Heroes of the Borderlands

AdventureHotB2024

Caves of Chaos

Beyond the Keep on the Borderlands hide the Caves of Chaos, a network of monster-infested caves where a wicked cult lurks. Danger awaits foolhardy adventurers who enter the caves—but so do treasure and glory.

DM Secret

This is for the Dungeon Master's eyes only. Unless text appears in a read-aloud box (like the one below), don't read it to the players.

Getting Started

The Caves of Chaos Map displays all the locations characters can visit in the Caves of Chaos. The player version of this map doesn't reveal the caves' contents or names, only the cave mouths and their respective elements. Share that map with your players.

To begin, read the following boxed text aloud:

The Caves of Chaos table summarizes the caves in the order they appear within this. Each cave provides approximately 60–90 minutes of gameplay. The DM version of the map includes the suggested minimum level for each cave; for example, the characters should be level 2 or higher before entering cave F.

Cave A functions as a tutorial with helpful sidebars. If this is your first time as the DM, encourage the players to start there. Otherwise, have them choose a cave shown on the map.

Once the player characters choose a cave, navigate to that cave's section.

Caves of Chaos

CaveDescriptionRecommended Level
xA band of kobolds stole a dragon egg, and it hatched!1+
xMischievous elementals lair in this flooded cave.1+
xA former wizard turned monster studies in this makeshift lab.1+
xA gang of violent goblins throw a raucous party for their leader.1+
xA hulking, irritable mercenary lives in this shallow cave.2+
xMilitant hobgoblins have fortified this cave.2+
G: Shunned CavesA fearsome owlbear lurks in its den.3
xBugbear raiders plan an assault.2+
xA malevolent minotaur prowls this ruined cave.2+
xVicious hunters scour this forsaken shrine.2+
xA dastardly cult performs unholy rites in this temple.3

Exploring the Caves

As the characters explore a cave, the characters progress through its areas, as depicted on the cave's map.

Cave Descriptions

Each description of a cave has these sections:

  • Getting Started. This section provides instructions for the DM and introduces the cave with thematic read-aloud text.
  • Features. Important features about the cave, such as its lighting, appear here.
  • Locations. This section details the cave's areas and its contents, including any monsters.
  • DM's Map of the Cave. This map displays the locations of monsters, traps, and treasure within the cave.

Rhythm of Play

When the characters enter an area for the first time, do the following:

  • Step 1:. Describe the Area. Describe what the characters perceive in the area. Focus on what they see, hear, or smell.
  • Step 2:. Ask the Players, "What Do You Do?" Players tell you what their characters do or say.
  • Step 3:. Narrate the Results. The player characters reap the consequences of their actions as outlined in the text. This might involve one or more D20 Tests (see the D&D Beyond Basic Rules) to determine the outcome. It could also lead to combat (see below).
  • Step 4:. Repeat. When the player characters reach another area of the cave, repeat this procedure.

Combat

Though it's possible to avoid combat with many of the caves' occupants, the characters eventually will clash with creatures that can't be reasoned with. The text states when a monster might start combat. When a fight breaks out, see the "Combat" section in the D&D Beyond Basic Rules.

The following stat blocks are used in this section:

Resting

Threats abound within the caves. The characters can take only Short Rests within them. To take a Long Rest, they must first exit any cave they're in. For more on resting, see the D&D Beyond Basic Rules.

Leaving the Caves

The characters can leave the Caves of Chaos any time they choose, provided they aren't inside a cave or engaged in combat. If they return to a cave later, it is as they left it.

Character Advancement

In this adventure, the characters can gain levels by completing caves. To complete a cave, the characters must explore every area within it.

The characters gain levels by achieving the following milestones:

  • Completing Two Caves. After the characters fully explore two caves, they advance to level 2.
  • Completing Three More Caves. After the characters fully explore a total of five caves, they advance to level 3.

Each of these level advancements occurs only once. If the characters are already level 3, they don't gain levels by exploring the caves.

A: Kobold Lair

A band of kobolds recently stole a dragon egg and brought it to these caves to eat. But when the egg hatched and a screeching dragon wyrmling emerged, the kobolds quickly realized they bit off more than they could chew.

The kobolds tried to appease the fussy wyrmling with treasure, but they can't agree on what to do next. Should they return the wyrmling to its nest, or should they raise it themselves?

You can add monsters, such as Giant Fire Beetles, to the cave to make this scenario longer and more difficult, or you can reduce the number of Kobold Warriors to make it easier and shorter.

Getting Started

To begin, read the following boxed text aloud:

The sounds come from the quarreling kobolds in x and the crying wyrmling in x.

Kobold Lair Features

The cave has the following features:

  • Ceilings. The cave's ceilings are 10 feet high.
  • Environment. The cave has rough stone walls and a dirt floor. The floor is littered with gnawed animal bones and junk collected by the kobolds.
  • Lighting. The cave is unlit, and its denizens rely on Darkvision or other means to see. Area descriptions assume the characters have a light source or other means of seeing in Darkness.

Kobold Lair Locations

The following locations are keyed to map A.

A1: Entrance

This tunnel contains a hidden pit trap, as detailed below.

Pit Trap

This 10-foot-deep pit is covered by a large, dirty cloth. When a character steps on the cloth, it gives way, dumping the character into the pit, at which point the pit is no longer hidden. A creature that falls into the pit takes 1d6 Bludgeoning damage.

Rules for detecting and escaping the trap are as follows:

  • Detecting the Trap. The pit is poorly camouflaged. A character who examines the trapped area easily discovers the pit. Once detected, the pit can be safely avoided by sidling along its perimeter.
  • Escaping the Pit. The pit's walls have cracks big enough to serve as handholds, allowing trapped creatures to climb out easily.

A character falling into the pit alerts the kobold in area A2, who approaches the pit and crows, "Got 'em!" The encounter in that area then occurs here.

A2: Guard Nook

A Kobold Warrior keeps watch in this nook. The guard is initially Indifferent toward intruders, but it's also naive. Rather than alerting the other kobolds when it spots the characters, it marches toward them and asks what they want.

