Saturday, 31 October 2026

Logos Location #17: The Ruined Temple of Loki

Introduction and Background


Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. This is a short dungeon for a party of character of levels 6-8 and could be used as a follow-on from X3: The Curse of Xanathon. This could be because the clerics of Forsetti in Rhoona suspect Xanathon and his fellow conspirators had assistance from the cult of Loki who are always looking to cause trouble and mischief. The clerics of Forsetti suggest investigating this ruined temple as a good place to start as long ago it was the headquarters of the followers of Loki. 

In the rugged, monster-infested mountains to the west of Vestland in the northern reaches is a ruined temple dedicated to Loki, immortal patron of mischief, deceit and strife. None can say how it fell into ruin but it was last occupied by civilised humans over a century ago and has been inhabited by fell creatures since. There are two levels - the ground level and the dungeon level. 


Cartography by Dyson Logos, source

The Ground Level


1) The Main Church. This place of worship has been taken over by 2 wyverns who have made their nest here. They attack any intruders, but if one of them is slain the surviving one must make a morale check or try to escape through the large hole in the north wall (where several windows and the wall between them have been smashed).  Scattered on the floor around the central aisle is 6430sp & 1200gp in coinage. There is also a leather satchel that contains 2 potions of extra-healing and a potion of invisibility. 

Wyvern: AC 3, HD 7*, hp 35, 37, Move 90ft/fly 240ft, THAC0 13, Att 1 bite/1 sting for 2d8/1d6 + poison (save or die), Save as F4, Ml 9, Align Chaotic, XP 850

1a) The Cursed Statue. This is a statue of Loki (looking rather like Tom Hiddleston) overlooking the main church with 2 topaz gems worth 500gp each in its eye sockets. However, anyone foolish enough to touch the statue must save vs paralysis or be frozen in place for 1d4 turns. This effect only happens once per day for each character, so after initial paralysis the statue can be touched for the rest of that day without risk. Anyone holding onto either of the topaz gems for more than 1 hour must make another saving throw, this time against spells, or suffer from a random form of insanity for 1 day (DM’s choice as to what form the insanity takes). 

2) Cataphridius the Mad: Here is the quarters of a mad cleric of Loki who has dreams of restoring this temple to its former glory. He will not immediately attack but will try to gauge the PCs intentions and possibly try to persuade them to join in with his reconstruction project. He will defend himself if attacked and can call on the zombies in areas 2a & 2b to assist. He will become angry and may attack if anyone either dismisses his ideas about restoring the temple or are openly opposed to Loki.  He is aware of the wyverns, the killer tree and other dangerous inhabitants, and will avoid them.

Cataphridius: AC 3, HD C8, hp 28, THAC0 15, Att 1 warhammer for 1d6+2 or by spell, Save as C8, Ml 10, Align Chaotic, XP 1200
Spells:  Cure Light Wounds, Detect Magic, Light/Darkness, Detect Law, Hold Person, Aura of Shadows, Curse/Remove Curse, Cause/Cure Blindness, Animate Dead
Equipment: chain mail, Shield +1, Warhammer +1, holy symbol of Loki, 45pp, 2 gems (garnets) worth 200gp each

2a) 4 zombie sentries set guard by Cataphridius

Zombies: AC 8, HD 2, hp 9, 7, 7,  4, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

2b) 4 zombie sentries set guard by Cataphridius. Dotted along here are alcoves with funerary urns. The urns do not contain anything except the ashes of long-dead clergy of Loki. 

Zombies: AC 8, HD 2, hp 11, 10, 10, 7, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

3) Huge Killer Tree. This carnivorous plant grows immediately outside the temple, but the wall has collapsed, allowing the killer tree to reach inside and attack anything that travels this corridor. It is similar to the killer trees found in the Serpent Peninsula on the way to Quagmire but this one is larger and with more tentacle branches. Its longest tentacles are 30ft long so it can attack along almost the whole length of the corridor. It is not intelligent enough for normal creatures to parlay although a spellcaster with Speak with Plants could persuade it to leave them and their friends alone.  Similarly a druid with Anti-Plant Shell would be useful. 

Huge Killer Tree: AC 5, HD 9, hp 54, move 0, THAC0 12, Att 6 tentacles for 1d4 +grab, Save F5, Ml 12, Align Chaotic, XP 900. Limb tentacle does 1d4 bludgeoning damage on hit and also grabs and drags human-sized or smaller targets to the tree's maw, where the following combat round the grabbed target is bitten for 3d6 damage. Each tentacle has 10hp and if enemies inflict that damage specifically upon a given tentacle, that tentacle is destroyed, dropping any target grabbed. 

4) Stairwell down. This series of stairs lead down to area 7 in the Dungeon Level. 

4a) Corridor of Remembrance. Here are numerous alcoves containing funerary urns containing the ashes of the temple faithful. There is nothing of value here. 

5) Refectory: This place used to be a combined kitchen and dining room but is now just a mess. There are several inanimate human skeletons and various sets of shelves, one of which has fallen onto the floor, pinning what appears to be a humanoid skeleton in fine armour. Lifting up the fallen shelves  is easy and there is a 20 piece set of silver cutlery, each piece worth 10gp (200gp value total). However, the humanoid skeleton in armour is actually a mimic that will grab and attack anyone touching it. 

Mimic: AC 7, HD 8, hp 35, Move 30ft, THAC0 12, Att 1 slam for 3d4, Save F4, Ml 9, Align Neutral, XP 650, Glue: The mimic exudes an adhesive that means any creature either handling it while it is in disguise or trying to grapple it must make a strength check to break away from the mimic, or else the stuck creature cannot use its hands. Mimicry: While disguised as an inanimate object, the mimic can surprise opponents on 1-4 on d6. 

6) The Cells: These were the quarters for the junior members of the temple. 

6a) empty

6b) 4 giant rats, no treasure. The rats are more interested in escaping than attacking. 

Giant Rat: AC 7, HD 1/2, hp 3 each, Mv 120', THAC0 20, Att 1 bite for 1d3 + possible disease, Save NM, Ml 8, Align N, XP 5

6c) empty

6d) 3 giant black widow spiders in their webs. They attack any intruders. Although there is nothing valuable initially visible, a careful search will reveal a loose flagstone underneath which is a very old rotten satchel with 3 pieces of jewelery (altar pieces engraved with symbols and runes of Loki) worth 300gp each. 

Black Widow Spider: AC 6, Move 60ft/120ft in webs, HD 3*, hp 10, 12, 14, THAC0 17, Att 1 bite for 2d12 + poison (save or die in 1 turn), Save F2, Ml 8, Align N, 50xp

6e) 5 zombies animated and controlled by Cataphridius held here in reserve. 

