TEXT: Caverns of
  Chaos
  Tables and Missions for
  Four Against Darkness, levels 3 to 6
  
  Caverns of
  Chaos
  Tables and Missions for Four Against Darkness,
   levels 3 to 6
  Written and illustrated by Andrea Sfiligoi
  Proofreading: Chad R. Morin
  Playtesters: Samuele Mariotti, Andrea Sfiligoi, Victor Jarmusz
  Special thanks to Lee Luckeydoo (who bought some of the art in this book) and Ron Danuser
  (who helped make Four Against Darkness a popular game). Some graphic elements of the
  cover painting are based on stock art by Roy 3D.
  
  Caverns of Chaos
  2
  Contents
  Thematic Dungeons 
  3
  Caverns of Chaos 
  5
  A note on XP Rolls 
  5
  Mission 1: Slay the Chaos Lord 5
  Mission 2: Scout and Run 
  6
  Mission 3: Stolen Tapestry 
  6
  Mission 4: Rescue 
  7
  Mission 5: The Axe of Nydann 8
  Mission 6: The Cook 
  9
  Caverns of Chaos Room Contents
  table 
  11
  Chaos Traps table 
  12
  Chaos Treasure table 
  13
  Chaos Hidden Treasure Compli-
  cation table 
  13
  Chaos Vermin table 
  14
  Caverns of Chaos Special Feature
  table 
  16
  Chaos Magic Treasure table 
  17
  Chaos Minions table 
  18
  Chaos Scroll table 
  19
  Touched by Chaos table 
  19
  Caverns of Chaos Boss table 
  21
  Caverns of Chaos Weird Monsters
  table  
  22
  Caverns of Chaos Unique Events
  table 
  24
  Caverns of Chaos Useful Stuff
  table 
  25
  Secrets of the Caverns of Chaos
   
  26
  Secret Passage to the Sancta
  Sanctorum 
  26
  Chaos Slayer 
  26
  The Cleansing Ritual 
  26
  Amulet of Warning 
  26
  
  Caverns of Chaos
  3
  Thematic
  Dungeons
  This supplement is part of a series
  of thematic dungeons inhabited
  by specific types of creatures. The
  book offers tables for vermin,
  minions, bosses, weird monsters
  and treasure appropriate to the
  enemy type. There are a few dif-
  ferent missions possible in each of
  these 
  supple-
  ments. In most
  cases, with a little
  bit of common
  sense, you can mix
  and match the
  mission from one
  book 
  with 
  the
  enemies described
  in another book.
  In some cases you
  will have to form
  specific parties for
  specific missions,
  such as an uneasy
  alliance of elves and dwarves to
  recover  magic items stolen by
  goblins. Thematic dungeons are
  generated using the room shapes
  in Four Against Darkness. Roll
  for room contents on the tables
  provided in this book. Traps, trea-
  sure, special features and even
  spells found on scrolls and magic
  items change with the dungeon
  theme. The mechanics of the game
  (searching empty rooms, using
  character abilities, combat, spell-
  casting, clues, etc.) remain the
  same, unless the book says other-
  wise.
  You may use any Secret detailed
  in Four Against Darkness or Four
  Against the Abyss, but in addi-
  tion, each thematic dungeon will
  have their own Secrets.
  Each scenario in this book comes
  with a recommended level of play.
  You may face these dungeons at
  any level, but if your
  party is under the
  average level shown,
  your 
  chances 
  of
  success are lower.
  If 
  your 
  party’s
  average 
  level 
  is
  higher than shown,
  the dungeon can still
  be challenging, but
  you should apply
  some changes:
  1) 
  Increase 
  the
  numbers 
  of 
  any
  Vermin and Minions encountered
  by 1 for each level of difference;
  2) Increase the Life points of all
  Bosses and Weird Monsters by 1
  for each level of difference.
  Example: if your characters are,
  on average, 4th level and you
  play a level 3 mission, you should
  increase by 1 the number of
  Minions/Vermins met and the
  Life points of Bosses/Weird Mon-
  sters.
  
  Caverns of Chaos
  4
  
  Caverns of Chaos
  5
  Caverns of Chaos
  Chaos cultists have holed up in a
  complex of underground caves
  and strike nearby villages from
  there. The caverns are filled with
  weird monsters and manifesta-
  tions of the dark god of eternal
  change, Xichtul. As their dun-
  geons are attacked by agents of the
  gods of Order, you may find
  weapons and spells used by the
  enemies of chaos as loot. Hope-
  fully, your characters will have
  better luck than the original wield-
  ers of those weapons.
  Here are 6 missions that you can
  choose when adventuring into the
  Caverns of Chaos. If you prefer,
  roll d6 to determine a random
  mission. You may also play
  random dungeons, simply using
  the rules in Four Against Dark-
  ness and the tables found in this
  book.
  Each mission is designed to be
  played only once, but if your party
  is completely wiped out or is
  forced to abort a mission, you may
  try again later, rerolling all the
  room content but keeping the
  layout you rolled so far. For exam-
  ple, if you play the Axe of Nydann
  but fail to recover the magic axe,
  you may go in later (maybe with a
  different party) and try again.
  A note on XP Rolls
  These missions are slightly more
  difficult than standard dungeons.
  Vermin count as Minions for XP
  purposes. Roll d6+1 for XP rolls.
  Mission 1: Slay the Chaos
  Lord
  Recommended level: 4+.
  You must slay the final boss of a
  randomly generated dungeon.
  Use the normal rules from Four
  Against Darkness, but the final
  boss is automatically a Chaos Lord
  of Destruction with the following
  stats: level 8, 8 Life, 3 attacks,
  treasure +1 (roll on treasure table
  in this book). The lord is equipped
  with a giant weapon that will auto-
  matically shatter any shield used
  to block if a shield-equipped char-
  acter rolls a 1 on his defense roll.
  Each hit from the Chaos Lord
  inflicts 2 damage. All his attacks
  target a random character.
  Reactions: Always fight to the
  death.
  If most of your party members are
  below level 5, the authorities will
  give you two scrolls of Lightning
  and an Amulet of Healing that
  allows the user to heal 4 Life
  points, as needed. The Amulet
  may be used even during combat,
  but the user needs to forfeit an
  attack action to do so. The points
  may be distributed among all
  characters as desired, and need
  
