Keep on the Borderlands - Table of Contents

Adventure module for Dungeons and Dragons 5th Edition for Player level 1-5

Based on: Dungeon Module B2 The Keep on the Borderlands by Gary Gygax

This module includes maps and a complete description book to form a ready-made scenario for DUNGEONS & DRAGONS® 5th Edition. It has been specifically designed for use by beginning Dungeon Masters so that they may begin play with a minimum of preparations.

Within are many features to aid novice players and Dungeon Masters: legends and background information, a list of adventuring characters, tips on how to be an effective Dungeon Master, plus an interesting area for characters to base themselves in (the Keep) before setting out to explore the Caves of Chaos!

If you enjoy this module, look for more releases in the D&D® family from TSR, The Game Wizards.

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The Keep on the Borderlands by Gary Gygax reimagined by Robert Kroker INTRODUCTORY MODULE FOR CHARACTER LEVELS 1-5
Introduction:

Welcome to the land of imagination. You are about to begin a journey into worlds where magic and monsters are the order of the day, where law and chaos are forever at odds, where adventure and heroism are the meat and drink of all who would seek their fortunes in uncommon pursuits. This is the realm of DUNGEONS and DRAGONS Adventure Game.

If you plan to play in this module and participate in the fun of adventuring, stop reading now. The information in the rest of the module is for your Dungeon Master or DM, so that he or she may guide you and other players through a thrilling adventure. Knowing too much about the contents of this module will spoil the surprises and excitement of the game. Dungeon Masters, if many copies of this module are available to the players, you may wish to alter sections of the Keep and the Caves of Chaos. If you do this, you will be sure to have new surprises for players who might be familiar with some of the contents of the module. You are not entering this world in the usual manner, for you are setting forth to be a Dungeon Master. Certainly there are stout fighters, mighty magic-users, wily thieves, and courageous clerics who will make their mark in the magical lands of DnD adventure. You, however, are above even the greatest of these, for as DM you are to become the Shaper of the Cosmos. It is you who will give form and content to all the universe. You will breathe life into the stillness, giving meaning and purpose to all the actions which are to follow. The others in your group will assume the roles of individuals and play their parts, but each can only perform within the bounds you will set. It is now up to you to create a magical realm filled with danger, mystery, and excitement, complete with countless challenges. Though your role is the greatest, it is also the most difficult. You must now prepare to become all things to all people.

NOTES FOR THE DUNGEON MASTER

The Dungeon Master's guide and Monster Manual have given you the information necessary to understand this game and start play. This module is another tool. It is a scenario or setting which will help you to understand the fine art of being a Dungeon Master as you introduce your group of players to your own fantasy world, your interpretation of the many worlds of DUNGEONS and DRAGONS.

THE KEEP ON THE BORDERLANDS is simply offered for your use as a way to move smoothly and rapidly into your own special continuing adventures or campaigns.

Read the module thoroughly; you will notice that many of the details are left in your hands. This allows you to personalize the scenario, and suit it to what you and your players will find most enjoyable.

This module has been designed to allow 3 to 7 player characters of first level to play out many adventures, gradually working up to fifth level in the process. The group is assumed to have at least one magic-user and one cleric In It. If you have fewer than six players, be sure to arrange for them to get both advice and help in the KEEP. For example, they should have advice from a friendly individual to “stay near the beginning of the ravine area, and enter the lower caves first”, to avoid their getting into immediate trouble with higher level monsters. Likewise, the services of several men-at-arms* must be available to smaller parties, If only two or three player characters are to adventure, be sure to have a non-player character or two go along, as well as a few men-at-arms. In addition, give the player characters a magic dagger or some magic arrows and at least one potion of healing - family bequests to aid them in finding their fame and fortune when they go against Chaos.

The DM should be careful to give the player characters a reasonable chance to survive. If your players tend to be rash and unthinking, it might be better to allow them to have a few men-at-arms accompany them even if the party is large, and they don’t attempt to hire such mercenaries. Hopefully, they will quickly learn that the monsters here will work together and attack intelligently, if able. If this lesson is not learned, all that can be done is to allow the chips to fall where they may. Dead characters cannot be brought back to life here!

Using the KEEP as “home base”, your players should be able to have quite a number of adventures (playing sessions) before they have exhausted all the possibilities of the Caves of Chaos map. Assuming that they have played well, their player characters will certainly have advanced a level or two in experience when the last minion of darkness falls before their might. While your players will have advanced in their understanding and ability, you will likewise have increased your skills as DM. In fact, before they have finished all the adventure areas of this module, it is likely that you will have begun to add your own separate maps to the setting. The KEEP is only a small section of the world. You must build the towns and terrain which surround it. You must shape the societies, create the kingdoms, and populate the countryside with men and monsters. The KEEP is a microcosm, a world in miniature. Within its walls your players will find what is basically a small village with a social order, and will meet opponents of a sort. Outside lies the way to the Caves of Chaos where monsters abound. As you build the campaign setting, you can use this module as a guide. Humankind and its allies have established strongholds - whether fortresses or organized countries - where the players’ characters will base themselves, interact with the society, and occasionally encounter foes of one sort or another. Surrounding these strongholds are lands which may be hostile to the bold adventurers. Perhaps there are areas of wilderness filled with dangerous creatures, or maybe the neighboring area is a land where chaos and evil rule (for wilderness adventures, see DUNGEONS & DRAGONS@ EXPERT SET). There are natural obstacles to consider, such as mountains, marshes, deserts, and seas. There can also be magical barriers, protections, and portals. Anything you can imagine could be part of your world if you so desire. The challenge to your imagination is to make a world which will bring the ultimate in fabulous and fantastic adventure to your players. A world which they may believe in.

Become familiar with this module, then make whatever additions or changes you feel are necessary for your campaign. Once you are satisfied, gather the players together and have them create their characters. This will take some time, so at first, don’t plan on getting much playing done unless there is a lot of time available. After each person has rolled the numbers for his or her characteristics (Strength, Intelligence, etc.), selected a class, and found how much money he or she has to begin, you should introduce them to the setting by reading the Background section to them. If you wish, feel free to limit the classes your players may choose as suits your setting. You might wish not to have elves or halflings in the KEEP, or you might not want any thieves as beginning characters. It is all up to you as DM to decide the shape of the campaign. Likewise, you can opt to give the player characters a special item of equipment to begin with - possibly mules, a weapon, some trade goods, or virtually anything of small value (within reason).

After you have explained the background, allow your players to begin interacting with their characters. Give them time to wander around the KEEP, learning what is there, finding the limits of their freedom, and meeting the other “inhabitants” of the place. They may quickly establish their base in the Traveler’s Inn, purchase their equipment, and then visit the tavern - where they may gather bits of information for their coming adventures. All of this play, as well as what will come afterwards, requires that the players play the personae (personalities) of the characters that they will have throughout the length of the campaign, much like an actor plays a role in a play.

You, however, have a far greater challenge and obligation! You not only must order and create the world, you must also play the part of each and every creature that the player characters encounter. You must be gate soldier and merchant, innkeeper and Orc (MM pg246) oracle and madman as the situation dictates. The role of DM is all-powerful, but it also makes many demands. It is difficult to properly play the village idiot at one moment and the wise man the next, the noble clergyman on one hand and the vile monster on the other. In one role you must be cooperative, in the next uncaring and non-commital, then foolish, then clever, and so on. Be prepared! Whether the first time you play or the next, the players will set forth to find and explore the many Caves of Chaos. You must describe the journey to the place and what the characters see, and allow them to choose how they will go about their adventuring. In such situations, the DM must be a truly disinterested party, giving information as required by questioning and proper action, but neither helping nor hindering the player characters. When the players experience their first encounter with a monster, you must be ready to play the part fully. If the monster is basically unintelligent, you must have it act accordingly. Make the encounter exciting with the proper dramatics of the animal sort - including noises! If the encounter is with an intelligent monster, it is up to the DM to not only provide an exciting description but also to correctly act the part of the monster. Rats, for instance, will swarm chitteringly from their burrows - a wave of liceridden hunger seeking to overrun the adventurers with sheer numbers, but easily driven off squealing with blows and fire. Goblin (MM pg166)s, on the other hand, will skulk and hide in order to ambush and trap the party - fleeing from more powerful foes, but always ready to set a new snare for the unwary character. If all of this seems too difficult, never fear! Just as your players are learning and gaining experience at D&D@ play, so too will you be improving your ability as a DM. The work necessary to become a master at the art is great, far greater than that necessary to be a top player, but the rewards are even greater. You will bring untold enjoyment to many players in your role as DM, and all the while you will have the opportunity to exercise your imagination and creative ability to the fullest. May each of your dungeon adventure episodes always be a wondrous experience!

TIME

PREPARATION FOR THE USE OF THE MODULE The use of this module first requires that the DM be familiar with its contents. Therefore, the first step is to completely read through the module, referring to the maps provided to learn the locations of the various features. A second (and third!) reading will be helpful in learning the nature of the monsters, their methods of attack and defense, and the treasures soldiered. Certain buildings of the KEEP will frequently be visited by the adventurers (such as the Travelers Inn, Tavern, and Provisioner). Floor plans are very useful in visualizing these areas. Once you are familiar with the areas described in the module and have drawn whatever additional plans you wish, assist the players in preparing their characters by reading them the section entitled Background. This will set the stage for the game. After the background is given, the players may prepare their characters. Full details are given in the D&D Player's Handbook. A written record of each character should be kept by the players. As an alternative to rolling up new characters, the players may (at the DM’s option) select characters from the NPC* list in this module. Note that the personalities given are for the DM’s use with NPC’s only, and are not required to be used by the players. Before the Players enter the KEEP, the DM may privately give each Player one rumor about the CAVES OF CHAOS. This information may be shared or kept secret, as the players wish. The DM should avoid interfering with their choices whatever the result. Additional information may be gathered in the KEEP itself; use the Rumors Table in the “DM Notes About the Keep” for this purpose, or create your own based on the CAVES. To start an adventure outside the KEEP, the players must decide on an order of march - who will be in the first rank, middle, and at the rear of the party. This should be drawn on a sheet of paper and given to the DM for his or her reference. Any changes in the order (due to injuries, special procedures, etc.) should be noted on the sheet as they occur. In a standard 10’ wide corridor, the most common arrangement is two adventurers, side by side, in each rank. One player in the group should be selected as leader and ‘caller’ for the party; another one or two should take care of necessary mapping. INDIVIDUAL PLAYERS MAY DECIDE ON THEIR ACTIONS, but it is the ‘caller’ who gives the DM the details on the party’s course of action (such as “We’ll head down the eastern corridor.“). The caller should discuss the party’s actions with the players, and inform the DM of the decisions of the group. When a player speaks and indicates that an action is being taken, it has begun - even if the player changes his mind. Use your discretion in these cases, and remember that the DM has the final say in all matters. The players should use graph paper to map the areas being explored. Have them indicate which direction is north, and use compass directions to describe details and direction of travel (“We’ll go west and turn north at the next intersection”). Use the same method to describe areas to them (“You see a corridor which goes about 30’ south and then turns west”). Be sure to keep your descriptions accurate, though you may say such things as ‘about forty feet’, especially in open areas or when describing irregular surfaces. Players will often show you their map and ask “IS this right?” Do not correct their mistakes unless the error would be obvious in the eyes of the adventurers, and remember that, in most cases, maps do not have to be exact. Encourage good mapping skills and an attention to detail, and avoid falling into a rut of continually answering map questions. Exploration of the CAVES OF CHAOS will take more than one game session. When the players want to stop play, they must find an exit and (preferably) return to the KEEP. You may divide treasure and award experience when this occurs. Remember to make adjustments to the areas they visited - the monsters may build new defenses, reoccupy areas that were cleaned out, and so forth. If the adventurers wish to stop exploring for a while and take a rest period (for example, the customary 8 hours rest each night), they should tell the DM exactly where they plan to stay and who is standing soldier. Just as with marching order, it is important that the soldier and sleeping positions be noted on paper, since this may be crucial if and when a monster approaches. During play, make careful notes on the monsters killed, the amount of treasure taken, experience gained, and any other details of interest. It is then a simple matter to compute the totals at the end of a play session. See the section of this module entitled “DIVIDING TREASURE AND COMPUTING EXPERIENCE” for more information.

BACKGROUND The Realm of civilization is narrow and constricted. Always theforces of Chaos press upon its borders, seeking to enslave its populace, and steal its riches, and treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of civilized society who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy. Such adventurers meet theforces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return, hardened and more fit. True, some few who do survive the process will turn from Law and good and serve the masters of Chaos, but most will remain faithful and ready to fight chaos wherever it threatens to infect the Realm. You are indeed members of that exceptional class, adventurers who have journeyed to the KEEP ON THE BORDERLANDS in search of fame and fortune. Of course you are inexperienced, but you have your skills and a heart that cries out for adventure. You have it in you to become great, but you must gain experience and knowledge and greater skill. There is much to learn, and you are willing and eager to be about it! Each of you has come with everything which could possibly be given you to help. Now you must fend for yourselves; your fate is in your hands, for better or worse.

