Saturday, 31 January 2026

The Monastery of Odin

 

source
Just five miles north of Whiteheart there is a monastery on the banks of the  Otofjord river. This is run by the clerics of Odin, with 30 actual clerics, 20 men-at-arms and 20 non-combatant lay servants.  The monastery is a centre of clerical training and the clerics are spread across a wide range of levels from acolytes to two Patriarchs. 
Part of the monastery's purpose is to act as the headquarters of the church of Odin in southern Soderfjord, and the monastery advises and supports clerics in nearby villages and towns. The monastery is also known to send squads of clerics to places where they are urgently needed to maintain the ways of Odin and Asgard. The monastery can also offer healing and other clerical services (even Raise Dead) though always at a price. If the recipients do not have enough gold and silver then serivces in lieu may be accepted. 
However, there is an unspoken purpose, one that only the senior clerics know: It is there to keep the lid on a malevolent force of chaos deep beneath the monastery. 

The Cult of Nidhogg was a nihilistic, destructive cult of Chaos that worshipped Nidhogg, a serpentine dragon-like entity of primal chaos that supposedly gnaws on the roots of Ygdrassil, the world tree of Norse cosmology. Furthermore they worshipped a massive green-glowing crystal in a chamber deep in a dungeon beneath where the monastery now sits. The cultists were vicious enemies of Thor, Odin, Frey and Heimdall, but were defeated in a battle over 200 years ago. The dungeons were sealed up and the monastery of Odin was established, with the most senior clerics of Odin being aware of their secret directive - make sure the cult of Nidhogg does not revive. Some might be surprised that clerics of a neutral immortal are getting involved in the conflict between Law and Chaos. They are supposed to be neutral in such matters aren’t they? Normally yes, but the cult of Nidhogg is everybody’s enemy. It is so destructive and corrupting that even normally neutral people and immortals have to confront it.   

The green crystal is similar in nature to the eldritch crystals of the Arvorians, and it is both a source of magical power and also corruption and mutation. There are no normal humans living in the chaos-warped tunnels beneath the monastery but there are creatures kept alive by the crystal's abnormal influence. The cultists of Nidhogg called it The Fang of Nidhogg, and although they did not believe it to be literally a piece of their patron, they did believe it to be sent to them. When the monastery was first being built the clerics in charge ordered that the bottom floor of basement be lined with sheets of metallic lead. This protects the clerics on the surface from the Fang's malign influence radiating from below. There is a lead trapdoor that leads from the basement down a shaft to the dungeons. The clerics of Odin are forbidden to go down there. It is locked by the patriarch, partly to stop people from going down but also (unbeknown to most folks) to stop things from coming up from the dungeon into the monastery. 

The cult of Nidhogg has followers on the surface, particularly a band calling themselves The Gnawers of the Earth. To most folks this is a rather odd name for bandits and thugs led by a lunatic cleric, but those who know of Nidhogg may well make the connection and understand the band's true allegience. The band wants access into to the dungeon but can currently only do so via the monastery. Thus the leaders are considering how to either infiltrate or destroy the monastery. The Gnawers of the Earth have tattoos of a snake or long thin dragon coiled into a spiral,with the head in the centre and the tail on the outside and their banner has the same symbol, albeit a black serpent on a green background. Their latest project is to establish a camp near the monastery and dig their way into the dungeon, bypassing the monastery. 

What is actually in the dungeons is not clear, nor is the size and extent of the dungeon. When the clerics of Odin defeated the cult 200 years ago they attempted to clear the dungeon but the radiation from the Fang of Nidhogg caused such sickness, madness and mutation that they were driven back before they could destroy all their cultist foes. But it is clear that whoever ventures down there should be prepared for many dangers, not all of them monstrous. 

NPCs of the Monastery

Hrallmir Ravenspeaker - Patriarch of Odin for southern Soderfjord
13th level cleric, human male, align Neutral
Str12, Int 13, Wis 18, Dex 8, Con 15, Cha 14
Hrallmir is the most senior cleric in the monastery and takes a broad overview of the situation, including dealing with other senior clerics of Odin in Sodefjord City, Ostland and Vestland. He is ultimately responsible for keeping the forces of Nidhogg contained down below, though it is not his top priority, as he is more focused on proselytising the faith of Odin both among Soderfjorders and foreigners. After all, Odin is a great immortal and if everybody followed him then the world would be much better.  