  Caverns of Chaos
  6
  not be used all at the same time.
  These are in addition to any
  potions, clerical healing or ban-
  dages that your party may have.
  You may keep these goodies even
  if you do not use them in the
  adventure.
  Mission 2: Scout and Run
  Recommended level: 3+
  The party is assigned the task to
  map at least 10 rooms of the
  dungeon and deliver the map to a
  more powerful team of adventur-
  ers that will use the information
  against the chaos worshippers.
  The mission is considered suc-
  cessful, and the party gains 2 XP
  rolls, 
  once 
  at 
  least 
  10
  rooms/corridors 
  have 
  been
  mapped. If the dungeon ends
  before 10 rooms/corridors are
  mapped, you will automatically
  find a secret door that extends the
  dungeon until you are able to
  connect at least 10 rooms. The
  party must of course exit the
  dungeon alive. The party is
  allowed to keep all treasure found
  during the exploration, and will
  get normal XP rolls from the
  slaying of vermin (remember that
  encounters 
  from 
  the 
  Chaos
  Vermin table count as minions for
  purposes of experience), minions,
  bosses and weird monsters. Do
  NOT roll for a final boss. You may
  meet bosses as usual, but you do
  not roll to determine if a boss
  encountered is the final boss.
  If you are playing in troupe mode
  (that is, you have multiple charac-
  ters and pick a crew according to
  the mission at hand), you could
  play this mission with a level 3
  party and then continue the
  dungeon with a 4th-5th level party
  playing mission 1. If you do so, you
  must check for wandering mon-
  sters when moving through any of
  the rooms or corridors mapped by
  the previous party, but you will
  not be surprised in any of these
  rooms; if you are attacked by wan-
  dering monsters in a corridor,
  your foes will NOT attack by sur-
  prise and you may change your
  marching 
  order 
  before 
  the
  combat. In addition, you will auto-
  matically save vs any traps discov-
  ered by the scouting party.
  The 
  dungeon 
  automatically
  extends beyond the 10 rooms
  mapped by the first party -- if you
  reach a dead end, you automati-
  cally find a connecting passage or
  secret door, as you see fit, allowing
  you to extend the dungeon until
  you meet the final boss as detailed
  in mission 1.
  Mission 3: Stolen
  Tapestry
  Recommended level: 4+
  Chaos worshippers have stolen a
  tapestry designed for the palace of
  
  Caverns of Chaos
  7
  an elf noble. The tapestry is a
  picture of an ancient battle in
  which the elf’s forefathers van-
  quished a chaos monster in a
  nearby forest.
  Your party must include at least
  one elf, who will be given a scroll
  of Lightning or Sleep (your
  choice). If you do not have an elf
  in your current party,  choose one
  character to remain at home,
  create a 3rd level elf and equip
  him with 150 gp (you may keep up
  to 40 gp as pocket money for the
  character, but you must spend the
  rest). You may keep the elf char-
  acter for future games if you wish.
  The location of the tapestry is a
  Secret specific to this mission. To
  find the tapestry, you must gather
  a total of 4 clues while in the
  dungeon. When you spend these
  4 clues, you automatically find the
  tapestry in the next room, guarded
  by (roll d6): 1-3) a random chaos
  boss, or 4-6) a random chaos
  weird monster. You may spend
  your clues to discover other
  Secrets as usual, but the mission
  is not completed until you dis-
  cover the location of the tapestry.
  Recovering the tapestry gives you
  three XP rolls, but you must use
  at least one of these XP rolls on the
  elf. The party gains XP as normal
  and may keep any treasure gained
  in the adventure, and will be paid
  an additional 200 gp (in total, not
  per character) upon delivery of the
  tapestry. The tapestry is a heavy
  load, so the character carrying it
  will not be allowed to use two
  handed weapons or bows, and will
  defend at -1. The character may
  choose to drop the tapestry at any
  moment to avoid the penalty, but
  will need to spend one action to
  pick it up again. If the party
  chooses to withdraw from a battle,
  the tapestry will be left in the
  room where it was dropped.
  Mission 4: Rescue
  Recommended level: 3+
  Chaos worshippers have kid-
  napped a few local youths to turn
  them into chaos acolytes. Your
  party has been hired by the local
  authorities to travel into the
  dungeon and rescue as many of
  them as possible. Roll d3+3 to
  determine the number of people
  to be rescued. You will automati-
  cally meet a prisoner every 3rd
  room or corridor (so one in the
  third room, one in the sixth, one
  in the ninth) and all the remaining
  prisoners will be found in the last
  room of the dungeon (you find the
  last of the prisoners when you run
  out of space on your play sheet).
  The prisoner will be bound and
  gagged. It takes one combat action
  to free a prisoner. If there are
  monsters in the room, the pris-
  oner may not be freed unless the
  characters outnumber the mon-
  sters or all the monsters have been
  bribed. If you bribe monsters, they
  