Zombies: AC 8, HD 2, hp 13, 12, 11, 10, 9, 8, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

6f) Crossbow trap, set by Cataphridius. Anyone opening the door is shot at by 3 heavy crossbows (THAC0 12, damage 2d4 each) 


The Dungeon Level


7) This large chamber has a pair of flight of steps leading from the stairs up to the surface down to the main chamber where there is a square pool and on the south wall there are three panels, each with keyholes - obsidian (black), malachite (green) and azurite (blue). Lurking in the square pool is a water elemental that will attack any intruders. If the keys are gathered from around the dungeon and all three panels are unlocked then the door to room 8 will slide open.

8) This was the private study of the evil cleric of Loki, Gulli Garneson, and his spectre still haunts this room, attacking any intruders. The door to this room is made of magically protected iron and cannot be opened except by unlocking the three panels in room 7. There is a desk and chair in one corner, and in a drawer in the desk there is a journal of Gulli Garneson which details the locations of the four Runestones of Soderfjord (at least at the time of Garneson's writing). In this drawer are 10 gems (5 rubies and 5 emeralds) worth 1000gp each. 

Spectre: AC 2, HD 6**, hp 33, Move 150ft/fly 300ft, THAC0 13, Att 1 touch for 1d8 + energy drain, Save F6, Ml 11, Align Chaotic, XP 725, Energy drain: Any character hit by a spectre loses 2 experience levels and commensurate hit points and class abilities. Immunity: Spectres are immune to non-magical weapons. Undead: As undead, spectres are immune to poison, disease and sleep and charm spells. 

9) This room is guarded by 4 undead giant scorpions that attack any intruders. 

Undead Giant Scorpion: AC 2, HD 4*, hp 20 each, Move 150ft, THAC0 16, Att 2 claws/1 sting for 1d10/1d10/1d4 + poison, Save F4, Ml 12, Align Chaotic, XP 125, Poison: Anyone stung by the sting must save vs poison at +4 (undeath has decayed the potency of the venom) or die. Undead: immune to poison, disease and sleep and charm spells. Clerics can turn these creatures as if they were ghouls. 

10) The Library: In here is a wraith, a former librarian. If the PCs are quiet and respectful she will leave them alone. If they attack, or even worse make a loud noise in the library, she attacks. On the west side the bookcase is intact and there are various books, tomes, codices and grimoires. On the east side the bookcase has collapsed and books are scattered on the floor. Picking them up and putting them on the surviving bookshelf will please the librarian wraith. At the DMs discretion one of the books could be a wizard's spell book with spells a PC magic user could find useful. 

Wraith: AC 3, HD 4**, hp 22, Move 120ft/fly 240ft, THAC0 16, Att 1 touch for 1d6 + energy drain, Save F4, Ml 11, Align Chaotic, XP 175 Energy drain: Any character hit by a wraith loses 1 experience level and commensurate hit points and class abilities. Immunity: wraiths are immune to non-magical weapons. Undead: As undead, wraiths are immune to poison, disease and sleep and charm spells.

11) The Hexagonal Pool: Lurking in this pool is a Black Pudding that will attack anything that enters the pool. Around the walls are 4 panels with buttons (north, south, northeast, northwest), If all four are pressed, a pedestal rises up out of the hexagonal pool  with an obsidian key. This key unlocks one of the panels in room 7. Scattered on the bottom of the pool are 120pp.

Black Pudding: AC 6, HD 10*, hp 40, Move 60ft, THAC0 10, Att 1 slam for 3d8, Save F5, Ml 12, Align Neutral, XP 1750, Immune to all attacks except fire

12) Here are 10 ghouls that will attack any intruders. 

Ghoul: AC 6, HD 2*, hp 9 each, Move 90ft, THAC0 19, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis, Save F2, Ml 12, Align Chaotic, XP 25, Paralysis: Any creature hit by a ghoul must save vs paralysis or be unable to do anything for 2d4 turns

12a) This room contains a large stone sarcophagus, inside of which is a Mummy that will attack any intruders. Inside the sarcophagus are 12 gems: 4 ambers worth 100gp each, 4 spinels worth 300gp each and 4 opals worth 1000gp each

Mummy: AC 3, HD 5+1*, hp 22, Move 60ft, THAC0 14, Att 1 touch for 1d12 + disease, Save F5, Ml 12, Align Chaotic, XP 575, Fear: Mummies cause fear on sight - anyone seeing a mummy must make a save vs paralysis or be frozen with fear until mummy is out of sight or destroyed. Disease: Anyone hit by a mummy is afflicted with Mummy Rot and cannot be magically healed for the duration of the disease. Immunities: Mummies can only be damaged by fire, magic weapons or spells, all of which do half damage. As undead mummies are immune to poison, disease, sleep & charm. 

12b) This room has an opened sarcophagus but it is empty of anything interesting

13) This circular room has a 20ft deep trench around a central hub with a walkway around the outside. There is a small raised section between the central hub and the doorway. On the central hub there is what appears to be a green crystal statue holding a key. This is the malachite key to unlock one of the panels in room 7. If any characters try to remove the key from the statue's hand then firstly the raised section linking the central hub to the doorway drops down to the trench floor and secondly the statue reveals itself to be a Beryl Golem that will attack all within the chamber. The trench is 10ft wide and 20ft deep (2d6 falling damage). If the golem is defeated the key stays intact and can be retrieved.  The rest of the golem shatters into 13 pieces of beryl worth 300gp each. 

Beryl Golem: AC 2, HD 10, hp 45, Move 90ft, THAC0 10, Att 2 fists for 3d6/3d6, Save F10, Ml 12, Align Neutral, XP 1600; immune to non-magical weapons and can only be hit by weapons of +1 or better enchantment or by magic spells, DimensionDoor: ability to Dimension Door 3 times per day to a distance of 240ft from their current location; As constructs, beryl golems are immune to Sleep, Charm and other mind-affecting magic, disease & poison

14) This room contains a ravenous troll. It has been stuck here for a while and will try to kill and eat any intruders. It may be mollified or distracted if offered at least 20lb of food. 

Troll: AC 4, HD 6+3, hp 30, Move 120ft, THAC0 13, Att 2 claws/1 bite for 1d6/1d6/1d10, Save F6, Ml 10, Align Chaotic, XP 650, Regeneration: 3 rounds after it is first damaged, a troll will start to regenerate at 3hp/rnd even when reduced below 0. It can only be permanently damaged and killed by fire or acid. 

14a) This corner flagstone is trapped, and if anyone steps on it or more than 20lb weight is put on it, the doors to the northwest open up unleashing a cloud of chlorine gas. This does 4d10 damage to all within 20ft of the square, or half damage if a save vs breath weapons is successful.

15) Here are 5 ogre skeletons standing guard. They will mindlessly attack. 

