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  1. The Keep on the Boarderlands
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P. 22 Caves of Chaos

CHAPEL OF EVIL CHAOS: 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.) For each character who picks up one of these objects, the DM should have the character roll a saving throw vs. Magic at -2. Any who save successfully will get a “feeling of great evil” about the object, and he or she may voluntarily put it down. If the save fails, the character will rapidly fall under the influence of a demonic spell and within 6 days become a servant of chaos and evil, returning to this chapel to replace the relics, and then staying as a guard forever after. If someone attempts to destroy these relics the great bell (see 58., below) will sound and the Shrine’s residents will come running in 3 rounds. If a detect evil spell is cast upon these items, they will glow an ugly purple, and all good characters will feel instant loathing for them. If the character who has taken them has a dispel magic and then a bless spell cast upon him or her, there is a 60% chance of removing the evil on the first day, 50% on the 2nd, 40% on the 3rd, 30% on the 4th. 20% on the 5th, and 10% on the 6th. Otherwise, nothing will be able to save the character!)

ADEPTS’ CHAMBER: There are 4 adepts (2nd level clerics) here, each clad in a black robe with a maroon colored cowl* (AC 3, C 2, hp 8 each, #AT I, D 1-6, ML 8). They have plate mail beneath their garments, and each bears a mace. Their waists are circled with copper chains (worth 40 g.p. each) with skull-shaped clasps fashioned of bone. Each carries a purse with 20 gold and 5 platinum pieces, and each wears an amulet of protection from good (#54.), which makes their effective armor class 2 vs. good creatures. The first and second have cause light wounds (does 2-7 points of damage to creature touched; normal “to hit” roll must be made to touch victim) spells, the third a light spell, the fourth a cause fear (those who fail to save vs. Spells must flee in terror for 1 turn. A normal “to hit” roll must be made to affect creature) spell. They will use their 57. 58. 59. spells first, if possible, before engaging in combat with weapons. In the room are four beds, four small stands, a table, four chairs, four chests for clothing, and various books and scrolls of evil nature - nothing of value. However, on the table are copper dishes and vessels (total weight 300 coins) of exceptional craftsmanship which are worth 175 gold pieces. (If the party opts destroy the evil writings, they should receive an additional 600 experience points for the act, unless they are themselves evil, in which case they should receive points for keeping and reading these works.) If hard pressed, these evil clerics will attempt to flee and warn their master by striking the great bell.

HALL OF UNDEAD WARRIORS: 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. 20 skeletons: AC 6 (due to chain mail rags and shields), HD I, hp 3 each, #AT I, D 1-6, Save F I, ML 12, turned as if they were zombies. 20 zombies: AC 5 (due to chain mail), HD 2, hp 8 each, #AT 1, D 1-8, Save F 1, ML 12, turned as ghouls. Upon striking of the great iron bell at 58., below, the skeletons will issue forth from the south door of the place and march into the temple (58.) to line the south wall, while the zombies plod out the north exit to line the north wall of the temple. If intruders enter room 57., are in the passage to the temple, or are within the temple itself, these undead warriors will attack. Proper garments and amulets will prevent attack unless the head cleric commands the undead to do so. They have no treasure.

TEMPLE OF EVIL CHAOS: 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, and if anyone looks at them for more than a moment, they must save versus Spells or be mesmerized into chanting a hymn to chaotic evil. 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 of the head cleric (see below). Zombie guards will enter here in 3 rounds after entry, even if the party is quiet.

THE CHAMBERS OF THE EVIL PRIEST: Location 59.g is the anteroom where special visitors are entertained by the chief cleric. There are lavish furnishings here, although none are of particular value except for a golden flagon and cups (flagon worth 500 g.p., each of the nine cups has 100 g.p. value). Three zombies are on guard here. (AC 2 due to plate mail and shield, HD 2, hp 13 each, #AT 1, D 1-8, Save F 1, ML 12.) They stand unmoving unless they are summoned by a chant from the temple area, someone enters their area, or they are commanded by the evil priest. Location 59. is the private chamber of the evil priest. He is 3rd level, wears plate mail + 1, has a shield + 1, and wears an amulet of protection from good, which adds a further +1 to his armor class when attacked by “good” creatures. (AC 0 or -1 due to magic armor and amulet, C 3, hp 14, #AT I, D 2-7 (staff) or 1-6 (mace), ML 10). He attacks with a snake staff, which is + 1 to hit. On command the staff will turn into a snake and coil around the person hit. The person is held helpless for 1d4 turns, or until the cleric recalls the staff. The staff then crawls back to the cleric on command. He also has a normal mace hanging from his belt. He has a gold ring with a black gem (value 1,400 gold pieces) and a purse with 51 platinum pieces in it. He wears a black cape and cowl, with red robes beneath. His spells are: cause light wounds (inflicts 2-7 points of damage) and cause fear. The priest must touch someone, strike to hit, for the spells to take affect. He also has a scroll with three cleric spells on it: detect magic, hold person, silence, 15’ radius. He has a potion-of gaseous form which he will use to escape through the boulder-filled corridor, 51., when all else fails.