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The quintessential introductory adventure that has launched countless campaigns. The party arrives at a frontier fortress on the edge of civilization, tasked with exploring the monster-infested Caves of Chaos nearby. A perfect sandbox for new players and DMs alike, blending base-of-operations play with classic dungeon crawling.

Story Arcs

Arc 1

Establishing the Keep

The adventurers arrive at the Keep on the Borderlands, a fortified outpost on the frontier of civilized lands. They must earn the trust of the castellan and the keep's inhabitants, gather information about the dangers lurking in the surrounding wilderness, and equip themselves for the challenges ahead. Rumors of goblinoid raiders, a mysterious hermit, and caves filled with monsters filter in from traders and scouts.

Arc 2

The Caves of Chaos

Armed with rumors and crude maps, the adventurers venture into the ravine known as the Caves of Chaos — a honeycomb of interconnected cave systems, each home to a different tribe of monsters. The kobolds, goblins, orcs, gnolls, and worse all jockey for territory. Deep within the ravine, a sinister evil temple orchestrates the chaos, its priests manipulating the monster tribes toward a unified assault on the Keep.

Arc 3

The Evil Shrine

At the heart of the Caves of Chaos lies a hidden temple dedicated to dark powers. Robed priests and their undead servants plot the destruction of the Keep. The adventurers must penetrate the inner sanctum, confront the cult leader, and shatter the unifying force that threatens to unleash the caves' denizens as a coordinated army against the frontier.

Session Outlines

These outlines are for planning reference only. Actual sessions are not created by the template.

1

Arrival at the Keep

The party arrives at the Keep after a dangerous journey along the frontier road. Introduce the Castellan, the inner and outer baileys, key NPCs (the tavern keeper, the provisioner, the corporal of the watch). Have the party encounter a merchant caravan that was recently attacked by goblinoid raiders. Set the hook: the Castellan offers a bounty for clearing the monster caves and needs scouts to assess the threat. Allow players to shop, gather rumors, and explore the Keep.

2

Into the Wilderness

The party ventures out from the Keep into the surrounding wilderness. They may encounter the mad hermit in the woods (who may provide cryptic aid or hinder them), a band of raiders on the road, or lizardfolk in the nearby swamp. This session establishes the dangers of the frontier and lets the party find the ravine entrance to the Caves of Chaos. Consider a random encounter with stirges or giant centipedes to establish the hostile environment.

3

The Goblin Caves

First foray into the Caves of Chaos. The party tackles the kobold or goblin caves (Caves A-C). These are the most accessible lairs, with relatively weak monsters but cunning traps — pit traps, falling rock traps, and guard posts. The goblin chief has a small treasure hoard and a pet monster. Captured goblins can reveal information about the other caves and the "dark priests" who sometimes visit. Emphasize the interconnected nature of the cave systems.

4

Deeper into Chaos

The party tackles the orc or gnoll caves (Caves D-F), which present a significant step up in difficulty. The orcs have a well-organized lair with multiple chambers, a chieftain, and a shaman. The gnolls are more savage and keep prisoners. The party may discover passages connecting caves, find evidence of the evil temple's influence (unholy symbols, tribute payments), and potentially rescue prisoners who provide vital intelligence. Consider the possibility of playing monster factions against each other.

5

The Temple of Evil Chaos

The climactic session. The party penetrates the hidden temple (Cave K) at the deepest part of the ravine. The temple is guarded by undead, acolytes, and the evil priest who has been orchestrating the monster tribes. The inner sanctum features a dark altar, imprisoned sacrificial victims, and the cult leader with his lieutenants. Defeating the temple breaks the coordinating force behind the Caves of Chaos. The Castellan rewards the party and the frontier is secured — for now.

NPCs

The Castellan

Human · Fortress Commander

The stern but fair military commander of the Keep. A veteran soldier who takes his duty to protect the frontier seriously. He offers bounties for clearing monster lairs and values actionable intelligence about threats. He is cautious about committing his garrison beyond the Keep's walls.

Corporal of the Watch

Human · Gate Guard Leader

The first authority figure the party meets at the Keep's gate. Efficient and by-the-book, he processes newcomers, collects the gate tax, and can point travelers to the tavern and provisioner. He keeps detailed logs of who enters and leaves.

The Tavern Keeper

Human · Tavern Owner

A gregarious man who runs the only tavern in the outer bailey. He serves as the Keep's rumor mill — for the price of a drink, he shares tales of monster sightings, lost treasure, and strange happenings in the wilderness. Some rumors are true, others dangerously false.

The Mad Hermit

Human · Wilderness Hermit

A wild-eyed recluse living in a copse of trees between the Keep and the Caves. He was once a sage who went mad after studying the evil temple. He speaks in riddles and may help or hinder the party depending on their approach. He keeps a large mountain lion as a companion.

The Evil Priest

Human · Cult Leader

The sinister master of the Temple of Evil Chaos hidden in the deepest cave. He has been manipulating the goblinoid tribes, encouraging their raids on the Keep to weaken it before a coordinated assault. He wields dark magic and commands undead servants.

