Showing posts with label Cult of Chaos. Show all posts
Showing posts with label Cult of Chaos. Show all posts

Saturday, 5 September 2026

Foul things under Retebius: The Two Cults of Chaos

The city of Retebius, in northeast Thyatis, is a busy city of 16,000 souls.Most of them are decent enough, law abiding and living their lives. There are of course the criminal elements, which the authorities are always trying to catch and suppress. And then there are the followers of Chaos, those who are wicked, desperate or insane enough to throw their lot in with the forces of evil and damnation. They gather around two main cults in Retebius, the Wavy Blade and the Soul Breakers.

The Wavy Blade 

The Wavy Blade has 10 members as fully dedicated cultists plus 20 hired help, and started in Retebius about 70 years ago (around the time Korobdor mansion was attacked and the survivors fled to Retebius).

The dedicated cultists are nihilistic haters of civilization and would like to see Retebius burn, as long as they don’t get caught. Caution and self-preservation are useful attributes in this secretive cult.The hired help are just greedy and cynical, and will generally do what they are paid to do. The acknowledged leader of the Wavy Blade is Zeshin Silverbrow, with Baelforg Korobdor as the deputy. They have a cell-like structure inasmuch that the hired help often only know their immediate paymasters in the cult. When all the dedicated members meet, they wear cloaks and masks, though those who have been in the cult for a while will usually find out who the others are.

In terms of monstrous muscle, the cult relies on animated dead controlled by the senior cultists. There are also a pack of harpies who do not live in the city but fly in from remote islands off the eastern coast of Thyatis. Rooftop meetings at midnight typically happen every waning crescent moon where the cultists strike deals with the harpies.

The full members of the cult are: 
  • Arrafan Herria - MU4, assistant mage 
  • Baelforg Korobdor - Clr5, exiled nobleman 
  • Maechell - Th4, barmaid in Shield of Honour Inn 
  • Mortellia Korobdor - Ftr4, exiled noblewoman 
  • Reshtivan - Ftr4, adventurer and mercenary 
  • Captain Ursain - Ftr5, Captain in the city guard 
  • Tavronell Shorebreeze - Th5, ship’s captain and occasional pirate 
  • Therabaid Bluehammer - Dw4, Jewelcrafter & member of the dwarf council 
  • Tormbol Highpick - Dw4, dwarf legal clerk at law court 
  • Zeshin Silverbrow - Clr6, Merchant 
All are of chaotic alignment but are capable of hiding this from casual observation - they prefer to blend in with the rest of the cityfolk.

The hired help include 7 guardsmen (courtesy of Captain Ursain), 3 members of the local thieves guild and some of the less reputable adventurers and mercenaries who hang around Retebius looking for work.

The Wavy Blade does not have a classic secret lair but uses the members’ houses instead. This is less dramatic but much more civilized and convenient. Baelforg Korobdor’s home has a locked cellar in which he has a shrine to his dark patron, and this is where both high-level discussions and nastier, more brutal rituals take place, but there is just the one room in the cellar, and no monsters or traps guarding it.

The activities of the Wavy Blade mostly revolve around undermining the city by posting notices with false accusations against lawful members of the city, by slowing down or derailing the process of justice (Tombol Highpick’s specialty) and making trade difficult and expensive. Occasionally the cult will do something drastic like assassinating an official or burning down an important building but they will always try to pin the blame on other folks (such as the thieves guild or reckless adventurers, nicknamed ‘Murder Hobos’). The Wavy Blade cultists may believe wholeheartedly in chaos and the downfall of civilization but they have no intention of dying for their cause. They will justify this to each other by saying that staying alive means they can continue to cause trouble and advance the cause of Chaos for another 70 years.

Other activities include protecting their secrecy and recruiting new members (often using the hired help status as a testing stage before becoming fully initiated). As well as contact with a band of harpies, the cultists are believed to have chaotic allies in the mountains to the north on the border with Ylaruam. 

The Soul Breakers 

Activities - Brutal murders & expanding their base in the sewers, robbery to acquire supplies & money, causing terror in townsfolk

Members - 20 members including the 5 seniors listed below, plus various monstrous allies and mercenaries.  

  • 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. 
  • 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. 
  • 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. 
  • 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.  
  • 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. 

The statistics and descriptions for these villains are in a scenario I will be detailing shortly, as they have made their lair in the sewers and are usually found there.

Whereas the Wavy Blade are subtle, the Soul Breakers are violent and terrifying. They are far more likely to show their true colors and will frequently attack civilians if they can get away with it. Their general strategy is to cause panic and fear in the city of Retebius and hopefully drive the citizens away, allowing the forces of Chaos to take over the city. The human members of the Soul Breakers despise the law, and want to break it as openly and shockingly as possible - murder, robbery and arson are typical activities.

As well as human members, the Soul Breakers also have a band of troglodytes and chaotic lizardmen who live in the sewers with them, and the chief cleric Orgolo the Foul has animated various zombies and skeletons to bolster their forces, with instructions to attack any humanoids not wearing unholy symbols of Chaos. 

Events, Situations and Hooks

The remains of a junior cleric of Law are found on a rooftop. He was investigating activities of the Wavy Blade so the members asked the harpies to take care of him. However, before he died, he confided to his clerical brethren about his suspicions of a cult of Chaos in Retebius colluding with harpies and other chaotic creatures. Also witnesses did not see anything but heard strange, enchanting singing the previous night.

A human chaos cultist (a male warrior) from the Soul Breakers has been found dead in the street at dawn. His tattoos and unholy symbol clearly show his allegiance. The previous night he and two of his fellows made the mistake of trying to mug and murder Baelforg Korobdor who used chaotic clerical powers to slay this cultist and drive the other ones off. Baelforg has informed the rest of the Wavy Blade cult that he suspects another chaotic cult has set up in Retebius, though the Soul Breakers do not yet realise they have rivals already in town - they simply encountered a target who defended themselves with magic. 

A patrol of the city watch was too late to stop a citizen being murdered in an alleyway but pursued the perpetrators (who appeared human) until they lost them. As far as the city watch is concerned the assailants disappeared into thin air but one member of the pursuing watchmen reckons the murderers went down a drain into the sewers. When the officer responsible for the sewers (Corporal Mermivar) was asked, she gave assurances that the sewers were not suitable for a criminal hideout.

One of the warehouses near the docks has been looted and burned. A symbol of Chaos has been painted onto the walls in red paint, and hundreds of golds worth of merchandise stolen. This has sent the merchants into a panic, demanding that the city authorities and the city watch protect their businesses. This was actually the work of the Thieves’ Guild who are now fencing the stolen goods, in revenge for the death of one of their members at the hands of the Soul Breakers.