  Caverns of Chaos
  8
  will automatically let you free any
  prisoner in their room. ALL pris-
  oners will be allowed free passage
  through the bribed monsters’
  room, not only the prisoners that
  were with the party or in the room
  when the monsters were bribed.
  The youths have 2 life points each
  and have no weapons or combat
  bonus, but may use any weapons,
  shield or armor that you give them
  (they need to spend one action to
  equip themselves with a shield or
  weapon). They will not manage to
  put on armor during combat, but
  may do so between combats. Like
  any unarmed character, they fight
  at -2 until you equip them with a
  weapon.
  The youths do not know the way
  out: you must move them out of
  the dungeon’s entrance.
  You gain 1 XP roll per every youth
  you bring out of the dungeon
  alive, but you DO NOT gain XP
  rolls from the slaying of vermin or
  minions during this mission. You
  gain normal XP rolls from bosses
  and weird monsters.
  You may have a maximum of two
  youths with your party at any
  given time (three if there are only
  two party members remaining,
  four if there is only one remain-
  ing).  As you can not take more
  than this number of prisoners at
  once, you will likely have to bring
  some to the dungeon entrance,
  then go back to rescue more,
  rolling a 1 in 6 chance of meeting
  wandering monsters as you move
  through any room that you
  already visited (do not roll for
  wandering 
  monsters 
  in 
  the
  entrance room).
  You may keep any loot found in
  the dungeon.
  Mission 5: The Axe of
  Nydann
  Recommended level: 5+
  The tomb of dwarven heroine
  Nydann has been defiled by chaos
  worshippers, and her magic axe
  has been stolen to be offered as a
  gift to a Chaos Executioner -- a
  high ranking chaos personality.
  Your party must get into the
  dungeon and collect clues. For this
  scenario only, you may Search for
  clues not only rooms that were
  rolled as Empty, but also rooms
  that have been cleaned up by your
  party. In other words, killing or
  driving off all foes makes a room
  empty for search roll purposes.
  You may spend these clues to
  discover standard Secrets detailed
  in Four Against Darkness or Four
  Against the Abyss, or you may
  spend them to discover the loca-
  tion of the Axe of Nydann. The
  location of the Axe is a dungeon-
  specific Secret. To find the Axe,
  you must gather a total of 3 clues
  while in the dungeon. When you
  spend these 3 clues, your next
  room will automatically contain a
  
  Caverns of Chaos
  9
  Chaos Executioner (result 5 from
  the Chaos Boss table) as a final
  boss. He will be armed with the
  Axe of Nydann. Once you defeat
  the Executioner, you have to exit
  the dungeon with the Axe. A dwarf
  wielding the Axe fights at +1 on all
  attack rolls.
  Upon leaving the dungeon, the
  party is expected to return the Axe
  to the dwarves.  If the Axe is
  returned, the dwarves will reward
  each surviving party member with
  a gem worth 100+2d6 gp. The
  party will also gain a bonus XP roll
  (beyond any XP rolls that may
  have already been gained for
  slaying monsters). You may assign
  this roll to any one party member
  as usual.
  However, you may instead decide
  to keep the Axe of Nydann. In that
  case, you get no XP roll for it, and
  of course the dwarves will not give
  you any gems!
  Mission 6: The Cook
  Recommended level: 3+
  The local chaos lord has a passion
  for fine food, and the authorities
  have decided to play on this weak-
  ness to assassinate him. Your
  party must take one halfling cook
  (he/she is a 2nd level halfling with
  no armor, armed with a light
  weapon and equipped with 4d6 gp
  worth of equipment of your
  choice) into the dungeon. The
  halfling is an additional party
  member, not a replacement for
  one of your characters.
  The halfling cook has the equiva-
  lent of the Negotiator skill (Four
  Against the Abyss, p.20): as long
  as the halfling is alive, you can
  modify upwards or downwards
  the reaction roll of a monster, as
  long as doing so would create a
  non-combat result.
  In this scenario, you do not get XP
  rolls from slaying monsters, but
  you get 4 XP rolls if you manage
  to deliver the poisoned food to the
  chaos lord and kill him. You will
  automatically meet him in your
  10th room or corridor. Treat him
  as a Chaos Champion (entry 1 on
  the Chaos Boss table). To success-
  fully deliver the poisoned food, the
  halfling cook must be alive in the
  10th room or corridor. When you
  use the halfling’s Negotiator skill
  to persuade the chaos lord to try
  your food, you may reroll the reac-
  tion die once if you do not like the
  result of your first roll, even con-
  sidering the Negotiator skill mod-
  ifier. The chaos lord’s Reactions
  table is: 1-3 banquet, 4-5 Fight, 6
  Fight to the death. If a banquet
  reaction is rolled, the chaos lord
  will eagerly eat the halfling’s poi-
  soned food and immediately take
  d6+3 wounds. After this happens,
  the chaos lord fights, but he is
  weakened by the poison, so your
  party strikes first.
  
  Caverns of Chaos
  10
  
  Caverns of Chaos
  11
  Caverns of Chaos Room Contents table (2d6)
  2
  Treasure. Roll on the Chaos Treasure table. Then roll d6,
  on a 1, 2 or 3, the treasure is unguarded; on a 4, 5, or 6, roll on
  the Chaos Boss table or Chaos Weird Monster table (your
  choice). The guardian will have its own treasure, as per its
  description, in addition to the random treasure in this room.
  3 Treasure protected by a trap. Roll on the Chaos Traps
  table and on the Chaos Treasure table.
  4 If corridor, empty. If room, roll on the Chaos Unique Events
  table.
  5 If corridor, empty. If room, roll on the Chaos Special
  Feature table.
  6 Roll on the Chaos Vermin table.
  7
  Roll on the Chaos Minions table
  8 If corridor, empty. Otherwise, roll on the Chaos Minions
  table.
  9
  Empty. Roll d6, on a 5 or 6 roll on the Chaos Unique Events
  table, rerolling any unique event that already happened in the
  current game. If you ran out of unique events, roll on the
  Chaos Boss Table.
  10 Roll on the  Chaos Weird Monsters table.
  11 Empty if corridor. If room, roll on the Chaos Boss table.
  12
  Empty if corridor. If it is a regular room, roll on the Chaos
  Boss table. If it is a room of 12 or more squares (rooms 23, 25,
  34, 35, 36, 41, 44, 52, 56, 61, and 66 of the room generation
  pages in Four Against Darkness), the room contains a random
  Chaos Boss and a random Chaos Weird Monster.
  If a room or corridor is empty, you may Search it, gaining a
  clue, a hidden treasure, or a secret door (your choice) with a
  roll of 5 or 6 on a d6. Roll at -1 in corridors.  On a 3 or 4, the
  search is not fruitful and nothing happens. On a 1 or 2,
  wandering monsters sneak up on the party. Roll d6 to deter-
  mine which monsters appear: 1 chaos vermin, 2-3 chaos
  minions, 4-5 chaos weird monster, 6 chaos boss, then roll on
  the appropriate table to determine what they are.
  
