DND Next Caves of Chaos
DND Next Caves of Chaos
DND Next Caves of Chaos
Dungeon Module B2
The Caves of Chaos
By Gary Gygax
Revision by Robert J. Schwalb and Bruce R. Cordell
Revision Developed by Chris Sims and Matt Sernett
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General Notes: This module, originally titled B2: The Keep on the Borderlands, has been the standard introductory
module from the earliest boxed editions of the D&D rules. The adventure consisted of a detailed keep, to be used as a
base, and a cave complex known as the Caves of Chaos. The latter has been included here.
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Whats My Motivation?
For many DMs and players, the simple existence of
dungeons full of monsters and treasure is reason
enough to get involved. But if youre looking for
something more, you can link these encounter
locations with any story that you think works best.
Below are some suggestions for whats going on at
the Caves of Chaos and why the PCs get involved.
You dont have take any of these ideas as they are;
youre free to change them or ignore them all and
come up with something that you like better.
Killer Encounters
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Dynamic Dungeons
One way to make the adventure more engrossing
and fun is to have things change, or stay the same,
depending on the PCs actions. If they kill some of
the hobgoblins and then leave, perhaps they
encounter a funeral feast when they return. If their
assault weakens the orcs enough, the PCs might
return to find goblins in the orc caves, celebrating
their victory. Character actions might have
important and long-lasting effects. Clearing the
kobold caves might provide a fine redoubt for other
assaults (once the PCs figure out what to do with
Overview Map
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Task Resolution
Monster Statistics
Each lair (a cave complex) includes general notes
for its residents organization and behavior,
presented in a sidebar at the beginning of that
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Monster Tribes
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Introduction
You have been passing through the forest for some
time, as it grows denser and gloomier, until the
misshapen trees and grasping briars suddenly give
way to a ravine. Its wallsdark, streaked rock
mingled with earthrise steeply to either side to a
height of about 100 feet. Clumps of trees, some
dead, stand even on the slopes. The opening you are
in is about 200 feet wide, and the ravine runs at
least 400 feet west. At varying heights on all sides of
the ravine are the black mouths of caves in the rock
walls. The sunlight is dim and the air is dank, with
the oppressive feeling of something evil watching. A
flock of ravens rises croaking from the ground, the
terrain magnifying the beat of their wings and their
cries into a horrible sound. Among the litter of
rubble, boulders, and dead wood on the ravine
floor, you can see bones of humanoids, animals, and
A. Kobold Lair
A thick clump of trees doesnt quite hide the black mouth
of an opening in the ravine wall.
Light: Dim (daylight under the trees) or none
Eight kobold guards are in hiding in the woods
around the cave mouth (DC 15 Wisdom to notice).
They attack if the party attempts to enter, with
surprise if unnoticed beforehand.
2. Garbage Heap
XP 550
Light: None
Noise: Squeaking and rustling
Smell: Rotting food and garbage
1. Guard Room
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XP 450
3. Food Storage
Light: None
Noise: Intermittent conversation in high-pitched
Draconic
XP 375
Light: None
Noise: Intermittent conversation in high-pitched
Draconic
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XP 625
B. Orc Lair
9. Banquet Area
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7. Guard Room
XP 500
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8. Guard Room
XP 500
Light: None
Noise: Harsh voices to the east
Ratty pallets are strewn on the floor, and shabby clothing
hangs on wooden pegs set in the wall.
C. Orc Lair
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Light: None
Noise: Occasional comment
XP 550
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XP 50
Light: None
Noise (DC 15): Occasional clicking
In the rooms center are a small table and two chairs. A
cracked barrel stands nearby. To one side is a small
wooden chest, above which hang two small shields. Junk
lies everywhere: broken crates, cracked shields, old bones,
and cast-off boots.
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Antechamber (g):
Barrels, boxes, and sacks are stacked in this chamber. A
hall leads to the east.
An elite orc sentry stands just inside the door. She
shouts an alarm if intruders try to enter, then
attempts to hold the passage, making a fighting
retreat to join her comrade in area 16.
XP 750
Light: None
Noise: Harsh voices
Smell: Body odor, rot, and smoke
XP 840
Light: None
Noise (DC 13): Harsh breathing just on the other
side of the door
XP up to 2,125
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XP 600
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Light: None
Noise: Occasional curse or idle phrase
D. Goblin Lair
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Light: None
Noise: Occasional curse or idle phrase
XP 600
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XP up to 2,200
Tables set with large rocks as stools stand near a dim cook
fire and among piles of bedding and trash.
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XP 400/900
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Light: None
Noise: Casual insults (from position g)
Light: None
Noise: Piping arguments
Goblin-sized furniture is scattered about, including a bed,
a bureau, a table, a low bench near the bed, and a crude
stand displaying a pewter bowl. Small bows hang on the
wall.
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E. Ogre Lair
A grove of trees hides the entrance to this cavern.
From inside the grove, the cave is visible only to
someone within 20 feet of it.
F. Hobgoblin Lair
Light: Normal for time of day
XP 350
West Cave:
A foul stench assaults your senses as you peer into this
small cave. On a pile of dried leaves is the slumbering
form of a bear.
