SS01 - The Caves of Terror

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SS01 - The Caves of Terror

BezerkaCon D&D Tournament 2016

Introduction: You don't know who you are, and you don't know
how you got here. An underground settlement of with scared
peasants is little help, sprawling dark caves filled with
deadly creatures stretches endlessly. and a dark looming
presence watches from the shadows. That is what awaits you in
The Caves of Terror.

This is a D&D Competition in the style of the old RPGA D&D


Tournaments of the 1980's
Pre-Generated characters will be provided to all players.
This is not an Adventurers League event.

A 3-hour adventure for 1st level characters

by Stephen Marsh

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide,
D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and
other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of
the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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Table of Contents
1) D&D Tournament Format............................................................................................................................................................. 4
2) Player Setup ...................................................................................................................................................................................... 4
3) Guide for running the adventure ............................................................................................................................................... 4
4) Scenario Background...................................................................................................................................................................... 5
1. The Arrival .......................................................................................................................................................................................... 6
No Memories, No Welcome ............................................................................................................................................................ 6
Scared Villagers ................................................................................................................................................................ 6
1) Around Town .................................................................................................................................................................................... 6
Ferguson – the Brewmaster ...................................................................................................................................... 7
Selina – The Mayor .......................................................................................................................................................... 7
Map 9 – South Village ....................................................................................................................................................................... 8
Map 3 – North Village ....................................................................................................................................................................... 8
2) Heading Out ...................................................................................................................................................................................... 9
The Central Walkway...................................................................................................................................................... 10
Angry Dragon .......................................................................................................................................................................... 10
Defensive Traps .................................................................................................................................................................11
Zombie Pit ................................................................................................................................................................................ 11
Giant Spider Attack...................................................................................................................................................... 12
Myconid Area .......................................................................................................................................................................... 12
Old Traps ................................................................................................................................................................................... 13
Enter The Lab .......................................................................................................................................................................13
Enthralled Dwarves ........................................................................................................................................................ 13
Enthralled Dwarves ........................................................................................................................................................ 14
Enthralled Dwarves, Rest Area ........................................................................................................................14
Piercer Attack .................................................................................................................................................................... 14
Magma Mephit Attack...................................................................................................................................................... 15
Old Traps ................................................................................................................................................................................... 15
Giant Rat Attack .............................................................................................................................................................. 15
Stirge Attack .......................................................................................................................................................................15
Giant Rat Attack .............................................................................................................................................................. 16
Wizard Lab – Entrance Level ...................................................................................................................................................... 17
Ceiling Spike Trap ........................................................................................................................................................ 17
Floor Spike Trap .............................................................................................................................................................. 17
Wizard Lab – Upper Level ............................................................................................................................................................18
Floor Spike Trap .............................................................................................................................................................. 18
Prisoner ......................................................................................................................................................................................19
Nethadriss The Mad Wizard .................................................................................................................................... 19

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Caves Map ............................................................................................................................................................................................ 20
Wizard Lab Maps ..............................................................................................................................................................................21
Judgment Sheets ............................................................................................................................................................................... 22
Pre-generated Character Sheets ................................................................................................................................................. 22

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Overview
The village has been idle for too long. I will capture a party of
adventurers, those so renown for spreading chaos. They will stir the
village into action!
—Nethadriss The Mad Wizard, His Personal journal

1) D&D Tournament Format


This adventure is designed to be played in the style of an RPGA Tournament as described in the “The
Official RPGA Tournament Handbook” published by TSR in 1987. Played work together to defeat the
adventure while being judged individually by their GM and their teammates.

It is recommended that this module be run by multiple DMs on multiple tables at the same time, leading
to an increased sense of competition between tables as well as individual players. When multiple tables
are being run, it is recommended that the number of players be balanced evenly among the tables to
provide balance between the parties.

2) Player Setup
Players will be provided with a pre-generated Player Character, one of Six that are provided in this
module. This limits tables to 6 players each.

Each player will also be provided with a Player Judgment sheet, which they must fill out at the end of the
adventure. On this sheet they will rate their fellow players on various categories. These ratings will be
totaled and combined with a GM Judgment sheet, and compared between all players, leading to one
Tournament Champion.