Grimnir Garrallsonn - Deacon of Odin
10th level cleric, human male, alignment Neutral
Str 16, Int 10, Wis 16, Dex 11, Con 10, Cha 13
As Deacon of this monastery, Grimnir is responsible for the day-today running of the establishment and also its defences against both outside attack and also the unspoken threat from below. Grimnir is something of a brawler, and has been in numerous battles and skirmishes. Grimnir knows something of the  Fang of Nidhogg and the dungeon below but does not pay much attention to it, considering it safely contained. He focuses more on immediate problems such as bandits roving around the monastery (including a gang calling themselves The Gnawers of the Earth), and ensuring that folks at the monastery are doing their respective jobs.  

Aesbiornn Oystercracker - Chief Cook for the Monastery
5th level cleric, human male, alignment Neutral
Str 10, Int 13, Wis 15, Dex 10, Con 14, Cha 10
Aesbiornn is the cook for the monastery, and as such regularly enters the cellars where provisions are stored. However, recently he has opened up the lead trapdoor leading to the dungeon. This was mainly out of curiosity though there was also the hope of finding treasure. He is now reluctant to expose his torso as greenish reptilian scales have started to form on his midrift and back, a mutation caused by the accursed aura of the Fang of Nidhogg. Of course, Aesbiornn is not going to tell anybody about this as he might get into trouble. 

Mjorlloth Jurtensonn - Trainer of recruits, Dean of the Monastery
8th level cleric, human male, alignment Neutral
Str 9, Int 14, Wis 15, Dex 10, Con 10, Cha 15
Mjorlloth is responsible for turning teenage aspirants into acolytes and adepts ready to go out into the wider world and serve Odin. 

Svanhild Fairtress - Deaconess of the Monastery
11th level cleric, human female, alignment Neutral 
Str 13, Int 12, Wis 17, Dex 10, Con 13, Cha 11
Svanhild is joint deacon with Grimnir, and she looks after both the lay staff and also the females in the monastery. Technically she is Mathilda’s superior though the two treat each other with mutual respect . She does not quite share Mathilda’s worries but acknowledges the threat below must be contained. She doesn’t get too suspicious about her staff, and she knows that not everybody adheres to the monastic traditions, but there’s something odd about that new scullery maid. 

Mathilda Oswaldottir - Monastery Librarian
10th level cleric, human female, alignment Neutral
Str 8, Int 16, Wis 16, Dex 10, Con 8, Cha 10
Although physically not much, Mathilda is the most knowledgable person in the monastery. She looks after all forms of knowledge, both mundane and esoteric. She also has the powers of rune casting and can teach this to those who she deems worthy. She is the most informed about the Cult of Nidhogg and what lies beneath the monastery, having studied the records of past generations . As such she is also the most concerned, and while other senior clerics consider keeping the forces of Nidhogg contained as a duty, she considers it of vital importance and defending both the monastery and the wider world from an existential threat. Some (such as Grimnir) think she is being overly nervous and a bit obsessive. 

Driffa Hjortdottir - Scullery Maid
2nd level fighter, human female, alignment Chaotic
Str 14, Int 12, Wis 10, Dex 16, Con 10, Cha 9
Driffa keeps a low profile and generally just does the washing up in the monastery kitchen. She is on good terms with Aesbiornn and will often talk to him. Sometimes they speculate about what’s below that lead trapdoor in the cellar. Driffa is in fact a mole, an agent of Chaos who has infiltrated the monastery. She has links to both the Gnawers of the Earth and also the wider Cult of Chaos across Mystara. She is not brave or foolish enough to go down into the dungeons herself but she will happily encourage others (such as Aesbiornn) to investigate. After all, the cult of Nidhogg must have acquired a lot of treasure before it was overthrown.  


Saturday, 24 January 2026

The Shadowdeep and the Underdark

Out of the Abyss

 After my last gaming group ceased I am now gathering a new band of adventurers and hoping to start a new campaign at our local boardgames cafe. This time rather than Descent into Avernus, I am going to run Out of the Abyss, another 5E hardback book for a campaign that should take the PCs from level 1 all the way up to high level (enough to take on demon lords at the end). This adventure combines two well-known aspects of D&D - the Underdark and demons. 

Out of the Abyss starts with the characters as prisoners of the drow, along with a motley crew of fellow prisoner NPCs with their own backgrounds and motives. The first half of the adventure is about escaping the drow and the underdark and making it back to the surface while realising that demon lords are being summoned to the underdark and wreaking havoc. A bit like Descent into Avernus, I get the impression that the book contains the framework and major plot points of the adventure, but as the DM I will probably be fleshing out a lot of the encounters and obstacles along the way. I might be posting some of my homebrew stuff for Out of the Abyss in a similar way to my Descent into Avernus posts: we'll see how things turn out. 


