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  1. The Keep on the Boarderlands
  2. Lore

P. 15 Caves of Chaos

s bitten there is a 1-in-20 chance of getting a disease, unless a save vs. Poison is made. If the saving throw failed, there is a 25% chance the character will die in 1- 6 (ld6) days. Otherwise the character will be too sick to adventure for one game month. These monsters are the pets of the kobolds, living off the garbage and waste of their hosts. They will rush to the sound of the trap door closing or of battle. They have nothing of value in their lair or on their bodies, but their leader (rat #18) who will be at the back of the pack, a huge fellow (AC 5 due to speed and cunning, HD l-l, hp 4, #AT 2, D 2-4/2-4, MV (40’) Save F I, ML 8) wears a thin silver chain set with 5 small gems (jewelry value 400 gold pieces, chain value 50 gold pieces, each gem worth 50 gold pieces). The weight of a few rats will not trigger the pit trap.

FOOD STORAGE ROOM: The door is locked. This place contains various sorts of dried and salted meat, grain, and vegetables in sacks, boxes, barrels, and piles. There are also bits and pieces of past human victims. There is nothing of value here; even the wine in a large cask is thin and vinegary.

GUARD ROOM: Here are 3 very large kobold guards with chain mail and bows to fire down the passage at attackers (AC 5, HD 1+ 1, hp 5 each, #AT I, D 1-6, MV (40'), Save NM, ML 6). The guards will hide behind the corner for cover, so all missiles fired at them will be at -2 “to hit”. Each carries a hand axe in his belt and a purse with 2d6 gold pieces.

KOBOLD CHIEFTAIN’S ROOM: This huge kobold (AC 5, HD 2, hp 8, #AT 1, D 2-8 (2d4), MV (40’), Save F 1, ML 8) is so powerful that he fights with a battle axe. He has the key to the storage room (#3.) and a large gem on a great golden chain about his neck (value 1,200 gold pieces). Five female kobolds (AC 7, HD 1/2, hp 2 each, #AT I, D 1-3, Save NM, ML 8 due to the chief) are also in the room. There are heaps of cloth and bits of battered furniture in the place. Hidden in an old blanket hanging on the wall are 50 gold pieces (sewn into the hem). Each female has d6 gold pieces. A locked chest holds 203 copper, 61 silver, and 22 electrum pieces. 6. COMMON CHAMBER: The rest of the kobold tribe lives here. There are 17 males (AC 7, HD 1/2,hp 3 each, #AT I, D 1-4, MV (40’), Save NM, ML 6), 23 females (AC 7, HD 1/2, hp 2 each, #AT 1, D 1-3, Save NM, ML 6), and 8 young (which do not attack). If their caves are invaded, those able will help in its defense. Males have d6 silver pieces each, females d4 silver pieces each; the young have nothing. Amidst the litter of cloth and bits and scraps of odds-and-ends there is a piece of silk worth 150 gold pieces. (If the party does not search it will not be located.) (DM Note: Kobold losses will not be replaced, though injured kobolds will heal. If the attackers hurl oil at the kobolds, they will retreat if possible, rather than suffer damage. Should they have the opportunity to find any flasks of oil, the kobolds will use them against attacking characters!)

B. ORC LAIR: Upon entering, the party will see that the wall 30’ to the north is decorated with heads and skulls (human, elven, dwarven) in various stages of decay. These cheerful greetings are placed in niches which checker about 100 square feet of the surface of the wall. Close inspection will show that one is orcish (see g. below). Sounds of activity can be heard from the west, but all is quiet to the east. Areag: This narrowing area is a guard post, the watcher (Orc: AC 7, HD 1, hp 5, #AT 1, D 1-6, MV (40’), Save F I, ML 8) having a small, window7. 8. 9. 10. 11. like opening from which he can observe the entrance to the lair. A piece of gray canvas behind gives the impression that the guard’s head is another of the ghastly trophies which decorate the wall. If adventurers enter, he will quickly duck down, slipping a goblin head into the place his own was, and alert the orcs at the guard room.

GUARD ROOM: 4 orcs: (AC 7, HD 1, hp 5 each, #AT I, D 1-6, MV (40’), Save F 1, ML 8). These guards are armed with spears. Each carries one for hurling and one to melee with. They have d8 electrum pieces each. When alerted, they will rush to engage intruders, raising the alarm when they see them. There is nothing of value in their chamber, there being only pallets and shabby clothing hanging on pegs. The watcher (g.) will alert the 4 guards here (exactly as in 7., above) who will rush west and then south to flank or surround intruders threatening area 7. or 9. or approaching their own quarters.

BANQUET AREA: There is a great fireplace on the south wall and many tables and benches in this 30’ x 50’ chamber - the table at the north end having a large chair at its head where the orc leader usually holds court. The place is empty of orcs although there is a small fire of charcoal burning in the fireplace.

COMMON ROOM: Here are quartered 12 male orcs (AC 7, HD I, hp 4 each, #AT I, D 1-6, Save F I, ML 8) and 18 females and 9 young (who do not fight). The males have 2d6 silver pieces each, the others have nothing of worth. The few furnishings in the room are likewise of no value. STORAGE CHAMBER: The door is locked. Amidst the stacks and heaps of supplies here (see 3., above), there are 3 shields, 17 spears, and 2 battle axes in excellent condition. A small crate in the far northeast corner contains a long-forgotten crossbow and 60 bolts. There is nothing else of value in the place.

ORC LEADER’S ROOM: This large creature is clad in chain mail, has a shield +1, and carries a mace. He fights as a 4 hit dice monster, has 15 hit points, and adds +2 to damage he causes when successfully striking an opponent (thus, 3-8 points of damage). This is due to his strength and skill. He carries 31 gold pieces, and wears a ring set with a gem (total value 700 g.p.). The room is carpeted, has tapestries upon the walls (note one of these covers the entrance to the small cave to the west), and battered but still serviceable furniture and a cot. His two mates sleep on cushions at the foot of his resting place. The two females in the place fight as males (AC 7, HD I, hp 3 each, #AT I, D 1-6, Save F I, ML 8) and each has 2d6 gold pieces on her person. The chests and other furniture have nothing of value. If hard pressed, the leader will wiggle behind the tapestries on the south wall and attempt to work the catch on the secret door to the south and go to the rival tribe for help, but his very life must be in great peril before he will do so. (Adventurers can only spring this catch by rolling a 1 (on a d6) twice in a row, or having two characters do so simultaneously.)

Area 1: This alcove is used by the orc leader to store arms and treasure. There are two complete suits of chain mail here (man-sized and dwarf sized), 4 swords, and a locked iron chest which holds 205 copper, 286 silver, 81 gold, and 13 platinum pieces. A small niche in the back wall, with a boulder in front covering it, hides a potion of healing and a scroll with a 6-die fire ball spell on it.

(DM Note: Orc losses cannot be replaced, but after an initial attack by adventurers, the males at location 10. will move four of their number into area 9., arm these orcs with crossbows, and lay an ambush for intruders. If the leader is slain, all surviving orcs from this locale will seek refuge with the tribe at C. (see below), taking everything of value (and even of no value) with them, and B. will thereafter be deserted.)