Professional Documents
Culture Documents
Dragon Six Faces of Death (5e)
Dragon Six Faces of Death (5e)
An alien being, dark omens, and vanishing ships send the adventurers to a mysterious island
newly appeared in the Sea of Swords. But can the characters uncover the mysteries of the
Changing Island in time to save Faerûn from a terror from another plane?
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.
©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Beyond the Material Plane lie dimensions where gods
Preparation and Planning
and devils dwell, and where pure ideals are embodied
Six Faces of Death is a dark fantasy adventure featuring
in physical form. One such place is Mechanus, the plane
FRXQWOHVVśHQGVPLQGFRQWUROVWUDQJHSK\VLFDO
of ultimate law, where the geometric modrons maintain WUDQVIRUPDWLRQVDQGGHDGERGLHVE\WKHWKRXVDQGV
absolute order. Another is Acheron, home to endless %HIRUHUXQQLQJWKHVFHQDULR\RXôOOZDQWWRPDNHVXUHWKDW
ZYlld]Õ]d\kg^dYoYf\]nad$o`]j]j]ZgjfoYjjagjkÕ_`l \RXUSOD\HUVDUHDZDUHWKDWWKHDGYHQWXUHIHDWXUHVSOHQW\
]l]jfYd[gfÖa[lkg^e]lYdYf\Zdgg\& RIGDUNLPDJHU\DQGKRUURUWKHPHV(YHQWKHQ\RXPLJKW
No stars or suns appear in the skies of Acheron—only ZDQWWRGRZQSOD\VRPHRIWKHPRUHJUDSKLFGHVFULSWLRQV
ÖgYlaf_e]lYd[mZ]k`mjldaf_l`jgm_`l`]nga\&Gf]g^ FRQWDLQHGKHUHLQDFFRUGLQJWR\RXURZQVHQVLELOLWLHVDVD
these was Cube 1717, designed by a mad derro architect '0DQGWKHDJHVDQGVHQVLWLYLWLHVRI\RXUSOD\HUV
named Avnas, and ruled by a powerful devil named 7KHDGYHQWXUHLVDOVRDGDQJHURXVRQHòDQGPLJKW
SURYHDFKDOOHQJHHYHQIRUSRZHUIXOWKWRWKOHYHO
Earl Andromalius—a servant of the god of tyranny,
FKDUDFWHUV2QWKHEULJKWVLGHWKRXJKWKHVFHQDULR
Lord Bane.
DOVRIHDWXUHVDORWRIKXPRUWKDW\RXFDQXVHWROLJKWHQ
Cube 1717’s primary purpose was as a battle station WKHRYHUDOOGDUNWRQH$QGDVZLWKPDQ\'XQJHRQV
in Acheron’s endless wars. But it also contained a prison 'UDJRQVDGYHQWXUHVWKHGLŝFXOW\OHYHOFDQEHDGMXVWHG
and laboratory where horrifying experiments were RQWKHŜ\E\JLYLQJWKHFKDUDFWHUVDOOLHVWKHPRQRGURQH
carried out upon court-martialed soldiers and other WKHVKDGDUNDLWKHGURZDQGSRWHQWLDOO\HYHQWKH
doomed souls. Some became food for horrid monsters. RLQRORWKDQGWKHK\GURORWKVPDNLQJVXUHWKH\OHDUQ
Others were used for weapons testing and destroyed DSSURSULDWHEDFNJURXQGLQIRUPDWLRQEHIRUHWKH\WUDYHOWR
Zqkl]]dYf\`]ddÕj]&Gf[]$l`j]]hYjla[mdYjdq[mffaf_ WKHP\VWHULRXVLVODQGDQGDGMXVWLQJWKHHŝFLHQF\RIWKH
conspirators who tried to unseat Earl Andromalius were HQHPLHVôODLUGHIHQVH
%HIRUHWKHDGYHQWXUHEHJLQVWDNHQRWHRIZKHWKHU
fused together into a horrible undead entity—a skull lord
DQ\FKDUDFWHUVDUHFKDRWLF7KLVLVLPSRUWDQWLQ
fYe]\NYj_g$\gge]\lgkm]ץj^gj]n]jafl`]hjakgfk
GHWHUPLQLQJKRZUHVLVWDQWWKH\DUHWRWKH$UFKTXDGURQHôV
of the cube. SL[HODWLQJFXUVH
7RUXQDSDUWLFXODUO\GDQJHURXVYHUVLRQRIWKHDGYHQWXUH
Unexpected Visitor XVHSUHJHQHUDWHGFKDUDFWHUVDQGVWDUWWKHDGYHQWXUHZLWKD
Not long ago, a planar rift brought an unusual VKLSZUHFNWKDWOHDYHVWKHSDUW\VWUDQGHGRQWKH&KDQJLQJ
creature to Acheron, where it was discovered by Earl ,VODQGZLWKQRSUHSDUDWLRQ&DQWKHFKDUDFWHUVXQFRYHUWKH
LVODQGôVPDQ\P\VWHULHVòDQGKRZORQJZLOOWKH\VXUYLYH
Andromalius’s servants. It was a quadrone—one of the