The Provisioner

Dwarf · Merchant

Runs the general store in the Keep's outer bailey, selling adventuring supplies at frontier-inflated prices. Shrewd but honest enough — she won't cheat customers but drives a hard bargain. She stocks standard adventuring gear and occasionally has a minor magic item.

The Goblin Chief

Goblin · Tribal Chieftain

The cunning leader of the goblin tribe in the Caves of Chaos. He has set up a surprisingly well-organized lair with trap-laden corridors and guard rotations. He may attempt to parley if cornered, offering information about rival tribes or the evil temple in exchange for his life.

Locations

The Keep on the Borderlands

settlement

A fortified outpost perched on a rocky hilltop at the edge of civilized lands. High stone walls enclose an outer and inner bailey, housing a garrison of soldiers, a tavern, chapel, guild house, and provisioner. The Keep is the last bastion of order before the wilderness.

The Outer Bailey (building)
The Inner Bailey (building)

The Caves of Chaos

dungeon

A narrow, densely wooded ravine scarred with dozens of cave openings at various heights along the cliff walls. Each cave complex is home to a different tribe of monsters — kobolds near the bottom, goblins and orcs in the middle, and gnolls and the evil temple near the top. The stench of beasts and the echoes of guttural voices fill the ravine.

Kobold Caves (dungeon)
Goblin Caves (dungeon)
Orc Caves (dungeon)
Temple of Evil Chaos (dungeon)

The Wilderness Road

wilderness

The main trail connecting the Keep to civilized lands, winding through dense forest and open grassland. Bandit ambushes, wandering monsters, and the occasional merchant caravan make travel unpredictable and dangerous.

The Hermit's Copse

wilderness

A dense thicket of old-growth trees between the Keep and the Caves of Chaos. The mad hermit has made his home here among the gnarled roots and tangled undergrowth, surrounded by animal bones and cryptic markings scratched into the bark.

The Swamp

wilderness

A fetid marshland south of the Keep, home to lizardfolk, giant frogs, and worse. Travelers avoid this area, but rumors persist of ruins from an older civilization sinking slowly beneath the muck.

Quests

Clear the Caves of Chaos

High

The Castellan has issued a standing bounty for neutralizing the monster threat in the ravine. Each cave cleared and chieftain slain earns gold and the gratitude of the Keep. Bring proof of your deeds to claim the reward.

Rescue the Prisoners

High

Travelers and soldiers have gone missing on the frontier road. Survivors report that goblinoids drag captives into the caves. Find and rescue any prisoners before they are sacrificed to the dark temple or sold into slavery.

Uncover the Dark Temple

Medium

Rumors speak of a sinister shrine hidden deep within the Caves of Chaos, where robed figures conduct blasphemous rituals. The chapel priest suspects a cult is orchestrating the monster raids. Find the temple and destroy its power.

The Mad Hermit's Secret

Low

A half-mad hermit living in the woods between the Keep and the Caves may possess crucial knowledge about the evil lurking in the ravine. He was once a scholar who studied the area. Approach carefully — he is not always friendly, and his mountain lion is protective.

Secure the Trade Route

Medium

Merchant caravans refuse to travel the frontier road due to increased monster attacks. The Castellan needs the route reopened for supplies. Patrol the road, eliminate ambush threats, and restore safe passage to the Keep.

Encounters

Goblin Ambush on the Road

A band of goblins lies in wait along the wilderness road, using felled trees as a barricade. They strike from cover with shortbows before rushing in, targeting anyone who looks wealthy.

Goblin

Kobold Trap Gauntlet

The kobold caves are riddled with pit traps, tripwires, and falling rocks. The kobolds harry intruders with sling stones while retreating through passages too small for most adventurers.

Kobold

Orc Warband

An orc patrol from the Caves of Chaos, led by an orc war chief, sweeps the area around the ravine. They are aggressive and well-armed, and attack intruders on sight with brutal efficiency.

Orc
Orc War Chief

The Undead Guardians

Animated skeletons and shambling zombies guard the approaches to the Temple of Evil Chaos. They stand motionless in alcoves until intruders pass, then attack from behind in a coordinated ambush.

Skeleton
Zombie

Gnoll Raiding Party

A pack of savage gnolls descends from the upper caves to raid the surrounding countryside. They fight with a frenzied bloodlust, and their howls can be heard echoing through the ravine for miles.

Gnoll

Factions

The Keep Garrison

Lawful Good

The military force of the Keep, led by the Castellan. Disciplined soldiers who maintain order within the walls and patrol the immediate surroundings. They are stretched thin and cannot mount an offensive against the Caves of Chaos without leaving the Keep vulnerable.

The Cult of Evil Chaos

Chaotic Evil

A secretive cult operating from a hidden temple deep within the Caves of Chaos. The evil priest and his acolytes manipulate the goblinoid tribes, encouraging raids on the Keep to sow fear and weaken the frontier. Their ultimate goal is to open a gateway to dark powers.

The Goblinoid Tribes

Chaotic Evil

Multiple competing tribes of kobolds, goblins, orcs, and gnolls occupy the Caves of Chaos. They squabble over territory and resources, held in loose alliance only by the evil temple's influence. Clever adventurers may exploit their rivalries.

Use This Template

Create a new campaign pre-populated with all the arcs, NPCs, locations, quests, encounters, and factions from this template.