Wiki Gaming:Caves of Chaos

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Caves of Chaos is a 5e introductory adventure based on the classic Keep of the Borderlands Basic D&D module, run by GamerAim for people who do not need introduced to D&D. The goal is to show people a good old time from when D&D wasn't about all this railroading high-adventure pre-plotted stuff: the players and the DM make the story by making choices, and Keep on the Borderlands was a locale that enabled that to happen. It is a story that will be molded by the choices we make and their consequences. This is Dungeons & Dragons. Welcome to the Caves of Chaos.

When you post your actions, start with your character's name in bold. Don't use a header and don't sign the post (I trust you not to pose as someone else's character :)

Player Characters[edit]

NPC Henchmen[edit]

  • Gerald: Human acolyte cleric (death domain) 1. STR 15 (+2), DEX 9 (-1), CON 13 (+1), INT 11 (+0), WIS 17 (+3), CHA 13 (+1). AC 14, HP 9/9. History +2, Insight +5, Medicine +5, Religion +2. Mace, scale mail, shield, priest's pack, light crossbow and 20 bolts, potion of fire resistance. light, mending, guidance, chill touch, 1st: false life, ray of sickness, detect evil and good, purity food and drink, bless, protection from evil and good Slots 2.

The World[edit]

The world is similar to most other generic fantasy worlds, with elves and gods and magic, but with one notable difference: there are no stars. But there are some who believe in stars and join what are known as Star Cults. Most such cults are harmless, if stigmatized by mainstream society, but others are more dangerous. Navigation across distances has historically been guided by magic rather than the stars, though roads are maintained to assist in travel even at night. I don't really know how navigation works, but just assume it does.

The keep, as you'll read below, is on the borderlands of a moderately-sized empire comprised largely of humans and elves (plus half-elves). To the west are older elven, dwarven and gnomish nations in various states of stability, though travel to the west is restricted by travel over either mountains or water, and the northern and western coasts of the empire have a healthy sea trade. To the east and south are lands yet to be fully tamed; the south mainly plains and jungle far as anyone knows, and the east is wooded and mountainous. It is a distance from the base of the mountains to the east, in the hilly and forested borderlands on the edge of the empire that the game takes place. A mid-level fighter known as Lord Dyson, an ally of the Empress who was gifted some land in the past few years, holds rule over this region with his Magist Freeman, the innkeep Olaf, and Matriarch Stapledon of the local Church of the Ancestral Gods — all once a party of adventurers like yourselves.

Player Maps[edit]

NPCs[edit]

  • Lord Dyson: Lord of the keep and close friend of the Empress Gaelerion-Concord VII.
  • Magist Freeman: Former member of Dyson's adventuring group and current court magician at Dyson's Keep.
  • Olaf: Proprietor of the Traveler's Inn & Tavern. Former member of Dyson's adventuring group.

Rumors[edit]

  • Never trust an altar.
  • Be wary of your party members.
  • Dog-headed men dwell in the caves.
  • A kidnapped princess is being held in the caves.

The Game (Archive)[edit]

The Dice Room[edit]

Introduction[edit]

From the eastern reaches of the Empire of Gaelerion, sitting atop the borderlands between law and chaos, the noble Lord of Dyson Keep has sent out a call to arms to all doughty adventurers to seek out the monsters and brigands who have been raiding the wilderlands, where already few traders and settlers dear tread. To expand his influence and that of the Empress Gaelerion-Concord VII, he requests the aid of such brave peoples to venture eastward of his keep into the Forsaken Vale to locate and exterminate the threats, that you may be rewarded for your efforts with riches and experience. But beware: rumors tell of members of an evil Star Cult or worse making their homes in the caves said to house those you seek. You may well discover why they're called...the Caves of Chaos.

Day 4, October 14th/712, 2:50:18 PM[edit]

This is where I will keep track of daily things, like living expenses, healing, etc. The header will keep track of the day, date, year and time.

Storm will arrive around Day 4, October 14th/712 at 4:30:00 PM.

  • Jack Living Expenses: Free
  • Wfoz Living Expenses: Poor (1 gp, 4 sp Day 1-7)
  • In'Za Living Expenses: Poor (1 gp, 4 sp Day 1-7)
  • Decca Living Expenses: Poor (1 gp, 4 sp Day 1-7)

Combat: Round 0[edit]

This is where I will keep track of combat things, like initiative, effects, etc.