The Underdark 

Although man-made dungeons (or at least humanoid-made) have been part of D&D since its inception, and smaller natural caves and caverns likewise, the idea of the Underdark, a sprawling network of natural caves miles deep beneath the surface containing races and monsters that have never seen the light of the sun really started with D1: Descent into the Depths of the Earth, written by Gary Gygax and set in Greyhawk. That series of modules introduced the kuo-toa, the svirfneblin and drow (technically making their first appearance in G3: Hall of the Fire Giant King but really making their presence known in D1). The authors of the Forgotten Realms picked up that idea and ran with it, particularly R. A. Salvatore and his novels about Drizzt Do'Urden (I remember reading and enjoying the Dark Elf series, especially Homeland, which gives Salvatore's dark and gothic view of drow society in Menzoberranzen). Since then it has been a regular feature of D&D through the years. 

There have been numerous products that have looked at the underdark. Off the top of my head and from my own bookshelf, I would list

  • 1st Edition AD&D D1: Descent into the Depths of the Earth
  • 1st Edition AD&D D2: Shrine of the Kuo-Toa
  • 1st Edition AD&D D3: Vault of the Drow
  • 1st Edition AD&D The Dungeoneer's Survival Guide
  • 2nd Edition AD&D The Night Below (boxed adventure)
  • 2nd Edition AD&D Drizz't Do'Urden's Guide to the Underdark
  • 2nd Edition AD&D Menzoberranzen boxed set
  • 2nd Edition AD&D The Drow of the Underdark (FR sourcebook) 
  • 3rd Edition D&D The Underdark (FR sourcebook)
  • 3rd Edition D&D City of the Spider Queen

And of course there are plenty of fan projects and products

I may be speculating here, but I think it scratches a particular itch for exploration in a truly alien and dangerous environment. Real world caves are still a dangerous place to go if you are inexperienced and unprepared. And they do have ecosystems of sorts, from bats and bears near the surface to blind fish and albino insects much deeper. The ancient civilizations (Greeks, Meso-Americans and others) knew of these caves and thus began the idea of the mythic underworld, leading to the realm of Hades. It is no coincidence that many depictions of Hell from the real world place it deep underground. 

The D&D Underdark is a mythic underworld of sorts, albeit codified and statted out for game rules. In a way it is the ultimate megadungeon - no party can hope to clear it out or even explore it entirely. For the most part the PCs will be away from safety, supplies and other benefits of towns and cities. It requires an expeditionary mind-set with preparation, plenty of supplies and an awareness of the challenges. Light is almost entirely absent, navigation is very difficult, food is hard to find and sometimes even the air one breathes cannot be taken for granted. Combine that with the psychological effects of isolation, claustrophobia, the threat of underground hazards such as cave-ins and chasms and it becomes clear why the Underdark takes on a reputation of being one of the most hostile environments a D&D adventurer can enter. 

Mystara's Shadowdeep

Does Mystara have an underdark like Oerth or Toril? Yes, although it is generally refered to as the Shadowdeep. A while ago I posted Tilphon's Journal of the Shadowdeep, the account of an Alphatian explorer starting his journey in the Shadowdeep beneath Brun. It has not yet received a part 2, but I think that is more because I am not used to the in-world journal style that I had a go at with that post rather than the environment being explored - I nearly always write from a DM's point of view not that of a character.

Nonetheless, in my version of Mystara the Shadowdeep is there, albeit one of the least explored aspects. One of the things I have drawn upon is issue #14 of Threshold Magazine. Threshold is an amateur magazine put together by members of the Vaults of Pandius and its associated Mystara forum on The Piazza

Another important source has been the Gazetteer books, particularly Gaz13: The Shadow Elves. There are hints of underground realms in Gaz2: Emirates of Ylaruam, Gaz7: The Northern Reaches, Gaz4: The Dwarves of Rockhome  and quite a lot in Gaz10: Orcs of Thar. Nonetheless, the Shadowdeep is a lot less developed than Faerun’s Underdark, probably because Mystara and B/X D&D has a vastly smaller audience than the Forgotten Realms and whatever the current edition of D&D is. The bad news is that this means more work for DMs wanting to run Shadowdeep adventures and campaigns. Good news is that the DM has a much more free hand in what they want to put there. And of course just because something in the gazetteers is canon, it doesn’t mean the DM has to stick to it in their campaign. If they want to replace shadow elves with drow or have drow as rivals to the shadow elves, that’s really up to them.

