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DUNGEONS & LAIRS #47:

MAGE CUBE CREDITS


Mage Cube is a Fifth Edition plug-in adventure
for four characters with an average party level The following creators made this adventure
(APL) of 5, 8, 11, or 14. This document offers possible:
details for the 5th-level version. For the full Design and Writing. DMDave, Ellie Hogan of
adjustments for all level ranges, sign up for the Adventures, EH?
DMDave Patreon. A powerful mage has estab- Cartography. DMDave with Forgotten Adven-
lished himself and his apprentices in a non-Eu- tures
clidean demiplane where he hides his most Creature Design. Tony Casper of Spectre
precious possession, a mysterious scroll. If the Creations
characters wish to abscond with this artifact, Artwork. Fat Goblin Games, Forrest Imel, Ma-
they need to contend with magical traps and tias Lazaro, Splattered Ink
summoned protectors.

DUNGEONS & LAIRS #47 1


RUNNING THE ADVENTURE Adventure Hooks
To run the adventure, you need the three Fifth The table in the full adventures offers some ideas if
Edition core rulebooks. You can access a free basic you don’t have a reason for the characters to inves-
ruleset from the official source if you don’t have a tigate the mage cube. If you need to motivate the
copy. party with a monetary reward, their patrons offer
500 gp per level of the adventure.
Text that appears in a box like this is meant to
be read aloud or paraphrased for the players Seekers of Yil
when their characters first arrive at a location You may also run this adventure as part of the
or under specific circumstances, as described Dungeon & Lairs Megamodule #2: Seekers of Yil.
in the text. If you do, refer to the Seekers of Yil megamodule’s
adventure hook, “The God of Secrets Appears,” to
When a creature’s name appears in bold type, get your characters involved in the story. Learn more
that’s a visual cue pointing you to its stat block as about the Seekers of Yil mega module on DMDave’s
a way of saying, “Hey, game master, make sure you Patreon.
get this creature’s stat block ready—there’s going
to be an encounter!” If the stat block appears in the BACKGROUND
Appendix of this adventure, the text tells you so; Allomir Sarovar, referred to as Master Sarovar by
otherwise, you can find the stat block in the core most, is the head of a conglomeration of mages.
rulebook. He and his disciples reside in a mind-warping pock-
Spells and non-magical equipment mentioned in et dimension shaped like a cube with only a small
the adventure are described in the core manual for building in the city proper. In his possession is the
players. Magic items are described in the core man- Scroll of Mysteries, a powerful artifact that has
ual for game masters unless the adventure’s text been linked to the god Yil. While it is unknown what
directs you to an item’s description in the Appendix. powers the scroll holds exactly, it is said that who-
ever manages to unlock its secrets will be as a god.
This scroll is protected behind a chain of teleporters
armed with a gauntlet of magical traps.
Unfortunately, Master Sarovar is becoming forget-
ful in his old age. To protect himself, he has hidden
clues pointing to the nature of the spells used in the
statues and art around the base. If the party is able
to find and decipher these clues, reaching the Scroll
of Mysteries will be much simpler!
General Features
Unless stated otherwise, locations in the vault have
the following features:
Architecture. The vault is a pocket dimension. The
interior primarily appears to be made of stone, but
it is enchanted such that none of the floors or walls
can be destroyed or altered in any way. Spells and
effects that would normally allow creatures to pass
through ceilings, floors, and walls, such as passwall
and etherealness, do not function within the tomb.
There is no visible ceiling in any of the rooms or hall-
ways which instead give the appearance of stretch-
ing out into an infinite black void. However, there is
an invisible barrier 10 feet above the floor that is as
impassable as the rest of the vault’s architecture.
Doors. The doors of the vault fit perfectly in their
frames and appear to be made from metal with
complicated arcane symbols etched into the surface.
Like the rest of the architecture in the vault, these
doors are immutable.
Locked doors in the vault are further protected by
the arcane lock and alarm spells. An arcane locked

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:

DUNGEONS & LAIRS #47 4


School of Magic Associated Color
Abjuration Blue
Conjuration Yellow
Divination Silver
Enchantment Pink
Evocation Red
Illusion Purple
Necromancy Green
Transmutation Orange