As an Influence action, a character can try to appease the kobold and make one of the following ability checks. Consider these examples:

DC 10 Charisma (Deception). The character tricks the kobold with an outlandish lie.

DC 10 Charisma (Performance). The character amuses the kobold with a jaunty tune.

DC 10 Charisma (Persuasion). The character convinces the kobold the party means it no harm.

On a successful check, the character improves the kobold's attitude to Friendly, and the kobold grants them entry, warning them cryptically about the "many-legs" to the west (see area A3). On a failed check, the kobold becomes Hostile and flees toward x, yelping a call to arms.

A3: Centipedes' Den

Two Giant Centipedes scavenge this cave. The centipedes are Hostile toward all other creatures and fight anyone who enters their den.

The kobolds are afraid of the centipedes—a fact they report to any who mention the beasts. If the characters slay the centipedes and show proof to a kobold, this deed earns the kobold's respect, improving its attitude toward them to Friendly.

A4: Common Area

Five Kobold Warriors are trying to decide whether to keep the wyrmling or return it to its nest. They cease bickering when they notice the characters. The kobolds' initial attitude is Indifferent. If they learn the characters eliminated the guard in x, these kobolds are Hostile.

Treasure

Stashed in the junk pile are 25 GP and one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.

A5: Larder

The stone door to this room is ajar. A persistent, ear-splitting cry emanates within. When the characters enter, read the following text aloud:

Two Kobold Warriors attempt to comfort the crying Copper Dragon Wyrmling by adding treasure to its meager hoard. It isn't going well. The kobolds and the wyrmling are Indifferent toward all other creatures.

Soothing the Wyrmling

The wyrmling knows the kobolds aren't its parents, but it doesn't know where its nest is. The wyrmling doesn't yet have a name, which only compounds its misery.

As an Influence action, a character can try to calm the wyrmling and make one of the following ability checks. Consider these examples:

DC 10 Charisma (Deception). The character mollifies the wyrmling with a promise they don't intend to keep.

DC 10 Charisma (Persuasion). The character assures the wyrmling they're here to help.

DC 10 Charisma (Performance). The character soothes the wyrmling with a gentle lullaby.

A character who offers the wyrmling at least 10 GP has Advantage on this check. On a successful check, the wyrmling stops wailing, and its attitude improves to Friendly, as do the attitudes of all kobolds in the cave. The wyrmling then asks the characters whether it should stay with the kobolds or return home. The kobolds honor the wyrmling's choice, which corresponds with the characters' recommendation.

On a failed check, or if the characters try to steal from its meager hoard, the wyrmling fights. The cowardly kobolds abstain from battle. If the wyrmling defeats all the characters, they wake up 1 hour later outside the cave with 1 Hit Point each.

Treasure

The wyrmling's hoard consists of 25 GP and one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.

B: Mephit Lair

Sturdy fortifications and clean water make this abandoned subterranean outpost an appealing den for thieves and monsters. Before the prior inhabitants left, they stored some enticing treasure here, guarded by a monstrous shape-shifter called a mimic. Since then, a trio of impish elementals and kuo-toa fanatics have made the cave their home.

You can add monsters, such as Giant Centipedes, to the cave to make this scenario longer and more difficult, or you can remove the Kuo-Toa Marauders or one of the Steam Mephits to make it easier and shorter.

Getting Started

To begin, read the following boxed text aloud:

Water from the broken fountain in x floods a chamber to the south (x). The dribbling fountain can be heard throughout the cave.

Mephit Lair Features

The cave has the following features:

  • Ceilings. The cave's ceilings are 10 feet high.
  • Door. The door to x is made from reinforced wood; it's closed but unlocked.
  • Environment. The cave's walls are made of smooth, mortared stones with patches of unworked rock.
  • Lighting. The cave is unlit, and its denizens rely on Darkvision to see. Area descriptions assume the characters have a light source or other means of seeing in Darkness.

Mephit Lair Locations

The following locations are keyed to map B.

B1: Entrance

The arrow slit is linked to area B2. If the characters enter the cave carrying a source of Bright Light or talking loudly, the slit begins to vent harmless steam as the Steam Mephit in that area approaches the opening and observes them. The slit provides the mephit with Three-Quarters Cover.

B2: Balistraria

Defenders can watch the cave entrance from this alcove. A Steam Mephit flits about the area. It ostensibly watches for intruders coming from area B1, but it is bored and barely fulfilling its duties. The mephit is Indifferent but defends itself in combat.

If the mephit sees the characters enter the cave, it peers at them through the arrow slit and whistles like a teakettle to entice them to approach. If a character comes within 5 feet of the slit, the mephit exhales a 15-foot Cone of harmless steam and snickers at the character's reaction.

If the characters approach from the other side of the alcove, the mephit feigns innocence. It then tries to lure them to the old barrack (x) to be ambushed by the kuo-toa that lurk there.

B3: Prison Cells

Four cold cells line one wall of this chamber. Floor-to-ceiling iron bars partition the cells, which are unlocked and devoid of valuables. Two of the cells contain unidentifiable skeletal remains draped in moth-eaten rags.

B4: Old Armory

Cobwebbed weapon racks and rusty suits of armor lie scattered about this armory. None of the items is salvageable.

B5: Flooded Room

Warm spring water streams into this room from x, forming a 1-foot-deep pool here. The pool is Difficult Terrain.

A Steam Mephit toys with a panicked frog in the water. The mephit is initially Indifferent toward the characters and remains that way unless they try to spoil its fun, which provokes the hot-tempered elemental to start combat. If a fight breaks out, the mephits in x and B7 quickly join the fray.

B6: Old Barrack

Two Kuo-Toa Marauders scrawl rupestrian gibberish on the walls of this run-down barrack. The Hostile kuo-toa fight the characters on sight, hoping to capture them alive and hold them in the prison cells (x). The room is otherwise empty.

B7: Broken Fountain

Warm water bubbles from an underground spring into this ruined fountain. It flows south and pools in x.

Unless it was drawn elsewhere, a Steam Mephit lurks near the fountain, quietly mesmerized by the fountain's burbling. The mephit behaves similarly to the one in area B5, starting combat with the characters if disturbed. If a fight breaks out, the mephits in x and B5 join the fray.

