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  • The Caves of Chaos - The Cult of Cyric and the Gnolls

    4e D&D, Advice/Tools, Dungeon Masters, Encounters

    This is the final installment of the Caves of Chaos section for my Keep On The Borderlands series.  Next time I will wrap it all up with notes about the raiders and other things outside of the keep.  Today, though it is all about gnolls and the Cult of Cyric.

    At the end of this post is a list of all the treasures available.  As described in an earlier post, the dungeon is very open in its design, so just drop treasures of the appropriate levels when the characters earn them.  There are a couple of points that should definitely have treasures, like the orc chieftains and the minotaur, but otherwise there isn’t much set.  This also allows for greater flexibility in case the PC’s don’t end up fighting much of anything.

    Cavern J: Gnolls

    The immediate entrance to this cave is a natural, unworked cave that has nothing of note about it.  DC 19 perception will reveal the presence of footprints that have been concealed.  The guards are actively listening, however, and if the characters make much noise the guards will come to investigate.  When they see that there are intelligent creatures they will put away their weapons and offer to talk.

    Lighting:  The entrance cave is always dark.  Other areas of the cave are dark during the day except for fires to keep the creatures warm.  These fires give off dim light.  At night the caves have bright light.

    Terrain:  The entrance cave is difficult terrain.  Other areas of this complex are normal terrain except where there is furniture.  Furniture is difficult terrain.

    The gnolls are much more powerful than a low level party can easily handle.  They are not immediately aggressive and will in-fact be friendly and approachable.  All of the gnolls speak common fluently.  If the PC’s start aggressive actions it would be wise to warn them that this does not look like a fight they can win.  Allowing a wisdom check DC 10 should allow them to feel that these are dangerous adversaries.

    If provoked, the gnolls will fight.  They will fight to the death, however they will capture the PC’s if possible.  If they do capture the PC’s they will strip them naked and march them to the gates of the keep in broad daylight.  They will demand to speak with Lord Drell.  Drell will parley with them from the battlements.  The gnoll chief will demand to know the purpose of the intrusion on his home.  Drell will suggest that they speak together more comfortably.  Drell will hire the gnolls as guards to help build a town, lumber mill, and ferry near the river.  The PC’s should receive no XP for getting captured in this manner.

    The gnolls only recently came to the caves after facing blizzard conditions and starvation.  They came begging for food and were turned down by everyone.  Eventually they moved into these caves, choosing to slaughter the little goblin tribe that lived here before them.  The keep was just beginning to become active again at that time and they didn’t like thier chances against the soldiers.  Since coming here the gnolls have discovered that they do not like the politics of the situation.  They cannot afford to lose any of their number and will not risk open conflict if they don’t have to.

    Area 46: Guard Room

    The gnolls are alert and actively guarding.  They will approach intelligent creatures peacefully, and invite them to talk rather than to fight.  They will invite the PC’s to talk come in and talk with their leader, but will agree to send a messenger and have him brought to the entrance chamber as well.

    Name Level Type XP
    2 Gnoll Marauder 6 Brute 500
    1 Gnoll Huntmaster 5 Artillery 200
    2 Hyena 2 Skirmisher 250
    encounter Level 5 Total 950

    Area 47: Lounge

    The gnolls here are the back ups for the guards in area 46.  If a fight breaks out they will immediately run to help.  Otherwise they pass the time here drinking and talking.

    Name Level Type XP
    2 Gnoll Huntmaster 5 Artillery 400
    4 Hyena 2 Skirmisher 500
    1 Gnoll Claw Fighter 6 Skirmisher 250
    encounter Level 5 Total 1150

    Area 48: Store

    The gnolls keep a store here where they sell common items.  The store is locked during the day but open at night when the gnolls are active.  The chief has the key.  Items for sale include basic adventuring equipment, 2 suits of medium sized chainmail, and 3 longswords.

    If the PC’s ask about food or lodging they will be directed to the bugbears.  If the bugbears are no longer available then they will allow them to sleep in the entrance area for 1sp each per night.

    Area 49: Sleeping Chamber

    The gnolls gather here when off duty or during times of council.  If the PC’s parley with the chief it will happen here.

    If the PC’s somehow to get here without alerting everyone, there will be only one gnoll here tending to a pack of hyenas.

    Name Level Type XP
    6 Hyena 2 Skirmisher 750
    1 Gnoll Huntmaster 5 Artillery 200
    encounter Level 5 Total 950

    Area 50: Chief’s Chamber

    The gnoll chief takes council here with his advisors.  He is an old, battle-scarred creature that is worried about the continued survival of his tribe.  Before the winter blizzards his folk numbered nearly a hundred, but they have come south from the drought and unkind lands of Netheril.  At first they sought refuge at the abbey, but were immediately attacked by undead and withdrew.

