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