Having said that, I feel it is a good thing to keep the Shadowdeep distinct from the Underdark. I do not intend to bring drow, mindflayers, duergar, svirfneblin and the like to Mystara in this blog - the Shadowdeep is its own thing. To be honest I have mentioned kuo-toa in a post involving fish-folk. Although amusing at the time, I am not sure if it was sensible in the long run. A long time ago I did  a similar post about my homebrew world of Kaelaross and its possible underdark, but I really didn’t come up with anything concrete or playable. And it is a big topic (and geographical volume) to explore and develop. 

My current view is that it is something I can work on in various blog posts. I have a tendency to flit between realms and topics on this blog - Karameikos one week, Norwold another, then new spells, then a homebrew mini-adventure. So I’m not going to make a grand commitment to produce a new quasi-gazetteer, but I’m leaving the Shadowdeep open for me to visit in later blog posts. 





Saturday, 17 January 2026

Spells of the Necro-Priests

art by Jeon Tae Kang source

This is a collection of spells for chaotic clerics of a necromantic bent, and although there is a common theme of bones and skeletons these spells should be usable by a wide range of villains, from Eldritch Crusaders among the Arvorians of Norwold to the Cult of Chaos Divided in Alphatia, to the mummified priests of ancient Nithia, to the Hagiocracy of Hule. Note that many of these spells use skeletal parts of deceased humanoids and that these components disintegrate after the spell ends. 

Create Crawling Claw

  • Spell Level: 2
  • Range: Touch
  • Duration: 1 turn
  • Area of Effect: 1 skeletal hand 
  • Description: This spell requires the skeletal hand of a humanoid creature. When cast, this skeletal hand turns into a crawling claw, a primitive form of animated undead. Unlike Animate Dead, the necromantic animating force does not last for long, and after the spell duration the skeletal hand reverts back to its inanimate state if not destroyed during its activity. 
  • Crawling Claw stats:
    • AC: 8
    • HD: 1/2 (1d4hp)
    • Move: 60ft
    • THAC0: 20
    • Att: 1 claw
    • Dam: 1d3
    • Save: NM 
    • Ml: 12
    • Align: Chaotic
    • XP: 5

Ribcage Breastplate

  • Spell Level: 3
  • Range: Self
  • Duration: 1 turn
  • Area of Effect: Self 
  • Description: Casting this spell while holding a skeletal ribcage of a deceased humanoid turns the ribcage into a much more robust breastplate, albeit made of bone rather than steel. If the cleric already wears armour the Ribcage Breastplate will give +3 bonus to current AC. If not wearing other armour, the Ribcage Breastplate will give base AC 4 (Dex and shield bonuses can apply). After the casting the ribcage is destroyed. 

Femur Mace

  • Spell Level: 4
  • Range: touch
  • Duration: 1 turn
  • Area of Effect: 1 skull 
  • Description: This spell requires the femur (upper leg bone) of a humanoid - when cast the femur is transformed into a boney mace-like club with knobbly protrusions. The caster can wield this as a normal weapon and it gives +2 to hit and does 1d6+2 bludgeoning damage and 1d6 necrotic damage per hit plus any strength modifiers the caster may have.  The Femur Mace may be passed to or picked up by another, though the caster can end the spell at will if the femur mace is picked up by another creature enemy. 

Spinal Whip

  • Spell Level: 4
  • Range: Caster
  • Duration: 1 turn
  • Area of Effect: 1 spinal column  
  • Description: To cast this spell the cleric must be holding a humanoid spinal column. Upon casting the spinal column magically extends to the length of a bullwhip and the cleric can wield it as such in one hand. The spinal whip has a reach of 20ft from the caster. The caster may either make a normal lashing attack with the whip  at +2 to hit, doing 2d4 damage per hit, or else the caster can make a grappling attack with the whip, again at +2 to hit. But instead of doing damage, the target is immobilised as the spinal whip coils around them pinning their arms to their sides. The caster can maintain this grip on a target each round but cannot use the spinal whip for anything else. After the casting the spinal column disintegrates.

Bone Digit Missile

  • Spell Level: 5
  • Range: 60ft
  • Duration: Instant
  • Area of Effect: 5 targets within range 
  • Description: This spell requires a skeletal humanoid hand with the bones of all 5 digits. On casting these finger bones shoot out towards targets:  the caster can aim each digit missile at either the same target or 5 different targets within 60ft. Each digit missile requires a roll to hit with the cleric’s dex modifier. On a successful hit the digit does 1d6 piercing damage + 1 per level of the caster (10th level caster will cause 1d6+10 damage per hitting digit). 