B8: Vault

One of the chests is fake—a hungry Mimic has altered its shape to resemble the mundane container beside it. The mimic ambushes any creature that comes within 5 feet of it. It fights to the death.

Treasure

The real treasure chest contains 150 GP and one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.

C: Nothic Lair

An evil wizard used these caverns to conduct foul experiments. The last of these destroyed the wizard's memory and transformed her into a cyclopic monster called a nothic. By studying arcane secrets, the nothic hopes to regain its memories and attain enough power to rule the Caves of Chaos.

Recently, a carrion crawler slithered into the cave and interrupted the nothic's research. Unwilling to confront the creature directly, the nothic is now trapped in its laboratory as it concocts a solution.

You can add monsters, such as Stirges, to the cave to make this scenario longer and more difficult, or you can remove the Animated Flying Sword to make it easier and shorter.

Getting Started

To begin, read the following boxed text aloud:

The sounds come from the carrion crawler in the hallway (x).

Nothic Lair Features

The cave has the following features:

  • Ceilings. The cave's ceilings are 10 feet high.
  • Doors. Doors throughout the cave are made of reinforced wood with iron hinges.
  • Environment. The cave has mostly smooth stone walls with patches of unworked stone. The smooth stone walls are carved with geometric patterns and indecipherable runes.
  • Lighting. The cave is unlit, and its denizens rely on Darkvision or other means to see. Area descriptions assume the characters have a light source or other means of seeing in Darkness.

Nothic Lair Locations

The following locations are keyed to map C.

C1: Entrance

A character who examines the symbols and succeeds on a DC 13 Intelligence (Arcana) check recognizes them as arcane runes designed to ward the cave against magical scrutiny. The runes are unfinished, so they have no effect.

C2: Ritual Chamber

A character who examines the circle and succeeds on a DC 13 Intelligence (Arcana) check determines it was the site of an arcane ritual that went horribly wrong.

C3: Library

The nothic occasionally performs research here.

Books

The books in this room cover topics related to alchemy, geometry, and metallurgy. They are hard to parse, and none of them are valuable to the characters.

Iron Tome

The open tome describes the Chaos Bell, a wicked bell said to attract monsters from near and far. The book claims the bell's toll can even wake the dead. According to the book, the bell can be destroyed only by submerging it in a sacred spring hidden in the forests of the Borderlands.

C4: Hallway

A Carrion Crawler clings to the hall's ceiling. It is Hostile toward all other creatures and fights them on sight.

C5: Wizard's Laboratory

A Nothic broods over the invader in the hallway (see area C4). Protecting the nothic is an Animated Flying Sword that obeys the nothic's commands. Both are initially Indifferent toward the characters.

Chalkboard

Scrawled on the chalkboard are a map of this cave and indecipherable formulas.

Eye for an Eye

The nothic wants to research in peace, which it can't do as long as the carrion crawler threatens its lair. If the characters don't fight the nothic, it asks them for help.

If the characters slay the carrion crawler, the nothic offers the party the treasure in the cell (area C6). If asked about the dead dwarf there, the nothic takes credit for thwarting the meddlesome thief.

Key

On a table is a key to the storage room (x). To swipe the key without the nothic noticing, a character must succeed on a DC 14 Dexterity (Sleight of Hand) check. On a failed check, the nothic and its sword start combat.

C6: Cell

The cell is unlocked. Inside lies the rotting corpse of a dwarf explorer who came to the Caves of Chaos in search of riches but perished ten days ago. A character who examines the corpse and succeeds on a DC 10 Wisdom (Medicine) check deduces that the dwarf died from Necrotic damage.

Treasure

The dead explorer's belongings include 60 GP and one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.

C7: Storage Room

The door to this room is locked. The key can be found in the laboratory (x). As a Utilize action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using Thieves' Tools or force open the door with a successful DC 15 Strength (Athletics) check.

Treasure

An unlocked chest against the east wall contains 100 GP and one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.

D: Goblin Lair

A violent band of goblin warriors lives in this cave. It's the goblin boss's birthday, and she demands a celebration! Engrossed in the revelry, the goblins ignore their recent captive: a dwarf named Vinx.

You can add monsters to the cave to make this scenario longer and more difficult. The goblins might have invited Hobgoblin Warriors from the adjacent cave (x) as party guests or bodyguards. To make the scenario easier and shorter, reduce the number of Goblin Warriors.

Getting Started

This cave is connected to x via the secret door in area D5 (see map D); characters can also enter from x through the hallway west of area D4. If the characters approach from outside the cave, read the following boxed text aloud to begin:

The "music" emanates from the boss's room (area D4), where off-key goblins commemorate their leader in song. The singing continues for 1 minute, then ends with a din of celebratory yips.

Goblin Lair Features

The cave has the following features:

  • Ceilings. The cave's ceilings are 10 feet high.
  • Surroundings. The cave has walls of rough-hewn stone and a dirt floor. It stinks of old food and soiled clothes, which are strewn about the cave.
  • Doors and Secret Door. Doors in the cave are made of rough wood. The secret door in area D5 blends in with the surrounding wall. As a Search action, a character can make a DC 15 Wisdom (Perception) check to scan that area for a secret door, noticing it on a successful check.
  • Lighting. Torches in wall sconces throughout the cave fill it with Bright Light.

Goblin Lair Locations

The following locations are keyed to map D.

D1: Entrance

The goblins painted the celebratory drawings.

D2: Dead-End Tunnel

The captive is Vinx, a dwarf spelunker. Vinx came to this cave in search of a stolen family tapestry, but the goblins captured her. Vinx is Indifferent toward the characters and has the Restrained condition while bound.

Vinx assures the characters that she's a capable explorer who can hold her own in a fight, but some quests can't be completed alone. If they help her recover the tapestry, she promises a hefty reward.

The barrels are mostly filled with crooked spears and old arrows that are unusable.

Freeing Vinx

As an action, a character can untie Vinx or cut her bonds (no check required). If freed, Vinx gratefully accompanies the characters as they explore the cave and fights alongside them until they all reemerge in the valley.

