Beruflich Dokumente
Kultur Dokumente
This is a custom reference for the inhabitants of Restwell (The Keep on the Borderlands), as suggested by Gary Gygax in 'Preparation for
the Use of the Module' section of Dungeon Module B2 The Keep of the Borderlands (pages 5-7). Most details herein only embellish on those
already included in the module, and are fully compatible. Where some details do differ, precedence is to be given to the custom changes
included here. The Keep Map included has been slightly modified to show the few additions indicated.
a loft above the cage. Draw the Lackeys randomly from the
NPC sheet.
7. PRIVATE HOMES:
The Keep of Restwell is technically a
possession of the King, but residents within the walls of the
Keep are those permitted to pay a fee to reside there. Many
agreements are honored by surviving families, so some
tenancies can be generational affairs. No persons may take
up residence without either joining in a contract with the King,
or a sub-contract with someone else who is in contract with
the King (Though the Crown does not concern itself with the
details of such pithy matters.) The Bailiff, acting as an agent to
the Crown, is the arbiter and records keeper of all such
contracts, and the collector of all fees, and he keeps all of
these records either in the cellar below his residence (6.), or, if
too old, turned over to the Keep Archives (24.). Typically the
buildings are leased to notable figures within the community,
who, in their part, lease the upper floors to others to offset
their costs.
Patches true Bacti name is Meearoo, but few would ever learn of
that fact or care to. Longer lived than common cats, Patches
arrived in the Borderlands many years ago as the loyal
companion of a Wizard hired by the younger Gregory to aid in
ridding the countryside of Chaos. The Wizard died soon after
arriving, needlessly, in a simple brawl with unsavory drunkards at
the One-Eyed-Cat. Stranded, and with no one to talk to, Patches
attempted to leave Restwell on his own, but found the road
alone too challenging. Attempts to endear travelers passing
through never worked as planned. Gradually, he surrendered to
a dull life of ease, and satisfied his need for companionship with
Hudd.
If the party has a Wizard of some learning, the player of that
character may roll for a Lore Check on whether they have
knowledge or understanding of Bacti. If they encounter Patches,
and are able to communicate with him, he may be persuaded
to join the party.
Patches is an important NPC due to the fact that he has the
potential to have witnessed many secret plot points within
Restwell, and possesses the natural ability to gather even more
information upon request.
Tibald guards his identity and his mission very closely, and will not
likely share any information with the party unless extraordinary
circumstances convince him that they could and should help.
He is a Cleric of St. George, from a great Cathedral, and is at
Restwell on direct orders from the local Bishop. Two years earlier,
a Cleric of St. Cuthbert returned from a quest to eradicate Chaos
in a dark corner of the lands to the North. With him were two
important finds, an amulet and a small ivory scrollcase. The scroll
within the case translated simply, "A false son of light, and no new
dawn is rising. Their hearts already feel the cold, and our seeds of
despair shall grip them from within at the perfect hour. The dark
bridge is almost complete, and ready for your fated task. Come
join us in praise to Orcus." How this intercept related to Restwell
remained a mystery until it was discovered that the amulet was
once a unique possession of the late Curate. Tibald keeps this
amulet with him in case the legitimacy of his charge should be
questioned by those who knew the Curate.
2nd Floor: Gail lives with two young boys, Kip and Art, on the
second floor, and sees her husband for three nights of every
three nights.
3rd Floor:
The young Audric (19yo, thin, eager, quick,
impatient, kind) lives on the third floor with his father, a
*The party could learn the deeper secret that Tedric is being
pursued as a peer of the Realm by both those wishing to install him
for their own gain, and some who want him dead to ensure that
never happens.
With much persuasion, the Candlemaker Otis will tell about how,
when he was a young man, he came to know a sage who told
him about a map to a deserted Dwarf Mine in the mountains,
and invited him on an expedition to retrieve any discarded
wealth that was rumored to be there.
He joined that expedition with confidence, but his group
never made it to those Mines. On the journey, they became lost
in a whiteout and unwittingly stumbled onto an ancient and
forgotten mountain pass to the East. For a time they believed
that they had found their road again, but after a distance it
became clear that they had found an older road they had not
expected.
Desperate due to the weather, Otis' group of explorers did not
hesitate to enter a ruined and abandoned fortress located
beside this road. But once within the broken boundaries of the
outpost, a band of massive and vicious Frost Giants erupted
from beneath the large unspoiled drifts of snow, and with
complete surprise on their side, grabbed each of his
companions and rent them apart.
Otis himself was not excepted from this fate, as one particularly
cruel Giant grabbed his arm with both massive hands, and
quickly shattered all of the bones in his grasp, and flung him
against a wall with a snap.
Only dumb luck and the fortitude of his warrior youth saved
Otis alone. Forgotten behind a broken wagon covered in snow,
he saw the Giants rip his companions apart and eat them on
the spot, the blood painting the snow all about in red gore.