3) Guide for running the adventure


This is not a normal adventure. The difficulty is extreme and several areas are unavoidably deadly. As
your players progress through to module you will need to note how many of the Challenge Areas the
party completes and also take note of the Players actions for judgment at the end of the session.

As GM you should make sure that as many players as possible fill out their Players Judgement sheets, if
they do not they are hurting their fellow players chance of being awarded Champion.

If a Total Party Kill occurs within the first two hours of the adventure, they should be allowed to restart
back at the village, but their scoring should be based on only the second/subsequent attempts and does
not accumulate.

This Adventure relies on a heavy amount of DM creative license. All DCs are suggestions only and rely on
DMs catering to the specific situations. co-running GMs should discuss the module with each other prior
to the tournament so as to provide an agreed upon experience to the players.

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4) Scenario Background
20 years ago, the Mad Wizard Nethadriss discovered and isolated underground network of caves filled
with creatures and fungi. On discovering this readymade petri dish of subjects to experiment on, the
Wizard established a secret laboratory in an isolated corner of the cave network and started his evil
testing.

Nethadriss found his personal playground lacking. He wanted human subjects to experiment on, so he
conceived an evil scheme to capture humans from the surface and abandon them in the cave to observe
their survival.

After several attempts, Nethadriss finally captured a human that survived for more than a few moments.
With a few more humans they formed a small community, eventually constructing basic buildings, and
defenses against the other creatures.

Nethadriss delighted in tormenting his pet town. He sometime lured groups of other monsters to their
caves, he reshaped the rock around them to confuse and disorient, and he sometimes kidnapped one of
them for this dark experiments. All the time never truly revealing himself to them, simply watching from
a distance

Over many years Nethadriss continued to watch his village grow. sometimes adding to their population,
keeping their numbers around 50 people. Some died and some had children with their fellow captives.
But over the years they had settled into a (somewhat) combatable pattern. The mad Wizard eventually
became bored with lack of change, and decided to add a disruptive influence. He would capture and insert
a party of those annoying adventurer types to disrupt the status quo that his playthings had settled in to.

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Adventure Part 1 - The Village

1. The Arrival

No Memories, No Welcome

The PC appear at the end of a very dark and musty small rock corridor next to the South End of the Village
(Map 9). Investigation finds what appears to be a very old engraved teleportation circle in the rock beneath
their feet, but the spell is one unknown to any party member.

PCs have no memory. They can use all their skills and weapons, but no idea who they are, what their
background is, who each other are, or how they got here. They still have all their equipment and supplies.

Initially the village seems deserted, but they quickly realize that all the villagers are hiding in their houses
(or hovels). Some previous new arrivals have been violent and the Mad Wizard who torments them often
kidnaps villagers for his experiments after new arrivals, so they are very wary.

The Village is dimly lit by glowing globes filled with luminescent fungi and the orbs from Giant Fire beetles
(without which these caves are complexly dark). It has only the most basic supplies, everything they have is
made from the local rock, fungi, and creatures. They have nothing for sale, no money, and nothing to barter.

Scared Villagers
The Villagers are terrified of both the new arrivals and the possible attack from
The Mad Wizard. Allow them to use various skills to attempt this.
 DC 10 to convince villagers to speak from hiding
 DC 15 to convince villagers to come out of hiding
 DC 20 to convince Villagers of anything if they have seen the PCs use magic

Once at least three villagers have been coached out of hiding all villagers relax.

1) Around Town
Once the Villagers have relaxed, they are cautious but friendly towards the PCs. They all arrived in the same
manner, and as far as they know the PCs will be spending the rest of their lives here, like all the others that
have arrived before them.

The Villagers have no knowledge of who or what brought them and the PCs to the caves. They are aware of
the Mad Wizard only as an evil presence that they suspect is responsible for their situation and the
occasional kidnappings and other misfortunes that fall upon them. They no idea who or what he is, or even
that he is a person and not some evil creature or god.

The Villagers estimate that the village has been here for about 20 years, but the guess is rough at best.
Mostly based on the age of the children that have been born there since it was founded (the oldest appears
about 15 years old). They are all human and survive on farmed fungi and hunted creatures such as Giant

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Rats. Over the past few years they have settled into a (semi) comfortable routine of subsistence and rarely if
ever venture out into the rest cave system.

