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

NPC Henchmen

  • 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

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


  • 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.


  • 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)

The Dice Room


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

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

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


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 4

The Caves of Chaos

DM. (90 XP for returning the ogre's head.) Nog leads you to the other end of the valley, down a worn path switching back and forth up the steep slope to a cave mouth, near which the trees are bloated and twisted. The cave opens into a deathly still corridor with high, vaulted ceilings. Red strata interlaced with black veins run through the hewn rock walls. You hear sporadic groaning and shrill piping from within. Nog himself remains a safe distance from the mouth, but points inside to affirm that you've arrived at the proper location.

Jack. I sighed, "Priests. They'd do anything for their god and just irrate me," I look over at Nog and, in a tone that seems less menacing that before, even kind, say, "Vinxa. Yth kashor dout letoclo .(Thank you. We appreciate your help.)"

In'Za. In'Za draws his sword. "Perhaps we should send in a scout? Remei seems like a good option."

Remei. "Happy to. The entrance is not guarded, no reason a weary traveller might not enter out of sheer curiosity". I take off my scale mail and dagger and hand them to Stella for safekeeping "can you look after these for me, my friend?" I cast an eye around the group, checking all are happy with the plan. "Anything in particular you think I need to be looking out for, apart from obvious hostage Princesses?"

Wfoz. Looking at the corridor, and what the priests have built in this dangerous environment, Wfoz's spine becomes jittery. "Thiz will be dazngerouz. They capttured the prenzezz, so why not you too, Remei? I guezz we have to try it, zince we do not have an altterznateve plan... I wanzted to say we were workkeng with the koboldz, but that will not work without the kking. Try to get more enformattiozn about their relattionz with the koboldz if you can."

Jack. "I would go with you, if you'll have me. I have something I wish to know and it is safer. I am not known as the Forest Phantom for no reason, after all. I can keep an eye out for any... situations and stay out of sight."

In'Za. "Decca, perhaps you should go with them. Having a spellcaster along would be useful."

Remei. "My main advantage as a scout is that I am as good a fighter unarmed as not, and able to outrun or out-climb opponents rather than fight, as few can match my speed. If I go unarmed, alone, then I can gather what information I may and leave quickly if things go wrong. Jack, your stealth probably outstrips mine, but if cornered I expect you would fight... Would you want me to make good my escape and fetch the others to our aid? The same would go for Decca. Alone I know my responsibility: to save my own hide. In a group I think our strategies will diverge and had best be thought through beforehand." Having finished this uncharacteristically long speech, Remei folks her paws neatly under her chin in a contemplative way, and looks enquiringly at her fellow adventurers.

Stella "I couldn't agree more! Remei's a perfect scout to send in, no loud hooves to give ya away. Also Remei we've known each other for some time now so if there's anything ya need ta say to me just say so" She laughs to herself

Jack. I nod slowly, considering Remei's words, "True... Hmm. Very well, what say ye to me leading? If we are discovered, I could intervene while ye flee and get help. Me stature would likely draw any attacks and it is possible that these priests are capable of magic. If I have learned anything about magic from me brother and sister, as well as me own kind, its that magic is far reaching. Be best if they have something to focus on," I consider my eords before, "But run quick if we do this, even dragons can be overwhelmed, as yesterday reminded me."

Wfoz. "Bee safe, Remei and Jackk. We will wait a little ways backk, away from the corridor." After wishing the scouts success, Wfoz turns back around with the rest of the party the way we came. After a good number of yards, Wfoz begins to setup a small campsite among the trees and boulders.

Remei. Smiles broadly and wiggles her ears at Stella, and nods acknowledgement to Wfoz and Jack, and follows Jack into the cave.

In'Za. In'Za follows Wfoz and helps him set up camp.

Jack. I tuck my pouch into by backpack, then set it to the side of the entrance. Pointing to it, I say, "Move it if ye want, but do not touch anything inside," With that, I enter the cave, followed by Remei.

DM. Gerald glares at Jack, but remains quiet. While Decca, Gerald, Wfoz, Stella and In'Za stand guard outside and build a campfire, Jack and Remei scout the inside of the cave. However, roughly 20 feet inside the well-hewn cave (notably better-carved than the primitive kobold cave), the path intersects a long corridor 20 feet wide. 60 feet to the north, you barely make out a couple of doors to the north and east, with a 90 degree turn to the west. Approximately 60 feet to the south, the corridor turns diagonally to the southwest. The faint stench of death seems to emanate from the south.

Remei. I nod slightly down the north corridor and raise my eyes questioningly at Jack...

Jack. I narrow my eyes and glare down the south corridor, but glance at Remei and nod, slowly heading north. Stealth check?: 1d20; 7+4=11

Remei. I follow Jack. Stealth check 1d20+3=14. When we get to the doors I will take time to listen and smell outside each one, before cautiously looking around the corner down the corridor to the SW.

DM. From the north door, Remei hears conversations discussing demons, but nothing from the east door. (I'm assuming you mean the west passage, because Jack and the doors are to the north.) The western passage slopes noticeable upwards before splitting north and south again, but Remei can make out a distant, faint groaning from around the southern bend. She also smells a faint whiff of...rotting flesh?

Jack. I kneel close to the north door to see what I can hear, while gesturing for Remei to keep watch.

DM. Jack can make out the sounds of 5 or so people talking on the other side of the door, but can only discern a couple intermittent, the most notable of which are "demons," "sacrifice" and "altar," but can't understand any particular phrases or sentences.

Jack. I glance at Remei and hold up 5 finger, but held up my other hand, constantly changing the number of finger on that hand. After that, I pantomime stabbing someone laying down and gesture to the south with a questioning look.

Remei. I shrug and nod and set off to the south to investigate. Stealth check 1d20+3=14

Jack. I make what passes for a frown, but take the lead. Stealth check. 1d20; 9+4=13

DM. Jack and Remei sneak down the corridor some 130 feet until they reach a stretch of corridor some 60 feet long, boulders, rocks, sand, and sandbags blocking the south end. To the west, Jack sees red-streaked stone that contains black veins forming the walls of a chamber, from which he and Remei can hear an occasional groaning. To the southeast is a hall which appears to be an audience chamber, but it is deathly still, though Remei can make out some armor-clad statues against the southeastern wall.

Remei. I glance at Jack and raise my eyebrows questioningly, whilst moving slightly toward the sound of groaning. (Stealth check 1d20+3=7) My attention on Jack, I stumble slightly on a loose stone beneath my feet...

Jack. I freeze and began listening, my eyes sweeping the area to see if we were detected. Perception check. 1d20; 15+1=16 If I don't find anything, I move to the wall and begin studying the wall, trying to find snything about it (Not sureif this is Investgation or Perception, so here are rolls for both) Investigation check. 1d20; 14 Perception check. 1d20 (advantage); 10+1=11

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