Blinded with pain, his arm horrifically mangled beyond
recognition, Otis fumbled away from the ruins. Not knowing
which way to go, he desperately trudged through the forests,
and simply chose going downhill at every turn, never stopping
until he arrived at Restwell.
So Otis knows about that ruined fortress in the mountain pass,
and that during blizzards and whiteouts, lost travelers can
expect a grisly end if they attempt to shelter there. What is not
so commonly known is that Frost Giants can lay motionless for
months, and that they are the reason the route to the East has
been forgotten and abandoned.
Otis does not have helpful knowledge of the Dwarf Mines he
was originally set to explore. The details of that goal died with
the expedition.
7e. THE BUTCHER'S: Butcher Raynald lives with his wife Beatrice,
and 2 sons. Raynald and his two grown boys collect their
meats from their contacts in Butcher's Lane, but make most of
their cuts on the blocks in their shop. Some small pools of
blood gather at their frontage. Much less that what is seen in
Butcher's Lane. His two sons, Crank and Kolb (large 20yo
twins), known as the 'Butcher Boys', take after their mother as
naturally mean people. Raynald privately despairs of them,
but outwardly keeps himself busy and counts himself lucky
that his boys are at least hard workers. Too often however, the
Butcher Boys stay out gambling and drinking with unsavory
friends at the Snare Trap, only to return as curfew is lifted the
next morning, bringing the days catch. The fat Beatrice is at
once permissive of their cruel natures, scolding of any
foolishness such as gambling, and blames her husband for
any perceived failures. They live together on the second floor,
and work on the main floor and in the cellar.
*Should Tendai's past catch up with him in Restwell, he will find little
7i. THE COBBLER'S: Elger (43yo, quiet, pipe smoking, bushy white
moustache, balding, Dutch accent) and his brother Fritz (37yo,
similar, with a beard and less gray) and Fritz's daughter Girdrud
(19yo, ruddy but handsome, sharp, no-nonsense, pleasant to
strangers, regional accent) Elger the Cobbler almost never
speaks. His brother Fritz (also a shoemaker) speaks only a little
more. It is Fritz's daughter Girdrud, who speaks the most in the
family, and at first seems to be the one in charge of the
business. Ordering supplies and collecting payments.
3rd Floor: Alice the Ferrier (58yo, broad, ruddy and wrinkled
skin, unkempt graying hair, leather armor, club and dagger at
her side) is a weather worn wagoner who works in the
caravan business between Restwell and the Realm. She is a
gruff and no nonsense veteran who increasingly relies on the
strength of her grown son Miles (23yo, strong, fresh sharp
black beard, suspicious, honest) . They need for little, and
save most of their earnings for Mile's future after he survives his
mother.
7h. THE BARRISTER'S: Athelard (65yo, Tall, dark haired, long face,
widower, arrogant, disdainful, intelligent, knowledgeable,
honest, cynic, wearing lavish dark blue robes and an
elaborate purple liripipe) with a new wife Adcok (21yo,
youthful, innocent, naive, unsure, distraught) and 1 daughter
Emonie (22yo, severe beauty, Dark hair, piercing gaze,
perceptive, suspicious, angry) Athelard is a notoriously selfish
person, but defends the honesty of his career. Never a friend
to anyone, he pours all of his considerable intelligence
towards knowing and executing the law. Exceptional at both
defense and prosecution, he is the man to go to in Restwell
for serious legal matters, and is often seen in consultation with
the Bailiff and the Scribe. (With them, he chairs a regular
community meeting for the airing of disputes and grievances.
The Court of Restwell is held on every new moon, and is
officiated by the Castellan at different locations depending
on the agenda and the weather.) Athelard keeps his grown
daughter, Emonie, close by him, to make his meals and tend
his home. He has recently RE-married to a woman even
younger than his daughter, Adcok 21yo, to warm his bed and
bear him sons. Both women feel trapped in their lives, but
have no one to turn to. Secretly Athelard hides in Restwell to
avoid the wrath of certain persons whom he had prosecuted
in the past, but who are now released from prison and seek
his neck.* Otherwise he would still be plying his trade in the
courts of the Realm.
*Unlike Tendai, there is little likelihood that anyone would seek Lucente
out, as the Merchant Princes he once opposed had been cast down
long ago. Should he learn of this, he might feel compelled to return to
his home, and reclaim his inheritance, where he himself was in fact an
inheritor of a valuable trade empire. If the party develop a friendship
with Lucente, acting as his entourage for his return journey may serve as
a strong bridge to new adventures elsewhere.
criminals from the Realm, enter the Keep disguised as low level
Merchants, complete with forged papers of their guild membership.
Their real cause would be to kill Athelard, in such a fashion that he
would know who it was that killed him, and why.
3rd Floor: Corporal Drugo (23.) keeps his family here. His young
wife Laya (26yo, the Miller's daughter, seeming exhausted yet
dauntless) is nursing her infant daughter while chasing after
her two hyperactive little boys, Mott (8yo, eager, wants to be
a guard like his father, inquisitive, becoming a bully) and
Terrey (7yo, follows his brother everywhere, attention seeking,
likes to play with wooden swords together). Though she does
not like the Scribe Watt (6.) very much, she is happy to see her
boys working for him from time to time (3.).
