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Caverns of Chaos (Levels 3–6)

Levels 3-6 Action die: d6 Caverns of Chaos supplement

Thematic dungeon vs chaos cultists of Xichtul. Uses base room shapes with replacement chaos content tables. New Touched by Chaos mechanic, Madness points, and Unluck. Vermin count as Minions for XP; XP rolls use d6+1.

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.

Exploration Rules

Room Generation
Roll d66 on the standard Four Against Darkness room generation pages for room shape. Then roll 2d6 on the Caverns of Chaos Room Contents table for content.
Search Empty Room
When a room or corridor is empty, you may search. Roll d6: on 5-6 choose Clue, Hidden Treasure, or Secret Door. On 3-4 nothing happens. On 1-2 wandering monsters sneak up; roll d6 to determine type (1 chaos vermin, 2-3 chaos minions, 4-5 chaos weird monster, 6 chaos boss).
Large Rooms
Rooms of 12+ squares (rooms 23, 25, 34, 35, 36, 41, 44, 52, 56, 61, and 66 on the generation pages) trigger the boss+weird combo on a result of 12 on the Room Contents table.
Unique Events
Unique Events (result 4 and the secondary roll on result 9) may happen only once per adventure. Mark them off when rolled. If a marked event comes up again, reroll until a new event is selected. Once all 6 are used, meet a random chaos boss or weird monster instead.

Caverns of Chaos (Levels 3–6) — Articles

  • Touched by Chaos

    The d6 corruption table rolled when a character is tainted by chaos — from wounds to permanent monster transformation.

  • Madness in the Caverns

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

  • Unluck

    Chaos gremlins drain luck, blocking die explosions until the Unluck is cleared.

  • Vermin Count as Minions (XP)

    In the Caverns, Chaos Vermin count as Minions for XP purposes — 10 encounters earns one XP roll.

  • XP Rolls: d6+1

    XP rolls in the Caverns use d6+1 instead of the base game's d6, reflecting the increased difficulty of chaos encounters.

  • Missions & Cult Objectives

    The six structured missions that give the Caverns of Chaos a campaign feel, with specific objectives beyond simple dungeon clearance.

Rules Tables

Room Contents

2d6
RollResult
2Treasure. 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 has its own treasure in addition to the random treasure here.
3Treasure protected by a trap. Roll on the Chaos Traps table and on the Chaos Treasure table.
4If corridor, empty. If room, roll on the Chaos Unique Events table.
5If corridor, empty. If room, roll on the Chaos Special Feature table.
6Roll on the Chaos Vermin table.
7Roll on the Chaos Minions table.
8If corridor, empty. Otherwise, roll on the Chaos Minions table.
9Empty. Roll d6: on a 5 or 6 roll on the Chaos Unique Events table, rerolling any unique event that already happened. If all unique events are used, roll on the Chaos Boss table instead.
10Roll on the Chaos Weird Monsters table.
11Empty if corridor. If room, roll on the Chaos Boss table.
12Empty if corridor. If it is a regular room, roll on the Chaos Boss table. If it is a large room (12+ squares), the room contains a random Chaos Boss AND a random Chaos Weird Monster.

Empty Room Search

d6

May search empty rooms once per room. Mark with 'S'. On 1-2, wandering monsters appear. Searching corridors is at −1.

RollResult
1-2Wandering monsters sneak up on the party! Roll d6: 1 chaos vermin, 2-3 chaos minions, 4-5 chaos weird monster, 6 chaos boss.
3-4Nothing. The room is empty.
5-6Choose: find a Clue, a Secret Door, or a Hidden Treasure.