Ogre Skeleton: AC 5, HD 4+1, hp 17, 19, 21, 23, 25, Move 90ft, THAC0 15, Att 1 club for 1d10, Save F4, Ml 12, Align Chaotic, XP 125, Undead: immune to poison, disease and sleep and charm spells. Clerics can turn Ogre Skeletons as if they were ghouls

16) This used to be the deacon's quarters, now haunted by a wraith. It will notice if its minions, the ogre skeletons in room 15, are in combat and will join in, using the ogre skeletons to occupy stronger intruders while the wraith targets weaker ones. There is a simple bed, chest, chair and desk. In one of the desk drawers there is an azurite key which is needed to unlock one of the panels in room 7. The chest is trapped but not very well. Any thief trying to find traps and remove traps on the chest gets a 20% bonus. If failed or if characters do not bother looking, a glass vial is broken unleashing nausesating gas in a 10ft radius of the chest. If characters fail a saving throw vs poison they will suffer -2 to hit and saving throws for 2d6 turns while vomiting and having watering eyes and runny noses. Inside the chest is the deacon's treasure: 2000pp, 4200gp, 6400sp, a Sword +2 +4 vs Undead and 3 potions (Potion of Flying, Potion of Delusion (drinker believes they have become invisible), Potion of Extra-Healing)

Wraith: AC 3, HD 4**, hp 22, Move 120ft/fly 240ft, THAC0 16, Att 1 touch for 1d6 + energy drain, Save F4, Ml 11, Align Chaotic, XP 175 Energy drain: Any character hit by a wraith loses 1 experience level and commensurate hit points and class abilities. Immunity: wraiths are immune to non-magical weapons. Undead: As undead, wraiths are immune to poison, disease and sleep and charm spells.

17) This large chamber (20ft high) is dominated by a Zombie Black Dragon. It no longer has a breath weapon but its melee attacks are still potent as ever. 

Zombie Black Dragon: AC 2, HD 7, hp 30, Move 90ft, THAC0 13, Att 2 claws/1 bite for 1d4+1/1d4+1/2d10, Save F3, Ml 12, Align Chaotic, XP 450, As undead, the zombie dragon is immune to poison, disease and sleep and charm spells


Cartography by Dyson Logos, source



After the Ruined Temple

This can work as a simple, isolated dungeon. However, if the PCs find the journal in room 8, a whole new set of adventures opens up as the PCs could be asked to track down the Runestones of Soderfjord.


Saturday, 24 October 2026

The Dakons of Thanegia

Thanegia is the large island at the southern end of the Serpent Peninsula, across the shallow sea known as the Dhiki Namazzi. It is partially civilized by the Divinarchy of Yavdlom with towns and cities around the coastline but the human population is sparse, and there are large tracts of jungle and swamp that are still untamed.

Art by Filip Burburan, source


Dwelling in these stretches of jungle in relative peace and quiet are the dakons, ape people who are as intelligent as humans but have chosen to stay in a tribal way of life. Dakons are vegetarians, and only fight in defence, though given some of the predators that enter their territory, this happens fairly often. Male dakons are generally larger and more powerful than females, so there are gender roles in dakon society: males are the defenders and warriors, females are the healers and nurturers. A number of female dakons are shamans with magical powers akin to clerics and druids. Dakons can speak their own language as well as the common language of the humans of Yavdlom. 

NameDakon JuvenileDakon AdultDakon SilverbackDakon Tribal Chieftain
Armour Class7776
Hit Dice1+12+24+46+6
Avg. Hit Points5112233
Movement120ft/climb 60ft120ft/climb 60ft120ft/climb 60ft120ft/climb 60ft
THAC019181614
Attacks2 claws2 claws2 claws2 claws
Damage1d3/1d31d6/1d61d6+1/1d6+11d6+2/1d6+2
No. Appearing1d102d101d41
Morale5789
Save AsF1F2F4F6
AlignmentLawfulLawfulLawfulLawful
IntelligenceAverage (8-10)Average (8-10)Average (8-10)Very (11-12)
Size & TypeSmall AnimalMedium AnimalMedium AnimalLarge Animal
XP Value1525125350

Dakons are very adept at climbing and spend a lot of their time in the trees, which is safer from predators than down on the jungle floor. They often move around from branch to branch through the canopy and can leap up to 20ft if need be. When forced to defend themselves they do not use weapons but prefer to use their clawed hands which can be quite lethal. 
Dakons between the ages of 1 year and 10 years are treated as Dakon Juveniles. After that they become adults. 
Dakon shamans have the same stats as dakon adults but have the ability to cast the following spells once per day:
  • Cure Light Wounds (1st level Cleric spell)
  • Animal Friendship (borrowed from AD&D 1st level Druid spell)
  • Entangle (borrowed from AD&D 1st level Druid spell)
  • Locate (1st level Druid spell)
  • Speak with Animals (2nd level Cleric spell)
  • Pass Without Trace (borrowed from AD&D 1st level Druid spell)
Great Shamans are the most respected of the females and are sometimes the mate of a tribal chieftain. They have the same stats as a Dakon Silverback but can cast spells as above, as well as the following once per day:
  • Cure Disease (3rd level Cleric spell)
  • Hold Animal (3rd level Druid spell)
  • Plant Growth (borrowed from AD&D 3rd level Druid spell)

Dakon silverbacks are fully mature males who often act as the guardians and warriors of the dakon tribe. They are also junior leaders, looking after their own family and answering to the tribal chieftain.

The tribal chieftains are the largest dakons, and are a fearsome sight when roused to anger. 
Dakons' relations with humans are wary but not aggressive. They will leave humans alone and are not interested in trade. The Yavi people of Yavdlom generally treat the dakons with respect and also leave them alone - on occasions that there is a clash between the two races, a delegation of silverbacks, sometimes with a tribal chieftain, will meet with the humans and in their simple common tongue will try to establish what happened, who the culprits are and what should be done.




The Curse of the Carnivorous Apes

Despite the beliefs of the ignorant, the monstrous simians known as carnivorous apes are not actually a separate species - they are a cursed and degenerate form of dakon, ones that have fallen to the fell powers of Chaos. Although most dakons are peaceful, cooperative and quite kind to their kindred, occasionally a dakon will behave terribly, in a way that humans would describe as evil. Murdering another dakon, man-eating or worst of all cannibalism of other dakons will trigger a transformation into a carnivorous ape. The cursed dakon is immediately shunned and chased out of their tribe into the depths of the jungle. They grow in height and weight, becoming more muscular, and their teeth and claws grow larger to suit their new diet.  However, their intelligence, at least with regards to language and peaceful interactions deteriorates - they are often solitary, or at most hunt in packs of 2-5 apes. They still retain their cunning and this is put to brutal use in tracking, hunting and ambushing new prey. As their names and origins suggest, carnivorous apes will eat a wide variety of flesh but seem to prefer human prey over four-legged animals. A very few will get into the habit of hunting dakons, but then the dakon leaders will form a hunting party  of war chiefs and silverbacks with the task of destroying this once-dakon monster. Such cannibalistic apes do not survive long. 