Treasure

Vinx stashed a magic item at the bottom of one of the barrels before she was captured; roll once on the x table in appendix A (rerolling duplicates) to determine the item. If freed, Vinx discreetly fishes the item out of the barrel and keeps it on her person until the characters find her family's tapestry (see area D4).

D3: Common Room

These goblin gifts include a bag of assorted teeth, a moist wad of thoughtfully pre-chewed jerky, and a foul-smelling mushroom. The cake appears professionally baked but poorly handled.

D4: Boss's Room

A Goblin Boss and four Goblin Warriors are here celebrating the boss's birthday. The goblins are initially Hostile toward the characters.

When the goblins notice the characters, they stop dancing. Read or paraphrase the following text:

The goblins brandish their weapons.

"Hoppee Birthday!" As an Influence action, a character can try to defuse the tension and make a DC 13 Charisma (Persuasion) check. A character who offers the boss an impressive birthday present—such as 10 GP, a magic item, or one of the gifts from area D3—automatically succeeds on this check.

On a successful check, the goblins' attitudes improve to Indifferent, and the boss invites the characters to join her birthday celebration. On a failed check, the goblins fight the party crashers.

Treasure

Stashed under the throne's ragged cushion are a fine tapestry sewn with silver and gold threads and one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item. The tapestry belongs to Vinx and is worth 90 GP.

If the characters give the tapestry to Vinx, she rewards them with the magic item from area D2. However, if she learns the characters intend to keep the tapestry, she hotly demands they return the family heirloom and fights them if they refuse.

D5: Webbed Cavern

A Giant Spider lurks in a tunnel to the south. The Hostile spider ambushes all non-goblins in its den.

Webs

The webs are Difficult Terrain, but they aren't strong enough to restrain anyone. Each 10-foot-cube of webs has AC 10; HP 5; Vulnerability to Fire damage; and Immunity to Bludgeoning, Piercing, Poison, and Psychic damage.

E: Ogre Lair

An ogre mercenary named Oggdug recently formed an alliance with a red dragon wyrmling who aims to rule the Caves of Chaos. The dragon, Cindertooth, serves Oggdug as an attack dog and companion—for now. Cindertooth tolerates Oggdug so long as the ogre supplies him with gold and spoils for his growing hoard. Player characters might hire the ogre for a short time.

You can add monsters to the cave to make this scenario longer and more difficult. One or more Goblin Warriors or Kobold Warriors might be here soliciting the ogre's services. Conversely, you can remove the Red Dragon Wyrmling to make the scenario easier and shorter. Cindertooth might be away when the characters first explore this cave.

Getting Started

This cave is connected to x via the secret door in x (see map E). If the characters approach from outside the cave, read the following boxed text aloud to begin:

The cave's occupants are responsible for the mess.

Ogre Lair Features

The cave has the following features:

  • Ceilings. The cave's ceilings are 15 feet high.
  • Environment. The dirt floor of this natural cave is stained with blood from past battles.
  • Secret Door. The secret door in x blends in with the surrounding wall. As a Search action, a character can make a DC 15 Wisdom (Perception) check to scan that area for a secret door, noticing it on a successful check. Oggdug knows about the door but doesn't use it due to its narrowness and the spider den on the other side (see x).
  • Lighting. During the day, natural light provides Dim Light in the cave. At night, its denizens rely on Darkvision to see. Area descriptions assume the characters have a light source or other means of seeing in Darkness.

Ogre Lair Locations

The following locations are keyed to map E.

E1: Entrance

The carcass conceals a hidden snare trap. The trap is depicted on map E.

Snare Trap

This trap consists of bent saplings and a loop of gore-encrusted rope. A creature that moves, prods, or otherwise disturbs the meat must succeed on a DC 12 Dexterity saving throw or be hoisted 5 feet into the air. The hoisted creature has the Restrained condition until it gets free.

Rules for detecting, disabling, and escaping the trap are as follows:

  • Detect and Disable. As a Search action, a character can examine the carcass and make a DC 13 Wisdom (Perception) check, detecting the trap on a successful check. Once detected, the trap can be disabled by a character who takes the Utilize action and succeeds on a DC 13 Dexterity (Sleight of Hand) check; failing this check triggers the trap.
  • Escaping the Trap. As an action, a creature Restrained by the trap can free itself by cutting the rope or by slipping out with a successful DC 15 Dexterity (Acrobatics) check.

If the trap is triggered, the noise alerts the ogre in area E2, who stomps out of the cave to investigate. The encounter in that area then occurs here.

E2: Ogre Mercenary's Den

Oggdug, an Ogre, reclines on the bearskins. He is initially Hostile toward the characters, but if they approach peacefully, Oggdug assumes they must want to hire him for mercenary work. He tells the characters to cough up some coin or get out, threatening to clobber any who refuse.

A character can shift Oggdug's attitude from Hostile to Indifferent by hiring him (see the "Hiring the Ogre" section below) or taking the Influence action to make one of the following ability checks. Consider these examples:

DC 10 Charisma (Deception). The character dupes the ogre with a clever ruse or outlandish lie.

DC 10 Charisma (Performance). The character amuses the ogre with a small performance, such as a dance or magic trick.

DC 10 Charisma (Persuasion). The character convinces the ogre the party means him no harm.

On a failed check, or if a character tries to undercut Oggdug's price, the ogre starts combat, grumbling that the characters are "puny cheapskates." If the ogre drops to half his Hit Points or fewer, he calls to Cindertooth in area E3 for aid.

Hiring the Ogre

Oggdug is accustomed to other denizens of the Caves of Chaos hiring him for mercenary work. His rate is 50 GP per job, but first-time customers get a 50 percent discount (25 GP). Cindertooth gets half of Oggdug's earnings.

If the party pays the ogre his asking price, he joins them for a single fight in any of the caves except for the two caves he says are off-limits (cave G and cave K). After the fight, the ogre returns to this cave unless the characters pay him for another bout. The second time the characters hire the ogre and every time afterward, his rate is 50 GP per job.

"Oggdug Sad." If a character asks Oggdug about either of the off-limits caves, the ogre sighs mournfully and tells them his tragic story. Oggdug once shared this cave with his older brother, Zurf, before Zurf was killed by an owlbear near its den (x). Cultists later animated Zurf's half-eaten corpse, which now guards the cultists' lair (x). Oggdug now shuns both caves.

