Celebrim
Legend
The Plain of Garbage: You have arrived at a rusty iron gate set in a crumbling brick wall some 12' high. The gates are open and one of the hinges is broken causing one of the gates to hang at an awkward angle. Above the gate is an iron scrollwork arch reading, "...B....U...MP". Unfortunately, too many letters are missing to make out the original meaning of the arch. There is a foul stench in the air. Through the gate may be seen a gently rolling field containing broken objects of every description - glass, metal, brick, stone, cloth, paper, and refuse of every sort. The plain extends as far as the eye can see.
The wall may be climbed or flown over should the party not wish to pass through the gate. It is also possible to go under the wall and reach the underside of the plain, but this is not recommended as no location is ever reachable from the underside no matter how far the character's journey. With the exception of only being inhabited by chaos elementals, and gravity being null below the plain, it is otherwise identical to the upper side.
The Plain of Garbage is one of the largest permanent features of Limbo (or at least permanent enough to have existed as long as there are records). As such, it is home to an unusually large number of beings and life forms relative to most of Limbo. It is even said that there are several large semi-nomadic communities (the Market and the Circus among others, as well as several rumored border towns) dwelling on the plain, and there are rumors of well guarded gates to the planes of Archeron and the Abyss hidden somewhere on its seemingly infinite surface. The players should not encounter any of these features unless they direct a guide to lead them there. For each hour spent on the plane of garbage, there is an 80% chance of a wandering encounter. Consult the following table:
Roll Encounter No. Appearing
01-11 Rot Grubs 2-20
11-22 Giant Flies 3-30
23-26 Lost Soul 1
28-30 Disembodied Soul 1
31-38 Petitioners 5-20
39-42 Maniacs 5-20
43-50 'Bag Ladies' or 'Beach Combers' 1
51-52 Red Slaad 1
53-54 Blue Slaad 1
55 Green Slaad 1
56 Chasme 1
57 Quicklings 1-20
58-64 Gibberlings 3-60
65 Buckawns 1-20
66-72 Neo-Ogutyh 1
73-78 Gibbering Mouther 1
79-80 Boogle 1-6
81-87 Escaped Nightmare 1
88-89 Zombies 5-20
90-98 4 HD Chaos Elementals 1-4
99-00 Chaos Elementals (2-16 HD) 1
Lost Soul: A deranged character of 9-14th level (20% cleric, 30% mage, 5% druid, 5% barbarian, 10% thief, 30% fighter), trapped in Limbo. They have attributes and equipment appropriate to their class and level (but never potions or scrolls, and charged items like wands or staves or 100% likely to be made of chaos stuff). They possess a randomly chosen insanity, and all possess the compulsive collecting neurosis described below. If the reaction of the character to the party is favorable, they may with muddled hints recall their own history - and give the distinct impression that this is the all to probable fate of characters. Seventy percent are hunted by an escaped nightmare that always seems to attack their companions in preference to them.
Disembodied Soul: Treat as ghosts. Note that it is impossible to become ethereal to attack these creatures physically while on Limbo.
Maniacs: A gang of garishly dressed and motley equipped beings that roam about the plain looking for victims to rob and murder. Treat as 2-5th level barbarian beserkers (+1 to hit, +1 to be hit) with 18/00 str. Magic weapons are required to harm them, they have 25% magic resistance, and regenerate 1 h.p. per round. They are immune to all attacks that undead are immune to (disease, sleep, poison, aging, critical hits, etc.). They continue to fight until they reach -10 h.p. Each is also infested with 1-10 rot grubs. They have the normal chance to possess magic items, but if they do, it is 99% probable that these will be formed from the stuff of chaos. Treasure is otherwise as typical for beserkers, but jewelry and gems are 75% likely to be formed from chaos and thus worthless if removed from the plane (and worth little or nothing on it).
'Bag Ladies' or 'Beach Combers': Treat as fighters of 2-5th level (20% also have cleric ability of the same level). Each possesses a randomly chosen insanity, and all possess the collecting neurosis described below. Magic weapons are required to harm them, they have 25% magic resistance, and regenerate 1 h.p. per round. They continue to fight until they reach -10 h.p. Twenty percent are infested by 1-10 rot grubs. If the reaction to the party is favorable, they will desire to barter for some possession of the character in exchange for some of the trash that they have collected. They are 25% likely to initially desire the most valuable possession each character has. They can be easily diverted to almost any other object, particularly shiny ones or playthings. Ninety percent of them have in addition to their many worthless or nearly worthless items, a piece of broken jewelry worth 1/4 normal value. Eighty percent also possess 1-3 random magic items, but 68% of these have been broken (or have no charges) and thus are worthless unless repaired or recharged (potions and scrolls may not be repaired, other wise the cost is not less than one half cost of the item assuming someone with the skill to repair them can be found). Fifty percent of the remaining items are actually composed of chaos matter, and 50% of the remaining are cursed in some fashion (so that only 8% will be completely useful).