A fisherman rowing past the sewer outlet on a moonlit night swears he saw lizardmen emerging from the outlet. He did not stay around but rowed away as fast as possible. But that same night a farmer in a nearby hamlet says that three of his sheep were stolen, with reptilian tracks around his farmyard and heading back to Retebius.






Sunday, 12 July 2026

Orc Clans of the Eastern Cruth Mountains

art by Stanton Feng, source
The orcs of the Cruth Mountains have long been the most persistent and frequent enemies of the halflings of the Five Shires. As with orcs in other regions they band together in clans that consist of multiple tribes, with tribes being from 20 to 100 individuals and usually gathered into a single lair, whereas a clan may have tribes over quite an area and may include up to 1500 individuals. Clans typically have a central stronghold where the clan chief presides with his advisors and where tribal leaders deliver reports and receive orders. 

Here are some of the most significant orc tribes in the mountains north of Eastshire. This is by no means exhaustive. My homebrew rules for orc shaman and orc warrior NPCs can be found in this post

The Flaming Axes Clan

Headquarters: Shatterpick Mine (former dwarf tin mine)

Population & Fighting Strength: 450 (300 warriors)

Notable Troop Types: 

  • The Brethren of Gruumsh (elite unit of 2nd level orc warriors, numbering 25. They listen to their shaman Wazzugga the Blessed and are led by Malrax)
  • Headslammer’s Slammers: 10 ogres and 1 ogre leader sometimes hired as mercenaries. 

Notable NPCs: 

  • Wazzugga the Blessed: 9th level orc shaman. He is convinced he is receiving visions of war and conquest from the Great Orc Gruumsh himself. He is unhappy with his chief’s timid leadership
  • Zothog Hinslayer: 9th level orc warriors, leader of the Flaming Axes clan. He is naturally cautious and not attacking until victory is close to certain. He rides his pet cave bear Rendclaw into battle. He is getting fed up with his chief shaman’s rantings about launching immediate invasions of the Shires. 
  • Malrax of the Brethren of Gruumsh: 7th level orc warrior, wielder of the two-handed sword Fleshripper. He is a true believer of Gruumsh and is on Wazzugga’s side, and is considering how to take the chief’s throne, either by open challenge or by treachery.  

The Red Spears Clan

Headquarters: Overcliff Tower (crude orc-built tower on top of steep precipice)

Population & Fighting Strength: 600 (400 warriors) + 40 undead

Notable Troop Types: 

  • Varrath’s Dead Company (about 40 animated skeletons and zombies under Varrath Ghostspeaker’s command). 
  • Red Spears Spear-orcs. About half of the Orc warriors are equipped with spears and trained to set spears and fight in close formation.  

Notable NPCs:

  • Gornax the Brute: 10th level Orc Warrior with 18 Strength & 16 Constitution. Nominal leader of the Red Spears clan. He can defeat most living foes, even hill giants and trolls, but fears the supernatural and respects his shaman, nearly always listening to his shaman’s advice. 
  • Varrath Ghostspeaker: 11th level Orc Shaman. Varrath has visited the tomb of Shordoth and is more interested in the force of Chaos than the orc immortal Gruumsh. He is interested in necromancy and has acquired some unholy items that help him command the undead. He finds it easy to manipulate his chief, Gornax the Brute, and considers him a useful figurehead. 
  • Dalgosh: 6th level orc warrior. More intelligent than Gornax. Dalgosh has spoken with members of the Circle of Forgotten Secrets about hiring the Red Spear orcs as mercenaries. Varrath has not directly intervened but does not trust the human mages either.   

The Hill-Stomper Clan

Headquarters: Pikehead Camp (palisade & ditch on hill top with wooden buildings) not far from Darokin

Population & Fighting Strength: 650 (430 warriors) + 200 kobold slaves

Notable troop types: 

  • Kobold Slingers. Those kobolds trusted with weapons are generally used as scouts and skirmishers, equipped with slings and long daggers. Currently there are 40 of them. 
  • Worg Riders: About 15 of the most elite warriors (3rd level orc warriors) ride worgs into battle. 

Notable NPCs:

  • Eegorn Warhunter: 8th level orc warrior. Eegorn has begun a process rather unusual for orcs - trade with certain humans. Such humans are usually amoral and sometimes aligned to Chaos. This means that Eegorn can get better weapons and armour. He has recently got kobolds to mine gems from local seams and selling the gems to these humans for gold. 
  • Norstrol Swordbreaker: 6th level orc warrior. Leader of the largest tribe within the Hill-Stomper Clan, Norstrol is not interested in trade and thinks that any non-orcs should be attacked. However, he keeps being put back in his place by the chief, Eegorn. 
  • Barrvoss: 6th level orc shaman. Barrvoss is not sure about his chief’s new business ventures. As a follower of Gruumsh, Barrvoss believes in bloodshed and conquest, but he can also see the benefits of prosperity. He has had several non-violent interactions with chaos cultists and although he is not going to convert to their cause, he can see they can be useful allies. 

The Screaming Raven Clan

Headquarters: Raven Roost, a large natural cave complex halfway up a mountain, with many traps and pitfalls. However, deeper in the cave are a roost of Deep Glaurants who have started attacking the orcs

Population and fighting strength: 750 (500 warriors) + 50 kobold slaves. 

Notable Troop Types: 

  • Raven Archers (about 100 warriors from all the component tribes are trained with shortbows and arrows)
  • Raven Slayers: 15 experienced orc warriors (2nd level) with better than average dexterity (13 dex, +1 to hit with missiles and -1 to AC) armed with longbows.
  • Gannish’s Rockhurlers (30 orcs and kobolds trained and equipped with ballistae and onager catapults)

Notable NPCs:

  • Scarrag The Angry: 10th level orc warrior. Scarrag has found himself having to fight two separate opponents, the halflings of the shire and the Deep Glaurants who have taken a dislike to his orcs. 
  • Gannish the Clever: 7th level orc shaman. Gannish has spent time with the mysterious Modrigswerg (molder dwarves) of the Northern Reaches and has learned much about craftsmanship and contraptions from them. He now oversees the crews for several siege weapons and has organised the construction of traps guarding the clan's caves. 

The Hungerers

Headquarters: The Bone Pit, a large natural cave in the mountains with excavated extensions. Decorated with lots of bones. 