DVWKH\WU\"
cubical warriors of the modrons, left broken in body and
eaf\ZqZ]af_[mlg^ץjgel`]gj\]jg^E][`Yfmk&
When the creature was brought to Avnas, the insane Attempting to escape, the Archquadrone’s pixelated
derro subjected it to bizarre experiments that drove the servants tore open a planar rift that sent Cube 1717
already unstable quadrone completely mad. Under the `mjldaf_aflgl`]EYl]jaYdHdYf]&AfYklgjeg^Õj]
duress of the testing, the quadrone was corrupted by and infernal energy, the cube appeared above the
the magic of Acheron to develop a heretofore unheard-of Sea of Swords in western Faerûn before sinking into
power: the ability to control other beings and make them its depths.
into creatures like itself.
Exponentially growing in power and size, the Signs and Survivors
Archquadrone escaped its captivity and penetrated Most of the Archquadrone’s servants died and were
to the engine room at the heart of Cube 1717. There, unpixelated in the Styx’s purifying waters. But deep
it fused its body with the cube’s engines, creating a within the cube—at the bottom of the Sea of Swords
danaf_ZjYafo`gk]ÕjkllYkcoYklgafkla_Yl]l`]\]Y\dq and still surrounded by a bubble of black Styx water—a
pixelating curse—a magical malady that transforms handful of entities survived: Avnas the derro, whose
creatures and objects into lawful neutral cube creatures chaotic nature had temporarily protected her from the
serving the dictates of the Archquadrone. pixelation; a group of abishai priests of Tiamat who
The infection spread quickly throughout Cube 1717, were protected by the power of a sacred statue of their
transforming thousands of Acheronian soldiers into god; and the skull lord Vargo, who managed to escape
cube-like mockeries of life. Earl Andromalius was killed its imprisonment during the chaos of the battle. (See
and overthrown, and with the power of Cube 1717 at Mordenkainen’s Tome of Foes for more on the derro, the
their command, the Archquadrone’s cube-creatures abishai, and the skull lord.)
soon threatened Acheron itself. Exploring the sunken cube’s lightless depths, Vargo
To deal with this threat, the princes and dukes of came to the central engine room, where it found the
Acheron were forced to seek the aid of the yugoloths— Archquadrone failing and close to destruction. With
mercenary creatures of pure evil. The strength of their the combined intelligence of its three heads, Vargo
combined forces allowed the devils and the yugoloths discovered that it could attach those heads to parts of
to besiege the cube, slaughtering its defenders. In the the Archquadrone’s six-sided brain to bring Cube 1717
end, the yugoloths were forced to use the River Styx back to life—and to make itself the cube’s master. The
as a weapon, inundating Cube 1717 with its waters to control system Vargo created is called the Six-Face
cleanse both the memories of the dead and the curse Throne, a complex device that has allowed the skull lord
that infected them. to restore the cube’s internal power and gravity systems,
and to bring it to the surface of the Sea of Swords.
