Ideas for a Pandemonium-themed dungeon

In the game I run, the party is about to go into a tomb that was built to hold the spirit of a sort of lich. The builders of the tomb tapped the power of a rift to Pandemonium to power the defenses of the tomb. I would like help coming up with the interior of this dungeon.

I started with inspiration from Howler's Crag, detailed in the DMG. It's the place where, if you scream a message, it will inevitably reach its intended recipient, no matter where he is. An NPC friend of the party got sucked into a planar rift a few years ago, and when the group goes here they'll hear a message from him that provides a hook for the next major plot arc.

(This adventure is maybe 3rd from last for the current plot arc. They think the lich has escaped, so they're going to check and to find an item that can defeat him, but they discover he's still nice and trapped, and that the supposed lich who is rallying the nearby ogres is actually a yugoloth, who is just pretending.)
 

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Weird gravity - In some rooms, use the objective directional gravity trait of Pandemonium. Whatever wall you're closest to is down. If you can place yourself just right, you can spring from wall to wall by "falling".

Hostile terrain - Pandemonium is windy, sandy and loud. Keep all those in mind when making the dungeon. If you want to make it a full on Pandemonium screech, do so, but even if you cut back on the "only hear 10 feet, saves or permanently deafened", enough noise to disrupt communication and require concentration checks is a good idea. The normal wind level should be enough to hinder ranged attacks, and wind traps that lay out hurricane force gales should be used. There might be quicksand traps instead of pits, and desert-themed monsters might inhabit the cramped tunnels.

Denizens - Unfortunately, Pandemonium has few official natives. Consider having bound fiends or slaadi as dungeon denizens. Mostly demons on the fiend side, but you might consider a few high level yugoloths as "hints" as to the lich's true nature. To keep up the lichy facade, undead and constructs would be appropriate, and they would be less effected by the horrible winds and the screeching. If you have Monster Manual 3 and this is a high level game (I assume it is if an ultroloth is in charge), the grisgol is highly recommended - a construct wrapped in scrolls and powered by the phylactery of a lich. Also, not to toot my own horn (okay, so there's a little self-horn-tooting), I wrote a few Pandemonium-dwelling monsters on the Homebrew forum.

Pandaemonic stalker
Erun, the favored of Erythnul
Spirit of Dust
Khaargites Yellow Slaad

Hope this helps!

Demiurge out.
 

I played in a 3E Planescape game where we ended up in an asylum within Pandemonium. It was mostly abandoned (well, not used for its intended purpose), the staff having gone stark raving mad themselves.
 

The party is 6th level. They're not supposed to kill the 'loth by themselves, just facilitate its defeat.

So here's my idea. Three main chambers, connected by winding tunnels that intersect and overlap. Various dangers fill the tunnels.

A dust wight (CR 7). One PC is an earth elemental, so he'll be scared witless.

A nest of large monstrous spiders (like 8 of them, EL 8) in webs along one tunnel, that the PCs might get blown into by strong winds.

A gibbering mouther (CR 5). I've never used one before. The hall it is in is raining sideways.

The three chambers are an entrance chamber (explaining the purpose of the tomb, and warning people not to enter it), with bound spirits in the walls to prevent digging; the actual tomb (which just contains part of the lich's phylactery, which was split in two) and rift from Pandemonium; and the room where you prove you are morally worthy to open the tomb (which is a large flat chamber with heavy gravity, patrolled by an undead war mammoth).

I also need some traps to put in the tunnels. Things powered by intense wind.
 

I seem to remember from the AD&D book Deities & Demigods that the Bugbear leader had his home in Pandemonium...

ergo, advanced bugbears with outsider traits could be found there, along with all the normal Bugbear baggage. Maybe create a sort of Bugbear version of the Barghest for a treat.
 

I've not yet read the other responses, but . . .

. . . this is the way I would do it - every time they open a door, make a roll to determine which room they enter, with no chance of entering the room that contain(s/ed) the lich. To reach that room, they have to do something odd - like place items found in some of the rooms in a particular place in various other rooms. Considering how (un)likely they are to reach any of those rooms any time soon - even if they knew what to do - it will be a very long time before they reach that room - if ever.

Also, as this is meant to be a dungeon from which the entombed lich cannot escape, I would make it so that something similar is also needed to escape the dungeon. Otherwise they could be in there for a very very long time to come.

Now, as to more chaotic effects. Do you have the Manuel of the Planes? Each time a room is entered - even if it were entered before - roll on a table to see what planar traits are in effect (although perhaps major Chaos is always in effect, especially if the Lich were Lawful). So perhaps the room is minor fire, then the next is major Good, then the next major air, then the next - which by chance is also the first - major cold, and so forth. Have altering gravity at times (heavy, freefly, normal, this direction, that direction, etc) - perhaps (again) rolling for each room, even if the room has been entered before. Consider varying heat conditions (especially if you have Frostburn & Sandstorm - or 3rd party equivalents).

And have a really really random table (perhaps even using 2d% or more) for the creatures (if any) found in each room - so that perhaps entirely inappropriate creatures result, such as fire based creatures in a room that deals cold damage every round, for example.

What about differing time effects for each room. It won't matter until they are out of the dungeon, but perhaps when they leave they'll find that years have passed - or that they are in the past! - from all the different time effects they endured in the dungeon. Actually, the dungeon itself might be under an odd time effect as a whole, such that for every day within a year passes outside it. If nothing else, it would mean that the lich has not had as much time to try to escape, increasing the chance that its imprisonment truly would last for millennia, at the very least.

Hmm, what else . . .

- Should any PC attempt a listen check at the door, roll as if they were entering the next room to determine what (if anything) they hear. Then roll again when they open the door to enter.

- A low but persistant muttering / waling sound should be nearly everywhere. In some rooms it is deafening, while in others it is almost too low to be heard. All listen checks receive a penalty of [20 - d20], roll for each room.

- If a PC actually tries to listen to this muttering / waling, use sanity based rules (if you have them), or perhaps roll as if they were facing a Fascination effect, with the effect lasting until the other PCs shake them, etc. The save vs becoming Fascinated is DC 10 + d20. Perhaps, once awoken from the effect, they face a minor morale penalty of -(1d4) for (1d4) minutes? Hmm, that wouldn't effect a lich, but it would fit with the nature of pandemonium, I think.

- Any time a PC makes a Spot check and either 1) there is nothing there to spot, or 2) they fail by 5 or more, they seem to see movement out of the corner of their eyes for the next (1d4) rounds.

- Any attempts at Commune, Contact Other Plane, etc require a Will save vs Confusion for (1d10) rounds.

- Any attempt at Augury, or any other form of Divination vs what is beyond a Door always comes up Weal and Woe or the equivalent ambivalent response.



Does any of this help? Remember, this *is* based on pandemonium. You want it as chaotic as possible. :uhoh: ;) :confused: :]
 
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Hi,

If you have Planes of Chaos, it details the memorable town of Windglum which I used when running part of Bastion of Broken Souls. That way, the PCs get to meet some of the insane human/humanoid residents of the plane.

Pandemonium is also a good place to encounter slaadi who don't get a lot of use in my games otherwise.

Cheers


Richard
 

RangerWickett said:
I also need some traps to put in the tunnels. Things powered by intense wind.
A good place for ideas are the issues of Dungeon that have 'The Whispering Cairn' and 'A Gathering of Winds' adventures, both of which have some wind-based traps/encounters. I can't remember the exact issue number, but I'm sure someone here can help out! :)
 

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