Population and Fighting Strength: 500 (340 warriors) + 20 ogres + 30 gnolls

Notable troop types: 
  • 40 orc berserkers (1st level orc warriors) & 20 battle ragers (2nd level orc warriors) who never check morale and never retreat, getting +1 to damage like human berserkers
  • Droog’s Hackers: 10 ogres + 1 ogre leader equipped with huge battleaxes (1d10+2 damage)

Notable NPCs
  • Hraak the Eyegouger: 7th level orc shaman. Hraak has spent time in the Altan Tepes along side The Ravening Maw cult and has picked up their beliefs and gruesome traditions and brought them over to his tribe in the Cruth Mountains. As far as orcs go he is very charismatic and has swayed most of the Hungerer clan to his newfound cult, even changing the name (formerly they were the Broken Boulder clan). Every full moon he organises a horrible feast where their slain enemies and other hapless victims are devoured. 
  • Marvorg: 6th level orc warrior. Marvorg is nominally the chief of the clan but he has conceded that now Hraak is running the show. But as a Gruumsh-following traditionalist, he is not comfortable with these new-fangled beliefs. Marvorg is uncomfortable with cannibalism: orcs eating humans, halflings and even kobolds is understandable, but orcs eating other orcs just seems wrong. He is considering leaving the Hungerers clan for a less radical one; Perhaps the Hill-Stompers will accept him?
  • Reshhee the One-Eyed: 5th level orc shaman. As a Gruumsh-believing traditionalist, Reshhee is not happy about Hraak and the Ravening Maw cult. She is also a female orc shaman which is not common, and is facing prejudice from other orcs who want to keep their females firmly under control. Unlike Marvorg she is not intending to leave but to kill Hraak and re-establish the old order of Gruumsh. 
  • Droog the Paunch: Ogre leader. Droog is not an orc, but he is Hraak’s strongest ally, and he and his ogre gang are more than happy to brutally suppress dissent within the clan and promptly devouring those slain. His epithet is as a result of his prodigious appetite. 

Sunday, 5 July 2026

The Unhallowed Tomb of Shordoth

History

Over one and a half thousand years ago there was a powerful sorcerer of Chaos known as Shordoth. He made his home in the Cruth Mountains between Highshire and the town of Dolos in the Republic of Darokin. Despite his dark allegiances, he kept a low profile and was content with influencing rather than conquering the lands nearby, though his instigations were often baleful. It is claimed by his followers that he encouraged the discord and infighting among the halflings that led to the Clanstrife of 811BC where the hin descended into civil war. It is also believed that he encouraged King Thrail of the orc tribes to invade the halflings’ lands in 802BC. For the next fifty years Shordoth tried to coordinate the forces of Chaos, particularly orcs and gnolls, to subjugate the hin while he stayed hidden in his mountain lair. Humans, dwarves and even corrupted halflings also served as his agents and footsoldiers while kobolds worked on his stronghold. However, in 740BC he was slain by brave halfling heroes after his identity and activities were revealed to the leaders of the Five Shires by the spy Meriadoc Hardbottle. 

Source

His surviving followers placed him to rest in a tomb under his mountain stronghold and there his mortal remains have stayed. However, his corrupt influence endures, particularly within his stronghold. There are a number of orc tribes around his stronghold who still fear the place, and orc shamans will refer to it as the tomb of the ancient master. Many of his followers who died in that fortress have become undead, while chaotic creatures are now drawn to the ruins.   

The Surface Ruins

The stronghold of Shordoth has a significant presence on the surface, with the central keep, curtain walls and wall towers still mostly standing though many of the smaller buildings have completely collapsed. The Ragged Eyesocket tribe of gnolls are based in one of the towers and gnolls will patrol the rest of the surface buildings unless there are more dangerous monsters than they can handle - the gnolls avoid the central keep for this reason where a Red Ogre and a number of normal ogres have made their lair.  

The Dungeons and its visitors

Beneath the main keep the first level of dungeons is believed to contain many barracks and guardian monsters, while the second dungeon level holds Shordoth’s extensive libraries and laboratories. The third level is the catacomb where Shordoth and many of his faithful minions were buried, as well as shrines to the cosmic force of Chaos, foul chaotic immortals and Chaos Princes. This third level has a powerful unhallowed aura that disrupts the spellcasting of lawful creatures and also makes them both fearful and nauseous. Even clerics cannot turn undead creatures as they would in other dungeons, and given the wraiths and spectres in these catacombs this is a dangerous situation for mortal adventurers to enter. 

And yet mortals do still enter. Some are simply after treasure, both mundane and magical - a risky proposition though one or two adventurers have emerged with gems, jewellery and unusual magic items.  Some are followers of Chaos, sent by their patrons or masters to retrieve books and scrolls from the libraries or strange ingredients and equipment from the alchemical laboratories. These chaotic folk are often completing tests of service, and proving themselves capable and worthy of continued patronage.  Because they are of chaotic alignment they are not as affected by the unhallowed aura, although they generally do not get a free pass from the monsters and undead. The rarest type of explorers are those trying to put a final end to the evil influence of Shordoth. None have succeeded, and only one has made it out alive. 

The Circle of Forgotten Secrets 

The Circle of Forgotten Secrets is a relatively small group of chaotic mages and their followers, not based in Shordoth’s keep itself but in a manor house in the Cruth Mountains nearby. They claim to be the successors to Shordoth’s apprentices and followers, and the circle is intent on both learning Shordoth’s secret research (hence occasional expeditions into the dungeon libraries and laboratories) and carrying on Shordoth’s plan of encouraging the humanoid tribes to disrupt and possibly overrun lawful civilisations such as the Five Shires. Like their dark hero, the Circle of Forgotten Secrets is unlikely to reveal itself, preferring to operate behind the scenes. 

The most senior member of the Circle is Druusheena (20th level human mage), a powerful mage exiled from Darokin for her unacceptable interest in the Cult of Chaos and abhorrent experiments on kidnapped citizens. 

Her second in command is Zorpheus, (16th level human Twisted Summoner) a Glantrian wizard who tried (and failed) to kill and usurp his master using summoned monsters. 

Farloth the Bloody is a Chaos Warrior (16th level) who dreams of leading legions of Chaos to devastate his Darokin homeland which he hates with a passion. 

Ralsheeni (8th level halfling) is their main spy. She is bitter with her fellow halflings for what she sees as unfair treatment and disrespect as well as being passed over for appointments in the Shires. Her fellow halflings would point out her previous awful behaviour as their real reason. Nonetheless, she will often visit the Five Shires, keeping a low profile, and then report back to the Circle. 

