THE CRYSTALLINE PRISON COMPLEX
KEY FEATURES Every mortal being that dies in the frightful complex surrounding the crystalline prison later serves in some way as a defender of the site. And every mortal being foolish enough to enter the complex so far has breathed its last within.
PANDORYM
The lost empire’s wizards and artisans constructed a magic crystalline prison to ensnare Pandorym’s mind. When the deities obliterated the kingdom, they dared not destroy the crystal and release their doom. Instead they sealed the prison away and eliminated all records of its existence. Still, the deities knew they could not keep the prison secret forever, so they created defenses around its location. Over time, the influence of Pandorym’s mind has created undead guardians, the maddened remnants of those who failed to release it.
CHAPTER 6
Melee slam +22 (1d6+4) Ranged enervation ray +20 ranged touch Space 5 ft.; Reach 5 ft. Base Atk +17; Grp +22 Atk Options Combat Casting, aligned strike (lawful), vicious strike Special Atk hexblade’s curse 1/day (DC 16), mind over magic 2/day Combat Gear 2 oils of greater magic weapon (+5), potion of repair moderate damageECS Spell-Like Abilities (CL 13th): At will—discern lies (DC 19), disguise self, fear (DC 19), hold person (DC 18), invisibility, locate creature, quickened suggestion (DC 18) 1/day—hold monster (DC 19), mark of justice 1/week—geas/quest Abilities Str 20, Dex 14, Con —, Int 10, Wis 20, Cha 20 SQ nondetection cloak (CL 5th), weapon bond Feats Alertness, Combat Casting, Great Fortitude, Improved Initiative, Improved ToughnessLM, Lightning Reflexes, Open MindedCAd, Quicken Spell-Like Ability (suggestion), Weapon Focus (longsword) Skills Diplomacy +7, Disguise +14, Gather Information +26, Knowledge (arcana) +5, Listen +13, Search +5, Sense Motive +19, Spellcraft +7, Spot +13, Survival +5 (+7 following tracks) Possessions combat gear plus +5 ghost touch improved fire resistance banded mail, +2 adamantine vorpal longsword, cloak of resistance +2, ring of protection +1 Auravision (Su) Obligatum VII can see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. Obligatum VII cannot use this ability to determine anything but the number of magical auras present. Mettle (Ex) If Obligatum VII makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save, it instead negates the effect. Vampiric Touch (Su) As the vampiric touch spell (CL 13th); 6d6 damage. Enervation Ray (Su) As the enervation spell (CL 13th); range 200 feet. Vicious Strike (Ex) When Obligatum VII readies an attack action to disrupt a spellcaster, it deals double damage if the attack hits. Hexblade’s Curse (Su) Once per day, as a free action, Obligatum VII curse an opponent within 60 feet that it can see. The target of the curse takes a –2 penalty on attack rolls, saves, ability checks, skill checks, and weapon damage rolls for 1 hour. A successful DC 16 Will save negates the effect. Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse. Mind over Magic (Su) Twice per day as a free action, Obligatum VII can cause a spell or spell-like ability targeted against itself to rebound onto the originator. This ability otherwise functions as the spell turning spell (CL 13th). Nondetection Cloak (Su) As the nondetection spell, but affects only Obligatum VII and its possessions; caster level 5th. Weapon Bond (Su) Obligatum VII deals an extra 1d6 points of damage with its +2 adamantine vorpal longsword against a spellcaster or a creature that has spell-like abilities. If that weapon is lost or destroyed, Obligatum VII loses the ability to deal the extra damage until it spends 8 days practicing to bond with another weapon of the same kind of at least masterwork quality.
Physical Hazards The prison holding Pandorym’s mind lies hidden beneath crumbling ruins and extensive catacombs. The ravages of time have created cave-ins and blockages intermittently throughout the complex. Excavations have attempted to link areas separated by collapsed sections. Not all those efforts succeeded, resulting in even more labyrinthine passages. To further confuse intruders, the deities established decoys throughout the catacombs: false prisons within completed but unused circles of binding. In addition to the natural hazards it presents, the prison complex has active and dedicated guardians. Original defenders remain, in the form of constructs. Intruders fell to the ancient guardians, perished in traps or caveins, or were destroyed by Pandorym’s oppressive mind, and now patrol the complex as undead. They oppose any living creatures they encounter, whether in search of final rest, out of an abiding hatred for life, or simply as a release from boredom. Many defenses were overcome by Lucather Majii and his band of mercenaries. They deliberately bypassed some wards or guardians, ran from others, and luckily avoided a few. Ultimately, though, they succumbed to the awesome might of Pandorym’s mind or to its near-impenetrable prison.
Aura of Entropy An aura of entropy fills the underground cavern complex and all the surrounding ruins. The deities established this aura to deter intruders and to strengthen existing defenders. It has the following effects. • Living creatures within the area do not heal naturally: They do not regain hit points or heal ability damage by resting. (Magical healing functions normally.) • Undead that have been turned or rebuked remain so for only 5 rounds, instead of the normal 10. • Fortitude saves to prevent permanent level loss take a –4 penalty if made within the area. • Any living creature that dies within the area rises as an undead in 1d4 minutes. Nonsentient beings become zombies or other mindless undead of equivalent Hit
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