this room. 51. Brigand Guard Post: During the day this area is occupied by four Brigand Guar Guards ds.. Ther There e is a tabl table, e, chai chairs rs,, and and cand candle les. s. Fast Fasten ened ed to one one wall wallss is a dartbo dartboard ard and four four darts. darts. (NOTE (NOTE:: see the Motley Court Roster at the end of this this sectio section n for details details on the Brigan Brigand d Guards) 52. The Dungeon: Dungeon : During the day this area is occupied by Irena and Luella (0-level huma humans ns,, AC 10 ea. ea., hp 3 ea.) a.), the kidn kidnap appe ped d daug daught hter erss of a weal wealth thy y merc mercha hant nt.. Each Each girl girl has has a ball ball and and chain manacled to their ankle. The lead
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balls are too heavy for the girls to carry. In this room are other accouterments of a torture chamber, all are rusted and in disrepair. NOTE: Ten days ago McBawd and his men waylaid a stagecoach. The driver was kille illed d and and the the occu ccupant pants, s, an alchemist and the two daughters of a wealthy merchant, were taken hostage. A day later McBawd sent one of his men off to the merchant with a ranso ansom m note note.. But But unbe unbekn know own nst to McBawd the messenger was killed by a group of orcs. His body can be found at area 39X, 39X, stripped of all its belongings except a tattered backpack containing the the ille illegi gibl ble e remn remnan ants ts of the the rans ransom om note.
MOTLEY COURT ROSTER: The Brigand McBawd: (AC: 3 +1 Chain Mail and a +1 Shield, F5, hp 34, #AT 1, DG 1d8/2d4 with +2 Bastard Sword, Sword , can be used used one-ha one-hande nded d or two-ha two-hande nded, d, ML 10) McBawd has curly red hair and a beard. He wears a tartan kilt over his chain armor. He is very likeable (Cha (Chari rism sma a 17 17)) and and has has an exce excellllen entt sense of humor, he laughs at everything. But don’t be fooled, he is a bloodthirsty bandit.
McBaw McBawd’s d’s female female compan companion ion.. Gillia Gillian n with with her her black lack hair hair and and black lack eyes eyes,, dressed in black leather, is both beau beauti tifu full and and dead deadly ly.. She She carr carrie iess a pouch pouch contai containin ning g a +1 Slin Sling g and a Cursed Necklace of Blinding. Blinding . As soon as this this neckl necklac ace e is ador adorne ned d the the wear wearer er must save with a penalty of -4 vs. magic or become blind. The blindness will last, even even afte afterr the the neck neckla lace ce is remo remove ved, d, until a Remove Curse spell is cast upon the victim. Gillian is wearing a diamond necklace worth 1000 gold pieces. 4 Deadly Assistants (AC 8 leather armor, T 3, hp 11 each, #AT 1, DG 1d6 short swor sw ords ds,, ML 9) Thes These e are are Gilli Gillian an’s ’s four four female assistants. They are each armed with swords and slings. They each carry pouches containing 25 gold pieces. Montfey (AC 6 Cloak of Protection +3, +3 , MU 5, hp 12, #AT 1, DG 1d4 dagger, ML 9) Unde Underr his his magi magica call cloa cloak k Mont Montfe fey y wears a crimson silk shirt and matching bree breech ches es.. He is bald bald and and bare bare-f -foo oot. t. Slung Slung over over each each should shoulder er is a leathe leather r bag. In one bag Montfey keeps his spell book. book. The The spel spells ls in his his spel spelll book book are are Magic Missil,e Charm Person, Phantasmal Phantasmal Force, Force, Web, Haste, Haste, and Lightning Bolt. Bolt. The other bag contains his his spel spelll comp compon onen ents ts and and a Wand Wand of Necromancy. Necromancy. By expending one charge the wielder may Animate Dead as a 7th level Magic User. By expending 3 cha charges rges the the wiel wielde derr may Control Undead similarly to a Potion of Control Undead. Undead. The wand has 18 charges.
4 Bodyguards Bodyguards (AC: (AC: 5 all are are in chai chain n mail, F3, hp 14 each, #AT 1, DG 1d8 long swords, ML 10) The each wear kilts. Besi Beside dess thei theirr long long sw swor ords ds they they each each have a short bow and a quiver of 20 arrows. They each have pouches containing 10 platinum pieces, 10 gold pieces and 10 copper pieces.
7 Skeletons (AL C, MV 60' (20'), AC 7, HD 1, hp 5 each, #AT 1, DG 1d6 spears, ML 12, XP 91 (13 each)) They wear black hooded robes.
Gillian (AC: 6 black leather armor and high dexterity (16), T5, hp 22, #AT 1, DG 1d4 +2 dagger, +3 vs. Dwarves, Elves, Gnomes, and Halflings, ML 9) Gillian is
Drew and Drey the Evil Elves (AC 6 both wear +1 studde studded d leathe leatherr , E3, hp 15 each, #AT 1, DG 1d8 long swords, ML 9, XP 13 130 0 (65 each each)) )) They They each each have have a
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pouch that contains a spell book and spell components. Drew has the following spells in his spell book: Charm Person, Person, Ventriloquism, Ventriloquism, and Invisibility. Invisibility. Drey has Sleep, Sleep, Hold Hold Port Portal al,, and Invisibility in his his spel spelll book book.. The The each each have long bows slung over their shou should lder erss and and quiv quiver erss cont contai aini ning ng 20 arro arrows ws.. They They are are the the keep keeper erss of the the Huntin Hunting g Hounds Hounds and travel travel with with them them always. (area c) 4 Hunting Hounds (AC 6, HD 2, hp 10 each, #AT 1, DG 1d6+1 bite, ML 8 ) The hounds hounds are large, large, lean lean and muscul muscular. ar. They They have have larg large e jaws jaws and and deli delive verr a powe powerf rful ul bite bite.. They They unde unders rsta tand nd only only Elvish and obey the Elves’ every command. (area c) The craftsmen from room 49: 49: Dwarf Metalsmith (AC 8 leather, Dwarf 3, hp 12, #AT 1, DG 1d6 hea heavy iron iron hammer, M L 8 ) 2 Dwarf Hammersmiths Hammersmiths (AC (AC 8 leathe leather, r, Dwarf 1 hp 5 each, DG 1d4 hammers, ML 8 ) 2 Briga Brigand nd Carpen Carpenter terss (AC (AC 8 leat leathe her, r, Fighter 1, hp 6 each, DG 1d4 clubs, ML 8 ) 2 Brigand Leathersmiths (AC 8 leather, Fighter 1, hp 5 each, D G 1d4 daggers, ML 8 )
1, hp 6 each, DG 1d6 short swords, ML 8 ) (room 50) 50) 4 Brigand Guards (AC 8 leather, Fighter 1, hp 5 each, DG 1d6 short swords, ML 8 ) (room 47) 47) 4 Brigand Guards (AC 8 leather, Fighter 1, hp 3 each, DG 1d6 short swords, ML 8 ) (room 41) 41) 2 Brigan Brigand d Stable Stablemen men (AC 8 leat leathe her, r, Fighter 1, hp 3 each, DG 1d4 clubs, ML 8 ) (room 40) 40) 2 Brigand Guards (AC 8 leather, Fighter 1, hp 6 each, DG 1d6 clubs, ML 8 ) ( area b) MOTLEY COURT SCHEDULE: SCHEDULE: Everyday from early evening to early morning (approximately 4 p.m. to 4 a.m.) every being on the Motley Court Roster will be room 47. 47. They leave their posts, gather her here, and and begin gin drinki inking ng.. By early arly evenin evening g (appr (approxi oximat mately ely 8 p.m.) p.m.) they they are intoxicate intoxicated. d. Intoxicated Intoxicated individua individuals ls have a 4 point penalty to attack rolls, a 4 point penalty to armor class, and a 4 point penalty to Wisdom. From midnight until until earl early y morn mornin ing g (app (appro roxi xima mate tely ly 4 a.m.) the brigands, brigands, having having drunk to the point of unconsciousness, will be asleep in this room.
4 Layabouts (AC 8 leather, Fighter 1, hp 4 each, DG 1d4 clubs, ML 8 ) Brigand Guards: 4 Brigand Guards (AC 8 leather, Fighter 1, hp 4 each, DG 1d6 short swords, ML 8 ) (room 51) 51)
NOTE: Montfey and his Seven Skeletons; Drew and Drey and the Hunting Houn Hounds ds;; and and the the thre three e capt captiv ives es may may drink but not to the point of intoxication. In the early early mornin morning g (appr (approxi oximat mately ely 4 a.m.) a.m.),, Drew, Drew, Drey, Drey, and Montfe Montfey y rouse rouse the brigands and send them off to their posts.