 

Sunday, 22 February 2026

Scenario #15: Destroy the Siege Weapons!

 


Introduction

This is a short adventure using the B/X rules for characters of levels 2-4, set in Karameikos in the Known World. 

Scouts in the town of Penhaligon have told their captain they have spied hobgoblins and other humanoids constructing siege weapons in the hills near town. Given that Penhaligon is the only clear target for miles around and also news about the assault on Duke's Road Keep, Lady Penhaligon and her advisors have decided to deal with this preemptively, before the seige weapons get anywhere near the town walls. The PCs are asked to deal with this situation and destroy the siege weapons, and perhaps make things difficult for the enemy to build more of them. The PCs are of course entitled to any treasure they find. 

The hobgoblins have set up base in an abandoned dwarf hall that has a courtyard and perimeter wall outside the underground chambers. They are assisted by human members of the Cult of Chaos who want to see Penhaligon fall. 

Key to the Map

1) The Courtyard. This is surrounded by a wall 20ft high with a walkable parapet and four towers about 25ft high each. The towers are solid, not hollow, so are really just stone platforms with battlements around the top and an external staircase for each one. The guards manning each one are as follows:

1a) 2 hobgoblin crossbowers, 1 hobgoblin

1b) 2 hobgoblins, 1 hobgoblin crossbower

1c) 2 hobgoblin crossbowers, 1 hobgoblin Sergeant

1d) 2 hobgoblins, 1 hobgoblin crossbower

Note that the hobgoblins in 1b and 1c man the front gate. Any hobgoblin has a 40% chance of being asleep. However, if not asleep then a hobgoblin will notice combat or intruders going on in any adjacent tower. Also a hobgoblin can alert their comrades in an adjacent tower with a loud shout (this can be done at the same time as combat or movement) . This is not intended to be an easy encounter and if the PCs are not clever or careful they may find themselves being mobbed by 11 hobgoblins. Getting through the main gate is not easy as it is barred from the inside with a big wooden beam. Thieves can easily scale the walls - the stonework is rough enough that those trained at climbing need not make a check. Non-thieves will need to make a dex check when trying to climb either the walls or a tower - failure means falling to the ground and taking 1d6 damage. Ropes or ladders may help in this case. Disguises, bluffing and magical charming might work, getting the hobgoblins to open up the gate voluntarily as the hobgoblins have seen human cultists of chaos come and go. 

2) Dining room. There are 4 hobgoblins + 2 hobgoblin crossbowers here as well as 2 tables with 4 chairs each. In a corner is a metal stove with a pot of some sort of stew and  five dead rabbits hanging from hooks waiting to be butchered. There is also a cupboard containing earthenware crockery, metal pots and crude iron cutlery. 

3) The Armoury. This room has racks holding 8 sets of hobgoblin-sized leather armour, 5 shields, 4 hand axes, 5 spears, 4 crossbows and 110 crossbow bolts. 

4) The Dorm. This room has 6 bunk beds and currently has 4 hobgoblins, unarmoured and asleep. They will take 1 turn to don their armour if woken, or if attacked while unprepared they will fight without armour (AC 9). 

5) 2 hobgoblin sergeants are here. Similar to those in room 4 they are unarmoured and asleep unless given prior warning - they will be woken by fighting in room 4 and will prepare themselves in 1 turn before rushing to aid the regular troops. There are 3 beds here and chests containing the sergeants' personal belongings. Sitting on a table is a silver candelabra worth 200gp. 

6) The well. This is 20ft diameter and although the water surface is fairly close to the floor level, the water is very deep (40ft). Although drawing water from the surface is relatively safe, anyone swimming or sinking deeper than 20ft into the well will find the well shaft widens out into a large water-filled chamber and there are inhabitants near the bottom, 3 giant pirhanas. If these are defeated and the PCs don't drown, 40ft below the surface the skeletal remains of a dwarf still wears a gold medallion worth 600gp might be found. 

Giant Pirhana: AC 6, Move 150ft swim, HD 3+3, hp 13, 14, 17, THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, XP 50

7) Hobgoblin Captain: Here is the leader of the hobgoblins, Shugguthol a tough veteran, and 2 hobgoblin sergeants as his pals and bodyguards. He has a key around his neck that unlocks the treasure chest in this room. It contains 4300sp, 540gp and 4 gems worth 50gp each (a quartet of banded agates). Note that the chest also contains correspondence (in hobgoblinish) from a hobgoblin king based north of Penhaligon who is currently launching attacks against a village called Guido's Fort

Shugguthol, hobgoblin captain: AC 3, Move 60ft, HD 4+4, hp 26, THAC0 15, Att 1 sword for 1d8+2, Save F4, Ml 10, Align Chaotic, XP 125, equipment: Chain Mail, Shield +1, Sword +1, dagger

8) Gaerron the Engineer. This room is the quarters of a human military engineer who has turned to Chaos and with a deep hatred of the rulers of Penhaligon who exiled him. His room has a bed, a chest with personal belongings and also a table with pens, paper and lots of drawings and designs for various siege engines and other large mechanical devices. Although unhinged and some of the designs are ridiculous, other designs are ingenious and would be of interest to other engineers. Think of Leonardo da Vinci meets Rube Goldberg. The whole bundle of designs is worth about 100gp if the right buyer can be found. He also has a bookshelf of engineering and mathematical textbooks, as well as some books describing magi-tech as practiced by gnome tinkers. The whole collection of books is worth another 150gp though there are 25 books, each weighing 1lb/10cn. He also has a small bag of 230gp & 24pp. 

Gaerron:  AC 4, Move 90ft, HD F4, hp 23, THAC0 16, Att 1 halberd for 1d10+1, Save F4, Ml 9, Align Chaotic, XP 125, equipment: Chain Mail +1, Halberd, Dagger

9) Ogre Guards: These two ogres stands guard over the quarters of the chaos cultists and are loyal to them. There is a bell hanging off the wall to one side and if the ogres feel threatened or need help they will ring the bell to alert the two cultists in rooms 10 (Naellissa) and 11 (Jorrath).