Screaming Skull

  • Spell Level: 5
  • Range: 60ft
  • Duration: 1 round
  • Area of Effect: 1 skull + 20ft radius from skull
  • Description: This spell requires the cleric to hold a humanoid skull while casting. When cast, the cleric hurls the skull in the direction of the enemy, up to 60ft away. Where the enchanted skull lands it starts screaming. Any creature capable of feeling fear within 20ft of the skull must make a save vs spells or be overcome with fear and try to flee for 2d6 rounds. Speech and hearing each other over the noise also becomes difficult (Intelligence check needed to hear somebody talking).  Those unable to flee will cower, unable to move or take offensive action. After the casting the skull is destroyed. 






Friday, 2 January 2026

The Temple of Chaos Divided: The Second Dungeon Level Hub


The Temple of Chaos Divided is my attempt at a megadungeon, set in Alphatia. Previous posts on this are:
The Temple of Chaos Divided: The Village of Lymewood

The second level of the Temple of Chaos Divided has, as its centre, a hub that has stairs leading up and down as well as passageways leading off to other sectors of the level. The hub has more rooms than the first level hub and feels busier. As with the first level hub, the second level hub is intended to be expanded on using geomorphs, namely my set of 190ft x 190ft tiles. The hub is detailed as a conventional dungeon but the geomorphs on the periphery are up to the DM to place and then stock with monsters, traps and treasures. 

Factions and Groups on the Second Level

Attitudes and reactions of factions: When the PCs encounter different factions, the faction members may not recognise the PCs as intruders, and may either assume the PCs are new recruits or members of other factions.  The reaction table can be used by the DM at their discretion. It is possible that the temple members may try to persuade the PCs to attack other factions by talking of treasure held by the other faction or how the others are the real bad guys. 
The situations between the different Temple factions is tense but not automatically hostile. They are manoeuvring and jostling for territory and resources without resorting to violence most of the time. Also the factions are capable of working with each other when facing a common enemy (such as if the PCs treat the dungeon as one big hack-and-slash, attacking all inhabitants). 
The major exception to this is the gnolls who view any non-gnoll as probably an enemy (-4 to reaction rolls).  

The Temple of Chaos Grandiose (the Ambitious) already have a presence upstairs in the level 1 hub and are continuing their presence on this level. They are led by chaotic humans but include other races including orcs and a few hobgoblins. 
The Temple of Chaos Destructive (the Destroyers) has suffered a setback after their gnoll minions rebelled. However, they still retain hobgoblin footsoldiers while the leadership consists of chaotic humans.
The Temple of Chaos Entropic (the Entropists) prefer undead to living humanoids as their main fighting force and workforce. There are numerous chaotic clerics in their leadership. 
Grakthag’s Gnolls were part of the Destroyers but have broken away in an acrimonious split. Unlike the Temple factions they are far less friendly towards humans and are likely to attack humans and demihumans on sight unless there is good reason not to. 
  
Here's a map of the hub showing the distribution of factions by encounter. 



Random Encounters

Random encounters (roll 1d10)
1) 2d4 Chaos Guards (F1) + 1 Chaos Sergeant (F2) (roll 1d10 for faction: 1-3 The Ambitious, 4-6 The Destroyers, 7-8 The Entropists, 9-10 independent or other faction)
2) 1d6 Chaos Acolytes (C1) + 1 Chaos Adept (C2) (roll 1d10 for faction: 1-3 The Ambitious, 4 The Destroyers, 5-8 The Entropists, 9-10 independent or other faction)
3) 2d6 Skeletons (animated and controlled by the Entropists)
4) 2d4 Zombies (animated and controlled by the Entropists)
5) 3d6 Giant Rats (vermin not linked to any faction)
6) 2d6 Orcs + 1 orc veteran (roll 1d10 for faction: 1-4 the Ambitious, 5-8 The Destroyers, 9-10 independent)
7) 1d8 Hobgoblins (roll 1d10 for faction: 1-2 the Ambitious, 3-7 The Destroyers, 8-10 independent)
8) 1d6 Gnolls - The gnolls on this level have become independent of the major temple factions and are likely to attack any humans. 
9) 2d6 Kobolds - These are the servants and labourers of the dungeon and as such are often associated with one of the factions. Roll 1d10 for faction: 1-3 the Ambitious, 4-6 the Destroyers, 7-10 independent or other faction). Note that these kobolds are cowardly and are more likely to either avoid enemies or try to negotiate to avoid combat. 
10) 1 Chaos Seer (MU2) + entourage (1d6 chaos guards (F1) or DM's discretion). Roll 1d10 for faction:  1-4 The Ambitious, 5-6 The Destroyers, 7-8 The Entropists, 9-10 independent or other faction)

