Additional Immunities: Electricity, sonic.Resistances: Cold 20, acid 20.O<strong>the</strong>r Special Qualities: None.MOVEMENT AND COMBATLocomotion on Pandemonium feels like it does on <strong>the</strong>Material Plane where tunnels are long and winds arestrong. But when <strong>the</strong> winds gust up, movement can be verydifficult (see <strong>the</strong> Windstorms on Pandemonium sidebar).MadhousePandemoniumCHAPTER 7:THE OUTERPLANES98Pandemonium CombatCombat functions normally on Pandemonium, but inmost cases takes place among strong winds. All rangedweapons suffer a –2 penalty on attacks due to <strong>the</strong> winds,and Tiny or smaller creatures must make a Fortitude save(DC 10) each round or be knocked down.Sometimes <strong>the</strong> winds <strong>of</strong> Pandemonium are evenmore powerful. For <strong>the</strong> effects <strong>of</strong> stronger winds oncombat, see Table 3–17: Wind Effects in Chapter 3 <strong>of</strong> <strong>the</strong>DUNGEON MASTER’s Guide.FEATURES OF PANDEMONIUMThe name Pandemonium means “uproar and commotion.”As its definition implies, <strong>the</strong> features <strong>of</strong> Pandemoniumare numerous and tumultuous.There are four layers on Pandemonium, and <strong>the</strong> terriblewindstorms can blow through any one <strong>of</strong> <strong>the</strong>m.Vision on Pandemonium is much like any deep undergroundlocations on <strong>the</strong> Material Plane where <strong>the</strong>re isno natural light.Hearing on PandemoniumThe constant screams <strong>of</strong> <strong>the</strong> wind make it impossible tohear anything beyond 10 feet. Likewise, spells andeffects that rely on sonic energy have <strong>the</strong>ir range limitedto 10 feet. Travelers are temporarily deafened after1d10 rounds <strong>of</strong> exposure to <strong>the</strong> winds, and permanentlydeafened after 24 hours <strong>of</strong> exposure. Temporarily deafenedcharacters regain <strong>the</strong>ir hearing after 1 hour spentout <strong>of</strong> <strong>the</strong> wind.Ear plugs or similar devices negate <strong>the</strong> deafeningeffect. Of course, wearing ear-plugs effectively mimics<strong>the</strong> normal effects <strong>of</strong> being deafened.PandesmosThe first layer <strong>of</strong> Pandemonium has <strong>the</strong> largest caverns,with some big enough to hold entire nations.Large or small, most caverns are desolate and abandonedto <strong>the</strong> winds.Several <strong>of</strong> Pandesmos’s caverns and tunnels possess afeature in common besides <strong>the</strong> omnipresent wind.Streams <strong>of</strong> frigid water flow from cavern to cavern,some down <strong>the</strong> center <strong>of</strong> <strong>the</strong> tunnel in midair because<strong>the</strong> objective gravity exerted by each wall cancels out <strong>the</strong>o<strong>the</strong>rs. Many <strong>of</strong> <strong>the</strong>se streams, but not all, are tributaries<strong>of</strong> <strong>the</strong> River Styx.Madhouse: A group <strong>of</strong> outsiders known as <strong>the</strong> BleakCabal maintains a citadel in Pandesmos that serves as aPhlegethonPandesmosHowler’sCragCitadel <strong>of</strong>SlaughterCocytusAgathionway station for travelers. The Madhouse is a sprawlingedifice <strong>of</strong> haphazardly organized buildings divided byseveral circular stone walls. The citadel is so large it fillsan entire cavern, covering every surface. The place isrife with travelers, petitioners, and natives. Availableservices include lodging and most o<strong>the</strong>r services onemight expect in a normal city. However, a respectablepercentage <strong>of</strong> <strong>the</strong> Madhouse’s populace is insane, deaf,or both.Winter’s Hall: This region <strong>of</strong> Pandemonium is snowyand blizzard-ridden. Visibility, even when light can behad, is only a few feet. The snow never rests; <strong>the</strong> windsconstantly whip it up so it coats tunnels and even creatureswith a uniform layer <strong>of</strong> ice. Frost giants and winterwolves prowl <strong>the</strong> cold waste. These creatures serve a particularlycruel entity called many names but most <strong>of</strong>tenvenerated as <strong>the</strong> Trickster.CocytusThe tunnels <strong>of</strong> Cocytus tend to be smaller than those <strong>of</strong>Pandesmos, which means that <strong>the</strong>y funnel <strong>the</strong> windsmore strongly. The resulting wails have earned Cocytus<strong>the</strong> nickname “layer <strong>of</strong> lamentation.” Strangely, <strong>the</strong> tunnelson this layer bear <strong>the</strong> marks <strong>of</strong> having been handchiseled,but such an undertaking must have occurred solong ago that years do not suffice as a measure.Howler’s Crag: A jagged spike <strong>of</strong> stone stands in <strong>the</strong>center <strong>of</strong> Cocytus. The Crag is a jumbled pile <strong>of</strong> stones,
