Caverns of Chaos
A thematic dungeon supplement pitting parties (levels 3–6) against chaos cultists of Xichtul, the dark god of eternal change. Room shapes still use d66 from the base game; all content tables are replaced with chaos-themed equivalents.
Difficulty Scaling
Each mission has a recommended level. If your party is higher than that level, scale up: add +1 to the number of Vermin and Minions encountered, and +1 Life to every Boss and Weird Monster, per level of difference.
Headline New Mechanics
- Touched by Chaos — a d6 corruption table triggered by chaos-infected traps, treasure, and events; results range from wounds to permanent transformation.
- Madness — same rules as Four Against the Abyss (see that ruleset); sources here include chaos traps, puzzle boxes, and torture chambers.
- Unluck — chaos gremlins drain luck, blocking die explosions until cleared.
- Save-or-die — a manticore's tail strike can kill outright on a failed save.
XP Rules (Important Differences)
- Vermin count as Minions for XP: every 10 Vermin/Minion encounters earns 1 XP roll.
- XP rolls use d6+1 (not plain d6) — these missions are harder, so the reward is slightly better.
- Bosses and Weird Monsters each grant 1 XP roll.
Key Conventions
- Roll 2d6 on the Chaos Room Contents table for room content.
- Unique Events (table results 4 and 9) happen only once per adventure; mark them off.
- Wandering monsters trigger on a 1 or 2 on d6 when searching empty rooms (worse than base game).
- Secrets cost 3 clues (same as base game; less than Abyss's 4).
- Six named Missions are available; roll d6 or choose one.
Four Against Darkness