Trap: Protective Casing. The glass case protecting


the spellbooks is as immutable as the rest of the
dimension’s architecture and is arcane locked as if The image of a male half-elf holding a black crystal
it were a door (see General Features) but lacks a in one hand and a blue spellbook with an arcane
keyhole and cannot be picked. A glyph of warding symbol on its cover is painted on the wall behind the
activates if any creature not wearing Master Saro- bed. This is Master Sarovar, depicted in his prime.
var’s amulet attempts to open it. The nature of the Teleportation Gauntlet Clue. The spellbook in the
glyph depends on the level of the adventure. Master painting’s hand has no title but prominently displays
Sarovar’s amulet acts as a key to disable the protec- a symbol on its cover. A character that succeeds
tions and safely open the case. on a DC 10 Intelligence (Arcana) check or who
has training in arcane magic recognizes this as the
Protective Casing Glyph of Warding
symbol for the school of abjuration. The abjuration
Detection/ spellbook can be found in the library (area 4).
Version Save DC Glyph of Warding Type Encounter: Unexpected Visitors. If any creature
not wearing Master Sarovar’s amulet enters the
5 14 Explosive Runes (lightning) room, a creature is summoned to protect the Mas-
8+ Available in the full adventure ter’s belongings. The nature of this summoned crea-
ture depends on the level of the adventure.
Treasure: Valuable Spellbooks. Each of these eight Master’s Chamber Encounter
beautifully illustrated spellbooks contains all the 1st-
to 4th-level wizard spells of its respective school. Version Encounter
Teleportation Gauntlet Clue. Four of the books
have clues indicating the spells used to protect the 5 1 vrock
scroll of mysteries in the teleportation gauntlet in 8+ Available in the full adventure
the form of an illustration beside the spell used. The
location these clues can be found and the associ- Treasure: Gold and “Spells.” Master Sarovar’s
ated spells are listed on the Spellbook Clues table personal wealth is stored in his room. Its contents
below. depend on the level of the adventure.
5a - Master’s Chamber Master Sarovar’s Treasure Hoard
The doors to this chamber are all locked.
Version Room Contents
Inside is a comfortable chamber with a large bed,
bookshelves along the walls, and a lectern with a 5 2,000 gp, 70 pp, and a wand of web
spellbook propped open at the center of the room.
8+ Available in the full adventure

Spellbook Clues

Spellbook Clue Location Illustration Adjacent Spell


Abjuration 5a painting Black crystal glyph of warding
Conjuration 10a statue Horned beetle insect plague
Evocation 3 statue Burning torch magic missile
Necromancy 10b statue Skull with crystal eyes blight

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

*The mage apprentice statblock can be found in


the Appendix
10 - Dormitories
Master Sarovar’s disciples sleep in small dormitories.
10a - North Entrance
A statue of a male half-elf grinning triumphantly
down at an open spellbook stands at one entrance
to the dormitories. This is Master Sarovar, depicted
in his prime.
Teleportation Gauntlet Clue. The spellbook in the
statue’s hand has no title but prominently displays
a symbol on its cover and has an illustration of a
horned beetle on the open page. A character that
succeeds on a DC 10 Intelligence (Arcana) check or
who has training in arcane magic recognizes this as
the symbol for the school of conjuration. The conju-
ration spellbook can be found in the library (area 4).
10b - South Entrance
A statue of a half-elf man with a serene expression
on his face and an ornate amulet around his neck
has his hands cupped reverently around a green