The villagers immediately notice that there is something different about the new arrivals. They have never
had an arrival anything like an Adventurer. They remain friendly unless the PCs give them reason to be
afraid. They can offer some information about surviving the area outside the village, but they strongly
advise the PCs not to leave the safety of the village.

Ferguson – the Brewmaster

One Villager is wiser and more welcoming than the others. He is older (mid 50s) and
is in charge of distilling the odd spirit they drink in the village. He has
discovered the existence of the mad Wizard but has kept it to himself out of fear.
He will try to convince the adventurers to hunt him down.

Ferguson actually knows very little about the Mad Wizard, only that there is
someone with powerful magic who brings people here and controls their lives. He
does not know where his lair is other than that it is somewhere in the caves.

If the adventurers take too long leaving the village, the Wizard will kill
Ferguson, and leave a trail for the PCs to follow (very difficult. DC 20 at every
cave to determine if he came through there and where he went.

Selina – The Mayor

Selina is the main authority in the village. She does not like disruption and will
want to put the new arrivals to work the minimal fuss and disruption.

She will shut down any talk to leaving and will try to make the PCs stop bothering
the others and disrupting the status quo. The village was only able thrive once
everyone worked towards its wellbeing and she sees the adventurers disrupting that.

The rest of the village is populated with a mix of undefined NPCs

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Map 9 – South Village

The South half of the village is mostly the homes and dwellings of the villagers. To the East, the small
tunnel that the PCs arrive in. The West exit of the cave is block off with debris, (dungeoneering: the roof
has been deliberately caved in and then further fortified by hand.) the wall to the south is smooth rock. To
the north is the other half of the village

Map 3 – North Village

The North half of the village is the productive side,


Tavern of a sort, gathering area where a potent spirit made form fungus is made and drunk

Blacksmith – using magma from a nearby flow and what little metal has been brought in by arrivals

Stone carving and forging for tools and building

Food and supply storage

Fungus farms take up most available space and up to the furthest north/east walls
In the north east of the cave is a small stream running from a pool (fed from an underground spring). It runs
a short way before flowing back into the rock through a small opening. It is used for water and irrigation of
the farms.

To the north west is the exit of the Village, out to the main cave system. It is guarded at all times against
attack from the creatures outside.

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2) Heading Out
After exploring the village, two things should be clear to the PCs, their only hope of escape is out
into the caves, and that it incredibly dangerous out there. They may stay in the village Days, Weeks,
Months or Years, but they must venture forth into the caves to continue the adventure.

They are mostly warned about Light and Sound, as both will attract creatures. The villagers will
also warn that there have been many who have gone into the caves (some to explore some,
banished for crimes) none have ever returned.

The Following rules apply to all Caves locations:

There is a 50% chance of there being d4 Giant fire beetles in each cave. they can be
killed and used as a light source. They will not attack unless attacked.

If the PCs have a bright light active (like the light spell) all creatures will have
advantage against them.

The PCs will have to be careful not to lose themselves in the caves if they don’t map
their way.

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b. Adventure Part 2 - The Caves

1. This large central cavern


1. This Cavern is the only connection between the East and West sides of the Map. The narrow
path slopes steeply away on both sides down to deep pits filled with large clusters of deadly
fungi. Any noise above a whisper and any light brighter than a dim light will trigger a deadly
spray of spores towards the party.

The Central Walkway

There are Darkmantle attached to the cealing and will drop to attack the party if
they are disturbed by light and sound

PC must make two checks to cross the cavern without being attacked by the
Darkmantle or sprayed by the spores.

 DC 15 group DEX(stealth) check to avoid the Darkmantle


and
 DC 15 group DEX(stealth) check to avoid Gas Spores

Any sound above a whisper or any light above Dim Light will trigger the attack,
regardless of the stealth check

 8 Darkmantle – MM p46
 Gas Spores (if triggered) – MM p138

If any PCs are knocked prone on the edge of the walkway, they will slide down into
the fungus pits.