4th Floor: Watchman Derric (24yo, stern and handsome
soldier, with ambitions to become a Guard) serves under
Goraidh (12.). His newlywed bride Alona (19yo, a swineherds
daughter, nursing red raw knuckles and elbows from her new
life of endless chores) is filled with affection towards Aileen for
midwifing the birth of her new infant son. Both wives take turns
helping Aileen with her work or watching each other's
children. Neither woman shares Aileen's martial experience or
prowess however.
7l. THE LEATHERWORKER'S: Tanner Darius (Wife Gemma, son
Jonas) with Seamstress (1 daughter) upstairs. Darius (57yo) is
the Keeps most demanded leather-worker. He creates most
of the new pouches, travel rolls, caps, and belts seen in and
about Restwell. he also provides the leather components for
all of Rowland's (8) armor product, and collaborates with
Tedric (7e) on many scabbards. He grown son Jonas 21yo,
and his wife Gemma 32yo, work together with Darius to meet
all of these demands. Jonas is hard working, and considers
himself capable of inheriting the business from his father in
good time. Gemma has become the negotiator for new
hides in recent years. But unfortunately, in the process of
meeting with the crowd on Butcher's Lane, she became
infatuated with a certain handsome and daring Hunter who
lives outside of Restwell. If she should pursue her interest in
him, and Darius were to find out, there could be trouble.
All of the Mason Boys but for Jamie are large and imposing
men, who's work ethic and tradition of teamwork are
renowned. Even Jamie shows a good effort when Gillis sends
him to work on a job. They posses little real fighting ability
however, so the community doesn't rely on them as they
might trained soldiers. This suits Gillis's family well.
Of the Mason Boys, Brodie, Laurent, and Hugo, each have
wives and children:
Brodie is married to the Baker's sister Lenora (31yo, robust,
red faced, jolly, as swift to scold as to forgive, a generous
hugger), mother to two girls, Ally (7yo, round and rosy,
consistently clumsy, eager to help the family business, Loves
her uncles, seeks to please her father) and Julie (5yo, round
and rosy, depends on her older sister to show her the ropes,
they are never seen apart). Lenora never needs for her
husband to smile. She measures his heart by his deeds and
finds him to be the most admirable man she's ever known.
His nephew Ealan shares his Uncles best hopes, but is terribly
nervous about the dangers of living on the fringes of a lawful
civilization. His daughter Ruth shares much of the same
concern, plus
the added resentment of missing the
conveniences of the town lifestyle she was brought up in.
7n. THE TYLER'S: Gipp Tyler (55yo, large, strong, calm, hairy, wears
brown tunic with a blue apron), lives with his wife Flora (44yo,
attentive, bright, jumpy, handsome, wears a light blue dress
an apron, and a close wimple), his 2 sons Martin (22yo), and
12. WATCH TOWER: Captain of the Watch Goraidh and 12 menat-arms in residence.
The southwestern watchtower is the office and residence of
the Captain of the Watch, who reports directly to Bailiff
Radulfus. Goraidh is a bitter man who treats vagrants cruelly,
and measures his treatment of people by what they can do
for him. Permanent residents and notable citizens have but to
ask, and Goraidh will frame and imprison anyone with too few
ties in the community. He does not welcome visitors who do
not show a clear purpose for being in Restwell, and will
conspire against them if he believes he could get away with
it. In some cases, the simplest way to keep Goraidh off a
visitors back is for that visitor to be sponsored by a notable
resident such as Arnaldus (16), Abelard (17), or Gipp (7n). If he
feels himself and his watch outmatched, he will seek out the
help of the guardsmen of the Inner Gatehouse (18). He would
ask Captain Murrone for aid if she is present, but prefers the
Grifon for his similar sense of justice and humor.
.
15. THE TAVERN: "The One-Eyed Cat" Tavernier Bodkin (Wife Tilda,
1 Son, 1 Daughter) Pot Boy Olly, Wench Amabel, Scullion Dob
in residence. Bodkin is the owner and operator of this tavern,
and is also the only Brewer in the Borderlands. He looks
forward to a day when his custom brew, "One Eyed Cat",
becomes popular throughout the Realm. In the meantime, he
and his wife Tilda host the local watering hole, and also
provide supply to the Snare Trap (1). They are often the last to
enforce the Outer Baily curfew each evening.
Bodkin is a short stout bald man with deep and old scars
drawn over his scalp. Though an expert archer from ages
past, his treasured bow and quiver is left to collect dust high
up on a peg above his prep area. He immediately sizes up
troublemakers for what they are, but never takes action
unless absolutely necessary. Though he personally enjoys
brawls, he loses too much money when they occur.
