Ok, so we’ve covered the keep. The most interesting aspect of the adventure should be the Caves of Chaos, although there are plenty of people to talk to in the keep.
The Caves of Chaos are quite close to the keep, and can be reached in a couple of hours on foot. There are possible adventures outside of the keep, but I will detail those later.
First a general description of the caves and how they work. For those of you who’ve played the original basic D&D module, you’ll remember that they were a winding maze of narrow caverns. Well, that style of play can be a bit cumbersome to pull off with minis. So I more or less revised the map with that in mind. However, the update can be played just fine with the old map, just remember that everything may not fit. In order to keep the same crowded feel, however I did try to keep some of the passages narrow and some of the rooms small. Hopefully this will make for a variety of interesting and different combat situations.
My group likes to talk and interact a lot with the bad guys rather than just bash them in so I’ve tried to include quite a few political/role-playing alternatives in the descriptions. Please be aware that this is designed for low level characters (1st through 3rd roughly), but to keep in theme with the original I went ahead and included some out of depth monsters. This means that when GMing the module you will need to be careful. Make sure the PC’s understand that when they deal with the gnolls, for example, that they will have zero chance of winning a fight, and that they better take the minotaur seriously or he will crush them. If your players only do bash and grab, then you may want to manually tone down some of those encounters or you may want to just drop some sets of caves entirely. The orcs, kobolds, goblins, hobgoblins will all be fine. The bugbears, ogres, dark cavern, minotaur cave and temple of chaos will be challenging and may need a tweak. The gnolls are dangerous.
Please note that all of these creatures are nocturnal. They sleep or lounge during most of the day and are very active at night. The exception is the kobolds who are scurrying around the caverns doing work for everone else while they sleep. If the PC’s come at night then some of the guards will be out hunting or scavenging, or else partying riotously.
Some notes on general politics within the caves (I’ll recap with each description of a cave area):
The two tribes of orcs are allies. They have an active gang style war with the goblins and hobgoblins, who are alos allies.
The kobolds sell their services to everyone. Their services include janitorial, trap-making, maintenance, fetch and carry, and other menial tasks. They are on good terms with everyone, except the cult of Cyric.
The bugbears also sell their services to anyone who can pay - but they don’t come cheap. Thier services include assassinations, holding prisoners, torturing, and enforcement. They also run a small trading post.
The minotaur has no allies and hunts whatever comes his way. He is active at night and may be encountered outside of his cave if the PC’s are exploring at night. This is also true of the owlbear, who generally sleeps during the day.
The gnolls have no allies and have made no enemies. They are clearly the most powerful, having made an example of the previous occupants of the cave. They run a shop and keep an eye on everything within the caves. After the kobolds the gnolls are the most active during the day. They speak common and will actively choose to engage the PC’s in conversation rather than start a combat. They are prepared to deal with anyone who comes with reasonable offers, including any of the other humanoids.
The cult of Cyric is also active during the day, though generally they sleep late and stay up late. They are aware of the other humanoids, but do not deal with them much. They supply themselves by raiding travellers, rather than warring with the other occupants of the caves. They despise the orcs and goblins, but have some limited dealings with the gnolls. Their primary concern now is dealing with the keep.
Fire Risk: There are fires in several of the rooms. These are usually rather open affairs next to rugs and other flammable stuff. The risk of anything becoming ignited is very high. If combat takes place in a square adjacent to a fire, there is a 5% chance (1 on d20) that a flammable object like a pillow or blanket has been accitdentally kicked into the fire. If it ignites the fire will spread at the rate of 1 square in radius, extending from the point of origin, every round. A creature that starts its turn in a fire square takes 5 fire damage and any unattended flammable objects he or she wears will ignite. A character that takes 10 fire damage will continue to take 5 fire damage (from ignited clothes and smoke inhalation) after leaving the area (save ends). Smoke in fire squares provides concealment.
Lighting: The cave entrances are all unlit, though most have some decoration. It is clear to any character trained in nature or perception or who has a wisdom of 12 or higher that the area is travelled by humanoids frequently.