Key to Encounters on the Map 


2.1) The Pool Hall. This room has a large hexagonal pool of water set into the floor, about 5ft deep. There are no fixed encounters here but there are frequent visitors here, often to get drinking water. The pool seems to slowly refill magically. 
2.2)  6 orcs + 1 orc veteran are on guard here. They are nominally allied to the Temple Grandiose but will try to bully and extort money from anyone. 
2.3) Stairs down. Although normally empty, this room has recently been occupied by a giant gecko that lurks on the ceiling and will attack solitary (but not groups of) humanoids. The stairs going down lead to the 3rd dungeon level.
Giant Gecko: AC 5, HD 3+1, HP 14, Move 120ft, THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align Neutral, XP 50  
2.4) Empty
2.5) 3 Chaos Adepts + 3 Chaos Acolytes. This room is filled with beds and racks of clothing and is the living quarters for these cultists of the Temple Entropic. They have unholy symbols of the Temple Entropic to get them past the zombies in 2.6
2.6) 6 zombies stand guard here, attacking anything not wearing an unholy symbol of the Temple Entropic. 
2.7) 3 zombies + 2 zombie wolves stand guard here attacking anything not wearing an unholy symbol of the Temple Entropic.  
2.8) 1 Chaos Priest  + 3 Chaos Acolytes. This room is well-appointed and is the headquarters of The Temple Entropic on this level.  Xanthar the Chaos Priest has a well-crafted leather sack dangling from his belt - this is actually a Bag of Holding. Inside is his treasure: 1220gp, 4300sp and 2 tiger-eye gems worth 100gp each. 
Xanthar the Chaos Priest: AC 3, HD C3, hp 12, Move 90ft, THAC0 19, Att 1 war hammer for 1d6+1 or spell, Save C3, Ml 10, Align Chaotic, XP 50, equipment: chain mail, Shield +1, war hammer, unholy symbol of Temple Entropic, priestly robe, spells: Rage, Detect Law 
2.9) 4 zombies and 1 zombie wolf stand guard here under the command of the Chaos Priest in room 2.8
2.10) 5 orcs standing guard, allied to the Temple Grandiose
2.11) 6 orcs + 1 orc veteran, allied to the Temple Grandiose. There are a number of straw mattresses in the north side of this room. The orc veteran has a jeweled silver dagger studded with fancy stones and is worth 100gp. 
2.12) The Pillared Hall. This is the main gathering place for the Temple Grandiose and holds 4 chaos guards and 1 chaos adept
2.13) 4 chaos guards + 1 chaos sergeant, of the Temple Grandiose, with a large table, 6 chairs, a wood-fueled stove and several barrels of preserved food and a barrel of beer. 
2.14) 2 chaos acolytes of the Temple Grandiose. This room is sleeping quarters with 3 bunk beds (6 beds)
2.15) 1 chaos Lieutenant + his pet wolf. Trastoni is the leader of the Temple Grandiose in this hub. Trastoni keeps his treasure in a sack underneath his wolf's bedding: 6220sp, 125pp and a set of 5 silver goblets and a matching silver jug worth 700gp (100gp per goblet, 200gp for jug). 
Wolf: AC 7, HD 2+2, hp 11, THAC0 17, Att 1 bite for 1d6, Save F1, Ml 10, Align Neutral, XP 25
Trastoni the Chaos Lieutenant: AC 2, HD F4, hp 19, Move 60ft, THAC0 18, Att 1 sword for 1d8+2, Save F4, Ml 10, Align Chaotic, XP 125, equipment: plate mail, Sword +1, shield, tabard
2.16) The Lesser Cloisters. This corridor has 6 small rooms all to one side. Each has a bed and small table. b, c & f all have 1 chaos guard each although there is a 50% they will have doffed their armour and be asleep. All the guards are loyal to the Temple Grandiose and answer to the Chaos Lieutenant in room 2.15.
2.17) 3 crab spiders lurking in the corners of this room; they have 1-4 on d6 chance of surprising anyone entering here. There are several humanoid corpses lying on the ground attesting to the spiders' lethality. One of these was a Chaos Adept who was carrying a wrought-silver amulet worth 300gp which is only found on careful searching of the bodies. 
Crab spider: AC 7, HD 2*, hp 9 each, Move 120ft, THAC0 18, Att 1 bite for 1d8 + poison, Save F1, Ml 7, Align Neutral, XP 25, poison: targets bitten must save vs poison at +2 bonus or die in 1d4 turns
2.18) 3 gnolls are here
2.19) Empty
2.20) 4 gnolls + 6 large beds
2.21) Grakthag the Gnoll leader + hyaenodon (stats as dire wolf) + locked chest with 5800sp +1100gp + 50pp. The key to the chest is around Grakthag's neck. 
Gnoll Leader: AC 4, HD 4, hp 20, Move 90ft, THAC0 15, Att 1 sword for 1d8+2, Save F4, Ml 10, Align Chaotic, XP 75, equipment: Sword +1, chain mail, shield, potion of healing (heals 1d6+1hp)