Treasure

The filthy bearskins conceal a pile of equine bones, a wheel of cheese, a keg of brandy, and a lumpy sack containing 60 GP. The ogre warns anyone who goes near the bearskins that he'll "give 'em a good stomping" if they continue snooping. He makes good on his threat.

E3: Dragon's Den

Cindertooth, a Red Dragon Wyrmling, dwells in this cavern. The dragon is Hostile toward creatures other than Oggdug.

When Cindertooth notices the characters, he flies down to scold them for trespassing. He demands each character pay him 10 GP as tribute or face his fiery wrath.

A character can attempt to avoid Cindertooth's toll by making a DC 13 Charisma (Persuasion) check. Characters who appeal to the dragon's ego through flattery have Advantage on this check. On a successful check, or if the character pays Cindertooth, the dragon tells them to leave this cave while they still can. On a failed check, or if the characters don't heed Cindertooth's warning, he starts combat.

Fighting Cindertooth

Combat here draws the attention of Oggdug, who stomps into this area and joins the fray. At your discretion, the ogre might fight alongside the characters in hopes of claiming the dragon's hoard for himself.

Treasure

The provisions and supplies in this room were taken from travelers and adventurers who crossed paths with Cindertooth. All the equipment here was ruined beyond repair in battle.

Amid the dragon's spoils are 50 GP and one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item. The dragon fights any creature that steals from its hoard.

F: Hobgoblin Lair

Hobgoblins quartered in this cave recently suffered heavy losses, including their former captain. Only four hobgoblins remain. They've fortified their outpost and drafted a voracious ooze to guard it.

You can add monsters, such as allied Goblin Warriors, to the cave to make this scenario longer and more difficult, or you can remove some monsters to make it easier and shorter. One or two Hobgoblin Warriors might be out on a patrol elsewhere.

Getting Started

This cave is connected to x via the hall east of x (see map F). If the characters approach from outside the cave, read the following boxed text aloud to begin:

The hobgoblins don't eat people, but they use the sign's gruesome implication to scare intruders.

Hobgoblin Lair Features

The cave has the following features:

  • Ceilings. The cave's ceilings are 10 feet high.
  • Doors. The cave's doors are made of oak planks bound with iron. They are unlocked.
  • Environment. The cave is carved from stone. It is scrupulously clean. The hobgoblins keep their areas tidy, and the gelatinous cube in x sweeps up anything in its path.
  • Lighting. The cave is unlit, and its denizens rely on Darkvision or other means to see. Area descriptions assume the characters have a light source or other means of seeing in Darkness.

Hobgoblin Lair Locations

The following locations are keyed to map F.

F1: Entrance

A Hobgoblin Warrior stands guard behind a pair of spear barricades (see the "x" sidebar). The sentry is Hostile toward intruders and tries to delay them through interrogation until the gelatinous cube in x arrives here to dispatch them.

The sentry is lying about how many hobgoblins remain. Weakened by their recent loss, the hobgoblins fear marauders and try to present a strong front. A character who doubts the sentry can take the Search action and make a DC 13 Wisdom (Insight) check; a successful check discerns the lie.

As an Influence action, a character can try to pacify the sentry and make a DC 14 Charisma (Persuasion) check. A character who saw through her previous lie has Advantage on this check. On a successful check, the sentry's attitude improves to Indifferent, and she stands down; she warns the characters about the gelatinous cube's impending arrival but doesn't let them past the barricades. On a failed check, the sentry commands the characters to leave at once or be destroyed.

Fighting the Hobgoblins

In combat, the sentry remains behind the barricades. If the characters breach either barricade, the sentry uses her next action to blow a war horn, alerting the other hobgoblins in the cave. She then retreats to the barrack (x), where she and the rest of the hobgoblins make their last stand.

F2: Cube Route

A hungry Gelatinous Cube slowly loops counterclockwise through this part of the cave. It takes about 1 minute for it to complete a lap. The cube occasionally meanders down the eastern tunnel toward x and back again, but it never crosses the spear barricades (see the "x" sidebar).

The cube is Hostile toward all other creatures and fights them on detection. Clever characters might be able to lure the cube out of the cave through the entrance to area F1, shutting the door behind them.

F3: Mess Hall

The hobgoblins dine in this mess hall. They erected a pair of spear barricades (see the "x" sidebar) to keep the gelatinous cube in area F2 out. The room contains nothing of value to the characters.

F4: Barrack

The surviving hobgoblins lodge in this once-full barrack. A lone Hobgoblin Warrior fiercely defends what few valuables remain. He starts combat with the characters on sight and fights to the death.

If the hobgoblin sentry sounded the alarm in x, the two Hobgoblin Warriors from area F5 are also here, ready to intercept the characters.

Treasure

The chest includes stolen goods: fine furs worth 75 GP, a pouch containing 20 GP, and one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.

F5: Training Hall

Unless they were called elsewhere, two Hobgoblin Warriors train in this hall, which was stripped of its weapons during a raid. The hobgoblins are Hostile toward intruders and fight them on sight.

G: Shunned Caves

An owlbear—a frightening cross between a bear and a giant owl—lurks in this cave. Most other denizens of the valley give the cave a wide berth.

This cave is connected to x, a hotbed of activity for the Cult of Chaos, whose members venerate powers of disorder and destruction. The cult mainly operates in the adjacent cave, but as its ranks swell, cultists increasingly frequent this one. The owlbear is unaware of the cultists' presence.

You can add monsters, such as Zombies, to the cave to make this scenario longer and more difficult, or you can reduce the number of Cultists or Gray Ooze Globs to make it easier and shorter.

Getting Started

This cave is connected to x via the stairs south of x (see map G). If the characters approach from outside the cave, read the following boxed text aloud to begin:

The owlbear is moving restlessly in its den (x).

Shunned Cave Features

The cave has the following features:

  • Ceilings. The cave's ceilings are 15 feet high.
  • Door. The stone door to x is ajar.
  • Environment. The eastern half of this cave (xx) has naturally formed spaces with wet walls and damp dirt floors. The western half of the cave (xx) has walls made of cut stone blocks and floors made of cracked tiles.
  • Lighting. Unless noted otherwise, the cave is unlit. Its denizens use Darkvision or other means to see. Area descriptions assume the characters have a light source or other means of seeing in Darkness.