Zombies: Treat as juju zombies for purposes of combat effectiveness. They may not be turned. Each is completely infested with rot grubs (several score to several hundred).
Traveling on the plain of garbage presents unique dangers in addition to those presented by the many inhabitants. Conversely, many of the normal dangers of Limbo are either reduced or eliminated here
Unlike most of the realms that the characters have been passing through, there is actual gravity and plentiful air (albeit noxious air) to breath on the plain of garbage. As such far less magical aid is required to survive in the place than elsewhere on the plane. The atmosphere if explored by flight proves to be quite shallow and thins roughly the same amount every 5 yards up as it would for every 1000 feet above sea level on most inhabited prime material worlds. Ears 'pop' painfully for every climb of more than a few yards. Above 40 yards altitude, it becomes increasingly uncomfortable. The air at ground level is slightly chilly and hazy, but tolerable and no serious discomfort occurs to anyone in normal clothing. There is no sky, and the chaos soup is visible overhead, but the effect of sensory overload is sufficiently muted that it is only experienced one quarter of the time (or none of the time as long as the character keeps his eyes fixed on the ground in front of him, but such a character has much greater difficulty avoiding random incidents.) Owing to the thinness of the atmosphere, no real weather (other than the occasional fog) occurs on the plain, but there is a 50% chance per hour of noticing something like a funnel cloud meandering on the horizon and extending up to the limit of vision overhead. These funnels are generally indistinct and distant, and for the short time the characters will likely be present, they must be chased down in order to determine their nature. This is only successful 25% of the time and requires at least 1-6 turns whether successful or not. Up close it can be determined that the funnels are whirling columns of trash of various sorts falling to the ground. They are very dangerous if a character is unlucky enough to caught underneath one (1d100 damage per segment, buries area at 1d6 feet per segment, generally only over a single area for 1d4 segments), but this is fortunately unlikely (long term inhabitants must take precautions though). The funnels are the primary agents responsible for what little terrain exists on the plain, generally 'hills' and troughs of no more than 20 yards elevation change.
The other two forces shaping the plain are chaos elementals and occasional bombardment from objects originating in the chaos soup. Chaos elementals are fairly common on the plain, and though they generally bury themselves in the garbage and disappear after a time, some are large enough or grow large enough to eat temporary pits clean through the plain (which is rarely more than 60 yards deep). These pits slowly refill (anyone or anything that falls in hangs in mid-space).
Bombardment from the chaos above is at least as serious of a problem. Although large objects do not seem to be as prone to spontaneous creation in the vicinity of the plain of garbage as elsewhere in Limbo, there is still a roughly 10% chance per hour of 'unusual weather phenomena' effecting travelers. Near misses striking within a several hundred yards to several thousand yards of the characters are of course much more common (one will be visible every few seconds actually). Clouds of objects last half the normal duration. On the other hand, damage from solid objects such as boulders and ice blocks is double that in the chaos soup as the character is flattened into the garbage. Such objects also kick up debris for 2-12 damage in a radius about their point of impact equal to twice their diameter. Falling fires tend to set the flammable portion of the trash on fire and can rage over large areas. There is a 10% chance per hour of noticing the smoke and flames of one such large fire on the horizon.
Walking across a garbage pile filled with broken glass, nails, and shards of sharp metal can be extremely hazardous. For every hour that anyone walks in the trash, there is a 50% chance of being affected as by a caltrop unless precautions are taken to protect the feet.
