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  1. The Keep on the Boarderlands
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P. 17 Caves of Chaos

CHIEFTAIN’S ROOM: The goblin leader (AC 4 due to chain mail and shield, HD 3, hp II, #AT I, D 2-7 due to Strength and skill, Save F 2, ML 9), 3 guards (AC 6, HD 1 +I, hp 7, #AT I, D 1-6, Save NM, ML 9 due to presence of chief), and several females are quartered here. The chief has a purse with 18 gold and 2 platinum pieces in it; each of his guards has 8 electrum pieces and d6 silver pieces. There is a silver cup (value 90 gold pieces) under his bed. He and the guards have bows hung on the wall, and if there is time they will take them down and use them. If hard-pressed, 2 of the female goblins can fight as well as males, and will do so (2 female goblins (AC 7, HD I-I, hp 2 each, #AT I, D 1-6, MV (20’), Save NM, ML 9 due to the presence of the chief); the other females do not fight. This place has quite a bit of good furniture in it - all scaled to goblin-size, of course. A low bench near the bed has a secret drawer under the seat, and inside is stored the treasure of the goblins: a tapestry with silver and gold threads which is worth 900 gold pieces. Nearby is a stand with a pewter bowl which holds 273 silver and 321 copper pieces.

STORAGE CHAMBER: Note that at position g. there are 4 goblin guards on duty (AC 7, HD I-I, hp 4 each, #AT I, D 1-6, Save NM, ML 7), armed with ready crossbows and swords. Many bales, boxes, crates, barrels, and sacks are stacked and heaped in the large chamber. They contain cloth, food, beer, and wine - all of no special worth. The hard-working but not-too-bright goblins continually bring supplies of stolen and looted goods to this place. They do not realize that their large cousins, the hobgoblins at area F., below, use a secret door known only to them to steal the best of the foodstuffs and drink. If the adventurers stay in this chamber for more than 1 turn, a party of 4 hobgoblins will come through the secret door: 4 Hobgoblins: (AC 6, HD 1 + 1, hp 6 each, #AT I, D 1-8, MV (30’), Save F I, ML 9.) Each carries d4 gold pieces. (DM Note: Goblin losses cannot be replaced. If they are being soundly defeated by intruders, the goblins will attempt to hide or flee east. Those who do so will go from area 17. to area 23., inform the hobgoblins, and join forces with them, so adjust encounters appropriately.)

E. OGRE CAVE: Persons entering this place will notice a strong, sour odor and then notice what appears to be a huge bear sprawled asleep in the southwestern part of the cave. This is nothing more than the skin of a huge bear which the ogre killed and uses as a bed, making it more comfortable by heaping leaves underneath. The ogre sits in the eastern portion of his lair, and noise will certainly bring him ready to do battle. This huge Ogre has AC 4 due to his thick hide and another thick bearskin he wears for protection. Because of his high strength, he hits opponents for 3-12 (1d10+2) points of damage (AC 4, HD 4 + I, hp 25, D 3-12, MV (30’), Save F 4, ML IO). The ogre has grown wealthy by serving as a mercenary - generally on the side of the goblins (and their occasional allies, the hobgoblins), although he has been bought off by the orcs and gnolls from time to time. He will rush to aid the goblins when they toss him the sack of coins (see guard room). If anyone offers him a greater fee - one which he can actually see and feel - it is 90% likely that he will simply take it (and the goblins’ money too!), and return to his lair. The ogre sits here on top of a great leather bag. In this bag are seven large sacks which contain: #1: 287 silver pieces; #2: a hard cheese; #3: 182 copper pieces and 91 electrum pieces; #4: 289 gold pieces; #5: a keg of brandy (value 80 gold pieces); #6: 303 copper pieces; #7: 241 gold pieces (actually lead coins with a wash of gold, so value of each is only I copper!). If intruders offer him a bribe of 20 or more gold piece value, the ogre will be 90% likely to allow them to leave unmolested, but if he catches them again, he will attempt to kill them, whatever the offers. Hidden under a heap of old bones in the southern portion of his cave are 6 magic arrows +1, a potion of invisibility, and a magic scroll with 2 cleric spells - cure light wounds, hold person.

F. HOBGOBLIN LAIR: Seldom are these fierce creatures troubled by marauders, for the entrance to their lair is guarded by a stout, barred door at the back of the entry cave. Skulls are lined along the walls, and several are affixed to the oaken door to highlight a warning written in common runes: “Come in - we’d like to have you for dinner!” (Which could be misinterpreted as a cordial invitation to dine . ) Careful inspection of the barred door has a 1 in 6 chance per person examining it of detecting a secret mechanism which allows a person outside to slide the bar back so the portal can be entered. If it is forced open, it will require three Is (on a d6) to indicate the bar has been broken, and the noise will alert area 26. If a knock spell is used to open the door, the noise of the falling bar will be heard, but guards will not have time to react, so the intruders will have two rounds of time before the guards will come.

COMMON ROOM: This place quarters 5 males (AC 6, HD 1 + I, hp 5 each, #AT I, D 1-8, MV (30’), Save F I, ML 8) with d4 x 10 silver pieces each; 8 females (AC 7. HD 1, hp 4 each, #AT I, D 1-6, Save F 1, ML 7) with 2d6 silver pieces each, and 3 young which do not fight and have no treasure. There are heaps of cloth and skins for beds, some odds and ends of furniture, and a small barrel of beer, buckets, etc. in the place, all worthless. The males are watching the east door which communicates with the goblin lair (D., above) and are battle-ready.

TORTURE CHAMBER/PLAYROOM/FOOD STORAGE: There are 2 very large, ugly hobgoblins here. Each is equal to a 2 + 1 hit dice monster, one having 10 hit points, the other 8 hit points, and both wear chain mail (AC 5). One also has a whip, as well as a sword, so that he can strike at opponents up to 15’ distant, and if a hit is scored, the whip will jerk the victim off his or her feef and stun (paralyze) him or her for 1-2 melee rounds. However, once closely engaged, the hobgoblin cannot make use of his whip, so he will cast it aside. Each of these monsters has a purse with d6 each copper, silver, and electrum pieces. The larger also has a silver armlet worth 135 gold pieces. They guard 6 prisoners who are chained to the walls. There are two chairs, a small table, a central fire pit, and various implements of torture in the chamber. The keys to the prisoners’ chains are hanging on the wall in the southwest corner. The prisoners are:

A plump, half-dead merchant, scheduled to be eaten tonight in a special banquet. If he is rescued and returned to the KEEP, the Guild will pay a 100 gold piece reward, grant the rescuers honorary Guild status, and exempt them for one year from any fees, dues, taxes, and the like which the Guild would normally collect.

An orc (AC 7, HD 1, hp 4, ML 8) who will fight goblins and hobgoblins gladly, if handed a weapon (of course, he will seek to escape from the adventurers at first chance, taking whatever he can with him, and informing his fellows at B. (above), of what happened).

A man-at-arms (AC 9 due to no armor, F 1, hp 5, ML 7) who formerly served as a guard for the merchant. He will take service with rescuers for 1 year if an offer is made, for room and board only, if given armor and weapons.

A normal female, the merchant’s wife, in fact, who is also slated for the big feast. She will personally reward her rescuers by giving them a dagger +1 she has in her room back at the KEEP.

A crazy gnoll (AC 9 due to no armor, HD 2, hp 9, #AT I, D 1-6, Save F 2, ML 8) who will snatch up a weapon and attack his rescuers if he is freed. (He will cause only 1-6 points of damage due to his weakened condition.) Another man-at-arms as #3, above, who will behave the same way his companion will.