2. Dragon Nest (young red shadow dragon - MM 85)


 If the adventurers enter this area, they will almost certainly die. There is no way to
avoid the notice of the Dragon and it does not tolerate intruders.
This Shadow dragon has been trapped here for years for decades and has converted
the straggling remains of a dwarven settlement to his private servants.
Angry Dragon

Basically instant death

 1 Young Red Shadow Dragon – MM p85

3. North End of Village


 See page 7

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4. Trapped small tunnels to the north
 The Villagers have set up several traps and early warning systems to prevent and
alert them of attacks form the caverns other inhabitants. It is easy for the PCs to
leave the areas but very hazardous for them to return to the village unless they have
an escort or have been shown the correct way through the traps.
Defensive Traps

If the players enter The Pit area, they must initially make a DC 15 DEX check or
fall further into The Pit.

 DC 10 INT to remember the way through the traps

 DC 20 DEX to avoid the various traps.


 DC 20 STR to break the traps (will make villagers unhappy)
 DC 20 INT to disarm the traps (will make villagers unhappy)

5. Eastern junction.
 This is the first main junction that the PCs will encounter. It is very dark and difficult
the make out how many and where the various entry and exit points are. The PCs
will have to be careful not to get lost. There is nothing else of significance.

6. West Junction
 It is very dark and difficult the make out how many and where the various entry and
exit points are. The PCs will have to be careful not to get lost. There is nothing else
of significance.

7. Death Pit.
 The Mad Wizard has been dumping bodies in this deep pit for years. Some of the
bodies dumped were not completely dead and have subsisted here on whatever
creatures turn up to feed off the rotting meat.
Zombie Pit

If the players enter The Pit area, they must initially make a DC 15 DEX check or
fall further into The Pit.

The Zombies attack anything that enters The Pits deeper areas.

The entire pit is difficult terrain and the PCs must make a DC 10 DEX check every 5
feet of movement to avoid falling prone

 8 Zombies – MM p316

8. North west junction

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 It is very dark and difficult the make out how many and where the various entry and
exit points are. The PCs will have to be careful not to get lost. There is nothing else
of significance.

9. South end of village


 See Page 6

10. Giant Spider Den


 The cave walls are covered in thick webbing and the mummified bodies of previous
victims. The giant spiders swarm on anything that touches the webbing or make
sounds.
Giant Spider Attack
A soon as all characters are in range, the fungi trigger their sleeping spore
attack.

All PCs must make a DC 17 DEX check or get caught in the spider-webs.

Once the checks have been resolved the Giant Spiders move in.

 4 Giant Spiders– MM p328

11. South West junction and Myconid Colony. Scavenger Area.


 It is very dark and difficult the make out how many and where the various entry and
exit points are. The PCs will have to be careful not to get lost.
Myconid Area
To the East is a colony of Myconid. They are friendly, if the PC are not
threatening to them. They appear to be giant, vaguely humanoid fungi that are
tended to by shuffling zombies with fungus growing out of them. They are a peaceful
race but will defend themselves if attacked. They know very little 0f the caves
outside of their safe area.

When the PCs enter their areas the give a puff of their psychic spores that allow
the PCs to telepathically for one hour. See Myconid Entry in MM for more details

The PC can rest here and are shown to a safe rest area inside the colony it can
contain some basic Items if needed.

If the PCs are violent, the Myconid and their zombie servants will fight back.

 10 Cave Creature Spore Servant (Quaggoth Spore Servant profile) – MM p230


 10 Myconid Sprout – MM p230

12. Destroyed Village. Rest Area.


 This Area appears to have been a village similar to the one first encountered, but it is
old a decrepit. At least 12 very old bodies/skeletons are littered around with no
obvious cause of Death (it was magical). This was another village that was set up by
outcasts from the main village. The Wizard disliked how close they were to his Lab
and destroyed them.

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Old Traps

If the PCs did not Disable or Break The PC can rest here and are shown to a safe
rest area inside the colony it can contain some basic Items if needed
 DC 20 DEX & DC 20 INT to re-arm the traps

13. Main Entrance to the village. Barricaded and guarded at all times.
 This area is in front of the village barricades and is guarded by two villagers with Fire
beetle lamps.

14. Entrance to lab


 The Cave appears to be a dead end, but in fact contains the secret entrance to the
Mad Wizard’s Lab.
Enter The Lab

The Lab Entrance is hidden, but only superficially. The wizard relies on the
creatures and darkness of the caves to keep intruders out. There is also extensive
track in and out of the empty corner of the cave.

