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FEATURES OF THE AREA<br />
Outer Circle of Binding: This area falls within the outer<br />
circle of binding, granting the following effects.<br />
Necromancy spells cast within the area are automatically<br />
extended without using up higher-level spell slots.<br />
Casting a conjuration spell within the area requires a Concentration<br />
check (DC 30 + spell level); a failed check results<br />
in the spell being lost.<br />
Inner Circle of Binding: This area falls within the inner<br />
circle of binding, granting the following effects. These effects<br />
override those of the outer circle. The outer circle’s effect resumes<br />
if the inner circle has been disabled or otherwise nullified.<br />
Necromancy spells cast within the area are extended and<br />
maximized without using up higher-level spell slots.<br />
All conjuration (calling, summoning, and teleportation)<br />
spells cease to function.<br />
All undead gain +8 turn resistance (which stacks with any<br />
other turn resistance they have).<br />
The Crystalline Prison: Floating over a 10-foot-diameter<br />
dais in the chamber’s centermost room looms a violet crystal<br />
10 feet tall and 5 feet across. The crystalline prison is nearly<br />
impervious to most attempts to damage it. It is affixed to its<br />
location by a permanent dimensional anchor spell (caster level<br />
30th). See the description on page 87 for its properties.<br />
If the crystal is reduced to 0 hit points, it crumbles into a<br />
pile of 1d10 slivers (see below) and worthless dust. At that<br />
moment, the mind of Pandorym is released.<br />
For every 10 points of damage dealt to the crystalline prison,<br />
a sliver breaks off. Each sliver provides the equivalent of 100<br />
XP toward the creation of any magic item incorporating it and<br />
has a market value of 500 gp.<br />
ENCOUNTER 6-3<br />
Obligatum VII or a mind shard. They focus on one or two<br />
physically weak foes (rogues, arcane spellcasters, and the<br />
like), using their Constitution-draining attacks to kill their<br />
opponents and swell their own numbers.<br />
Mind Shard of Pandorym: If a mind shard forms, it<br />
immediately defends Obligatum VII or any other creatures<br />
attacking the prison. It concentrates on heavily<br />
armored foes (such as fighters or other combat specialists),<br />
leaving physically weaker opponents to the dread wraiths<br />
and Lucather.<br />
Mind Shard of Pandorym CR 25<br />
hp 475<br />
See page 83 for statistics<br />
CONCLUSION<br />
If the PCs fail to stop Obligatum VII, it releases the<br />
imprisoned mind of Pandorym. The freed entity’s psyche<br />
is nearly impossible to defeat. It directs Obligatum VII to<br />
the dimensional prison housing Pandorym’s body, where<br />
the two parts of the alien weapon will be reunited. The<br />
journey to this location takes some time, and the gods<br />
might be convinced to intervene. If they cannot or will<br />
not, Pandorym will fulfill its contract and destroy the campaign<br />
setting.<br />
Even if the PCs are victorious, the crèche-forges of Mechanus<br />
churn out Obligatum VIII in 2d4 months. That kolyarut<br />
exceeds its predecessor in ability and bears an even more<br />
powerful weapon. Preventing further incarnations of the<br />
kolyarut might require a planar journey to destroy their place<br />
of origin.<br />
The influence of the circles of binding and the presence<br />
of the crystalline prison make this encounter substantially<br />
more challenging than the creatures’ Encounter Levels<br />
might indicate. A victorious party should receive 125% of<br />
the normal XP for the encounter.<br />
95