oulders, and worked stone, as if a giant’s palace hadcollapsed in on itself. The Crag’s top is mostly a levelplatform about eight feet in diameter, with a low wallsurrounding it. The platform and those on it glow withan ephemeral blue radiance. The lower reaches <strong>of</strong> <strong>the</strong>Crag are riddled with small burrows. Some are merelydead ends, but o<strong>the</strong>rs connect. The wall <strong>of</strong> everyburrow is covered with lost alphabets that supposedlyspell out strange psalms, liturgies, and strings <strong>of</strong>numerals or formulas.Natives <strong>of</strong> Pandemonium say that anything yelledaloud from <strong>the</strong> top <strong>of</strong> <strong>the</strong> Crag finds <strong>the</strong> ears <strong>of</strong> <strong>the</strong>intended recipient, no matter where that recipient is on<strong>the</strong> Great Wheel. The words <strong>of</strong> <strong>the</strong> message are borne ona shrieking, frigid wind.Demons <strong>of</strong> various sorts have learned that visitors constantlytrickle to <strong>the</strong> crag. The visitors are usually archeologists,diviners, and those wishing to send a message tosome lost friend or enemy. Most become <strong>the</strong> prey <strong>of</strong> <strong>the</strong>ambushing fiends.Harmonica: Legend tells <strong>of</strong> a site in Cocytus calledHarmonica. In this place, <strong>the</strong> winds whip through acavern with holes and tubes chiseled into gargantuanrock columns, creating a noise worse than anywhere elsein <strong>the</strong> plane. Somewhere within this mazelike realm <strong>of</strong>tortured cacophony lies <strong>the</strong> true secret <strong>of</strong> planewalking:<strong>the</strong> art <strong>of</strong> traveling <strong>the</strong> planes without a portal, spell, ordevice <strong>of</strong> any kind. In all likelihood, this secret is alegend with no basis in fact, but that doesn’t stop <strong>the</strong>occasional seeker from finding, <strong>the</strong>n dying among, <strong>the</strong>columns <strong>of</strong> Harmonica.PhlegethonThe unrelenting noise <strong>of</strong> dripping water meshes with <strong>the</strong>howling winds <strong>of</strong> Phlegethon’s narrow, twisting tunnels.The rock itself absorbs light and heat. All light sources,natural and magic, only shine to half <strong>the</strong>ir normal distance.Unlike on <strong>the</strong> o<strong>the</strong>r layers, normal gravity appliesin Phlegethon’s tunnels, giving rise to intricate stalagmiteand stalactite formations, which in turn are constantlywea<strong>the</strong>red by <strong>the</strong> brutal wind.Windglum: Windglum is a city <strong>of</strong> Banished in acavern several miles wide and long, with enormous naturalcolumns that hold up <strong>the</strong> cavern’s ceiling. Hundreds<strong>of</strong> ever-burning globes provide light for <strong>the</strong> city, illuminatinga disordered sprawl <strong>of</strong> individual homes. Thehomes in turn surround a fortification known locally as<strong>the</strong> Citadel <strong>of</strong> Lords.Windglum is characterized by an aura <strong>of</strong> suspicion.The locals are unlikely to trust strangers, and many <strong>of</strong>Windglum’s citizens are mentally unstable. However, oneinn in Windglum welcomes strangers. Called <strong>the</strong> ScalyDog, it’s a place where a planar traveler can meet o<strong>the</strong>rwayfarers, hire mercenaries, ga<strong>the</strong>r information, or seekemployment.Citadel <strong>of</strong> Slaughter: Called “The Many,” <strong>the</strong> intermediatedeity Erythnul is lord <strong>of</strong> envy, malice, panic,ugliness, and slaughter. Erythnul is a brutal deity whomakes his home in what appears to be a tumbled ruin <strong>of</strong>some vast citadel. In fact, its tortuous passages channelcold winds on which can always be heard <strong>the</strong> sound <strong>of</strong>terrible battle. Battle-mad petitioners <strong>of</strong> all races infest<strong>the</strong> passages, and <strong>the</strong>y desire nothing o<strong>the</strong>r than to huntand slay each o<strong>the</strong>r in cold blood.At <strong>the</strong> center <strong>of</strong> <strong>the</strong> pile is Erythnul himself, usuallyengaged in <strong>the</strong> slaughter <strong>of</strong> an endless stream <strong>of</strong> petitioners,as well as <strong>the</strong> occasional mortal