Pandemonium Adventure

Outline of the Adventure:
     
  1. They arrive in Pandimonium and get some idea of it's properties
  2. Beourn senses the Soul of the Legs on this plane, but not in this level. He can get a general idea of the direction he needs to travel, but gets no thought of how far away the Soul may be.
  3. It will be necessary to get to the town of Windglum. Some creatures they encounter will reveal this.
  4. Having no idea where they might be on that level, Beourn realizes that he needs help; perhaps divine help. The party set out walking without knowing where they are going. Eventually, the party will hear of Windglum and they will get directions there.
  5. The party gets to Windglum and finds out where the Soul of the Legs is on the 4th plane. They hire a way there.
  6. When Beourn hears about the different levels of the plane, he will state that the legs must be on the 4th level.
  7. They get to the pocket where the Soul is and battle the Demi-God to take it.
  8. Party returns to Prime Material (Home)
Basic Plane Description:
This plane is one of solid rock honeycombed with tunnels and caverns. These may be of any dimension. These tunnels are completely dark and only the light that is brought into the plane will shed light. Infra-vision and Ultra-vision do not work as all residents and walls show up as completely black as all the light is absorbed and dissipated almost immediately. The gravity is very strange; what ever direction is closest to the character is "down". This means that one can walk on the ceiling and walls of the tunnels. There are always winds that range from a stiff breeze to howling winds. This effectively prevents most attempts to light a fire and will put out most light sources with an open flame. Strange sounds of people screaming, crying, whispering, talking and all just out of the range of conscious perception. The cumulative effect of this is that people start to go crazy.
To make things even worse, foul water may be found in almost every passage. There may be nothing more than a trickle or there may be a rushing river that occupies most of the tunnel. Because of the strangeness of the gravity, the water may flow up the walls and even spiral around the sides of a passageway. As some of this water comes from (or goes to) the River Styx, it is dangerous to drink if the characters value their memory.
Alteration spells results tend to have a sinister turn that does not impact the intended effect of the spell but should be disturbing to the one casting it as it indicates that the magic is not completely under control here. Wishes and Find Familiar spells don't work. Divination spells only work marginally. All answers tend to be ambiguous or very vague. Necromantic spells require a INT save for the caster if life is being infused or strengthened in some way. Wild Magic is stronger here. No "Fire" related summoning spells will work here.
But all spells are more difficult to cast as the darkness and noise make it hard to concentrate and the wind may blow the spell components from their hands.
Most of the creatures that will be met will be from other planes; there are few if any natives here other than the powers and gods and the retinue that occupy specific areas. Those wandering are almost all from other planes.

Spells on Pandimonium
Spells Schools that are affected:
Alteration, Conjuration/Summoning/ Divination, Necromantic, Wild Magic and all Elemental
Alteration spells are changed by the plane. These spells are reduced in duration to the minimum possible if a random determination is made. Also, spells with no random element have a duration of 1 level less than the mage normally gets. If a spell is permanent, the spell generates the effect 1 level less than normal. This effect is most obvious with Create Food and Water. Alteration spell results are also polluted. Food is healthy but tastes slightly rotten, water has the same iron "tang" as the water in the rivers, smells are tinged with sulfur and textures are slimy.
Conjuration/Summoning spells suffer from the same problems as on all other outer planes (they don't work most of the time).
Divination spells have a chance of failing every time one is cast. Make a roll VS paralization with a failure indicating the spell has gone bad. If possible, the result should be misleading and incorrect rather than simply not working. Spells that work are made murky and even more mysterious on this plane. Answers are more cryptic, spells that reveal information are blurry and so on.
Necromantic spells sometimes don't work either. Make a S.T. VS casters INT. A failure indicates no effect. The exception to this are spells that cause damage or affect the undead. These spells work normally.
Elemental Fire spells have no effect here.

1)Arriving in the Plane

The party will arrive in the 3rd level of Pandimonium called Phlegethon.
The length of the adventure will be determined at random. Roll 4d30 to determine the time it will take the party to get to Windglum. This is critical as it will determine the number of encounters and the chances the party has to go insane.
The d30 roll was 63 so it will take that many days for them to get to Windglum. This is best case and any wrong turns should be added to this amount.