Pixelated Guards
7ZRW\SHVRIJXDUGVQRZVHUYHWKHVNXOOORUGDQGFDQ
EHIRXQGWKURXJKRXWWKHFXEH0HUUHJRQGHYLOVIURP
Mordenkainen’s Tome of FoesRULJLQDOO\VHUYHGDVVHQWULHV
RQ&XEHDQGDUHMRLQHGQRZE\KXPDQRLGYHWHUDQV
UHSUHVHQWLQJERWKWKHUHERUQVRXOVWKDWRQFHIRXJKWDQG
GLHGLQ$FKHURQDQGWKHDGYHQWXUHUVDQGVDLORUVWKDWKDYH
EHHQSL[HODWHGVLQFHFRPLQJWRWKHLVODQG
7UDQVIRUPHGE\WKHSL[HODWLQJFXUVHDSL[HODWHG
merregonRUSL[HODWHGveteranKDVLWVRULJLQDOVWDWLVWLFV
ZLWKWKHIROORZLQJFKDQJHV
• ,WVDOLJQPHQWLVODZIXOQHXWUDO
• ,WKDVWHOHSDWK\RXWWRDUDQJHRIIHHWEXWFDQ
FRPPXQLFDWHRQO\ZLWKRWKHUSL[HODWHGFUHDWXUHV
• ,WLVLPPXQHWRWKHIULJKWHQHGFRQGLWLRQ
• ,WKDVDGYDQWDJHRQ'H[WHULW\6WHDOWKFKHFNVPDGHWR
KLGHZKLOHLQDSL[HODWHGDUHD
,I\RXDGGDGGLWLRQDOJXDUGVWRWKHDGYHQWXUH\RXFDQXVH
SL[HODWHGPHUUHJRQVRUSL[HODWHGYHWHUDQVDV\RXFKRRVH
3L[HODWHGYHWHUDQVPLJKWVKRZGLŚHUHQFHVLQWKHLUDUPV
DUPRUDQGSK\VLFDOIHDWXUHVDQGUHSUHVHQWDWLYHVRIWKH
GURZDQGWKHVKDGDUNDLWKDWFDPHWRWKHLVODQGPLJKWEH
IRXQGDPRQJWKHP
1RWDOOWKHKXPDQRLGVZKRFDPHWRWKHLVODQGZHUH
YHWHUDQVEXWXVLQJWKHYHWHUDQVWDWEORFNLVDXVHIXO
VKRUWFXWGXULQJSOD\,IDQ\SL[HODWHGYHWHUDQVDUHUHWXUQHG
WRWKHLUQRUPDOIRUP\RXFDQXVHRWKHUVWDWLVWLFVIRUWKHP Pixelated Merregon
WKDWDUHPRUHDSSURSULDWH
Dragon+
Drag
gon
on++ 21 | Six
Six Faces of Death
Deat
5
Getting Ahead • Its Strength increases to 16. This increases the attack
Vargo doesn’t tell the characters that they can simply Yf\\YeY_]eg\aÕ]jkg^alkZgf]klYץYllY[cZq)&
plug themselves into the Six-Face Throne to attune to it • Its Constitution increases to 19. This increases its hit
(see area 6.28), sharing the power of the cube as equals. points to 119 (14d8 + 56).
The skull lord’s much more evil plan is to identify a If the skull lord gains a sixth head, it grows even taller
character or NPC with an Intelligence of 14 or higher, Yf\alkÕfYdklYlakla[k[`Yf_]Yk^gddgok2
take them to the surgery at area 6.22, get the drop on
• Its Strength increases to 18. This increases the attack
them—then sever the character’s head for grafting onto
Yf\\YeY_]eg\aÕ]jkg^alkZgf]klYץYllY[cZq)&
the skull lord’s own shoulders. Vargo’s shoulders have
• Its Constitution increases to 21. This increases its hit
room for six heads in total, and the skull lord believes
points to 133 (14d8 + 70).
that any newly grafted head will be at least temporarily
• Its Charisma increases to 23. This increases its spell
dominated by its own preexisting personality. The extra
save DC to 19 and its spell attack bonus to +11.
head will thus simply serve as an extra brain with which
to unlock more powers of the cube.
From the moment Vargo and Bunch (the skull lord’s Missing Ships and
berbalang assistant, who knows of its plan) begin
interacting with the characters, both try to assess
Talking Cubes
their intelligence. Bunch uses obvious questions and The adventure begins in a lawless port city from which
intelligence tests (see area 6.13), but Vargo is more the characters set out to the Changing Island, an hour
clever. It might ply the characters with questions about away by ship. The assumed setting is the Sea of Swords,
history or scholarly knowledge, or challenge them but you can modify the adventure to start out in any
to games in the library (area 6.29). Vargo focuses on chaotic port city in Faerûn or another campaign world.
wizards for special attention.