captive. In battle, <strong>the</strong>deity’s features change between human, gnoll, bugbear,ogre, and troll. If ever Erythnul’s blood is spilled, it transformsinto an allied creature <strong>of</strong> whatever form Erythnulcurrently wears.No one goes to <strong>the</strong> Citadel <strong>of</strong> Slaughter on purpose,unless <strong>the</strong>y serve Erythnul and seek to join in <strong>the</strong> deity’seternal slaughter.AgathionIn <strong>the</strong> fourth layer, <strong>the</strong> narrowing tunnels finally constrictdown to nothing, leaving behind an infinitenumber <strong>of</strong> closed-<strong>of</strong>f spaces filled with stale air orvacuum surrounded by an infinitude <strong>of</strong> solid stone. Theportals that connect Agathion to <strong>the</strong> rest <strong>of</strong> Pandemoniumopen into <strong>the</strong> o<strong>the</strong>rwise unreachable bubbles, but<strong>the</strong> act <strong>of</strong> stepping through a portal always sets <strong>of</strong>f awindstorm.Unless you know where <strong>the</strong> portal is, <strong>the</strong> closed-<strong>of</strong>fspaces <strong>of</strong> Agathion are almost impossible to find. For thisreason, forgotten spaces have been used by deities (ando<strong>the</strong>r powerful entities that predate <strong>the</strong> current deities)as vaults where items are hidden away. Such items mayinclude uncontrollable artifacts, precious mementos, lostlanguages, unborn cosmologies, and monsters <strong>of</strong> suchcataclysmic power that <strong>the</strong>y couldn’t be slain or o<strong>the</strong>rwiseneutralized.Pandemonium EncountersUse Table 7–6: Abyssal Encounters for random encounterson Pandemonium.INFINITE LAYERSOF THE ABYSSIt is an infinity <strong>of</strong> clutching horror.It is home to demons.It is where morality crumbles and ethics perish.The Abyss is all that is ugly, all that is evil, and all that ischaotic reflected in infinite variety through layersbeyond count. Its virtually endless layers spiral downwardinto ever more atrocious forms. Conventionalwisdom places <strong>the</strong> number <strong>of</strong> layers <strong>of</strong> <strong>the</strong> Abyss at 666,though <strong>the</strong>re may be far more. The whole point <strong>of</strong> <strong>the</strong>Abyss, after all, is that it’s far more terrible than conventionalwisdom could ever encompass.Each layer <strong>of</strong> <strong>the</strong> Abyss has its own unique, horrificenvironment. No <strong>the</strong>me unifies <strong>the</strong> multifarious layerso<strong>the</strong>r than <strong>the</strong>ir harsh, inhospitable nature. Lakes <strong>of</strong> causticacid, clouds <strong>of</strong> noxious fumes, caverns <strong>of</strong> razor-sharpCHAPTER 7:THE OUTERPLANES99
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MANUAL OF THE PLANESJeff Grubb, Bru
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INTRODUCTIONIntroductionThis book i
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of the universe (earth, air, fire,
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within a plane where the rules are
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Shapes of the PlanesinfiniteGreat W
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save (DC 25) or gain a negative lev
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Illus. by A. Swekelven if a plane i
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Planar RelationshipsPlaneAPlane ACo
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Creatures that use positive or nega
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GETTING FROM PLANETO PLANEThe plane
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Illus. by A. Swekelhe planes are la
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Spot (Wis), and Use Magic Device (C
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Direction (Wis), Jump (Str), Knowle
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damage bonus does not apply to crea
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to a limited extent. On planes with
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Greater planar bindingHoly wordLess
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elemental form to put out nonmagica
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Audible Alarm: An audible portal al
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On planes you create yourself, safe
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Illus. by A. Swekelhe Material Plan
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Oerth’s cosmology is laid out in
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Illus. by A. Swekelhe Transitive Pl