Shunned Cave Locations

The following locations are keyed to map G.

G1: Entrance

Gnawed bones litter the ground near the cave mouth, and the stench of blood hangs in the air. The bones belong to the owlbear's victims, including animals, explorers, and other monsters. The bones bear indentations from the owlbear's toothed beak.

G2: Shallow Pool

Two Gray Ooze Globs lurk in the pool, which is 2 feet deep and Difficult Terrain. The Hostile oozes fight any creature that comes within 5 feet of the water.

Treasure

The pool contains a jewel-encrusted goblet (worth 100 GP) and one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.

G3: Tight Passage

A narrow crack spans the cave wall here. The opening is only big enough for a Medium or smaller creature to fit through. Inside, the mangled corpse of a human explorer slumps against a stalagmite.

The owlbear in x can't fit through the crack. If a character seeks refuge here, the owlbear loses interest and returns to its den.

G4: Smelly Refuse

This cave contains heaps of food scraps, rotting carcasses, and a scattering of halfling-size bird pellets composed of fur and regurgitated bones.

G5: Owlbear Den

A territorial Owlbear lairs in this den. The Hostile owlbear fights all other creatures on sight.

Ledge

At the chamber's south end, a ledge 10 feet above the floor marks the entrance to a tunnel to areas G6 and x. To climb the cave's slippery walls to reach the ledge, a character must succeed on a DC 15 Strength (Athletics) check. The owlbear doesn't pursue characters beyond the ledge.

G6: Cult Barrack

Torches in wall sconces fill this room with Bright Light. Four Cultists relax in these quarters for the Cult of Chaos. They are nonchalantly discussing the finer points of mayhem, torture, and other cruelties.

The cultists are Hostile toward intruders not garbed in their cult's attire and eagerly inflict violence on nonbelievers. As an Influence action, a character can try to de-escalate the situation and make one of the following ability checks (with Advantage if the character is dressed like a member of the Cult of Chaos). Consider these examples:

DC 13 Charisma (Deception). The character deceives the cultists with a lie, such as pretending to be a fellow cultist or an aspiring member.

DC 13 Charisma (Persuasion). The character convinces the cultists that it is in both parties' interests not to fight.

On a successful check, the cultists' attitudes improve to Indifferent. Otherwise, the cultists fight.

Treasure

Footlockers under four of the beds contain the cultists' belongings. Each contains 5 GP, a few worthless personal effects, and a Cultist's Robe, which the characters can also take from cultists defeated here.

G7: Crypt

A Hostile Wight Lifedrinker rests in the sarcophagus. The monster was once a cult leader who was so wicked in life that when he died, he rose as a cruel undead warrior. As an action, a character can pry open the lid of the sarcophagus, at which point the wight springs forth and fights.

Treasure

The sarcophagus holds one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.

H: Bugbear Lair

This cave recently came under the control of three belligerent bugbears and the goblin stooges they've cowed into their service. The bugbears are plotting an assault on the Keep on the Borderlands. They dream of destroying the keep and looting its riches.

You can add another Bugbear Warrior to the cave to make this scenario longer and more difficult, or you can remove one or more of them to make it easier and shorter.

Getting Started

This cave is connected to x via the the secret door in x (see map H). If the characters approach from outside the cave, read the following boxed text aloud to begin:

The voices belong to a pair of bugbears quarreling in the war room (x).

Bugbear Lair Features

The cave has the following features:

  • Ceilings. The cave's ceilings are 10 feet high.
  • Doors and Secret Doors. The doors in this cave are made of sturdy wood planks. The secret door in x blends in with the surrounding wall. As a Search action, a character can make a DC 15 Wisdom (Perception) check to scan that area for a secret door, noticing it on a successful check.
  • Environment. The walls are made of rough-hewn stone in some places and neat-fitting stone blocks in others. Stone tiles cover the floor.
  • Lighting. The cave is unlit, and its denizens rely on Darkvision to see. Area descriptions assume the characters have a light source or other means of seeing in Darkness.

Bugbear Lair Locations

The following locations are keyed to map H.

H1: Entrance

Just inside the cave, a tunnel branches east and west.

H2: War Room

The door to this makeshift war room is ajar, allowing the characters to hear two gruff voices bickering inside. When the characters enter or peek inside, read or paraphrase the following text:

Two Bugbear Warriors squabble about how best to infiltrate the keep. One asserts that a stealthy approach would be best, while the other insists on a direct assault aided by a x (see x). The Hostile bugbears fight the characters on sight and can't be bargained with.

H3: Stairway

These two Goblin Warriors are Hostile toward the characters. When the goblins detect an intruder to the south, roll Initiative.

On the goblins' turn, they attempt to scramble up the stairs and activate the rolling log trap (detailed below). The goblins then fight the characters.

Rolling Log Trap

This 10-foot-long log rolls down an incline, flattening creatures in its path.

As an action, a creature within 5 feet of the stationary log can push it down the stairs. The log tumbles down the incline in a straight line. Each creature in the log's path must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 2d6 Bludgeoning damage and has the Prone condition. On a successful save, the creature takes half as much damage only.

H4: Trophy Room

Among the trophies are a number of empty mounts equal to the characters in the party—a grim omen of what could happen if they're defeated in this cave.

Treasure

The skulls hide a purse containing 10 GP.

H5: Hall

A Bugbear Warrior—the self-proclaimed boss of the cave—scolds two Goblin Warriors for sleeping on the job. When they notice the characters, the bugbear commands the goblins to fight and joins them in battle. The bugbear is Hostile toward the party, while the goblins are Indifferent.

Swaying the Goblins

These fickle goblins, Gargle and Yams, were recently recruited and don't like being yelled at.

As an Influence action, a character can try to shake the goblins' loyalty and make one of the following checks (with Advantage if the party already defeated the bugbear). Consider these examples:

DC 10 Charisma (Deception). The character tricks the goblins into believing the party now commands the cave.

