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.
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.
The correct directions to Windglum from the arrival location of the party:
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)
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)
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)
THAC0 -8 ATT 3
Damage 8d10 MR 25%
Size Large