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The ogre killed a huge bear some time ago and uses
its skin as a bed, making it comfortable by heaping
leaves underneath. The true nature of the bear
becomes apparent to anyone who comes close.
Noises here attract the ogre from the east cave.
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East Cave:
This small cave has a foul stink. In its midst is a huge
leather sack, and a small keg stands nearby. A heap of old
bones lies against the south wall.
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24. Prison
XP 250
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XP 1,125
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XP 750
Light: None
Noise: Occasional comment
This chamber contains a few ratty pallets, a bench, a stool,
and clothing hanging on wooden pegs set in the wall.
These guards here react to noise at the entryway.
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XP 125
Light: None
Noise (DC 11 from the corridor): Snoring
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27. Armory
28. Storeroom
XP 375
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Light: None
Noise: Occasional comment
Light: None
Noise: Occasional comment
XP 500
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G. Shunned Cavern
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d6
Encounter
1
Owlbear (from area 34)
2
2d6 cave rats (see below)
3
Gray ooze (from area 33)
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Nothing
Cave Rats (18; XP 25 each): AC 12; hp 1; bite 2
(1)
XP 500
Light: None
Noise (DC 11): Occasional comment
This spartan room holds two pallets, a stool, and a large
water barrel.
XP varies
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Light: None
Noise (DC 13): Soft growl-hoot snoring
Smell: Rotting stench (from gallery)
Scattered over the floor are bones of varied sizes, broken
and gnawed clean. A huge nest of sticks and bones fills the
southern end of this chamber.
An owlbear sleeps in the nest.
Coin
1 cp
1 sp
1 ep
XP 600/900
Light: None
Noise (DC 11): Occasional splash
Smell: Rotting stench (from gallery) and an
acidic tang
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13
45
6
XP 400
The air is damp, and the cavern walls and ceiling drip. A
few blind, white fish swim in the large pool of shallow
water that half-drowns the cavern.
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H. Bugbear Lair
A grove of trees hides this cave mouth. From inside
the grove, the cave is visible to anyone within 20
feet.
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XP 450
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Light: None
Light: None
Noise: If the bugbears have been alerted to
intruders, none; otherwise, occasional murmured
endearments
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XP up to
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XP 750
41. Prison
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Light: None
Noise: If the bugbears have been alerted to
intruders, none; otherwise conversation
Light: None
Noise: Occasional growl and clink of chains
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I. Minotaur Caves
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XP 975
XP 200
Light: None
Noise: Loud whirring
XP 300
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A hole leads into the ravine wall near its summit. Beyond
is a crudely worked tunnel.
XP 450
Light: None
Noise (DC 11): Loud breathing and occasional
snorts
Skulls and bones are arrayed around this wide, manytunneled chamber in patterns that suggest an intelligent
mind laying out model labyrinths.
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J. Gnoll Lair
XP 500
XP 1,000
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48. Storeroom
Light: None
Smell: From beneath door, the aroma of fine ale
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XP up to 975
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XP 1,500
Light: None
Zombies
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Skeletons
XP 1,000
Light: None
Noise: Occasional faint groaning
Red-streaked stone that contains with black veins forms
the walls of this chamber, in which stand several figures in
filthy red-and-black striped uniforms. Several of them
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XP 500
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XP 700
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XP up to
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Light: None
Noise (DC 11): Low groaning
Here stand four ranks of ragged figures clad in red-andblack robes or battered chainmail.
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59g. Anteroom
Light: None
Noise (DC 11): Low groaning
Apparently a waiting area, this room is furnished with
fine divans and chairs. A golden flagon and nine goldleafed cups sit upon a tiled table.
The cults high priest takes audience here, attended
by undead guards. If the bell in area 58 rings, these
undead move to the temple and attack intruders.
XP 375
25
XP 450
XP 250
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62. Crypt
Light: None
XP 350
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Noise: Weeping
This dreary prison contains the remains of several
humans hanging from chains on the wall. The sound of
soft weeping comes from the south. You can make out a
huddled female form bound to the western wall.
XP 350
Light: None
Medusa: AC 13; hp 66
Snaky Hair A knot of writhing serpents crowns
the medusas head in place of hair. These serpents
snap and bite at anyone they can reach. Whenever
a creature moves or starts its turn next to a medusa,
that creature must succeed on a DC 13 Dexterity
saving throw or be bitten by one of the snakes,
taking 1d4 piercing damage and 1d10 poison
damage.
Petrifying Gaze The medusas gaze can turn
living flesh to stone. Unless a creature averts its eyes
from the medusa, which causes the creature to have
disadvantage on all attacks against it and anyone
attacking it to gain advantage against it until its next
turn, it must make a DC 12 Constitution saving
throw on its turn before taking any actions or
moving. A creature can decide to avert its gaze or
make the saving throw. A surprised creature cannot
choose to avert its gaze. On a failed save, it instantly
and permanently turns to stone.
Tactics: The medusa tries to convince the
characters to release her. If they refuse, she uses
her gaze to petrify some of them, promising to
restore them in exchange for freedom. She is a
treacherous creature; if freed she petrifies the
remaining rescuers and flees.
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64. Cell
XP 450
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Appendix: Treasure
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D&D Next Playtest: Caves of Chaos May 24, 2012