    The gnolls can be convinced to speak with Lord Drell rather easily, however they will request to do so in person and at the keep.  If the PC’s ask to look around for mining possibilities, the gnolls will agree for 10gp.  There are no immediate indications that there is good ore on this side of the valley.

    If the gnolls parley with Drell, he will hire them as described in the introduction.  The gnolls can only be hired as mercenaries if they are guaranteed a permanent residence as a reward.  The PC’s don’t really have this to offer.

    If by some chance Chant Havelove or Simiobolt Hold gets a chance to negotiate with the gnolls they will agree to join the raiders because Chant will promise them the keep as a reward.

    Name Level Type XP
    1 Gnoll Demonic Scourge 8 Brute 350
    2 Gnoll Claw Fighters 6 Skirmisher 500
    1 Gnoll Hunt Master 5 Artillery 200
    2 Cacklefiend Hyenas 7 Brute 600
    encounter Level 9 Total 1650

    Area K: The Cult of Cyric

    To quote original text “Red strata intertwines with bulging black veins running through the hewn rock walls beyond the entrance. The wide corridors and chambers are deathly still. A faint groaning sound, and a shrill piping may be occasionally heard, barely perceptible even if the party is absolutely silent and listening.”  This cave has clearly been worked, even to the casual observer.  In addition there is a faint smell of decay on the air, though it is by no means overpowering, and after a few moments inside the characters will get used to it.

    The cult is here to regroup and then further its own plans.  At the moment thier primary objective is to figure out what to do about the keep.

    If the PC’s attempt to negotiate, Simiobolt Hold will attempt to get them to join his side and lead the raiders against the keep.  As a reward they will be given control over the keep (the PC’s will have to work out their own deal with the gnolls if they also join).  He will also pay the PC’s up to 50 gold to spy for him at the keep, though he will not reveal Chant’s identity until he fully trusts the PC’s.  He will offer a reward of 100 gp for rescuing Deliria from the hobgoblins.  He will pay them to assassinate Drell’s officers and advisors for 50gp x the target’s level.  After the first assassination he will trust the PC’s fully and will reveal Chant’s identity and ask the PC’s for advice on how to proceed.

    If the party is playing evil characters, and they are doing so from the start the GM may want to consider having Chant approach them openly and invite them to meet with Simiobolt early on.  If any of them have prior connections with the cult of Cyric (or if they would like to) they could come to the keep on false pretenses of helping Drell, but really be looking for Simiobolt.  Conquering the keep could be a fun adventure all its own.

    For most games, however, the PC’s will see the undead guards and just start killing everything, which works just fine.

    Lighting: All passages have bright light.  All rooms have bright light unless otherwise noted.

    Terrain:  The terrain is normal except where there is furniture.  There is no risk of fire like other areas of the caves because the humans are smart enough to keep their fires in fireplaces or stoves.

    Area 51: Boulder Filled Passage

    This passage suffered a cave in.  It leads to the Caves of the Unknown, which is to say it leads to an adventure you will have to make yourself.  It will take a good team a month to dig it out.

    Area 52: Hall of Skeletons

    Evil energy fills this hall.  The power of undeath is almost tangible here.  The altar at the far end of the hall glows with a very, very faint purple light (dim light on the altar squares and for 1 square away from it).  Otherwise this room is completely dark.

    A DC 18 religion or arcana check will tell the characters that the skeletons in this room draw their power from the altar.  Any undead within 10 squares of the altar receives resist 10 to radiant damage.  The altar can be disabled by a skill challenge DC 18 with 3 successful religion or aracana checks before 6 failures.

    The undead will attack the PC’s unless they are accompanied by a member of the Cult (including Deliria).

    Name Level Type XP
    2 Blazing Skeletons 5 Artillery 400
    2 Skeletons 3 Soldier 300
    8 Decrepit Skeletions 1 Minion 200
    encounter Level 5 Total 900

    Area 53: Guard Room

    This room is always dark.  The undead will attack the PC’s unless they are accompanied by a member of the Cult (including Deliria).

    Name Level Type XP
    2 Corruption Corpse 4 Artillery 350
    2 Zombie 2 Brute 250
    4 Zombie Rotter 3 Minion 152
    encounter Level 3 Total 752

    Area 54: Acolyte’s Chamber

    There are 2 Acolytes here.  They use the statistics for human mages, but they are wearing holy symbols and their powers are radiant rather than arcane.  They will act surprised and ask the PC’s what they are doing.  If they wish to negotiate, they will bring them to the guest room and ask them to wait.  Simiobolt will meet them there with his personal undead attendants as well as the acolytes and their guards.

