DMDave - Dungeons & Lairs 47 - Mage Cube - Free Version
DMDave - Dungeons & Lairs 47 - Mage Cube - Free Version
DMDave - Dungeons & Lairs 47 - Mage Cube - Free Version
2 MAGE CUBE
door requires a successful DC 30 Dexterity check
using proficiency in thieves’ tools to unlock or a
Keyed Locations
successful DC 30 Strength check to break down. The following areas are keyed to the map of the
The alarm spell mentally alerts Master Sarovar if the mage cube on page 4. The six sides are also fea-
door is opened causing him to rush to the door’s tured again in the Appendix.
location along with any disciples he runs into along
1 - Entrance Portal
the way. Master Sarovar carries the keys to open all
locked doors. The only way to enter or exit the vault is through
Secret doors can be detected with a successful the permanent teleportation circle at its entrance. All
DC 25 Wisdom (Perception) check. Only Master Sa- of the disciples that reside within the pocket dimen-
rovar knows the location of these doors and carries sion know the sigil sequence for this circle and they
the amulet that acts as the key to open them. These all wear an amulet of recall (see the Appendix) linked
doors cannot be unlocked or broken down. to this circle. Of course, they don’t advertise their
Illumination. Lanterns lit with continual flame fill amulets, so it may take some reconnaissance for the
the hallways and rooms of the vault with bright party to learn how to access the vault!
light. There are multiple ways for the characters to gain
Intelligent Enemies. Master Sarovar and his dis- access to the portal:
ciples are intelligent enemies who are very familiar 1. Steal an amulet of recall from one of the inhab-
with the layout of the pocket dimension. The disci- itants.
ples are devoted to Master Sarovar and won’t reveal 2. Convince or intimidate a disciple into bringing
any of the faction’s secrets without being magically the characters through the portal.
compelled. The disciples fight until their hit points 3. Convince or intimidate a disciple into revealing
drop below 25%, at which point they must succeed the sigil sequence for the circle and cast tele-
on a DC 10 Wisdom check or attempt to flee. The portation circle to access the portal.
mages use non-lethal force, if feasible, and attempt This portal also functions as the only exit to the
to capture at least one of the party alive for ques- pocket dimension, transporting any creature, along
tioning. If a character is captured, they are stripped with anything that it is wearing or carrying, that
of their belongings and put into a cell in the prison in stands on it to the mage’s building in the city.
area 11b. Encounter: Bored Guard. One or two disciples
Magical Protections. The vault is protected by the guard the entrance. If any unexpected visitors show
spells private sanctum and forbiddance, granting it up, they dash away through hallway D and then up
the following features: through hallway K to attempt to alert Master Saro-
▶ Sensors created by divination spells can’t appear var of the intrusion. The nature of this guard de-
inside the vault or pass through the barrier around pends on the level of the adventure.
its perimeter. Entrance Portal Encounter
▶ Creatures in the area can’t be targeted by divina-
tion spells. Version Encounter
▶ Nothing can teleport into or out of the vault.
5 1 apprentice mage (see the Appendix)
▶ Planar travel is blocked within the vault.
▶ When any celestial, elemental, fey, fiend, or un- 8+ Available in the full adventure
dead creature enters the vault for the first time on
a turn or starts its turn there, it takes 22 (5d10) 2 - Lounge
radiant damage.
Copious alcohol, games, and a piano provide en-
Warped Perspective. The non-Euclidean pocket tertainment for the disciples when they have time
dimension fills the space of a cube but appears to in their busy schedules for a break. A half-finished
be flat to any creature within it. The map shows the game of cards lies forgotten on the table. The pun-
two-dimensional projection of the cube with con- gent scent of hard alcohol fills the room.
necting hallways paired with matching blue letters. A character that succeeds on a DC 18 Wisdom
For example, a creature standing in area 8 would (Perception) check notices scuff marks on the floor
be able to see through both hallways E and I to see of the northern wall where the alcohol barrels and
into area 1 and area 11 respectively, as though all alcohol serving tray have been moved frequently.
three rooms were arranged on a flat plane. Char- There are two secret doors in this wall, which can
acters traveling between these areas do not notice be found following the rules in General Features.
