Library of The Doomed Mage
Library of The Doomed Mage
Background important item to the library to find out if they can learn
M
                  ordus dutifully accepted the                  more about its history using the device.
                  death sentence delivered by the elders.
                  Though he was passionate about his            Reports out of a nearby village or city describe something
                  creation, the bond a dwarf shares with        beyond belief: the façade of a dwarven structure
                  his clan is paramount. He worked hard         has appeared halfway up a nearby cliffside, with an
                  to convince his assistant, Artume, as well    accompanying lift. The local officials suspect that a
as the clan the value he saw in what he had built: a device     powerful illusion has either finally faded or something
connected to the astral plane that could extract living         more dangerous is going on. They have hired a group of
memories. Artume was helpful at first; he saw the potential     adventures to investigate and report back.
benefits of being able to witness one's past mistakes or to
relive happy moments. He became the primary test subject,
offering up valuable personal items from which the device       Teleportation Circles
could extract memories. But things changed when Mordus          Except for Areas B (Foyer) and H (Memory Chamber),
learned that the device also worked with items that once        each room contains labeled teleportation circles designed
belonged to the dead. Intrigued and excited, Mordus             to lead to every other room throughout the building.
hoped it could be used to learn forgotten secrets and           For example, Mordus' personal quarters will contain
better understand lives lost to history. Artume dissented,      teleportation circles to areas D, E, F, and G. These circles
knowing that such recreations would be disrespectful            are always located near the wall opposite from whichever
to the ancestors. The clan elders agreed with Artume.           doorway leads back to the foyer. The magic that powers
Mordus' choice was mandated – destroy the device, or            these circles is becoming increasingly unstable as it ages.
be put to death for crimes against the clan. He did not go      Every time a creature uses these portals, roll a d6. On a
as quietly as some would have hoped. In a fit of rage, he       roll of 1-4, the portal functions normally, transporting
murdered Artume. Knowing he could not bear the shame            the creature to the appropriately labeled destination. On
of abandoning his duty nor the thought of having his            a roll of 5-6, consult the "Teleportation Mishaps" table to
creation destroyed, he ensured that his library was well-       determine the effect.
defended before he allowed his clan to carry out justice.
                                                                Teleportation Mishaps
                                                                       d4        Effect
The Library of the Doomed Mage is a dungeon                                        the creature is teleported to a random
adventure for characters of 5th to 7th level, featuring                1           room within the complex that contains
an abandoned wizard's library that has begun to                                    teleportation circles.
                                                                                   the creature teleports to the
unravel itself and the living memories it contains.
                                                                       2           appropriate destination, but takes 3d10
What secrets will they learn about the wizard who                                  psychic damage doing so.
built this place, and what secrets will they learn                                 the creature becomes poisoned with
                                                                       3
about themselves?                                                                  teleportation sickness for one hour.
                                                                                   the creature teleports to the
                                                                                   appropriate destination, but
Overview
                                                                       4
                                                                                   inadvertenly manifests an Astral
                                                                                   Coalescence into an adjacent space.
Unless otherwise stated, the library's walls are crafted
of hewn granite slabs. Everburning torches provide dim
                                                                Random Encounters
light throughout the building. Doorways are doubled,            Astral Coalescences
constructed of oak and reinforced with steel hasps,             Every time the party enters a room, roll a d6. On a 5 or
opening outward on their hinges. All rooms other than           6, 1d4 Astral Coalescences materialize in response to the
the Foyer are circular and 60 feet in diameter, with ceilings   party's conscious presence and attack.
50 feet high. Above the doorway to each circular room is        Astral Coalescences
an inscription of the room's name. Each room, save for          Mordus built a device that established a connection
the Memory Chamber, contains shelves of books on the            between the Astral and the Material Plane. After
walls in addition to its unique contents. Loud, cracking        Mordus' death, nobody has been around to maintain
booms can be heard echoing throughout the complex               the magical energies that keep this connection stable.
every few minutes, courtesy of the living spells in the Spell   As a result, energies from the Astral Plane occasionally
Informatics room. A slightly sharp floral scent is carried      leak into the complex and take semi-structural forms
on the air throughout.                                          known as Astral Coalescences. Without a stable host,
                                                                these conglomerations of thought, memory, and dream
Adventure Hooks                                                 fragments of countless different beings are frenetic and
                                                                unpredictable. Drawn to the power of conscious mind,
A prominent mage in possession of a historical artifact
                                                                Astral Coalescences will attack living creatures in an
has learned of the discovery of the rumored library of the
                                                                attempt to inhabit their bodies as a permanent host.