Ogre: AC 5, Move 90ft, HD 4+1, hp 16, 20, THAC0 16, Att 1 club for 1d10, Save F4, Ml 8, Align Chaotic, XP 125, equipment: crude hide armour, oversized club, shortsword, 60gp each

10) Naellissa , Chaos priestess. In her quarters she has two chests: one contains her personal belongings - the other is a rather dangerous gift from a senior cleric of Chaos: 7 crawling claws. Naellissa cannot actually control them; they will not attack her, but they will scurry out and attack anyone else in the vicinity. She has found trying to get them back in the chest is very difficult and usually involves trapping each one with an up-turned bucket. However, if she feels threatened she will open this chest and unleash the crawling claws.  Naellissa is a fervent true believer and wants to see the siege machines here knock down the walls of Penhaligon, and will do what it takes to see it done. The chest containing the crawling claws has a false bottom - opening it reveals 200pp and a jade gem worth 400gp, as well as a letter of commendation from a mysterious cleric of Chaos called The Rahib in the Temple of the Gray Mountain, near the elven village of Kota-Hutan

Chaos Priestess: AC 4,Move 90ft, HD C3, hp 11, THAC0 17, Att 1 mace for 1d6 or 1 spell, Save C3, Ml 8, Align Chaotic, XP 75, equipment: Chain mail, shield, mace, unholy symbol; spells: Cure Light Wounds, Detect Magic 

Crawling Claw: AC 8, Move 60ft, HD 1/2, hp 2, THAC0 20, Att 1 claw for 1d3, Save NM, Ml 12, XP 5  

11) Jorrath the Chaos Mage & Gark. Jorrath is the overseer of this whole location, and can command Naellissa, Shuggothol and Gaerron if necessary. However, he is a wily fox and if things look bad he may try to surrender to the PCs, claiming that he is just an underling and he has valuable information and he was never really convinced by the Cult of Chaos anyway. He is accompanied by a gark, a magical goblin-giant hybrid whom Jorrath rescued from cruel slavery, and now owes Jorrath his life.  Underneath his bed is a loose flagstone. Under the flagstone is Jorrath's sack of treasure: 1700gp, 100pp and a bejewelled silver goblet worth 600gp. 

Chaos Mage: AC 7, Move 120ft, HD MU4, hp 11, THAC0 17, Att 1 dagger for 1d4+1 or 1 spell, Save MU4, Ml 7, align Chaotic, XP 200, equipment: Dagger +1, Spellbook, Potion of Healing, Ring of Protection +1; spells: Magic Missile, Charm Person, Mirror Image, Caustic Bolt (also in his spellbook but not prepared are: Read Magic, Detect Magic, Locate Object, Phantasmal Force)

Gark: AC 4, Move 90ft, HD 4+4, hp 26, THAC0 15, Att 1 battleaxe for 1d8+2, Save F4, Ml 8, Align Chaotic, XP 125, equipemnt: chain mail, battleaxe, gold chain worth 75gp wrapped around wrist. 

12) Goblin worker quarters. In here are 5 goblin workers relaxing between shifts. The floor is dotted with straw mattresses and there is a water barrel and a box of rather stale bread in one corner. 

Goblin workers: AC 7, Move 60ft, HD 1-1, hp 4, THAC0 19, Att 1 tool for 1d4, Save NM, Ml 6, Align Chaotic, XP 10, equipment: leather work apron, tool (carpentry hammer, adze, saw, chisel), 5sp each

13) Store room: This place has boxes of nails, screws, planks of timber, sheet metal and coils of rope, the raw materials from which the siege weapons are crafted. 

14) The workshop. Here are 3 hobgoblins, a hobgoblin sergeant and 10 goblin workers. The goblins are wielding crafting tools, not proper weapons and are not carrying shields, though their leather work aprons function as leather armour. The hobgoblins are here to supervise the goblins, and will occasionally kick or slap one to make sure it keeps working. There are numerous parts of siege machinery, including a giant bow that will become part of a ballista, 3 ballista bolts, a ram head and several crude heavy wheels, as well as anvils, work benches and saw horses. 

Goblin workers: AC 7, Move 60ft, HD 1-1, hp 4, THAC0 19, Att 1 tool for 1d4, Save NM, Ml 6, Align Chaotic, XP 10, equipment: leather work apron, tool (carpentry hammer, adze, saw, chisel), 5sp each

15) The hall of siege weapons. Here are a catapult, a ballista and a battering ram. They are constructed out of combinations of metal, timber, rope and leather, and are best destroyed by fire. The large double doors leading from here into the courtyard are barred on this side, so entering into here from the courtyard is very difficult if not impossible without magical means. 


Common Monster Stats

Hobgoblin: AC 6, Move 90ft, HD 1+1, hp 6, 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, Move 90ft, HD 1+1, hp 5, 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

Hobgoblin Sergeant: AC 6, Move 90ft, HD 2+2, hp 10, THAC0 18, Att 1 sword for 1d8 , Save F2, Ml 9, Align Chaotic, XP 25, equipment: scale mail, shield, sword, dagger, 5gp

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

Saturday, 19 July 2025

The Troupe in Yellow

 

Art by Nottsuo, source
This post has been inspired by R W Chambers' story, The King in Yellow, which involves a fictional book that causes obsession and insanity in those who read it. This is my attempt to bring that idea into Mystara. 

The Troupe

Wandering around the Known World, particularly Darokin, Karameikos, Ierendi and Thyatis, there is a troupe of theatrical performers dressed in predominantly yellow costumes who call themselves the Troupe in Yellow. Although they are capable of a wide repertoire of performances, they do have one special performance, a play called The King in Yellow, that they only put on before they leave town. Those who watch the play are never the same again, and the Troupe in Yellow will pack up and leave before the authorities realise what has happened. 

The play is not just a performance - it is an incantation that places a most malevolent charm on those who watch it. Those of Lawful and Neutral alignment will suffer terrible fears and nightmares and will often go mad (save vs Spells to avoid insanity). Those of Chaotic alignment wil become fascinated, obssessed even, with the play, its characters and its meaning. They want to know more about the King in Yellow and get to know him, even serve him if they can (save vs spells, but this time to avoid a compulsion similar to a Geas spell). Thus the seeds of a cult of Chaos are planted every time the Troupe in Yellow performs this fiendish play. 