2 Brigand Guards (AC 8 leather, Fighter
D Lower Level Contributer: JD Neal
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This is the lower level below the complex at D: the stairs in room 42 and well in room 52 lead down into it at 101 and 114. 114. The entire area is wet and mucky. The region around area 112 is extremely hot, humid, and damp. The floors are raw earth, sticky with humidity. The bandits have captured and set loose two two gian giantt geck gecko o liza lizard rdss into into the the area area,, feedin feeding g them them occasi occasiona onally lly.. They They do not stay together and can be found almost anywhere. Roll 1d6 for each for a random location: 1 2 3 4 5 6
109 110 111 112 113 114
2 Giant Gecko Lizards AL N, MV 120' (40'), AC 5, HD 3 + 1, hp 13 each, #AT 1 (bite), DG 1d8, SV F2, ML 7, XP (100 each) 101 Stairs up/Down. The wooden stairs/steps here lead up to room 42 in area the top level of room D. Searching the the step stepss them themse selv lves es will will disc discov over er a loose oose pane panell tha that can can be pull ulled up revea revealin ling g a hole hole someon someone e can reach reach into and find a lever; pulling the lever up causes a click and the bottom 5' or so o the the stai stairs rs shif shifts ts a litt little le.. They They are are unlo unlock cked ed and and can can be push pushed ed back back reve reveal alin ing g a holl hollow ow unde underr the the stai stairs rs.. Search Searching ing again again will will revea reveall the secret secret door door mark marked ed "S" "S" on the the map, map, whic which h swings open easily. 102. Secret Door and Hallway . The secret door oor sw swiings ngs back back and fort orth easi asily, ly, although it is painted and stuccoed to look look like like the the roug rough h rock rock arou around nd it. it. A casua sual glance will not find it. The hallway shows little use, with cobwebs in
corn corner erss and and smal smalll spid spider erss and and blin blind d insects met on occasion. 103. 103. Trap Trap. A pres pressu sure re plat plate e on the the floo floor r releases a set of simple wooden spears on each each side side of the the hall hall whic which h snap snap together, attacking anyone in the hall as if a 4 hit die monster and doing 1d10 damage if they hit. There are eighteen spears -- nine on each side, three high in rows spaced every three feet or so, overla overlappi pping ng from from each each side side to cover cover the entire hall. 104 Dead Mans Room. Room . Slumped on a pile of rotten furniture is a skeletal body in corroded parts of chain mail, a useless mace mace rust rusted ed almo almost st enti entire rely ly away away in one hand (it is harmless). On the body is a gem worth 50 gp and 210 sp. Cobwebs coat the room. 105 Skelet Skeleton on Room Room. Cobw Cobweb ebss coat coat the the room. Sprawled on the floor is a ske skeleto leton n in cor corrode roded d pla plate mail mail.. A rott rotten en back backpa pack ck,, some some rott rotten en sacks sacks,, clothing and other things form a heap on and around it. Amid the debris are twelve silver oblongs - silver sling bullets. Also found is 80 gp, 300 sp and 45 cp, as well as a rusted sword and dagger. 106. 106. Guard Guard Post Post. Bandi Bandits ts lounge lounge behin behind d this this door door,, feed feedin ing g the the liza lizard rd they they let let loose in the region. 4 Brigand Guards (AC 8 leather, F1, hp 5 each, DG 1d6 short swords, ML 8) 107. 107. Rese Reserv rve e Room Room.. A number of old wooden bunks and other material are stored here. In case allies need to be bunked down. 108 108 Pile Pile of Rubb Rubble le.. Some Someon one e has has very very purp purpos osef efu ully lly piled led rock ock up here ere to completely block this section of hallway -- obviou obviously sly rock rock from from above above ground ground.. There are large boulders and such, but
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overall anyone can pull it down with just a few hours of hard work.
have direct access to the pool of boilin boiling g water water and geyse geyser. r. Hides Hides hung hung on wood wooden en fram frames es and and pain painte ted d to resemble rock help obscure the lower opening from anyone atop the bridge; they work well from a distance, but are obvious from up close.
109 Bog Floor. Floor . The floor is extremely wet and mucky for some thirty feet. No one can run across it; and walking is at a thir hird norm norma al spee speed. d. This This is natu naturral, caused by seeping water. 110 Another Pile of Rubble. Rubble . Someone took the time and effort to block this hallway off with piles of rock (from above ground). It will take quiet a while to dig it out. 111 Bogged Floor. This floor is like 109: a mess of sucking mud caused by seep seepin ing g wate water. r. Runn Runnin ing g acros crosss it is impo imposs ssib ible le and and walk walkin ing g acro across ss it is at one third normal speed. 112 Under the Bridge. Bridge . The section of map here here is intend intended ed to indica indicate te room room 46 which is above this area. The floor of the underg undergrou round nd tunnel tunnelss slope slope down down and opens up underneath the bridge that is indica indicated ted in room room 46. 46. Here, Here, explor explorer erss
113 Pool. Pool. The The hall hall lead leadin ing g here here slop slopes es down down to the the nort northe heas astt some some 20 feet feet.. The sound of frogs croaking and cric cricke kets ts chir chirpi ping ng can can be hear heard. d. This This natural cavern has ceilings some twenty feet high, and a pool of water begins deepens to six feet or so in the center. The floor is covered by mold and small stala stalagm gmit ites es.. Frog Frogss and and blin blind d cric cricke kets ts can be found among them. The frogs can can see; see; they they sw swim im out out thro throug ugh h the the pool and underground rivulets to eventually go outside. 114 Well. Wel l. This is the well in room 52; 52; it lets out into the pool here, although a false wall has been built up with wood and hides painted like stone to try to hide it.
E : Crypt of the Forgotten Warlord Contributer: Blood Axe
This cavern has two entr ntrances. The archways are carved with many runes of life/d life/deat eath. h. It looks looks like like they they might might have have con contai tained ned bits its of precio cious meta metals ls or jewels, but these have been looted long ago. Each entrance once had a great stone door, but all that is left is bits of rubble. You get get an eeri eerie e feel feelin ing g of bein being g watc watche hed d and the hairs stand up on your neck.
Crypt Wandering Monsters
1 2 3 4 5 6
1-4 giant rats Zombie Ghoul 3 Zombies 2 Ghouls Wrait raith h Warlord
Any humanoid slain within the Crypt will become an appropriate Undead equal to its its leve level: l: (Leve Levell 1 = skel skelet eton on,, Leve Levell 2= Zombie, Level 3= Ghoul, etc.) Let the party hear eerie sounds and catch
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glimpses of movement in the shadows.
ML 9, XP 188 (47 each)
53 Cave of the Bats. Bats . A huge colony of bats (10 1000 00+) +) has has made made thei theirr home home here here.. They will startle startle if there there is any loud noise or light brighter then a single torch.
If the the cryp crypts ts are are sear search ched ed ther there e is a silver funeral mask (100 gp) set with two gems for eyes (50 gp each) and a thin gold bracelet (50 gp) among the bones and rags.
If startled, they will swarm out the cave entrance causing 1-2 damage to each player character in the cave (d4 halved). Those hose sear search chin ing g the the floor loor and bat bat guano uano wil will find ind 17 gp, 13 sp and a (normal) dagger. 53T The The Pit. Pit. This his pit is ope open, so easily sily detected. You can see a glint of gold and and silv silver er at the the bott bottom om.. Ther There e are are rough hand-holds in the sides of the pit, so it is easy to climb out. It is 10 feet deep eep (d6 damage mage)) and has has a few few bones (gnawed) scraps of cloth (bloodstained), 27 gp and 48 sp are scattered at the bottom. The pit is not much more then a nuisance. But it will certainly stop players from making a hasty sty retreat! The gold/silver coins were put there by the inhabitants of the crypt as a lure.
55 A/B A/B Slop Slope e Up (Ove (Overp rpas ass) s).. You You can can definitely notice a slope to these passages. The wall has many runes and pictur pictures es carved carved in the stone, stone, showin showing g the rise of a great warrior to a warlord. Conq Conque ueri ring ng many many peop people le,, figh fighti ting ng batt battle les, s, show showin ing g no merc mercy, y, tort tortur urin ing g enem enemie ies, s, then then fall fallin ing g to an enem enemy' y'ss arrow and being laid in a crypt. Those who look carefully can see the Warlord using a large sword (2-H sword) and holding it up to his face and looking through the hilt, the pommel is inscribed with an eye. 56 Servants unto death..... The archway to this room has pictures of servants nts tend tendin ing g to a grea greatt warl warlor ord. d. Ther There e is evidence of a broken stone door. Thes These e serv servan ants ts were were forc forced ed to foll follow ow their master into the afterlife.
54 Guardians of the Dead. Dead . There are runes and and pict pictur ures es on the the entr entran ance ce to this this room. Those who lie within were guards to a great warlord. Again there is evidence of a stone door once once bein being g here here.. Only Only rubb rubble le in the the entrance to this room now. There are several bones and bits of cloth scatte scattered red about, about, but what what is certai certainly nly noti notice ceab able le are are seve severa rall ston stone e cryp crypts ts along the walls. They are all open, their crude doors flung aside. Several pale skinned humanoids lurk in the shadow shadows, s, chewin chewing g on bones bones and hoping for something fresher..... fresher..... 4 Ghouls AL C, M 90'/30', AC 6, HD 2, A# T 3, DG 1-3/1-3/1-3 + paralysis, Save F2,
There are crude stone coffins inside this room, 9 in total. They are occupied by half-d half-deco ecompo mposed sed bodie bodiess wrapp wrapped ed in rags rags.. The They qui quickly ckly stir stir to gre greet any visitors..... 9 Zombies AL C, MV 120'/40', AC 8, HD-2 HP 9, #AT 1, D 1-8, ML 12, Save F1, XP 261 (29 each) There is nothing of value in this room. 57 Crypt of the Warlord. Great stone doors are still here, but hang open. Inside are sha shards rds of broken oken pott ottery ery (ancie ncient nt trib tribut utes es of food food and and grai grain) n),, brok broken en bones and scattered coins are on the floo floor: r: 14 143 3 gp, gp, 21 212 2 sp, sp, 89 cp, cp, 3 gems gems worth 25 gp.
