J. GNOLL LAIR: The entry into this place is a small cave, and only at the end will worked stone be visible. If the adventurers have a light or make much noise, the guards (46.) will certainly be alerted and ready.
GUARD ROOM: There are always 4 gnolls (AC 5, HD 2, hp 9 each, #AT 1, D 2-8, MV (30’), Save F 2, ML 8) on duty here. Two have bows, and will shoot at intruders until melee takes place; they will then run for help while the other two fight. Each gnoll has d8 each of electrum, silver, and copper pieces.
GUARD ROOM: 3 males (AC 5, HD 2, hp 8 each, #AT I, D 2-8, Save F 2, ML 8) and 5 females (AC 6, HD 1 + 1, hp 5 each, #AT I, D 1-8, Save F I, ML 8) are quartered here. They will be ready to fight immediately. The males have d6 gold pieces each, the females have d4. There is a scattering of rude furniture in the place, heaps of bedding on the floor, several hides and pelts on the walls (one is a valuable sable cloak worth 450 g.p.), and a barrel of water in the southwest corner of the room.
LOCKED ROOM: This chamber is a store room and armory. Besides the usual provisions, there are 7 shields, a suit of dwarf-sized chain mail, 12 hand axes, 3 longbows, 5 quivers of arrows (20 in each), and a sword -1, cursed. One barrel of exceptionally fine ale is leaking, and the odor will tempt adventurers to taste it. It is so good, in fact, that there is a 5 in 6 chance per taste that he or she will draw a healthy draught and then spend the next I-4 turns drinking. (If this occurs, be sure that you have the appropriate characters sing, make noise, and act foolishly. Any of their attacks will be at -2 to hit; this will continue for as many turns as they spent drinking, i.e. l-4).
COMMON ROOM: This place quarters the gnoll tribe - 6 males (AC 5, HD 2, hp 8 each, #AT I, D 2-8, Save F 2, ML 8) II females (AC 6, HD 1 +I, hp 5 each, #AT I, D 1-8, Save F I, ML 8), and 18 young who do not fight. Males have d6 each of electrum and silver pieces, females d10 silver pieces each. There is the usual clutter of worthless furniture in the room.
GNOLL CHIEFTAIN’S QUARTERS: The gnoll leader (AC 3 due to pieces of plate mail worn, HD 3, hp 17, #AT I, D 4- 10 (2d4+2) due to his strength, Save F 3. ML IO), his two sons (AC 4, HD 2+1, hp IO each, #AT I, D 3-9 (2d4+1), Save F 2, ML IO) and four female gnolls (AC 6, HD 1 + I, hp 5 each, #AT 1, D 1-8, Save F 1, ML 9) are waiting in this room. The chieftain has a pair of silver armbands worth 50 gold pieces each, and there are 39 gold pieces in his belt pouch. His sons have d10 each of gold, electrum and silver pieces, Each female wears a silver neck chain worth 30 gold pieces and has 2d6 electrum pieces in addition. The furnishings of the place are crude and battered. A large metal pot beneath a flagstone in the fireplace alcove hides 200 copper, 157 silver, 76 electrum, and 139 gold pieces. The secret door and passage to area K., is unknown to all. Just inside the entrance is the skeleton of a human thief, his leg is broken and he must have died here trying to escape through the secret door. The rotten leather armor and corroded weapons are valueless, but the purse at his belt holds 12 gems of 50 g.p. base value each, and the elven boots upon his bony feet are still in usable shape. (DM Note: Losses by the gnolls cannot be replaced. They are in a loose alliance with the orcs, so if there are surviving gnolls, they will move to the orc areas and vice versa. If you wish, allow the chieftain to be able to escape enemies by climbing up the chimney of the fireplace in his area.)
K. SHRINE OF EVIL CHAOS: A faint, foul draft issues from the 20’ wide cave mouth which is the entrance to this place. The worn path through the copse of obscenely twisted and oddly bloated trees gives those approaching along its length an eerie sense of unease, and as soon as they enter the cave mouth a dim awareness of lurking evil will pervade their senses. 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. The floors are smooth and worn by the tread of countless feet of the worshipers at this grim place. The footsteps of intruders will echo alarmingly in these vaulted halls (+ 2 chance of being surprised), and extreme care must be taken to muffle such sounds if the party has any hopes of remaining undetected until the moment of their choosing. Continual noise will bring a group of zombie guards to investigate: 8 zombies: (AC 8. HD 2, hp 8 each, #AT 1, D 1-8, MV (40’), Save F 1, ML 12). These ghastly monsters are clad in filthy red and black striped uniforms. Each carries a cleaver-like battle axe. (Each wears an amulet’ of protection from turning, so attempts by a cleric to turn them are made as if they were ghouls rather than zombies.)
BOULDER FILLED PASSAGE: Large rocks and boulders have been placed here in order to seal off this tunnel. It will take 100 man-turns to open a way large enough for a human to pass through into the area beyond. (You have the option of allowing this passage to lead to the outside somewhere to the southwest of the Caves of Chaos, or you may choose to have it go all the way to the Cave of the Unknown. If you opt for the latter case, you must, of course, prepare an appropriate underground area map and stock it with monsters and treasures.)
HALL OF SKELETONS: This unusual audience chamber has a dais and throne-like chair set with 4 large red gems (500 g.p. each) at the south end. It is otherwise empty except for a dozen skeletons, clad in rags of chain mail and bearing battered shields and rusty scimitars (swords), propped against the walls. These bony guards do not move, and any attempt to turn them immediately upon entering the chamber will have no effect, as they are obviously not animated. However, as soon as intruders touch the dais or throne chair, these monsters will spring to life from their positions on either wall of the chamber. Each has an amulet of protection from turning upon it, so they are turned by a cleric as if they were zombies (AC 7, HD 1, hp 3 each, #AT 1, D 1-6, Save F 1, ML 12). They have no treasure. Once the skeletons are disposed of, it is an easy matter to pry the 4 garnets (gems) from the back of the chair.
GUARD ROOM: There will always be 8 zombies (AC 8, HD 2, hp 8 each, #AT I, D 1-8, Save F I, ML 12), turned as if they were ghouls due to a amulet of protection from turning hulking silently here, 4 at either end of the hall. Anyone entering will be attacked unless they are robed in temple garb (see area 54.. below) and have an amulet identical to the ones which the undead guard groups or priests wear. There is no treasure here.
ACOLYTES’ CHAMBER: There are 4 acolytes (1st level clerics) here (AC 5, C 1, hp 4 each, #AT 1, D 1-6, ML 8), all dressed in rusty-red robes, with black cowls*. Under these robes each wears chain mail and a mace at his belt. Each carries 10 gold pieces in his purse, and the leader wears an amulet of protection from good. This amulet circles the wearer with a magic barrier. The amulet serves as some protection from good attacks (attacks by monsters of some alignment other than the wearer’s alignment) by adding 1 to the wearer’s saving throws, and subtracting 1 from the “to hit” die roll of these opponents. The spell will also keep out attacks from enchanted (magical) monsters (such as gargoyles), but not missile fire attacks from these creatures. Their room contains four hard pallets*, a brazier*, a table, four stools, a cabinet for clothing, a water pail, a waste bucket, and a flagon* of wine and four cups. There is nothing of value amongst these items.