  Caverns of Chaos
  12
  Chaos Traps table (d6)
  1
  Dart. This trap (level d8+3) attacks one random character with a poisonous
  dart. A character failing to save vs the trap’s level must save vs level 4 poison
  or become infected by chaos. Rogues add +L to the save vs the trap. Halflings
  add +1. Barbarians save at +1 vs the poison. A character affected by the poison
  must roll on the Touched by Chaos table as soon as he or she rolls a 1 on any
  attack, defense or save roll.
  2
  Chaos Chains. A huge mass of chains is thrown at a random character,
  inflicting 1 wound if the character fails to save vs level 5. Rogues and halflings
  add +L. Swashbucklers and elves add +1. Anyone wounded by the chains will
  gain 1 point of Madness (see Madness, Four Against the Abyss).
  3
  Pit Trapdoor. A trapdoor opens beneath the feet of a random character. The
  character must save vs Level 6 (elves and rogues add +L; halflings roll twice
  and choose the best result, dwarves roll at -1) or fall into the fighting pit below,
  taking 1 wound from the fall. In the pit, the character is attacked by a random
  weird monster. The monster strikes first and fights to the death. If the party
  has a rope, they may help the character out of the pit. A character trying to
  climb out receives an attack from the monster. If the party has no rope, the
  character may climb out only after he has slain the monster. Remains of
  previous victims in the pit have a 3 in 6 chance of having 6d6 gp in treasure
  and a random scroll from the Four Against Darkness spell list, but they may
  be inspected only after slaying the monster. Characters outside of the pit may
  help by casting spells at the monster or using ranged attacks at -1, or may jump
  down (Save vs 6, with the same bonuses as above, or take 1 wound from the
  fall).
  4
  Giant Cleaver. A giant cleaver-like blade falls from the ceiling onto a random
  character. The character takes 2 wounds if he fails to save vs the trap’s level
  (d3 + 3). Elves, swashbucklers and halflings save at +1. Rogues save at +L.
  5
  Gas Trap. All characters in the room must save vs level 5 poison or take 1
  wound. Barbarian and Dwarves roll at +L. Anyone wounded by the gas will
  have blurry vision and will be unable to use ranged weapons or read from
  scrolls in the next two encounters, or until they receive a Blessing or Healing,
  whichever comes first.
  6
  Chaos Globe. A mechanism throws a spiked steel ball at the party. Each party
  member in marching order may try to dodge it by passing a level 7 save (Rogues
  add +L, elves and halflings add +½ L) or may block it with a shield (make a
  Defense roll vs level 8, adding bonus for shield and armor; dwarves, barbarians,
  and warriors add +L). A successful dodge means the character ducks away and
  the ball continues its flight towards the next character in marching order. A
  successful block means the character's shield is destroyed but the ball’s flight
  is stopped. On a failed dodge or block, the character takes d3 wounds  and the
  ball continues its flight toward the next character. Only characters with shields
  may try to block. Once all characters have been hit or have dodged the ball, the
  ball will bounce on a wall and start the process again, this time in inverse
  marching order. Roll saves until all the characters have been attacked twice or
  a shield block stops the ball.
  
  Caverns of Chaos
  13
  Chaos Treasure table (d6)
  0 or
  less
   d6 gp
  1
   d8 x 5 gp or a basic weapon from the equipment section in Four
  Against Darkness or one of the following: rope, pole, hammer, lantern,
  bandage, vial of holy water.
  2
  Choose: 4d6 x 10 gp or 1 random item from the Caverns of Chaos
  Useful Stuff table.
  3
   A scroll with a random spell from the Chaos Spell table.
  4
  One gem worth 4d6 x 30 gp.
  5
  Choose: 1 item of jewelry worth 4d6 x 15 gp or 2 random items from
  the Useful Stuff table or 1 Chaos Crystal (see the special features table).
  6
  1 random magic item from the Chaos Magic Treasure table.
  7+
  Choose one of the results on this table.
  Chaos Hidden Treasure Complication table (d6)
  1
  An alarm goes off, attracting wandering monsters to the room!
  2
  The treasure is infected by chaos. The character picking it up must roll on
  the Touched by Chaos table.
  3
  The treasure is protected by a trap. Roll d6+1 to determine its level. A
  rogue may try to disarm the trap. If there is no rogue, the trap attacks a
  random adventurer, inflicting d3 wounds if he fails to save.
  4
  The treasure is in a puzzle box that requires rolling vs Level 7 to be solved.
  Rogues roll at +1 and wizards add +L. Every failed attempt gives the
  character 1 Madness as the box gives visions of chaos to the user. It is not
  possible to move the box from the dungeon.
  5
  Two random party members fight over the treasure. Both have to make
  a defense roll versus each other’s level, or take one wound from each
  other’s attack. After this brief fight, the characters manage to regain
  their composure. If there is only one character when this result is rolled,
  ignore this result.
  6
  The treasure chest is actually a creature, a void monster (level 5 weird
  monster with 10 life points). If a rogue saves against its level (add +L to
  the roll), the rogue manages to shout a warning and the creature does not
  surprise the party. If the rogue’s roll fails, or if there is no rogue in the
  party, the monster attacks a random character, inflicting 1 wound and
  stealing one item carried by that character (your choice) on a failed defense
  roll. The void monster cannot move so your party may automatically
  withdraw from this battle without being hit. If you remain in the room
  and defeat the void monster, you may take its treasure as normal, and
  recover all the items lost in this battle.
  