Ahead, up the winding road, atop a sheer-walled mountian of stone, looms the great KEEP. Here, at one of civilization’s strongholds between good lands and bad, you will base yourselves and equip for forays against the wicked monsters who lurk in the wilds. Somewhere nearby, amidst the dark forests and tangled fens, are the Caves of Chaos where fell creatures lie in wait. All this you know, but before you dare adventure into such regions you must become acquainted with the other members of your group, for each life will depend upon the ability of the others to cooperate against the common foe. Now, before you enter the grim fortress, is the time for introductions and an exchange of information, for fate seems to have decreed that you are to become an adventurous band who must pass through many harrowing experiences together on the path which leads towards greatness.

START: You have travelled for many days, leaving the Realm and entering into the wilder area of the Borderlands. Farms and towns have become less frequent and travellers few. The road has climbed higher as you enter the forested and mountainous country. You now move up a narrow, rocky track. A sheer wall of natural stone is on your left, the path falling away to a steep cliff on the right. There is a small widening ahead, where the main gate to the KEEP is. The blue-clad soldiers who soldier the entrance shout at you to give your names and state your business. All along the wall you see curious faces peering down at you - eager to welcome new champions of Law, but ready with crossbow and pole arm to give another sort of welcome to enemies.

(DM Note: Have each player identify his or her character’s name and profession. Have them answer in their own words why they seek entrance to the place. If the answer sounds unnatural, assume the role of the corporal of the watch, and begin to cross-examine the speaker. Now is the time to make the players realize that whatever they say - as speech or relating their actions - will be noted by you, as Dungeon Master, and acted upon accordingly in whatever role is appropriate to the situation. A courteous and full reply might well win a friend amongst the soldiers who might be of aid sometime. Rudeness and discourtesy may, bring suspicion and enemies to trouble the course of things within the otherwise safe base area. When you are satisfied that the scene is played out, have the group enter.)

DM Notes About The Keep:
I . This whole place is well-organized for security and for defense. In time of need, many civilians will arm and help man the walls, while non-combatants bring ammunition, food, and water to the walls and help the wounded. Sentries are alert. A party of soldiers patrols the walls irregularly, and a commander checks every half hour to hour. It is very unlikely that persons can enter or leave without being seen, unless magic is used. (You can have magical traps placed in key areas to shout “ALARM” whenever an invisible creature passes within 10' or so!) Within the Keep itself, the townspeople are generally law-abiding and honest. Boorishness and ill manners will be frowned upon. If any member of a party should be caught in a criminal act, the alarm will be sounded instantly. Citizens will try to prevent the escape of any lawbreakers (without sacrificing their lives) until the soldier arrives in 1-2 turns. If met with resistance, the soldier will not hesitate to use force, even killing if they must.

Those offenders taken prisoner will be locked in the dungeons under the Keep and punished for their crimes. + indicates a ballista, a huge, heavy crossbow manned by two men. It fires like a crossbow, but has a range of 480 feet, hits as if it were fired by a fighter of Ist-3rd level, and does 2 six-sided dice of damage plus two points (4-14 points of damage per hit). Each ballista has 12 missiles. They may only be fired once every four rounds (requiring 3 rounds to load and 1 to fire). +El indicates a light catapult with a range of 241 to 480 feet which fires half as often as a ballista (once per 8 rounds). Each requires two crewmen to operate, hits as if fired by a normal man, but can hit 1-6 targets in any close group (or one large target) for 1 six-sided die of damage each (6 dice if one large target). There is ammunition for six catapult shots per machine.

II. Floor plans might be useful. Note that most areas have two or more stories, and there is furniture in the rooms not shown. Also left out are details of heating, light, and descriptive touches such as color, rafters, decoration, etc. If you have time, floor plans and detailing of each area might be very helpful, exceptionally so in places frequented by the adventurers. See the appendix covering this near the end of the module.

Ill. Information from inhabitants of the KEEP might be gained by player characters. You may give one rumor (at random, using d20) to each player as starting information Other rumors may be keyed to other persons in the KEEP. For example: “Talking with the Taverner (#15) might reveal either rumor #18 or #19; he will give the true rumor if his reaction is good.” Do not give out all the rumors. You may add whatever false rumors you wish, but adding to the amount of true information is not recommended.
The false rumors are noted by an ‘F’ after the number, (insight DC) is noted at the end of each rumor.





RUMOR TABLE
D20True/FalseRumorReward
1 T A merchant, imprisoned in the caves, will reward his rescuers.10 x 1d6
2 F A powerful magic-user will destroy all cave invaders.15gp
3 T Tribes of different creatures live in different caves.10gp
4 T An ogre sometimes helps the cave dwellers.0
5 T A magic wand was lost in the caves’ area.0
6 F All of the cave entrances are trapped.0
7 T If you get lost, beware the eater of men!0
8 T Altars are very dangerous.0
9 F A fair maiden is imprisoned within the caves.0
10F“Bree-yark” is Goblin language for “we surrender”!0
11T Beware of treachery from within the party.0
12T The big dog-men live very high in the caves.0
13T There are hordes of tiny dog-men in the lower caves.0
14F Piles of magic armor are hoarded in the southern caves.0
15F The Bugbears in the caves are afraid of dwarves!0
16T Lizardfolk live in the marshes.0
17T An elf once disappeared across the marshes.0
18T Beware the mad hermit of the north lands.0
19F Nobody has ever returned from an expedition to the caves.0
20T There is more than one tribe of Orcs within the caves.0

IV. Entrance to the Inner Bailey (Bailey = The outer wall of a castle, or an area within such a wall.) can be gained if the adventurers perform a heroic act in behalf of the KEEP, if they bring back an exceptional trophy or valuable prisoners, or if they contribute a valuable magic item or 1,000 or more gold pieces to the place. They will be invited to a feast and revel, and then closely watched and carefully questioned. If the Castellan’ likes the looks of the group, and his assistants agree, he will ask them to perform a special mission (suitable to their ability, but difficult - use the area map or the Caves of Chaos to find a suitable goal). On the other hand, if they are rude or behave badly, he will simply retire early, ending the revel, and they will never be aided or invited back. If they try to steal or are threatening, the group will be attacked and killed immediately [if this can be managed, of course). Groups sent on a mission will be blessed and given up to 100 g.p. each for any needed supplies. If they succeed, they will be given passes to the Inner Bailey and can ask the Castellan for aid if there is a major foe to overcome (in the Caves’ area). He will send a minimum of one corporal and 3 archers in plate, or at maximum the sergeant, a corporal, and a dozen men-atarms.

V. After the normal possibilities of this module are exhausted, you might wish to continue to center the action of your campaign around the KEEP by making it the base for further adventures which you may devise. For example (assuming that the group has done good service for the Castellan), have a large force of bandits move into the area, and then appoint the group to command an expedition of KEEP troops, mercenaries, and so on to drive them away. Or the party might become “traders” operating out of the KEEP, hoping to find adventures as they travel in the surrounding area.

NPC Stats
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Soldier
Medium humanoid (any race), any alignment
Armor Class: 14, [16] (Chain Shirt, Shield[+2 ac when equipped])
Hit Points: 11 (2d8+2)
Speed 30 ft.
STR 13 (+1) DEX 12 (+1) CON 12 (+1)
INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills: Perception +2
Senses: passive Perception 12
Languages Any One Language (Usually Common)
Challenge 1/8 (25 XP)
Actions:
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage. two handed
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
Spear. Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage.)
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, reach 100/400 ft., one target. Hit: (1d10) piercing damage.

Guard
Medium humanoid (any race), any alignment
Armor Class 16 (Chain Shirt, Shield)
Hit Points 11 (2d8+2)
Speed 30 ft.
STR 13 (+1) DEX 12 (+1) CON 12 (+1)
INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills Perception +2
Senses passive Perception 12
Languages Any One Language (Usually Common)
Challenge 1/8 (25 XP)
Actions
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
Spear. Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage.

Scribe
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR 10 (+0) DEX 10 (+0) CON 10 (+0)
INT 10 (+0) WIS 14 (+2) CHA 11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages Any One Language (Usually Common)
Challenge 1/4 (50 XP)
Spellcasting.
The scribe is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
The Scribe has following cleric spells prepared:
• Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.

Scout
Medium humanoid (any race), any alignment
Armor Class 13 (Leather Armor)
Hit Points 16 (3d8+3)
Speed 30 ft.
STR 11 (+0) DEX 14 (+2) CON 12 (+1)
INT 11 (+0) WIS 13 (+1) CHA 11 (+0)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages Any One Language (Usually Common)
Challenge 1/2 (100 XP)
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage.

Corporal
Medium humanoid (Human), any alignment
Armor Class 18 (Plate Male)
Hit Points 58 (9d8+18)
Speed 30 ft.
STR 16 (+3) DEX 13 (+1) CON 14 (+2)
INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills: Athletics +5, Perception +2
Senses: passive Perception 12
Languages: Any One Language (Usually Common)
Challenge 3 (900 XP)
Actions:
Multiattack. The veteran makes two (magical) longsword attacks.
Longsword +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) slashing damage. two handed
Longsword +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage. one handed
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: (1d10 + 1) piercing damage.

Lizardfolk
Medium humanoid (lizardfolk), neutral
Armor Class 15 (Natural Armor, Shield)
Hit Points 22 (4d8+4)
Speed 30 ft., swim 30 ft.
STR 15 (+2) DEX 10 (+0) CON 13 (+1)
INT 7 (-2) WIS 12 (+1) CHA 7 (-2)
Skills: Perception +3, Stealth +4, Survival +5
Senses: passive Perception 13
Languages: Draconic
Challenge 1/2 (100 XP)
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Actions:
Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage.
Javelin. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
Javelin. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.

Commoner
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR 10 (+0) DEX 10 (+0) CON 10 (+0)
INT 10 (+0) WIS 10 (+0) CHA 10 (+0)
Senses passive Perception 10
Languages Any One Language (Usually Common)
Challenge 0 (10 XP)
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.
Pitch fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. two handed

BLACKSMITH
Name: Eideard MacGille
Race: Human
Gender: Male
Height: 6ft 3′ / 1.90m
Age: 49
Class: Fighter (Master Blacksmith)
Level: 4
AC 17 (Chain mail), Hp 37 (4d10 Hit Die), Proficiency +2, Speed 30ft,
Alignment: Chaotic Good
languages: Common, Dwarven, Elvish,
Ability Scores:
Str 20 (+5) Dex 9 (-1) Con 15 (+2)
Int 16 (+3) Wis 13 (+1) Cha 11 (+0)
Attacks: Warhammer (+8 to hit, 1d10+6 bludgeoning damage)
Spellcasting: 4th level Eldritch Knight, spellcasting ability is Intelligence (spell save DC 13, to hit with spell attacks +5)
Spells:
Cantrips (at will): Control Flames, True Strike,
1st level (3 slots): Shield, Grease, Tenser’s Floating Disk, Chromatic Orb,
Skills: Arcane, Athletics, History, Perception,
Equipment: Chain mail +1, Warhammer +1, Blacksmiths tools, Dungeoneer’s Pack,
Class Features: Fighting Style (Great Weapon Fighting), Second Wind, Action Surge (one use), Martial Archetype (Eldritch Knight)
PERSONALITY:
Eideard MacGille is a towering man who’s as strong as the steal he forges. He takes a no nonsense approach to most people and situations.
Ideal: My craft is more important to me than anything else.
Bond: I’m getting on in my years and have yet to complete my Magnum opus, I must travel to far off lands and hire talents Flaw: I have many customers and people who hold my craft in high regard but few friends i can turn to in times of need.

DRUID
Medium humanoid (any race), any alignment
Armor Class 11 (16 With Barkskin)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR 10 (+0) DEX 12 (+1) CON 13 (+1)
INT 12 (+1) WIS 15 (+2) CHA 11 (+0)
Skills: Medicine +4, Nature +3, Perception +4
Senses: Passive Perception 14
Languages: Druidic plus any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Spellcasting: The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, barkskin
Actions:
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

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AREAS OF THE KEEP

1. MAIN GATE: Two towers 30’ high with battlements, flank a gatehouse 20’ high. All have holes for bow and crossbow fire. A deep crevice in front of the place is spanned by a drawbridge (usually up). There is a portcullis’ at the entry and large gates at the far end of the passage. The passage is about 10’ wide and high, the ceiling above pierced with murder holes*, and walls to either side slitted for archery. It is obvious that the building is constructed of great blocks of the hardest granite, undoubtedly common throughout the entire fortress. Two soldiers will approach when the drawbridge is lowered and the portcullis raised. Each is clad in chain mail and carries a spear and shield. They require that persons entering the KEEP put their weapons away, and then will escort them through the short tunnel into area 3..