The Troupe in Yellow is currently 20 strong, with 5 performers and various followers assisting behind the scenes (what would today be called road crew). They travel in five caravans drawn by horses of bad temperment - the villagers who are visited quickly learn to leave the horses alone. The senior members are:

  • Valderion: human male, 14th level cleric, align Chaotic
    Str 10, Int 16, Wis 17, Dex 10, Con 14, Cha 16
    Valderion is tall, handsome, mysterious and clearly the leader of the troupe. Though usually dead calm, there are moments when provoked when he turns into a raging maniac. 
  • Camilla: human female, 11th level cleric, align Chaotic
    Str 11, Int 14, Wis 18, Dex 12, Con 10, Cha 17
    Camilla is Valderion's consort and also  the chief scribe: when not performing or practicing, she is carefully making copies of the book to pass onto willing disciples. She genuinely believes she is actually the reincarnation of the character she plays. 
  • Cassilda: human female, 10th level fighter, align Chaotic
    Str 16, Int 14, Wis 12, Dex 15, Con 14, Cha 15
    Cassilda is young, blonde and apparently naive, but is actually a master manipulator and deceiver, as well as being lethal in a sword fight. 
  • Castaigne: human male, 12th level mage, align Chaotic
    Str 12, Int 16, Wis 12, Dex 10, Con 15, Cha 14
    Castaigne is Valderion's understudy and personal assistant. He has various strange delusions that he usually keeps hidden from even the other performers, but he believes he is next in line to the Empire of Thyatis. 
  • Mr Wilde: Male Gnome, 8th level Trickster, align Chaotic
    Str 10, Int 18, Wis 14, Dex 16, Con 13, Cha 6
    An ugly and malformed gnome, Mr Wilde is in charge of the road crew. He keeps an angry black cat that seems to attack everyone (including Mr Wilde). 

These senior members all act their parts on stage, and during the final performance of their stay it is Valderion who takes the role of the King in Yellow and thus is key to the malevolent sorcery that the performance conjures. The crew behind the stage are all capable at handling themselves (all minimum of 4th level, various character classes and races) and are all willing followers of the King in Yellow. 

The Troupe has attracted the attention of the authorities as survivors of their visits sane enough to give coherent accounts have been able to alert others of the troupe and what it is capable of. The troupe and its play is now outlawed in Karameikos, Thyatis and Ylaruam but communicating the warnings and descriptions is not easy. Thus the troupe will avoid the large cities where they may be recognised and caught and instead stick to rural areas and small villages where ignorance and isolation allows them to move freely. 

The Book of the King in Yellow

Nobody is entirely sure where the book of the King in Yellow came from or when or by whom it was written. Some say it was created by a Prince of Chaos, while others of more erudite learning say it may have come from the far north in Norwold, perhaps from the Arvorians who are twisted enough that they would enjoy that sort of play. Although the book and the play do not specifically describe or promote the worship of Chaos, it still reeks of corruption and horror. The book is as outlawed as the Troupe in Yellow

Valderion, the leader of the troupe, holds the master original of the book. This contains the play script itself as well as various essays on the background to the play. It is possible to create copies in a similar method to how mages can copy spells from one spellbook into another. It is laborious and prone to error but it has been done enough times that the troupe has sometimes given a copy to enthusiastic converts to the court of the King in Yellow. There is known to be a copy in the hands of a powerful mage in Hattias, southern Thyatis and another was believed to have travelled to Vlaad in Ierendi. An individual who reads the book will suffer the same consequences as those who have watched the Troupe in Yellow perform the play, thus even copies of the damned book will cause madness and obsession. Those who try to perform the play from a copy will be far less effective than the Troupe in Yellow but some of the dweomer can still be conjured - all the audience still suffer the same effects but with +4 bonus to their saving throws to avoid the madness and compulsion.  

In the back of the book are a series of essays that describe the lost city of Carcosa, where the play is set. It will quickly become clear from the multiple moons and dark stars (whatever those might be) that this Carcosa is far in time and distance from Mystara. And yet the writer insists they have visited it and beheld its terrifying majesty. Furthermore they say that the King in Yellow still holds court after millenia of rule. Whether the King in Yellow is a title passed down to successors or perhaps is a being that does not age as mortals do is unclear. 

One powerful cleric of the forces of Law (Juliannus of Lucinius) who read a seized copy and somehow managed to avoid the worst effects came to the conclusion that the original book was written by the King in Yellow himself as a ploy to gather followers and disrupt his foes. Juliannus also postulated that the King in Yellow is a powerful supernatural being of utter Chaos, similar to or perhaps one of the dreadful beings worshipped by the Arvorians of Norwold. Before he died after a fall from the top of his temple (some say an accident, others say suicide) Juliannus insisted that a taskforce of lawful clerics should be established to counteract this pernicious and curse-inflicting book and those who promote and recite it. He saw it as a plague, a moral infection that would incapacitate or subvert all those who came into contact with the main vectors - the Troupe in Yellow.  Only the Order of the Amethyst Rose paid any attention to Juliannus while he was still alive, and we all know what happened to them. 

Saturday, 31 May 2025

Law, Chaos and Further Ideas

This post is really in response to listening to the most recent episode of one of my favourite D&D Youtubers - Daddy Rolled A One. In his latest video he talks about alignment particularly in the early editions of the game and it has got me thinking about alignment, cosmic forces and related stuff in my Mystara campaign as I have been presenting it in my blog. 

As regular readers know, this campaign primarily uses the Moldvay Basic & Cook/Marsh Expert rules. As such it has generally used the single-axis three alignment system of Law, Neutrality and Chaos. Furthermore, I have already established that these are not just shorthand for behaviour but are vast cosmic forces battling for control of reality. The forces of Law and Chaos are inspired by the fiction of Poul Anderson and Michael Moorcock, and went on to influence Warhammer Fantasy as well as D&D. 

Daddy Rolled A One suggests that alignment should not be about individual behaviour and ethics but about which side you take in this cosmic struggle. Law and Chaos should be divorced from Good and Evil. This is somewhat at odds with Moldvay Basic where it says on page B11 that "Lawful behaviour is usually the same as behaviour that could be called "good"". Conversely it also says "Chaotic behaviour is usually the same as behaviour that could be called "evil".  So how do I want to handle this? 

This does bring me to various posts on this blog, particularly about the Heldannic Knights of the Iron Eagle Monastery and the theocracy in the Ylari city of Abbashan where there are NPCs who strongly believe in law and order yet are really thoroughly unpleasant to others (either subordinates or those outside their organisation). Here the Basic D&D alignment system might not seem to work, and the AD&D alignment system of Good and Evil being independent of Law and Chaos becomes very useful and I have described such NPCs as being Lawful but  in terms of AD&D they are Lawful Evil. Conversely there are NPCs and creatures that could be considered chaotic good - the creatures that are almost openly stated in the rules as being Chaotic Good are the Djinn from the Rules Cyclopedia. In the Cook Expert set they are given Neutral alignment, but in the Rules Cyclopedia they are officially Chaotic, but with the descriptive caveat that "Djinn are basically good-hearted, in spite of their Chaotic alignment". I'm sure many DMs would treat other NPCs and monsters such as Pegasi, Storm Giants, Werebears and others that are Chaotic Good in AD&D the same way - benevolent but not necessarily bothered with rules and authority.  