  Caverns of Chaos
  14
  Chaos Vermin table (d6)
  1
  2d6 chaos acolytes. Level 2, normal treasure, morale +1.
  Reactions: 1 peaceful, 2-3 bribe (50 gp each), 4-5 fight, 6 fight to the
  death.
  2
  d8 mutant rats. Level 3, no treasure, morale -1. These rats emit a
  piercing shriek that makes spellcasting difficult. All spells cast in the
  room will count as if the user was 1 level lower. Characters who are
  not normally spell-casters are unable to read scrolls. The rats also
  love to gnaw at clothes and old parchment. Unless the rats are com-
  pletely defeated on the first turn, each scroll or magic item of cloth-
  ing (hats, sacks, bags, boots, robes) has a 1 in 6 chance of being
  destroyed (roll once per encounter, not once per turn). Reactions: 1
  flee, 2 bribe (1 mundane or magic item), 3-6 fight.
  3
  d6+1 serpent people warriors of Ssiklis. Level 4, normal trea-
  sure and morale. Reactions (d6): 1-3 bribe (25 gp each), 4-6 fight.
  4
  d6+3 chaos goatmen. Level 6, two treasure rolls, never test
  morale. Chaos goatmen fanatically charge into battle. Treat them as
  level 8 on the first round of combat, either if you are attacking or
  defending. At the beginning of every of their turns, there is a 1 in 8
  chance that they will bellow, calling one additional chaos goatman
  into the fray. Reactions: 1-3 bribe (30 gp each), 4-6 fight to the
  death.
  5
  Swarm of chaos wasps. Level 6, no treasure, morale -1. Treat as a
  single Level 6 creature. Every successful attack lowers the swarm’s
  level by 1. When it becomes 0, the swarm is dispersed. A Fireball
  spell automatically kills the whole swarm. The swarm is immune to
  Sleep. The swarm’s attacks ignore armor and shields, even magical
  ones.
  6
  d6+3 chaos gremlins. Level 5, normal treasure, morale -1. Chaos
  Gremlins feed on luck. All your characters gain 1 unluck point at the
  end of their turn if chaos gremlins are present. Gained unluck points
  remain until removed. If a character has 1+ unluck points, that char-
  acter may not explode dice (when you would explode a die, remove 1
  unluck instead). You may also receive a Blessing or use one point of
  Luck (if a halfling) to remove 2 unluck points.  Reactions (d6): 1 flee,
  2–4 bribe (20 gp each), 5–6 fight.
  Because of their power, Chaos Vermin counts as Minions for pur-
  poses of XP rolls. Gain one XP roll every 10 encounters.
  
  Caverns of Chaos
  15
  
  Caverns of Chaos
  16
  Caverns of Chaos Special Feature table (d6)
  1
  Offerings to the Chaos Gods. An altar with plenty of food and drink
  offerings is the room. You may eat and drink the offerings, or leave
  them alone. Roll d6 for every character that eats. On a 1, that character
  must roll on the Touched by Chaos table. On a 2-4, nothing happens.
  On a 5 or 6, that character heals d3 Life points or gains a +1 to all attack
  rolls for the duration of their next combat encounter.
  2
  d6-1 (minimum 1) chaos crystals grow in this room. These are
  pulsating, living minerals that resonate with the energy of Xichtul,
  the chaos god. Any character picking up a crystal must roll on the
  Touched by Chaos table, but the crystal will also let the character
  cast a random chaos spell once. The chaos crystals may be sold for
  5d6 gp each, but lose their powers between adventures.
  3
  Chamber of horror and pain. The room is a torture chamber. All
  characters gain 1 Madness point (see Madness in Four Against the
  Abyss) and must save versus level 7 fear (wizards and clerics roll at
  +1) or be at -1 on all Defense rolls until a Blessing spell is cast (one
  Blesssing per affected character) or until that character breaks the
  curse by rolling an explosive die result at any Chaos monster (any
  creature from this book or having the word Chaos in its name).
  4
  Prisoner. The room is a prison. A random boss from the Boss table
  in Four Against Darkness has been enslaved by the chaos cultists
  and is held here. The party may leave him alone, kill him (gaining no
  XP rolls or treasure for this cowardly act) or set him free. If the party
  sets the monster free, the monster will give the party a clue or reveal
  the location of a scroll with a single, random chaos spell.
  5
  Library of chaos textbooks. The room is a library. If you want to
  spend some time in research here, roll for wandering monsters. At
  the end of the research, a character will automatically gain a clue and
  has a 2 in 6 chance of finding a scroll with a chaos spell. Roll d6, on a
  1 the character also gains 1 Madness. Roll d6, on a 1 or 2 the charac-
  ter must also roll on the Touched by Chaos table.
  6
  Puzzle room. The room contains a puzzle box. Its level is 2d6. You
  may leave it alone or try to solve it. For every failed attempt, the
  character trying to solve it loses 1 life or gains 1 Madness (your
  choice). Wizards and rogues add +L to their puzzle-solving roll. If
  the puzzle is solved, the box opens. Make a roll on the Chaos Trea-
  sure table to determine its content, and add a number of gp equal to
  the level of the box x 10 (so, for example, a level 11 box will contain
  the result of one treasure roll + 110 gp).
  
  Caverns of Chaos
  17
  Chaos Magic Treasure table (d6)
  1
  Blood fury bracelet: The wearer of this bracelet may channel his
  fury into combat prowess. When he is wounded to half Life or less,
  the wearer gains 1 Madness point but also enjoys a +1 to defense
  and attack rolls. The bracelet may be sold for 300 gp. Multiple
  bracelets of the same type do not stack. A character may wear as
  many as desired but will benefit only from one.
  2
  The sign of Xichtul: Once per adventure, the wearer of this lead
  medallion may roll d8 + L against a group of chaos vermin or min-
  ions. If he rolls the minions’ level or higher, the minions will ignore
  the party until the party no longer has the medallion or attacks the
  minions. This roll is the equivalent of checking that monsters’ reac-
  tions. The medallion may be sold for 200 gp on the black market
  (only a rogue may sell it).
  3
  Invocation of Order: This page from an holy book devoted to the
  cult of Tamas Zeya, deity of law and justice, can be used as a scroll.
  It may be used only by wizards, clerics, and warriors, and only if the
  character has no chaos taint (that is, the user has no lasting effects
  from the Touched by Chaos table).  The invocation requires no roll.
  It automatically inflicts 3 wounds to one chaos boss or weird mon-
  ster, or forces a group of chaos vermin or chaos minions to perform
  a morale roll, even if their description says they never test morale.
  Once used, the page turns to dust. The invocation may be sold for
  180 gp.
  4
  Mace of righteousness. The wielder of this crushing hand
  weapon attacks chaos creatures at +1 and heals 1 wound each time
  the mace inflicts the killing blow to any chaos boss or chaos weird
  monster. The mace may be sold for 360 gp.
  5
  Philter of mental calm. This potion removes up to 2 Madness
  from the drinker. It may not be used in combat, however, as it
  requires the drinker to be in a peaceful state of mind. The philter
  may be sold for 50 gp.
  6
  Hood of Chaos. This dark hood is inscribed with blood red, pul-
  sating chaos runes. The wearer must immediately roll on the
  Touched by Chaos table. Once per dungeon/adventure, the wearer
  may cast the Aura of Terror spell from Four Against the Abyss or
  gain a +3 to a single melee attack versus a Boss or Weird Monster.
  The wearer may remove the hood at any time, but must roll on the
  Touched by Chaos table every time he dons it. When the wearer
  returns to civilization (between adventures) he MUST remove the
  hood or will be jailed and put on trial as a chaos worshipper. The
  hood of chaos may not be sold, but may be given as a bribe equiva-
  lent to 200 gp to any chaos creature.
  