a change in direction nor do they feel as if they’ve Hazard: Liberated Libations. Mages are known to
been teleported. However, players who map out the enjoy incredibly strong beverages, and this group is
lair may notice its non-Euclidean design. no exception. Not only are the vapors highly flam-
3 MAGE CUBE
mable, but they are also strong enough to intoxi- Teleportation Gauntlet Clue. The spellbook in the
cate anyone who inhales them. Any creature that statue’s hand has no title but prominently displays
breathes within this room must succeed on a DC 15 a symbol on its cover. The open page depicted has
Constitution saving throw or become poisoned for a picture of a burning torch. A character that suc-
1 hour. Additionally, if any open flames are brought ceeds on a DC 10 Intelligence (Arcana) check or
into the vapors, the room explodes into a fiery infer- who has training in arcane magic recognizes this as
no. Each creature within the room must succeed on the symbol for the school of evocation. The evoca-
a DC 15 Dexterity saving throw, taking fire damage tion spellbook can be found in the library (area 4).
determined by the level of the adventure on a failed
saving throw, or half as much damage on a success. 4 - Library
The shelves in this library are well-stocked with
Liberated Libations Explosion books on arcane theories, conjured beings, and
magical artifacts. One of the shelves contains a
Version Fire Damage
small number of brightly colored books protected by
5 28 (8d6) a glass door with glowing arcane etchings inscribed
around its edges.
8+ Available in the full adventure
A character that succeeds on a DC 10 Intelligence
(Arcana) check or who has training in arcane mag-
3 - Archmage Statue ic recognizes that each of these eight books bears
A large statue of a middle-aged half-elf poring over a one of the symbols of the eight schools of magic.
spellbook stands imposingly in a large alcove. This is The cover color corresponds to the color most often
Master Sarovar, depicted in his prime. associated with the respective school of magic:
Spellbook Clues
5 MAGE CUBE
Trick: False Spellbook. The displayed spellbook 7 - Great Hall
seems to have all of the spells Master Sarovar A large stone table fills the center of the room, with
knows (see area 17 for his statblock), but the spell enough chairs to seat Master Sarovar and his ten
formulae have all been altered to be useless. Any disciples together.
character that attempts to transcribe spells from
this book automatically fails and the money used 8 - Kitchen
to transcribe the spell is wasted. A character that The kitchen is bustling with movement despite the
succeeds on a DC 20 Intelligence (Arcana) check lack of mages in sight. Vegetables chop themselves,
can determine the true nature of this book. At the a broom sweeps the floor, saucepans are stirred,
GM’s discretion, these incomplete spells can be de- and pies float themselves out of the ovens.
ciphered using downtime. This magical meal preparation is courtesy of a
half-dozen unseen servants going about their busi-
5b - Spellbook Closet
ness. The servants do not react to the characters
Master Sarovar keeps his real spellbook in a secret and continue about their business to the best of
closet adjacent to his room. their ability regardless of how the characters affect
Treasure: Spellbook. Master Sarovar’s spellbook the room.
contains all of the spells he knows. See area 17 for
Master Sarovar’s statblock to determine what this 9 - Buttery
book contains. Loud voices can be heard through the door to this
room.
6 - Toilets
Food, drink, spare chairs, and surplus kitchen sup-
The semi-private toilets in this room are kept re- plies fill this cramped room.
markably clean due to copious amounts of prestidigi- Encounter: Replacement Keg. A number of disci-
tation and are blessedly scent-free. ples are loudly working together to wheel a new keg
from the buttery towards area 2, after breaking the
previous one. The nature of these disciples depends
on the level of the adventure.
Buttery Encounter
Version Encounter
5 4 apprentice mages*
8+ Available in the full adventure
7 MAGE CUBE
ers in their quest to unite the artifacts of Yil. Other-
wise, they may belong to any faction important to
your campaign, or were working on their own when
they were captured.
12 - Large Creature Cell
Broken bones and old straw cover the floor of a
large cell.
12a - Cell
The cell door is locked. It can be unlocked as nor-
mal, or with the lever in area 12b.
Creatures that are too large or powerful to fit into
a regular cell are kept here. Its current occupant
depends on the level of the adventure.