    If the PC’s can offer no reasonalbe explanation the acolytes will attack.  One of them will run to alert Simiobolt.

    Name Level Type XP
    2 Human Mage (acolytes) 4 Artillery 350
    2 Ghoul 5 Soldier 400
    encounter Level 3 Total 750

    Area 55: Chapel of Evil Chaos

    Okay this is a throwback to the original module and is pretty out of place in 4th edition.  If you want to play it nice and keep it 4th edition, just leave out the jewels and make the room essentially empty except for the altar.

    From the original text: “This place is of red stone, the floor being a mosaic checkerboard of black and red.  The south wall is covered by a huge tapestry which depicts a black landscape, barren trees, and unidentifiable but horrible black shapes in silhouette - possibly demons of some sort - holding aloft a struggling human. A gray sky is torn by wisps of purple clouds, and a bloody moon with a skull-like face on it leers down upon the scene. Four black pillars support the domed ceiling some 25’ overhead. Between these columns, just in front of the tapestry, is a stone altar of red veined black rock, rough-hewn and stained brown with dried blood. Upon it are 4 ancient bronze vessels - a shallow bowl, a pair of goblets, and a ewer, a vase-shaped pitcher. They are also bloodstained but obviously worth a great deal of money. (The value is 1,000 g.p. for each cup, and 2,000 g.p. for each of the other items, but these are relics of evil, and any character possessing them will not part with them or sell them nor allow others to handle them.)

    If a character picks up a relic, the relic makes an attack +14 vs. Will.  If it misses the character gets an immediate feeling of utter evil and can be allowed to put down the relic.  On a hit the character is immediately overcome with an obsession about the object.  Within 6 days the character will become a servant of chaos and will return and replace the relic and then stay to guard the altar forever.

    If someone attempts to destroy the altar or the relics the bell in room 58 will sound.  All of the cult members and their guards will immediately come to this area to investigate.

    Area 56: Adept’s chambers

    The adepts will behave the same as the acolytes in room 54.

    Name Level Type XP
    2 Underpriest 5 Controller 400
    2 Wight 5 Skirmisher 400
    encounter Level 3 Total 800

    Area 57: Hall of Undead Warriors

    From the original: “There are four files of the undead here, two of 10 skeletons each, two of 10 zombies
    each. The former face south, the latter north.”

    If the bell in room 58 is struck they will issue through the doors and attack anyone in the temple who is not a member of the cult.

    Name Level Type XP
    20 Decrepit Skeletons 1 Minion 500
    20 Zombie Rotters 3 Minion 760
    encounter Level 6 Total 1260

    Area 58: Temple of Evil Chaos

    From the original: “This huge area has an arched ceiling some 30’ or more in height. The floor is of polished black stone which has swirling patterns of red veins through it. The walls behind the draperies, and the ceiling as well, are of dull black rock, while the west wall is of translucent red stone which is seemingly one piece, polished to mirror-like smoothness. A great bell of black iron stands near the entrance point, with a pair of mallets beside its supports. To the south are several long benches or pews. There are three stone altars to the west, the northernmost of pure black, the middle one of streaked red and black, the last of red with black flecks. At the western end of the temple area is a dais of black stone, with four lesser chairs on its lower tier and a great throne above. The chairs are of bone; the ivory throne is set with gold and adorned with gems of red and black (10 black stones each worth 100 gold pieces, 10 red stones each worth 500 gold pieces, and one large red stone worth 1,000 g.p.). The signs and sigils upon these seats are of pure chaos and evil. The other walls are covered by draperies of deep purple with embroidered symbols and evil sayings, done in scarlet and gold and black thread. As soon as the party enters the place, black candles in eight great candelabras on either side of the place will come alight magically, shooting forth a disgusting red radiance. Shapeless forms of purple, yellow and green will dance and sway on the western wall.”

    If anyone looks at the shapes on the wall for more than a moment they will suffer an attack +12 vs. will.  On a hit they will “be mesmerized into chanting a hymn to chaotic evil.”  While chanting the character is able to perform other actions, but will not be able to leave the temple.  In addition they take a -4 penalty to insight and perception checks while the curse lasts.  The curse can be broken by Simiobolt.  It will also automatically be broken if the character is attacked by any of the residents of the temple.  An unaffected character may make3 successful DC 22 religion or arcana checks to disable the wall.

    The relics in this area are not cursed, but anyone attempting to sell these items in civilized lands will have to explain their association with the cult of Cyric.  Lord Drell will demand that the characters destroy the items immediately or try them as cultists.  The characters will meet a similar fate in all good lands.

    “Should three or more voices be so raised, the iron bell will sound automatically by magic, but even one such chant will alert the guards (in area 59).”  Even if the characters are quiet and avoid the trap, the guards from area 59 will arrive in 3 rounds.