Once it has a fairly good idea which characters are Starting Points
the smartest, the skull lord tries to separate them from Any of the following locations make a good start to the
their companions. Other characters are allowed to roam adventure in a Forgotten Realms campaign.
the fortress (but not to go out onto the surface), with Waterdeep. The greatest city of the Sword Coast
Vargo hoping that they eventually pixelate. Intelligent features numerous guilds, magical orders, mercantile
characters are attacked, incapacitated (the brain donor enterprises, adventuring companies, and criminal
must be alive before the procedure), and dragged to the organizations that might have an interest in exploring
surgery so Vargo can operate. the Changing Island. Alternatively, you might decide to
In the interest of not railroading a character into this klYjll`]Y\n]flmj]gץafKcmddhgjl&L`akmf\]j_jgmf\
^Yl]$NYj_glYc]kYfFH;YkalkÕjkllYj_]l$klYjlaf_oal` city of criminals, slavers, and evil mages lies beneath
Fern or Simak (if the drow’s subterfuge of idiocy fails). Waterdeep, and is part of the great dungeon complex of
A^l`]kcmdddgj\_YafkY^gmjl``]Y\$alkÕjklY[lagfaklg Undermountain.
make that head start drinking the Styx water that one Athkatla. “The city of coin” is a huge port city of
of its own heads must drink to counter the pixelating `meYfkYf\`YdÖaf_k&Oal`gn]jY`mf\j]\l`gmkYf\
curse. As a result, it regains its full skull lord statistics inhabitants, the city is the capital of the land of Amn,
(see area 6.31). The skull lord also becomes visibly just south of the Sword Coast. Numerous powerful
lYdd]j$l`gm_`l`ak`Ykfgaee]\aYl]_Ye]][]ץl& factions here might already be vying for control of the
If the new head is an NPC, Vargo automatically Changing Island by the time the characters set out to
succeeds at crushing its personality and turning it into explore it.
nothing more than spare memory storage for the skull Ioma. Home to fewer than a thousand people, Ioma is
lord’s dominant brains. If the new head is a character, one of several small pirate ports in the Nelanther Isles,
give the character’s player a chance for the head to south of the Sea of Swords. The Nelanther pirates are
retain its sense of self by succeeding on two out of [jm]dYf\dYod]kk$Yf\AgeYakjmd]\oal`YfajgfÕklZq
three consecutive Charisma contests against Vargo. If a small group of Cowled Wizards—members of a secret
the character succeeds, the player retains the ability to arcane order in Amn.
speak, think, and occasionally control Vargo’s body by Port Nyanzaru. The capital of the jungle peninsula
winning Charisma contests as you determine. of Chult, Port Nyanzaru is detailed in Tomb of
Only a wish spell can restore a character whose Annihilation. Though not as lawless and dangerous
head has been grafted onto the skull lord. As Vargo as some of the other cities in this section, it makes an
adds more heads, its personality becomes more cold excellent potential starting point for the adventure.
Yf\e]_YdgeYfaY[YdÈ]n]fYkg[[YkagfYdÖYk`]kg^ Ajayib. Sometimes called the City of Wonders, Ajayib
the preferences and personalities of the minds it has is one of the “Pearl Cities”—wealthy seaports on the
absorbed come to the fore. coast of the desert land of Zakhara, far to the south of
the Sword Coast.
The Super Skull Lord Dragonisle. Moving the adventure to the Sea of Fallen
A^NYj_g_YafkYÕ^l``]Y\$l`]kcmdddgj\[gflafm]klg Stars, inland and east of the Sword Coast, gives you the
grow in stature and power. In addition to becoming option to use Dragonisle as a starting point. The largest
taller, it statistics change as follows: of the Pirate Isles, the island is dominated by the eight-
thousand-foot-high mountain known as the Earthspur.
19
• Her Intelligence is 14. to send the caravel under the water with its anchor
• She wears a Õjedqklm[clgl`]kmZe]j_]\ka\]&>]jfÌkcap of water
cap of water breathing allowed her to survive the immersion, but did
breathing. fgl`af_lg\]l]jl`]Klqpk]YÌke]egjq%oahaf_][]ץlk&
• She wields a +1 Exposure to Styx water has created huge gaps in
spiked chain. Fern’s memory, including everything that has happened
kaf[]k`]Õjklka_`l]\l`]akdYf\&K`]\g]kfÌlj]e]eZ]j
Fern is able to leave
where she came from or what else the Raven Queen told
the galley and search the
the shadar-kai. She warns the characters that there are
island when face 2 is up
dangerous creatures in the water that ate her friends.