Once the PCs find this area, make sure they find the entrance with only token
effort.

Once they Enter, Move to Adventure Part 3.

15. Wizard’s Secret Lab


 The area is the Wizards Secret Lab. See Page 16

16. Start of former dwarven area. South West is Rest Area.


 The rough natural caves give away to ancient carved stone. Clearly some sort of
Dwarven settlement used to be here but has been long abandoned. A long Grand
Hall leads to MAP 17

Enthralled Dwarves

There is a Door to the south west. This former storeroom has been used as a (very
basic) living space. A very old corpse lies in a makeshift bed. Some of the
equipment resembles what is used in the Village.

The PCs can safely rest here. There can be basic supplies if needed.

17. Entrance to Dragon Lair


 The Grand Hall from MAP 16 ends in a Great Chamber. A large number of enthralled
Dwarfs live here, under the control of the Shadow Dragon in MAP 2. They are
working the mine in MAP 18 for gold and precious stones to add to the dragons.
They have buildings and supplies for mining and basic living.

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Enthralled Dwarves

The Dwarves are entirely enthralled to the Shadow Dragon. If they see any
intruders, they will attack immediately. Luckley for the PCs their enthralled state
keeps their senses dull.

 DC 12 DEX (Stealth) to sneak past the enthralled Dwarves

IF the PCs are spotted, they will be immediately attacked by all Dwarves in the
area

 30 Enthralled Dwarves (Duergar profile) – MM p122

18. Gold Mine, Safe Area.


 The Dwarves work incessantly at The Mine.

Enthralled Dwarves, Rest Area

 DC 12 DEX (Stealth) to sneak past the enthralled Dwarves

IF the PCs are spotted, they will be immediately attacked by all Dwarves in the
area

 30 Enthralled Dwarves (Duergar profile) – MM p122

If the PCs manage to sneak past the Dwarves, they find only abandoned mine shafts.
They can rest safely here, there are no supplies.

19. Steep Slope, Piercer Attack


 The ground slopes steeply down. As the PCs pass through the area, the Piercers
attack
Piercer Attack

The Piercers are indistinguishable from Stalactites, the PCs can only avoid the
attack by not continuing down the slope

 3 Piercers – MM p252

20. Lava area


 The villagers transfer lava form here to their village for any and all the heat needs.
Cook forging and general head are all provided form this lava spring

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Magma Mephit Attack

If the PCs approach the pool of lava at the rear of the cave, the Magma Mephit
attack.

 3 Magma Mephit – MM p216

21. Trapped area


 This area has traps similar to the ones outside the village, but they are much older.
Some are in disrepair but many are still working.
Old Traps

 DC 15 DEX to avoid the various traps


 DC 15 STR to break the traps
 DC 15 INT to disarm the traps

If the PCs Disarm or Break the Traps, area MAP 12 is not a safe rest spot

22. Rat Trapping Area.


 A large, mostly empty area used by the villagers to lure and trap Giant Rats for meat
and hide.
Giant Rat Attack

The Rats attack if the PCs don’t leave straight away.


 8 Giant Rats - MM p327

23. Stirge, sleep fungi.


 This cave has a carpet of mushrooms on the floor, with no sign of a path through. it
curves out of sight
 A small swarm of Stirges live on the ceiling here. The floor is covered in sleep
inducing fungus. The stirges feed off the creatures caught in the in the fungus, as do
the Giant Spiders in the adjoining MAP 10 area.
Stirge Attack
A soon as all characters are in range, the fungi trigger their sleeping spore
attack.

All PCs must make a Con check


 PC roll below 5 – Asleep. The PC falls asleep for D6 rounds
 PC roll below 15 – Foggy. stay awake. They have Disadvantage on all rolls for d6
rounds
 PC roll 15 - Avoid all effects

Once the checks have been resolved the Striges attack.

 6 Stirges – MM p284

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24. Underground Lake, Giant Toads
 When The PCs reach the underground lake three giant toads
Giant Rat Attack

The Rats attack if the PCs don’t leave straight away.