Phlegethon Description (Arrival Spot)
"Your vision clears, but at first all you see is darkness. Looking down, you see nondescript limestone with sand and pebble sized debris. There is a 50 MPH wind blowing, and all unprotected fires sources are extinguished. 1d20 party members will have dust blown in their eyes and be blinded for 1d4 rounds. The temp. is about 42 degrees (allow for a 1 deg. per  10 MPH of wind as wind chill factor) so it feels like 37 deg. It cuts through armor like a hot knife through butter. The light from any source goes only 1/2 the normal distance. The ground seems strangely black to infra-vision. A random character will have water dripping down their neck. There is the sound of a rushing river to be heard 400' away. The water in this river is contaminated with iron and a foul smelling fungus that makes the water unfit for drinking until it is boiled. The Iron flavor never goes away. The tunnel they are in is 1000' feet in diameter with the river being 100' wide. The closest wall is 300' away, the nearest object is 100' away to the N.
Although the gravity gradually changes direction, it does so slowly, so it is only when it changes abruptly (in 120') that it is noticeable.

2) Beourn's Feeling

Beourn tells them what he can about the location of the Soul of the Legs. "It is not on this part of this plane. It is necessary to find a way to get to one of the other planes. I suggest we start walking and follow the river as they always seem to lead to people. We should ask anyone or thing we come across if they can tell us where we might find someone to tell use something about this plane useful to finding the soul." The party will investigate other things and get ready to travel
 

3) On the way to Windglum

Any intelligent creature they can converse with will be able to give them general directions to Windglum. Unfortunately, there is a 30% chance they will get something wrong. The party will encounter 5 places where the passage branches. Any misdirection or incorrect turn will increase the time it takes to get to Windglum as the time rolled in step 1 indicates the shortest possible time (making all the right turns).

The correct directions to Windglum from the arrival location of the party:

  1. That-a-way until you reach the spot with 3 tunnels and take the left one
  2. Go to 4 way intersection and take the 2nd from the right
  3. Go to 8 way intersection and take the 3rd from the left
  4. Go to 2 way intersection and take the right one
  5. Go to 5 way intersection and take the center one.


At each of the intersections, roll 1d30x100' in diameter with % occupied by river.

As there is little here that the characters may run into, most of the stuff that will happen to them will be determined randomly. Thus the tables below will make up the adventure. Keep track of the hours traveled and note any Descriptions and encounters.

Daily Rolls:
Description - 2 per day, 1d6
Encounter - 1 per day, 1d8
Madness - 1 per day, Save VS Paralization

Description Rolls: 1d6 per 12 hours, 1 indicates a new feature from table below.
Most of the adventure will be alone, so it needs lots of flavor if it is to be memorable. The tables below should be used only as long as it holds the groups attention. When they don't seem to care (or when you have gotten all the items on the list) don't use it. Roll to see an interesting feature once per 4 hours.
Interesting Features:
1- Twisting maze for 2d8 hours
2- Twisting Maze for 12d8 hours - Lose 1 day travel
3- Wind Changes (1d6)

  1. Increase by 10
  2. Increase by 20
  3. Increase by 30
  4. Decrease by 20

  5. Decrease by 30
4- Increase passage width by 1d10x100'
5- Decrease passage width by 1d10x100'
6- Increase river width by 1d10x10'
7- Decrease river width by 1d10x10'
8- Incredably long Stalactites (actually visible) (Roll Color)
9- Huge Stalagmites (over 1000' around)
10- Column Forest for 2d30 hours (roll color)
11- Drapery Formation (roll color)
12- Waterfall 1d20x10'
13- Pit 1d100x1000' deep
14- Lake covers entire floor of cavern - lose 1 day travel time
15- Lake covers floor, but is only 4d6" deep
16- Entire floor covered with 4" to 12" Stalagmites - lose 1 day travel as party is slowed
17- Totally smooth floor
18- Passage seen to bend up the wall
19- Passage seen to cork screw
20- River Flows through air, abrupt change of gravity direction

Color Table: Roll 1d8
1-Red, 2-Blue, 3-Purple, 4-Green, 5-Yellow, 6-Orange, 7-Metallic, 8-VariColored (roll 3 times off table, ignore dups)

Madness Rolls: Keep track of which of the 4 levels of madness a character is suffering from.
Every day everyone in the party needs to Save VS Paralization. A failure indicates the char has advanced one level toward madness.
Stages:
Frustration (-1 to Wis and Int)
Despair (always surprised thus -1 to phase but +1 to hit)
Hysteria (Begins screaming for target roll-roll rounds, must be led, no actions possible)
Madness (Allow char to select madness from list on PG 87 of the Book of Chaos or roll randomly)