Finally a word about treasure. I have NOT included treasures in the individual area descriptions. Rather, I will post a list of the possible treasures that the PC’s can find. Because this is such an open-ended adventure (i.e. there is no way to know which caves the players will be interested in), I suggest handing out 2 or three of the treasures in each cavern complex. Be sure that the PC’s get all of the level one treasures about the same time they get enough XP to reach level 2 and so forth.
Area outside of the caves:
The caves are located in a little narrow valley. The valley is filled with grass and trees. Wisps of smoke are visible coming at random out of the canyon walls. There are signs that some of the trees have been cut down. The area appears to be devoid of natural wildlife.
Cave decoration and description:
A: A foul odor wafts out of this cave entrance. Bits of dirt, trash, and dung litter the area. Parts of the cave, up to about 4′ high on the walls have been painted a variety of different colors using natural and manufactured dyes. The floor is also splattered with paint. A fait odor of perfume mixes with the other revolting smells.
B: This cave is littered with many heads of several different humanoid races, including, dwarves, halflings, humans, elves, goblins (many goblins), kobolds, hobgoblins, and orcs. Some are more fresh than others. If the characters look closely they will discover that three of the human heads appear to be quite fresh. A perception check DC 20 will reveal to any character who received the description of the lost patrol that these heads match the description of three of the patrol members. The heads are on the outside of the cave as well as the entrance to the cave and the entrance area. One of the heads is an actual live orc who is on watch here. A DC 22 perception check is required to notice that the head is not damaged like the others. The orc is on a raised platform and the PC’s will have to climb up to inspect it closer. If anyone attempts to make this inspection, the orc will run to raise the alarm rather than risk getting stabbed in the eye.
C: This cave is littered with dried leaves and debris.
D: This cave entrance has been swept clean.
E: This cave entrance is hidden behind some very large trees. Sounds of something very large moving can be heard. A DC 18 perception check will reveal grunts and growls. If the person speaks giant, they will understand the words “give it back, Bree,” and “No, it’s mine you jerk!”
F: The initial entrance to this cave has been swept clean, except for some obvious blood stains on the ground. A stout iron-reinforced door is here at the back of the cavern it is DC 20 to break through the door. Over the door is a sign in goblin and common “Come in for dinner!” The handwriting is very poor, and it appears to be written in blood.
G:This is a very dark cavern. It smells musty, even near the entrance. A DC 19 perception will reveal the sound of dripping water.
H: There are a hodgepodge of signs adorning this entrance in common, goblin, draconic, and giant. All are very large with very large, neat lettering. All of them say “Top wages! Food and money! Report to the first guard on the left!”
I: The garden in front of this cave is neatly tended and organized. Rows of potatoes, turnips, beets, cabbages, carrots, and chard are visible. The pepper plants appear to have succumbed in the last frost. Small footprints are visible, and it is clear that whoever works this garden is of small size wearing poorly made shoes (Nature or Perception DC 17). A DC 18 nature check will reveal that bits of dung in the garden belong to various different creatures including orcs, goblins, and kobolds. The cave itself has nothing of note about it. It appears to be a completely natural cavern. There are no footprints in the unworked stone floor (though a DC 30 perception will reveal movements of a large hooved creature). There are no small footprints leading into the cave. A DC 20 perception check will note 1 large hoof print near the cave entrance that is mostly obscured by the other small footprints.
J: 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.
K: 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 their air, though it is by no means overpowering, and after a few moments inside the characters will get used to it.
On to the specifics about the caves. Cave complexes are all labeled with a letter A through K.
Complex A - The kobold warrens.
His majesty King Ungblot the Mightily Witted rules the kobolds with an iron claw - that is to say nobody else wants the job after a rock fell on his predecessor and everyone believes the king’s job to be cursed. They had to have a king, however, so they stole some dice and gambled for it - Unblot lost.