  Caverns of Chaos
  18
  Chaos Minions table (d6)
  1
  4d6 chaos goblins. Level 5, normal treasure and morale. 1 in 6
  chance of a level 10 leader with 3 life. Reactions: 1–3 bribe (10 gp
  per goblin), 4–5 fight, 6 trial of champions (see Four Against the
  Abyss).
  2
  2d6 chaos beasts. Level 4, normal treasure, morale -1. These
  are mutant animals (cats, dogs, lizards and large rats), with
  exaggerated claws and fangs and bone quills. They have a 1 in 6
  chance of gaining surprise.  For each chaos beast group
  encountered, roll the following: a 1 in 6 chance of being led by a
  chaos beastman (level 6, 2 Life), a 1 in 6 chance of having natural
  ranged attacks (if they have, each will shoot a bone projectile
  before the melee). Reactions: always fight.
  3
  d6 chaos dwarves, level 7, 2 treasure rolls, normal morale.
  They have a 1 in 6 of being equipped with crossbows. In that
  case, they will automatically gain the initiative and shoot before
  your party has a chance to attack them (if your party has missile
  attacks too, first resolve your party’s attack, then the dwarves’).
  If met in a corridor and equipped with crossbows, two dwarves
  in front will use axes and those in the rear will shoot crossbows
  over their friends’ heads. Reactions: 1-3 bribe (80 gp each), 4-6
  fight.
  4
  d6 chaos skeletons. Level 9 undead, normal treasure.
  Crushing weapons strike at +1 against them. Arrows strike at -2.
  Reactions: always fight to the death.
  5
  2d6 chaotic ratmen + leader. Level 3, treasure +1, morale -1.
  Any character wounded by ratmen has a chance of taking an
  additional wound from their infected blades. Keep track of the
  number of wounds inflicted by ratmen on the characters. Roll
  once at the end of the encounter for each wounded character. If
  the result is 1, or is lower than the wounds lost in this encounter,
  the character loses 1 additional life. They always have a leader
  who is level d3+3 and has d3+2 life. He is armed with an infected
  blade. Reactions: 1–2 bribe (20 gp each), 3–5 fight, 6 trial of
  champions (the leader will fight).
  6
  d6+3 chaos fanatics. Level 5, normal treasure, morale +1.
  They have a 2 in 6 chance of having a leader (level 5, 4 Life, 2
  attacks). Reactions: 1-4 fight, 5-6 trial of champions.
  
  Caverns of Chaos
  19
  Chaos Scroll table (d6)
  1
  Gift of gold: When this spell is cast, all the gp found as treasure in a
  room are doubled. May not be cast on gold carried by the characters,
  and has no effect on miscellaneous treasure like gems or magic items.
  Multiple castings of this spell are NOT cumulative. No spell roll is
  needed.
  2
  Chaos missile: Cause 2 wounds to all Bosses or Weird Monsters in
  a room and 1 wound to the caster. The effect is automatic (no spell roll
  is needed) and no save is possible for the caster.
  3
  Xichtul’s kiss: When this spell is cast,  roll d6 for all characters and
  monsters in play, using the explosive 6 rule. Anyone rolling above its
  level takes 1 wound.
  4
  Chaos teleport: Choose 6 rooms/corridors on the map and number
  them 1 to 6. Roll d6. Caster is transported to that room immediately.
  This spell may not be cast until you have visited at least 6 rooms in the
  dungeon. No die roll is needed to cast this spell.
  5
  Eye of terror: When this spell is cast, the caster must affect the target
  with a spellcasting roll. If that is successful, all opponents must
  immediately perform a Morale roll at -1. This spell does not work on
  undead or artificial creatures, dragons, oozes, slimes, or jellies.
  6
  Gaze blast: The caster’s eyes project a blast of dark energy. Casting
  the spell does not require a spell roll. The caster gains 1 Madness and
  performs a ranged attack. Add the caster’s level to the ranged attack
  roll if the caster is a wizard or an elf. The blast inflicts 2 damage if it
  hits (killing TWO minions/vermin or inflicting 2 damage to a
  boss/weird monster).
  Touched by Chaos table (d6; halflings may reroll)
  1
  Your body rejects the invasion of chaos, but at the cost of fever and bleeding
  nostrils and eyes. Take 1 wound.
  2
  You manage to repel the invasion of chaos but both your body and soul are
  scarred by the experience. Take 1 Wound and 1 Madness.
  3
  Take 2 wounds and 1 madness. If you are killed or become insane because of
  this, your character is immediately reborn as a chaos monster that attacks the
  party. Roll on the Chaos weird Monster table to determine what monster you
  become. You may not be resurrected. Your equipment falls to the ground
  during the transformation and may be picked up by the other party members.
  4+
  You start turning into a chaos monster. As soon as you are killed or become
  insane, you are immediately reborn as a random chaos weird monster. The
  only way to stop the transformation is to slay singlehandedly (you must fight
  alone, without the help of the rest of the party) a chaos boss or weird monster,
  and then have a Blessing cast on you immediately afterwards.
  