doomed mage. Having heard accounts of the powerful
device inside said to be able to manifest living memories,
he has contracted a group of adventurers to transport this
                                                                                                                               1
Aura, the Librarian                                              carvings of dwarven faces arranged side by side along their
Aura is the name of the golem that Mordus created                length. At the end of the hallway is a closed set of stone
to protect the facility and serve as its librarian. Aura         doors. Once a creature moves 30 feet into the hallway,
resembles a stone golem inscribed with dwarven runes.            one of the faces will speak via the Magic Mouth spell and
Where its head would be, a stone hoop sparkles and               ask "What time is it?" The correct answer is "it's time for
glimmers with starry, celestial flame. While Mordus was          tea". If no answer is given within 10 seconds, or a wrong
alive, Aura helped him locate specific texts in his collection   answer is given, a Wall of Ice spell is cast on the creature's
and put books back in their place after Mordus was               space, pushing them back in the direction of the entryway.
finished with them. Consult the "Aura's Location" table to       Simultaneously, an Arcane Lock spell is cast on the doors
determine where Aura can be found when the party first           leading to Area B. The lock requires a successful (Strength)
enters the library. Aura spends 5 minutes in each room           Athletics or Dexterity check using Thieves' Tools with a
making sure everything is in order before making its way         DC of 20 to break.
to its next destination, also determined by the "Aura's
Location" table. Aura cannot use the teleportation circles;      B. Foyer
it takes the most direct route possible and opens and closes
doors behind it. Unless the party pacifies Aura using its        The southern door leading to the Entrance Hall is hidden
command word found in the Workshop, it will attack the           behind a moving bookshelf that automatically slides open
party until it is destroyed.                                     horizontally to accommodate entry. Rows of bookshelves,
Aura's Location                                                  up to two storeys in height, line the walls of this triangular
       d6        Location                                        chamber. Three central supporting pillars are carved with
       1           Foyer                                         dwarven script. Six sets of double doors, evenly spaced
       2           Projection Studies                            throughout the walls of the chamber, are closed. The
       3           Observatory                                   floral scent is noticeably heavier here, courtesy of a blue
       4          Workshop                                       lotus incense everburner resting on a nearby side table.
       5           Personal Quarters                             Characters who speak Dwarven can discern that the pillars
       6           Spell Informatics                             are inscribed with what appear to be repeated prayers to
                                                                 the god of magic.
                                                                 C. Personal Quarters
Approach
                                                                 A kitchenette lines the southwestern portion of this wall,
The triangular façade of the building can be seen                adjacent to a set of double doors. There is another set
protruding from the sheer cliff face, 170 feet above ground      of double doors to the northeast, beside which stand a
level. A winch-operated wooden lift provides transport up        desk and a wardrobe. A bed and small wooden table lie
the cliff to the entrance; it currently rests on the ground. A   in the middle of the room. An animated broom sweeps
DC 10 Wisdom (Perception) check reveals that the lift is in      the floor near the table. Atop the desk is a neatly-bound,
poor condition and can reliably hold up to 400 pounds. If it     deliberately placed journal. Characters who read from the
ascends holding any more than that, it begins to creak and       journal can learn:
buckle under the load, eventually collapsing. Creatures on        •	 A history of Mordus' development of a device he called
the lift when it collapses fall 40 feet to the ground.              "the memory realizer", which could be used to manfiest
                                                                    "living memories" from personal items.
Doorway                                                           •	 Mordus' failed pleas to his clan for them to make use of
                                                                    his technology to honor fallen heroes.
The lift rises to a small platform that juts out from a           •	 Mordus' dismay that the clan found his creation
large double doorway etched with dwarven runes. Lying               appalling; a disrespect to the memories of the dead.
on the platform is the skeleton of a dwarf dressed in             •	Mordus' refusal to destroy his creation at the request of
functional leathers, a wand clutched in its hand. A DC              clan elders.