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A grea greatt ston stone e sarc sarcop opha hagu guss is in this this 49 of 68
room carved to represent a warrior in armor with a huge sword. The The Warlo arlord rd is now now a Wrai Wraith th and and will will pursue pursue any intrud intruders ers throug through-o h-out ut the cave cave unti untill they they are are slai slain. n. He will will call call upon the other Undead in this crypt.
guard on the hilt curls up to form two circles to peer through. Locate object 1 x day.
The Warlo rlord/Wr /Wraith ith appears as a shadowy figure of a warrior bearing a large sword with an arrow shaft sticking out his chest. Wraith AL C, MV 120'/40', AC 3, HD 4, HP 20, #AT 1, DG 1-6 + energy drain, Save F4 ML 12, XP 300 Inside the stone sarcophagus (comb combin ined ed tot total of 36 Stre Streng ngtth to move) next to the rotted remains of the Warlord is: a two-handed sword +1 "Seeker" it has an eye carved on its pommel and its
a silver scroll tube (50 gp) with a scroll of Protection from Magic a single arrow +3 a jade bottle carved in the shape of a warr warrio iorr (50 (50 gp), gp), its its cont conten ents ts are are now now dri dried to dust, ust, but if water, ter, wine wine or another liquid is added it will rehydrate into a Potion of Super-heroism. Super-heroism . a jade bottle carved into the shape of a shield (50 gp). Its contents are now dri dried to dust dust,, but if wat water/wi r/wine ne or another liquid is added it will rehydrate into a Potion of Invulnerability. A gold gold fune funera rall mask mask (300 (300 gp) gp) with with 2 gems for eyes (100 gp each).
NOTE: Rooms 58 and 59 are not on the map. The room numbers were left open for expansion.
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F: Baboon Troop Contributer: Snorri
This his high higher er baboon oon troo troop p is far far mor more cunnin cunning g and vicious vicious than than others others,, due to their long exposure to Chaos. They look like mandrills, with red and blue faces, and are fond fond of huma human n meat meat.. Trac Tracks ks of anim animal alss can be found there. Each turn, there’s 1 chance chance in 6 of encoun encounter tering ing wander wandering ing mons monste ters rs.. Wande anderi ring ng mons monste ters rs in any any locked area will always be gnoll zombies (entry 6).
4 – A lone albino ape. He dwells in the caves and the baboons tolerate him, as long as he doesn’t steal their food. He will defend himself, but won’t help the smaller apes. 1 Albino Ape AL N, MV 120' (40'), (40'), AC 6, HD 4, hp 16, #AT 2 (claw, claw), DG 1d4/1d4, SV F2, ML 7, XP (80 each) 5 – 1 mountain lion. He’s lurking trough the caves seeking a baby ape to eat. If babo baboon onss see see him him kill killed ed,, they they will will be grat gratef eful ul and and offe offerr raw raw meat meat to the the characters – and will be very disappointed if they don’t immediately eat it as is.
1 – 1 young higher baboon. He’s alone and hides very well (1-4 on 1d6) and is unable to fight. If he sees intruders, he will discretely go toward the main tribe to tell them and they will organize the defenses.
1 Mountain Lion AL N, MV 150' (50'), AC 6, HD 3 + 2, hp 14, #AT 3 (2 claws, 1 bite), DG 1d3/1d3/1d6, SV F2, ML 8, XP 65 each
2 – 1d6 higher baboons. They’re carrying a dead dryad they killed in the wood and are arguing about how to share it. If the corpse is brought to her tree tree,, the the othe otherr drya dryads ds will will give give the the charac character terss a kiss. kiss. This This kiss kiss will will protec protectt them them automa automatic ticall ally y again against st the next next attempt to charm them, by any spell or power.
6 – 1d6+ 1d6+1 1 gnol gnolll zomb zombie iess (as (as ordi ordina nary ry zombies, but looking like dead gnolls). These creatures are the former dwellers of these caves. They turned to zombies due due to the the stre streng ngth th of Chao Chaoss here here.. They They don’t don’t care care about about baboo baboons, ns, but will attack any humanoids on sight.
1d6 Higher Baboons AL N, MV 120' (40'), AC 6, HD 2, hp 8 each, #AT 2 (bite, club), DG 1d3/1d6, SV F2, ML 8, XP 20 120 (20 each) 3 – 2d6 higher baboons. These youngsters (1 HD only) have clubs and plan to raid another cave to steal food. They’r They’re e not really really courag courageou eouss and (if possible) they will retreat with cries and call for their older brothers. 2d6 Young Baboons AL N, MV 120' (40'), AC 6, HD 1, hp 4 each, #AT 2 (bite, club), club), DG 1d3/1d6, 1d3/1d6, SV F2, ML 10 (8), XP 20 - 120 (10 each)
1d6+1 1d6+1 Gnoll Gnoll Zombie Zombiess AL C, MV 12 120' 0' (40'), AC 8, HD 2, #AT 1 (weapon), DG 1d8 or weapon, SV F1, ML 12, XP (29 each) 60 Entrance Entrance:: This This cave cave was was inha inhabi bite ted d by gnolls, but they were killed led by an alliance between goblins and hobgoblins. The baboons, which lived on the cliffs, settled in under the guidance of their leader. In the entrance of the caves caves are are severa severall gnolls gnolls skelet skeletons ons and skulls. Some of them show evidences of killing by axes and sspears. pears.
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If the the char charac acte ters rs sear search ch amon among g the the bone boness for for trea treasu sure ress or clues clues,, they they will will awake a spitting cobra, who will attack one character randomly. They will also find 7 gp, 16 sp and 13 cp on the ground, hidden by the dust. After the entrance, the passage continues into a long tunnel, very tight and low. The gnolls were on their four legs when they did use it, and the baboons feel comfortable. Any fight is this tunnel will be at -2 to attack rolls, and no 2 handed weapon can be use. 1 Spitting Cobra AL N, MV 90' (30'), AC 7, HD 1, hp 4, #AT 1 (bite or spit), DG 1d3, poison, SV F1, ML 7, XP 13 each 61 The Baboons Ward's Cave: Even if the baboons don’t have guards as such and are unable to set a military organization, they always have a group of watchers (2d6 baboons) here, who cry a lot if they see intruders, and try to repel them. They never attack first: they start by trying to look very impressive, making noise with snarls and clubbing loudly on the ground. But if they're attacked, they will enter the melee savagely. If they fail a morale roll, they withdraw toward 66 if possible. 2d6 Baboons AL N, MV 120' (40'), AC 6, HD 2, hp 8 each, #AT 2 (bite, club), DG 1d3/1d6, SV F2, ML 8, XP 40 to 240 (20 each) 62 The Dead Witch: The door was closed when when Babo Baboon onss sett settle led d the the cave cave;; the the stro strong ng wood wooden en door door with with its its comp comple lex x lock was already there long time before the gnolls. It may look like earlier hobgoblin style of building: strong, with a lot of iron nails and rudely stylized skulls. The cave is full of dirty animal skins, as if a kind of primitive yurt in the nomadic Gnoll Gnoll lifest lifestyle yle.. This This create createss tunnel tunnelss and cells inside the turning cave itself.