2. FLANKING TOWERS: Atop each tower are four soldiers with crossbows cocked and ready to fire. Each is clad in chain mail, and has a shield and spear nearby. Inside each tower are 12 other soldiers, four being “on-duty” and armored and armed as the soldiers on the tower tops. The other eight in the tower are scouts who are resting after a patrol outside the walls, and it will take 1d4 turns for these men to ready themselves for battle. They wear leather armor and carry long bows. The three floors of these towers will contain supplies of bolts and arrows, spears, rocks, and several barrels of oil (all for hurling down on attackers). There will also be pallets* for sleeping, pegs with clothing belonging to the soldiers, and some small tables, stools, and benches. Each soldier will have (3d6) copper pieces on his person.

3. ENTRY YARD: This narrow place is paved. All entrants, save those of the garrison, will be required to dismount and stable their animals (area 4., below). The corporal of the watch is here. He is dressed in plate mail and carries a shield, with sword and dagger at his waist. (Veteran) The corporal is rather grouchy, with average charisma, but he admires outspoken, brave fighters and is easily taken in by a pretty girl. Beside him is a man in robes, a scribe, who records the name of each person who enters or leaves, and flanking each man is another Soldier in chain with spears. When dismounted, Stable hands (commoner) will come from area 4. (the stable) to take the mounts or mules. Any goods which are not carried by the adventurers will be stored in area 5. (the warehouse). A porter (commoner) will then show travelers to the Traveler’s Inn.

4. LIVERY STABLE: This long building is about 15’ high, with a 3’ parapet* atop its flat roof, so that it can be used in defense of the gate. The gateside wall is pierced for archery. There are always 5-8 (d4 + 4) stable hands inside tending to horses and gear. Each is unarmored but can fight with various available weapons (pitch forks and the like - treat as spears) and each has 1-4 hit points. There will be various light horses and draft horses here, 2d4 of each, as well as 1d4 mules.

5. COMMON WAREHOUSE: Visiting merchants and other travelers who have quantities of goods are required to keep their materials here until they are either sold to the persons at the KEEP or taken elsewhere. The building is the same as the stable (4., above) with respect to height, parapet, etc. Its double doors are chained and padlocked, and the corporal of the watch must be called to gain entry, as he has the keys. Inside are two wagons, a cart, many boxes, barrels, and bales - various food items, cloth, arrows, bolts, salt, and two tuns’ of wine. (Average value is 100 gold pieces per wagon-load).

6. BAILIFF’S TOWER: The superintendent (or bailiff) of the outer bailey* of the fortress lives here. He is a Knight with a +1 magic great sword and is wearing magic plate mail +1 or wields a sword +1, and is also able to use a heavy crossbow which is hanging on the wall. He and the scribe share offices on the lower floor. Their quarters are on the second story. (Usual furnishings of bed, chest, armoire*, table, chairs, rug, etc.) (The bailiff has 3d6 gold pieces with him always, the scribe has 2d6 silver pieces and d4 gold pieces in his purse. There are 50 gold pieces hidden in the bailiff’s old boots in the armoire*, and hanging on his wall is a quiver with 20 arrows, 3 of which are magic arrows +1. The scribe has a jewelled ink pot worth 100 gold pieces, but it is dirty and ink covered, looks worthless, and is on his table in plain sight.) The third floor is a storage area, and the fourth story quarters twelve soldiers. All are wearing chainmail and are armed with a spear and shield with a medium crossbow slung across their back and sword on their belt and serve as the escort of the bailiff from time to time. Each carries 2d6 copper pieces and 1d4 silver pieces. Their room contains pallets, pegs with cloaks and other clothing, two long tables with benches, a supply of 180 bolts, and several dozen large rocks. The whole tower is 40’ high, with a 5’ tall battlement atop it. All walls are pierced for archery.

7. PRIVATE APARTMENTS: Special quarters are available for well-to-do families, rich merchants, guildmasters, and the like. The five small apartments along the south wall are occupied by families of persons dwelling within the Outer Bailey of the KEEP. The two large ones (indicated by 7a. and 7b.) currently house a jewel merchant and a priest: a. Jewel Merchant: This commoner man and his wife are soldiered by a pair of 2nd level fighters (soldier) in chainmail and shield with sword and dagger. The four are lodged in the eastern portion of the building, the merchant and his wife being on the upper floor most of the time. Each soldier commands a huge Mastiff guard dog trained to kill on command. The merchant has a locked iron box with 200 platinum pieces and 100 gold pieces inside. Secreted in his belt are 10 gems of 100 gold piece value each. He will buy gems at 30% to 90% of value. He sells at 110% to 140% of value. (persuasion check DC 12 - on a check of 12 30% 13 35% 14 40% 15 45% 16 50% 17 55% 18 60% 19 65% 20 70% 21 75% 22 80% 23 85% 24 85% 25 90%) His wife wears a jeweled bracelet, necklace, and earrings (600, 1,200, and 300 gold piece value respectively), also available for sale as per gems. They are awaiting a caravan back to more civilized lands. All persons here have 3d6 silver pieces each upon their person. The apartment is well-furnished, but there is nothing of particular interest or value, except for the coins, gems, and jewelry noted. b. Priest: The western portion houses the jovial priest who is taking advantage of his stopover at the KEEP to discuss theology with learned folk and to convert others. Everyone speaks well of him, although the two acolytes (MM pg342) with him are avoided, as they never speak - the priest says they must follow vows of silence until they attain priestly standing. His well-appointed chambers are comfortably furnished and guests are always welcomed with a cozy fire and plenty of ale or wine. The priest is a very fine companion and an excellent listener. He does not press his religious beliefs upon any unwilling person. He is outspoken in his hatred of evil, and if approached by a party of adventurers seeking the Caves of Chaos, he will certainly accompany them. (Priest MM pg348). He also has a magic scroll of hold person and a silence. He appears very robust as do his assistants (Bandit MM pg343. (DM Note: All are chaotic and evil, being in the KEEP to spy and defeat those seeking to gain experience by challenging the monsters in the Caves of Chaos. Once in the caves the priest will use a inflict wounds or a light spell as needed to hinder and harm adventurers. Betrayal will always occur during a crucial encounter with monsters.) Each acolyte carries 4d6 silver pieces, and each wears a gold chain worth 100 gold pieces (the priest’s has a bloodstone gem worth 500 gold pieces in addition). (A small sack hidden in the priest’s chair contains 30 each of platinum, gold, silver, and copper pieces, plus one jeweled clasp worth 300 gold pieces. These are for bribes for subversion or to use to gain freedom if necessary.)

8. SMITHY AND ARMORER: This building is about 20’ high, with the usual 5’ parapet above and walls pierced for defense. The lower floor is occupied by a forge, bellows, and other items. Here horses and mules are shod, weapons made, armor repaired and similar work done. The blacksmith is also an armorer, and has two assistants. His two assistants: (commoners MM pg345) they will pick up any weapons handy if need be, Thereare 2 swords, 1 mace, a suit of man-sized chain mail, and 11 finished spears in the shop. In the second story are rooms where the smith, his family, and his assistants live. (The rooms have normal furnishings, but a jar hidden in the blacksmith’s bedroom holds 27 platnum pieces.) The blacksmith carries d4 gold pieces, and each assistant has 2d6 silver pieces.

9. PROVISIONER: This low building houses a shop where all of the equipment needed for dungeon adventurers (as listed in the Player's Handbook) are sold. He does not sell weapons other than spears, daggers, arrows and bolts. He has a few (7) shields, but does not sell armor or mounts. He will direct any persons interested in such items to the trader next door. Prices are as shown in the Player's Handbook. He will buy equipment from adventurers at 50% of listed price. The provisioner is a commoner. In time of need he has leather armor and shield and will man the walls or otherwise fight with a spear; in this case treat him as a soldier. (In the shop he is a comoner) His wife and two children live in a small apartment in the place. He carries d6 gold pieces. He has a strong box with 100 gold pieces, 16 silver pieces, and 30 copper pieces.

10. TRADER: This place deals in all armor, weapons, and large quantities of goods such as salt, spices, cloth, rare woods, etc. The trader is very interested in obtaining furs. (Prices are as per the Player's Handbook, purchases from adventurers are at 50% of listed cost, except for furs which will be bought by him at whatever their stated value is if the seller demands.) He and his two sons are commoners All have leather armor and shields and spears and swords for use when necessary. [Hidden under the floorboards of their small apartment are 500 gold pieces and 1,110 silver pieces. Each carries 2d6 gold pieces in his purse.

11. BANK: Here anyone can change money or gems for a 10% fee. The banker will also keep a person’s wealth stored safely at no charge if it is left for at least one month, otherwise there is a 10% fee. Loans at an interest rate of 10% per month can be obtained for up to 5 gold pieces with no security deposit; over 5 gold pieces requires some item of at least twice the value of the loan. A sign on the shop states clearly that this place is under direct protection of the KEEP, and there is always a Veteran in chain mail with long bow and sword watching the place from tower 12. (The banker is a retired 3rd level fighter with a sword handy, and breastplate and shield stored in his apartment above. He carries 6 platinum pieces and 12 gold pieces with him.) There is a scrawny old clerk in the place as well (2nd level wizard, 10 hit points, with sleep and charm person spells ready) who typically handles transactions. A hired mercenary fighter Thug with crossbow, in plate mail and armed with battle axe and crossbow is on guard inside the door. Displayed for sale are the following items: 1 carved ivory tusk - price 50 g.p. 1 silver cup - 20 g.p. 1 crystal decanter* - price 45 g.p. (actual worth 10 g.p.) 1 jade ring - price 250 g.p. (actual worth 400 g.p.) 1 dagger with jeweled scabbard - price 600 g.p. 1 fur-trimmed cape - price 75 g.p. 3 blank vellum* books - price 20 g.p. each 1 gold &silver belt - price 90 g.p. 1 set of thief’s tools - price 100 g.p. (actual worth 35 g.p.) 1 iron box with secret lock - price 50 g.p. The strong room of the place is in the cellar. It is protected by a locked iron door which leads to a small vault with 12 compartments each protected by locks with hidden poison needles (save versus Poison at +1 or take 2d12 poison damage). These compartments hold the following items: #1, #4, #11 empty #2 has 277 g.p. and 1 gem worth 500 g.p. #3 has a gold altar service set forth 6,000 g.p. #5 is trapped with a sleeping gas (constitution save DC 20) sleep for 2d12 minutes #6 has 1,000 each platinum, gold, silver, and copper pieces. #7 has four pit vipers (Poisonous Snake MM 334) #8 has 3 gems of 1,000 g.p. value, 4 of 5OO g.p. #9 Arrow trap, 4 arrows, 1d6 damage each can hit up to 4 players infront of the door. Dexterity save DC-15 for half damage. #10 Has an alabaster and gold statue worth 3000gp in a rare wood and silk case worth 600gp #12 has a sack with 58 platinum pieces and 91 silver pieces in it. (Empty compartments indicate funds out on loan. Boldfaced numbers are those belonging to the banker.)

12. WATCH TOWER: This 45’ tall tower has all of the usual defensive devices. It houses six soldiers in chain mail with bows and swords, 6 others in leather and carrying shields and spears, and the captain of the watch (Veteran) with dagger +1, or 2d4 soldiers with sword +2. The captain lives on the first floor (with the usual furnishings, but he has a silver flagon and tankard worth 750 g.p.). He is known to carry quite a bit of money with him (20 platinum pieces, 11 gold pieces, 8 silver pieces), although the soldiers have only small coins (2d6 silver pieces each). The second and third floors are barracks for the soldiers. The upper story holds a supply of 200 arrows, 20 rocks, 2 barrels of oil, and 24 spears.

13 .FOUNTAIN SQUARE: There is a large, gushing fountain in the center of the square. On holidays, local farmers and tradesmen set up small booths to sell their goods in this place.

14. TRAVELERS INN: This long, low structure has five small private rooms and a large common sleeping room for a full dozen. (Servants and the like always sleep in the stables, (location 4.), of course.) Private rooms cost 1 g.p. per night, but sleeping in the common room is only 1 silver piece per night. The innkeeper and his family live in a small loft above the inn. They are obviously commoners of no fighting ability. This building is some 18’ high.

