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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 />
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