DC 11 Charisma (Intimidation). The character scares the goblins into fearing for their lives.

DC 10 Charisma (Persuasion). The character convinces the goblins the party means them no harm.

On a successful check, the goblins' attitudes improve to Friendly. In exchange for a bribe of at least 2 GP, the goblins also help the characters defeat any remaining bugbears in the cave and tell the characters about the secret door in this area, though the goblins don't know what lies on the other side.

Treasure

Scattered among the furs on the floor are 25 GP and one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.

H6: Boss's Chamber

A heap of thick animal furs forms a soft bed in this room, where the bugbear boss in area H5 sleeps.

Treasure

Stashed in the furs are 25 GP and one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.

I: Minotaur Lair

A bloodthirsty minotaur rules this cave. A servant of Baphomet—a demon lord who endorses bloodshed and cruelty—the minotaur feasts on adventurers and monsters alike. It stalks its lair, huffing in bestial rage.

The minotaur's only companions are the vermin that scavenge its grisly leftovers. Deprived of recent visitors to its cave, the minotaur hungers for new playthings to hunt.

You can add monsters to the cave to make this scenario longer and more difficult. One or more Bandits might be here searching for hidden treasure. Conversely, you can reduce the number of Stirges to make the scenario easier and shorter.

Getting Started

This cave is connected to x via the secret door in x (see map I). If the characters approach from outside the cave, read the following boxed text aloud to begin:

Minotaur Lair Features

The cave has the following features:

  • Ceilings. The cave's ceilings are 15 feet high.
  • Environment. The cave walls are made of hard-packed dirt reinforced with crumbling pillars and brickwork. Crushed bones lie scattered about the dirt floor.
  • Lighting. The cave is unlit, and its denizens rely on Darkvision or other means to see. Area descriptions assume the characters have a light source or other means of seeing in Darkness.
  • Secret Doors. The secret doors in x and x blend in with their surroundings. As a Search action, a character in either of those areas can make a DC 15 Wisdom (Perception) check to scan the area for a secret door, noticing it on a successful check.

Minotaur Lair Locations

The following locations are keyed to map I.

I1: Entrance

Pressed into the dirt are the broken bones of the minotaur's past victims—unlucky goblins, kobolds, and explorers who stumbled on the monster's lair.

Hoof Tracks

A character who inspects the area and succeeds on a DC 11 Wisdom (Survival) check notices hoof tracks left by a hulking, bipedal creature. The tracks lead west.

I2: Stirge Lair

Three Stirges hang asleep from the ceiling. These flying pests subsist on a diet of fresh blood. The stirges avoid the minotaur, but they are Hostile toward all other creatures.

Bright Light or any noise louder than a whisper wakes the stirges, which then start combat. The light from the fire beetles in area I3 is visible from here but is too dim to awaken the stirges. In combat, the stirges gorge themselves until they've drunk the characters dry.

I3: Fire Beetle Sanctuary

Two Giant Fire Beetles scrape up the dirt in search of tasty morsels. The beetles keep a safe distance from the minotaur and defend themselves if necessary. They are Indifferent toward the characters.

Taming the Beetles

As an Influence action, a character can make a DC 12 Wisdom (Animal Handling) check to tame a fire beetle. A character who waves a light source at the beetle has Advantage on this check. On a successful check, the beetle becomes Friendly toward the character and follows them throughout this cave, warmly illuminating their surroundings. While accompanied in this way, the character has Advantage on checks to notice secret doors. The beetles don't leave cave I.

I4: Minotaur Maze

A Hostile Minotaur of Baphomet prowls amid the columns, stamping its hooves in the dirt and sharpening its horns on the walls. The minotaur charges the characters on sight and fights to the death. No amount of pleading, persuasion, or deceit can slake its bloodlust.

I5: Secret Spoils

The chest was placed here by bandits who used this cave as a hideout until the minotaur arrived and slew them all.

Treasure

The chest contains 120 GP and one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.

J: Gnoll Lair

Evil gnolls—tall, shaggy fiends with hyenoid heads—have turned this abandoned shrine into their lair. The gnolls heard rumors that treasure is hidden somewhere in this cave, but they've been unable to find it due to an illusion placed by a long-dead mage. Vicious and hot-tempered, the gnolls have little patience for those who interrupt their search.

You can add monsters to the cave to make this scenario longer and more difficult. One or more Bugbear Warriors might have formed a tenuous alliance with the gnolls. Conversely, you can reduce the number of Gnoll Warriors to make the scenario easier and shorter.

Getting Started

To begin, read the following boxed text aloud:

Gnoll Lair Features

The cave has the following features:

  • Ceilings. The cave's ceilings are 10 feet high.
  • Doors. The doors to x are made of stone.
  • Environment. Past its entrance, the cave's natural rock gives way to crumbling stone blocks and flagstone tiles. Its walls are decorated with painted motifs of grinning demons and marching skeletons.
  • Lighting. The cave is unlit, and its denizens rely on Darkvision to see. Area descriptions assume the characters have a light source or other means of seeing in Darkness.

Gnoll Lair Locations

The following locations are keyed to map J.

J1: Entrance

The gnolls rigged the door with a makeshift alarm.

  • Door Alarm. This simple alarm consists of armor scraps and rusty weapons balanced atop the partly open double door. Moving either door triggers the trap, the rules for which are as follows:
  • Avoiding the Trap. A Medium or smaller creature can slip through the gap between the doors with a successful DC 13 Dexterity (Acrobatics) check; failing this check triggers the trap.
  • Detect and Disable. As a Search action, a character can examine the door and make a DC 13 Wisdom (Perception) check, detecting the trap on a successful check. Once detected, the trap can be disabled by a character who takes the Utilize action and succeeds on a DC 13 Dexterity (Sleight of Hand) check; failing this check triggers the trap.
  • Triggering the Trap. If the door is moved, the scraps clatter to the ground. The noise alerts all the gnolls in the cave, who cackle as they rush to dispatch intruders.

J2: Junk Pile

The gnolls piled objects here to sift through later.

  • DM Tip!. If you increased this cave's difficulty, one or more Hostile Bugbear Warriors might be here rummaging through the junk.