Can carnivorous apes breed with each other? Fortunately not, at least not in Mystara. The transformation is of an individual, not their blood line. 

Most Yavi humans understand the difference between a normal dakon and a carnivorous ape, and if a carnivorous ape attacks, the dakons in general are spared retaliation. Only the ignorant or the mad will confuse the two apes. 

Art by Dave Trampier from 1st Ed AD&D
Monster Manual
In combat carnivorous apes attack with their claws, similar to dakons, but also have a terrible bite. Furthermore if both claws hit a single target, the carnivorous ape will rend the target, pulling it apart for an extra 1d8+1 damage. 

NameCarnivorous Ape
Armour Class6
Hit Dice5+5
Avg. Hit Points28
Movement120ft/climb 60ft
THAC015
Attacks2 claws/1 bite
Damage1d6+1/1d6+1/1d6+1
No. Appearing1 or 1d4+1
Morale10
Save AsF5
AlignmentChaotic
IntelligenceAverage (8-10)
Size & TypeLarge Monstrosity
XP Value225



Saturday, 17 October 2026

Merchant Mages of Honor Island

 Honor Island is an island in the Ierendi chain that is occupied by mages - over 2000 of them plus 4000 goblin "servants" that are effectively slaves dwelling principally in the sole town of Filtot. The island does not have significant topsoil for growing crops so all food has to be imported from elsewhere. Fortunately Honor Island is well placed for trading with the southern coast of Brun. Another complicating factor is the mages are quite secretive and territorial and rarely allow visitors, therefore nearly all trade with other nations is done by merchants of Honor Island visiting other ports. 

To this end there has arisen a company of 43 spellcasters of various levels of power who are also merchants. They generally work together, with different mages specialising in different food stuffs and beverages, and usually developing contacts and trading partners in different ports, thus minimising competition within the company. They describe themselves simply as the Merchant Mages of Honor Island, though there are a few clerics mixed in among them. 

source

Filtot has a harbour that is primarily for keeping the fireships safe - these are the 12 naval combat ships that are capable of incinerating their opponents with powerful magic and alchemy, clad in iron and propelled by magi-tech. However, there is also room for other vessels, and the merchant mages operate a fleet of 20 or so craft, about half of which are normal surface sailing ships but the rest are skyships, capable of flying over land or sea. 

Notable NPCs

Exendamius

21st level magic user, human male, align neutral

Str 8, Int 18, Wis 12, Dex 12, Con 10, Cha 15

Exendamius is from Thyatis and is proud of his heritage. He moved to Honor Island mainly to be with those who understood his obsession with magic, and he is still very much a scholar of the arcane arts. However, his father was a merchant who travelled northern Thyatis (Kerendas, Thyatis City and Port Lucinius), transporting goods from city to city. He has inherited some of his father's business sense, and sails his ship, The Sapphire Swordfish, between Thyatis and Honor Island. He spends so much time at sea that his ship has a library and study built into it so that he can continue his magical research even when away from Honor Island. When in Thyatis he will often seek out and talk to mages about their magical research, spells and items. Although he does this out of curiousity, some Thyatian mages wonder if he is a spy from Honor Island or even spying for Alphatia. Other Thyatian mages will happily chat to Exendamius as he is not very discrete about Honor Island and the magical research going on there. 


Tarrama the Swift

11th level magic user, human female, align chaotic

Str 10, Int 16, Wis 14, Dex 13, Con 10, Cha 11

Tarrama is shifty and some would say amoral. However, this makes her blend in well in the pirate ports of Ierendi, particularly in Vlaad, though she also frequently visits Ierendi City. She mostly trades in fruit and vegetables grown in the Ierendi Islands but she has enough shady contacts that she can get her hands on anything (as long as she can make a decent profit). Her skyship, The Nightflyer, is originally from Alphatia but was taken by Thyatian adventurers over the Isle of Dawn (some would say by piracy and hijacking) and then sold to Tarrama. She has a mixture of human and goblin crew - the goblins are clearly subservient and the officers are all human but nonetheless the goblins are treated as crew, not slaves. 


Lucius Blagavescu

14th level magic user/elemental mage, human male, align neutral

Str 13, Int 16, Wis 9, Dex 14, Con 13, Cha 14

Lucius grew up in Specularum and started his training in the Magicians Guild. However, he quit and moved to Honor Island when he found that mages of Karameikos were not interested in elemental magic. He plies his normal sailing ship between Honor Island and various ports around the northern Sea of Dread, particularly Specularum but also Shireton in the Five Shires and Athenos in southern Darokin, picking up various beverages such as elven wine, dwarven beer, Thyatian brandy and halfling mead. Although he behaves well while onboard his ship, he has been known to get completely drunk while at port, and his first mate, an Ierendian mage called Vierex (8th level MU, human male, neutral) has to haul him back to his quarters.  


Nalthargia

5th level magic user, human female, align neutral

Str 8, Int 14, Wis 13, Dex 11, Con 13, Cha 17

Nalthargia is a native of Honor Island. Although she can cast some basic spells and is therefore accepted into Honor Island society, she finds her real talent is in talking to people. She uses this primarily for trade and bargaining, but she also sometimes finds herself as an informal diplomat, passing messages and requests on from Honor Island's ruling council. Her skyship, Filtot's Hand, often travels further than most merchant mages - she will sometimes travel to Alphatia, Glantri and Ochalea.  


Venthan of the Ocean

15th level cleric, human male, align neutral

Str 14, Int 11, Wis 17, Dex 9, Con 9, Cha 13

Venthan is a reminder that not all the spellcasters of Honor Island are magic users - a significant number are clerics, and Venthan is a follower of Proteus, the Immortal of the Oceans. His voyages in his ship The Song of Proteus have taken him south and east, and he has developed trade contacts in the Thyatian settlements on the northern coast of Davania, particularly Cittinova, where he buys various tropical fruits, spices and herbs only found in the Davanian jungles. His expeditions have also taken him to Ochalea (excellent for tea, rice and noodles) and the southern Isle of Dawn. The Song of Proteus has a crew of 20, of whom 10 are goblins. Unusually for an Honor Islander, Venthan treats them well although never as equals. The goblins realise that compared to their fellows back on Honor Island they are in a very good situation and thus are surprisingly loyal to Venthan. His bo'sun, an elemental mage called Saskallia (human female, 12th level magic user/elemental mage, align neutral) is not so sure of this liberal management style but keeps her mouth shut.