Large Creature Cell Occupant
Version Creature
5 1 hezrou
8+ Available in the full adventure
9 MAGE CUBE
APPENDIX
Amulet of Recall
Wondrous item, uncommon (requires attunement)
This amulet is linked to a permanent teleportation
circle upon its creation. Once per day, a creature
attuned to the amulet can cast teleportation circle to
its linked location. If the linked teleportation circle is
destroyed, the amulet ceases to function.
ADVENTURE CONCLUSION
If the characters manage to steal the scroll without Apprentice Mage
eliminating Master Sarovar, he will do everything in Medium humanoid (any race), any alignment
his power to capture them and take back what is Armor Class 11 (14 with mage armor)
his. If he is killed, the magic that sustains the demi- Hit Points 45 (7d8 + 14)
plane will weaken over the next month and finally Speed 30 ft.
disappear completely. In this case, some of the
other mages that were living here might attempt to STR DEX CON INT WIS CHA
take their revenge against the characters, though 8 (-1) 13 (+1) 14 (+2) 16 (+3) 13 (+1) 11 (+0)
they are smart enough to know that without a good Saving Throws Int +5, Wis +3
plan and allies, they stand little chance. If you are Skills Arcana +5, History +5
running this as part of the megamodule, they might Senses passive Perception 11
attempt to team up with another faction upset at Languages Common plus two other languages
the characters. Challenge 2 (450 XP)
If the characters are captured by the mages and Spellcasting.The mage is a 4th-level spellcaster. Its spell-
unable to break out, Master Sarovar might make casting ability is Intelligence (spell save DC 13, +5 to hit with
them an offer to regain their freedom: retrieve one spell attacks). It has the following wizard spells prepared:
of the other artifacts related to Yil he has learned Cantrips (at will):fire bolt, light, mage hand, prestidigita-
about in his studies. tion
It is unlikely that the characters themselves have 1st Level (4 slots):detect magic, mage armor, shield, thun-
the abilities to figure out the secrets of the Scroll derwave
of Mysteries, at least not quickly. At the GM’s 2nd Level (3 slots):hold person, misty step, scorching ray
discretion though, careful study might earn them ACTIONS
knowledge relevant to the campaign or even magical Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft.,
powers. Ω one target. Hit: 2 (1d6 – 1) bludgeoning damage, or 3 (1d8 –
1) bludgeoning damage if used with two hands.
10 MAGE CUBE
11 MAGE CUBE
12 MAGE CUBE
13 MAGE CUBE
Product Identity: The following items are hereby identified as Product 4. Grant and Consideration: In consideration for agreeing to use this Li-
Identity, as defined in the Open Game License version 1.0a, Section 1(E), cense, the Contributors grant You a perpetual, worldwide, royalty-free,
and are not Open Content: All Trademarks, registered trademarks, proper non-exclusive license with the exact terms of this License to Use, the
names (characters, place names, new deities, etc.), dialogue, plots , story Open Game Content.
elements, locations, characters, artwork, sidebars, and trade dress. (Ele- 5. Representation of Authority to Contribute: If You are contributing original
ments that have previously been designated as Open Game Content are material as Open Game Content, You represent that Your Contributions
not included in this declaration.) are Your original creation and/or You have sufficient rights to grant the
Open Game Content: The Open content in this book includes the monster rights conveyed by this License.
names, statistics, traits, and abilities. No other portion of this work may 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
be reproduced in any form without permissions. portion of this License to include the exact text of the COPYRIGHT NO-
TICE of any Open Game Content You are copying, modifying or distrib-
Open Game License
uting, and You must add the title, the copyright date, and the copyright
The following text is the property of Wizards of the Coast, Inc. and is Copy-
holder’s name to the COPYRIGHT NOTICE of any original Open Game
right 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
Content you Distribute.