When the raiders invaded the caves, a Gnoll witch locked herself here, but she died from his wounds in a long agony. She turned to a Gnoll ghoul (as a standard ghoul, but looking like a Gnoll with with mons monstr trou ouss open open scar scars) s).. She’ She’ss a cunning creature and will try to kill the char charac acte ters rs one one by one, one, hidi hiding ng in the the animal skins to strangle them. She’s also able to use her Scroll her Scroll of Hold person and will use this one first, which makes her a nast nasty y oppo oppone nent. nt. Then Then she she will will use use an Axe + 1, 1, which she stole from a dwarf when when she was living, living, after after eating eating him. him. She also keeps a key for the grid of the alta altarr in room room 65. 65. The The sham shama an has has a treasure of 298 gp, 812 ep and 861 sp. This money is hidden in a bag, one foot under the ground, so it needs a careful search to find it. 1 Gnoll Ghoul AL C, MV 90' (30'), AC 6, HD 2 (turn as 3 HD), hp 12, #AT 3 (2 claw claws, s, bite bite), ), DG 1d3/ 1d3/1d 1d3/ 3/1d 1d3 3 + see see below, SV F2, ML 9, XP 47 each 63 The Old Baboons: Baboons : The door of this cave was destroyed during the raid, and now it’s inhabited by 6 old baboons. They live apart of the main tribe, sitting around a tiny fire. For sure, they’re unable to start a fire, but they stole a burning piece of wood from the orcs and learned to keep the fire going. Old baboons consider it their most precious gift and will fight to prot protec ectt the the fire fire firs first. t. They They don’t don’t even even want to lea leave the the cave cave if the the trib ribe decides to leave, as they argue about how to bring the fire. Among them is a rare creature, a twoheaded baboon shaman. She was a pet in a temp temple le of Chao Chaoss long long time time ago, ago, beca becaus use e of her her muta mutati tion on whic which h was was considered as a blessing. Stronger than the others one (12 hp), she’s able to bite twic twice e a roun round d (DG (DG 1d6) 1d6),, and and also also to cast cast the follow following ing spells spells:: sleep, sleep, charm
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person person and phantasmal force. force. She also possesses a magic ring she always keeps on her hand as her treasure. She stole it from the temple while she was escaping from from this this sanc sanctu tuar ary y burn burned ed by Lawf Lawful ul clerics and fighters. This ring works a ring of weakne weakness ss for for Lawf Lawful ul and and Neut Neutra rall characters, but as a ring of protection protection from fire for Chaotic ones. It looks like a salamander with a small ruby. Many goblin and gnoll skeletons lie on the floor of this cave. Most are very old, but there’s also a more or less fresh one (a goblin kid) which was eaten by the old baboons. 1 Two-he Two-heade aded d Baboo Baboon n Shaman Shaman AL N, MV 120' (40'), AC 6, HD 3rd level Magic User, hp 12, #AT 2 (bites), DG 1d6/1d6, SV F2, ML 8, XP 65 6 Baboons AL N, MV 120' (40'), AC 6, HD 2, hp 8 each each,, #AT #AT 2 (bit (bite, e, club club), ), DG 1d3/1d6, SV F2, ML 8, XP 120 (20 each) 64 The Last Hope: Hope : This door was also broken duri uring the the raid, as this his was was the the last last pock pocket et of resi resist stan ance ce.. Gobl Goblin inss raid raider erss used a lot of burning oil throw at it, a tact tactic ic they they lear learne ned d figh fighti ting ng agai agains nstt adventurers. The cave (which was once fill filled ed with with anim animal al skins skins)) is comp comple lete tely ly burne urned d out, out, and and so were the the gnoll oll skeletons. The characters will probably suspect the presence of undead. Unless you roll for wande wanderin ring g monste monsters, rs, which which would would be zombie zombiess as in all all locked locked areas, areas, there’ there’ss not resident monster here, but let them worry a bit about it. Among the ashes they can find 112 gp and 226 sp and 148 cp, but it will take a lot of time to find them all. 65 The Woolly Idol: Idol : This door was broken, but the raiders were frightened by what they saw and didn’t go inside. The gnolls (coming from a nomadic tribe) trapped
no less less than than a woolly woolly rhinocer rhinoceros! os! They They captured it as a baby and he grew up here, being blind from the darkness and just able to turn around. This was their living idol, waiting to be sacrificed when the shaman died. He was never sacrificed, and died from hunger in this cell. His His hate hate of anyt anythi hing ng livi living ng turn turned ed him him into a undead woolly rhinoceros. He has the statistics of a normal rhinoceros, and the same resista stance to spells and poiso oisons ns as unde undead ad.. He’s He’s unab nable to follow the characters when they retreat, nor is he really bright enough to thwart them when they try to trick him, but he’s still a really impressive beast. In the western part, there’s a strong iron grid grid whic which h prot protec ects ts the the Chao Chaoss alta altar r dedicated to a Gnoll demon. It’s locked (the key key in room room 62, 62, with with the the dead dead witch). Behind the grid, the characters will will see see a stan standi ding ng mons monstr trou ouss Gnol Gnoll, l, wearing chainmail, an helmet that looks like a monkey face with horns, a shield and a monstr strous axe. It wears an incredible number of jewels. The The idol idol is made made of crud crude e wood wood and and leather, but looks better with the armor. It fights as a gargoyle, but can’t fly and will ill use use the the axe (+2 (+2 to damag amage e for for strength). The chainmail and the shield are magical (+1 ( +1 each; the monkey-face helmet is part of the armor), but the axe is normal. It will follow the characters if they retreat, but not out of the caves. It’s able to use tricks as if it’s a thinking, evil foe. A lot of offerings are on the demon idol: no less than 10 jewels, for a total worth of 1450 gp. For each successful hit on the creature, one jewel will be broken (10% of the value), unless the characters find a way to attack carefully. 1 Undead Woolly Rhino AL N, MV 120'
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(40'), AC 4, HD 8, hp 32, #AT 1 (butt or trample), DG 2d6 or 2d12, SV F4, ML 6, XP 1060 1 Demon Demon Idol Idol Gargoy Gargoyle le AL C, MV 90' (30') Fly: 150' (50'), AC 5, HD 4, hp 16, #AT 4 (2 claws, bite, horn), DG 1d3/1d3/1d6/1d4, SV F8, ML 11, XP 500 66 The Main Tribe: Tribe : 18 + 2d6 baboons are here here at any time time.. Half of them them are youn youngs gste ters rs or less lesser er memb member erss of the the tribe, with only 1 HD. The biggest one has the stats of an Albino ape and he’s a monstrous, monstrous, tall baboon baboon with incredibl incredible e mandibles. He will always fight to protect his tribe. As long as he lives, the babo baboon onss have have +2 to mora morale le.. He will will himself roll for morale only if he’s the last one alive or fighting. They know how to make the best use of the geograp geography hy of the double double cave. cave. If they they know know intr intrud uder erss are are comi coming ng,, 2d6 2d6 bigger bigger one will will attrac attractt the intrud intruders ers in the north-east part, while the lesser ones hide in the second cave, the passage betwe between en them them being being protec protected ted by all the remaining bigger ones. As soon as the fight starts, the lesser ones will run out toward the tunnel and then the wilderness, followed by the bigger ones,
who will cover the retreat. If the tribe escapes, they will wait 1d6 days days to come come back back,, then then send send in an expedition to see if the cave is safe. Or they hey will sett settle le in anoth nothe er cave cave if a different one has been cleared by the adventurers. The skull of a cloud giant stands in the west of the second cave. It has been there for centuries and is caught in the stone, stone, with with stalag stalagmit mites es slowly slowly growin growing g upon it. A giant centipede lives in the skull and will attack any hand searching the holes of the eyes or nose. Inside the skull is hidden a former Gnoll treasure: 821 gp, 45 pp, 1501 sp and a potion of climbing. climbing. 1 Baboon Leader AL N, MV 120' (40'), AC 6, HD 4, hp 16, #AT 2 (bite, club), DG 1d3/1d6, SV F4, ML 10, XP 80 10 - 15 Baboons AL N, MV 120' (40'), AC 6, HD 2, hp 8 each, #AT 2 (bite, club), DG 1d3/1d6, SV F2, ML 10 (8), XP 200 300 (20 each) 10 - 15 Young Baboons AL N, MV 120' (40'), AC 6, HD 1, hp 4 each, #AT 2 (bite, club), DG 1d3/1d6, SV F2, ML 10 (8), XP 100 - 150 (10 each)
G: The Orc Clan Contributer: bathwizard
67 RUBBIS RUBBISH H DUMP DUMP: This This room room cont contai ains ns a pile pile of wast waste e gene genera rate ted d by the the orcs, orcs, including animal and humanoid bodies. There are 6 giant rats here. They are not very hungry but are territorial: they will squeak loudly if the PCs enter, but will not attack if the PCs leave quickly. If the PCs stay or try to investigate, the rats attack. They have no treasure.
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The orcs will let their pet ferrets hunt the rats. The rats can come and go out of the lair as they please. 6 Giant Rats Mv 120', Al N, AC 7, HD 1/2 (1d4 hp), hp 4, 3, 3, 2, 2, 2, #AT 1 bite for 1d3 + possible disease, Save F1, Ml 8, XP 6 each (36 xp total) a) First alcove contains 2 giant ferrets domesticated by the orcs. These ferrets 54 of 68
will will rush rush out out and and atta attack ck any any nonnon-or orc c who passe sses by. They will fear and usually obey the ferret-handler orc in c) below (morale check needed - success for obedience, failure means rebellion). They They are are also also smar smartt enou enough gh to avoi avoid d the pit (b, below). They have no treasure.
Questions of ethics and alignment may well well aris arise e once once the the male male orcs orcs have have been dealt with. Orcs (5): (5): Mv 120', Al C, AC 6, HD 1, hp 7, 5, 5, 4, 3, #AT 1 weapon for 1d6, Save F1, Ml 8, Treasure 3d6 sp each, XP 50 (10 each)
2 Giant Ferrets Mv 150', Al N, AC 5, HD 1+1, hp 6, 7, #AT 1 bite for 1d8, Save F1, Ml 8, XP 15 each, 30 xp total.
Female Orcs (5): (5) : Mv 120', Al C, AC 6, HD 1/2 (1d4 hp), hp 3, 3, 2, 2, 1, #AT 1 weapon for 1d3, Save F0, Ml 8, Treasure 2d6 cp each, XP 25 xp (5 each)
b) Hidden pit, 10' deep and with a 1' wide gap between the pit and the wall on the west side which the orcs walk along to bypass the pit. Falling into the pit causes 1d6 damage.
d) This back room has large amounts of bedding and smells of sweat and old food food.. Ther There e is noth nothin ing g of inte intere rest st or value here.
c) 1 orc (the ferret ferret-han -handl dler) er) + 2 giant giant ferrets. The orc can partially control the ferrets (order them to attack or stay, but can't house-train them or get them to stop stop atta attack ckin ing g an enem enemy) y) and and the the ferrets will not attack him (out of fear rath rather er than than love love). ). The The orc orc has has a 20 20'' length of rope that he uses both as a leash, and also to help clumsy orcs out of the the pit. pit. If he noti notice cess the the ferr ferret etss in area (a) fighting with intruders, he will shout a challenge across the pit, hoping to tempt the enemy into falling in. If the intruders intruders are sufficient sufficiently ly weakened weakened he will join in, or if they are too strong he will get help.