Some of the dangers of the Plain of Garbage are quite subtle. There is a 50% chance per day of journeying upon the plain that the person will inexplicably and 'luckily' discover something that they believe that had been forever lost. This event tends to happen at least once per wayfarer, and tends to become more infrequent the more often this former possession is ignored. This object may or may not be intact, but it is always something that was once highly valued by the person. Picking up such an item and most especially taking possession of such an item is always detrimental to the health. If the person removes the item from Limbo, they are always subject to a subtle curse of a random and unpredictable sort. However, the most immediate and ever present danger is the so-called 'beach comber', 'collecting', or 'bag lady' neurosis that is invariably imparted to the finder should they retain possession of the item for long. At the moment that the item is first touched, and every day that it is possessed thereafter, the possessor must make a saving throw vs. spells (modified by wisdom) or be subject to a minor but progressive insanity.
This neurosis first manifests itself as the conviction that the character will never lose anything if they only keep it in their immediate possession. The character feels uncomfortable unless they can see the object, and will not travel without it, place it in a bank, leave it behind, or put it into storage. As the neurosis continues, the number of objects so protected begins to increase, and the value of the object so loved begins to decrease. At this stage, the neurotic begins to exhibit the opinion that no object is so valueless that it should be discarded. All objects possess a definable (if unlikely or impractical) future use, no matter what their condition. It is insufficient to suggest that the object could be replaced should the need arise, as the sufferer will maintain obstinately that this object will have special value and that it is necessary to insure that you will have a needed object at the moment it is needed and not a moment later. Eventually, the condition worsens to the point that the sufferer begins to feel the need to search through and collect all discarded or unwanted objects that he encounters because of their perceived future utility. Characters at this advanced stage have no concept of actual value, and instead adhere to a set of incomprehensible internal notions of value. They therefore may wish to exchange valueless objects for quite valuable ones, and conversely may consider random personal objects to be priceless. The full progression of the insanity transpires in days or years depending on the disposition of the character. Because of this slowness, it is not always immediately apparent either that a curse is beginning to take effect or what the cause of the curse is.
It is possible to halt the progression of the curse by taking the item from the character, but such an action is likely to cause a violent reaction immediately, and will later cause intermittent depression or even catatonia depending on the length of time the character has possessed the cursed item. The character is also likely to desire to seek for the missing item. Remove curse is effective in alleviating the suffering provided it succeeds against magic cast at effectively 15th level. However, the curse can never be removed from the item itself, save perhaps by a greater god, and so long as item is possessed there is a normal chance that the curse will begin again anew.
Although most of these objects exhibit a curse that is only effective on a former possessor of the item, a small percent of such objects that are removed from the plane of Limbo exhibit a universally effective curse on whoever comes to possess them. This tends to be especially true of quite valuable items, but has been known to occur in even valueless items.
On rare occasions it has been known for this 'object' to be a long lost loved one of CN disposition.
The wall may be climbed or flown over should the party not wish to pass through the gate. It is also possible to go under the wall and reach the underside of the plain, but this is not recommended as no location is ever reachable from the underside no matter how far the character's journey. With the exception of only being inhabited by chaos elementals, and gravity being null below the plain, it is otherwise identical to the upper side.
The Plain of Garbage is one of the largest permanent features of Limbo (or at least permanent enough to have existed as long as there are records). As such, it is home to an unusually large number of beings and life forms relative to most of Limbo. It is even said that there are several large semi-nomadic communities (the Market and the Circus among others, as well as several rumored border towns) dwelling on the plain, and there are rumors of well guarded gates to the planes of Archeron and the Abyss hidden somewhere on its seemingly infinite surface. The players should not encounter any of these features unless they direct a guide to lead them there. For each hour spent on the plane of garbage, there is an 80% chance of a wandering encounter. Consult the following table:
Roll Encounter No. Appearing
01-11 Rot Grubs 2-20
11-22 Giant Flies 3-30
23-26 Lost Soul 1
28-30 Disembodied Soul 1
31-38 Petitioners 5-20
39-42 Maniacs 5-20
43-50 'Bag Ladies' or 'Beach Combers' 1
51-52 Red Slaad 1
53-54 Blue Slaad 1
55 Green Slaad 1
56 Chasme 1
57 Quicklings 1-20
58-64 Gibberlings 3-60
65 Buckawns 1-20
66-72 Neo-Ogutyh 1
73-78 Gibbering Mouther 1
79-80 Boogle 1-6
81-87 Escaped Nightmare 1
88-89 Zombies 5-20
90-98 4 HD Chaos Elementals 1-4
99-00 Chaos Elementals (2-16 HD) 1
Lost Soul: A deranged character of 9-14th level (20% cleric, 30% mage, 5% druid, 5% barbarian, 10% thief, 30% fighter), trapped in Limbo. They have attributes and equipment appropriate to their class and level (but never potions or scrolls, and charged items like wands or staves or 100% likely to be made of chaos stuff). They possess a randomly chosen insanity, and all possess the compulsive collecting neurosis described below. If the reaction of the character to the party is favorable, they may with muddled hints recall their own history - and give the distinct impression that this is the all to probable fate of characters. Seventy percent are hunted by an escaped nightmare that always seems to attack their companions in preference to them.
