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CHAPTER 6<br />
PANDORYM<br />
resistance, which stacks with any other turn resistance<br />
they have.<br />
This inner circle defines the limit of Pandorym’s power<br />
while its mind is trapped within the crystalline prison.<br />
If Pandorym’s mind escapes, the floor holding the calling<br />
diagram cracks, and the entire hallway collapses.<br />
The Crystalline Prison<br />
At the heart of the complex is a 20-foot-diameter circular<br />
room covered with sigils, runes, and incomprehensible<br />
glyphs of arcane design. A dark, oppressive chill leaks from<br />
the frigid void beyond the world, freezing the room’s interior.<br />
The temperature never rises above extreme cold (DMG 302).<br />
Fire spells deal half damage in this room. Nonmagical open<br />
flames are snuffed out the instant they enter the chamber<br />
and cannot be relit within its walls. Light sources provide<br />
half normal illumination.<br />
At the chamber’s center floats a violet crystal 15 feet tall<br />
and 8 feet across. It pulses with an unholy darkness that<br />
seems to suck in whatever light enters the room. It does not<br />
shimmer, nor does it reflect or refract any light other than<br />
hues of purple, casting a sickly violet pall over everything.<br />
The mind of Pandorym is trapped within.<br />
• The “crystal” is actually a modified, solidified form of<br />
permanent prismatic wall (PH 264), six layers deep (it does<br />
not include the violet layer). The normal magical counters<br />
to the layers’ effects don’t function. Any creature that<br />
touches the crystal (even if wearing a glove or other<br />
The Crystalline Prison<br />
protective clothing) is subject to the effect of one color<br />
layer per round, in consecutive order, for 6 rounds of<br />
contact. A creature still in contact with the crystal for a<br />
seventh round is drawn into the prison and blotted from<br />
existence; on a successful DC 45 Will save, it is instead<br />
disintegrated as the spell (no saving throw).<br />
A creature drawn into the prison cannot be restored<br />
by any means as long as the crystal remains intact, since<br />
it no longer truly exists in this reality. If the crystal is<br />
shattered (which releases Pandorym’s mind), a creature<br />
destroyed by entering it can be returned to life with a true<br />
resurrection, wish, or miracle spell.<br />
Held items touching the crystalline prison do not put<br />
their wielders at risk, but an intelligent magic item is affected<br />
as a creature would be.<br />
• The crystalline prison has hardness 30, 300 hit points,<br />
and spell resistance 40. It is immune to acid, cold, electricity,<br />
and fire. Sonic attacks deal double damage, ignoring<br />
hardness as usual.<br />
• If the crystalline prison takes 100 points of damage, it<br />
cracks and sends forth a mind shard of Pandorym. When<br />
a mind shard is destroyed, the prison repairs 30 points of<br />
damage. As long as the crystal has 100 or more points of<br />
damage that have not yet been healed, another shard is<br />
created 1d4 rounds after the first is destroyed.<br />
• If the crystalline prison is reduced to 0 hit points, it<br />
crumbles into a pile of slivers and dust. At that moment,<br />
the mind of Pandorym is released.<br />
Illus. by F. Tsai<br />
89