and the caravel is beached
Additionally, if the characters befriend her, Fern
(see that section for more
shares one more memory so powerful that even the
information). However,
Styx sea can’t erase it: she volunteered for the shadar-
k`]`YkfglÕ_mj]\gml
kai mission because she dreamed that her dead friend
how to open the cube’s
Astilbe was on the island and could be rescued. (Astilbe
doors. When the characters
oYkgf]g^l`]j]Zgjfkgmdk\gge]\lgÕ_`lgf9[`]jgf$
e]]l`]j$k`]akkm]ץjaf_
but was converted into a pixelated creature and is now
only 1 physical level of the
one of the skull lord’s guards at area 6.31.) Fern will
pixelating curse, since she
join the characters if they promise to help her search
is cured of it (and loses her
for Astilbe.
memories of having been pixelated
before) whenever the cube rolls and
the caravel is resubmerged.
Face 2: Anchor Point
The closet contains all the The most notable feature of this face is the shadar-kai
valuable items Fern could scavenge caravel (area 2.3) resting on its side, attached by its
from the ship: two potions of anchor chain and guarded by an unexpected defender.
healing and a week’s worth of soggy A number of metallic cubic ‘rocks’ are also scattered
food and fresh water. across the face, growing thickest in area 2.5.
Fractured Memories. Fern and her
crewmates—led by a shadar-kai elder— Area 2.1: Junction Room
received a message from the Raven Queen A door at this location leads to a two-way junction room,
that the walls of life and death had been then beyond to area 4.1.
breached, and that the dead had escaped.
They journeyed to the island in an attempt
Area 2.2: Junction Room
Shadar-kai
to discover the nature of the breach and This door leads to a three-way junction room whose
Shadow shafts lead on to area 3.1 and area 6.3. A set of pixel
Dancer try to close it. But their mission turned to
disaster when all except Fern were killed glasses (see the “New Magic Items” appendix) lie at the
by the hydroloths and the vampiric mists. bottom of this shaft.
>]jf]k[Yh]\ZqÖ]]af_ZY[clgl`]k`ahYf\ Area 2.3: Shadar-kai Caravel
`a\af_&:mlY^]o`gmjkdYl]j$l`][mZ]Öahh]\
The foundering shadar-kai ship is described at area
1.3, but characters who see it on this face will come to
Area 3.1: Junction Room Area 4.3: Interior Door and Gravity
This door leads to a three-way junction room whose Switch
shafts lead on to area 2.2 and area 6.3. A pair of pixel The exterior door here opens to reveal an interior door 40
glasses (see the “New Magic Items” appendix) lie at the feet beyond. Past the interior door, gravity suddenly shifts
bottom of this shaft. to the orientation of face 6, and a short corridor leads to
the junction space between area 6.1 and area 6.8.
Area 3.2: Junction Room Any creature moving toward this area through level
A door at this location leads to a two-way junction room, 6 simply climbs along a ladder, passing the ‘horizontal’
then beyond to area 5.2. ladder shaft to area 4.3 as they do. However, creatures
descending from area 4.3 must carefully navigate a
Area 3.3: Interior Door and Gravity change in the cube’s internal gravity.
Switch Deadly Gravity. From the perspective of those
The exterior door here opens to reveal an interior door coming from area 4.3, the shaft abruptly opens up in
40 feet beyond. Past the interior door, gravity suddenly what appears to be the ceiling of a two-way corridor.
shifts to the orientation of face 6, and a short corridor Two of the four ladders leading down curve and run
leads to the junction space between areas 6.16 and 6.17. along the ceiling of this corridor, while the other two
go halfway down the wall of the corridor before turning
Area 3.4: Clockwork Congregation 90 degrees to the left and right. Looking down into the
This area of metallic cubes is identical to area 2.5, and corridor, the characters see that the T corridor ends in
has the same random construct encounters. another circular metal door (area 6.1) in one direction.