69 THE STORE ROOM/KITCHEN is guarded by 2 orcs. There are also 2 female orcs here here who are busy busy prepar preparing ing a meal meal over a fire that has filled the room with wood wood smok smoke. e. Ther There e are are a numb number er of barrels against the walls:
Orc (1): (1): Mv 120', Al C, AC 6, HD 1, hp 6, #AT 1 weapon for 1d6, Save F1 Ml 8, XP 10, Treasure 15 sp + 2 gp Giant Ferret (2): (2) : Mv 150', Al N, AC 5, HD 1+1, hp 6, 4, #AT 1 bite for 1d8, Save F1, Ml 8, XP 30 (15 each) 68 THE THE FAMI FAMILY LY ROOM ROOM: 5 orcs orcs,, 5 fema female le orcs, 8 whelps. The male orcs will attack without hesitation. The female orcs will defe defend nd them themse selv lves es if atta attack cked ed.. The The whelps are incapable of combat and will ill not not put up a fight ight (AC 9, hp 1). 1). Chaotic_Caves_II_Goblinoid_Games_Forum_20101115
Barrel #1 holds various chunks of salted meat, including some pieces that look suspiciously humanoid. Barrel #2 holds various root vegetables including turnips, onions and potatoes. However, at the bottom of this barrel one one of the the fema female less has has hidd hidden en her her prize treasure, a silver ring worth 25 gp, which she will pull out and offer to PCs if she needs to negotiate for her life. Barrel #3 holds a weak but drinkable beer (actually watered-down dwarven ale looted off some traders some months ago). Barrel #4 holds 6 spears of mediocre quality, but functional and sharp. Barrel #5 holds 3 maces and 3 short swords, all of shoddy workmanship but usable in the hands of the orcs. Against the wall there are 4 shields and 4 suits of leather armour of orcish workmanship. 55 of 68
Orcs (2): (2): Mv 120', Al C, AC 6, HD 1, hp 4, 5, #AT 1 weapon for 1d6, Save F1, Ml 8, Treasure 9 sp + 13 sp, XP 20 (10 each)
has changed but do not suspect what has has happ happen ened ed.. The The dopp doppel elga gang nger er plays dumb to keep up appearances, but if the PCs seem to be winning, he will will try try to nego negoti tiat ate e by clai claimi ming ng he knows the location of a treasure trove somewhere else in the Chaotic Caves. Caves . If the PCs are greedy greedy and foolish enough to take him prisoner, he will try the old doppelganger tactic of isolate, kill and impersonate.
Female Orcs (2): Mv 120', Al C, AC 6, HD 1/2 (1d4 hp), hp 2, 1, #AT 1 weapon weapon for 1d3, Save F0, Ml 8, Treasure 10 cp each, XP 10 (5 each) 70 THE FERRET LAIR is filled with straw and cont contai ains ns 3 gian giantt ferr ferret etss and and 3 ferr ferret et pups. The adult ferrets will attack any non-or non-orc c immedi immediate ately ly and may attack attack even even orcs orcs (50 50% % chan chance ce)) unle unless ss the the ferret handler (from area c) is present. The pups are non-combatant (AC 9, 1 hp each). Giant Ferret (3): (3) : Mv 150', Al N, AC 5, HD 1+1, hp 7, 5, 3, #AT 1 bite for 1d8, Save F1, Ml 8, XP 45 (15 each)
The There is a che chest tha that is locke ocked d in a corner of the room. The doppelganger holds the key to it. It holds 2660 sp, 950 gp, a scroll of Wardi rding Against Petrification and and 3 gems gems (2 piec pieces es of jade and an amber) worth 120 gp, 150 gp and 200 gp. Orcs (4): Mv 120', Al C, AC 6, HD 1, hp 8, 8, 8, 8, #AT 1 weapon for 1d6+1, Ml 9, XP 60 (15 each as if 1+1 HD), Treasure 20 sp each, XP 15 each
71 THE WAR ROOM is where here the orcs orcs practice their weapon skills. There are 4 orcs here, alert and equipped, practicing on a dead goblin strung up from the ceiling.
Doppelganger (1): (1) : Mv 90', Al C, AC 5, HD 4, 20, #AT 1 for 1d12, Save F10, Ml 10, XP 135
Orcs (4): (4): Mv 120', Al C, AC 6, HD 1, hp 6, 4, 5, 3, #AT 1 weapon for 1d6, Save F1, Ml 8, XP 40 (10 each), Treasure 9 sp, 13 sp, 10 sp, 15 sp
New New Item Item:: Scro Scroll ll of Ward Wardin ing g Agai Agains nstt Petrification: Petrification: When read out aloud this scroll protects all within 10' radius of the reader reader from any attack that would turn the targets to stone, such as the gaze of a medusa or basilisk, sk, breath of a gorgon etc. The warding lasts for 6 turns and and foll follow owss the the read reader er arou around nd.. The The scroll can only be used once.
72 THE THE ORC ORC CHIE CHIEF' F'S S ROOM ROOM:: There are 4 orcs here, all with 8 hp each and extrastro strong ng (+1 (+1 to dama damage ge), ), plus plus the the "orc "orc chief" chief" who is in fact fact a doppe doppelga lgange nger r who has taken the chief's place. The orcs have noticed that their chief
H: The Goblin King Contributer: Blood Axe
The The Gobl Goblin in King King is a craz crazy y Thro Throgr grin in.. The The Goblins have recently raided a Merchant wagon, wagon, capturing capturing the Merchant Merchant and his two guards. The Goblin tribe is allied to a pack of wolves.
Wandering Monsters for this Cave 1 1-4 Giant rats attracted to the mess 2 1 Wolf looking for a hand-out from the
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3
4 5 6
Goblins 2 fema female le Gobl Goblins ins eith either er goin going g for/ for/ or bringing food. They will attempt to flee and sound the alarm. 1 wand wander erin ing g Gobl Goblin in Warr Warrio iorr tryi trying ng to avoid any work patrol 3 Goblin Warriors All All Hail Hail the the King King!! !! The The King King and and his his 4 bodyguard are on a mission. The King is angry and looking to smash some heads!
contains nothing but a small puddle of stagna stagnant nt water water.. All the Goblin Goblinss know know about the pit. 74 GUARD ROOM: Even as you approach this this room room you you can can hear hear yell yellin ing g and and cheering (in goblin of course). There are 2 Goblins brawling in the center of this room with the 7 others cheering them on. There is a crude table, sleeping pallet and several chair along the walls of this room (pushed aside to make room for the fight!)
73 THE ENTRANCE: Numerous trails lead to this cave entrance. It is not a normal cave cave open openin ing g as one one woul would d expe expect ct,, but but rath rather er a yawn yawnin ing g crac crack k lead leadin ing g down into the darkness. A musty animal smell greets you as you get closer.
There is also a barrel holding 14 spears in a corner.
(Those who check carefully will notice paw paw prints prints (wolv (wolves) es) and small small booted booted prints (goblins).)
9 Goblins AL C, M 60' (20'), AC 7, HD 1-1, HP 4, D 1-6, Save 0 level, ML 7, XP 45 (5 each)
This cave has all the look of some wild animal animal's 's lair. lair. Gnawed Gnawed bones bones litte litterr the floor and a chewed leather jerkin is in the center of the room.
Each goblin has 1-8 sp in a pouch at his waist.
The Goblins Goblins have have crude crude bits bits of armor armor and and vari variou ouss weap weapon onss (spik spiked ed club clubs, s, hand axes, short swords).
Under the barrel is a small sack with 27 gp, 49 sp.
This is the lair of a pack of wolves that are friendly with the Goblins. The only wolf here now is a female with her litter of 4 pups (non-combatants).
In the sleeping pallet is a silver dagger (25 gp). If the party approaches quietly they will auto automa mati tica calllly y gain gain surp surpri rise se the the firs firstt round.
She will will defend defend the pups pups fierce fiercely ly and reckless abandon (+2 damage -2 AC). Wolf AL N, M 180' (60'), HD 2+2, HP 10, AC 7, D 1-8, Save F1, ML unbreakable, XP 35 A gnawed belt on the floor oor has a hidden compartment with a gem worth 50 gp. 73T PIT TRAP: This pit is covered by a piece of grey canvas and can be detected on 1-2 out of 6. It can be crossed safely at the edges as there is a 1 foot ledge on the sides. The pit is 10 feet deep and
75 KITCHEN. KITCHEN. This room is obviously some kind of kitchen, several female Goblins go about their business cooking. Food and drink drink is scatte scattered red messil messily y all over the room: sacks of flour, bags of potatoes, pans, etc. A small fire pit and a boiling cauldron are in the center of this room.