2.22) The Greater Cloister has 6 rooms off this corridor. Rooms a, c & f each have 3 gnolls (9 gnolls total), rooms b & e are empty and d has 10 giant rats lurking under a wooden bed. 
2.23) 4 gnolls + 1 hyaenodon (stats as dire wolf)  are around a campfire in the middle of the chamber. 
2.24) Empty
2.25) 1 Gelatinous Cube lurks here. Anyone looking carefully will see 3 gems suspended in its body. These are 2 agates worth 50gp each and a moonstone worth 200gp. 
Gelatinous Cube: AC 8, HD 4*, hp 16, Move 60ft, THAC0 16, Att 1 slam for 2d4 + paralysis, Save F2, Ml 12, Align Neutral, XP 125, paralysis: target must save vs paralysis or be unable to move for 2d4 turns
2.26) Empty
2.27) Empty
2.28) Shrine of Chaotic Death. There are 2 chaos adepts + 4 chaos guards here. All belong to the Temple Entropic. The statue (of a robed skeletal undead figure) at the north end is cursed and anyone touching it suffers 1d6 necrotic damage and a further 1d6 damage per round of touching. The cultists use this as a form of torture, punishment and sacrifice, forcibly pushing victims up against the skeletal statue. 
2.29) 2 chaos acolytes + 2 chaos guards of the Temple Entropic
2.30) Chaos sergeant + chaos priestess Eriadna of the Temple Entropic. Although officially she is second in command to Xanthar (room 2.8) she feels she deserves more respect. Adventurers might be persuaded to remove Xanthar, thus leaving Eriadna as leader of the Temple Entropic on the 2nd level. Underneath her bed she has a sack containing 4600sp, 240gp, a carved walrus tusk showing scenes from Norwold worth 500gp and a scroll with the clerical spells Hold Person, Know Alignment and Aura of Shadows.
Eriadna the Chaos Priestess: AC 4, HD C3, hp 14, Move 90ft, THAC0 19, Att 1 mace for 1d6+1 or spell, Save C3, Ml 10, Align Chaotic, equipment: chain mail, shield, Mace +1, unholy symbol of Temple Entropic , priestly robes. Spells: Blood Loan, Rage
2.31) 15 skeletons, animated by the Temple Entropic
2.32) Empty apart from a Magic Mouth that utters blasphemous curses when any non-chaotic human enters this chamber. 
2.33) Chapel of the Damned. Here are 6 chaos guards + 1 chaos sergeant of the Temple Destructive. The statue at the north end is of a demonic creature. Any lawful creature touching it must save vs spells or be afflicted with a Blight spell (opposite of Bless) for 1 day (or until dispelled). 
2.34) 6 hobgoblins + 2 hobgoblin crossbowers standing guard for the Temple Destructive
2.35) 2 hobgoblins + 1 hobgoblin leader of the Temple Destructive. The hobgoblin leader has an earthenware jar filled with 2500sp and also wears a pair of ornately embossed leather bracers worth 100gp (40gp each).  
2.36) This room is dominated by an oval pool of water that is drinkable. 
2.37) 4 chaos guards + 2 hobgoblin crossbowers of the Temple Destructive + 4 bunk beds. Each has a 50% chance to not be wearing their armour and be asleep. 
2.38) 1 Chaos Lieutenant, leader of the Temple Destructive in  this hub. Her name is Ranshani and she speaks fluent hobgoblin, and her strength gives her +1 to hit and damage. She keeps her treasure in the form of 4 gems worth 500gp each (2 topazes, 2 peridots) and 230gp in coins. 
Ranshani the Chaos Lieutenant: AC 2, HD F4, hp 18, Move 60ft, THAC0 17, Att 1 two-handed sword for 1d10+1, Save F4, Ml 11, Align Chaotic, equipment: Plate Mail +1, Two-Handed sword, dagger
2.39) 4 hobgoblins + 3 hobgoblin crossbowers loyal to the leader in 2.35 and to the Temple Destructive. 
2.40) Stores including barrels of preserved meat, wine and dried wheat. 
2.41) Empty
2.42) 1 ogre. He has temporarily allied with both the Temple Destructive and Temple Grandiose, and might be open to negotiation. His name is Lurguz and he is worried about the giant rattlesnake in 2.43 and may ask potential allies to kill the snake as a sign of good faith. He has a sack with 1200gp, 5000sp and 4 gold ingots worth 100gp each. 
Ogre: AC 5, HD 4+1, hp 20, Move 90ft, THAC0 15, Att 1 club for 1d10, Save F4, Ml 10, Align Chaotic, XP 125 
2.43) 1 Giant Rattlesnake lurks here amidst the bones of previous prey, including human, orc and hobgoblin remains. Scattered among these remains are 43gp and 69sp
Giant rattlesnake:  AC 5, HD 4*, hp 17, Move 120ft, THAC0 16, Att 2 bites for 1d4 + poison each, Save F2, Ml 8, Align Neutral, XP 125. Poison: Target must save vs poison or die in 1d6 turns
2.44) 3 skeletons + 4 zombies have been set here by the Temple Entropic to keep the rattlesnake away from the living members of the faction. 


