Estimated reading time: 9 minutes
This is my contribution to the “Dungeon Clustering” presented in the Dungeon Cluster article by Seba from Kritischer Fehlschlag. Go see the article for details, I’ll just summarize it here. As I understand it, the cluster approach to dungeons makes you think of the dungeon as a series of clusters you can mix and match. Within their depth, or dungeon level. Each cluster occupies several rooms and represents a logical unit.
The mix and match possibility is fine for when you need to put together a dungeon in a hurry. You can open your cluster library, pick some, and play. The other benefit is that clusters make you look at your dungeon in terms of larger areas, that make sense internally. The next step is to make them make sense within the dungeon as a whole, and it should be easier when you have the clusters worked out.
The guys at Kritischer Fehlshlag presented a great opportunity to practice creating a dungeon, so naturally I want to take part. Below is a cluster I’ve made for the purpose of this exercise. I wanted to adapt something I’ve already made, but it’s probably better to start anew. Since I am not familiar with Swords & Wizardry, the system preferred in Kritischer Fehlschlag for this exercise, I will write system-neutral.
The Halls of the Crackling Pack

Public Domain image by the U.S. Geological Survey.
Cluster Description
The Crackling Pack is a group of gnolls that went exploring the lower levels of the dungeon and never came back up. One or two at a time were recruited by the pack leader, Frath, who has made a pact with a powerful elemental imprisoned below. The pack keeps their presence a secret from those on the upper levels, especially from other gnolls.
How dangerous is this Cluster? (How deep in the Dungeon?)
The Crackling Pack is a formidable group of experienced gnoll warriors and scouts, many of whom are also adept at magic. As foes they would prove quite a challenge. They reside in the mid-level of the dungeon.
Who lives in this Cluster?
Gnolls, forgotten by the mixed horde of orcs, gnolls, minotaurs, and others, that live in the upper levels. They were the ones who survived the defeat of the horde due to getting lost in the dungeons. When they finally got to the upper levels, they found the remainder of their kin in a desolate state. With mainly the young and wounded among the survivors, the gnoll tribe lost its standing within the remnants of the horde. The Crackling Pack decided to stay in the deeper levels and pull the strings of their brethren above, while maintaining a foothold in the mid-levels.
Who is the leader?
Frath, a cunning and resourceful one-eyed gnoll. He’s one of the initial scouting party that got lost down below, only to have found the prison of the Elemental Lord of Storm. Frath made a pact with the elemental and received powers that enable him to survive and thrive in the dangerous environment of the dungeon. He approaches the scouts from above and recruits them to his cause. To this end he also utilizes a trinket enabling him to contact the leader of the above gnolls. Froth keeps his identity hidden, acting as a mysterious entity.
How many inhabitants are there?
The Crackling Pack counts 15 members, including Frath. All of them are combatants, most with experience as scouts or warriors. Six gnolls other than Frath have magic capabilities.
What does this faction desire (Want)?
Frath wants to build a stronghold in the mid-levels for his gnolls to live in. Eventually he wants to approach those left closer to the surface and offer them to come below. To strenghten their position Frath sends his gnolls to search for potent artifacts in the dungeons.
The members of the Crackling Pack want a place to call their home and rebuild the strength their tribe once posessed. Individually they might desire riches, the thrill of fight and exploration, and even revenge against the ones who doomed their tribe in the war (in my setting the dwarves).
What does the faction guard (Resource)?
The gnolls have taken over an ancient dwarven outpost that provides them with an easily defendable position, as well as access to the lower levels. They guard the crystal containing the Elemental Lord of Storm because of the power it gives them. They also have several magical items found in the dungeon.
What do the inhabitants eat?
There is plenty food to be found roaming the untamed mid levels, and the gnolls have the power to hunt most of the unintelligent (and sometimes even sapient) life of the mid levels for food.
Which rooms do they occupy?
[UPDATE 29/09/2026: Added map of the cluster]

1. Crinoid Hall
A large hall cut into the natural cavern entered through a large intricately carved stone portal resembling the interwoven arms of a crinoid. The hall is mostly empty except for the everpresent rubble, and several pillars carved out of the bedrock. Another, smaller and less ornate portal leads to the dwarven outpost. It is closed by a sturdy stone gate. Concealed arrowslits from other rooms can be found if the wall is carefully examined.