14. THE TRAVELER'S INN: Known locally as "The Green Man", due to
a sculpture of a large painted Green Man's leafy face
mounted above the main door, this Inn is the center of social
activity for most visitors to the Keep. the Innkeeper is a hardy
and formidable woman named Beatrix (37yo, thick, robust,
healthy, observant, quick witted, restless, hard working), who
is regarded as one of the unofficial leaders of the community.
Her Husband Lucan (40yo, braided blonde beard, dark eyes,
confident, discreet) is a large and gentle man with a
bemused smirk, who never seems to take matters too
*Seward is an agent of the Temple of Evil Chaos, and is trusted with the
task of reporting on the defenses of Restwell to the Temple Priests, and
preparing to summon the dead from within the Keeps own Crypts, at
the appointed hour. He had arrived in Restwell with forged orders
several years earlier, and has since established himself as a skilled
healer and a reliable servant. He made certain to be entrusted as the
current caretaker of the crypts, and has one of two keys to its vaults.
The other being held by Abelard. Occasionally, Seward ventures to the
Haunted Barrow to make his reports and receive instructions in
Necromancy.
The Death of the Curate Edghann was in fact the result of a well
planned ambush. Though Seward was supposed to have remained in
the chapel, he was actually present at the Haunted Barrow to commit
this treachery himself.
who service the Cavalry Stables, day in and day out, are
equal to the Groom Meal (4.) in ability, and much more
professional in character. They are friendly with all of the
guards who post here, and deferential and helpful to each
Knight and Lord. The Knights (24.) maintain a strict regimen of
caring for their horses themselves, and so may also be found
alone or in pairs here at any given time, though possibly
unarmored. A small Banded door connects the Cavalry
Stables directly to the Knights Armory in the Keep Fortress
(24.). No visitor is permitted in the Cavalry Stables unescorted.
If any visitors should argue when either of the Lackeys or
Guards challenge them to leave, they may be immediately
thrown into the dungeon (24.) and given an audience with
Lord Gregory to defend their actions a day later.
Up above the stables is a tower that most popularly refer to
as "Knights Tower". The parapet and top floor are occupied
with a catapult and associated shot. The lower floor serves as
the stables storehouse and modestly furnished home to the
Lackeys when the Knights are not relaxing in it themselves.
During off hours, 2-4 of the Knights might be found here,
drinking and gambling outside the view of their Lord. During a
siege, or when scanning the country, this is the preferred
gathering place and overlook for the elite warriors.
23. GREAT TOWER Corporal of the Guard Drugo (35yo, dark eyes,
tightly trimmed brown beard, courageous, quick to laugh)
and 24 men-at-arms in residence. Among his regular duties,
Drugo shares supervision of training in the Inner Baily (21.) with
Harkin (20.) Drugo is a patient teacher, and a relaxed leader
to his men. Being given leave to reside with his family (7k.) . To
facilitate this, he alternates evenings of each week with his
trusted veteran Sergeant Brayden (7d.) who also enjoys this
privilege.
Through the door on the right (to the East) is a rustic Dining
Hall dominated by a broad stone fireplace, connected
through doors in the far corners to the north and south are
the Kitchens and the Knights Armory respectively. The Armory
is functional and is used for the storage and maintenance of
the Knight's personal harnesses. The Kitchen has a stair
leading down to the Pantries in the cellar. The Armory has a
strong barred door leading out to the Calvary Stables (22.),
and a stair leading up to the Knight's well decorated parlor
and sleeping chambers. The Kitchen is dedicated to feeding
of the Castellan's House Knights here. Though their Lord may
occasionally choose to dine with his elite warriors in this wing,
he more often dines with his family, advisors, and guests, in
the smaller Dining Hall on the West side, and is content to
have his finest try all of the days preparations before he does
(This is partly Malal's strategy for ensuring against poisoning.).
The Knights:
Sir Gaylen of House Marcus (42yo) with his Squire
On normal days the Castellan will be seated in the centermost throne, and several of the other seats could be empty.
Family members, Malal, the Bailiff, the Barrister, the Curate, or
other officiates may also be seated here as required, with the
smaller seats reserved for Scribes, Squires, Acolytes, etc..
Posted in the chamber are 2-4 Knights to guarantee the
security of all attending. There is a small banded door
stepped down on each side of the dais, through which the
Court often enters in curt ceremony. in the center of the walls
on each side are two more strong banded doors leading to
the East and West wings of the first level.
10
7th in line for the Earldom of Kenney, Sir Gareth chose service
as a House Knight to taking Orders or going on Pilgrimage to
the Levant. He is easily influenced by the other Knights.
Sir Donald (36yo)
11
APPENDIX I:
RESTWELL LAWS
Chain of Command in the Keep:
1.
2.
3.
4.
5.
6.
7.