10 Wisdom (Perception) check reveals that the dwarf's
clothes are singed. On the dwarf's body is an adventurer's         Characters who search the desk and succeed on a
pack, Thieves Tools, a silvered dagger, and a scrap of           DC 13 Intelligence (Investigation) check find the false
paper that reads "it's time for tea". The wand is a Wand of      compartment that holds Mordus' spellbook, which
Dispel Magic with 3 charges remaining, which the dwarf,          contains the following spells:
a hopeful looter, used to dispel the first of three glyphs of      Magic Mouth, Wall of Ice, Arcane Lock, Blink, Blur,
warding on the door. He did not notice the other glyphs,         Clairvoyance, Fireball, Magic Missile, Confusion
which require a DC 12 Intelligence (Arcana) check to
spot. The glyphs hold the lightning bolt spell, and must be
dispelled or discharged before the doors can be pulled open
                                                                 D. Workshop
by anyone other than Mordus.                                     A big circular desk fills the center of this room; it is
                                                                 covered in tools, magnifying devices, notes, and other
A. Entrance Hall                                                 miscellany. At the room's far wall is a standing mirror, 5
                                                                 feet in height. Beside the mirror, mounted to the wall, is a
The walls of this 90 foot long hallway are angled towards        dwarven warhammer. At the base of the eastern wall lies
each other to form a prism-like interior, and feature relief     what looks to be a half-finished construct of some sort –
                                                                                                                                  2
blocks of polished stone inscribed with dwarven runes are
slotted together to form a vaguely humanoid torso. A stone   E. Observatory
hoop is mounted where a head would sit. Various artificer
and soldering tools are scattered on the floor around the    A large orrery made of brass fills the center of this
unfinished project.                                          chamber. Three smaller orreries surround it. The middle
                                                             orrery slowly spins and rotates, while the others remain
   Mordus used the mirror for scrying. He was put to         unmoving. There is a large crack in the eastern wall
death before he got close to finishing the golem, and it     of this room. A successful DC 10 (Intelligence) Arcana
is too incomplete for the party to bring it online. They     check reveals that the main orrery is magically powered
can, however, with a successful DC 12 Intelligence           to emulate the movement of celestial bodies, though the
(Investigation) check uncover that the golem has a           magic is currently unstable and prone to malfunction. A
passphrase that would serve to deactivate it - "sweet        successful DC 18 (Intelligence) Arcana check reveals that
dreams". This passphrase can be used to deactivate Aura,     the structure of the other three orreries is nonsensical –
the Librarian, for a duration of 1 hour.                     they appear to have no relation to any known celestial
                                                             system. These three orreries are mimics (with 90 hitpoints
  The warhammer is encrusted with rubies, and bears the      each) that found their way into the library through the
engraving "for your years of service" in Dwarven. The        seam in the outer wall. They attack with surprise any
warhammer is a +1 weapon, and can be used to cast Shield     creature who comes within five feet of them unawares.
once per 24 hours.                                           Spells cast within this room exacerbate the magical
                                                             instability of the orrery. Any creature who casts a spell
                                                             within this room must make a DC 12 Dexterity saving
                                                                                                                          3
throw to avoid sudden electro-magical discharge, taking
3d6 lightning damage on a failed save, or half that amount      G. Spell Informatics
on a successful one.
                                                                A large stone table sits in the middle of this room, topped
                                                                with a bronze sphere, a network of glass tubing, and
F. Projection Studies                                           glass holding chambers. Three holding chambers contain
                                                                swirling conglomerations of colors and patterns. One
The walls of this room are layered in silver panels that        appears to have been broken, leaving glass shards on the
have been nailed together to cover the walls. In the middle     table and floor. What appear to be two small black storm
of the room is a circular cistern. A spectral, purple-hued      clouds float through the air in this chamber. A DC 13
form of a dwarf in wizard's robes stands pensively over         (Intelligence) Arcana check reveals this amalgamation to
the cistern. This figure is a living memory of Mordus'          be some sort of spell incubator or storage device. Mordus
assistant, Artume. A sucessful DC 15 (Intelligence) Arcana      and Artume had been working on creating living spells.
check confirms that the figure is something more complex        The two storm clouds are two living thunderwaves
than an illusion. Artume greets the characters after a few      that will mindlessly attack the characters, discharging their
moments and treats them as unexpected guests, regardless        energy. Each remaining holding chamber contains a living
of how they interact with him. He talks mostly to himself,      thunderwave. If any of these chambers are destroyed (AC
and refers to events in the past as if they are currently       8, 10 hitpoints), the spells they contain are released and
ongoing, relaying the following information:                    will also attack the characters.
•	He has been trying to convince Mordus to destroy the
  device; that it isn't worth being put to death for.
                                                                H. Memory Chamber
•	 He agrees with the clan - recreating these memories can      All three doors to this room are locked and each are
  be used for dangerous purposes that are better left alone.    protected by a glyph of warding, requiring a DC 12
•	Mordus is angry at him for telling anyone, but he is          (Wisdom) Perception check to notice. In the center of
  trying to do the right thing.                                 the room, a sphere of solid silver, 10 feet in diameter,
                                                                is mounted on a 3 foot tall crystal pedestal. The sphere
   Eventually, Artume will begin repeating himself as the       emanates a consistent, high-pitched tone and vibrates
memory sequence loops. He does not leave the room. The          softly, pulsing with purple light every few seconds. A small
silver panels on the wall are part of what gives this room      crystal bowl has been carved out of the pedestal's base.
its function, helping to stabilize the connection between       Inside the bowl is an iron ring inscribed with the initials
the astral plane and the material. With some effort they        A.K. The walls are entirely reflective, turning the room
can be removed, though after any successful attempt,            into a panoramic mirror. The spectral living memory of
roll a d4. On a 1 or 2, an astral coalescence forms in          Artume is present here; he draws his wand and gives the
an adjacent space and attacks. The water in the cistern         characters a wild look when they enter. "Mordus! I told
looks like the night sky of a distant galaxy. It is odorless.   you you don't have to do this!" he shouts, before attacking
Any character who drinks from the water immediately             the characters. After one round of combat, 1d4 Astral
collapses as their astral form leaves their body. Their         Coalescences manifest from the sphere in a pulse of light
form is ethereal, and they can freely move throughout           to join the fight.