In the other direction, the corridor continues 60 feet
Face 4: Garden of the Dead Z]^gj]oa\]faf_gmlaflgYkljYf_]jggeÕdd]\oal`
Face 4 is a wasteland of rock or bodies, depending on blocky furniture (area 6.8). With a successful DC 10
its pixelated state. Its dominant feature is the enormous Wisdom (Perception) check, a character notices that the
_j]]feYkkg^bmn]fad][gjhk]Ögo]jkl`Ylkhj]Y\k furniture in area 6.8 appears to be on the wall, while the
across area 4.5. ÖggjakZYj]]p[]hl^gjY^]o_dgoaf_da_`lk&
Dragon+
D
Dra
Drrag
a on
agon
on+ 211 | Six
Six
x Faces
Faces of
of Death
De h
31
31
Area 6.14: Soul Tap wandering around the cube. If you don’t want to deal
As the characters approach this room, they hear a with the complication of hundreds of new guards joining
sudden scream that quickly fades away. If they wait in the ranks of the skull lord’s servants, you might decide
the hall, the pattern of sound repeats every six seconds. that the soul tap’s corrupted magic causes some or
L`]^]Ylmj]kg^l`akYj]YYhh]Yj\a]ץj]fl\]h]f\af_ all of them to drop dead or vanish a few minutes after
on whether the characters have an unpixelated view. they appear.
Pixelated. Some great disaster has torn this chamber Souls on Tap. A detect magickh]dda\]flaÕ]khgo]j^md
apart. Everything that remains has a crudely blocky divine magic and transmutation in this area, centered
appearance, as if shaped of thousands of black metal in the pulsing light where the bodies appear. This room
cubes. Huge rends in the metal walls expose massive was the second most important site in Cube 1717 after
steel girders and pipes whose blocky lengths are bent the engine room: the place where the souls of lawful
and twisted. Red steam spills out of the pipes, and red evil dead were reborn to be assigned new duties in
_dgoaf_Zja[ckafl`]oYddkZdafcYf\ÖYk`]jjYla[Yddq& area 6.13. When the yugoloths invaded the cube, they
L`]Öggj$gf[][gn]j]\afkimYj]o`al]lad]k$akkhdal \]kljgq]\l`akYj]Ylgk`mlgץl`]Ögog^kgmdk&:ml
open to an enormous hole opening up to darkness far when the Six-Face Throne was activated, so was the
below, and edged with blocky, twisted girders and pipes. soul tap. Only destroying the Heart Engine (see area
Multicolored squares of tile cover the ceiling. 6.28) or a wish kh]dd[Yflmjfalgץfgo&
Unpixelated. The room looks much the same, ;`YjY[l]jko`ggZk]jn]l`]\YeY_]\ÖggjYf\oYddk
though the twisted girders and pipes are revealed to see that they are slowly rebuilding themselves. If the
be viciously jagged. The remnants of great machines characters are unable to destroy the Heart Engine
stand along the edges of the room, likewise smashed Z]^gj]l`]Öggjg^l`]jgge_jgokZY[cafgf]o]]c$al
beyond recognition. The tiles in the ceiling are a mosaic will once again provide the skull lord with an endless
incorporating symbols of order, reincarnation, and stream of new recruits.
rebirth. With a successful DC 15 Intelligence (Arcana Climbing the Girders. Descending the mangled
or Religion) check, a character recognizes ceremonial _aj\]jkYf\hah]kak\a[mdlYf\\Yf_]jgmk&;daeZaf_
designs showing the Great Wheel that represents the the 200 feet between this area and area 6.32 requires
position of the planes. Characters who can read Infernal four successful DC 17 Strength (Athletics) checks (one
or Primordial note sigils praising cosmic law and for every 50 feet climbed). On a failed check, a character
justice, and talking of how order must be obeyed even slips and falls, plummeting up to 400 feet to area 6.39
when it seems cruel or arbitrary. and taking 20d6 bludgeoning damage. A character
Long Way Down. O`]fl`][`YjY[l]jkÕjkl]fl]jl`ak who sees the area as pixelated has disadvantage on
area, a pulse of light appears in the center of the room, the check.
directly below the Great Wheel image in the ceiling. With each successful check, a character still takes 7
Within the light, a naked humanoid appears in midair, (2d6) slashing damage from the jagged metal along the
then immediately screams as they plummet down the descent path.
`gd]afl`]ÖggjYf\nYfak`aflg\Yjcf]kk&9[`YjY[l]j
near the edge who listens with a successful DC 15
Area 6.15: Ladder Shaft
Wisdom (Perception) check hears the scream abruptly A 20-foot-wide shaft with ladders on all four sides runs
stop and a crunching sound from below. some 200 feet between the upper and middle levels
Every six seconds, this spectacle repeats itself, with beneath face 6. When Cube 1717 was fully functional,
Yfgl`]jÕ_mj]Yhh]Yjaf_afl`]YajYf\^Yddaf_lgl`]aj magic in the shaft allowed freight and important
death. All are naked adults but vary in gender, race, individuals to levitate up and down, but that magic
and culture, including humans, gnomes, dwarves, the has failed.
occasional goblinoid, and pale dwarves the characters Area 6.16: Acheron’s Armory
might recognize as duergar. All are doomed to die as
L`]^]Ylmj]kg^l`akYj]YYhh]Yj\a]ץj]fl\]h]f\af_gf
they fall some 400 feet to area 6.39.
whether the characters have an unpixelated view.