 

Caltoni Inkwell

16th level magic user, human female, align Neutral

Str 8, Int 16, Wis 14, Dex 10, Con 8, Cha 14

Caltoni is a native of Honor Island and well-respected in Filtot. She owns and runs a skyship, the Joyous Dolphin and is now middle-aged with silver-grey hair in a bun and several pairs of spectacles perched on her nose or forehead at the same time (one pair lets her Read Magic at will). Caltoni has left the food trade to younger merchant mages and now specialises in stationery and magical supplies, particularly scroll vellum, spellbooks, quills, ink and spell components. These are all things that cannot be created on Honor Island without magic. She has dabbled in alchemical supplies and does still occasionally trade in glassware and straightforward laboratory equipment but has had to draw the line at refusing to trade in ingredients and reagents. Things like petroleum, green dragon chlorine and black pudding acid are dangerous to her and her crew, while others are repugnant (otyugh faeces? Nope, it stinks out the whole ship no matter how it is stored) or morally unacceptable (elf blood for a potion of longevity, when she has several elves from Minrothad in her crew). 




Saturday, 10 October 2026

X3 Curse of Xanathon - Notes and Ideas

 


I like this module. It is a good compromise between the event/plot based investigations of B6: The Veiled Society and more traditional map-based modules such as B2 and X1. It takes place in and around Rhoona, in the Northern Reaches, an area I have touched on but not really done many posts for. 

The plot revolves around the Duke of Rhoona going mad and making insane decrees, including upsetting the neighbouring dwarves of Rockhome. The Ethengarian cult of Cretia and a treacherous right-hand man called Draco are behind this and it is up to the PCs to investigate. It is primarily a matter of following clues in documents from one location to another. If the PCs need help, either healing or advice, the Temple of Forsetti  (a lawful norse immortal) is their best ally in resolving the situation

The Ducal Barracks

The Ducal Barracks are where the PCs start off thanks to an angry dwarf and a cleric of Forsetti in disguise.   In most adventures, PCs are discouraged from picking fights with the town guard, and this is no exception. I would treat this as an exercise in stealth, diplomacy and roleplaying. If it turns into mass combat then I would consider something has gone wrong. 

One thing I would have liked to have seen in the barracks is an indication of the loyalties and motivations of some of the NPCs. My suggestions in this regard would be:

  • Magic User in room 19: Genthar (align Chaotic) is in on the plot with Draco and will attack any intruders or anyone investigating the plot. He is quite paranoid and the soldiers in the barracks don't like him. He is sure they are all plotting to kill him anyway. 
  • Weaponmaster in room 20: Arrakanthus (align Neutral) is just a professional doing his job. He is actually from Thyatis. He has no knowledge of Draco's plot but is paid well so has no reason to hurt his employer. 
  • Thief in room 21: Murgillen (align Chaotic) is in on the plot with Draco but rather than attacking straight away he will feign cooperation until he has good opportunity to strike with surprise. 
  • Officer in room 22: Lieutenant Worben (align Neutral) is ignorant of the plot and only cares for the welfare of his men. 
  • Captain in room 25: Captain Vernheim (align Neutral) is ignorant of the plot and only cares for the welfare of his men. 
  • Commander in room 27: Commander Berrelin (align Chaotic) is in on the plot and will try to attack those asking awkward questions or those who do not give sound reasons for being in the barracks. 

The regular soldiers and sergeants know nothing of the plot and are not particularly hostile though they may ask the PCs what they are doing here. 

The Temple of Cretia

I find the open presence of a chaotic temple in a civilized town quite unusual although it is probably tolerated due to cultural allowances for the Ethengar enclave in Rhoona. At least on the outside the chaotic church is behaving itself, though investigation will reveal the insidious plot to undermine the duchy. My suggestion is that the majority of townsfolk don’t consider Cretia and her followers to be outright chaotic like the notorious cult of Chaos that bedevils many other realms - these Cretia folk seem to be a lot more reasonable. Although not the same cult of Chaos as that found say in Hule or the Caves of Chaos, nonetheless the cult of Cretia considers them allies and occasional rivals, with similar goals and philosophies.  They are just better at fitting into polite society. 

In terms of adventure, the Temple of Cretia is a little more combative than the Ducal Barracks, and although roleplay and negotiation can get the party past some NPCs, others will treat the PCs as threatening intruders and fight regardless. The fight with Xanathon at the end of this location is one that the PCs cannot win - let’s hope the PCs realise this in time before too many of them die. It is quite convenient that he offers clues to overcoming his invulnerability as arrogant boasts. 

The Shrine of Cretia and Beyond

It would have been nice to have a wilderness map here, but I understand that there may not have been enough room in the book. The PCs need to travel out of Rhoona into the nearby mountains to find the Shrine of Cretia (not the same as the Temple of Cretia!). I have modified a map from the Vaults of Pandius to indicate where I think the Shrine of Cretia should be.  This does not match up perfectly with the description of the journey but I think it will do for some DMs. 

based on cartography by Ramelin and
Thorfinn Tait (source)


This is even more of a conventional dungeon than the Temple, with carrion crawlers, undead and ogres among the potential encounters. In here is the diamond that holds Xanathon’s essence and therefore enables the PCs to actually harm him. 

 Once the PCs have this they must return to town and defeat both Xanathon and Draco in a final showdown at the Ducal Palace. If successful the Duke is restored to sanity and he can start to repair some of the damage done by the Curse of Xanathon. 

After the adventure I have ideas of adventurers being asked to investigate the Ruined Temple of Loki to the southeast of Rhoona which will lead onto the Lost Runestones of Soderfjord. 




Saturday, 3 October 2026

The Lost Runestones of Soderfjord

source: Wikipedia

Soderfjord has long been a fractured land, with no overall rulership, just different jarls competing, fighting and occasionally allying with each other in their small fiefs. Compared to Ostland and Vestland, Soderfjord is a lesson in why strong kingship is important for a realm. And yet, it need not have been that way. 

Nearly three hundred years ago in 614AC the Kingdom of Vestland was formed. Around the same time, clerics of the Norse pantheon of immortals had created a stone circle in the forests outside Soderfjord city. Each stone was dedicated to a norse immortal, and if a prospective ruler stood in the centre of the circle while clerics conducted a special ceremony, each stone would glow with its immortal's approval or stay dark and dull if the would-be ruler was considered a poor choice. 

  • Odin's stone glowed when the candidate was wise and capable at rulership
  • Thor's stone glowed when the candidate was competent in war and generalship
  • Tyr's stone glowed when the candidate could dispense justice and establish good laws
  • Balder's stone glowed when the candidate was articulate, charismatic and diplomatic. 

The high cleric of Loki, Gulli Garnesson, argued that a stone for his patron should be erected, to detect if the candidate was capable of trickery and deception, but the other clerics refused and declared such traits were unseemly for a king of the Northern Reaches. High cleric Gulli took this as a personal slight and as a slight against Loki and so plotted revenge.  

In 623 AC the stone circle had been completed and a gathering of the Jarls at the stones was organised, to find the best new king for the land of Soderfjord. But the night before the ceremony, the four stones were ripped out of the earth where they had been set, and were nowhere to be seen. These stones were about 6ft high and weighed about a ton each, so either powerful magic or monstrous strength must have been involved. Giant-sized footprints around what was left of the stone circle suggested the latter. The ceremony was abandoned and the jarls went back to fighting each other while Soderfjord stayed in near-anarchy. 

