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Elder Evils

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CHAPTER 6<br />

PANDORYM<br />

Dice; creatures with an Intelligence score of 6 or higher<br />

return as intelligent undead such as vampires or ghouls.<br />

There’s a 10% chance that an intelligent being’s mind<br />

and body separate. Its consciousness rises as an incorporeal<br />

undead, such as a quell (Libris Mortis 116) or wraith,<br />

and its body animates as a corporeal horror such as a<br />

bodak or a forsaken shell (Libris Mortis 100).<br />

ENCOUNTER AREAS<br />

The ruins above the crystalline prison are filled with the dire<br />

challenges and opponents typical of a high-level dungeon<br />

setting. Their extent and salient features are left to you to<br />

design as you see fit. The complex can be dropped into the<br />

deepest part of any suitable dungeon.<br />

A. Chamber of Summoning (EL 15)<br />

In this room the ancient wizards first contacted and lured<br />

Pandorym to this reality. The chamber barely survived its<br />

arrival: The annihilating body of the ultraplanar being<br />

instantly blew a 30-foot-wide sphere out of existence, along<br />

with several of its summoners. In a last act of freedom as<br />

the survivors strove to divert it into its prison, Pandorym<br />

lashed out at its betrayers. It utterly destroyed the bodies<br />

of a handful of mages and their assistants, leaving their<br />

suddenly insatiable souls intact. Panic ensued. A few summoners<br />

managed to escape, sealing the chamber against<br />

dimensional travel. The ghostly remnants of the rest fed<br />

on their former allies and coconspirators, bolstering their<br />

numbers. Now a dozen angry greater shadows (MM 221)<br />

remain trapped within.<br />

B. Outer Circle of Binding (EL Varies)<br />

The lines and symbols of a massive calling diagram (PH<br />

249) cover the floor of this circular hallway. Passing over<br />

the lines toward the center of the circle shifts a corporeal<br />

creature’s body to the “perpendicular” reality of Pandorym’s<br />

home for a brief moment. The sudden disorientation causes<br />

all living creatures to become nauseated for 1d4 rounds<br />

(no save).<br />

Necromancy spells cast within the circle (including<br />

adjacent rooms and passages) are extended (without using<br />

up higher-level spell slots). Casting a conjuration spell<br />

within the circle requires a Concentration check (DC 30<br />

+ spell level); a failed check results in the spell being lost<br />

with no effect.<br />

Several groups of constructs and undead patrol the hall.<br />

C. Inner Circle of Binding (EL Varies)<br />

A second great circle of binding covers the floor of this<br />

circular hallway, enclosed entirely within the outer circle.<br />

Passing over its engraved lines shifts a corporeal creature’s<br />

body to Pandorym’s native reality for a few seconds. The<br />

wrenching shift causes all living creatures to take 1d4 points<br />

of Constitution drain and 1d4 points of Wisdom damage (no<br />

save). In addition, living creatures must succeed on a DC 30<br />

Fortitude save or be stunned for 1d4 rounds.<br />

Necromancy spells cast within the circle (including<br />

other rooms and passages) are extended and maximized<br />

(without using up higher-level spell slots). All conjuration<br />

(calling, summoning, and teleportation) spells cease to<br />

function. Undead creatures within the area gain +8 turn<br />

88

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