Interrupted Fall. The characters might attempt to
Pixelated. This cavernous room is hotter than the
rescue one or more of the falling individuals, using
corridors outside. Cubic steel terraces are stacked with
spells such as feather fall or telekinesis. Creatures saved
blocky caricatures of weapons, while gleaming shields
from their fate are confused and have no idea where
Yf\YjegjYj]k]lgfjY[ckY[jgkkl`]Öggj$YddYhh]Yjaf_
they are. All are lawful evil (or occasionally lawful
as though forged of jagged cubes. The heat in the
neutral) individuals who died and have been reborn in
chamber comes from large furnaces venting pixelated
new bodies resembling the ones they used to have. They
kegc]Yf\ÖYe]&:dm]Yf\o`al]_dgoaf_Zja[ckafl`]
know nothing about Acheron except what they might
walls and ceiling illuminate the room. Several small
have heard in legends, and might be surprised to be
pixelated creatures wander near the furnaces.
told they’ve ended up there. Each creature has veteran
Unpixelated. These chambers contain weapons and
statistics, adjusted for the lack of weapons and armor.
Yjegjg^Ydd\]k[jahlagfkÈ]fgm_`lggmlÕlYfYjeq$
ÁA^l`][`YjY[l]jkÕ_mj]gmlYoYqlgj]k[m]dYj_]
and all forged by duergar smiths or shaped by gnome
numbers of reborn souls (for example, by creating a
crafters. Anvils, tongs, hammers, and other tools lie
solid structure to bridge the open center of the room),
scattered about.
they discover to their peril that these humanoids
all transform to pixelated veterans within 1 hour of
Dragon+
D ragon
on++ 2211 | Six Faces of D
Death
40
creature with an Intelligence of 10 to 13 is unable to lasts for 1 minute while the cube ‘rolls’ outside, but that
interface with the throne, and instead takes 7 (2d6) movement goes unnoticed inside.
psychic damage. A creature with an Intelligence of The gravity control cube has AC 17; 30 hit points; and
9 or less literally hurts the throne with its stupidity, aeemfalqlg[gd\$Õj]$hgakgf$da_`lfaf_$Yf\f][jgla[
triggering an explosion that deals 21 (6d6) psychic damage. If the control cube is destroyed, Cube 1717
damage and 21 (6d6) thunder damage to that creature stops producing its own internal gravity and the local
and each other creature within a 30-foot radius. Any gravity of each of the faces, so that all areas conform
creature aside from the triggering creature can attempt to the prevailing gravity of the world outside. The cube
a DC 15 Wisdom saving throw, reducing the damage also stops moving and rolling, forcing creatures to exit it
by half on a success. Any pixelated creature that takes through the face that is currently above the water. A new
damage from this explosion is stunned for 1d3 rounds. control cube self-generates in one day.
9llmfaf_lgl`]Kap%>Y[]L`jgf]& A creature that Scrying Mosaics. Along each of the walls of this
becomes attuned to the Six-Face Throne gains access to chamber at a height of 10 feet, as well as on the ceiling
various powers, which it understands instinctively: directly above the Six-Face Throne, a 20-foot-wide
j][lYf_mdYjegkYa[Yhh]Yjklgk`goÖYl$kimYj]klgf]k
• It can communicate by telepathy with other attuned
of gray, white, and black. Occasionally, the color of the
creatures at any range.
stones changes, with white becoming black and vice
• It can use the gravity controls (see below) while in
versa in random patterns.
area 6.28.
L`]Õn]egkYa[kYj]eY_a[Yd$Yf\k]jn]Ykk[jqaf_
• It can use the scrying mosaics (see below) if it is any-
mirrors. When a creature attuned to the Six-Face
where within the cube.