This of course was the work of agents of Loki, orchestrated by high cleric Gulli Garnesson. After the rejection of his proposal of a stone for Loki, he went to various bands and factions that would be threatened by a strong unified Soderfjord, and asked them to help steal and keep hold of the stones. 

The hill giants had taken the stone of Thor, the trolls had taken the stone of Balder, the cult of Chaos had taken the stone of Tyr and the stone of Odin was now held by the red dragon Vraximar the Flamescourge.  Four separate foes, and four separate hiding places. To keep the stones extra secure, the cult of Loki had hired the molder dwarves, the Modrigswerg, to construct cunning vaults within each lair that the monstrous inhabitants would not have been able to craft by themselves. 

For over two hundred and seventy years the stones have been forgotten while the Jarls of Soderfjord squabble between themselves. 

However, adventurers have been directed to a ruined temple of Loki after finding clues in a Shrine of Cretia (a chaotic immortal of the Ethengarians). If the temple of Loki is investigated, the adventurers will find the old journal of Gulli Garnesson, including his account of what happened to the runestones that he and his monstrous allies stole. 
The adventurers may either figure out for themselves or ask advice from a priest (such as Erik of Forsetta) about what the journal is about and its significance. 

Author's Notes 

I envision this as a possible follow-on from X3: The Curse of Xanathon. The cult of Loki and the cult of Cretia in Rhoona (currently led by Xanathon) are allied in causing problems and mischief in the Northern Reaches, both the town of Rhoona in Vestland and the Soderfjord Jarldoms. If the adventurers successfully thwart the cult of Cretia and Xanathon, then they have the opportunity to find and retrieve the Runestones using the journal as their main guide. Of course the journal was written 270 years ago around the time the stones were stolen, so things may have changed significantly but it is at least as starting point. 

Ideally I'd like to do this as a series of scenarios here on the blog, with a progression something like:

  • The Ruined Temple of Loki and Garnesson's Journal
  • The Trolls and the runestone of Balder
  • The Hill Giants and the runestone of Thor
  • The Cult of Chaos and the runestone of Tyr
  • The Red Dragon and the runestone of Odin
However, we shall see how things develop. As can be seen from the foes I am contemplating mid to high level adventures. 
If successful, and all four runestones are recovered then ceremonies can begin to take place to find a suitable high king of Soderfjord. 

What if certain jarls are against finding the runestones? They know they don't measure up to the standards of the immortals of the runestones (although they might find favour with Loki). And they don't want to be held accountable by a high king - they would rather be petty tyrants in their own Jarldoms than vassals to a liege lord. This could result in these jarls sending their own adventuring bands to either destroy the runestones or destroy the journal and anyone who carries it. Rival adventuring parties are an interesting twist I have not yet written about. 


source


Saturday, 26 September 2026

Scenario #18: Foul Things Under Retebius - Lair of the Soul Breakers



This is a short adventure using the B/X rules and aimed at a character party of levels 3-5. It is set in Retebius in Thyatis, and is a follow-on to the post about chaos cults in the city. This is a dungeon adventure under the streets of Retebius, and I am assuming that the PCs have discovered that a chaos cult is using the sewers as their hideout through investigations and encounters around the city. Exactly how the PCs discover this is up to the DM - this adventure starts once the PCs drop down into the sewers.

About the Sewers

The sewers under Retebius are tubular, about 7’ radius on the inside and made of brickwork. They are never completely dry - there is a minimum of 1’ of filthy water in the sewers and after rainfall this can rise to 3’ (difficult for halflings to keep their heads clear). The sewers smell disgusting as would be expected - a lot of human waste, food scraps and animal droppings end up here. They are generally unlit - anyone venturing down will have to bring their own source of light. However, areas where human cultists live will be illuminated by fish-oil lamps or lanterns with a Continual Light spell cast on it. The openings to the actual lairs of the chaotic creatures are raised 2’ above the sewer floor and also slope up away from the actual sewers for a few feet so a raised sewage level will not overflow into the lairs.

As can be seen from the map there are sewers leading off the edges. Although whatever is down these fetid passages is not relevant to this adventure, nonetheless creative DMs may well add their own encounters elsewhere in the sewer system of Retebius.   

All inhabitants of the sewers and attached dungeon rooms, human or otherwise, should be considered hostile to intruders unless specifically stated otherwise.

Wandering monsters in the sewers (roll d10, number range after name is number encountered):

  1. Beetle, Giant Fire (1d6) AC 4, HD 1+2, hp 6, Mv 120’, THAC0 18, Att 1 bite for 2d4, Save F1, Ml 7, Align N, XP 15
  2. Carrion Crawler (1) AC 7, HD 3+1*, hp 15, Mv 120’, THAC0 16, Att 8 tentacles for 0+ paralysis or 1 bite for 1, Save F2, Ml 9, Align N, XP 75 (tentacle hit causes paralysis unless saved, paralysis lasts 1d4 turns).
  3. Cultist Guards (1d8), AC 5, Ftr1, hp 5, Mv 120’, THAC0 19, Att 1 weapon for 1d8, Save F1, Ml 8, Align C, XP 15, equipment: Chainmail, Battleaxe, Dagger, 3d6sp. These are human cultists patrolling the sewers in their cultist garb.
  4. Gray Ooze (1) AC 8, HD 3*, hp 13, Mv 10’, THAC0 17, Att 1 acidic slam for 2d8 + destroy armour, continuous damage after first attack, Save F2, Ml 12, Align N, XP 50. Acid attack destroys non-magical armour in 1 round, magical armour in 1 turn. Gray ooze sticks to the target after successful attack, causing automatic 2d8 damage/rnd. Immune to fire & cold.
  5. Lizard, Giant Gecko (1) AC 5, HD 3+1, hp 14, Mv 120'/climb 90', THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50
  6. Lizardman (1d3) AC 5, HD 2+1, hp 10, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25 (note that these lizardmen are unusual in being chaotic, not neutral alignment)
  7. Rats, Giant (2d6) AC 7, HD ½ , hp 3, Mv 120', THAC0 20, Att 1 bite for 1d3 + disease, Save NM, Ml 8, Align N, XP 5
  8. Skeletons (1d6+1, animated by cultists): AC 7, HD 1, hp 4 each, Mv 60’, THAC0 19, Att 1 weapon for 1d6 dam, Save F1, Ml 12, Align C, XP 10
  9. Stirge (1d4) AC 7, HD 1, hp 5, Mv 30', Fly 180', THAC0 19, Att 1 for 1d3 +drain, Save F2. Ml 9, Al N, XP 13. Drain causes 1d3 damage per round (automatically hits). Stirges get +2 to initial attack due to dive speed
  10. Toad, Giant (1) AC 7, HD 2+2, hp 11, Mv 90’, THAC0 17, Att 1 tongue (no damage but pulls creatures within 15’ to toad) or bite for 1d4+1, Save F1, Ml 6, Align N, XP 25
The keyed areas are split up into 5 main sections, each with their own senior cult member in charge. 
  • Orgolo's Domain (rooms 1-6)
  • Lizardmen and Melhania's Domain (rooms 8-13)
  • Melbeek's Domain (rooms 14-16)
  • Raeshad's Domain (rooms 17-22)
  • Troglodyte Domain (rooms 23-26)