  Caverns of Chaos
  20
  
  Caverns of Chaos
  21
  Caverns of Chaos Boss table (d6)
  1
  Chaos champion. Level 4, 9 life, normal treasure and morale.
  The champion is protected by spiked armor that renders him
  immune to Sleep and inflicts 1 additional wound against any
  character rolling a 1 on their defense roll. Reactions: always fight.
  2
  Chaos psyker. Level 6, 5 life, normal treasure and morale. The
  psyker has a 3 in 6 chance of surprising the party. It attacks
  through mental bolts that ignore protection from shields or armor
  and inflict 1 wound and 1 Madness point on a failed defense roll.
  All characters add half their L to this defense roll. Reactions (d6):
  1 flee, 2-3 bribe (200 gp), 4-5 fight, 6 fight to the death.
  3
  Tentacled mutant. Level 6, 7 Life, d3 attacks (roll once when
  encountered), normal morale and treasure. Any character rolling
  a 1 on an attack or defense roll has one item of his choice grabbed
  by the mutant. The item may no longer be used during the combat,
  but may be recovered at the end of the encounter if the mutant is
  defeated. Reactions (d6): 1 flee, 2–3 bribe (100 gp), 4–6 fight.
  4
  Chaos lizardman. Level 4, 8 life, morale +1, normal treasure.
  Every turn, in addition to his normal attack, roll d6. On a 5 or 6,
  the lizardman performs a tailslap that knocks a random character
  off balance. That character forfeits his next attack. Reactions:
  always fight.
  5
  Chaos executioner. Level 5, 8 life, treasure +1, normal morale.
  His huge axe automatically destroy a character’s shield if a
  shield-equipped character fails a defense roll. Each hit inflicts 2
  damage, or 3 damage if the defense roll is a 1. Reactions (d6): 1–2
  bribe (100 gp), 3–6 fight.
  6
  Avatar of Xichtul. Level 6, 12 life, 3 treasure rolls, morale +1.
  The Avatar is a writhing mass of tentacles and eyes.  Roll d6 for
  the number of attacks when the foe is encountered. Up to 4 attacks
  have normal level (6); if it performs 5 or 6 attacks, they are at
  Level 5. All characters must save vs Magic 6 when they first see
  the monster. On a failure, they must drop one object (including
  weapons or at least 20 gp) of their choice. Characters with no
  objects will offer their own blood (1 wound). Objects can be
  retrieved when the monster is slain. Reactions: 1-4 bribe (all
  treasure), 5-6 fight to the death.
  
  Caverns of Chaos
  22
  Caverns of Chaos Weird Monsters table (d6)
  1
  Black ooze. Level 3, 12 life points, no treasure. The ooze will form a
  number of pseudopods equal to the number of targets available, so that
  every target receives one attack. The party can withdraw from the combat
  (receiving one last attack) even if there is no door to slam shut between them
  and the ooze. The black ooze is vulnerable to salt as is automatically killed if
  a sack of salt is thrown at it. Salt may be found as loot or purchased in town
  for 6 gp.  Reactions: always fight to the death.
  2
  Black manticore. Level 5, 5 life, normal treasure and morale. A manticore
  always performs 2 attacks against the same target. Roll d6 to determine the
  nature of these attacks. 1-2 claw attack (1 wound), 3-4 bite (2 wounds), 5-6
  tail strike (1 wound, plus a Save vs level 2 poison or die instantly). A charac-
  ter may decide to attack the manticore’s tail by striking a level 6 target. A
  wound on the tail will disable it. If the tail is disabled, when the d6 roll indi-
  cates a tail strike, the manticore will just skip an attack, but the wound
  inflicted on the tail does not count against the manticore’s total Life points.
  Reactions: 1-2 bribe (50 gp), 3-4 fight, 5-6 fight to the death.
  3
  Gray slime. Level 5, 6 life, 2 attacks, no treasure, never tests morale. The
  gray slime has  a 1 in 6 chance of surprising the party. If the gray slime hits,
  the character must either sacrifice his shield, weapon, lantern, armor
  (choose one) or take 2 wounds. Gray slime moves very slowly so the party
  may choose to withdraw from the fight even if there is no door to slam shut
  between them and the slime. A bag of salt thrown at a slime inflicts 2
  wounds. Slimes are often set as guardians of secret doors. A room that was
  guarded by a slime may be searched once the slime has been killed, just like
  an empty room. Reaction: 1-2 peaceful, 3-6 fight to the death.
  4
  Xicthul’s spawn. Level 6, 5 life. Normal treasure. Never tests morale.
  When the Spawn is killed, it separates into d6 level 4 minions. If any charac-
  ter is killed by the Spawn, it also turns into d6 level 4 minions. The spawn is
  immune to Sleep and poison. Reactions: always fight.
  5
  Thunder lizard. Level 5, 8 life, morale +1. The thunder lizard is a small
  dinosaur, left as a guardian by Ssikliss (goddess of dragons and reptiles, and
  Xicthul’s spouse). It has no treasure but it has a 3 in 6 chance of having d3
  eggs in its lair. Each egg can be sold to researchers for 20 gp, but no charac-
  ter may carry more than one without the eggs breaking. The bite of the
  Thunder lizard inflicts 2 wounds. Reactions: 1 flee, 2-6 fight.
  6
  Chaos chimera. Level 5, 5 life, normal treasure and morale. The chaos
  chimera is immune to Sleep and has 3 attacks: a bite (2 wounds), a tail strike
  (1 wound; target if hit must Save vs level 3 poison or be at -1 to defense rolls
  for the next 3 encounters) and a gore (1 wound, target must save vs level 4 or
  be unable to attack on his next turn; dwarves and barbarians save at +1).
  When the chimera is reduced to 3 or fewer life points, it will forfeit all
  attacks and spew acid instead (a level 4 attack that hits all characters in the
  room and ignores armor, inflicting 1 wound to anyone who fails a defense
  roll). Reactions: 1-2 bribe (50 gp), 3-6 fight.
  