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Hud Huddlin dling g in fear fear is a badly adly bea beaten ten huma human n merc mercha hant nt,, drea dreadi ding ng what hat is next next on the the menu menu.. He is boun bound d and and gagg gagged ed (0 leve levell huma human n Hp 2(5 2(5)). )). If 57 of 68
rescued and returned to safety he will gladly reward the party with 100 gp.
alone! There is a drunken Goblin passed out among the junk. He snuck off from guar guard d duty duty and and samp sample led d one one of the the barrels.
The female Goblins will attempt to flee and and sound sound the the alar alarm, m, but but will will figh fightt if they must. There are several large knives and cle cleaver vers in the the room room (treat reat as daggers).
He will attack courage!!)
a 50' coil of rope a keg of oil (20 flasks worth) a shortbow 2 quivers of 20 arrows 4 helmets 2 daggers a battle axe a two-handed sword with a jeweled hilt (60 gp) a damaged suit of human sized plate mail (can be repaired for 50 gp) 2 shields 12 spears
(liquid
He has a short sword and 8 sp in his pouch. 77 COMMON ROOM: A scene of complete chaos greets your eye. Female Goblins and Imps (young Goblins) are scattered all over this room, along with assorted junk and crude furniture.
76 STORE STORE ROOM. ROOM. This This door door is sturdy sturdy,, but unlocked. Boxes, sacks, barrels, weap weapon onss and and armo armorr are are scat scatte tere red d around around this this room. room. The barre barrels ls contai contain n water or vinegary wine. The sacks have flour, wheat and other foods. The boxes hold hold old old clot clothe hes, s, iron ron rati ration ons, s, and assorted weapons/armor. It will take a few turns to search through the the mess mess in this this room room,, but but ther there e are are some useful items. Along with the junk and broken weapons are...
woken
Drunk Goblin -2 to hit rolls, AL C, M 60' (20'), AC 7, HD 1-1, HP 5, Save 0 level, ML unbreakable, XP 5
7 Female Goblins AL C, M 60' (20'), AC 9, HD 1-1, HP 3, Save 0 level, ML 6, XP 28 (4 each) If this room is searched a small cask of fine wine (50 gp) can be found, along with with 3 tarn tarnis ishe hed d silv silver er gobl goblet etss (20 (20 gp each). There is also a large quantity of poor quality food and drink. Some of it actually fit for consumption (barely).
if
There is nothing of value in this room. The females will attempt to flee and get hel help, but will will fight ight to defe defend nd thei their r young. Imps will flee. 9 female Goblins AL C, M 60' (20'), AC 9, HD 1-1, HP 3, Save 0 level, ML 6, XP 36 (4 each), dagger 21 Goblin ImpsImps- non-combatant young 78 Barracks. Barracks. This room slightly resembles resembles a barr barrac acks ks.. Crud rude wood woode en sle sleepi eping pallets stuffed with straw are scattered about. A few poorly made tables and stools also fill the room.
If the party lingers here or makes too much noise, they will learn they are not Chaotic_Caves_II_Goblinoid_Games_Forum_20101115
Lounging around this room are 7 Gobl Goblin ins. s. Thei Theirr weap weapon onss are are close close at hand hand,, but but they they will will lose lose init initia iati tive ve to a stealthy party. One Goblin is the leader: he is larger and stronger then the rest. He actually has a nice suit of chainmail and fights with a longsword. In the North-west corner of the room are 2 MenMen-at at-a -arm rms, s, boun bound d and and gagg gagged ed.. Laying a few feet away is Wolf, keeping guard on the prisoners. Goblin Leader AL C, MV 60' (20'), AC 5, HD 1-1, Hp 7, Save 0, level ML 7, XP 6 58 of 68
chai chainm nmai ail, l, long longsw swor ord d , 27 sp, sp, silv silver er buckle- 10 gp
AC 5, HD 2, HP 8, Save F2, ML 9, XP 20 (5 each)
6 Goblins AL C, MV 60' (20'), AC 7, HD 11, Hp 4, Save 0 level, ML 7, XP 5
chainmail, battle axe, dagger, 15 sp, 5 gp in pouch
shortswords, 1-8 sp each Wolf AL N, MV 180' (60'), AC 7, HD 2+2, Hp 11, Save F1, ML 8, XP 35 2 Men-at-arms AL L, MV 90' (30'), AC 9, HD 1, HP 3(7), Save F1, XP 20 (10 each)
80 Throne Room. This room has tapestries on the wall and even a crude bed piled high high with with furs. furs. What What really really domina dominates tes the room is a throne made entirely of bone and the huge Goblin sitting on it.
The Men-at Men-at-ar -arms ms were were the Merch Merchant antss guar guards ds and and will will help help a part party y figh fightt if give given n weap weapon ons, s, but but they they will will main mainly ly want want to retu return rn to safe safety ty.. They They migh mightt become Henchmen/Hirelings if treated well. 79T Pit Trap. Trap. This pit is much better then the other pit. It was constructed by a Dwarf prisoner, long since killed and eaten. It actually has a camouflaged cover and is difficult to detect (1 in 6 if searching). Two Two torc torch h brac bracke kets ts on the the wall wall,, on either either side of the pit can lock/u lock/unlo nlock ck the pit trap, by twisting them. Pit: 10 feet deep a few bones litter the bottom. Inside 1 skull is a gem worth 50 gp.
The Goblin King is quite insane, if the party grovels and gives gifts, he might listen and not attack immediately. But sooner or later something will set him off and he'll call his pet to attack with him. The "Goblin King" is not even a Goblin at all, but a Throghrin !! There are 4 tapestries on the wall, but they are dirty and in bad shape (25 gp each). A gold cup lies near the throne (50 gp) gp) and and a smal smalll ches chestt is hidd hidden en under the seat. The key is around the King's neck. Inside are 411 cp, 257 sp, 112 gp, and a pouch with 3 x 25 gp gems. A nicely made longbow hangs on the wall with a quiver of arrows (17 normal, 3 arrows are mag magica ical +1) +1). Two long longswo sword rdss and and two two batt battle le axes axes also also hang from the walls.
79 Guardroom. Guardroom. This This is the the grea greatt Gobl Goblin in King's bodyguard. 4 large mean Goblins are in this room. They are sitting at a table playing cards but will get up and look as the party opens the door.
The "pile of furs" on the bed is actually the King's pet Wolf.
They They will will quic quickly kly grab grab thei theirr axes axes and and attack.
Goblin King/Throghrin AL C, Mv 120/40, AC 6, HD 3, HP 18, Save F3, ML 10, XP 80
On the table is a set of dirty playing cards and several piles of coins: 112 cp, 87 sp, 44 gp. Also on the table is a small bottle that the Goblins think is liquor, but is actually a Potion of Healing. Healing . A dirty but still valuable tapestry hangs on the wall (value 50 gp). 4 Goblin Bodyguard AL C, MV 60' (20'),
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He attack attackss with with the royal royal sceptre sceptre (as (as mace +1 for his strength) unknown to the King it is a Rod of Cancellation. Cancellation . His crown is a broken silver bowl (25 gp). He has the paralyzing touch as Ghoul if he uses his claw attack and regenerates 1 hp/round as a Troll. Wolf AL N, M 180' (60'), AC 7, HD 2+2, Hp 14 Save F1, ML 8, XP 35 59 of 68
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I : Bugbear Lair Contributer: JD Neal
NOTE: I put "I" on the map last and didn't notice how the room numbers are a bit off compared to the other lairs. JD Neal.
(30'), AC 5, HD 3 + 1, hp 14, #AT 1 (weapon), DG 2d4, or weapon + 1, SV F3, ML 9, XP 100
Each side of entrance has been craftily carved with the loom ooming relief of a bugbear with its mouths wide open, as if trying to swallow viewer. The caves inside will mostly be solid stone.
24. Mine Work. The bugbears are eagerly driving their slaves to mine through the hard stone on their side. Within a few more feet they will hit the softer ground on the the gnoll nollss side side.. The The slav slave es and and overseer are detailed in the description of the entrance.