the library and its walls without impedance. They cannot
communicate with creatures tied to the material plane and       Artume uses the statistics of a mage, with the
are undetectable by them. Attempting to travel beyond           following changes:
the library results in heavy brain fog, as well as psychic       •	He has 90 hitpoints
damage of 3d6 per five seconds spent outside its walls.          •	He has already cast Mage Armor on himself
Returning their astral form to their physical body ends          •	He has damage resistance to bludgeoning, piercing, and
the effect.                                                        slashing attacks from non-magical weapons
                                                                 •	He is immune to any status conditions.
                                                                                                                                4
     Memory Device
    A character who places a personal item in the bowl
                                                                 Aura, the Librarian
  will manifest a living memory into an adjacent space.          Medium construct, chaotic neutral
  If the item belongs to a player character, work with           —
  that player to determine what sort of memory the               Armor Class 16 (natural armor)
  device would manifest. Memories manifested by the              Hit Points 93 (11d8 + 44)
  device last for up to five minutes before disappearing.        Speed 25 ft.
  Each time an item is placed in the device, roll a d6.          —
  On a 5 or 6, the instability of the device causes 1d4             STR       DEX        CON          INT      WIS        CHA
  astral coalescences to manifest with the memory and             20 (+5)     9 (-1)    16 (+3)      10 (+0)   8 (-1)     8(-1)
  attack. The DM can use these manifested memories               —
  as a way to encourage character exploration or reveal          Saving Throws Str +4, Con +5
      key plot elements relating to specific items.              Damage Resistances bludgeoning, piercing, and slashing
                                                                  from non-magical weapons
                                                                 Condition Immunities exhaustion, paralyzed, poisoned
                                                                 Senses passive Perception 9
                                                                 Languages understands the languages of its creator
                                                                  but can't speak
                                                                 Challenge 8 (3,900 XP)
                                                                 —
                                                                 Immutable Form. Aura is immune to any spell or effect that
                                                                 would alter its form.
Astral Coalescense
Medium aberration, chaotic neutral                               Magic Resistance. Aura has advantage on saving throws
                                                                 against spells and other magical effects.
—
Armor Class 13
Hit Points 58 (13d8)                                             Magic Weapons. Aura's weapon attacks are magical.
Speed fly 30 ft.
                                                                 Spell Memorization. Aura remembers any spells cast within
—                                                                60 feet of it, and may use its action to cast any one of its
   STR       DEX        CON           INT      WIS      CHA
                                                                 learned spells innately, requiring no components.
 10 (+0)    14 (+2)    10 (+0)       14 (+2)   6 (-2)   16(+3)
—                                                                Actions
Saving Throws Cha +5
Damage Resistances cold, fire, lightning, poison,                Multiattack. Aura makes two slam attacks.
 bludgeoning, piercing, and slashing from non-
 magical weapons                                                 Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Condition Immunities exhaustion, paralyzed,                      target. Hit: 16 (2d10 + 5) bludgeoning damage. If the
 poisoned, prone                                                 target is a creature, it must succeed on a DC 15 Charisma
Senses passive Perception 8                                      saving throw, or Aura deals an additional 4 (d8) damage
Languages ---                                                    and heals itself for the same amount.
Challenge 3 (700 XP)
                                                                 Spell Reflection. Aura casts one of its learned spells
—                                                                innately, requiring no components.
Incorporeal Movement. The coalescense can move through
other creatures and objects as if they were difficult terrain.
It takes 5 (d10) force damage if it ends its turn inside
and object.
Actions
Multiattack. The coalescense makes two
mindspike attacks.
                                                                                                                                  5
Living Thunderwave
Large construct, unaligned
—
Armor Class 15 (natural armor)
Hit Points 57 (6d10+24)
Speed 25 ft., fly 25 ft. (hover)
—
   STR        DEX        CON        INT        WIS        CHA
 10 (+0)    13 (+1)     16 (+3)    3 (-4)     10 (0)      6 (-2)
—
Damage Resistances bludgeoning, piercing, and slashing
 from non-magical attacks
Condition Immunities blinded, charmed, deafened,
 exhaustion, frightened, grappled, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages ---
Challenge 3 (700 XP)
—
Amorphous. The living spell can move through a space as
narrow as 1 inch wide without squeezing.
Actions
Multiattack. The living spell makes two magical
strike attacks.
                                                                   6
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Credits
Written by: Alexander LeFort
Map by: Benjamin Cowan
A TavernTales creation.