Special Features

d6
RollResult
1Offerings to the Chaos Gods. An altar laden with food and drink offerings. Choose to eat or leave alone. For each character who eats, roll d6: 1 = roll on Touched by Chaos table; 2-4 = nothing; 5-6 = heal d3 Life or gain +1 to all attacks for the next combat (player's choice).
2Chaos Crystals. d6-1 (minimum 1) living, pulsating crystals grow here. Any character picking one up must roll on the Touched by Chaos table, but gains the ability to cast one random chaos spell (roll on Chaos Scroll table). Each crystal sells for 5d6 gp but loses power between adventures.
3Chamber of Horror and Pain. A torture chamber. All characters gain 1 Madness and must save vs level 7 fear (wizards and clerics add +1) or be at -1 on all Defense rolls until a Blessing is cast on the affected character, or until that character rolls an explosive die result against any chaos creature.
4Prisoner. A random boss from the Four Against Darkness Boss table has been enslaved by chaos cultists. The party may leave him, kill him (no XP or treasure), or set him free. If freed, the boss gives the party 1 Clue or reveals a scroll with one random chaos spell.
5Library of Chaos Textbooks. Spending time here triggers a wandering monster roll. Afterwards, a character automatically gains 1 Clue and has a 2-in-6 chance of finding a chaos scroll. Roll d6: on 1, the character also gains 1 Madness. Roll d6 again: on 1-2, the character must roll on the Touched by Chaos table.
6Puzzle Room. Contains a puzzle box of level 2d6. Each failed solution attempt costs the character 1 life or 1 Madness (player's choice). Wizards and rogues add +L to the roll. If solved, make one roll on the Chaos Treasure table and add (box level x 10) gp to the result.

Special Events

d6

Each event may happen only once per adventure. Mark off events as used; reroll if a used event is rolled again. Once all 6 are exhausted, roll on the Chaos Boss table instead.

RollResult
1Gospel of Chaos. A book hidden under a loose stone. Leave it or read it. A character of your choice reads and gains d6 Clues, but must save vs (number of Clues gained +2) or gain 1 Madness and roll on the Touched by Chaos table. Wizards and clerics add ½L to this save.
2Chaos Infection. A random character must save vs level 5 disease. On a failure, roll on the Touched by Chaos table.
3Swarm of Critters. A cloud of stinging insects engulfs the party. A Fireball spell destroys the swarm automatically. Otherwise, all characters automatically take 1 wound from the poisonous stings; the swarm disperses after.
4Secret Stairs. A secret passage leads to a room containing the chaos lords' battle plans, guarded by two random Weird Monsters. Defeating both grants no treasure, but the battle plans count as 3 Clues.
5Help from Above. A spirit of Order appears. Either: fully heal one untainted character (no lasting Touched by Chaos effects), OR remove 1 Madness from any character, OR heal 1 wound on any character (even tainted), OR find something useful (roll on Chaos Useful Stuff table).
6Mana Sink. All spellcasters must save vs level 7 for each spell they possess or lose that spell (scrolls and magic items unaffected). Characters add +½ level. If the party passes through again, do not apply the effect a second time.

Traps

d6
RollResult
1Dart Trap (level d8+3). Attacks one random character. Failed save: also save vs level 4 poison or become chaos-infected — must roll on Touched by Chaos table whenever they roll a 1 on any attack, defense, or save. Rogues add +L to save vs the trap; halflings +1; barbarians +1 vs poison.
2Chaos Chains. Huge mass of chains thrown at one random character; inflicts 1 wound on failed save vs level 5. Rogues and halflings add +L. Swashbucklers and elves add +1. Wounded characters gain 1 Madness.
3Pit Trapdoor. One random character saves vs level 6 or falls in (1 wound from fall). A random Weird Monster in the pit strikes first and fights to the death. Rope allows rescue (character takes one attack climbing out). If no rope, must slay the monster before climbing out. Pit may contain 6d6 gp and a random scroll on a 3-in-6 chance (check after monster is slain). Elves and rogues add +L; halflings roll twice and keep best; dwarves save at -1.
4Giant Cleaver. A blade falls from the ceiling onto a random character: 2 wounds on failed save vs level d3+3. Elves, swashbucklers, and halflings save at +1. Rogues save at +L.
5Gas Trap (level 5 poison). All characters save or take 1 wound. Barbarians and dwarves roll at +L. Wounded characters have blurry vision: cannot use ranged weapons or read scrolls for the next two encounters (or until they receive a Blessing or Healing).
6Chaos Globe. Spiked steel ball thrown at the party. Each character in marching order may dodge (save vs level 7; rogues +L, elves and halflings +½L) or block with shield (defense roll vs level 8 with armor/shield bonuses; dwarves, barbarians, warriors +L — shield is destroyed on success). Failed dodge/block: d3 wounds; ball continues to next character. After hitting all characters, ball bounces back in reverse order. Only characters with shields may block.

Vermin

d6

Chaos Vermin count as Minions for XP roll purposes.