15. TAVERN: This place is the favorite of visitors and inhabitants of the KEEP alike. The food is excellent, the drinks generous and good. The place is always active, with 4-16 (4d4) patrons at any time of day or night. The bill of fare reads: GINGER ALE 5 c.p. SOUP 1 s.p. SMALL ROOTBEER 5 s.p. STEW 2 c.p. GRAPEJUICE 3 c.p. ROAST FOWL 1 g.p. PUMPKIN JUICE 1 g.p. BARK TEA 1 s.p. PORK ROAST 2 g.p. BAKED CHICKEN 1 g.p. BREAD 1 c.p. per slice CHEESE 1 s.p. per wedge PUDDING BOWL 1 s.p. FRUIT 1 s.p. The barkeep, if talking with a good customer and drinking to his health, will sometimes talk about the lands around the keep (1 drink per story, half of which may be true). He is known to hate rootbeer and love pumpkin juice. There is a chance that (d4 - 1) up to 3 of the patrons will be mercenary scouts looking for work. Each will have leather armor & shield, and sword and dagger; all other desired equipment must be purchased by the employer, including missile weapons, and dungeon gear. Wages for duty include all gear purchased, room and board, and 1 s.p. per day of service. If no gear is purchased, the cost rises to 1 g.p. per day. (Note that a mere spear or minor equipment is considered as no gear.) It is always necessary to buy mercenaries a drink before discussing terms of employment. There is a 10% chance that each of the following persons will be in the tavern at any given time: CORPORAL OF THE WATCH CAPTAIN OF THE WATCH BAILIFF (see 6., above) PRIEST (see 7b., above) 2-4 WATCHMEN (see 12., above) SERGEANT OF THE GUARD (see 18., below) WANDERER (a 2nd or 3rd level fighter, dwarf, elf, or halfling as the DM decides, with complete equipment for adventuring; such a wanderer is 75% likely to join an expedition if offered an equal share of the treasure gained, but 1 in 6 will be of chaotic alignment). The taverner is a commoner, as are his son and the pot boy’, but in time of need they will don leather armor, carry shields, and bear arms against attackers. The place is also served by his wife, daughter, a serving wench, and a scullion*. (The owner and his son each have 2d6 gold pieces in their purses, the wife d6, all others have 2d6 coppers.) The cellar is where drink and food are stored and prepared, and where the servants sleep. The family sleeps in the small loft. (Hidden in an old crock under empty flour bags in the back room are 82 copper pieces, 29 silver pieces, 40 silver pieces, and 17 gold pieces.)

16. GUILD HOUSE: When members of any guild (merchants, craft, artisans, etc.) travel to this area, they are offered the hospitality of this two-story building. This is a fee collection and administrative post, and the staff is careful to observe what traffic passes through the KEEP. Any trader who passes through must pay guild dues of 5% of the value of his merchandise, but he then gains the protection of the Guild House, assuming he is not a regular member. Craftsmen and artisans must gain Guild permission to enter or leave the land, paying a fee of 2d6 gold pieces either way (depending on the value of their trade). The lower floor contains the Guild Master’s and his two clerks’ quarters and an office (all sparsely furnished, but the Master has a gold ring worth 50 g.p., and 2d6 g.p. in his purse; each clerk has d4 each of gold, silver, and copper pieces. A strongbox under the Master’s bed holds 712 gold pieces.) They are guards, with chain mail, crossbows, and swords kept in a closet for quick use. There are two servants who will not fight and who have quarters in the cellar. The upper floor is divided into two private rooms and a dormitory for guests. The Master is very influential, and his favor or dislike will be reflected in the treatment of persons by fortress personnel. Four guards with leather armor and shields and armed with spear and sword are on duty at all times, two on the first floor, two above. They are fanatical Guildsmen who will obey any order from the Master. Guests of the Guild eat here. Drinking is frowned upon.

17. CHAPEL: The spiritual center of the Keep is opposite the Guild House. This building has a peaked roof, two stories tall; the interior is one large room. The altar is located at the eastern end, with a colored glass window (worth 350 g.p. intact) above it; the window is 20’ tall and 8’ wide. An offering box is fastened securely atop a heavy pedestal in the southeast corner; it contains l-100 c.p. and 1-100 s.p. at any time of the day. It is emptied each evening by the Curate (5th level cleric), who deposits the coins with the Banker (11., above). A small stairway in the northwest corner, behind the bare wooden pews, leads to the cellar, where the Curate and his three assistants have their quarters. The Curate is the most influential person in the Keep except for the Castellan (26., below). Use Priest with a + 1 Mace, plate mail, shield, and a ring of protection +1, hp 24,. He also has a staff of the adder nearby. (see The staff of the adder DMG pg203) He rarely wears his armor (unless the Keep is threatened), but is never without his ring and Staff. His three Acolytes have plate mail and shield and mace. They are normally clothed in robes but will arm for battle on command of the Curate. The Curate normally carries the following spells: cure wounds, detect magic, bless, hold person. He will only use the cure on a member of his congregation, such as an officer of the Guard or a shopkeeper. All of the clerics’ armor and weapons are stored in the Curate’s locked room in the Chapel cellar, which has normal but sparse furnishings. The Chapel also owns many magic potions (3 of healing, 1 of Mind Reading, 1 of gaseous form) and a magic scroll of lesser restoration, one of hold person, and three of cure wounds. All of these magic items are hidden in a secret compartment underneath the offering box pedestal. The door of the compartment cannot be found unless the pedestal is moved. The door has two locks in it; the Curate and the Castellan have the only sets of keys. If questioned closely by a friend, the Curate might (50% of the time) reveal his distrust of the Priest (7b., above) who visits the Keep regularly. The Acolytes, however, think very highly of the Priest, and will say so to any who ask about him.

18. INNER GATEHOUSE: This stone structure is itself like a small fort. The southern portion is only about 15’ high, plus battlement; the rear part is some 30’ tall, plus battlement. There are arrow slits in the southern section of course, and along the walls of the 20’ wide, 10’ high passage through to the north. This passage slopes upwards towards the inner courtyard. The heavy gates are doublebound with iron and spiked. There are six soldiers on duty at all times (two inside the gateway, two on the lower battlement, two on the upper), plus one officer on call (see below). No visitor is allowed beyond this point except by invitation or unless he or she has special permits. The first floor of the place is the main armory. There are dozens of shields and of each sort of weapon. Two small rooms are quarters for the Sergeant and Captain of the Guard (furnishings are sparse). The second story on the north houses the soldiers stationed here. Captain of the Guard: is a Knight, he waers plate mail + 1 and shield +1, 34 hp. He has a sword +2 and a spear +1. This man is very kind, friendly and an excellent leader. (He will sometimes move about in the Outer Bailey disguised as a mercenary.) He has 15 platinum pieces and a gem in the pommel of his dagger worth 150 gp. Sergeant of the Guard: is a Veteran, he wears chain mail with a shield +1, and a ring of protection +1, and has 26 hp.) This very strong fellow (strength 17) is a hard fighter and loves to drink and brawl. He wields a sword +1 and a dagger +1. He carries d6 each of gold, silver, and copper pieces. (There is a potion of healing in a chest in his room under a spare cape.) Soldiers: There are 24 quartered here. Each has chain mail and shield, sword, dagger, and hand axe. Eight are crossbowmen, eight are long bowmen, and eight have spears. Two from each group are on duty at any given time; the rest take a full turn to armor and arm and turn out. (Each has 2d6 silver pieces.)

19. SMALL TOWER: This typical tower houses eight soldiers who are all armored in chain mail and carry crossbows and swords. Shields are stored below. Two are on duty atop the tower at all times. The other six are in the chamber below. The base of the tower is solid except for the small stair up.

20. GUARD TOWER: This 50’ high structure houses 24 soldiers (as in 18., above). Their commander is the corporal of the guard. He is armed with a sword and a dagger +1. There are supplies of food, weapons, and oil on the upper floor. The rest of the building is barracks and a room for the leader.

21. INNER BAILEY: This entire area is grass-covered. The troops drill here, and there are practice and jousting areas. During the daylight hours they will always be a dozen or more soldiers engaged in weapons practice.

22. CAVALRY STABLES: There are 30 war horses and 1d4 riding horses kept within. They are tended by two Stable hands (comoners) and guarded by two Soldiers.

23. GREAT TOWER: This 60’ high structure houses 24 soldiers, one-third with crossbows, one-third with bows, one-third with spears, and another corporal as per 20., above. (See 18. for tower details and so on.)

24. THE KEEP FORTRESS: This place has many tiers and is solidly built to withstand attack. The lowest level consists of a 15’ high front section. The round flanking towers are 60’ high, while the main building is 30’ high. All sections have battlements. The door is solid iron, Inside are a great hall, an armory for the cavalry, and several side chambers for small dinners or meetings. The cellars below have vast stores of provisions, quarters for a score of servants, a cistern*, and a dungeon area with four stout cells. The Castellan’ lives in area 27. (see below), but he and his assistants will be in the lower part of the building during the day, tending to business and holding audience. There will always be eight soldiers in plate with crossbows and swords on duty on the wall, and the same number with plate & shield and swords stationed inside. The whole place is well decorated, and the furniture is heavy and upholstered. Second Floor: There are rooms here for up to 36 cavalrymen, plus two chambers for special guests. There are 12 heavy cavalrymen with plate and shield and sword and dagger. There are also 18 medium cavalrymen in chain, each with crossbow and axe, quartered here. Their rooms are sparsely furnished with only a cot, chair, and armoire for each. Two couriers, guards with leather armor and swords, are currently quartered in one side chamber.

25. TOWER: Each is 40’ high, with battlements, and pierced with arrow slits to protect the east and west corners of the building. The fortress guards are housed in these structures and in the towers indicated by 26.

26. CENTRAL TOWERS: These structures rise 20’ above the roof of the fortress, with a 5’ battlement on their roof. Their two upper stories house 12 guards each; 6 in plate with crossbow and sword, 6 in plate and shield with sword who are off-duty. It will take one turn for them to get ready for battle. In the two lower floors are the Castellan’s assistants. Scribe: This individual is a Priest, armored in plate and shield, with a mace. He has a hold person spell on a scroll he carries; his own spell is light which he may cast on an opponent’s eyes to blind him. The scribe’s chamber is austere, and there is nothing of value within except a gold holy symbol worth 150 gold pieces. He has 48 gold pieces in his purse. Advisor: This individual is an elf Scout. He wears a ring of fire resistance and carries a long bow and 10 arrows +1. His spells are charm person, detect magic, and web. Tapestries and carpets are all about the room (one tapestry is worth 500 g.p.); he has very nice furniture. He wears a jeweled pendant worth 1,000 g.p. and carries 6 platinum and 10 gold pieces in his purse.

27. CASTELLAN’S CHAMBER: This portion of the fortress is 10’ above the main roof and has battlements. Inside is the private room of the commander of the whole Keep, It is lavishly furnished, with a silver mirror (worth 300 g.p.) on the wall, a malachite bowl (worth 750 g.p.) on a table, and a fox robe (worth 1,200 g.p.) in his armoire*. He has a small silver case (worth 450 g.p.) which contains 40 platinum pieces and 12 gems worth 100 g.p. each. There is a spear +1on the wall by the door. Castellan: He is a Knight. He has plate mail + 1, shield + 1, and ring of protection + 1, sword +2, dagger +1, and an elven cloak and boots. (He also carries a potion of levitation and a potion of healing with him at all times.) His chain of office is silver with gems (worth 1,800 g.p.), and he carries 10 each of platinum, gold, and silver pieces, plus a gem worth 500 g.p. He is a very clever fellow, but at times he can be too hasty in his decisions. His bravery and honesty are absolute. If a guest asks him any question, he will do his best to answer, providing that it does not compromise the security of the KEEP.

ADVENTURES OUTSIDE THE KEEP After the group establishes itself and obtains equipment, they will either follow clues gained in conversation with residents of the KEEP or set out exploring on their own (or both). Naturally, they will be trying to find the Caves of Chaos, but this will take some travelling, and in the meantime they might well run into more than they can handle. Thus there are two maps - an AREA MAP for use when the party searches for the caves, and the CAVES OF CHAOS MAP which is a dungeon level map. First, take a look at the AREA MAP. The “Realm” is to the west, off the map. The road branches, one path to the KEEP ON THE BORDERLANDS, the other leading off into the forsaken wilderness beyond the ken of Law. Note that most features are unnamed, so you can name them as suits your campaign. Inspection of the map will also show that there are five special areas. Numbers 1-4 indicate outside encounters and are detailed below. The Caves of the Unknown area is left for you to use as a place to devise your own cavern complex or dungeon maze. You may also wish to expand on the other encounter areas, designing camps, lairs or lost ruins to permit more adventuring. If you do not wish to undertake this at first, simply DO NOT ALLOW YOUR PLAYERS TO LOCATE IT EVEN IF THEY THOROUGHLY SEARCH THE VERY SPACE IT IS IN. (It was hidden by a magical illusion so as to be undetectable . . . ) The normal movement rate is 1 square per hour searching, 3 walking. Walking in the fens is at the rate of 1 square per hour. Walking is done in the forest at 2 squares per hour. (Wilderness adventures are more completely explained in the Dungeon Masters Guide.) Camping Outdoors Overnight: Nothing will bother the party when camped outdoors, unless they are within six squares of a numbered encounter area. For each square they are within the six square range there is a 1 in 6 chance that the monsters there will seek them; so at 6 squares there is a 1 in 6 chance, at 5 there is a 2 in 6, at 4 there is a 3 in 6, at 3 there is a 4 in 6, at 2 there is a 5 in 6 and at 1 square a 6 in 6 - automatic encounter. Treat otherwise as a normal encounter. Organized parties should post at least one guard in shifts throughout the night. However, if the party posts no soldiers, the monsters will surprise automatically as the party was sleeping and unaware. If the party has a fire lit, the monsters will never be surprised, even though the party may be. Also take note of what provisions are brought with the party. They are adventuring, not hunting, and so they should not expect to find food. They should bring enough food and water with them. If not, when the party eats all the food, they will either have to try their luck at hunting (1 chance in 6 to catch food for one day for d6 men), or return to the Keep to restock their supplies. Stress to them in some manner that they will probably prefer to return to the Keep, knowing that they will fare better there, and not risk encountering monsters while hunting. If the party attempts to move off the map, have a sign, a wandering stranger, a friendly talking magpie, or some other “helper” tell them that they are moving in the wrong direction.