My way of resolving this? "Lawful behaviour is usually the same as behaviour that could be called "good"". Usually, not always. This gives me enough lee-way to argue that lawful creatures can occasionally be evil and chaotic creatures can occasionally be good. So where do they fit in the grand clash between the cosmic forces of Law and Chaos? Their alignment in terms of Law and Chaos still stands. The cosmic powers are not as worried about individual morality as some might think, as long as mortal beings are fighting for one side or the other (even if unwittingly). This goes back to the old definition of alignment - not about individual behaviour but allegience. What team are you on in this cosmic struggle?

This may result in strange and perhaps awkward team-mates. A cleric of the Church of Law fighting a cult of Chaos may well find help from a Heldannic Knight, but then be shocked when the knight executes prisoners without trial. Chaotic sylvan creatures such as satyrs might well love freedom and individuality and might be just as opposed to ugly and uncaring civilization imposing its order on their idyllic wilderness as the brutal and savage orcs, but that does not mean that the two groups get along with each other even though they are both fighting for the forces of Chaos. 

In this campaign I don't envision cosmic forces of Good and Evil like in Tolkein's Middle Earth or AD&D. These are choices for individuals. However, I do envision that a lot of creatures that are on the side of Law will have benevolent tendencies and most creatures on the side of Chaos are malevolent. Chaotic good and lawful evil are relatively rare but not impossible. In fact when they do occur, I will typically say so in their stats or descriptions. If I just say that a creature is Lawful then it is reasonable to assume I am thinking of Lawful Good or Lawful Neutral. Similarly most creatures I say are Chaotic will be effectively Chaotic Evil unless I say so otherwise. 

Just to really complicate things I could say that just because a creature is aligned to Law or Chaos does not necessarily mean their behaviour is that obvious. Chaotic creatures are capable of being logical, restrained and organised. Lawful creatures are capable of being impulsive, selfish and tempermental. The way I have envisioned Arvorians is that although they worship beings of utter Chaos and are therefore aligned to Chaos, their behaviour is closer to AD&D's idea of Neutral Evil - capable of organisation, rules and society where convenient, but devoid of compassion or empathy and relishing cruelty and power. 

So what do the forces of Law and Chaos stand for? What do their most prominent champions believe in? Here I think I will revert back to the Moldvay Basic descriptions of Law, Chaos and Neutrality. 

Law (or Lawful) is the belief that everything should follow an order and that obeying rules is the natural way of life.  Lawful creatures will try to tell the truth, obey laws, and care about all living things. Lawful creatures always try to keep their promises. They will try to obey laws as long as those laws are fair and just. 

Chaos (or Chaotic) is the opposite of Law. It is the belief that life is random, and that luck and chance rule the world. Everything happens by accident and nothing can be predicted. Laws are made to be broken as long as a person can get away with it. It is not important to keep promises and lying and telling the truth are both useful. 

Neutrality (or Neutral) is the belief that the world is a balance between Law and Chaos. It is important that neither side get too much power and upset this balance. The individual is important but so is the group; the two sides must work together.

 I am reminded that way back in the early days of this blog I wrote a post about unaligned creatures. Although I have not used that term for many years, I believe the idea that some creatures (druids, blue dragons, actaeons and the like) are deliberately neutral is entirely reasonable - such creatures will strive for balance and try to curb the excesses of both Law and Chaos.  And there is also the notion that there are many creatures that are either uncaring about Law and Chaos or even simply not aware of Law and Chaos, particularly those of such low intelligence that they cannot make ethical decisions (animals, vermin and the like are effectively unaligned). I probably won’t try to reintroduce the term Unaligned when dealing with the alignment of monsters and NPCs on this blog: I reckon I will simply describe them all as Neutral. But there is a range of attitudes within neutrality that DMs should be aware of. 



Sunday, 30 March 2025

Bandits and Warbands of Soderfjord

source
Soderfjord is not a safe or stable realm. It is split up into competing and sometimes warring jarldoms, and law and order is in short supply. The ethos of the Northern Reaches involves a warrior code of strength of arms, courage and seeking death in battle, with a certain survival of the fittest.  Combined with the stretches of forest that cover much of the lowlands, and it becomes easy for bandits, brigands and worse to lurk in hideouts to prey on villages, travellers and the like - those who cannot defend themselves and fight back are liable to swiftly fall prey to those who take whatever they want. Some of these bands seem quite mundane and will fit into the description of bandits as given in the B/X D&D rules, armed with hand weapons, leather armour and only enough basic training to be slightly better than the peasants they are trying to rob. But then there are others, with the weapons and skills of professional warriors and the attitude of predators.  

Here are the most prominent and notorious of raiders that might be encountered. 

Rethgar's Reivers specialise in raiding from their longship, The Reiver's Razor. They have a secret base set into the cliff of a fjord, with an illusion covering the entrance. The Reivers know this well enough that they can sail their longship in between the two dead trees that stand either side of the disguised entrance. Rethgar's Reivers are mostly exiled or renegade warriors, formerly in service to one of the Jarls or other feudal lord. Some fled after committing crimes, others grew angry and disillusioned with their former lieges. Although the reivers as a whole do not profess any particular faith or deity, some have affinity with either Hel, Loki or Chaos in general. Others simply have a strong hatred of the Jarldoms and the society that forced them into exile. Rethgar is a fugitive from Ostland, having previously been part of a Jarl’s bodyguard who had an affair with the Jarl’s wife and then tried (and failed) to kill his liege lord.  

  • Leader: Rethgar the Hated (human male, 8th level fighter, Align C, Str 16, Int 13, Wis 12, Dex 10, Con 13, Cha 14)
  • Base: The Reiver’s Razor (longship), no known fixed location
  • Members: 12 Recruits (1st level fighters), 14 Reivers (2nd level fighters), 2 lieutenants (4th level fighters)

The Bloodbeak Ravens are both bandits and mercenaries, fighting and raiding for whatever money they can get. They are consumate opportunists, and can even engage in trade if the other side seems too tough to rob. At other times they have turned to slave-trading if they think that it won't be too much trouble. They are utterly unreliable and can switch sides or turn on employers on a whim, particularly if they sense weakness or a chance for wealth. They are also wide-ranging and nomadic, they have been seen in both Ostland and Vestland and even around Landfall in southern Norwold, never settling down for long. Those who know of their reputation will avoid them if possible - only the naive or desperate would try to deal with the Bloodbeak Ravens.  