RollResult
1{"name": "2d6 chaos acolytes", "level": 2, "life": 1, "treasure": "normal", "morale": "+1", "special": "Morale +1 (fanatic cultists). May be bribed with 50 gp each (result 1) or be peaceful (result 1 on reaction); otherwise fight.", "reactions": "1 peaceful, 2-3 bribe (50 gp each), 4-5 fight, 6 fight to the death"}
2{"name": "d8 mutant rats", "level": 3, "life": 1, "treasure": "none", "morale": "-1", "special": "Piercing shriek: all spells cast in this room are at -1 caster level; non-spellcasters cannot read scrolls. Gnaw attack: unless rats are fully defeated on the first turn, each scroll or magic cloth item (hats, sacks, bags, boots, robes) has a 1-in-6 chance of being destroyed (roll once per encounter, not per turn).", "reactions": "1 flee, 2 bribe (1 mundane or magic item), 3-6 fight"}
3{"name": "d6+1 serpent people warriors", "level": 4, "life": 1, "treasure": "normal", "special": "Warriors of Ssiklis. Normal morale.", "reactions": "1-3 bribe (25 gp each), 4-6 fight"}
4{"name": "d6+3 chaos goatmen", "level": 6, "life": 1, "treasure": "2 rolls", "morale": "never", "special": "Never test morale. Fanatical charge: treat as level 8 on the first round of combat (attacking or defending). Each turn: 1-in-8 chance to bellow, summoning 1 additional chaos goatman into the fray.", "reactions": "1-3 bribe (30 gp each), 4-6 fight to the death"}
5{"name": "Swarm of chaos wasps", "level": 6, "life": 30, "treasure": "none", "morale": "-1", "special": "Single creature with level 6. Each successful attack against the swarm lowers its level by 1; when level reaches 0 the swarm is dispersed. Fireball automatically kills the entire swarm. Immune to Sleep. Attacks ignore all armor and shields (even magical).", "reactions": "always fight"}
6{"name": "d6+3 chaos gremlins", "level": 5, "life": 1, "treasure": "normal", "morale": "-1", "special": "Feed on luck: all characters gain 1 Unluck point at the end of each turn while gremlins are present. Unluck prevents die explosions (remove 1 Unluck instead of exploding). A Blessing or one Halfling Luck point removes 2 Unluck.", "reactions": "1 flee, 2-4 bribe (20 gp each), 5-6 fight"}

Minions

d6

Track minion encounters (including chaos vermin). 10 encounters = 1 XP roll.

RollResult
1{"name": "4d6 chaos goblins", "level": 5, "life": 1, "treasure": "normal", "leader": "1-in-6 chance of a level 10 leader with 3 life", "special": "Normal morale. Leader (if present): level 10, 3 life \u2014 morale not tested until leader falls.", "reactions": "1-3 bribe (10 gp per goblin), 4-5 fight, 6 trial of champions (see Four Against the Abyss)"}
2{"name": "2d6 chaos beasts", "level": 4, "life": 1, "treasure": "normal", "morale": "-1", "special": "Mutant animals with exaggerated claws and bone quills. 1-in-6 chance of surprise. Roll for each group: 1-in-6 chance of a chaos beastman leader (level 6, 2 life). 1-in-6 chance of natural ranged attacks \u2014 if so, each beast shoots a bone projectile before melee.", "reactions": "always fight"}
3{"name": "d6 chaos dwarves", "level": 7, "life": 1, "treasure": "2 rolls", "special": "Normal morale. 1-in-6 chance of crossbows: if armed, they automatically gain initiative and shoot before your party attacks. In corridors, front dwarves use axes while rear dwarves shoot crossbows over their heads.", "reactions": "1-3 bribe (80 gp each), 4-6 fight"}
4{"name": "d6 chaos skeletons", "level": 9, "life": 1, "type": "undead", "treasure": "normal", "special": "Undead. Crushing weapons strike at +1 against them. Arrows and bolts strike at -2. Never test morale.", "reactions": "always fight to the death"}
5{"name": "2d6 chaotic ratmen + leader", "level": 3, "life": 1, "treasure": "+1", "morale": "-1", "leader": "Always has a leader: level d3+3, d3+2 life, armed with an infected blade", "special": "Infected blades: track wounds inflicted on each character this encounter. At the end, each wounded character rolls once \u2014 if result is 1 or lower than wounds suffered, lose 1 additional life. Morale not tested while leader lives.", "reactions": "1-2 bribe (20 gp each), 3-5 fight, 6 trial of champions (leader fights)"}
6{"name": "d6+3 chaos fanatics", "level": 5, "life": 1, "treasure": "normal", "morale": "+1", "leader": "2-in-6 chance of a leader: level 5, 4 life, 2 attacks", "special": "Morale +1. 2-in-6 chance of a leader (level 5, 4 life, 2 attacks).", "reactions": "1-4 fight, 5-6 trial of champions"}