Throne is in this room, they can use a bonus action to
• It can use the cannon controls (see below) while in
cause the mosaics to display a pixelated image of the
Yj]Y.&*0a^Õn]gjegj]^Y[]kg^l`][mZ]`Yn]Z]]f
ogjd\gmlka\]l`][mZ]&L`]Õn]egkYa[kk`goY[gdgj
activated.
panoramic view of the exterior of the cube as seen
• All pixelated creatures obey its commands, unless
from faces 2 to 5. Creatures and objects upon those
those orders contradict with the creatures’ desire to
faces appear as if they were semi-transparent, allowing
protect the Six-Face Throne and the Heart Engine. If
an attuned creature to see creatures walking on the
\a]ץj]flYllmf]\[j]Ylmj]k_an][gfÖa[laf_gj\]jklg
cube while also seeing through them to the landscape
a pixelated creature, that creature obeys whichever
beyond. The only direction that cannot be seen is the
order is in the majority. If there is no majority, the pix-
bottom of the cube (face 1).
elated creature takes no action, unable to decide.
L`]k[jqaf_`YkfgnakaZd]][]ץlgfl`]]pl]jagjg^l`]
It’s impossible to become attuned more than once to cube, and creatures on faces 2 to 5 have no idea they
the throne. If an attuned creature tries to do so again, it Yj]Z]af_k[ja]\gf&L`]k[jqaf_][]ץl]f\ko`]fl`]
takes 14 (4d6) psychic damage. creature that activated it leaves area 6.28. The scrying
Between the skull lord’s two intelligent heads and doesn’t show any of the interior rooms or tunnels
Sladek the pixelated mage, there are three creatures of the cube.
attuned to the cube when the characters begin the When a creature attuned to the Six-Face Throne is
adventure. If one or more characters attune themselves not in this area, it can use a bonus action to send its
to the Six-Face Throne while Sladek and the skull consciousness into the mosaic and see into the control
lord are alive, the Heart Engine starts to beat stronger room. The creature’s head appears in color in one of
and faster, and the cube’s powers increase. See the l`]Õn]egkYa[k$Yf\al[Yfk]]^jgel`YlegkYa[Ìk
“Awakening the Cube” sidebar. perspective while not losing any awareness of its own
Gravity Controls. The glowing cube that levitates surroundings. The creature can also hear whatever
on the platform near the Six-Face Throne is covered is happening in the room, and can speak to creatures
with symbols. Pixelated lightning shoots back and forth in the room in a supernaturally loud, booming voice.
Z]lo]]fl`]ZmdZgmkeY[`af]k$kmjjgmf\af_l`]ÖgYlaf_ If multiple creatures attuned to the Six-Face Throne
cube with a halo of crackling red energy. attempt this at the same time, their heads appear in
The gravity control cube can be touched and separate mosaics.
manipulated easily by any creature attuned to the Six- Cannon Controls. This elaborate apparatus of
Face Throne. Any other creature that tries to touch it buttons, switches and levers can be reached from one
must make a DC 18 Strength saving throw. On a failed of the six chairs of the Six-Face Throne. Pipes run into
save, the creature takes 28 (8d6) lightning damage and the wall from the apparatus, pushing past other pipes
is unable to touch the cube that round. On a success, the and pistons before reaching area 6.28A. Metal tubes
creature takes 14 (4d6) lightning damage but can touch from the Heart Engine also converge on the opening. A
the cube. successful DC 20 Intelligence (Arcana or History) check
Each face of the control cube is numbered from 1 to a\]flaÕ]kl`][Yffgf[gfljgdkYkZ]dgf_af_lgkge]caf\
6, corresponding to one of the six faces of Cube 1717. of magical siege engine.
The face of the cube that is up corresponds to the face The entrance leading to area 6.28A initially appears
that is up and above the water on the Material Plane. As to be jammed shut with pixelated pipes and cables. A
an action, a creature can gently turn the control cube Small creature can sneak through to area 6.28A with a
afea\Yajkgl`YlY\a]ץj]fl^Y[]akmh&L`ak[Ymk]kY successful DC 25 Dexterity (Acrobatics) check.
great rumbling and hissing of steam in this area that
Destruction of the Heart Engine Design and Cartography: Jason Bradley Thompson
The only way to truly stop the pixelating curse is to Editing, Development, and Layout for Dragon+:
destroy the Heart Engine. When the Heart Engine Scott Fitzgerald Gray
reaches 0 hit points (or if it is completely immersed in A full-size map of Face 6 is available for download.
the Styx sea), it explodes. A wave of energy sweeps out
from it, unpixelating everything in and on the cube. Any
surviving pixelated creatures come back to their senses.