1st Level Central Hub |
As explained in the introduction and surface ruins, the Temple of Chaos Divided is a megadungeon with multiple levels. Each level has a central hub, and is surrounded by geomorphs (190ft x 190ft each)
The groups within this map include:
- The Kobolds are a few of the descendents of kobolds used as menial labour by the Twisted Summoners that lived deeper in lower levels. Some of these were set free when their master died, others were abandoned as their master sought more powerful minons. The result is a feral population of these small scaly dog-men. They are not particularly interested in the worship of Chaos but are quite opportunistic, doing what it takes to survive. They generally leave the various chaos cultists alone. There are two bands on this map, one led by Arrix, the other by Nilgo. They tend to leave each other alone but there is an understanding that in the event of a major attack, the two bands of kobolds will join forces, or at least accept survivors of the other band.
- The Temple of Chaos Grandiose is one of the Temple's factions of Chaos worshippers, and they are trying to establish a presence on the first level hub and perhaps control access to and from the surface. They have allies and followers on the surface so may not automatically attack adventurers unless it is clear they are not on the cultists' side. They are mostly human but have some orcs in their ranks as well.
- The Lizardmen were originally inhabitants of an underground lake that connects to Lymewood's village well. They came to this dungeon level as mercenaries, hired muscle to bolster one of the factions. But when they were not paid in either coin or food they drove off their would-be masters (so probably not the Temple of Chaos Grandiose) and have made their own home here around the pool in 1.13. They have no interest in worshipping Chaos but are always looking out for more food, including careless humans...
Wandering monsters are rolled for every 2 turns and occur in a 1 in 10. If wandering monsters occur, roll on the table below. Combat stats are found either in the key or in the common monster stats section.
Key to the map
1.1) The Main Stairway. This chamber has a spiral staircase going up to the ruined tower in the surface ruins. The room is large but empty of creatures although if the PCs wait here long enough there will be chaotic humans and other creatures passing through.
1.2) The Chapel of Chaos. This place of worship holds 2 chaotic guards, a chaotic adept and 6 normal people. In the two northern corners are monstrous statues about the size of a man carved from black basalt. The chaotic humans are all very junior members of the Temple of Chaos Grandiose - the six normal humans are not residents of the dungeon but live outside and are visiting to pay respects and confirm their allegience. If they see the PCs they will be hesitant as they are not sure if the PCs are part of the Cult of Chaos or its enemies. The guards and adept are more likely to fight back if attacked while the normal people will only fight as a last resort.
Chaotic Guard: AC 5, Mv 90ft, HD F1 (hp 4 & 6), THAC0 18, Att 1 weapon for 1d6+1, Save F1, Ml 7, Align C, XP 10, equipment: scale armour, spear, shield, 10sp each
Chaotic Adept: AC 4, Mv 90ft, HD C2 (hp 10), THAC0 19, Att 1 weapon for 1d6, Save C3, Ml 8, Align C, XP 20, equipment: chain mail, mace, shield, unholy symbol of Chaos, 10gp, spells: Detect Magic
Normal Human: AC 9, Mv 120ft, HD 1/2 (hp 3 each) THAC0 20, Att 1 weapon for 1d4, Save NM, Ml 6, Align C, XP 5, equipment: dagger or club, simple clothes
1.3) Stairs down. This large chamber is guarded by 3 orcs and a chaotic acolyte of the Temple of Chaos Grandiose. They try to ascertain the identity and intentions of anyone seeking to go down the stairs to the second dungeon level, but are not particularly thorough or bright.
Orc: AC 6, Mv 90ft, HD 1 (hp 4, 3, 6), THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 7, Align C, XP 10, equipment: leather armour, shield, hand axe, 10sp each
Chaotic Acolyte: AC 5, Mv 90ft, HD C1, (hp 3), THAC0 19, Att 1 weapon for 1d6, Save C1, Ml 8, Align C, XP 10, equipment: scale armour, mace, shield, unholy symbol of Chaos, 14sp
1.4) Empty
1.5) Pit Trap: This covered pit covers the width of this corridor and is 10ft deep. It is covered with flimsy canvas painted like stone, so is not immediately obvious but any weight more than 50lb will cause the canvas to tear and anything on it will drop down, taking 1d6 falling damage. Thieves get +25% when trying to detect this trap, and dwarves can spot this on a 1-2 on d6 if actively looking. At the bottom of the pit is the skeletal remains of a would-be adventurer who still grasps a functional though non-magical sword and wears human-sized scale mail. In his purse is 52gp and a turquoise gem worth 50gp.