DUNGEONS & LAIRS #47 6


glass sphere with an arcane symbol on it and thick 11a - Hallway. The square hallway around the pris-
fog within. This is Master Sarovar, depicted in his on allows access to the prison’s cells.
prime. Encounter: Jailkeeper. The prison is patrolled at all
Teleportation Gauntlet Clue. A character that times. The nature of the jailkeeper(s) depends on the
succeeds on a DC 10 Intelligence (Arcana) check level of the adventure. If any jailkeeper is reduced
or who has training in arcane magic recognizes the below half of its maximum hit points, they attempt
symbol on the glass ball as that of the school of to move to area 12b to release the creature held in
necromancy. A character that succeeds on a DC area 12a.
18 Wisdom (Perception) check can make out the
Jailkeeper
form of a skull with crystal eyes hidden within the
fog. The necromancy spellbook can be found in the Version Jailkeeper
library (area 4).
5 2 apprentice mages (see the Appendix)
10c - Disciple Dorms
8+ Available in the full adventure
Each dorm room has a bed and chest with no door.
The entire area is permanently under the effects of a 11b - Empty Cells. These cells are empty and their
silence spell. doors are ajar.
Trap: Proximity Alert. The entrance to each room 11c - Devil. An imp has occupied this cell for
is protected by an alarm spell that mentally alerts a years. It is incredibly bored and eagerly calls over
disciple whose room is entered. If a disciple is alert- any characters it can see, promising a favor for its
ed of an intruder into their room, they immediately freedom. It will not promise to fight for the party
come to check what has happened with any other now, instead offering its services as a spy after its
creatures in the room they are in, provided they are escape. As a lawful creature, it will honor any deals
within the demiplane and the characters haven’t it makes here, potentially even agreeing to be a non-
already dealt with them. Each time a doorway is good-aligned creature’s familiar if it is treated well
entered, roll a d10 to determine the location of any enough.
disciples being alerted: 11d - Lovestruck. Aaron Wilson (a young male
Door Alarm by Adventure Level apprentice mage (see Appendix)) sits morosely in
his cell. He is being punished for dating a member
Area 5 of another faction. At the GM’s discretion, he may
be persuaded to help in other Seekers of Yil adven-
1 - Entrance 1
tures.
9 - Buttery 2-5 11e - Mad Mage. An unarmed female human mage
11a - Prison 6-7 sits in this cell and rocks back and forth with a wild
look in her eyes. She attempted to study magic far
Outside (no effect) 8-10 above her ability to comprehend and was driven
mad. She calls out to the party as they pass:
Treasure: Personal Valuables. The dorms collec-
tively contain an amount of treasure based on the
“The rats are in the walls! I can hear them
level of the adventure. Any magic items are hidden
tap-tapping as they pitter-patter past! They
and require a successful DC 15 Intelligence (Investi-
want to know the mystery! The magical mys-
gation) check to find.
tery! But it doesn’t want to be known!”
Disciple Dorm Treasure
If the party attempts to talk to her, she repeats
Version Treasure similar phrases to what she has already said, provid-
5 900 gp, 100 sp, 200 cp, and 3 art ob- ing little helpful information. However, a character
jects worth 25 gp each that succeeds on a DC 20 Wisdom (Insight) check
believes that she is telling the truth about hearing
8+ Available in the full adventure noises in the walls. What they don’t know is that
these noises aren’t rat noises at all, but the sound of
11 - Prison footsteps in area 16 as Master Sarovar heads to the
A large portion of the pocket dimension is dedicated vault in area 17b.
to holding prisoners, both humanoid or otherwise. 11f and 11g - Enemy Agents. These cells hold a
While most of the cells are empty, some of the cells cultist and a guard respectively. If you are running
contain Master Sarovar’s prisoners. The doors to the this adventure as a part of the megamodule, they
occupied cells are all locked, but the gaps between were sent by Gardenyr Valxisys (cultist) and Sir The-
bars allow sight and sound to pass through. Only odore Pierpont (guard) in an unsuccessful attempt to
Master Sarovar has the keys to these doors. steal the scroll. At the GM’s discretion, they may be
bribed, intimidated, or coerced into helping the play-

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

Encounter: Pull the Lever! If the creature is re-


leased, it fights any creature it comes across in an
enraged bid to escape unless magically compelled to
14 - Teleportation Chamber 2
do otherwise. The only entrance to this small room is the yellow
teleportation formation in area 13.
12b - Panopticon Two arcane formations, one yellow and one red,
Stairs lead up to a small viewing window that looks are drawn on the floor. The red formation is glowing
down on the creature below. A large lever is mount- while the yellow is not.
ed on the wall beside the window. Trap: Conjuration. This chamber is permanently
The window is as unbreakable as any other archi- full of swarming locusts, as conjured by the insect
tecture in the vault and additionally doesn’t allow plague spell. A character can avoid harm from this
sound to pass through. The lever unlocks the door effect by fully blocking the insects’ access to their
to the cell. skin, for example by using a cube of force or wrap-
ping themself in thick layers of clothing. The spell is
13 - Teleportation Chamber 1 cast at level 5.
This small room is hidden behind a secret door. It Hazard: Teleportation Formation. A creature that
only contains an arcane formation on the floor, writ- stands on the red arcane formation is instantly
ten in yellow glowing runes. transported along with anything it is wearing or
A character that succeeds on a DC 20 Intelligence carrying to the matching red arcane formation in
(Arcana) check can determine that this formation area 15. If the teleportation formation is targeted
likely functions as a limited form of one-way telepor- by dispel magic, it is disabled for 1 hour. The yellow
tation, similar to teleportation circle but with a much formation does not function in this direction.
shorter range.
Hazard: Teleportation Formation. A creature that 15 - Teleportation Chamber 3
stands on the arcane formation is instantly trans- The only entrance to this small room is the red tele-
ported along with anything it is wearing or carrying portation formation in area 14.
to the matching arcane formation in area 14. If the Two arcane formations, one red and one blue, are
teleportation formation is targeted by dispel magic, drawn on the floor. The blue formation is glowing
it is disabled for 1 hour. while the red is not.
Time to Roll Initiative! Areas 14-17 all contain Trap: Evocation. Five glowing darts hover in the
traps. After the first character goes through the tele- air in the room. These darts are functionally identi-
portation formation, the easiest way to track their cal to those created by the magic missile spell and
progress to the vault is to have them roll initiative. launch themselves at any creature that enters the
room. They require six seconds (1 round) to re-arm