Bosses

d6

Defeating a boss = 1 XP roll.

RollResult
1{"name": "Chaos champion", "level": 4, "life": 9, "attacks": 1, "treasure": "normal", "special": "Spiked armor: immune to Sleep. Any character rolling a 1 on a defense roll takes 1 additional wound from the spikes.", "reactions": "always fight"}
2{"name": "Chaos psyker", "level": 6, "life": 5, "attacks": 1, "treasure": "normal", "special": "3-in-6 chance of surprising the party. Attacks through mental bolts that ignore armor and shield; inflicts 1 wound and 1 Madness on a failed defense roll (all characters add half their level to this defense roll).", "reactions": "1 flee, 2-3 bribe (200 gp), 4-5 fight, 6 fight to the death"}
3{"name": "Tentacled mutant", "level": 6, "life": 7, "attacks": 2, "treasure": "normal", "special": "Roll d3 for number of attacks when encountered (minimum 1, max 3). Any character rolling a 1 on an attack or defense roll has one item grabbed by a tentacle \u2014 item cannot be used during combat but is recovered if the mutant is defeated.", "reactions": "1 flee, 2-3 bribe (100 gp), 4-6 fight"}
4{"name": "Chaos lizardman", "level": 4, "life": 8, "attacks": 1, "treasure": "normal", "morale": "+1", "special": "Morale +1. Each turn, roll d6 in addition to normal attack: on 5-6 the lizardman performs a tailslap that knocks one random character off balance \u2014 that character forfeits their next attack.", "reactions": "always fight"}
5{"name": "Chaos executioner", "level": 5, "life": 8, "attacks": 1, "treasure": "+1", "special": "Giant axe: automatically destroys a shield if a shield-bearing character fails their defense roll. Each hit inflicts 2 damage, or 3 damage if the defense roll is a 1.", "reactions": "1-2 bribe (100 gp), 3-6 fight"}
6{"name": "Avatar of Xichtul", "level": 6, "life": 12, "attacks": 4, "treasure": "3 rolls", "morale": "+1", "special": "Roll d6 for number of attacks when encountered. Up to 4 attacks are at level 6; 5-6 attacks are at level 5. On first seeing the Avatar, all characters save vs Magic 6 or drop one object of their choice (including weapons or 20+ gp). Objects retrieved after monster is slain.", "reactions": "1-4 bribe (all treasure), 5-6 fight to the death"}

Weird Monsters

d6

Defeating a weird monster = 1 XP roll.