1.6) 3 kobolds + 4 kobold slingers are stationed here. They are part of Arrix's small tribe
1.7) 4 kobolds + barrels of food supplies and camp fire. They answer to Arrix the kobold leader
1.8) Arrix the Kobold leader + 5 kobolds + 3000sp + 8000cp treasure in a sack in the corner.
Arrix the Kobold Leader: AC 5, Mv 60ft, HD 2 (12hp), THAC0 18, Att 1 weapon for 1d4+1, Save F2, Ml 8, Align C, XP 20, Equipment: chainmail armour (halfling-sized), Dagger +1
1.9) 4 kobolds + 2 kobold slingers, part of Arrix's band.
1.10) Empty apart from smashed furniture
1.11) 10 giant rats are based here. They have chewed a hole in the bottom of the southeastern door (observant adventurers may notice this before they open it). They will attack if anyone disturbs their lair (a pile of detritus and bones). In amongst the mess is a single zircon worth 200gp.
Giant Rat: AC 7, Mv 60ft/swim 120ft, HD 1/2 (2hp each), THAC0 20, Att 1 bite for 1d3 + possible disease, Save NM, Ml 7, Align N, XP 5
1.12) Empty apart from 3 inanimate humanoid skeletons.
1.13) 2 lizard folk +1 lizard folk leader bathing in a pool 5ft deep. They regard the pool as not just their territory but a vital resource to be defended. The leader is clearly bigger and stronger than the others and can also speak a halting, simple common as well as being fluent in lizardfolk language. As a sign of his position he also wears a golden chain around his neck that is worth 200gp.
Lizard Folk Leader: AC 5, Move 60ft/swim 120ft, HD 4+2 (22 hp), THAC0 15, Att 1 weapon for 1d6+2, Save F4, Ml 12, Align N, XP 125, equipment: large mace, gold chain
1.14) 4 lizard folk including 2 females guarding a clutch of eggs each
1.15) 2 lizard folk + several earthenware pots containing 500gp + 3200sp treasure
1.16) Empty
1.17) 2 chaotic guards who may assist the chaotic humans in the Chapel of Chaos (#1.2) if they hear the sound of combat. They are part of the Temple of Chaos Grandiose.
Chaotic Guard: AC 5, Mv 90ft, HD F1 (hp 5 each), THAC0 18, Att 1 weapon for 1d6+1, Save F1, Ml 7, Align C, XP 10, equipment: scale armour, spear, shield, 10sp each
1.18) 2 orc guards who answer to Vilnaadu
Orc: AC 6, Mv 90ft, HD 1 (hp 3, 6), THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 7, Align C, XP 10, equipment: leather armour, shield, hand axe, 10sp each
1.19) Vilnaadu the Seer, 2nd level mage, plus bed, books and a locked box. Nominally part of the Temple of Chaos Grandiose, his allegience is actually quite loose, and may negotiate with adventurers, claiming that he is not really a cultist but just hangs out here. He commands the orcs in #1.18. The locked box under the is opened by a key that Vilnaadu has in his pocket and it contains 120gp, 45pp and a large amethyst worth 150gp.
Vilnaadu the Seer: AC 8, Mv 120ft, HD M2 (5hp), THAC0 19 (18 when throwing), Att 1 throwing dagger for 1d4 or by spell, Save M2, Ml 6, Align C, XP 25, Equipment: 5 throwing daggers, key to locked box, Spellbook (contains Read Magic, Detect Magic, Magic Missile, Charm Person, Comprehend Languages), Scroll of Spells: Web, Sleep, Ventriloquism
1.20) The Room of Hypnotic Colours: This room is filled with swirling, glowing colourful patterns on the wall, a form of permanent illusion and enchantment. Anyone spending more than a turn in this room must save vs spells or become dazed for 2d4 turns, during which they cannot cast spells, and are at -2 to hit and further saving throws and can only move at half their normal rate. The residents of the dungeon who know about this room (including Vilnaadu) will hurry through it without stopping, often with their eyes closed.