Area Map Encounter Areas: 1. MOUND OF THE LIZARDFOLK: The streams and pools of the fens* are the home of a tribe of exceptionally hostile lizardfolk. Being nocturnal, this group is unknown to the residents of the KEEP, and they will not bother individuals moving about in daylight unless they set foot on the mound, under which the muddy burrows and dens of the tribe are found. One by one, males will come out of the marked opening and attack the party. There are 6 males who will attack. If all these males are killed, the remainder of the tribe will hide in the lair. Each has only crude weapons: the largest has a necklace worth 1,100 gold pieces. In the lair is another male 3 females (who are equal to males, but attack with + 1 magic weapons, 8 young (with 1 hit point each and do not attack), and 6 eggs. Hidden under the nest with the eggs are 112 copper pieces, 186 silver pieces, a gold ingot worth 90 gold pieces, a healing potion and a poison potion. The first person crawling into the lair will always lose the initiative to the remaining lizard man and the largest female, unless the person thrusts a tOrc (MM pg246)h well ahead of his or her body.

2. SPIDERS’ LAIR: Two giant spiders have spun their webs amongst the trees here. Under a pile of leaves nearby is the skeleton of a victim, a hapless elf. Everything he bore has turned to rot and ruin, save a filthy shield which appears quite worthless (but cleaning and oiling will return it to +1 magic status).

3. RAIDER CAMP: A party of a dozen bandits has camped here - close enough to be able to spy on the KEEP, far enough away so as to be unlikely to be discovered by patrols. The members of this group are: Leader: Bandit Captian (MM pg344). Lieutenant: Berserker (MM pg344). 2 Crossbowmen: Bandit (MM pg343). 8 Swordsmen: Bandit (MM pg343). Each has 3d6 silver pieces, the lieutenant has an additional d6 gold pieces, and the leader has an additional 2d6 gold pieces. They each have a bed roll and the crossbowmen have an extra quiver of 20 bolts. There is a cask of good wine on a tree stump in the camp. Several small game animals are hung from branches and can be eaten or taken along as they are cleaned.

4. THE MAD HERMIT: For many years a solitary hermit has wandered this area of the forest, seemingly becoming progressively wilder and crazier and more fearsome. His home is in a huge hollow oak, the entrance to the hollow concealed by a thick bush. Inside is a mound of leaves and a couple of pieces of crude furniture. Even his cup and plate are handmade of wood and are of no value. (There is a small chest buried under a few inches of dirt under the leaves of the Mad Hermit’s “bed”. In this container are 31 gold pieces, 164 silver pieces, a potion of invisibility, and a dagger of Venom.) The hermit also has a “pet”, a mountain lion, which lurks on a limb of the oak, ready to spring upon any unwary intruder. (This creature will always attack first if threatened. If the party is nice to them he will offer to read their fortune and hold out a Deck of Many Things, if the players decline the offer the druid will offer them each a potion. The potions are either a Potion of Healing (DMG pg187) or a Potion of Poison (DMG pg188). for each potion given to the party roll a d4, on a 1 it is poison on a 2 it is healing, on a 3 it is greater healing, on a 4 it is superior healing. Make a note of this for when your player's character drinks the potion) Mad Hermit: is a DRUID, see above. He carries no treasure (other than the ring he wears!). Mountain Lion: Use Panther stats (MM pg333) If it leaps down upon an opponent from the tree, it has advantage on the attack and uses the pounce feature to hit on its first attack and will use its movement to set up for a pounce attack on each of its subsequent attacks. If it is not engaged in combat during any round, however, it will take the opportunity to leap into a tree and then spring down on the next round.) (The DM may choose to have the Mad Hermit approach the group on friendly terms, claiming to be a druid seeking goodness in nature - perhaps he actually believes that at times.)

THE CAVES OF CHAOS (DM Note: When the players discover the ravine area, read the following paragraph to them. Add whatever you feel is appropriate to the description of what they see, but be careful not to give anything away or mislead them. Information on how you should handle the whole area is given before the encounter area descriptions.] START: The forest you have been passing through has been getting more dense, tangled, and gloomier than before. The thick, twisted tree trunks, unnaturally misshapen limbs, writhing roots, clutching and grasping thorns and briars all seem to warn and ward you off, but you have forced and hacked your way through regardless. Now the strange growth has suddenly ended - you have stepped out of the thicket into a ravine-like area. The walls rise rather steeply to either side to a height of about 100’ or so - dark, streaked rock mingled with earth. Clumps of trees grow here and there, both on the floor of the ravine and up the sloping walls of the canyon. The opening you stand in is about 200’ wide. The ravine runs at least 400’ west (actually 440’) to where the western end rises in a steep slope. Here and there, at varying heights on all sides of the ravine, you can see the black mouths of cave-like openings in the rock walls. The sunlight is dim, the air dank, there is an oppressive feeling here - as if something evil is watching and waiting to pounce upon you. There are bare, dead trees here and there, and upon one a vulture perches and gazes hungrily at you. A flock of ravens rise croaking from the ground, the beat of their wings and their cries magnified by the terrain to sound loud and horrible. Amongst the litter of rubble, boulders, and dead wood scattered about on the ravine floor, you can see bits of gleaming ivory and white - closer inspection reveals that these are bones and skulls of men, animals, and other things,. . . You know that you have certainly discovered the Caves Of Chaos.

NOTES FOR THE DM ON THE CAVES OF CHAOS CAVE AREA MAP: There are woods overlays and rough contour lines* shown on the map. These are only for surface movement references, and once your players are underground you should ignore these markings.

WOODS: The small groves and copses are thick growths, tangled and forbidding. You may, at your option, have characters encounter occasional monsters herein - stirges, humanoids (Kobold (MM pg195)s, Orc (MM pg246)s, etc.) from the caves nearby, or the like. Movement through these wooded areas is slow and difficult. Characters must move in single file. Even though not shown, there are single trees, shrubs, and bushes elsewhere.

UNDERGROUND: The caves, passages, and rooms of the complex are on different levels. Passages slope upwards and downwards between the contours, even where stairways are not shown. Areas are roofed by at least 5’ of solid rock.

INTERIORS: Except where noted otherwise, all underground areas are natural or cut from living rock. All surfaces are rough (and easy for a thief to climb) with small ledges, minor cracks, small holes, etc.

RANSOMING PRISONERS: Organized tribes can optionally be allowed to take player characters prisoner, freeing one to return to the KEEP in order to bring a ransom back to free the captives. Set the sums low - 10 to 100 gold pieces (or a magic item which the ransoming monsters would find useful) per prisoner. If the ransom is paid, allow the characters to go free. Then, without telling the players, assume that this success brought fame to the capturing monsters, so their numbers will be increased by 2d12 additional members, and the tribe will also be very careful to watch for a return of the adventurers seeking revenge for their humiliating captivity. The period of extra alertness will last for 1d4 weeks; the increase in numbers is permanent.

TRIBAL ALLIANCES AND WARFARE: You might allow player characters to somehow become aware that there is a constant fighting going on between the Goblin (MM pg166)s and Hobgoblin (MM pg186)(MM pg166)s on one side and the Orc (MM pg246)s, sometimes with Gnoll (MM pg163) allies, on the other - with the Kobold (MM pg195)s hoping to be forgotten by all, and the Bugbear (MM pg33)s picking off any stragglers who happen by. With this knowledge, they might be able to set tribes to fighting one another, and then the adventurers can take advantage of the weakened state of the feuding humanoids. Be careful to handle this whole thing properly; it is a device you may use to aid players who are few in number but with a high level of playing skill. It will make it too easy if there are many players, or if players do not actually use wits instead of force when the opportunity presents itself.

MONSTERS LEARNING FROM EXPERIENCE: Allow intelligent monsters (even those with only low intelligence) to learn from experience. If player characters use flaming oil against them, allow the monsters to use oil as soon as they can find some. If adventurers are always sneaking up on them, have the monsters set warning devices to alert them of intruders. If characters run from overwhelming numbers, have the monsters set up a ruse by causing a few to shout and make noise as if there were many coming, thus hopefully frightening off the intruders. This method of handling monsters is basic to becoming a good DM. Apply the principle wherever and whenever you have reason.

EMPTIED AREAS: When monsters are cleared out of an area, the place will be deserted for 1d4 weeks. If no further intrusion is made into the area, however, the surviving former inhabitants will return or else some other monster will move in. For instance, a thou1 might move into the minotaur’s cave complex (I.), bringing with him whatever treasure he has.

Encounter Areas: A. KOBOLD LAIR: There is a chance that as the group enters the cave-like tunnel, 8 Kobolds (MM pg195) will come out from hiding in the trees above and attack (DC 12). Kobold (MM pg195) Each carries d8 silver pieces. Note: 30’ inside the entrance is a pit trap (B)(DC 10 Perception) the first player to see the trap may announce it to the rest of the group who will then ignore the trap unless in combat. On a failed perception check each person will fall in unless they succeed on a Dexterity save (DC 10). The pit is 10’ deep, and those falling in will take 1d6 points of damage. The pit lid will close, and persons within cannot escape without aid from the outside. The noise will attract creatures from areas 1. and 2. Planks for crossing the pit are stored at #1 beyond.

1. GUARD ROOM: 6 Kobold (MM pg195) guards keep watch here. They will throw their spears the first round if they have initiative. Each carries d6 silver pieces. One will run to warn areas 4, and 6. The soldiers will be alerted by loud noises or lights.

GIANT RATS (amidst garbage and waste): There are 18 Giant Rats (MM pg327). Each time a character is bitten there is a chance of getting a disease, constitution save (DC 4). If the saving throw failed, the character is infected with Sewer Plague (DMG pg257). 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 (+10hp, can Dodge or Disengage as a bonus action) wears a thin gold chain set with 5 small rubies (If Identified it is a Necklace of fireballs 5 charges, unidentified the Gem merchant will buy it for 400gp). The weight of a few rats will not trigger the pit trap.

3. 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.

4. GUARD ROOM: Here are 3 very large Kobold (MM pg195) soldiers with chain mail and bows to fire down the passage at attackers (+5 hp each). The soldiers will hide behind the corner for Half Cover. Each carries a hand axe in his belt and a purse with 2d6 gold pieces.

5. KOBOLD CHIEFTAIN’S ROOM: This huge Kobold (MM pg195) wears a chain shirt (AC 16) and 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 Kobold (MM pg195)s 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) (DC 15 Investigation). Each female has d6 gold pieces. A locked chest holds 203 copper, 61 silver, and 22 gold pieces.

6. COMMON CHAMBER: The rest of the Kobold (MM pg195) tribe lives here. There are 17 males who will attack imediately, 23 females who will stay back and defend the young, and 18 young which do not attack. 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. (DC 10 Investigation) (DM Note: Kobold (MM pg195) losses will not be replaced, though injured Kobold (MM pg195)s will heal. If the attackers hurl oil at the Kobold (MM pg195)s, they will retreat if possible, rather than suffer damage. Should they have the opportunity to find any flasks of oil, the Kobold (MM pg195)s 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. Area g: This narrowing area is a soldier post, the watcher (Orc (MM pg246) having a small, window like opening from which he can observe the entrance to the lair. A piece of gray canvas behind gives the impression that the soldier’s head is another of the ghastly trophies which decorate the wall. If adventurers enter, he will quickly duck down, slipping a Goblin (MM pg166) head into the place his own head was, and alert the Orc (MM pg246)s at 7.

GUARD ROOM: 4 Orcs (MM pg246). These soldiers are armed with spears. Each carries one for hurling and one to melee with. They have d8 silver 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 soldiers 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 War Chief (MM pg246) 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 (MM pg246) 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.

