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Madness in the Caverns

Madness works the same as in Four Against the Abyss, but is triggered by chaos-specific sources in this ruleset.

caverns-of-chaosmadnesssanitycondition

Madness in the Caverns

Madness follows the same rules as Four Against the Abyss (see the Abyss ruleset article on Madness for full mechanics). The core rule: once Madness exceeds a character's level, they flee the dungeon permanently, taking all their possessions.

Wizards resist: their effective Madness threshold is level +1.

Sources in the Caverns of Chaos

| Source | Madness Gained | |---|---| | Chaos Chains trap (wound taken) | +1 | | Puzzle box, each failed attempt | +1 | | Chamber of Horror (Special Feature 3) | +1 to all characters | | Chaos Psyker attack (failed defense) | +1 per hit | | Blood fury bracelet wearer at ≤ half Life | +1 (in exchange for +1 Attack/Defense) | | Gospel of Chaos book, failed save | +d3 | | Gaze Blast scroll casting | +1 | | Chaos infection (result 2 on Touched by Chaos) | +1 |

Curing Madness (Chaos Context)

| Method | Effect | |---|---| | Blessing spell | −1 Madness (during adventure) | | The Cleansing Ritual secret scroll | −1 Madness OR removes all taint | | Help from Above (Unique Event 5) | −1 Madness from any one character |

The Caverns has fewer Madness-curing options than the Abyss (no Confessor, no Minstrel hireling table) — conserve Blessing spells if your party is accumulating Madness.