Licenses:
Taxes:
All arrested are detained in the Dungeon (24.) for one or two
days until a hearing is convened. If the accused surrenders to the
mercy of the Court, the Castellan has authority to mete justice
and mercy as he see's fit. If the accused protests their innocence,
a trial is scheduled. The trial is adjudicated in council by the
Castellan, the Barrister, the Bailiff, the Curate, and one "Guest of
Honor" such as the visiting Priest Godefroi, or the Guildmaster
Curfew:
12
To feed the more than 400 people living in the Keep, around
160 farms surround the Keep in a one-mile line of sight from
its towers. No more than 15 people dwell in each farm.
The farms are held by a farmer and its small family,
accompanied by many daily workers and some guards, as
the region is dangerous.
APPENDIX II:
GREATER RESTWELL COMMUNITY
People Outside of the Keep:
The total Population of Restwell Keep is roughly 300 souls, 23 of
which are children and 180 in the permanent garrison. To support
this central population, there are roughly 2,000 souls living in
roughly 130 farms within visual range of the Keep. Roughly 800
more souls live within 1 days walk of the fortress. This number
includes settled Foresters, Farmers, and Trappers. the Castellan's
Borderlands Patrol tour this larger Borderlands area infrequently.
(See " Borderlands Agriculture: An Analysis", below.).
Honey mead is likely made from local bees, though its price
two times higher. Various quotes about meat are not so
useful, as stew and roasted joint could be from any animal,
while roasted fowl could mean almost any bird. It is
suggested is that the most common fowl is Turkey, while the
most common meat is hog. Mentions of a hard cheese
located in the Ogre's cavern, and the fact that cheese is
sold by wedges at the Tavern strongly suggest it is a cows
milk cheese, probably a variety of Cheddar. So cows are
probably raised in the lands surrounding the Keep, but for
milk purpose rather than meat. It seems no textile is
produced in the Borderlands, as clothes are also listed as
products for merchants in the warehouse. This, combined
with the close proximity of threat, indicates that sheep
herding is not likely.
13
APPENDIX III:
61.
14
Borderlands Weather:
Weather blowing from the South and East of the Realm collides
with the higher elevation of the Borderlands. Trapped by the
mountain ranges, most of the clouds that gather envelop the
valley in mist and fog, or drenches everything in rain. (Winter
Weather is largely the same, but marked with frost, hail, and
sleet.)
BORDERLANDS WEATHER CHART:
Roll D4 for number of weather changes in a day. Roll D20 for
each condition.
15
16
For Buildings (other than the Taverns) roll 1d3. A 1 indicates only residents and no other
customers/guests. A principle merchant/resident has a 1 in 4 chance of being absent/unavailable (not
counting off-hours).
Step 2. Roll for NPC's:
Consult the 20 NPC pages, rolling 1d20, and then following the instructions at the top of each page.
Roll 1d4 for each encounter. These are the number of associated NPC's in the same encounter. Starting
with the first NPC generated using the NPC pages, add any additional people to the encounter based on
their associated background from within the same group. Alternatively roll randomly from within the same
group.
Step 3. Determine Ongoing Interactions:
For each area with more than 1 encounter, roll a d6 to determine if there is an ongoing interaction.
On a roll of 6, use the standard Reaction Chart to determine the nature of the interaction. Keep
residents share an automatic +4 due to their mutual interest in civility. Additional modifiers may be
applied based upon background descriptions.
Note:
Use these results, combined with NPC backgrounds, the time, and the locations of the encounters, to
devise plausible NPC activity. All NPC's are found doing something (even if it is getting drunk at a
tavern).
Random Events Chart
Use the Random Events Chart 2-3 times per game day (Morning, Midday, and Evening). Many results
are innocuous.
This is a custom reference for adventures in the Borderlands , as suggested by Gary Gygax in 'Adventures Outside the Keep' section of
Dungeon Module B2 The Keep of the Borderlands (page 12). This reference adds modifications and expansions to the original content.
revive, and sap the power and influence of the Temple of Evil
Chaos and Orcus.
EVIDENCE of the death of the late Curate Edghann can be
found here. This is the place where Seward led and trapped
him.
Beyond the stone doors of this passage (one side of which is
recently worn) is an ancient temple carved from the living rock.
The walls depicting visions of human sacrifices and rewards of
bounty from the ancient gods. At the front of the temple is a
massive, blocky, and crude statue of a figure, the chest of
which is a large empty space and a narrow opening at the
bottom between the legs. About the feet of this statue is a
semicircular pit. As before, the face of the figure has been
shattered, but the parts remain scattered on the temple floor.
To either side of the temple are narrow passages carved
through the stone. One leads into a small empty chamber, The
other leads into a large space furnished with chairs and tables
There is a narrow wedge shaped passage that leads from the
small chamber all the way to the dungeon beneath the Guild
Hall in Restwell. There is a larger passage to the back of the
other chamber that connects to area 51 of the Caves of
Chaos.
Brethren of the Order of Evil Chaos have been here on
multiple occasions, conducting rituals to animate bind the
thousands of ancient dead found here. The passage to area 51
of the Caves of Chaos is used as a repository for all those that
have been animated thus far.