12. ORC LEADER’S ROOM: This large creature is the Orc War Chief (MM pg246) He carries 31 gold pieces, and wears a ring set with a gem (unidentified value 700 g.p. Identified it is a ring of protection +1). 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 will fight as long as the leader lives, if he falls they will flee or surrender if they cannot flee, 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. (DC 20 Sleight of hand check DC 18 using thieves tools with proficiency, the door has 300hp, immunity to piercing damage and resisrtance to slashing damage, if the players try to kick the door in they must succed on a DC 30 Strength(athletics) check) Area 1: This alcove is used by the Orc War Chief (MM pg246) to store arms and treasure. There are two complete suits of chain mail here (man-sized and dwarfsized), 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 of fireball. (DM Note: Orc (MM pg246) 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.) C.

13. ORC LAIR: Similar to the Orcs at area B., these monsters inhabit cave areas 14.-16. These Orcs, however, do not rely upon a continual watch being kept; instead, they have a series of nearly invisible strings running across the entry passage, about 10’ from the entrance. When any of these strings is tripped, a heavy, weighted net suspended from the ceiling will drop upon intruders, and metal pieces tied to it will create an alarm sound. (The trip strings will be spotted on a DC 15 Perception check each player character must succeed on the check). The camouflaged net is 10’ wide and 18’ long, made of thick, tarred ropes, and will entrap the victim for 1-4 rounds (DC-15 Dexterity (acrobatics) save to avoid being restrained by the net. Meanwhile, Orc (MM pg246)s from area 14. will be there in 1 round. FORGOTTEN ROOM: Only the two Orc leaders (from this area and from B.) know of this place, They secretly meet here on occasion to plan co-operative ventures or discuss tribal problems, for although separate tribes are not exactly friendly, both leaders are aware of the fact that there is strength in numbers. A small table and two chairs are in the middle of the room. There is a wooden chest to one side which holds a longbow, a quiver of 20 arrows, 2 swords, and 2 daggers. Two shields are hung on the south wall. There are only odds and ends otherwise, except that in the southeast corner, hidden beneath an old bucket (which is filled with black, stagnant water) are two small pouches, each holding 1 gem of 50 gold piece value, 10 gold pieces, and 20 silver pieces. Nesting under these small pouches are 2 Giant Centipedes (MM pg323).

14.COMMON CHAMBER: Here there are quartered 9 male Orcs (MM pg246), 8 females and 3 young who do not fight. The males have d20 silver pieces each, the females d4 copper pieces, the young have nothing. The place is a mess, and there is nothing of value in it. The males will go to the entrance if they hear the net falling, arriving in 1 round.

15.COMMON HALL: General meetings are held here, and food is likewise cooked and eaten here. There are 6 males here, and 4 females with clubs and no armor (AC 10), dwelling in the western forepart. Each has treasure on their person equal to 14., above. The males here will also go to the entrance if they hear the noise of the netfalling, arriving in 3 rounds.

16. LEADER’S ROOM: A soldier (g.) is always posted just inside the door, and he cannot be surprised. (Orc (MM pg246) carries 2d6 silver and d4 gold pieces.) He immediately shouts an alarm if any intruders attempt to enter. Behind him are stacks of barrels and boxes and sacks - extra supplies for the tribe. (One small wine barrel, 8 pounds in weight, contains a good quality of wine worth 55 gold pieces.) None of the other items here have value, and the foodstuffs is not up to human standards. The area to the east houses the leader. He is a very large Orc War Chief (MM pg246) At his belt is a magic hand axe of returning +1 (Hand Axe of returning can be thrown as a bonus action and can be retrieved to the owners hand as a bonus action, requires attunement) which he will hurl at an opponent, and he can do so and still attack normally in the same round of combat. He will throw the handaxe or return it at the beginning of his turn each round using a bonus action then attack normally. His belt is made of silver, with a gold buckle (total value 160 gold pieces), and his great axe has a 100 gold piece gem set in its head. In his purse are 8 gold pieces, 17 silver pieces, and 5 copper pieces. His mate is equal to a male Orc (MM pg246) in combat and she has a bracelet of ivory which is worth 100 gold pieces. The area is well furnished, and a small chest of drawers contains a sack with 50 platinum pieces tied shut with a rope of climbing. There is also a copper bowl, filled with garbage and very tarnished, on a small table near the bed. It looks as if it were worth 10 silver pieces, unless it is closely inspected. However, it is finely wrought and chased with silver with an actual value of 50 gold pieces. (DM Note: Orc (MM pg246) losses cannot be replaced. If this tribe is attacked, they will have the males at area 15. watching the entrance, ready for a second try by the adventurers. If the leader is slain, the survivors will seek safety in area B., if possible; otherwise, they will flee the place entirely, carrying their goods away with them.)

D . GOBLIN LAIR: The natural cave quickly turns into the worked stone tunnels typical of this whole complex. The passageways here are very busy, and for every 10’ distance covered by the party there is a 1 in 6 chance that they will encounter a group of Goblins (MM pg166) Check each time the party travels 30’ (a 3 in 6 chance) until wandering Goblins (MM pg166) are encountered, then check no further. When an encounter occurs, the entire bunch of Goblin (MM pg166)s will attack and cry out an alarm (Bree-Yark!) at the same time. Wandering Goblin (MM pg166)s are in addition to those found in numbered areas. Wandering Goblins: 6 males Each will have d6 silver pieces. (They are patrolling and carrying messages back and forth. The group will also be carrying several bags (d6) of fairly good foodstuffs - not worth much, but quite suitable for human fare.)

17. GUARD CHAMBER: 6 Goblin (MM pg166) soldiers with several spears each are alertly watching both passages here for intruders of any sort, including Hobgoblins (MM pg166) from the south. They each have d4 x 10 copper and d4 silver pieces. The chamber has a barrel with 60 spears, a small table, 2 benches and a keg of water.

18. GUARD CHAMBER: This is the same as 17., above, except the Goblins (MM pg166) watch mainly to the east. If there is a cry of “BREE-YARK” (similar to “Hey Guys!“), 2 of these soldiers will rush to the secret door, toss a sack with 250 gold pieces in it to the ogre (MM pg237) and ask him to help them. The ogre will accept the payment and will enter the Goblins’ lair and move to attack intruders immediately, if possible. The sack of gold coins is hidden in a water barrel in the corner by the secret door.

19.COMMON ROOM: There are 10 male Goblins and 14 females and 6 young (who do not fight) dwelling here. Food is prepared and eaten here, and general meetings are likewise held here. There are heaps of bedding, tables, stools, benches, etc. all around the whole place, making it very cluttered. Each male has d6 silver pieces, each female has 2d6 copper pieces. If the wandering group of Goblins has not been encountered when the adventures enter this area, be certain to have those 6 additional males in this chamber.

20. CHIEFTAIN’S ROOM: The Goblin Boss (MM pg166), 3 Goblin guards, and d10 females are quartered here. The chief has a purse with 18 gold and 2 platinum pieces in it; each of his guards has 8 silver pieces and d6 silver pieces. There is a silver cup (value 90 gold pieces) under his bed. He and the soldiers have bows hung on the wall, and if there is time they will take them down and use them. If hard-pressed, the female Goblins can fight as well as males, and will do so. This place has quite a bit of good furniture in it - all scaled to Goblin (MM pg166)-size, of course. A low bench near the bed has a secret drawer under the seat, and inside is stored the treasure of the Goblin (MM pg166)s: 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.

21. STORAGE CHAMBER: Note that at position g. there are 4 Goblin (MM pg166) guards on duty. 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 (MM pg166) 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 (MM pg166) will come through the secret door: Each carries d4 gold pieces. (DM Note: Goblin (MM pg166) 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 Hobgoblin (MM pg186)(MM pg166), 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. 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 18., above). 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.

22. 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 silver 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 1 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 magic scrolls of cure wounds, and 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, DC 17 int(investigation) check, of the barred door reveals it has 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 a DC 25 strength check to break the bar, 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 soldiers will not have time to react, so the intruders will have two rounds of time before the soldiers will come.

23. COMMON ROOM: This place quarters 5 male Hobgoblins (MM pg186) with d4 x 10 silver pieces each; 8 female Hobgoblins (MM pg186) 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 (MM pg166) lair (D., above) and are battle-ready.

24. TORTURE CHAMBER/PLAYROOM/FOOD STORAGE: There are 2 very large, ugly Hobgoblins (MM pg186), and one Hobgoblin Captian (MM pg186) here. One 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 their feet and stun them for 1-2 melee rounds. However, once closely engaged, the Hobgoblin (MM pg186) 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 gold 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: #1: A plump, half-dead merchant (commoner), 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. #2: An Orc (MM pg246) who will fight Goblins (MM pg166) and Hobgoblin (MM pg186) 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). #3: A Soldier of the Keep 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. #4: A female commoner, 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. #5: A crazy Gnoll (MM pg163) who will snatch up a weapon and attack his rescuers if he is freed. (He will cause only 1d6 points of damage due to his weakened condition.) #6: Another Soldier of the Keep as #3, above, who will behave the same way his companion will.

25. COMMON CHAMBER: This large place is used for meals, meetings, and general revels of the Hobgoblin (MM pg186) tribe. There are many tables and benches set out now, as the place is being readied for the coming feast. 4 males, 5 females, and 9 young (who will not fight) are working here. Males have d4 gold pieces each, females 2d6 silver pieces. The head table has a set of pewter dishes on it, and their value is 25 gp for the set.

26. GUARD ROOM: 6 Hobgoblins (MM pg186) with longbows which they’ll fire once before dropping and taking their longswords for close combat. Each carries d4 each gold, silver, and copper pieces. If they hear the door being battered, or the bar falling, all but one will immediately rush to the entry, while the other will alert area 27., and then join his fellows. It takes two rounds for them to reach the entry, and the sixth will join the other Guards on round four.

27. ARMORY: 3 Hobgoblin (MM pg186) Guards are on duty here at all times. If warning comes, two will move to the door to wait in ambush, and the other will pass through the secret entrance (to area 31.) to alert the chief. Each soldier has 2d4 each of silver and silver pieces. In the chamber are the following: 1 suit of man-sized plate mail 1 suit of dwarf-sized plate mail 3 suits of man-sized chain mail 2 suits of elf-sized chain mail 7 suits of man-sized leather armor 11 shields 6 daggers 1 battle axe 4 maces 3 swords 2 shortbows 1 longbow 13 crossbows 11 Quivers (20)arrows each 1 Quiver with 14 silver tipped arrows 9 Quivers of (20)bolts each 51 spears 19 Pole axes 42 helmets of various sizes (Armor-type items are standing or hung from racks. Weapons are in chests or on pegs or in racks.)

28. STOREROOM: Goods stolen from the stupid Goblins (MM pg166) are kept here until needed above. There will be a single Goblin on guard duty here at all times. He has 2d8 silver pieces. (If the looting party does not encounter adventurers in area 21.. they will also be here: 4 Hobgoblins (MM pg186). Each of the four carries d4 gold pieces.

29. GUARD ROOM: 2 Hobgoblin (MM pg186) guards with longbows and longswords stand here. With them are 2 females who will also fight. Males have 2d6 each silver and copper pieces, females have no treasure. There are two cots, a bench, a stool, and a large box (filled with soiled clothing) in the room. If attackers are seen, one female will alert area 30., the other area 31.; then both will fight.

30. HOBGOBLIN CHIEF’S QUARTERS: This great, ugly creature has 5 platinum and 31 gold pieces in his purse. He wears a silver and gem studded belt (value 600 gold pieces). With him are 4 large female Hobgoblins (MM pg186), each, and each has 2d6 gold pieces. The room is crowded with furniture and junk - all of no real worth, except that there is a false bottom in a huge iron box filled with mangy animal skins, The secret portion of the iron box holds 25 platinum, 200 gold, 115 silver, and 400 silver pieces plus a 100 gold piece gem and a potion of poison. Amidst a heap of kindling wood near the fireplace (southeast corner) there is concealed a wand of paralysis (DMG pg211), (DC 15 investigation or detect magic spell) it has 7 charges left in it.

31. GUARD ROOM: 4 Hobgoblin (MM pg186), each with 2d6 silver, silver, and copper pieces. They are alert for danger, and when notified, they will pass the word to areas 29., 30., and/or 27., as required. The room is rather bare, having only 2 pallets, a stool, and a large water barrel. (DM Note: As usual, Hobgoblin losses cannot be replaced during the course of normal play, which is a period of only several days or weeks of action. The Hobgoblins are fairly smart, well-organized, and alert. If their chief is killed, they will typically seek to escape alive, unless their opponents are obviously weak and inferior. Survivors will reinforce the Goblins (MM pg166) at D., above, unless their attackers are very dangerous and the Hobgoblins can see that the whole Caves’ area is in trouble. . . )

G. SHUNNED CAVERN: Even the normal inhabitants of this area, including the ogre, stay away from here, for the creatures who dwell herein are exceptionally dangerous. Any creature foolish enough to venture out at night becomes fair game. A horrible stench is noticed as soon as creatures enter the cavern area.