The tradition of the kobolds is one of diplomacy, stealth, and hiding. They are puposely active when others are not, keeping a low profile when possible. They run a janitorial service for all of the major tribes. If the PC’s are exploring during the day they will encounter the kobolds from area 6 running tasks. If the PC’s take time to explore the outside area of the caves, then this encounter will happen in the kobold gardens. Otherwise it will happen just outside of the first other cave the PC’s are about to enter or spend any time exploring. At night all kobolds will be home.
Lighting: The kobold warrens are dark unless otherwise described. The kobolds actively use their darkvision.
Terrain: Terrain should be considered normal unless otherwise noted. Areas with furniture are difficult terrain and provide cover for any small creature that enters their square.
Area 1: Entrance and guards. The kobolds have constructed a pit trap across the entrance to their warren. This is a false floor pit trap see page 87 of the DMG.
If the kobolds hear the PC’s coming they will send out 1 pikeman as an envoy. If the PC’s talk, they will send for their king. The king will not come out himself (he is scared), but he will send word. If it is day, the king will invite the PC’s to meet him at the gardens. If it is night, he will ask them to come back tomorrow. If they press, he will invite them to his chambers. The guards will remain on post, but the guards from area 4 will crowd into the chief’s area.

In addition there are a few guards here on look out. They are, of course completely aware of the trap and will avoid it at all costs.
| Name |
Level |
Type |
XP |
| 1 Kobold Slyblade |
4 |
Lurker |
175 |
| 1 Kobold Hurler |
2 |
Artillery |
125 |
| 2 Kobold Pikeman |
2 |
Brute |
250 |
| Pit Trap |
1 |
warder |
100 |
| encounter Level 2 |
|
Total |
650 |
Theh pikemen will use their reach to engage enemies across the pit while the hurler will attempt throw stuff from down the narrow passage. The Slyblade will hang back in hiding in the dark corridors and try to catch PC’s from behind as they chase down the hurler.
If things go badly the huler will flee for help.
Area 2: Trash Heap. The source of the fould odors is this room. The kobolds bring all of the refuse that they cannot otherwise use and dump it here. Over time it has attracted quite a bit of vermin, which the kobolds use in their traps and projects.
The rats and scorpions will come out and attack if the trash is bothered by anyone other than the kobold vermin handler.
| Name |
Level |
Type |
XP |
| 2 Stormclaw Scorpions |
1 |
soldier |
200 |
| 2 Rat Swarm |
2 |
skirmisher |
250 |
| encounter Level |
1 |
Total |
450 |
Area 3: Storage. This room has a door that is locked. Break DC is 16. The kobold king has the door. The door is also rigged with a poison dart that will trigger if the key is not used or the door is hit hard. It makes one attack +4 vs. Reflex against the person adjacent to the door. Hit: 1d10 poison damage and ongoing 5 poison damage, save ends. There is only one dart. The DC to find and disable trap is 15. If there is nobody adjacent to the door when the trap triggers it has a range of 2 squares.
Inside of the room are a variety of sacks, crates, and barrels. Mostly stuffed with odds and ends gathered from the other tribes. There are pieces of fur, dried meat, bits of broken furniture, cracked mugs, wooden bowls, and other assorted junk. Nothing here has any real market value, but the PC’s should get the impression that the kobolds didn’t make this stuff themselves and that most of it did not come from human lands.
Area 4: Guards These guards usually sit around playing cards or dice. Since the selection of the new king they are all practicing their skills so that they won’t be next. If the PC’s are meeting with the king they will follow them to the king’s chambers. Otherwise they will be here. If any of the guards escapes in area 1 they will alert the guards here.
There is a small fire here that the kobolds use to keep warm. The fire gives off bright light in the room.
| Name |
Level |
Type |
XP |
| 2 Kobold Dragonshield |
2 |
soldier |
250 |
| 2 Kobold Skirmisher |
1 |
skirmisher |
200 |
| 1 Kobold Slinger |
1 |
Artillery |
100 |
| encounter Level |
1 |
Total |
550 |
If the battle goes poorly, the kobolds will attempt to flee in any direction they can find.