1. Definitions: (a)”Contributors” means the copyright and/or trademark own-
7. Use of Product Identity: You agree not to Use any Product Identity, in-
ers who have contributed Open Game Content; (b)”Derivative Material”
cluding as an indication as to compatibility, except as expressly licensed
means copyrighted material including derivative works and translations
in another, independent Agreement with the owner of each element of
(including into other computer languages), potation, modification, correc-
that Product Identity. You agree not to indicate compatibility or co‑adapt-
tion, addition, extension, upgrade, improvement, compilation, abridgment
ability with any Trademark or Registered Trademark in conjunction with
or other form in which an existing work may be recast, transformed or
a work containing Open Game Content except as expressly licensed in
adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell,
another, independent Agreement with the owner of such Trademark or
broadcast, publicly display, transmit or otherwise distribute; (d)”Open
Registered Trademark. The use of any Product Identity in Open Game
Game Content” means the game mechanic and includes the methods,
Content does not constitute a challenge to the ownership of that Product
procedures, processes and routines to the extent such content does not
Identity. The owner of any Product Identity used in Open Game Content
embody the Product Identity and is an enhancement over the prior art
shall retain all rights, title and interest in and to that Product Identity.
and any additional content clearly identified as Open Game Content by
8. Identification: If you distribute Open Game Content You must clearly
the Contributor, and means any work covered by this License, including
indicate which portions of the work that you are distributing are Open
translations and derivative works under copyright law, but specifically
Game Content.
excludes Product Identity. (e) “Product Identity” means product and
9. Updating the License: Wizards or its designated Agents may publish up-
product line names, logos and identifying marks including trade dress; ar-
dated versions of this License. You may use any authorized version of this
tifacts; creatures characters; stories, storylines, plots, thematic elements,
License to copy, modify and distribute any Open Game Content originally
dialogue, incidents, language, artwork, symbols, designs, depictions, like-
distributed under any version of this License.
nesses, formats, poses, concepts, themes and graphic, photographic and
10. Copy of this License: You MUST include a copy of this License with every
other visual or audio representations; names and descriptions of charac-
copy of the Open Game Content You Distribute.
ters, spells, enchantments, personalities, teams, personas, likenesses and
11. Use of Contributor Credits: You may not market or advertise the Open
special abilities; places, locations, environments, creatures, equipment,
Game Content using the name of any Contributor unless You have written
magical or supernatural abilities or effects, logos, symbols, or graphic
permission from the Contributor to do so.
designs; and any other trademark or registered trademark clearly identi-
12. Inability to Comply: If it is impossible for You to comply with any of the
fied as Product identity by the owner of the Product Identity, and which
terms of this License with respect to some or all of the Open Game Con-
specifically excludes the Open Game Content; (f) “Trademark” means the
tent due to statute, judicial order, or governmental regulation then You
logos, names, mark, sign, motto, designs that are used by a Contributor
may not Use any Open Game Material so affected.
to identify itself or its products or the associated products contributed to
13. Termination: This License will terminate automatically if You fail to
the Open Game License by the Contributor (g) “Use”, “Used” or “Using”
comply with all terms herein and fail to cure such breach within 30 days
means to use, Distribute, copy, edit, format, modify, translate and oth-
of becoming aware of the breach. All sublicenses shall survive the termi-
erwise create Derivative Material of Open Game Content. (h) “You” Not
nation of this License.
for resale. Permission granted to print or photocopy this document for
14. Reformation: If any provision of this License is held to be unenforceable,
personal use only. System Reference Document 5.1 2 or “Your” means
such provision shall be reformed only to the extent necessary to make it
the licensee in terms of this agreement.
enforceable.
2. The License: This License applies to any Open Game Content that
COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of
contains a notice indicating that the Open Game Content may only be
the Coast, LLC. | System Reference Document 5.1 Copyright 2016, Wizards of
Used under and in terms of this License. You must affix such a notice
the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
to any Open Game Content that you Use. No terms may be added to or
Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
subtracted from this License except as described by the License itself.
Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax
No other terms or conditions may be applied to any Open Game Content
and Dave Arneson. | Mage Cube. Copyright 2022, Hamrick Brands, LLC.
distributed using this License.
Authors: Dave Hamrick, Ellie Hogan, Tony Capser. | Some artwork Copyright
3. Offer and Acceptance: By Using the Open Game Content You indicate
Forrest Imel, used under license. All rights reserved. | Publisher’s Choice Qual-
Your acceptance of the terms of this License.
ity Stock art Copyright Rick Hershey / Fat Goblin Games, used under license.
| Some images used under license from Shutterstock.