32. EMPTY GALLERY: The odor of these places is awful. Bones and rotting corpses are spread here and there amidst a litter of dead leaves and old branches. If a careful search is made, adventurers will find a coin every round: 1-2 = 1 copper piece, 3-4 = 1 silver piece, 5-6 = 1 silver piece. The sound of such searching might bring visitors! Roll on the table below for an encounter: H. (Roll 1d6) 1 - Owl bear (MM pg249) 2 - 2-12 giant rats (MM pg327) 3 - Gray ooze (MM pg243) 4 - Bugbear (MM pg33) 5-6 - Nothing is attracted to the noise

33. SHALLOW POOL: This portion of the cavern is very wet, and all of the walls and the floor have a sheen from the dampness, There is a large pool of shallow water (as shown), and a few white, blind fish are swimming therein. There is a jewel-encrusted goblet worth 1,300 gold pieces in the water. There are 3 gray ooze (MM pg243) monsters in this place (only 2 if 1 has already been encountered in area 32). The pair always in the place are the one at the south edge of the pool and the one on the ceiling in the southwestern portion of the area. There is only a (DC 20 Perception check) to noticing either unless a pole or similar device is used to prod the area before the pool or unless two or more torches are held aloft so as to fully light the ceiling area. The third gray ooze will be on the ceiling to the left of the entrance, if present.

34. OWL BEAR’S DEN: The owl bear (MM pg249) sleeps in the most southerly part of its den, digesting a meal of Gnoll (MM pg163) it just caught at dawn. If aroused, the beast will roar and rush out, attacking. It has no treasure, but amidst the many sticks and bones it sleeps on is a bone tube (DC 17 investigation check) to notice it for each person searching the heap, with a check for each once per round) with a Turn Undead scroll (DC 15 Wisdom Save) within it.

BUGBEAR LAIR: The group of Bugbears (MM pg33) is not numerous, but what it lacks in numbers, it makes up for in strength and cunning. There are signs beside the entrance cave in Kobold, Orcish, Goblin, and Common. Each says: “Safety, security and repose for all humanoids who enter - WELCOME! (Come in and report to the first soldier on the left for a hot meal and bed assignment.)”

35. GUARD ROOM: 3 Bugbears (MM pg33) with 2d10 gold pieces each, These creatures lounge on stools near a smoking brazier which has skewers of meat toasting over the coals. Each will ignore his great mace when intruders enter, reaching instead for the food. Though they do not speak common, they will grab and eat a chunk, then offer the skewers to the adventurers - and suddenly use them as swords to strike first blow in a surprize round, Bugbears get a full round of attacks before initiative, unless the victims are very alert. There are two cots in the place and a large gong. If the battle goes badly, one will smite the gong to warn the others in the complex.

36. CHIEFTAIN’S ROOM: This tough old Bugbear Chief(MM pg33) is tougher that ne average Bugbear. He has a pouch with a key, 29 platinum pieces, and 3 diamonds worth 50gp ea in it. With him is a female Bugbear (MM pg33). She has gold earrings worth 100gp. The furnishings of the room are battered and crude, but several pieces of silk are mixed up with the bedding, in all 6 may be found; the party will be able to sell them for 20 g.p. each. There is a gray chest stuck up on a ledge near the ceiling which will only be spotted if the room is carefully searched. It contains 1,462 silver pieces, a 30 pound statue of alabaster and ivory (worth 200 gold pieces), and 2 potions of healing (which will break if the chest is roughly handled). It will take three or four strong characters to bring this down safely. There is a hand axe +1 on the wall, and if the chieftain has the chance, he will take it down and hurl it first, then close for full melee. He knows of the secret door - it is his escape route in desperate situations.

37. SPOILS ROOM: The heavy door is locked, and the key is in the pouch of the chieftain (36., above). Inside are a shield + 1, being used as a tray to hold a heap of dried herbs (catnip, something these particular Bugbears relish), various boxes and crates of high quality dried or salted foodstuffs, leather hides in a stack, 3 barrels of ale, a tun of wine, and a small keg of oil (20 flask capacity). (If all but the shield and oil are sold at the KEEP, the value will be 400 gold pieces.) Breaking the lock or smashing the door will bring the soldiers from 35. and the chieftain and his mate from 36.

38. COMMON ROOM: 3 male Bugbears with 2d6 each of gold and silver pieces, 7 females and 3 young Bugbears (Fight as hobgoblin MM pg186 with great clubs) live here. There are piles of bedding and old garments here and there. Blackened by soot, there is a silver urn worth 175 g.p. near the fireplace, but only close examination will reveal its true value.

39. GUARD ROOM: Watching here are 2 male Bugbears (MM pg33) with 2d8 gold pieces each, and 3 females each with d10 gold pieces. Each has a spear in addition to normal weapons, so that they can hurl this missile and then close to fight hand-to-hand. These Bugbear (MM pg33)s tend to the slaves as well as help to soldier the entrance to their lair. There are bedrolls, a bench, a long table, a water pail, and sacks of meal scattered here and there in the chamber. Keys to the doors to 40. and 41. are on the wall opposite the stairs. Both corridors to the slave pens have meal sacks and small boxes and barrels of provisions and watered wine along their length.

40. SLAVE PEN: The iron door is secured by a bar, chain, and heavy padlock. Inside is a litter of straw, a bucket, and the following slaves: 3 Kobolds (MM pg195), 1 Goblin (MM pg166), 4 Orcs (MM pg246), and 2 humans (Commoner MM pg345) - optionally add 1 dwarf and 2 elves in place of 2 of the Kobolds (MM pg195) and 1 of the Orc (MM pg246). They are chained to the wall with a common chain and a heavy padlock. All will fight against the Bugbears if given weapons. The humans will serve as those noted in F., 24., above. The dwarf and elves, if used by the DM, may agree to help the adventurers as long as they stay in the Caves’ area continuously and fight. The other creatures will desert at first opportunity.

41. SLAVE PEN: Another barred, chained, and padlocked iron door keeps safe the following slaves: 3 Hobgoblins (MM pg186), 2 Gnolls, 1 (rebel) Bugbear (MM pg33) and 1 huge human - a seeming wildman, with mighty muscles, shaggy hair and beard, and staring eyes. He is a Hero (Berserker MM pg344). (He is prone to fits of berserk fury due to his enslavement, and if armed and in combat it is 50% likely per round that he will strike a friend instead of a foe in his lust to slay!) If freed, these slaves will attempt to flee, although they will attack Bugbears who are in the way of their escape. There are two exceptions: the big Bugbear hates his fellows, and will take arms and fight against them or any of the other inhabitants of the whole area; he will continue to do so for as long as the party stays there. The hero is an evil person; once he is armed, and after battle madness leaves him, he will either kill the adventurers who freed him, so as to have all their treasure for himself, or else he will steal whatever is most valuable and then sneak off - but only if he knows the party is too strong for him. (DM Note: There are 2 Bugbear (MM pg33)s out hunting, and they will return with a human corpse and 83 gold pieces the day after adventurers first enter the Bugbear (MM pg33) lair. They will be placed on soldier duty at 35., if appropriate, and their statistics are the same as the soldiers there. Bugbears will stay in the place until all are dead, save the chieftain, who will seek help from the minotaur at I., 45.)

I. CAVES OF THE MINOTAUR : This labyrinth* houses a number of nasty things, but the worst is a fiendishly clever minotaur who abides herein. Immediately upon entering the place, adventurers will feel slightly dizzy - the effects of a powerful spell which will cause them to lose all sense of direction. The minotaur will agree to help the Bugbear (MM pg33)s against invaders at the cost of one human slave every three days of service - of course, the slave is eaten in that period. The minotaur keeps only the choicest of treasures, tossing unwanted loot to whomever happens to find it at the mouth of the labyrinth. (DM Notes: You may allow players to find a few low-value coins, normal equipment, weapons, or armor at the entrance. After 30’ past the cave mouth, a spell of direction confusion (a special spell) will begin to function, so start to misdirect them by naming incorrect directions, i.e. southeast instead of northeast, east instead of west, etc. Don’t worry about calling the same passage as a different direction should they travel over the same route twice - that’s the effect of the magic on them. You may wish to allow the mapping character a secret saving throw every couple of turns, a 19 or 20 indicating that the effect has been thrown off.)

42. STIRGE CAVE: There are 13 of these flying monsters here: (Stirge MM pg284). If opponent is hit, stirge will automatically suck blood each round thereafter, doing 1d4+3 hit points of damage due to blood drain until victim is dead or stirge is killed. The minotaur loves to catch and eat these creatures, so they avoid him, and they are quite hungry. In fact, this hunger makes it 90% likely that they will be squeaking and hooting to one another, so the party won’t be surprised. They have no treasure.

43. FIRE BEETLES (Giant Fire Beetle MM pg325): Three dwell in this area. They too are hungry and will hasten to attack any persons entering their area. They have no treasure, but 2 glands above their eyes and one in their abdomen will glow with a red light, 10’ radius, for 1-6 days after the beetle is killed.

44. FIRE BEETLES (Giant Fire Beetle MM pg325): There are 2 of these creatures here, in all respects like those in 43., above.

45. THE MINOTAUR (MM pg223): This huge monster has carries a spear +1. When he first attacks, the minotaur will rush forward and stab with his spear for 4-9 (d6+ 3) points of damage, due to his strength. The next round he will gore and bite doing 1-6 points of damage with each successful attack. The minotaur may only use his spear or his horns and bite. When intruders enter the area, the minotaur immediately moves to attack. He knows this area so well that the only way for victims to escape is to go through the secret door into area 36., or else to run out of the place and climb a large tree. The cave the minotaur dwells in has skulls and bones arrayed in decorative patterns. The secret door is actually a slab of stone which takes not less than 3 humans to move. (It will be noticed by careful checking of the walls, but how it is moved requires a (DC17 Investigation chect) to indicate the searcher has found where it can be grasped. All of the minotaur’s treasure is behind this slab of rock. It hides: 1 locked chest (with poison needle trap DC15 in lock) - contents 930 gold and 310 silver pieces 1 staff of healing 1 suit of man-sized (optionally elf-sized) plate mail +1 1 locked coffer - contents 3 potion bottles (gaseous form, healing, growth) 1 locked chest - contents 3 pieces of jewelry worth 1600, 900, and 600 g.p. respectively

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.

46. GUARD ROOM: There are always 4 Gnolls (MM pg163) 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 (MM pg163) has d8 each of silver, silver, and copper pieces.

47. GUARD ROOM: 3 male Gnolls (MM pg163) and 5 females 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.

48. 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).

49. COMMON ROOM: This place quarters the Gnoll (MM pg163) tribe - 6 males, 11 females, and 18 young who do not fight. Males have d6 each of silver and silver pieces, females d10 silver pieces each. There is the usual clutter of worthless furniture in the room.

50. GNOLL CHIEFTAIN’S QUARTERS: The Gnoll Pack Lord (MM pg163), his two sons and four female Gnolls 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, silver and silver pieces, Each female wears a silver neck chain worth 30 gold pieces and has 2d6 silver 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 silver, and 139 gold pieces. The secret door and passage to area K., 63., 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 soldiers to investigate: 8 zombies (MM pg 316): 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.)

51. 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.)

52. 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 (MM pg272), clad in rags of chain mail and bearing battered shields and rusty scimitars (swords), propped against the walls. These bony soldiers 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. 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.

53. GUARD ROOM: There will always be 8 zombies (MM pg 316), 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 soldier groups or priests wear. There is no treasure here.

54. ACOLYTES’ CHAMBER: There are 4 acolytes (MM pg342), 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 granting the wearer +1 to all saving throws, and +1 to AC. 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.

55. 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 soldier 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!)

56. ADEPTS’ CHAMBER: There are 4 adepts (Cult Fanatic MM pg345) here, each clad in a black robe with a maroon colored cowl*. 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 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 (58.).

57. 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 (MM pg272): turned as if they were zombies. 20 zombies: 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.

58. 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 soldiers of the head cleric (see below). Zombie soldiers will enter here in 3 rounds after entry, even if the party is quiet.

59. 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. 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 (MM pg348). 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. He attacks with a staff of the python (DMG pg204). 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. He also has three scrolls: 1 detect magic, 1 hold person DC15, 1 silence. He has a potion of gaseous form which he will use to escape through the boulder-filled corridor, 51., when all else fails.