Phlegethon Random Encounters:
5 Blind Albino Cave Wolves
10 Giant Crayfish
20 Slimes, Jellies and Oozes
25 Thieving Giants from Loki's realm
30 Giant wolves or ice giants from Auril
35 Evil Farie Creatures (Quickling)
40 Evil Farie Creatures (Spriggans)
45 Undead from the Queen of Air and Darkness
50 One of the Banished
55 Bleak Cabal members (usually humans 90%)
58 Tanar'ri
61 Rutterkin
64 Slaadi
67 Gehreleths
70 Yougoloth mercenaries
73 Baatezu
75 Larvae
77 Night Hags
79 Githzerai
80 Nithtmares
81 Galltrits
82 Gremlins
83 Maelephant
85
90 Petitioners (dead humans looking for their planer beings)
95 Stream Changes and Party Engulfed
100 Wind Changes (1d6)

  1. Increase by 10
  2. Increase by 20
  3. Increase by 30
  4. Decrease by 20
  5. Decrease by 30

4) Windglum is reached

The final tunnel leads the party to the 3rd gate of Windglum. The gate is 100' across and 80' high. Is is guarded by a crew of 20 mercenaries hired by the Hanamam family who own this gate.

As they come through the gate, a guard will begin to follow them. He will make no attempt to hassle them or hide his presence; he may even be hired as a guide if the party asks him nicely! He will direct them to the "Scaly Dog (see Travelogue PG 23)" even if they don't ask him to hire on.

This city is located in the middle of a 3 mile wide by 4 mile long by 1 mile high cavern. Gigantic natural columns of random color support the roof of this place. The only reason much can be seen of this place is because the ceiling is dense with light rocks of every size. In the center, appearing above the other buildings is the Citadel of the Lords where Lord Strabile lives and works. The streets of the city spread out like spokes from the Citadel, but the cross streets connect at random locations. There is no logic to the location of buildings. Many of the buildings are walled, some walls are higher than the house!

There is a seer/sage in the city that will know what the party needs to know about the 4th level. He can make a connection for the party to get into the pocket rock where the soul is. It will be expensive, but not ruinous.

The city militia is usually in groups of 10 level 2 fighters with 2 always being 3rd-4th level - Random City encounters as in Sigil

Political Leader
Lord Wilfin Strabile (Pl male tf/B22/Di/CN) Faints at random times
Been her for generations, but has visited P. Material plane.

Actual Leader
Temet Rillander (Pl/Male/b/R9/Du Grinds teeth and shouts "eeYAGH" randomly.

Taverns: 5 (2 suffer outsiders)
Winds End (high quality, 8 times normal price)
Deka Keisl (haflings only-no outsiders)
Bruse (humans only-no outsiders)
Servsall (Low Quality, 4 times normal price)
New Old Lompock House (no outsiders)

Businesses: (only businesses allowing outsiders listed. Others may be seen but not entered.)
Auroras Outland Supply - As Auroras catalog, but 3 times the price
Homer Tumor - General Supply as normal chart but 2 times the price
Outland Food and Drink - Any general food item from off plane, 6 time normal price
PanColor Food Emporium - Local color food for outsiders only, 2 times normal price

Services:
Mother Jestones Pick of the Litter (Whorehouse) 3 gold per hour, 10 gp all night
Laur Muala massage parlor 1 gold per hour, may allow twice prices as whorehouse if more is requested)
Creature Cavern - Sells pets, 3 times normal (may be insane)
Clothes Together - General Clothing, 4 times normal price
Sellswords Chapterhouse - Mercinaries 2 time normal price
Hire Me - Non-combat servants for hire 4 time normal for outsiders

Inns:
Scaly Dog (see Travelogue PG 23)
 

5) In the Stone Pocket of the Soul

The room is shaped like a tear measuring 130' at the wide spot and tapering to 20' wide where the soul is hidden. The guardian wolf will never leave the area in front of the soul unless the room is empty. The party must fight the Fenris Wolf in order to reach the soul.
The wolf is 20' high on it's hind legs and 15' high at the shoulder. He is black (as is the rock surrounding him), but has white glowing eyes.
AC -4              Move 20'             HD 30                AL CE             HP 240

THAC0 -8         ATT 3                Damage 8d10     MR 25%         Size Large
 

6) Party returns to Prime Material Plane (Home)

After they defeat the fenris wolf, they will need to use the Cube of Planer Travel owned by Stallen to return to the Hero's Rest Inn and resume their lives for a time.