Area 5: King’s Throne Room. This is really just a den for practical jokes and gambling. The scene should be described as chaotic. The kobolds will be constantly moving during any conversation, each vying for a better spot from which to listen. The chief is much more wise and experienced than he lets on. He has worked hard to extablish peace and to ensure the longevity of the tribe. He encourages cunning, crafting, and practical jokes among his little tribe. He has chosen his guards more for thier intelligence than for their strength.
If the PC’s start a fight, the stronger kobolds will fight while the weaker ones will alert anyone else in the complex and then flee. They will run to the garden area and hide there. If possible they will lure the PC’s into the bugbear caverns or into the orcs in area C. There is a fire in the corner of this room that provides bright light and warmth to the room.
| Name |
Level |
Type |
XP |
| Kobold Chieftain |
5 |
Soldier |
200 |
| Kobold Spiker |
3 |
Controller |
150 |
| 2 Kobold Slinger |
1 |
Artillery |
200 |
| 2 Kobold Dragonshield |
1 |
Soldier |
250 |
| encounter Level |
4 |
Total |
800 |
King Ungblot the Mightily Witted will listen with interest to anything the PC’s have to say. He doesn’t know anything about mining, but will allow the PC’s to explore his cavern for 5 gp in goods or coin. A DC 18 dungeoneering check will reveal that there is ore present and that a shaft could be started in area 4 or in area 3 (though the PC’s will likely have to kill the vermin).
The King will offer the services of his tribe to Lord Drell, performing the same work they do here, though he will slyly ask for much more money than he is currently getting. He will ask for the outrageous sum of 5 silvers per week for the services of his entire tribe, but will settle for 1 silver if the PC’s haggle.
Convincing Lord Drell to take the kobolds is a skill challenge requiring 4 successes DC 18 before 8 failures. Diplomacy, Bluff, and Streetwise could all be put to good effect here. The 4 successes must come from any of these possible sources, Lord Drell, Essentia Nells (advisor), Freela (scribe), Harnost (guild master) or Curtis (chaplain). There is endless room for role-playing this out, such as convincing Curtis that the kobolds seek to join his flock or telling Freela that the kobolds have new and amazing stories to tell. If the PC’s do get the PC’s into the keep (they will have to relocate to allow for mining to begin) award them with the same XP they would have received for defeating the entire tribe in combat. This will vary depending on if some of the kobolds are already dead. The PC’s could then find treasure packets in the abandoned kobold warrens or they could come as awards from Lord Drell.
If Lord Drell is not willing to hire the kobolds (they fail the challenge), he will be willing to purchase the rights to the kobold warrens from them. He will offer 25 gold pieces for them to leave. The kobolds will request that he also give them a cart, a mule, and a permit to travel the king’s road. Drell will accept these terms. The kobolds will take every scrap that they can fit onto the cart and head south along the main road into Cormyr.
Please note that there are many other possible outcomes available here. The kobolds are very willing to negotiate. Also, once they vacate the area, the orcs from area B will immediately move in. They will send guards from area 8 and hire the bugbears from area 38 to begin squatting.
Area 6: Common Chambers. This is the common sleeping area for the kobolds. They all share a great big fur rolled out in the room. There are several pillows, blankets, as well as a large table and a couple of overstuffed sofas. The kobolds climb all over and around the furniture at will. The kobold horde described here is really the mass of kobolds that do not qualify as guards or other important people. The scene should be described as one of chaotic fear if the PC’s enter this area when the kobolds are home.
There is a fire burning at one end of the room in order to keep the place warm. If a fire breaks out in the room the kobolds will immediately flee.
| Name |
Level |
Type |
XP |
| Kobold Horde |
6 |
Skirmisher |
250 |
| 1 Kobold Vermin Handler |
3 |
Artillery |
150 |
| 4 Kobold Minion |
4 |
Minion |
100 |
| encounter Level |
1 |
Total |
500 |
s
Did you like this post? Want More? Then subscribe to my RSS feed!