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CHAPTER 7:THE OUTERPLANESOUTLANDS I
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OutlandsExcelsiorSigilTradegateEcst
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CHAPTER 7:THE OUTERPLANES152Table 7
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CHAPTER 8:DEMIPLANES154to multiple
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of naivete. Neth doesn’t know how
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Illus. by A. Swekelhe planes suppor
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BARIAURMedium-Size OutsiderHit Dice
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precious and lovely, firres take up
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Summon Tanar’ri (Sp): Tanar’ri
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Spinagon (Baatezu)Narzugon (Baatezu
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Xag-YaXeg-YiMedium-Size Outsider (I
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dull black orbs that reflect noligh
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DaoMaridLarge Outsider (Air, Evil)L
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is drawn in melee, the blade transf
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When an inevitable is created, it r
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matter at hand. They use alter self
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Ice Paraelemental, Small Ice Parael
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Magma Paraelemental, Huge Magma Par
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succeed at a Fortitude save or inha
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CanolothMezzolothMedium-Size Outsid
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strange and often distasteful rites
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Climate/Terrain: Any land and under
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Elemental: Immune to poison, sleep,
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Skills: Water element tigers receiv
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Damage: Bite 1d6+3, claw 1d3+1; spi
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Alignment: Always chaotic (any).Adv
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Appendix: VariantPlanes & Cosmologi
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Region of DreamsDreamscapesDreamsca
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A mirror-self is created somewhere
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ever-shifting ice floating on a fro
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Time onTime ond% Material Plane Tem
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FAERIE INHABITANTSThe Plane of Faer
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are needed to swim through it. Movi
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Myriad PlanesCosmologyplanar clumpp
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sends that character’s double fro
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WINDING ROAD LINKSPlanar travelers
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Planar Rips: Planar rips are holes
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Lolth 100, 103Lucid Dreaming 203Lun
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Table 1: Modron CastesCaste No. of
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4pursuit of order is particularly b
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THE MODRONCATHEDRALDeep in the hear
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drones have limited conversational
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10tually any environment, withstand
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12Modron Traits: Immune to mind-inf
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Face/Reach: 5 ft. by 5 ft./10 ft.Sp
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16Spell-Like Abilities: At will—c
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Wholeness of Body (Su): A secundus
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2of the common room into other part
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credence to this theory by occasion
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PLAY MOREFREE D&D® V.3.5 ACCESSORY
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Table of ContentsThe Nature of the
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Pandemonium: Electricity and sonic
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Manual of the Planes MonstersFeats