60.GUEST CHAMBER: This lower room is for important guests of the place. It contains a large bed, table, chairs, etc. There is nothing of value within, although the tapestries adorning the walls (things picturing evil cruelties and obscene rites) appear expensive. Beneath a velvet cloth on the table is a polished mirror. His room is furnished lavishly, with a red carpet, furniture of black wood with velvet upholstery of scarlet, and a large bed covered with silken covers of black and red cushions and pillows. A demon idol leers from the wall to the north, directly over the bed. If anyone other than the priest touches it it will topple over upon the person, causing 2-12 points of damage. It has two gem eyes (100 g.p. value each). The evil priest will dart behind a screen in the southeast corner, enter a wardrobe there, slip through a secret door in its back, and then down a short passage and out into the corridor through another secret door, should his life be in danger. When the secret door in the back of the wardrobe is opened by the party, 500 gold pieces and 50 gems of 10 gold piece value each will spill from the wardrobe into the room to hopefully cause pursuers to stop for the loot. The priest will meanwhile either try to rally his forces, or else escape (assuming that most of his fellows have been eliminated already).

61. TORTURE CHAMBER: There are various implements of torture here, both large and small - a rack, iron maiden, tongs, pincers, whips, etc. Comfortable chairs are scattered along the walls, evidently so placed to allow visitors an enjoyable view of the proceedings. The torturer lives in the forepart of the place, and he will attack unauthorized persons who enter. He is a human barbarian with chain mail under his black leather garments. His weapon is a huge battle axe. Torturer: . Hidden in his mattress are 135 gold pieces and a bracelet worth 700 gold pieces.

Torturer Medium humanoid (any race), any non-good alignment Armor Class 11 (Leather Armor) Hit Points 32 (5d8+10) Speed 30 ft. STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 10 (+0) CHA 11 (+0) Skills Intimidation +2 Senses passive Perception 10 Languages Any One Language (Usually Common) Challenge 1/2 (100 XP) Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions: Multiattack. The torturer makes two melee attacks Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d12 + 3) slashing damage.

62. THE CRYPT: The door to this room is bolted shut. This long hall is of roughly hewn stone, with a low ceiling. In it are many coffins and large sarcophagi with the remains of servants of the Temple of Chaos. The sixth tomb opened will contain a wight (MM pg300). There is no treasure buried with any of the remains, but there is a secret compartment in the wight’s tomb; this contains a sword +2. a scroll of turn undead (DC 15 Wisdom save), a Helm of Brilliance (DMG pg173), and a silver dagger worth 800 gold pieces because of the gems set into its pommel.

63. STORAGE CHAMBER: There are many piles of boxes, crates, barrels, sacks, and so forth here - the supplies of the temple are kept here. There is nothing of value, and if the party stays within the place for longer than 3 rounds, a gelatinous cube (MM pg242) will move down the corridor into the place and block it. Inside the creature are d12 each of copper, silver, silver, gold, and platinum pieces, as well as several bones - evidently parts of a victim not yet wholly digested. (One of the “bones” is actually a wand of enemy detection (DMG pg210) with 9 charges left. If it is not gotten out of the monster within 1 turn, it will be ruined by digestive juices.) The secret door in the room leads to the Gnoll (MM pg163) chieftain’s cave (50., above).

64. CELL: The door is of iron, locked and barred, but a window is set in the door. This is the place where prisoners are kept until tortured to death or sacrificed in the area above. There are several skeletons still chained to the wall, and one scantily clad female - a fair maiden obviously in need of rescuing! As she is partly around a corner, at first only her shapely legs and body up to the shoulders can be seen. Those who enter and approach closer are in for a rude shock! This is actually a medusa (MM pg214) recently taken by the evil priest’s zombies (MM pg316). Not being above such things, the cleric had plans for removing its snakes, blinding it, and then eventually sacrificing it at a special rite to a demon. The medusa will spare one or two of the adventurers from her gaze, promising them she has magic which will turn their companions back to flesh again, if they will free her from her chains. She does, in fact, have a special elixir*, a potion of stone to flesh in a small bottle, enough liquid to turn six persons, who have been turned to stone, back to normal, but she does not intend to give it away. If freed she will attempt to “stone” her rescuers.

CAVE OF THE UNKNOWN: This cave is home to a tribe of Troglodytes (MM pg290), Devotees of Laogzed, there are at any time 2d12 troglodytes living in the caves, at night they will hunt in packs of 3 to 5 within 500 feet of the cave entrance attacking any creature they find and dragging them back to their pit of filth to be consumed.

CREDITS: Originally designed and written by: Gary Gygax Originally Revised by: Dave Cook, Harold Johnson, Jon Pickens, Michael Price, Evan Robinson, Lawrence Schick, Stephen D. Sullivan Original Editing: Mike Carr, David Cook, Harold Johnson, Jeff R. Leason, Frank Mentzer, Tom Moldvay, Lawrence Schick, Edward G. Sollers, Stephen D. Sullivan, Jean Wells Original Art: David S. LaFOrc (MM pg246)e, Erol Otus, Jim Roslof 5e Adaptation by: Robert Kroker

NON-PLAYER CHARACTERS (NPCs) Whenever the players encounter a person, it is helpful to have the characteristics of that person at ready. Before play, roll the Strength, Intelligence, etc. for each NPC. Make the adjustments as permitted in the D&D BASIC SET, select a personality, and equip the character (if details are not already given). The tables below will help get you started. You may select from the list of personalities or roll (d20) at random, giving one or two types to each NPC. Use common sense - a character can’t be rude and courteous, for example. Feel free to add to this list; it gives just a few examples for you to begin with. PERSONALITIES 1. Brave 11. Kind 2. Careless 12. Lazy 3. Cautious 13. Modest 4. Cheerful 14. Nosy 5. Courteous 15. Prankish 6. Dishonest 16. Rude 7. Forgiving 17. Suspicious 8. Friendly 18. Talkative 9. Helpful 19. Trusting 10. Honest 20. Wasteful

DESIGNING FLOOR PLANS Once you have become familiar with the KEEP - who its residents are, where the main buildings are located, and so forth - it will be helpful to have details about the layout and contents of certain places. Players can easily ‘see’ an area they are visiting if you have prepared a floor plan. The Guild House (#16) will be used as an example of this procedure. On the map of the KEEP, the Guild House is shown to be an ‘L’ shape about 40’ long. Draw a large version of it on a piece of graph paper (the kind with 1/4" squares usually works best). Leave room for a key (noting what symbols are being used) and index the sheet for easy reference. The outer walls should have the same dimensions as the building’s outline. Note the scale (what map length represents what real length) at the bottom of the key. In the example given, 1/4" equals two feet of ‘real’ length. Since the walls in a normal building are from six inches to one foot thick, they may be represented by single lines; an outer wall should be indicated by thicker lines. Now look closely at the description of the building in the text. The lower floor contains the Guild Master’s quarters, two clerks’ quarters, and an office. Give equal spaces to the clerks, more to the Guild Master, and the most to the office (as it represents the main purpose of the building). The rooms may be in whatever order you like; just remember that the outer door shown on the map probably opens into the office, not into a private bedroom. Most doors are 3 to 5 feet wide. Be sure to include steps down to the cellar and up to the rooms on the second floor. Add some windows to help provide light. Try and think of what items would be in a sparsely furnished office in the KEEP (probably chairs, tables, desks, a lockbox or chest, and a cabinet or two). Consider how necessities would be provided: heat (fireplaces), water (barrels), and food (a kitchen in the cellar). The fireplaces should be located first - chimneys go straight up, and must be placed in the same area on each floor. Most buildings have one or two chimneys. Remember to heat each room, if possible! Add other furnishings wherever you wish, including any information provided in the text. The completed office in this example has the Master’s desk along the west wall under a window, flanked by records cabinets. The clerks’ desks and collection table are just inside a railing, which keep visitors from wandering into the work area. Waiting chairs are placed for the Guild members’ convenience. A secret door in the fireplace leads to the Master’s bedroom - a quick escape route in case of trouble. The locked chest is for money received in Guild dues, but is usually empty due to a clever ‘drop’ system. It is triggered by a lever under the Master’s desk, which dumps the chest’s contents down a short chute into a cellar storage room! (You may add whatever tricks and traps you wish.) Arrange the bedroom furnishings (table, chairs, bed, armoire, etc.) in a similar manner. On the second floor (divided into private bedrooms and dormitory, according to the text) build the rooms off of the stairs, hallways, and fireplaces. It’s easy! Now you design the cellar, remembering a few key facts:

1. The stairs and chimneys must connect properly to the first floor. 2. Two servants live in the cellar, but not as richly as the clerks or the Guild Master. 3. A heavily barred, locked room must be under the office to receive the Guild fees from the chute. 4. A kitchen must be located by one of the fireplaces.

You won’t have to worry about windows or outside doors - but you might wish to include a secret entrance to a longforgotten dungeon (which, of course, you must design and stock with monsters and treasure)! Adding the details to a house, church, or other structure can take a lot of time, but it’s not as hard as you might think. Before playing the module, lay out as many buildings of the KEEP as you can. The most commonly used buildings will be the TRAVELERS’ INN (14.), the TAVERN (15), the GUILD HOUSE (16.1, and the CHAPEL (17.). You may add just a few simple furnishings to each if you wish, leaving the many smaller details for later. By designing floor plans, you can experiment with many of your own ideas before starting a major project - like the CAVES OF THE UNKNOWN.

TIPS TO THE PLAYERS It often helps for beginning players to have advice on how to play D&D. Many points are overlooked by novices in their eagerness to get on with the adventure, The following points are given to help these players. Most importantly, players should be organized and cooperative. Each player should have complete information on his or her character easily on hand and should supply the DM with this information quickly and accurately if asked. As parties will usually involve a variety of alignments and classes, players should work together to use their abilities effectively. Arguing among players will cause delays, attract monsters, and often result in the deaths of some or all of the members. Cooperation should also be given to the DM. He or she is the judge of the game and his or her decisions are final. If a player disagrees, he or she should calmly state why, and accept whatever the DM decides. Shouting, crying, pouting, or refusing to accept decisions only angers the other players. The game should be fun for all involved. Not everything will go the way players want it. Planning is another important part of play. Players should be well equipped, comparing each member’s list and balancing the items on each. No character should be overburdened nor under-equipped. This may mean sharing the costs of extra items. Rope, oil, torches, spikes, and other useful items should always be carried. Plans should be considered for encountering monsters and casting spells. Caution is also necessary and is a part of planning. A party that charges forward without preparation is almost certainly doomed. Danger should be expected at any moment and from any direction, possibly even from one’s own party. Lying and trickery are not unknown. Cautious play will help avoid many (but not all) tricks and traps and may save a life. However, too much caution is as dangerous as too little. Many instances will require bold and quick actions on the part of the players, before all is lost. Above all a player must think. The game is designed to challenge the minds and imaginations of the players. Those who tackle problems and use their abilities, wits, and new ideas will succeed more often than fail. The challenge of thinking is a great deal of the fun of the game.

GLOSSARY amulet - A charm inscribed with a magic symbol. armoire - A large trunk or closet where clothes are kept bailey - The outer wall of a castle, or an area within such a wall. battlement - A parapet with open spaces atop a wall, used for defense or decoration. brazier - A pan for holding hot coals, usually on a tripod Castellan - A governor or warden of a castle or fort cistern - A reservoir for storing Iiquids, especially water contour line - A line connecting points having the same elevation on a map. cowl - The hood on a cloak. decanter - A vessel used to pour or store liquids; usually used for wines and other liquids containing sediment. elixir - A sweet liquid, or a cure-all. fen - Low land which is covered, wholly or partially, by water; a swamp. flagon - A large vessel or bottle of metal or pOrc (MM pg246)elain. usually with a lid. hilt - The handle of a sword or dagger. labyrinth - A confusing maze, usually of tunnels underground. lackey - A servant, usually very low in class man-at-arms - A soldier of the most common type melee - Hand-to-hand combat between groups of characters and monsters. mercenary - A soldier who fights for wages rather than sworn loyalty. murder holes - Slits cut into a ceiling so that victims passing below may be attacked from above. NPC - A non-playing character, controlled by the Dungeon Master rather than one of the players pallet - A straw-filled mattress or small, hard bed parapet - A wall or elevation of earth or stone to protect soldiers. pole arm - A large, heavy weapon on a long pole. There are many types, all of which are considered equal for D&D BASIC SET combat. pommel - The knob on the hilt of a sword or dagger portcullis - An iron grate hung over a gateway and lowered between grooves to prevent passage. pot boy - A young servant or slave who works in a tavern or inn. retainer - Special NPC followers of player characters, who travel on adventures for a share of any treasure found. sarcophagus - A stone coffin (Plural - sarcophagi.) scenario - An outline of a possible course of events. score - 20 items, scullion - A kitchen helper, usually very low in class tun - A measure of wine: 252 gallons, or 8 barrels. vellum - A very strong cream-colored paper.

DRAW YOUR OWN FLOOR PLAN Blank Map page here