J3: Old Chapel

Two Gnoll Warriors scour this chamber for secret doors. The Hostile gnolls lunge at intruders in a frenzy. Combat in this chamber draws the attention of the gnolls in area J4, which quickly join the fray.

If the characters defeat all but one gnoll, the last of them surrenders. As an Influence action, a character can try to cow the gnoll into submission and make a DC 13 Charisma (Intimidation) check. On a successful check, the gnoll's attitude improves to Indifferent, and the gnoll reveals that its pack was searching for "a prize hidden in the mouth of a laughing fiend." On a failed check, the gnoll flees without divulging any information.

J4: Shrine of the Laughing Devil

Unless drawn elsewhere, two Gnoll Warriors pace about this chamber, frustrated in their fruitless search for treasure. The Hostile gnolls behave similarly to the pair in area J3; combat in this chamber draws those gnolls here.

Illusory Wall

The laughing devil face is an illusory wall; it looks real to the eye but has no substance. A creature that touches the illusory wall discovers its true nature and can pass right through it.

As a Study action, a character can make a DC 15 Intelligence (Investigation) check to discern the wall's true nature. On a successful check, the character recognizes the wall is a magical illusion.

J5: Hidden Crypt

Long ago, an evil mage reanimated the corpses of four explorers and commanded them to guard this crypt's treasure for all eternity. Entombed here are four Zombies, one in each sarcophagus.

If the characters touch any of the sarcophagi or the chest, the Hostile zombies push the lids off their containers and start combat, seeking to rend intruders limb from limb.

Treasure

Among the debris is the skeleton of a human thief. The thief's purse contains 15 GP and a large gemstone (worth 100 GP).

The chest is unlocked. It contains one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.

K: Shrine of Evil Chaos

The Cult of Chaos performs evil rites in this cave, subtly drawing monsters to inhabit the Caves of Chaos and bring strife to the Borderlands. The current cult leader is Ivlis, the keep's former priest. Her cruel assistant, Narthus, is always here, and other cultists dwell close by (see x). Undead guardians defend the shrine and the Chaos Bell—the source of the cult's foul magic—at the shrine's heart.

You can add monsters, such as Cultists, to the cave to make this scenario longer and more difficult, or you can reduce the number of Skeletons or Zombies to make the scenario easier and shorter.

Getting Started

This cave is connected to x via the stairs east of x (see map K). If the characters approach from outside the cave, read the following boxed text aloud to begin:

The stench issues from the rotting ogre in x.

Shrine Features

The cave has the following features:

  • Ceilings. The cave's ceilings are 20 feet high.
  • Doors and Secret Doors. Doors throughout this cave are made of heavy stone. The secret doors to x blend in with their surroundings but are obvious from inside area K8. As a Search action, a character can make a DC 15 Wisdom (Perception) check to examine the wall for a secret door, noticing it on a successful check.
  • Environment. The cave instills a sense of unease in its visitors.
  • Lighting. Unless otherwise noted, Bright Light from red-flamed wall sconces fills the cave's areas.

Shrine Locations

The following locations are keyed to map K.

K1: Entrance

Shadows shroud this foreboding entrance.

K2: Guarded Hallway

An Ogre Zombie conscripted by the cultists to guard their nefarious acts stands watch here, but the undead brute is easily fooled.

The ogre zombie lets members of the Cult of Chaos pass unscathed, but it is Hostile toward entrants not garbed in the cult's attire and pummels them on sight. The creature is Indifferent toward anyone wearing a Cultist's Robe.

K3: Chapel of Evil Chaos

Four pillars support the domed roof of this empty chapel, where cultists conduct foul ceremonies.

  • DM Tip!. If you increased this cave's difficulty, two or more Hostile Cultists might be in the midst of an unholy ceremony here.

K4: Undead Barrack

Four Zombies shamble restlessly in this bare chamber. They fight any non-Undead not garbed in the cult's attire but are Indifferent toward anyone wearing a Cultist's Robe.

K5: Altar of Evil Chaos

Narthus chants evil litanies in this impious chamber. He is Hostile toward the characters, even if they're garbed in cult attire; Narthus screens every new cultist and knows his fellow cult members well.

If the characters interrupt the ritual, Narthus decries them as blasphemers and starts combat. On his turn, Narthus tries to ring the Chaos Bell, causing the bones to animate (see the "Chaos Bell" section).

Chaos Bell

Hanging from the stand is the Chaos Bell, a profane relic whose toll can wake the dead.

As a Bonus Action, a creature within 5 feet of the Chaos Bell can ring it, causing the bone piles to knit together and arise as four Hostile Skeletons. The tolling bell also summons the Zombies in x to the fray. The skeletons and zombies obey Narthus's commands.

The Chaos Bell is all but indestructible. To destroy the bell and end its magic, the characters must submerge it in the x (see the "Wilderness" section). If a character removes the bell from its stand, give that player the Chaos Bell.

K6: Visitor's Chamber

This room has comfortable chairs and a low table. Cult leaders interview potential new recruits here.

K7: Cult Leader's Room

Ivlis, leader of the Cult of Chaos, lives here. Each day, she pays tribute to the severed demon head mounted on the wall, which she talks to when no one's around. Ivlis is Hostile toward the characters.

If confronted, Ivlis first tries to tempt the party with promises of untold riches and power, claiming all things are possible through the Cult of Chaos. She urges the characters to submit to the cult and become Undead. If they refuse, she fights.

Fighting Ivlis

In combat, the sneering cult leader fights arrogantly and doesn't hold back. If reduced to 15 Hit Points or fewer, however, she tries to flee the cave through area K8 via the secret door. If Ivlis escapes, she attempts to revive the cult elsewhere.

Treasure

The demon head pivots to reveal a nook with 100 GP, a large red garnet (worth 100 GP), and two magic items; roll twice on the x table in appendix A (rerolling duplicates) to determine the items.

K8: Secret "Treasure"

This hidden room contains only a black iron chest. When a creature moves within 5 feet of the chest, it springs open and spills 300 GP across the floor.

Treasure

The coins are cheap counterfeits intended to slow greedy pursuers. A cursory examination of the coins reveals them as fakes.