A veritable army of tireless corpses, some shuffling, others
standing motionless, wait in this long, dark, 20" wide corridor.
This is NOT an enemy recommended for a standard adventure
party encounter. If the party does choose to engage this Army
of the Dead, roll 2d4 to generate the number of undead that
come forward to attack. If/when those are defeated, roll a new
2d4 for the next wave. To eliminate the Army of the Dead in this
manner, the party would need to repeat these steps 200 times.
A task that should take approximately 7 hours.
Supplemental Random Wilderness Encounter Table:
Roll a d6 for every 6 squares traversed, or a d6 for every 4 hours in a
day. A result of 6 indicates an encounter. Consult the table below.
01-06. 2d4 wolves
07-10. Black bear and 1d4 cubs
11-21. Trapper on his rounds
22-32. d3 hunters following a trail
33-44. d3 hares or stoats
45-49. 1 fox or pine marten
50-59. d4 elk or deer
60-64. Raiders from area 3
65-74. Borderlands Patrol*
75-84. Odd Restwell resident encounter*
85-95. Caves of Chaos encounter*
95-97. Lizard men from area 1**
98-99. Jabberwocky***
00-00. Hill giant***
* Use corresponding random tables from the other supplements.
** Only in wet weather and/or at night.
*** Only when within the Tugleywood.
This is a custom reference for the inhabitants of The Caves of Chaos, as suggested by Gary Gygax in 'Notes for the DM on the Caves of
Chaos', 'Ransoming Prisoners', 'Tribal Alliances and Warfare', and 'Monsters Learning From Experience' sections of Dungeon Module B2 The
Keep of the Borderlands (page 14). The first parts of this reference expand on the suggestions provided. The remainder lists all of the
numbered areas of the Caves of Chaos, and describes any specific changes to the rooms or the behavior of any monsters found there. of
the Most details herein only embellish on those already included in the module, and are fully compatible. Where some details do differ,
precedence is to be given to the custom changes included here unless otherwise noted.
THE CAVE AREA: The ravine valley is an ancient burial tomb site
from the same period as the other ancient burial mounds that
pepper that landscape. Only instead of built up into mounds
covering jointed masonry, these were dug through into the living
stone and earth lining the walls of the chasm. The capstones
(doors) of countless tombs rank in 4 rows, with subtle broken foot
paths leading between many of them. Much of the terrain is either
overgrown with brush and trees, or collapsed in small landslides
with stone and gravel littering in piles at the bottom. With some
patience and attention, some of the tombs can be seen to have
their capstones removed, and the ruts of frequent traffic in the
earth before them.
The regional lore describes this ancient site as the "Gleann
Rghrean" (glee-on rech-ree-on), the "Valley of Kings" but since the
days of King Arthur, a new name has grown common; " Uamhan
Upraid " (oom-han oop-ra-eed), the "Caves of Chaos".
1. 2-12 stirges
2. 1 lone hobgoblin messenger*
3. 1 lone orc messenger*
4. 1 lone goblin messenger*
5. 1 lone kobold messenger*
6. 2-12 kobolds
7. 2-9 goblins
8. 2-5 hobgoblins
9. 1 bugbear
10. 2 gnolls
11. 1 ogre
12. 1 owlbear
*DM rolls for both surprise AND initiative; If the
enemy gains both, they have avoided being
seen, and will quickly report their sighting of the
adventure party to their respective leader.
SPECIAL NOTE: In this campaign, the sex and age of all
goblins hobgoblins, and bugbears is indeterminate, as they
are just twisted and malformed fairy-kind, and do not lead
true mortal lives. When-ever expressing roles of male, female,
or parent, goblins are only imitating (sometimes in mockery)
what they see mortals do.
Ogres, Orcs, and Gnolls are NOT goblinoid, but instead
variant "beast-men", and as such do indeed breed and
reproduce as animals.
Creatures such as minotaurs are singular cursed souls, and
though they may be compelled to covet or even rape
mortals, but do not truly breed, not be of a kind.
WOODS: Though there are various trees and shrubberies all over
the sides, and especially across the bottom, of the ravine, the map
indicates some areas that feature dense groves and copses that
form tangled and forbidding barriers to normal movement (slow,
single file). Within the shadows of these lurk different scouts from
some of the factions that reside in the labyrinths below. In one
Faction
1
2
3
4
5
6
7
8
9
10
11
12
Kobolds (A)
Orcs of the Bloody Fist (B)
Fang-Fingered Orcs (C)
Goblins (D)
Ogre (E)
Hobgoblins (F)
Owlbear (G)
Bugbears (H)
Minotaur (I)
Gnolls (J)
Evil Priests (K)
Wandering Adventurers
Encounter Areas:
Random Encounters Table
For every 30' distance walked down a lair passage, roll for
random encounter on a d6. Encounters occur on 1 in 6 for
the daytime, and 1 in 3 for the nighttime. If an encounter
results, secretly roll for both surprise and initiative. The side
that achieves both surprise AND initiative gets to choose not
to be seen, if possible, by ducking behind a corner (or if a
thief, Hide in Shadows). To spawn a random encounter, roll
1d4 for the number of persons, and roll a d6 for each
numbered area described as occupied. The numbered
area with the highest number is the one from which the
encounter is drawn. Be sure to make a note of where they
come from.