RollResult
1{"name": "Black ooze", "level": 3, "life": 12, "attacks": 1, "treasure": "none", "special": "Forms pseudopods equal to the number of targets; every party member receives one attack per round. Party may withdraw freely (no door needed; takes one last attack each). Instantly killed by a sack of salt (6 gp in town). Immune to morale.", "reactions": "always fight to the death"}
2{"name": "Black manticore", "level": 5, "life": 5, "attacks": 2, "treasure": "normal", "special": "Always performs 2 attacks on the same target. Roll d6 per attack: 1-2 claw (1 wound), 3-4 bite (2 wounds), 5-6 tail strike (1 wound + save vs level 2 poison or die instantly). A character may target the tail specifically (strike vs level 6); a wound on the tail disables it without counting against total life.", "reactions": "1-2 bribe (50 gp), 3-4 fight, 5-6 fight to the death"}
3{"name": "Gray slime", "level": 5, "life": 6, "attacks": 2, "treasure": "none", "special": "1-in-6 chance of surprise. On a hit: the character must sacrifice a shield, weapon, lantern, or armor (player's choice) or take 2 wounds. Party may withdraw freely (no door needed). A sack of salt thrown at it inflicts 2 wounds. A room guarded by a slime may be searched after it is killed. Often guards secret doors.", "reactions": "1-2 peaceful, 3-6 fight to the death"}
4{"name": "Xichtul's spawn", "level": 6, "life": 5, "attacks": 1, "treasure": "normal", "special": "Never tests morale. Immune to Sleep and poison. When killed, separates into d6 level-4 minions. If any character is killed by the Spawn, that character also becomes d6 level-4 minions.", "reactions": "always fight"}
5{"name": "Thunder lizard", "level": 5, "life": 8, "attacks": 1, "treasure": "none", "morale": "+1", "special": "Bite inflicts 2 wounds per hit. 3-in-6 chance of having d3 eggs in its lair; each egg sells for 20 gp to researchers, but no character may carry more than one without the eggs breaking.", "reactions": "1 flee, 2-6 fight"}
6{"name": "Chaos chimera", "level": 5, "life": 5, "attacks": 3, "treasure": "normal", "special": "Immune to Sleep. Three attacks: bite (2 wounds), tail strike (1 wound; target saves vs level 3 poison or -1 to defense rolls for 3 encounters), gore (1 wound; target saves vs level 4 or cannot attack next turn; dwarves and barbarians +1 to save). When reduced to 3 or fewer life, forfeits all attacks and instead spews acid at all characters: level 4 attack, ignores armor, 1 wound on failed defense roll.", "reactions": "1-2 bribe (50 gp), 3-6 fight"}

Treasure

d6

One roll per encounter, not per monster. Roll for treasure even if monsters flee. Wandering monsters never have treasure.

RollResult
0_or_lessd6 gp.
1d8 x 5 gp, or one basic weapon from the equipment list, or choose one of: rope, pole, hammer, lantern, bandage, vial of holy water.
2Choose: 4d6 x 10 gp or 1 random item from the Chaos Useful Stuff table.
3A scroll with a random spell from the Chaos Scroll table.
4One gem worth 4d6 x 30 gp.
5Choose: 1 item of jewelry worth 4d6 x 15 gp, or 2 random items from the Useful Stuff table, or 1 Chaos Crystal (see Special Features — cast one random chaos spell once; sell for up to 5d6 gp but loses power between adventures).
61 random magic item from the Chaos Magic Treasure table.
7_plusPlayer's choice: choose any one result from this treasure table.

Magic Treasure

d6
RollResult
1Blood Fury Bracelet. When the wearer is reduced to half Life or less, they gain 1 Madness but also +1 to attack and defense rolls. Multiple bracelets do not stack. Sell for 300 gp.
2Sign of Xichtul. Once per adventure, the wearer rolls d8+L against chaos vermin or minions. On success, they ignore the party while the medallion is present (equivalent to checking reaction). Only a rogue can sell it, on the black market for 200 gp.
3Invocation of Order. A holy page usable as a scroll by wizards, clerics, and warriors who have NO chaos taint (no lasting Touched by Chaos effects). No roll needed. Automatically inflicts 3 wounds on one chaos boss or weird monster, OR forces chaos vermin or minions to perform a morale roll even if normally immune. Single use; turns to dust. Sell for 180 gp.
4Mace of Righteousness. Crushing hand weapon. Attacks chaos creatures at +1. Each time it delivers the killing blow to any chaos boss or chaos weird monster, the wielder heals 1 wound. Sell for 360 gp.
5Philter of Mental Calm. Potion that removes up to 2 Madness from the drinker. Cannot be used in combat (requires a peaceful state of mind). Single use. Sell for 50 gp.
6Hood of Chaos. Dark hood inscribed with pulsating chaos runes. Donning it triggers a roll on the Touched by Chaos table immediately. Once per dungeon, the wearer may cast Aura of Terror (Four Against the Abyss) OR gain +3 to one melee attack versus a Boss or Weird Monster. Must be removed between adventures or the wearer is jailed. Cannot be sold; may be given as a bribe worth 200 gp to any chaos creature.

Scrolls

d6

Roll to determine the spell on a random chaos scroll. These spells are found on scrolls in the dungeon and are not normally learnable by characters.