  • Leader: Skottir the Ruthless (human male,  9th level fighter, align C, Str 15, Int 10, Wis 14, Dex 16, Con12, Cha 17), Mahalvak (human female, 5th level magic user, align C, Str 8, Int 16, Wis 16, Dex 10, Con 13, Cha 14)
  • Base: None (itinerant)
  • Members: 30 footmen (1st level fighters), 20 horsemen (2nd level fighters), 3 lieutentants (4th level fighters)

File:DeathDealer.jpg
By Frank Frazetta -
frankfrazetta.net, 
Fair useLink
Hel's Horsemen are among the worst of a bad bunch. As their name suggests they are all mounted on warhorses, and many of them do indeed follow Hel, Goddess of Death. They revel in slaughter in a way that other bandits and warbands do not bother with, and will leave their victims prominently displayed as a horrible warning to others. Their leader is a terrifying figure known as the Deathdealer, who has an uncanny, perhaps supernatural, ability to sense and recruit murderers and psychopaths, even offering to spare their lives if they put up a good fight, ensuring that Hel's Horsemen are the most brutal and bloody of the warbands. He rides a huge black stallion and wields a magical battleaxe and shield. His downward horned helm is distinctive and believed to be cursed by dark powers. 

  • Leader: Deathdealer (Human male 15th level Chaos Warrior, Align C, Str 18, Int 12, Wis 10, Dex 12, Con 18, Cha 7), Agathi, Queen of Skulls (6th level cleric of Hel, align C, Str 13, Int 12, Wis 17, Dex 8, Con 11, Cha 12)
  • Base: Unknown but believed to be in the Snowvale Valley
  • Members: 10 Slayers (3rd level fighters), 5 Skull-takers (5th level fighters), 2 Spinecrackers (7th level fighters), 4 priests of Hel (3rd level clerics), all are chaotic

Garrath's Woodsmen are skilled at stealth and ambush within the forests of Soderfjord. They are aided in this by some elves who have taken a dislike to the Jarldoms as a whole and who see Garrath's Woodsmen as useful in slowing the encroachment of civilization. Garrath and his woodsmen tend to ignore the peasantry and instead focus on those who have wealth, particularly the Jarls and their households. This does not mean they are necessarily benevolent or have any sense of social justice, merely that they do not waste their time on low-value targets. Garrath will sometimes recruit common bandits from smaller gangs into his band, particularly if they prove capable of using his stealthy hit and run tactics. 

  • Leader: Garrath the Slick (human male, 6th level fighter, align N, Str 13, Int 14, Wis 14, Dex 13, Con 10, Cha 14), Sherthi the Quiet (Male Elf 5th level spellsword, align N, Str 16, Int 13, Wis 10, Dex 12, Con 10, Cha 14)
  • Base: Underground beneath the Hollow Oak, in the forest between Soderfjord City and Gudholm
  • Members: 4 Spellswords (3rd level elf spellswords), 5 scouts (2nd level elf rangers), 20 foresters (2nd level human fighters), 20 woodsmen (3rd level human fighters), 3 lieutenants (4th level human fighters).  

Ottothar's Sea Serpents are piratical raiders who are based in Ostland and will sail across the seas to plunder the coasts, fjords and rivers of Soderfjord in their longship The Brine Venom. In this respect they are similar to Rethgar's Reivers. However, they are entirely given over to the Cult of Chaos and are led by a Chaos Warrior and a chaotic cleric who somehow commands a pack of hellhounds who travel with them on the ship. 

  • Leader: Ottothar (human male, 7th level Chaos Warrior, align C, Str 16, Int 12, Wis 10, Dex 12, Con 14, Cha 12), Hallath (human male, 5th level cleric of Chaos, align C, Str 13, Int 10, Wis 15, Dex 11, Con 14, Cha 15) 
  • Base: The Brine Venom (viking longship) and also The Forsaken Keep in Sognesholm, Kalslo Island, Ostland
  • Members: 25 raiders (2nd level fighters), 3 raider bosses (4th level fighters), 4 dark adepts (2nd level clerics), 5 Hellhounds (as monster entry, 4HD each). All are chaotic

Wulfgar’s Howling Brethren are a small, select band of lycanthropes who will sometimes resort to man-eating as well as plunder and pillage. They have conducted some raids in their human form during the day but on the nights of the full moon they will attack villages in their animal or hybrid forms. They try to be careful not to let infected victims live unless they are certain they want to recruit the target. Wulfgar himself is a werewolf, and there are three other werewolves, three wereboars and a neutral-aligned werebear who is sometimes sickened by the werewolves wanton violence but does not know where else he would belong. [Although the rules could do with some revision, a DM could use my old rules for scalable werewolves here.] 

  • Leader: Wulfgar (Male Werewolf, 6th level fighter)
  • Base: Somewhere in Moderfeld, eastern Soderfjord
  • The Pack: 3 werewolves, 3 wereboars, 1 werebear (as monster entry). Wereboars are neutral with chaotic tendancies

The Swooping Hawks are a band of marauders who have tamed a number of griffons and now use them to launch aerial attacks on villages, ships and caravans. They were formed by the mage Vaargen Clawscar (named for a face that was horribly slashed by an angry griffon in an attempt to subdue it). Because their griffons cannot carry too much loot, the Swooping Hawks look for targets with high-value lightweight treasure such as gems, jewellery or sometimes valuable people for kidnapping. Unusually they are led by a woman, Kelthi the Unwanted. Vaargen tends to stay behind in the Eyrie, a lair in the Hardanger Mountains, though he occasionally comes along on raids riding his own griffon Fury. They are accompanied by a small flock of harpies known as the Sisters of Song who leave the bandits alone as long as they can feed on targets. 

  • Leader: Kelthi the Unwanted, (human female, 8th level fighter, align C, Str 16, Int 12, Wis 12, Dex 10, Con 13, Cha 16), Vaargen Clawscar (human male 12th level magic user, align C, Str 8, Int 17, Wis 12, Dex 13, Con 15, Cha 12)
  • Base: The Eyrie, a mountain base somewhere in the eastern Hardanger mountains
  • Members: 8 Skyriders (4th level fighters mounted on griffons), 6 wingriders (3rd level fighters mounted on giant hawks), 4 Sisters of Song (Harpies, as monster entry)






Thursday, 23 January 2025

The Temple of Chaos Divided: The First Dungeon Level

 

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. 

D10Monster
1-3Kobolds, 2d4
4Chaotic Guards, 2d4
5Chaotic Acolyte
6-7Giant Rat, 2d6
8-9Lizard folk, 1d4
10Orcs, 1d6

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