Outcome
1
2
3
4
5
6
7
8
Stalemate Skirmish
1 Faction Damaged
1 Faction Crippled
1 Faction Destroyed
Both Factions Damaged
Both Factions Crippled
Both Factions Destroyed
Factions Unite
2 Immediate attack
3-5 Hostile, possible attack
6-8 Uncertain, monster confused
9-11 No attack, monster leaves or considers offers
12 Enthusiastic friendship
Roll 1d12 for any complex choices they may need to make. A
failed roll empowers the DM to act in the party's favor, describing
foolish or stalled actions on the part of the monsters.
Goblins are occasionally clever but usually stupid. The Goblin
Chieftain will exercise the very best choices for himself and his clan
on any result below a 7. His Captains would succeed to do the
same on any result under a 5.
Hobgoblins are both crafty as well as cruel. Any one of them will
choose to act on an opportunity, or create a sadistic trap, on any
result below a 10.
Kobolds are cautious but scheming and cooperative. The kobold
Chieftain will coordinate elaborate traps or team activities on any
result below an 8. kobold leaders may do this on any result below
an 8. Individual kobolds will likely panic and seek out others to help
on a roll of a 5 or higher.
Orcs are Mean, Spiteful, Impatient, and spoil for a good fight. The
Orc Chieftain will lead the best possible tactic for victory on any
result under a 9. Otherwise he will simply attack (or run away). Any
orc captain or individual would act the same with any result under
an 8.
Gnolls are dim witted and malicious. If an opportunity to exploit
a clear weakness is revealed, they will pounce immediately,
pausing only to watch suffering. If called upon to think tactically
they will only choose to do something effective on a result of a 6 or
less.
Minotaurs are fiendishly clever. There is very little that gets past
one. All planning and strategies of a minotaur will be accurate and
merciless on any roll under an 11.
Ogres are clever and selfish. They have a strong ability to plan to
their best advantage, whether that be to attack, lay a trap, or
feign friendship. An ogre will only fail to attempt the best approach
to a situation on a result of 12.
2. GIANT RATS: This is the trash and refuse chamber, as well as the
rat kennel and toilet. The awful smell of this chamber can be
detected almost as soon as the party walks towards it from near
area 1. Kobolds do not mind the stench, but characters must roll
vs poison or be incapacitated with nausea that renders them -2
in effectiveness for most tasks. Any rats not killed a melee at the
entrance or area 1 or otherwise will be here and will attack on
sight. If their morale is broken, they will flee to hide or find their
masters in areas 3-6.
10. COMMON ROOM: There are 22 warrior orcs in this chamber who
share 8 sows among them. 8 orclets are also here. The warriors
will fight before the sows, but if their numbers fall, the sows will
charge in. Though poorly equipped, the sows have higher hp
and morale. The orclets have low hp and morale, but will fight
fiercely alongside any sow.
C. ORC LAIR: Orcs of the Fang Fingered Clan. These orcs are from
an old clan known for their gluttony and their clever use of
traps.
R'yip
Ow-ow
Rawrf
Yaproo
Rahp
Heeoorf
Awarf
Yippur
Awrrr
Rrriff
Rrruff
Woo-woo-yip
Arooo
Rharf
Rah-urf
B. ORC LAIR: Orcs of the Bloody Fist Clan. These orcs come from an
ancient clan noted for it's ferocity.
Jack
Tom
Ollie
Harry
Morgan
Ellis
Joel
David
Jim
Charlie
Bill
Dan
Sam
Alfie
Ben
Joey
George
Callum
Jake
Ethan
Luke
Harvey
Liam
Harvey
Bob
Jamie
Riley
Fred
Riley
Alex
Reece
Mason
Isaac
Logan
Toby
Bradley
Noah
Nathan
Aaron
Mike
Lucas
Eddie
Archie
Oscar
result of 1, it might be possible that the ogre will invite the party
to try his latest creation instead of fight. With a result of 2-5, it
could be possible that the ogre will talk to the party before
attacking them.
19. COMMON ROOM: There are 30 goblins in this area, 6 of which
are sniveling cowards and 10 of which gain +1 to hit and
damage.
20. CHIEFTAIN'S ROOM: Behind
this iron bound door is the
Goblin Chieftain and eight
guards. The Goblin Chieftain
Meedoc lives in some luxury,
and buys the guards favor by
allowing them to indulge
themselves
when
here.
Meedoc is under some stress
however, as he is quickly
running out of supplies with
which to bribe the ogre and
his best warriors. (He does not
realize that the Hobgoblins
have been ripping him off.)