RollResult
1Gift of Gold. All gp found as treasure in this room is doubled. No effect on gems, jewelry, or magic items. Multiple castings do not stack. No spell roll needed.
2Chaos Missile. Automatically causes 2 wounds to all Bosses or Weird Monsters in the room and 1 wound to the caster. No spell roll needed; no save possible for the caster.
3Xichtul's Kiss. Roll d6 for all characters and monsters in play using the exploding-die rule. Anyone rolling above their level takes 1 wound. No spell roll needed.
4Chaos Teleport. Number 6 rooms/corridors on the map 1–6. Roll d6 to teleport the caster to that room. Requires at least 6 rooms visited. No die roll needed to cast.
5Eye of Terror. The caster makes a spellcasting roll against the target. On success, all opponents in the room must perform a Morale roll at -1. No effect on undead, artificial creatures, dragons, oozes, slimes, or jellies.
6Gaze Blast. Caster gains 1 Madness and makes a ranged attack roll (add caster's level only if wizard or elf). Inflicts 2 damage on hit — kills two minions/vermin or inflicts 2 wounds on a boss or weird monster. No spell roll needed.

Hidden Treasure Complications

d6
RollResult
1Alarm! Wandering monsters are attracted to the room immediately.
2Chaos-infected treasure. The character picking it up must roll on the Touched by Chaos table.
3Protected by a trap (level d6+1). A rogue may try to disarm. If no rogue, trap attacks a random character for d3 wounds on a failed save.
4Puzzle box of level 7. Rogues roll at +1; wizards add +L. Each failed attempt gives the character 1 Madness as the box floods the mind with chaos visions. The box cannot be removed from the dungeon.
5Two random party members fight over the treasure: both make a defense roll versus each other's level, or take 1 wound each. After the brief brawl the characters regain their composure. Ignore if only one character remains.
6Mimic! The chest is actually a void monster (level 5, 10 life). If a rogue saves vs the monster's level (add +L), the rogue shouts a warning and the creature does not surprise the party. Otherwise it attacks a random character, inflicting 1 wound and stealing one carried item on a failed defense roll. The void monster cannot move; the party may withdraw automatically. Recover all stolen items if the void monster is slain.

Touched by Chaos

d6

Halflings may reroll this table once and take the better result.

RollResult
1Body rejects the chaos invasion. Take 1 wound from the ordeal.
2Chaos repelled but body and soul are scarred. Take 1 wound and gain 1 Madness.
3Take 2 wounds and 1 Madness. If killed or driven insane by this result, the character is immediately reborn as a chaos weird monster (roll on Weird Monsters table) — no resurrection possible. Equipment falls to the ground and may be claimed by allies.
4-6Chaos transformation begins. The character starts turning into a chaos weird monster. When killed or driven insane, they immediately reborn as a random Chaos Weird Monster. To stop the transformation: slay a chaos boss or weird monster singlehandedly (no party assistance), then receive a Blessing immediately afterward.

Useful Stuff

d6
RollResult
1Basic gear. Choose one: rope (50 ft), lantern, 1 sack of salt (6 gp; kills oozes/slimes automatically), 1 bandage, any slashing or crushing hand weapon, or one bow with 3d6 arrows.
2d6 throwing stars. Ranged light weapons at -1 to hit. Usable by any character type. A rogue may learn the Knife Throwing skill (Four Against the Abyss p.19) specifically for throwing stars to throw TWO per action.
3d3 doses of oozebane powder. Throwing the powder (one action) automatically inflicts 2 wounds on any acid cube, sludge, ooze, mold, slime, mushroom, or fungus creature. Against minions or vermin, automatically slays two creatures. Not magic — barbarians may use it. Sell for 40 gp per dose.
4Gilded weapon. A slashing hand weapon (sword) or light hand weapon (dagger) coated in gold. Gilded weapons hit energy creatures such as lightning elementals at +2. Sell for 50 gp.
5Caltrops. A bag of caltrops. When thrown (one action), allows the party to retreat from a room even if there is no door to slam shut. Works only against vermin and minions; no effect on bosses or weird monsters.
6Alchemical bomb. Requires 1 action to light (needs a ready torch or flame) and 1 combat action to throw. Attack minions/vermin at +3 (TWO attack rolls at +3). Against bosses and weird monsters, one attack at +3 each. No level bonuses apply. All party members (including the thrower) save vs level 5 explosion or defend at -1 next enemy turn (dwarves +1 to save). Sell for 40 gp. Barbarians may NOT use the bomb.