Disembodied Soul: Treat as ghosts. Note that it is impossible to become ethereal to attack these creatures physically while on Limbo.
Maniacs: A gang of garishly dressed and motley equipped beings that roam about the plain looking for victims to rob and murder. Treat as 2-5th level barbarian beserkers (+1 to hit, +1 to be hit) with 18/00 str. Magic weapons are required to harm them, they have 25% magic resistance, and regenerate 1 h.p. per round. They are immune to all attacks that undead are immune to (disease, sleep, poison, aging, critical hits, etc.). They continue to fight until they reach -10 h.p. Each is also infested with 1-10 rot grubs. They have the normal chance to possess magic items, but if they do, it is 99% probable that these will be formed from the stuff of chaos. Treasure is otherwise as typical for beserkers, but jewelry and gems are 75% likely to be formed from chaos and thus worthless if removed from the plane (and worth little or nothing on it).
'Bag Ladies' or 'Beach Combers': Treat as fighters of 2-5th level (20% also have cleric ability of the same level). Each possesses a randomly chosen insanity, and all possess the collecting neurosis described below. Magic weapons are required to harm them, they have 25% magic resistance, and regenerate 1 h.p. per round. They continue to fight until they reach -10 h.p. Twenty percent are infested by 1-10 rot grubs. If the reaction to the party is favorable, they will desire to barter for some possession of the character in exchange for some of the trash that they have collected. They are 25% likely to initially desire the most valuable possession each character has. They can be easily diverted to almost any other object, particularly shiny ones or playthings. Ninety percent of them have in addition to their many worthless or nearly worthless items, a piece of broken jewelry worth 1/4 normal value. Eighty percent also possess 1-3 random magic items, but 68% of these have been broken (or have no charges) and thus are worthless unless repaired or recharged (potions and scrolls may not be repaired, other wise the cost is not less than one half cost of the item assuming someone with the skill to repair them can be found). Fifty percent of the remaining items are actually composed of chaos matter, and 50% of the remaining are cursed in some fashion (so that only 8% will be completely useful).
Zombies: Treat as juju zombies for purposes of combat effectiveness. They may not be turned. Each is completely infested with rot grubs (several score to several hundred).
Traveling on the plain of garbage presents unique dangers in addition to those presented by the many inhabitants. Conversely, many of the normal dangers of Limbo are either reduced or eliminated here
Unlike most of the realms that the characters have been passing through, there is actual gravity and plentiful air (albeit noxious air) to breath on the plain of garbage. As such far less magical aid is required to survive in the place than elsewhere on the plane. The atmosphere if explored by flight proves to be quite shallow and thins roughly the same amount every 5 yards up as it would for every 1000 feet above sea level on most inhabited prime material worlds. Ears 'pop' painfully for every climb of more than a few yards. Above 40 yards altitude, it becomes increasingly uncomfortable. The air at ground level is slightly chilly and hazy, but tolerable and no serious discomfort occurs to anyone in normal clothing. There is no sky, and the chaos soup is visible overhead, but the effect of sensory overload is sufficiently muted that it is only experienced one quarter of the time (or none of the time as long as the character keeps his eyes fixed on the ground in front of him, but such a character has much greater difficulty avoiding random incidents.) Owing to the thinness of the atmosphere, no real weather (other than the occasional fog) occurs on the plain, but there is a 50% chance per hour of noticing something like a funnel cloud meandering on the horizon and extending up to the limit of vision overhead. These funnels are generally indistinct and distant, and for the short time the characters will likely be present, they must be chased down in order to determine their nature. This is only successful 25% of the time and requires at least 1-6 turns whether successful or not. Up close it can be determined that the funnels are whirling columns of trash of various sorts falling to the ground. They are very dangerous if a character is unlucky enough to caught underneath one (1d100 damage per segment, buries area at 1d6 feet per segment, generally only over a single area for 1d4 segments), but this is fortunately unlikely (long term inhabitants must take precautions though). The funnels are the primary agents responsible for what little terrain exists on the plain, generally 'hills' and troughs of no more than 20 yards elevation change.