2. Outpost Bailey
The stone portal opens to a medium-sized rectangular room. Several doors lead from the bailey to parts of the outpost. Low barricades meant to slow attackers are placed strategically. There are alcoves with arrowslits leading to the hall outside. The surrounding walls also feature arrowslits to shoot from the rooms of the outpost.
3. Mess Hall
The door opposite the main gate leads to a hall furnished with stone tables and benches. The gnolls use it as their main meeting area, and any dealings with them will probably take place here. The large crystal containing the Elemental Lord of Storm sits in the middle of the hall, fused to the floor.
4. Froth’s Study
A room behind the mess hall taken by Froth. It lacks any comfort, but is filled with various artifacts and trinkets, inscribed tablets, bones and skulls, and other occult clutter. Many of the items are worthless, or at least damaged or discharged. Froth spends a lot of time in his study, but not exclusively.
5. Sleeping Quarters
The left door from the bailey opens into a dormitory that’s been converted into a gnoll den. There is no furniture, and there are nests of moss, fur, hides, and other soft bedding everywhere.
6. Descending Stairwell
The right bailey door leads to a stairwell leading one level below. In addition to the outer door there is also a metal grate, and another stone door opened from the outpost.
What does the cluster smell like, and what’s the lighting like?
The gnoll enclave smells like wet dog and stale piss. The gnolls are not keen on hygiene, and while they don’t relieve themselves in the the living quarters, they don’t bathe. A heavy smell of ozone lingers in Froth’s quarters and around the elemental.
Without a need for light the majority of the caves is only lit when the gnolls light a campfire, otherwise it’s dark. Froth uses magical light when researching, and the crystal with the Elemental Lord of Storm gives a faint glow, that grows brighter when approached.
Pressing problem of the faction
The mid levels are not without competition, and several other factions keep looking for ways to get into the gnoll compound. There is also a group of scouts missing after being sent to a lower level.
Internal conflict withing the faction
Froth commands respect and loyalty from his pack. Unless he shows weakness (e.g. not finding the missing scouts), no one will challenge him. If there’s any kind of considerable failure on his part, at least one warrior and one magic user will openly challenge his leadership. Gnolls being gnolls, discussion could quicky turn to violence.
Do residents often leave the cluster?
Hunting parties leave daily, and dungeon explorers every now and then. The gnolls take care not to be noticed by the denizens of the upper levels, and prefer to roam the mid and low levels instead, as far as danger permits.
Behaviour towards adventurers outside the cluster
Depending on the perceived power of the party they might attack or avoid them. The gnolls will not initiate non-violent encounters, but might be persuaded to talk, especially with bribery.
Behaviour towards adventurers entering the cluster
The gnolls are territorial, and should a party of adventurers approach from the outside, they would feel the need to protect their den. The guards will be prepared and they will try to ambush the party unless hailed openly. Carefully approached with gifts, the gnolls might be open to discussion.
Froth is reasonable enough for a gnoll, and would use the party for the benefit of the pack. Bargains and temporary alliances might be reached if the party seems capable. Hidden challengers might contact the party should Froth seem too soft in negotiations. They would offer their help if the party agrees to help with leadership exchange.
If the party manages to commune with the Elemental Lord of Storm in private, the elemental might strike bargains of his own, even make a pact and become a patron to a character. His agenda might not be the same as the gnolls’.
Behaviour towards other dungeon inhabitants (humanoid)
The Crackling Pack sees the near-surface gnolls as inferior, but they wish to give them a chance to prove themselves. Those worthy may join their new underground enclave. The other monstrous humanoids are viewed as competition at best, and enemies whenever there’s any hint of conflict. The gnolls of the Crackling Pack don’t suffer witnesses.
Behaviour towards other dungeon inhabitants (monstrous)
If it’s edible, the gnolls hunt it. If it’s dangerous, they usually avoid it, but sometimes the risk is worth it. With how few the pack counts, however, the gnolls had to learn caution.
Conclusion
I’ve made a simple dungeon cluster for middle dungeon levels, that I’ve tried to make setting-neutral. You could probably use it in a dungeon with only small changes, such as providing the stats for the system of your choice. It was a fun exercise, and I might try using this approach on an entire dungeon.
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