Key to the map


1) Guard post - This room holds 4 skeletons + 1 chaotic acolyte (Clr2). They attack intruders on sight.
Skeletons: AC 7, HD 1, hp 4 each, Mv 60’, THAC0 19, Att 1 weapon for 1d6 dam, Ml 12, Align C, XP 10
Chaotic Acolyte: AC 4, Clr 2, hp 5, Mv 90’, THAC0 19, Att 1 weapon for 1d6 dam, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, mace, unholy symbol, purse with 32sp. Spells: Darkness (rev of Light))

2) Supplies: This room is filled with boxes and barrels of foodstuffs, including dried fruit, dried bread and barrels of wine and beer, most of which has been stolen or looted from townsfolk.

3) Chapel of Chaos - 1 Chaotic priest (Clr3) + 2 chaotic acolytes (Clr2). Towering over the north wall of this unhallowed place is a demonic statue, crude and non-magical but still scary. Kneeling in front of it, contemplating the nature of Chaos, is one of the leaders of the cult, Gemella the Brutal, and two of her acolytes. The chapel is lit by a silver candelabra worth 300gp.
Gemella the Brutal (Clr3 human female) is responsible for recruitment and training of new human cultists. She is considering approaching some gladiators in the city.
Chaotic Priest (Gemella the Brutal): AC 2, Clr 3, hp 12, Mv 60’, THAC0 18, Att 1 weapon for 1d6+1 or spell, Ml 10, Align C, XP 50 (Equipment: Plate mail, Shield, Mace, Unholy symbol, Potion of Levitation, purse with 34gp, 12sp + pale blue zircon gem worth 50gp, Spells: Command, Cure Light Wounds).
Chaotic Acolytes: AC 4, Clr 2, hp 6, 8, Mv 90’, THAC0 19, Att 1 weapon for 1d6+1 dam, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, mace, unholy symbol, purses with 20sp & 16sp. Spells: Darkness (rev of Light) or Cure Light Wounds)

4) Kitchen. In here is a Chaotic warrior (Ftr2). This room has lots of pots, pans, knives and other utensils hanging on the walls or sitting on wobbly crude shelves. There is a wooden stove where a pot of mysterious stew is cooking. The chaotic warrior is the cook for the cult and he wields a large meat cleaver (treated as a sword).
Chaotic Warrior: AC 5, Ftr 2, hp 10, Mv 90’, THAC0 18, Att 1 weapon for 1d8+1, Ml 10, Align C, XP 20, (Equipment: chain mail, meat-cleaver (treat as sword), unholy symbol, 40sp).

5) Quarters of the Chaos Curate (Clr5). This room is well-appointed with a comfy bed, table, chair and desk (all looted from the town above). Underneath the bed is a loose flagstone with a sack of treasure (2630gp, 3200sp, 1 bejeweled silver dagger worth 250gp (still effective against lycanthropes and wights)).
Orgolo the Foul (Clr5 human male) is the leader of the cult and the most powerful cleric, and is primarily responsible for animating the undead in the sewer.
Chaos Curate (Orgolo the Foul): AC 1, Clr 5, hp 17, Mv 60’, THAC0 15, Att 1 weapon for 1d6+2 or spell, Ml 12, Align C, XP 300 (Equipment: plate mail, shield +1, mace +1, unholy symbol, amulet of animation (see below) Spells: Hold Person, Bane (rev. of Bless), Darkness, Cure Light Wounds)

6) Dormitory + 2 chaotic guards (Ftr1). This dorm is filled with 6 bunk beds (for up to 12 humans). The guards here have a 50% chance to not wear their chain mail (AC 9 instead of AC 5), unless they have advanced warning of enemies approaching. 
Chaotic Guard: AC 5, Ftr 1, hp 5, 7, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purses with 7sp & 10sp).

7) Guard post - 3 zombies + 1 chaotic acolyte (Clr2) guard this room and will attack anyone they don't recognise. The acolyte can give the zombies basic orders. 
Chaotic Acolyte: AC 4, Clr 2, hp 7, Mv 90’, THAC0 19, Att 1 weapon for 1d6 dam, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, mace, unholy symbol, purse with 25sp. Spell: Command)
Zombies: AC 8, HD 2, hp 9, 7, 4, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

8) Guard Post - 2 chaotic guards (Ftr1) + 1 lizardman
Chaotic Guard: AC 5, Ftr 1, hp 5, 5, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purse with 14sp, 16sp)
Lizardman: AC 5, HD 2+1, hp 10, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25

9) Lizardfolk bedding/nest - 3 lizardmen. This is the heart of the lizardfollk quarters in the sewers and is filled with piles of dirty straw. The three lizardfolk here will attack. 
Lizardman: AC 5, HD 2+1, hp 9, 8, 5, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25

10) 1 chaotic warrior (Ftr2) + 2 chaotic guards and 6 beds for humans. This is another quarters for human rank and file of the cult including cult acolytes and guards. The chaotic warrior and guards each have a 50% chance of not wearing their armour (AC 9 not 4) here unless they have warning of approaching enemies. 
Chaotic Warrior: AC 4, Ftr2, hp 9, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, sword, dagger, unholy symbol, purse with 10sp).
Chaotic Guard: AC 5, Ftr 1, hp 5, 5, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purse with 14sp, 16sp)

11) 1 chaotic swordswoman (Ftr3) and pet giant ferret. This room also has her bed and a table. She wears her treasure - 2 non-magical necklaces worth 125gp and 150gp and 3 non-magical rings worth 50gp, 75gp and 85gp respectively 
Melhania the Huntress (Ftr3 human female) is the main raid leader of the cult and is most familiar with the city above ground. She occasionally travels the city in daylight, dressed as an adventurer and acting the part.
Chaotic Swordswoman (Melhania the Huntress): AC 3, Ftr3, hp 16, Mv 90’, THAC0 16, Att 1 weapon (sword) for 1d8+2 or 1 arrow for 1d6, Ml 10, Align C, XP 35 (Equipment: Chain mail +1, Sword +1, longbow, 20 arrows, quiver, unholy symbol.)
Giant Ferret: AC 5, HD 1+1, hp 6, Mv 150’, THAC0 18, Att 1 bite for 1d8, Save F1, Ml 8, Align N, XP 15