  Caverns of Chaos
  23
  
  Caverns of Chaos
  24
  Caverns of Chaos Unique Events table (d6)
  1
  Gospel of Chaos. You find a book hidden under a loose stone.
  You may leave it alone or decide to pick it up and read it. A
  character of your choice can read the book and gain d6 Clues.
  However, the character reading the book must save vs the number
  of Clues +2 or gain 1 Madness and roll on the Touched by Chaos
  table. Wizards and clerics add ½ L to this save.
  2
  Chaos infection. A random character must save vs level 5
  disease. On a failure, the character must roll on the Touched by
  Chaos table.
  3
  Swarm of critters. The party is engulfed by a cloud of stinging
  insects. You may use a Fireball spell to destroy the swarm.
  Otherwise, all characters automatically take 1 wound from the
  poisonous stings. The Swarm is automatically dispersed after that.
  4
  Secret stairs. The room contains a secret passage to a room
  containing the battleplans of the chaos lords. The room is
  guarded by two random weird monsters. If you defeat those
  monsters, you find no treasure, but the battle plans are the
  equivalent of 3 Clues.
  5
  Help from above. A spirit of the forces of Order appears to help
  you. You may heal all damage on a single character, as long as
  that character has not been tainted by chaos (the character should
  have no lasting effect from the Touched by Chaos table). Alterna-
  tively, you may remove 1 Madness, or heal 1 wound from any
  single character, even if tainted by chaos, or find something useful
  (roll on the Caverns of Chaos Useful Stuff table).
  6
  Mana sink. All spellcasters must save versus a level 7 mana sink
  once for each spell they possess or lose that spell. Spells on scrolls
  and magic items are unaffected. Characters add +½ level. If the
  party moves through the room with mana sink again, do not apply
  the effect a second time.
  Events on this table may happen only once per adventure. Mark
  them off with a pencil when they are rolled. If a marked event
  is rolled again, reroll until a new event is selected. If all events
  are marked, meet a random chaos boss or weird monster (your
  choice) instead.
  
  Caverns of Chaos
  25
  Caverns of Chaos Useful Stuff table (d6)
  1
  Choose one of the following: rope, lantern, 1 sack of salt, 1
  bandage, a basic slashing or crushing hand weapon (light, normal
  or heavy) from the equipment section in Four Against Darkness,
  or one bow with 3d6 arrows.
  2
  d6 throwing stars. These are ranged light weapons (-1 to hit)
  and may be used by any character type. A rogue may learn the
  Knife Throwing skill (see Four Against the Abyss, p.19) especially
  for throwing stars, and be able to throw TWO stars per action.
  3
  d3 doses of oozebane. This powder may be thrown against any
  acid cube, sludge, ooze, mold, slime, mushroom or fungus crea-
  ture, automatically inflicting 2 wounds. Against minions or
  vermin, the powder will automatically slay two creatures. Throw-
  ing the powder requires one action. The powder may be sold for
  40 gp. Oozebane is not magic and barbarians may use it.
  4
  Gilded weapon. This is a slashing hand weapon (a sword) or
  light hand weapon (a dagger) that has been coated in gold. Gilded
  weapons hit energy creatures, like electric/lightning elementals,
  at +2. A gilded weapon may be sold for 50 gp.
  5
  Caltrops. This is a bag of caltrops that may be thrown on the
  ground to delay pursuers. One use of caltrops allows a party to
  retreat from a room even if there is no door to slam shut between
  the party and the pursuers. Caltrops work ONLY against vermin
  and minions. They have no effect on bosses or weird monsters.
  6
  Bomb. It takes 1 action and one ready flame (a torch, that may
  be purchased in town for 1 gp) to light the fuse of this alchemical
  bomb. The bomb must be carried in one hand and thrown with a
  combat action. The explosion attacks minions and vermin at +3
  (perform TWO attack rolls at +3), or a single attack at +3 against
  every boss and/or weird monsters in the room. No levels or other
  bonuses from the thrower are added. All party members, includ-
  ing the thrower, must save vs the level 5 explosion or be stunned,
  defending at -1 during the next enemy turn. Dwarves save at +1.
  A bomb may be sold for 40 gp. Barbarians may NOT use the bomb.
  
  Caverns of Chaos
  26
  Secrets of the Caverns of
  Chaos
  In addition to the standard Secrets
  found in Four Against Darkness
  and Four Against the Abyss, you
  may spend 3 clues to discover one
  of the following secrets while
  adventuring in the Caverns of
  Chaos:
  Secret Passage to the
  Sancta Sanctorum
  You find a secret door that opens
  into the sancta sanctorum of a
  chaos sorcerer. Any character
  going through must immediately
  test for chaos infection (see
  Caverns of Chaos Unique Events
  table), but you gain d6 scrolls.
  Each scroll has a random spell
  from the Chaos Spell table.
  Chaos Slayer
  You find the body of a paladin
  with a hand weapon of your choice
  (light, normal, heavy as desired).
  The weapon has been imbued
  with the spirit of the paladin and,
  in the hand of a character who has
  NOT been tainted by chaos, will
  strike all chaos creatures at +1,
  and add an additional +2 to the
  total for every die explosion rolled
  in the attack. For example, if the
  dice in your attack roll explode
  twice, you will add a total of +5 (+1
  for the weapon, +2 for the first
  explosion, +2 for the second
  explosion). The power of the
  weapon is permanent. You may
  choose this secret only once in a
  campaign (mark it off this page
  with a pencil mark to remember
  that you took it).
  The Cleansing Ritual
  You find a scroll with a cleansing
  ritual that can be performed (but
  not during combat) by any cleric
  or wizard. The ritual may be used
  to remove 1 Madness or to remove
  all effects of chaos taint (anything
  gained by rolling on the Touched
  by Chaos table). Once the ritual is
  performed, the scroll turns to
  dust. There is no way to learn the
  ritual or to copy it in a spellbook,
  but you may spend another 3 clues
  to find another copy of the ritual.
  Amulet of Warning
  You find an amulet that belonged
  to some enemy of chaos. If the
  amulet is worn by a character in
  the first space of the marching
  order, the party reduces by 1 all
  chances of being surprised by
  chaos creatures. For example, a
  creature with a 1 in 6 chance of
  surprising will NOT surprise the
  party, and a creature with a 2 in 6
  chance will only surprise the party
  with a result of 1 on the die roll.
  
SOURCE: textdata/thevault/Four Against Darkness (osr)/Adventures/Four Against Darkness Caverns of Chaos.pdf