    Area 59: Chambers of the Evil Priest.

    Simiobolt Hold is here.  If his guards are summoned to the chapel he will follow 10 squares behind them.  If the PC’s arrive here somehow without an invitation he will kill them without mercy.

    Name Level Type XP
    1 Simiobolt Hold 8 Elite Controller 700
    2 Wraith 5 Lurker 400
    encounter Level 5 Total 1100

    Area 60: Guest Chamber

    This is Chant Havelove’s room when he visits the temple.  It is plainly furnished and currently dark and empty.

    Area 61: Torture Chamber

    There is a rack and various items used for torturing people here.  The torturer is a rather unstable individual who will invite the players to voluntarily participate.  Failing that he and his assistants will attempt to coerce them, shouting “come play with me, we’ll have fun!” while he attacks.

    Name Level Type XP
    1 Human Berserker 4 Brute 175
    4 Human Lackey 7 Minion 300
    encounter Level 1 Total 475

    Area 62: The Crypt

    This is an ancient burial site.  The cultists do not come here.  It is always kept pitch black here.  There are 3 sarcophogi here, each requiring a DC 18 strength check to open.  1 of them is empty (optionally place a treasure in it).  The other two each contain a battle wight.  If one of the sarcophogi containing a wight is opened, the other wight will automatically awake and foce open it’s own sarcophogus the following round.  Both will attack any intruders, including cult members.

    Name Level Type XP
    2 Battle Wight 9 Soldier 800
    encounter Level 4 Total 800

    Area 63: Storage Chamber

    This is a place where the cultusts have recently started storing stuff. They probably won’t be using it for long because a pair of gelatinous cubes have taken up residence here.  The cubes will attack and eat anything they can get their hands on.

    Name Level Type XP
    2 Gelatinous Cube 5 Elite Brute 800
    encounter Level 4 Total 800

    Area 64: Cell

    As the PC’s approach this area they will hear moans and angry hisses.  If the PC’s listen (perception DC 16) they will hear “die Simiobolt” and “release me” in very slurred, snakelike common.  The medusa was tricked and trapped here by Simiobolt.  He is simply waiting for her to starve to death.

    The PC’s can negotiate with her through the door if they choose.  She will agree to help them kill Simiobolt.  A successful insight check, however, will reveal that she is lying - at least partially.

    If the PC’s open the door, she will take them to the temple and will fight Simibolt with them.  Afterwards, however, she will turn and attempt to kill the PC’s as well.

    If the PC’s just release her and don’t go with her to fight Simiobolt, she has a 50% chance of winning that fight.  If the PC’s come back and she was victorious, she will have turned the acolytes to stone and will have placed the statue of Simiobolt on one of his altars.  She will attack and turn to stone anyone entering her lair.

    Name Level Type XP
    1 Medusa Archer 10 Elite Controller 1000
    encounter Level 5 Total 1000

    Okay folks, that’s it for the Caves of Chaos.  Really not much else to it except for a few things that can happen out of doors.  Except for the raiders these are essentially unecessary for the core of the adventure.  64 rooms to go through is an awful lot.  Doing this module will easily take the PC’s to level 4.  My suggestion for handing out treasures is to make sure that 2 or 3 are given out in each cave section, either one at a time or in bunches.  The first level treasure with lots of coins is intended to be handed out a few coins at a time as the players search bodies of dead guards.  But it could also be used as a treasure all on its own.

    Level 1
    105 gp, 50 sp
    Nail of Sealing
    Potion of Healing
    Elixir of Aptitude
    Amethyst (50gp)
    20 gp
    1 garnet (50 gp), bag with 10 gp
    To be divided amongst the creatures
    100 cp
    200 sp
    29 gp
    2 potions of healing
    20 gp
    Flame Bracers
    Martyr’s Armor +1 (scale)
    Bridle of Conjuration
    Cape of the Mountebank +1
    Beastbane
    20 gp

    Level 2
    Belt of the Brawler
    Mercurial Rod +2
    2 garnets (50 gp each)
    150 gp
    100 sp
    290 gp
    60 gp
    potion of healing
    2 antivenom
    Journeybread (10 days)
    Alchemist’s Fire x 3
    60 gp
    Salve of Slipperiness
    45 gp
    Lifedrinker Weapon +1 (any weapon)
    Helm of Opportunity

    Level 3
    Tapestry (250 gp)
    130 gp
    3 jades (100 gp each)
    40 gp
    110 gp
    Bag of Holding
    Belt of fitness
    Armor of Durability +1
    Sacrificial Weapon +2
    Potion of Healing (2)
    125 gp
    Elixir of Accuracy
    Goodnight Tincture (level 6)
    25 gp

    s

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