Each night he dispatches a band of hunters to raid and forage
for new supplies. If he hears any news about the adventure
party, he will send dozens of his goblins to capture as many as
they can, using trip lines, nets, spears, and poisoned darts in
blowpipes. He will immediately sell off all of his prisoners
valuables to the other factions in exchange for goods, and
send a letter to Restwell via raven for a payment of ransom.
Ulgar
Thokgor
Mashnak
Odbog
Brubbak
Trobmag
Blokpug
Krorgash
Trogburz
Ghud
Grurk
Thug
Marthug
Brulbag
Lurg
Ghak
Urg
Morg
Sogrunt
Grabug
Tugzog
Snudbog
Figo
Blattlug
Ib the Fart
Squib
Bad Stonemuck
Squeak
Killface
Baga Baga
Gnish
Sizzle
Gornuk
Geko
Drek
Ukko
his garden. He will not help the party to do anything that might
threaten his kitchen, or his guarantee of ingredients to cook with.
His residency in the Caves of Chaos is welcomed as he serves
as the communities resident chef, and provides all of the
chieftains with excellent food. Messengers from each faction
know the route through the ogre's thicket, and by this rout,
retrieve preparations in exchange for payment in coin or raw
ingredients.
Argo
Artemis
Assglare
Balt
Chultz
Bandi
Liham
Belig
Biletooth
Bilk
Bruck
Bitch
Drizzt
Cabal
Nick
Druck
Wartsnak
Eartalk
Feelsick
Forgath
Yellowtooth
Garud
Gar-Yak
Gedreth
Glourgrim
Glibhook
Ghotrag
Gim
Giznat
Glixx
Gools
Gorbag
Grock
22. THE KITCHEN: This is an old crypt has been converted into a
large over-scaled kitchen, complete with a broad fireplace, a
spit, pots, cleavers, cutting boards, tall tables, cupboards of
cutlery, a stone pantry of food, and a cabinet of seasonings. A
large stone sarcophagus is set on it's end against the
westernmost wall. With sufficient strength, the capstone can be
pulled aside to reveal this to be a makeshift cold storage for
Aguste's meats. Cured flanks and hocks of different creatures
are hung here on hooks. Some possibly orc, or boar, or maybe
even man.
To the back is a tombstone draped with several furs, which
serves as a bed, and near the front entrance is a dining table
and chairs, dressed with half melted candles stopped in old wine
bottles.
Outside, the door is concealed behind a very large thicket of
nearly impassable trees and brambles. A specific narrow path
winds for 40' from the kitchen to the outside of the thicket, but it's
entrance is concealed to those who do not know where to look
(secret doors). Immediately around the passage is a small but
admirable garden, which the ogre takes great pride and
pleasure in tending in the spring and summer months.
A secret passage is located in the back wall of the sleeping
chamber, between a large wooden dresser and the ogre's
bed.
F. HOBGOBLIN LAIR: When standing near the entrance to area F,
there is a 1 in 3 chance of the party smelling food preparations
wafting from area E.
If the trapped entrance attracts the guards in area 26, they will
resort to using their crossbows as much as possible at first, whilst
sending for more aid.
23. COMMON ROOM: There are 15 hobgoblins here, 3 of which are
small and will avoid combat.
24. TORTURE CHAMBER/PLAYROOM/FOOD STORAGE:
The
hobgoblin torturer Grimhook and his assistant Smiles, practice
their art in this area. They are taking their time torturing the
prisoners they have bound here, awaiting word on whether
there will be ransom to be paid for any of them (the merchant
Jules and his wife Margaritte in particular). IF the party
encounters this area without freeing the prisoners, given enough
time afterwards, they will later be found in the ogre's kitchen,
being prepared for a hobgoblin feast. Or perhaps much later,
being served at the feast itself.
Mogat
Forgrath
Glorbad
Horroc
Rank
Mudrake
Krig
Nanraak
Nathak
Neth
Nesk
Nogo
Nok
No-Nose
Ogrok
Omgoore
Outhound
Pondmuk
Assrake
Rankass
Razzle
Madbog
Lukewurm
Rumple
Skrang
Snig
Srubaash
Needle
Dump
Scibor
Ulagh
Mogg
Verlmak
41. SLAVE PEN: Select Names for the slaves from the existing name
lists. The men present are merchant traders captured on the
road many weeks ago.
List of hobgoblin names for use in area G:
Grumph Bandersnatch
Lumpy Scuttlebutt
Snaggle Bumbiter
Gulp Boilburst
Croop Hamhand
Blart Beebottom
Argh Applesauce
Loop Dingledong
These represent the horde that the Temple Priests have been
slowly accumulating in preparation for their prophesied "Dawn of
Doom".
FARMS
RESTWELL
TREELINE
PASTURES
BARN
PASTURES
WINDMILL
FARMS
PASTURES
BUTCHERS
LANE
FIELDS
FIELDS
PASTURES
FIELDS
FIELDS
COURSER
MARSHAL
FIELDS
Road to Iden
Road to
the Realm
BARN
WATERMILL