Common Monster Stats

Chaos Acolyte: AC 4, HD C1, hp 4, Move 90ft, THAC0 19, Att 1 mace for 1d6, Save C1, Ml 9, Align Chaotic, XP 10, equipment: chain mail, shield, mace, unholy symbol, clerical robes, 20sp
Chaos Adept: AC 3, HD C2, hp 8, Move 90ft, THAC0 19, Att 1 mace for 1d6 or spell, Save C2, Ml 10, Align Chaotic, XP 25, equipment: banded armour, shield, mace, unholy symbol, clerical robes, 5gp, spells: 1x 1st level cleric spell, usually Cure Light Wounds, Darkness or Rage 
Chaos Guard, AC 4, HD F1, hp 5, Move 90ft, THAC0 19, Att 1 spear for 1d6, Save F1, Ml 8, Align Chaotic, XP 10, equipment: chain mail, shield, spear, tabard, 10sp
Chaos Sergeant: AC 3. HD F2. hp 10. Move 90ft. THAC0 18, Att 1 sword for 1d8+1, Save F2, Ml 9. Align Chaotic, XP 20, equipment: banded armour, shield, sword, tabard, 5gp
Dire Wolf/Hyaenodon: AC 6. HD 4+1, Move 150ft, THAC0 15, Att 1 bite for 2d4, Save F2, Ml 8, Align Neutral, XP 125 
Gnoll: AC 5, HD 2, hp 9, Move 90ft, THAC0 18, Att 1 weapon for 1d6+1, Save F2, Ml 8, Align Chaotic, XP 20, equipment: scale armour, shield, either spear or hand axe, 30sp 
Hobgoblin: AC 6, HD 1+1, hp 6, Move 90ft, THAC0 19, Att 1 hand axe for 1d6, Save F1, Ml 8, Align Chaotic, XP 15, equipment: leather armour, shield, hand axe, 10sp
Hobgoblin Crossbower: AC 7, HD 1+1, hp 5, Move 90ft, THAC0 19, Att 1 hand axe for 1d6 or 1 crossbow bolt for 1d6 (range 80ft/160ft/240ft), Save F1, Ml 8, Align Chaotic, XP 15, equipment: leather armour, hand axe, crossbow, 10 bolts + quiver, 10sp
Orc: AC 6, HD 1, hp 5, Move 90ft, THAC0 19, Att 1 spear for 1d6, Save F1, Ml 7, Align Chaotic, XP 10, equipment: leather armour, shield, spear, 5sp
Orc Veteran: AC 6, HD 2, hp 9, Move 90ft, THAC0 18, Att 1 sword for 1d8, Save F2, Ml 8, Align Chaotic, XP 20, equipment: leather armour, shield, sword, 15sp
Skeleton: AC 7, HD 1, hp 5, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align Chaotic, XP 10, equipment: shield, weapon (either spear, hand axe, shortsword or hammer), Undead: as undead, skeletons are immune to sleep, charm and mind affecting spells as well as poison and disease
Zombie: AC 8, HD 2, hp 9, Move 90ft, THAC0 18 (always attacks last), Att 1 weapon for 1d8, Save F2, Ml 12, Align Chaotic, XP 20. Undead: as undead, zombies are immune to sleep, charm and mind affecting spells as well as poison and disease 
Zombie Wolf: AC 6, HD 3+2, hp 16, Move 120ft, THAC0 16, Att 1 bite for 1d6+1, Save F3, Ml 12, Align Chaotic, XP 50, Undead: as undead, zombie wolves are immune to sleep, charm and mind affecting spells as well as poison and disease