A bored bugbear stands guard on each side side of the entran entrance. ce. Anothe Anotherr bugbea bugbear r sweats sweats over over a crude crude forge forge with with bello bellows ws and a hammer twenty feet away from the entr entran ance ce.. It is work workin ing g on bent bent pick picks, s, chisels and other items, the ringing blows of its hammer constant. A crude wooden cart on iron shod wheels emerge emergess from from the entran entrance, ce, pushed pushed by two dwarves, a kobold, and three humans. humans. They are chained to each other, and and a surl surly y bugb bugbea earr walk walkss alon along g side side,, whipping them constantly. The slaves are "norma "normal" l" member memberss of their their specie species. s. They They have been broken by abuse and would require days of rest to recover their health. The cart is piled with rock. They will stop at a heap of fresh cut stone, tip it up and spill the cart, emptying some of the rock. Then they will spend several minutes lifting the rest out. When finished, they will then push the cart back inside. If the player characters characters do not interfere interfere immediatel immediately, y, they will later encounter the slaves either mining at the end of 24, or pushing the cart back and forth. 3 bugbears (guards and smith) AL C, MV 90' (30'), AC 5, HD 3 + 1, hp 14, #AT 1 (weapon), DG 2d4, or weapon + 1, SV F3, ML 9, XP 300 (100 each) 1 bugbea bugbearr slave slave overse overseer er AL C, MV 90'
There is noth othing interesti sting here, beyond abused metal tools, and broken rocks. A wooden bucket with a ladle contains water, and another is for bathroom bathroom breaks breaks (these (these bugbears bugbears are fastidious.) 25 Storag Storage e. Too Tools and oth other ite items are stocked here. Chained to the wall are a human, two orcs and a gnoll, all having colla collaps psed ed from from exha exhaus usti tion on.. They They are are physic physicall ally y broke broken n and requir require e days days of rest and good food to bring them back to health. 26. Guard Guard Room. Room. Three bugbears bugbears reside reside here, amid wooden tables, chairs and bunks bunks.. Ther There e are are six six doub double le-b -bed edde ded d bunks of wood, with straw pallets and crud crude e clot cloth h or hide hide blan blanket kets. s. A bag bag con containing 1,000 cp is hung on a wooden peg on one wall. 3 bugbears AL C, MV 90' (30'), AC 5, HD 3 + 1, hp 14, 14, 14, #AT 1 (weapon), DG 2d4, or weapon weapon + 1, SV F3, ML 9, XP 300 (100 each) 27. Storage Room. Room . This room is cluttered by piles of roots and vegetables; bags of grai grain n stol stolen en from from farm farmer ers; s; hang hangin ing g smoke smoked d meat meat (much much of it huma humano noid id shaped shaped). ). There There are severa severall barrel barrelss of
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cheap wine or water. 28. 28. Lieu Lieute tena nant nt's 's Room Room.. The The lieu lieute tena nant nt bugb bugbea earr and and thre three e cron cronie iess eage eagerl rly y await await the breakt breakthro hrough ugh to the gnolls gnolls side side.. They They are are here here look lookin ing g at plan planss draw rawn in berr berry y juic juice e on a piece iece of rawhide. The lieutenant has a bag with 200 gp, 300 sp and 100 cp stashed in a hole under a hide hanging on the wall in one corner. 1 bugbear lieutenant AL C, MV 90' (30'), AC 5, HD 4 + 1, hp 18, #AT 1 (weapon +2), DG 2d4+1, or weapon + 2, SV F4, ML 9, XP 215 3 bugbear cronies AL C, MV 90' (30'), AC 5, HD 3 + 1, hp 14, #AT 1 (weapon), DG 2d4, or weapon + 1, SV F3, ML 9, XP 300 (100 each) 29. Chief hief''s Roo Room. Here lounges the broodi brooding ng bugbea bugbearr chief chief attend attended ed by two wary guards. A throne, dining table, chairs and bed furnish the room. Prominent on a pedestal behind the throne is a golden statue weighing 10 pounds (worth 100 gp raw, perhaps 200 to a collector) of the chief himself. The chief wears a furtrim trimme med, d, silk silk cape cape wort worth h 30 300 0 gp and and has a pouch with 20 pp, 50 gp, 100 sp and 20 cp. If the the chie chieff is cowe cowed, d, he wil will try try to negotiate by offering five rawhide bags he claims are full of gold coins (hitting each gives a loud metallic metallic clank). They are sitting sitting again against st the wall. wall. He opens opens one in good faith: there is a layer of gold and silver coins on top (50 gold and and 10 100 0 silv silver er)) but but unde underr that that is 35 350 0
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copp copper er coin coins. s. The The othe otherr four four cont contai ain n 500 cp each (he avoids letting anyone open them). Lining one wall are skulls hung on pegs driven into chiseled holes: 1 bugbear, 3 gobl goblin in,, 1 gnol gnoll, l, 2 huma human, n, and and 1 orc. orc. Each has a unique bugbear rune on it (the name of a great foe). Underneath the bugbear skull is a gem worth 100 gp, stuck to the wall via gummy sap. s ap. In the southeast corner, a well has been sunk down through the bedrock stone to provi provide de water water.. A bucket bucket and rope hang on a crude block and tackle over it. it. This This is also also a secr secret et esca escape pe rout route; e; ther there e is a 5' diam diamet eter er hole hole abou aboutt 20 20'' down (near the bottom, and above the water line). It opens into a tunnel that leads southeast for some 30 feet before emer emergi ging ng at a very very clev clever erly ly hidd hidden en clump of rocks, grown up with natural brush, and further obscured by a rawhide sheet painted to resemble rock by the chief. The chief and lieutenant know know of this this tunn tunnel el,, but but none none of the the other bugbears. A few feet inside the tunn tunnel el (fro (from m wher where e it open openss from from the the well), is a leather pouch with a sword, 200 gp, 125 sp and 56 cp, and some hunks of well preserved meat. 1 bugbear chief AL C, MV 90' (30'), AC 5, HD 5 + 1, hp 21, #AT 1 (weapon +3), DG 2d4+2, or weapon + 3, SV F5, ML 9, XP 460 2 bugbear guards AL C, MV 90' (30'), AC 5, HD 3 + 1, hp 14, #AT 1 (weapon), DG 2d4, or weapon weapon + 1, SV F3, ML 9, XP 200 (100 each)
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Appendix : New Items, etc. New Items Cursed Necklace of Blinding. Blinding . As soon as this necklace is adorned the wearer must save save wit with a pena penalt lty y of -4 vs. vs. magi magic c or become blind. The blindness will last, even afte afterr the the neck neckla lace ce is remo remove ved, d, unti untill a Remove Remove Curse Curse spel spelll is cast cast upon pon the victim. Potion Potionss of Lesser Lesser Healin Healing: g: Appe Appear ar to a non-alchem non-alchemist ist to be an ordinary ordinary Potion of Healing. Healing. They taste, taste, smell, smell, and look very similar, but Potions of Lesser Healing only heal 1-2 hit points. Ring of Insect Control: This ring is similar in function to a ring of animal command. It allows the wielder to command up to 10 hit dice of giant insect, spider, scorpion or cent centip iped ede e as if it were were char charme med. d. The The wielder may control more than one insect so long as the total Hit dice do not exceed 10. The controlled insect (or other arthro arthropod pod)) is allow allowed ed a saving saving throw throw at the start of every day. Scr Scrol olll of Ward Wardin ing g Agai Agains nstt Petr Petrif ific icat atio ion n: When read out aloud this scroll protects all within within 10' radius radius of the reader reader from from any atta attack ck that that woul would d turn turn the the targ target etss to stone, such as the gaze of a medusa or basili silisk sk,, breat reath h of a gorgo orgon n etc. etc. The warding lasts for 6 turns and follows the read reader er arou around nd.. The The scro scrollll can can only only be used once. Wand of Necromancy. Necromancy . By expending one charge the wielder may Animate Dead as a 7th 7th leve levell Magi Magic c User. User. By expe expend ndin ing g 3 charges the wielder may Control Undead similarly to a Potion of Control Undead. Undead .
New Monsters Hyena No. Enc.: 1d8 (2d6) Alignment: Neutral Movement: 180' (60') Armor Class: 7 Hit Dice: 3 Attacks: 1 Damage: 1d6 Save: F3 Morale: 8 Hoard Class: Nil XP Value: 65 A quick stab at hyena stat's. Rot Vulture No. Enc.: 1d12 (nil) Alignment: Neutral Movement: 30' (10') Fly: 180' (60') Armor Class: 7 Hit Dice: 2 Attacks: 1 Damage: 1d3 Save: F1 Morale: 12 Hoard Class: Nil XP: 29 (38 with special characteristic) Rot vultures are undead carrion birds who have have feas feaste ted d on dise diseas ased ed and and curs cursed ed corp corpse sess on a battl attlef efie ield ld,, becom ecomin ing g rave raveno nous us ghou ghoull-lilike ke carn carniv ivor ores es.. They They rese resemb mble le flyi flying ng zomb zombie ie bird birds, s, feat feathe hers rs missi missing ng,, oozi oozing ng deat death, h, and and missi missing ng bits bits and pieces of their anatomy. They turn as ghouls. Victims hit in combat must must save save versu ersuss paraly ralysi siss (with ith a +2 bonus) or be paralyzed per a ghoul (this
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powe powerr only only work workss for for 1 atta attack ck per per day, day, unlike ghouls).
Glossary
Rot vultures can come in many different types. Some may not be unusual, but the LL can create flocks of the same type or varied types. Examples include:
Alembic. Alembic. A still of glass or other materials used in alchemy.