12) Lizardman leader (4HD) + pet giant gecko. In the corner of this room is a sack with 620gp +1400sp, the accumulated wealth of these chaotic lizardfolk.
Lizardman leader: AC 5, HD 4+2, hp 17, Mv 120’, THAC0 16, Att 1 weapon for 1d8+1, Ml 10, Align C, XP 125 (Equipment: Battleaxe)
Giant gecko: AC 5, HD 3+1, hp 14, Mv 120'/climb 90', THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50

13) Guard post - 2 lizardmen
Lizardmen: AC 5, HD 2+1, hp 11, 10, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25

14) 4 skeletons + 2 zombies
Skeletons: AC 7, HD 1, hp 3, 3, 5, 7, Mv 60’, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, XP 10
Zombies: AC 8, HD 2, hp 11, 5, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Save F1, Ml 12, Align C, XP 20

15) 1 chaotic vicar (Clr4) + 2 zombies. This room has a bed, a table and a chest. Inside the chest is Melbeek’s treasure (120gp, 1100sp and a spherical carnelian gem worth 100gp).  
Melbeek the Sadistic - (Clr4 human male) speaks the languages of Lizardfolk and Troglodytes, and as such is important in keeping the reptilian hired muscle under control.
Chaotic Vicar (Melbeek the Sadistic): AC 3, Clr 4, hp 20, Mv 120’, THAC0 16, Att 1 weapon for 1d6+1 or 1 spell, Ml 10, Align C, XP 125 (Equipment: Chain Mail +1, Mace +1, Shield, Unholy Symbol, Potion of Gaseous Form; Spells: Cure Light Wounds, Darkness, Hold Person)
Zombies: AC 8, HD 2, hp 8, 11, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

16) Shrine of Chaos + 2 ghouls. This unlit room has a 3’ tall pedestal on which there is a blackened skull. This was the head of a powerful champion of Chaos from a long time ago and it still retains mystical properties. Any chaotic character who touches it with reverence will receive a Bless spell that lasts for 1d4+1 hours. Any chaotic character who touches it without caring about it will be the subject of a Quest spell (saving throw allowed) that compels them to aid the cause of Chaos in some way. If a neutral character touches the skull, it emits a loud scream and the character is affected as if by a Fear spell (save vs spells at -2). Any Lawful character touching it both triggers the loud scream and Fear spell plus must make an additional saving throw vs spells or suffer the effect of a Bane spell for 1d4+1 hours. The ghouls will attack anyone not wearing an unholy symbol of Chaos.
Ghouls: AC 6, HD 2, hp 5, 4, Mv 90’, THAC0 18, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis (save vs paralysis, lasts for 2d4 turns), Ml 9, Align C, XP 25

17) Guard post - 4 chaotic guards (Ftr1)
Chaos Guard: AC 5, Ftr 1, hp 8, 6, 3, 3, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol)

18) Chaotic Hero, Raeshad the Unforgiven (Ftr4) + 2 chaotic warriors (Ftr2). This room is Raeshad’s quarters and has his bed, table and collection of weapons. Under his bed is a locked wooden chest (the key is around Raeshad’s neck) that contains 950gp, 1500sp and four tourmaline gems worth 100gp each.
Raeshad the Unforgiven (Ftr4 human male) is the most senior fighter in the cult and as such maintains command (or at least intimidation) over the other chaotic fighters.
Chaotic Hero (Raeshad the Unforgiven): AC 2, Ftr4, hp 24, Mv 60’, THAC0 17, Att 1 sword for 1d8+2, Ml 10, Align C, XP 125 (Equipment: plate mail, Sword +1, shield, unholy symbol, key to treasure chest under bed)
Chaotic Warrior: AC 4, Ftr2, hp 9, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 20 (Equipment: chain mail, shield, sword, dagger, unholy symbol, purse with 26sp & 22sp).

19) Armoury & training room - 2 chaotic guards (Ftr1) + 2 chaotic warriors (Ftr2)
Chaos Guard: AC 5, Ftr 1, hp 6, 4, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purses with 15sp & 13sp)
Chaotic Warrior: AC 4, Ftr2, hp 12, 10, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 20 (Equipment: chain mail, shield, sword, dagger, unholy symbol, purses with 16sp & 25sp).

20) Bunks & beds for humans, currently uninhabited. 

21) Guard post - 2 chaotic guards + 1 chaotic warrior + pet giant gecko
Chaotic Guard: AC 5, Ftr 1, hp 3, 5, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purses with 11sp & 10sp)
Chaotic Warrior: AC 4, Ftr2, hp 9, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 20 (Equipment: chain mail, shield, sword, dagger, unholy symbol, 20sp & 22sp).
Giant gecko: AC 5, HD 3+1, hp 14, Mv120'/climb 90', THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50

22) Pit (10’ deep) with 1 gray ooze & fake treasure chest at the far end on a ledge at floor level. Anyone falling into the pit suffers 1d6 damage and is attacked by the ooze. The pit is used for disposing of dead bodies the cultists consider too risky to allow to float around in the sewers.
Gray ooze: AC 8, HD 3, hp 15, Mv 10’, THAC0 17, Att 1 slam for 2d8, Save F2, Ml 12, Align N, XP 50 After the first hit, the ooze sticks to its victim, automatically destroying any normal armor and continuing to inflict 2d8 points of damage each round.

23) Troglodyte guard post with 2 troglodytes
Troglodyte: AC 6, HD 2, hp 5, 10, Mv 120’, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F2, Ml 9, Align C, XP 25

24) 3 troglodytes + nesting material
Troglodyte: AC 6, HD 2, hp 5, 10, Mv 120’, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F2, Ml 9, Align C, XP 25

25) 3 troglodytes
Troglodyte: AC 6, HD 2, hp 5, 10, Mv 120’, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F2, Ml 9, Align C, XP 25

26) 1 troglodyte leader + pet giant toad. The troglodyte leader has a leather sack hanging from the wall that contains the troglodyte band’s treasure: 26pp, 600gp, 2500sp and a Scroll of Protection from Lycanthropes.
Troglodyte leader: AC 6, HD 3, hp 12,THAC0 17, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F3, Ml 12, Align C, XP 50
Giant Toad: AC 7, HD 2+2, hp 12, Mv 90’, Att 1 bite for 1d4+1 or 1 tongue for special, Save F1, Ml 6, Align N, XP 25

New Magic Item

Amulet of Animation. This dark amulet pulses with chaotic evil auras. Any chaotic cleric can use it to animate undead (as per the spell), animating a new corpse once per day. The cleric can control and maintain 2 animated undead per level (thus a 5th level cleric can control 10 skeletons or zombies using this amulet). Beyond that the cleric must decide whether the excess undead are left to roam freely (out of his control) or else deanimated (collapsing back as dead corpses). The amulet is useless in the hands of any other character class. If a lawful cleric holds onto this amulet, they suffer apathy and lethargy that causes -1 penalty to hit and -1 to saving throws.