DUNGEONS & LAIRS #47 8


themselves. If more than one creature is present in 17b - Vault Interior The only entrance to the vault
the room when the darts reform, they split equally interior is the green teleportation formation in area
between the creatures. 16.
Hazard: Teleportation Formation. A creature that Trap: Necromancy. The first time any living crea-
stands on the blue arcane formation is instantly ture enters this room without wearing either Master
transported along with anything it is wearing or Sarovar’s amulet or one of his disciples’ amulets
carrying to the matching blue arcane formation in of recall it is targeted by blight. The spell is cast at
area 16. If the teleportation formation is targeted by level 4.
dispel magic, it is disabled for 1 hour. The red forma- Encounter: The Master. When the party first
tion does not function in this direction. enters the complex, Master Sarovar is studying the
Scroll of Mysteries in this room. If the characters
16 - Teleportation Chamber 4 somehow manage to reach the vault interior without
The only entrance to this small room is the blue tele- alerting him, he is still here and is surprised when
portation formation in area 15. the characters enter the room. Master Sarovar’s abil-
Two arcane formations, one blue and one green, ities depend on the level of the adventure:
are drawn on the floor. The green formation is glow-
ing while the blue is not. Master Sarovar’s Statblock
Trap: Evocation. A glyph of warding (Explosive
Version Statblock
Runes - acid; DC 14) is inscribed on the floor. Any
creature that enters this room and is not wearing an 5 mage
amulet of recall or Master Sarovar’s amulet triggers
8+ Available in the full adventure
the glyph. The spell is cast at level 4.
Hazard: Teleportation Formation. A creature that Master Sarovar does not carry his spellbook on
stands on the blue arcane formation is instantly him while he is in the pocket dimension. Instead, he
transported along with anything it is wearing or has it safely stored in the secret closet of his per-
carrying to the matching blue arcane formation in sonal chambers in area 5b.
area 17b. If the teleportation formation is targeted Treasure: Artifact of Yil. The scroll is the Scroll of
by dispel magic, it is disabled for 1 hour. The blue Mysteries.
formation does not function in this direction. Hazard: Teleportation Formation. A creature that
17 - Vault stands on the purple arcane formation is instant-
ly transported along with anything it is wearing or
This circular chamber holds the inner vault of the
carrying to the matching purple arcane formation in
pocket dimension. Small windows in the interior
location 18. If the teleportation formation is targeted
walls allow line of sight to a fancy scroll on a ped-
by dispel magic, it is disabled for 1 hour. The green
estal. The vault is otherwise barren, apart from two
formation does not function in this direction.
arcane formations on the floor, one green and one
purple. The purple arcane formation is glowing while 18 - Teleportation Chamber 5
the green one is not. This small room is hidden behind a secret door. It
The walls and windows around the vault are as un- only contains an arcane formation on the floor, writ-
breakable as any other architecture in the vault and ten in purple runes.
don’t allow sound to pass through. A character that succeeds on a DC 20 Intelligence
17a - Vault Exterior The hallway around the exte- (Arcana) check can determine that this formation
rior of the vault allows Master Sarovar to display his likely functions as a limited form of one-way telepor-
precious Scroll of Mysteries without compromising tation, similar to teleportation circle but with a much
its security. shorter range. This is the exit of a pair of portals
If Master Sarovar has not been drawn away previ- and can’t be activated from this room. If the tele-
ously, he can be seen examining the scroll within the portation formation is targeted by dispel magic, it is
vault. If a character that enters the room is sneak- disabled for 1 hour, trapping anyone attempting to
ing, compare their Dexterity (Stealth) to Master Sa- exit the vault interior (area 17b). The secret door to
rovar’s passive Perception score. With a failed check area 2 is visible from this room.
or if the character is not sneaking, Master Sarovar
notices them and immediately exits the vault via the
purple arcane formation to come and intercept them.

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
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DUNGEONS & LAIRS #47 14

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