1. Explodes Explodes when slain, slain, hurling hurling detritus detritus in a 10 foot circle, circle, engulfing engulfing everyone everyone who who fail failss a save save vers versus us wand wands. s. They They must wash up or every carnivore within a mile will sme smell them and com come running. Even after washing, stealth is almost impossible for 1d6 days. 2. Vict Victim imss hit hit in comb combat at must must save save vers versus us pois poison on or be infl inflic icte ted d by rot rot grub grubss (this this only only happ happen enss once once per per victim no matter how many hits). 3. Rather than attack, it pauses to emit a gaseous cloud. Everyone within 10 feet of it must save versus poison or suffer suffer gaggi gagging ng and retchi retching ng for 1d6 rounds, during which they suffer a -2 penalty to hit and foes get a +2 bonus to hit them. It can only do this once per day. 4. It is extremely hard to kill and has a bonus of 2 to armor class and 8 extra hit points in addition to the normal roll. It gets a +2 bonus to its attack and does an extra point of damage (1d3+1 = 2-4). 5. It flies overhead then dives at foes, attempting to smash into them. It will take damage (1d6 per hit die it has) but also inflict double damage on a hit. hit. Its Its body body is full full of shar sharp, p, brok broken en bones. 6. It emits a continuous piercing squawking squawking that will attract attract any known nearby monsters within a 120 yards or so; the LL should also roll for wandering monsters (once per combat, only).
Cairn. Cairn. Pile of stone, often as a marker , such as a grave site or important battle field. Sutler. Someone with a contract to supply a mili milita tary ry post post or outf outfit it with with ever everyd yday ay goods like food and clothing.
NPC Motivations For For the the game gamerr want wantin ing g some some rand random om ideas.
2d6 2d6 1d10 1d10 Moti Motiva vati tion on 2
1
Evil - will rob and murder party
3
2
Greedy - prone to to ou outright th theft and bickering
4-5
3
Petty - expects anyone else
6-8
more
than
4-7 Workaday - share and share alike
9-10
8
Reasonable - Not picky over small details but expects worthy rewards
11
9
Generous - al always fi first to to sh share and help others, within reason
12
10 Good - Wi Will giv give lilife fo for de decent people
The last 4 categories (a 2d6 roll of 6 to 12) are from the viewpoint of PCs treating the NPC in decent and likable manner. Bad or outrig outright ht evil evil treatm treatment ent resul results ts in equal equally ly hostile responses and the character tends to just leave the party.
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NPCs or Pre-Generated PCs For Use Classes are shown for demi-humans for the reference of those unfamiliar with the game. "Eqp." (equipment) is a few suggestions to help the busy gamer. Money and basic gear would have to be filled in as desired.
Name
Flori Knockem
Dori Knockem
Drylia Lalus
Peri Greenfeet
Lil Orene
Shelton Fi Fitz
Race
Dwarf
Dwarf
Elf
Elf
Halfling
Halfling
Sex
Female
Male
Female
Male
Female
Male
Class
Fighter
Fighter
Level
1
1
1
Exp. Pts.
0
0
Str
15 (+1)
Int
Fighter/Magi Fighter/Magi c User c User
Fighter
Fighter
1
1
1
0
0
0
0
17 (+2)
13 (+1)
14 (+1)
12
10
10
9
12
14 (+1)
14 (+1)
16 (+2)
Wis
15 (+1)
8
14 (+1)
9
13 (+1)
9
Dex
9
17 (+2)
13 (+1)
10
9
9
Con
17 (+2)
12
9
10
14 (+1)
18 (+3)
Cha
12
13 (+1)
15 (+1)
11
9
12
HP
7
5
3
4
5
7
AC
4
2
5
4
4
4
Eqp.
Sword
Flail
Spear
Sword
Short sword
Hand ax
Shield
Shield
Shield
Shield
Shield
Shield
Chain mail
Chain Mail
Leather
Chain mail
Chain mail
Chain mail
Sling
Long bow
Cross bow
Sling
Short bow
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Name
Mina Gerrick Tanna Ken Edwina Borthodius Phil SarinaGetterina Lites Trollslythe Atterly MacLathe Wovoka Corren Day Tumple
Race
Human
Human
Human
Human
Human
Human
Sex
Female
Male
Female
Male
Female
Male
Class
Cleric
Cleric
Fighter
Level
1
1
1
1
1
Exp. Pts.
0
0
0
0
0
Str
14 (+1)
13 (+1)
12
18 (+3)
Int
11
9
11
Wis
11
10
Dex
13 (+1)
Con Cha
Human Human Female
Male
Thief
Thief
1
1
0
0
0
9
9
14 (+1)
10
9
15 (+1)
17 (+2)
9
10
18 (+3)
13 (+1)
12
14 (+1)
16 (+2)
10
12
14 (+1)
15 (+1)
11
17
10
15 (+1)
17 (+2)
16 (+2)
10
12
13 (+1)
10
17 (+2)
12
14 (+1)
13 (+1)
9
11
10
10
HP
4
5
6
7
3
2
5
4
AC
6
2
5
4
8
8
7
7
Eqp.
Mace
Silver dagger
Dagger
Sword
Short sword
2x daggers
Robes
Fighter Magic User Magic User
War 2-handed Battle hammer Sword axe
Shield
Shield
Short sword
Shield
Leather
Chain mail
Chain mail
Chain mail
Sling
Sling
17 (+2) 15 (+1)
Leather Leather
Crossbo w
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DESIGNATION OF PRODUCT IDENTITY DESIGNATION OF OPEN GAME CONTENT All text with the exception exception of material material specifically specifically excluded excluded in the declaration of product identity, is open game content. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyri Copyright ght 2000 2000 Wizard Wizardss of the Coast, Coast, Inc ("Wiza ("Wizards rds"). "). All Rights Rights Reserved. 1. Defini Definitio tions: ns: (a)"Co (a)"Contr ntribu ibutor tors" s" means means the copyri copyright ght and/or and/or tradem trademark ark owners owners who have have contri contribute buted d Open Open Game Game Content Content;; (b)"De (b)"Deriv rivati ative ve Materi Material" al" means means copyri copyright ghted ed materi material al includ including ing derivative derivative works and translations translations (including (including into other computer computer languages), potation, modification, correction, addition, extension, upgrade, upgrade, improvement, improvement, compilation, compilation, abridgment abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly publicly display, display, transmit transmit or otherwise otherwise distribute; distribute; (d)"Open Game Conten Content" t" means means the game game mechan mechanic ic and includ includes es the method methods, s, procedures, procedures, processes processes and routines routines to the extent such content content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product product line names, logos and identifying identifying marks includi including ng trade trade dress; dress; artifa artifacts cts;; creatur creatures es charac character ters; s; storie stories, s, storylines, plots, thematic elements, dialogue, incidents, language, artwork, artwork, symbols, symbols, designs, designs, depictions, depictions, likenesses, formats, formats, poses, poses, concepts, themes and graphic, photographic and other visual or audio repres representa entatio tions; ns; names names and descri descripti ptions ons of charac character ters, s, spells spells,, enchantments, personalities, teams, personas, likenesses and special abilities; abilities; places, places, locations, locations, environments, environments, creatures, creatures, equipment, equipment, magica magicall or superna supernatur tural al abiliti abilities es or effects effects,, logos, logos, symbol symbols, s, or graphic graphic designs; designs; and any other trademark trademark or registered registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor Contributor (g) "Use", "Used" or "Using" "Using" means to use, Distribute, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Materi Material al of Open Open Game Game Content Content.. (h) "You" or "Your" "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offe 3.Offerr and Acceptance Acceptance:: By Using Using the Open Game Game Content Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Noti 6.Notice ce of Licens License e Copyri Copyright ght:: You must must update update the COPYRI COPYRIGHT GHT NOTICE NOTICE portion portion of this Licens License e to includ include e the exact text of the COPYRIG COPYRIGHT HT NOTICE NOTICE of any Open Game Game Conten Contentt You are copyin copying, g, modifying or distributing, and You must add the title, the copyright
date, and the copyright copyright holder's name to the COPYRIGHT COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each elem element ent of that that Prod Produc uctt Iden Identi tity. ty. You You agre agree e not not to indi indica cate te compatibili compatibility ty or coadaptabil coadaptability ity with any Trademark Trademark or Registered Registered Trademark in conjunction with a work containing Open Game C ontent except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Product Identit Identity y used used in Open Open Game Game Content Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: Identification: If you distribute distribute Open Game Content You must clearly indicate indicate which portions portions of the work that you are distributing distributing are Open Game Content. 9. Updati Updating ng the Licens License: e: Wizard Wizardss or its design designate ated d Age Agents nts may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License License with respect respect to some or all of the Open Game Game Conten Contentt due to statute statute,, judici judicial al order, order, or govern governmen mental tal regu regula lati tion on then then You You may may not not Use Use any any Open Open Game Game Mate Materi rial al so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Refo Reform rmati ation on:: If any prov provis isio ion n of this this Lice Licens nse e is held held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, 2000-2003, Wizards Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John John D. Ratelif Rateliff, f, Thomas Thomas Reid, Reid, James James Wyatt, Wyatt, based based on origin original al material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Authors Bill Slavicsek, Slavicsek, Jeff Grubb, Rich Redman, Redman, Charles Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Authors Scott Greene and Clark Peterson, Peterson, based on original material by Gary Gygax. Labyri Labyrinth nth LordTM LordTM Copyri Copyright ght 2007, 2007, Daniel Daniel Procto Proctor. r. Author Author Daniel Daniel Proctor. Chaotic Caves II Copyright 2009 J.D. Neal
END OF LICENSE
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