1.21) Empty
1.22) 6 kobolds + 2 kobold slingers. They are loyal to Nilgo the kobold shaman (room 1.24)
1.23) 4 kobolds + 2 giant ferrets (kobold pets). There is a pit in the middle of this room, 10ft deep (1d6 falling damage) that the dungeon inhabitants will use as a temporary prison. On the edge of the pit is a 20ft length of knotted rope. In here are 3 villagers and 1 chaotic cultist who will claim to be a caravan guard seized as his caravan passed near the temple. In fact he has fallen foul of superiors in the forces of Chaos and has been handed over to the kobolds.
Giant Ferret: AC 5, Mv 150ft, HD 1+1 (hp 6, 4), THAC0 18, Att 1 bite for 1d8, Save F1, Ml 8, Align N, 15 XP
Villagers: AC 9, Mv 120ft, HD 1/2 (2 hp each), THAC0 20 Att 1 fist for 1, Save NM, Ml 5, Align N, 5 XP
Chaotic Cultist: AC 9, Mv 120ft, HD F1 (hp 4), THAC0 19, Att 1 fist for 1, Save F1, Ml 6, Align C, 10 XP
1.24) 3 kobolds + 3 giant ferrets (the kobolds pets) + Nilgo the kobold shaman who keeps this band's treasure in a locked chest in the southeast corner of this room and holds the key on a thong around his neck. The chest contains: 4600cp, 3200sp, 400gp and a Potion of Healing
Giant Ferret: AC 5, Mv 150ft, HD 1+1 (hp 6, 4), THAC0 18, Att 1 bite for 1d8, Save F1, Ml 8, Align N, 15 XP
Nilgo the kobold shaman: AC 6, Mv 60ft, HD C2 (5hp), THAC0 19, Att 1 mace for 1d6 or spell, Save C2, Ml 7, Align C, 25xp, equipment: leather armour, mace, unholy symbol of chaos, key to locked chest. Spells: Light/Darkness
1.25) This room is dominated by a pool 10ft deep with a statue rising up out of the middle, though there is a dry walkway around the west and south edge. The bronze statue is of a nude female 5ft tall and is actually highly electrified - anyone touching it while in the pool suffers 2d4 electrical damage. Anyone touching it with a pole or other long wooden object from the dry floor will take no damage but feel a tingling buzzing sensation in their hands.Touching it with a long metal pole that can conduct electricity results in the full 2d4 damage. Rumour has it this bizarre trap is the unfortunate remains of a human maid who served one of the powerful mages deeper in the dungeon but who was caught stealing from her master.
1.26) Empty
1.27) 2 crab spiders dwell here. They will attack anything that disturbs their lair. On the floor are the dessicated husks of three kobolds, an orc and a chaotic priest who still clutches a Mace +1 and an Unholy Symbol (of the Temple of Chaos Grandiose), as well as a non-magical amulet of silver and topaz worth 300gp.
Crab Spider: AC 7, Mv 120ft, HD 2* (5 & 8hp), THAC0 18, Att 1 bite for 1d8+ poison (save vs poison or die in 1d4 turns), Save F1, Ml 7, Align N, XP 25
1.28) Empty
Common Monster Stats
Kobold: AC 7, Mv 60ft, HD 1/2 (2hp each), THAC0 20, Att 1 weapon for 1d4, Save NM, Ml 6, Align C, XP 5, equipment: dagger (slingers also have slings + 10 stones each)
Lizard Folk: AC 5, Mv 60ft/Swim 120ft, HD 2+1 (10hp each), THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 10, Align N, XP 25, Equipment: hand axe, shortsword or spear
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