The other two forces shaping the plain are chaos elementals and occasional bombardment from objects originating in the chaos soup. Chaos elementals are fairly common on the plain, and though they generally bury themselves in the garbage and disappear after a time, some are large enough or grow large enough to eat temporary pits clean through the plain (which is rarely more than 60 yards deep). These pits slowly refill (anyone or anything that falls in hangs in mid-space).
Bombardment from the chaos above is at least as serious of a problem. Although large objects do not seem to be as prone to spontaneous creation in the vicinity of the plain of garbage as elsewhere in Limbo, there is still a roughly 10% chance per hour of 'unusual weather phenomena' effecting travelers. Near misses striking within a several hundred yards to several thousand yards of the characters are of course much more common (one will be visible every few seconds actually). Clouds of objects last half the normal duration. On the other hand, damage from solid objects such as boulders and ice blocks is double that in the chaos soup as the character is flattened into the garbage. Such objects also kick up debris for 2-12 damage in a radius about their point of impact equal to twice their diameter. Falling fires tend to set the flammable portion of the trash on fire and can rage over large areas. There is a 10% chance per hour of noticing the smoke and flames of one such large fire on the horizon.
Walking across a garbage pile filled with broken glass, nails, and shards of sharp metal can be extremely hazardous. For every hour that anyone walks in the trash, there is a 50% chance of being affected as by a caltrop unless precautions are taken to protect the feet.
Some of the dangers of the Plain of Garbage are quite subtle. There is a 50% chance per day of journeying upon the plain that the person will inexplicably and 'luckily' discover something that they believe that had been forever lost. This event tends to happen at least once per wayfarer, and tends to become more infrequent the more often this former possession is ignored. This object may or may not be intact, but it is always something that was once highly valued by the person. Picking up such an item and most especially taking possession of such an item is always detrimental to the health. If the person removes the item from Limbo, they are always subject to a subtle curse of a random and unpredictable sort. However, the most immediate and ever present danger is the so-called 'beach comber', 'collecting', or 'bag lady' neurosis that is invariably imparted to the finder should they retain possession of the item for long. At the moment that the item is first touched, and every day that it is possessed thereafter, the possessor must make a saving throw vs. spells (modified by wisdom) or be subject to a minor but progressive insanity.
This neurosis first manifests itself as the conviction that the character will never lose anything if they only keep it in their immediate possession. The character feels uncomfortable unless they can see the object, and will not travel without it, place it in a bank, leave it behind, or put it into storage. As the neurosis continues, the number of objects so protected begins to increase, and the value of the object so loved begins to decrease. At this stage, the neurotic begins to exhibit the opinion that no object is so valueless that it should be discarded. All objects possess a definable (if unlikely or impractical) future use, no matter what their condition. It is insufficient to suggest that the object could be replaced should the need arise, as the sufferer will maintain obstinately that this object will have special value and that it is necessary to insure that you will have a needed object at the moment it is needed and not a moment later. Eventually, the condition worsens to the point that the sufferer begins to feel the need to search through and collect all discarded or unwanted objects that he encounters because of their perceived future utility. Characters at this advanced stage have no concept of actual value, and instead adhere to a set of incomprehensible internal notions of value. They therefore may wish to exchange valueless objects for quite valuable ones, and conversely may consider random personal objects to be priceless. The full progression of the insanity transpires in days or years depending on the disposition of the character. Because of this slowness, it is not always immediately apparent either that a curse is beginning to take effect or what the cause of the curse is.
It is possible to halt the progression of the curse by taking the item from the character, but such an action is likely to cause a violent reaction immediately, and will later cause intermittent depression or even catatonia depending on the length of time the character has possessed the cursed item. The character is also likely to desire to seek for the missing item. Remove curse is effective in alleviating the suffering provided it succeeds against magic cast at effectively 15th level. However, the curse can never be removed from the item itself, save perhaps by a greater god, and so long as item is possessed there is a normal chance that the curse will begin again anew.
Although most of these objects exhibit a curse that is only effective on a former possessor of the item, a small percent of such objects that are removed from the plane of Limbo exhibit a universally effective curse on whoever comes to possess them. This tends to be especially true of quite valuable items, but has been known to occur in even valueless items.
On rare occasions it has been known for this 'object' to be a long lost loved one of CN disposition.