 3 Giant Toads – MM p329

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c. Adventure Part 3 - The
Laboratory
If Time is short, the Mad Wizard can be in the Ritual Room, otherwise he will be in
the Main Lab.

If the PCs are not quiet as the explore the Entrance Level, the mad wizard will
prepare for them and attack them when he has the advantage.

Wizard Lab – Entrance Level

1. Entrance Corridor and trap


 The secret door leads to a dog legged corridor that ends in a junction room.
There is a spike trap on the ceiling over the entrance to the Ritual Room.
Ceiling Spike Trap
 DC 10 to spot the trap (either the Pressure plate or the roof mechanism)
 DC 15 to disable the trap

If the trap is triggered:

 DC 16 avoid the Trap, 4d10 damage if not avoided.

Once the trap has been triggered, the spikes retreat back into the ceiling and it
automatically resets

2. Ritual Room
 Two lit large Braziers and on either side of the entrance. A large Alter dominates
the back of the room. It has clearly been user for human sacrifice and has some
blood still on it. Blood has been used to trace a mystical pattern. Two large
statues are on either side of the room.

3. Pit Trap
 A Spike Pit Trap is in the entrance to the lower corridor
Floor Spike Trap
 DC 10 to spot the trap
 DC 15 to disable the trap

If the trap is triggered:


 DC 16 avoid the Trap, 4d10 damage if not avoided.

Once the trap has been triggered, the floor raises back into place and it
automatically resets

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4. Bedroom
 A typical bedroom. A journal on the desk describes the Mad Wizards actions of
the past few months. There are suitably insane ravings along with the journal
entries. The Journal will reveal that the teleport process is performed in the
Ritual Room and requires a Human sacrifice to work.

5. Water Well and Trash Heap


 The First Alcove has piles of clothing and equipment discarded form prisoners.
The PCs will recognize the designs from The Village. There should not be
anything useful.
 The Second Alcove Has a Well with fresh Water

6. Storeroom
 A Typical store room, mainly food and drink.

7. Stairway
 Leads up to the Upper Level

Wizard Lab – Upper Level

1. Stairway
 Leads down to the Entrance Level

2. Supplies and remains


 Some more supplies and a pile of clothing and equipment similar to the one on the lower
level, but limited to only more useful clothing and equipment. Any equipment the PCs
need can be found here, including Healing Potions

3. Pit Trap
 A Spike Pit Trap is in the entrance to the lower corridor
Floor Spike Trap
 DC 10 to spot the trap
 DC 15 to disable the trap

If the trap is triggered:

 DC 16 avoid the Trap, 4d10 damage if not avoided.

Once the trap has been triggered, the floor raises back into place and it
automatically resets

4. Cages

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 A series of prisoner cages line the wall. They are disgusting and well used. There is
currently only one prisoner held

Prisoner
a scared middle-aged mad is here. He is not wounded but is very frail from
starvation and dehydration.

5. Trapdoor
 This Trapdoor is where the Mad Wizard disposes of corpses and leads to roof above the
Death Pit in MAP 7

6. Main Lab
 The is the Mad Wizard’s main Lab, and the place he performs experiments. Unless he
was waiting in the Ritual room and had snuck out to attack the PCs, he will be here
performing his experiments. He will engage in only limited conversation and will want to
attack quickly so he has the upper hand. He has two zombie-like assistants helping in
the lab and they will assist in the fight.

Nethadriss The Mad Wizard

 1 Mage – MM p347
 2 Zombie – MM p316

d. Conclusion
The Only way out of the Caves to perform The Sacrifice Ritual as described in the Journal in The Bedroom.
The players have a difficult decision to make. To sacrifice the prisoner (or someone else) and escape, or
to stay in the caves.

Once the PCs have made their decision, the scenario is ended. Complete the scoring section and compare
with the other tables running to determine the D&D Champion!

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e. Reference
Caves Map

Not for resale. Permission granted to print or photocopy this document for personal use only. SS01 The Caves of Terror 20
Wizard Lab Maps

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Judgment Sheets

The Judgements sheets are provided in PDF form along with this document.

Pre-generated Character Sheets

The Character sheets are provided in PDF form along with this document.

Not for resale. Permission granted to print or photocopy this document for personal use only. SS01 The Caves of Terror 22

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