Initiative:

Death Saves (Bad/Good): Jack N/A, In'Za N/A, Wfoz N/A, Decca N/A, Stella N/A, Remei N/A, Gerald N/A

Day 5[edit]

The Keep[edit]

DM. Regardless of whether Jack wakes up the others for their shifts, the night passes uneventfully. Nothing but the cool autumnal winds and the sounds of wildlife join you in the woods tonight, as if the gods themselves were rewarding your struggles against chaos with blissful rest. As the sun comes up next morning, it is clear that the clouds have since moved east and the trek back to the keep should be dry. The princess and the others awaken when the light hits their eyes. After some chattering, the princess suggests that you continue back to the keep, as the former captives have transitioned from overwhelming exhaustion to a strong hunger.

Jack. I don't bother to wake my companions. My night passes restlessly, as I cannot sleep through my thoughts. Come morning, I agree with the princess, "We should move quickly. Food is not exactly plentiful in the forest. Not unless ye can hunt well. Besides," I heft the bodied of Decca and Gerald, "If we take too long, these two will start rotting. I doubt the priests at the fortress would like the return of a rotting member of their order."

Remei. Moving towards the front of the party I keep a close eye on Stella's tracks before they get trampled by the party. I take the opportunity to talk to any of the former prisoners who seem willing, finding out how they were captured, and about their experiences with the priestly cult.

Wfoz. Awake, and very worried, I try to hurry the group along as we get ready. As soon as we are ready to leave, I take the back of the party to keep a watch over stragglers and keep my eyes open for anything.

DM. Remei finds that, once the party returns to the road, Stella's tracks return — albeit hard to discern after last night's rain. The accounts of the former prisoners are mostly similar: farmers, entrepreneurs and homesteaders from nearby kingdoms who set out to the frontier only to be ambushed and captured. They saw many prisoners die at the hands of the cultists. Though many were in shock from the ordeal, some prisoners recall bits of chatter suggesting that the cultists were making sacrifices to some dark god in return for information. All they remember of note is a name: Alistair. The diminished strength of the prisoners means that the trip takes longer than it otherwise might, but it is uneventful before you see the keep on the horizon. Though nothing attacks you, you feel uneasy even as you venture further from the Caves of Chaos. Rustling of leaves made by ordinary birds nonetheless gives an otherworldly feeling, as if some unseen but malignant force watches you.

The walk up the steep trail to the keep is the hardest on the malnourished prisoners, but they succeed in making it to the keep gate. Corporal Sterling greets you from the bastion once more, "Welcome back, travelers! I'd thought you dead, but I see you bring with you bedraggled peasants? Enter and tell me what's going on." She disappears from view, then reappears behind the gate and orders it opened for you.

Jack. At the forest's edge, I stop, "This is where we part ways, for now. Me task is finished, me home is safe," I set down Decca and Gerald and hand 4 silver pieces each to In'Za, Wfoz, and Remei, "Yer parts from the kobolds. Make sure Gerald make it back to his order. Do with Decca as ye feel is fitting."

I turn to leave, then add, over my shoulder, "In'Za, Foz, Remei. It is hard to earn me trust, but ye all have certainly earned me respect. Should ye ever need me, come to Fellgrim Forest and call out, 'Lumenosk,' If I can hear ye, I'll come," with that, I vanish into the forest like the ghost I am called.

Wfoz. As Jack says his goodbyes, I take my share of the weight from him, letting him know "Jackk, wetthoutt you we would havve faeledd, zo thankk you zo much. Onnze we arre backk en youzr fozrezt, we juzt need to cazll outt Lumenozkk, and we will waet for our mozt emporttant dzragon!"

Telling the prisoners to keep moving, we get to the gate. As soon as I see the face of Corporal Sterling opening the gate, I let her know whats been going on. "Korporazl, we rreturzn. We havve newz, farmerzz, entzrepzreneurz, homeztteaderz, deadd, and mozt emportanztly, the prenzcezz! We need to meet with hiz heghnezz, Geraldz orzderr, and the keepz mageztarr. Iff there iz a zoldierr overrzeeinzg the culteztz, we need to zee hem too."

Jack. As I leave, I hear Wfoz's word and grant him a faint nod.

Remei. I nod my thanks to Jack as he hands me the silver. I ask the guard if a mitocabra has entered the city in the last day or two.

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