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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
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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

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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 –

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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

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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.

Living Memory This living memory is an astral manifestation of


Similar to a ghost, a living memory retains many thoughts from the moment that Artume was murdered
of the qualities that the physical body and mind had by Mordus. It cannot be reasoned with, and fights until it
in life. Created using personal effects and the device
that Mordus created, a living memory represents a
is destroyed. Characters with a passive Perception score
"snapshot" of an individual's psyche from a specific of 10 or higher notice that the ground where Artume
point in time. Living memories do not fully interact was standing bears scorch marks. A DC 15 (Intelligence)
conceptually with the material plane; they are often Arcana check reveals that the memory device is highly
locked into specific memory sequences that endlessly unstable and borders on self-destruction.
repeat. For example, a living memory may seem to
acknowledge in some way that someone is interfac-
ing with it, but will conduct an entirely one-sided
conversation.

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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.

Mindspike. The coalescence invades the mind of a target


within 30 feet. The target must succeed on a DC 13
charisma saving throw or take 11 (2d10) psychic damage.

Integration (1/day). The coalescence attempts to integrate


with a conscious mind within 30 feet. The target must
make a DC 10 charisma saving throw. On a failure, the
creature becomes confused as the coalescence enters
their mind. The coalescence becomes untargetable during
this time. On success, the target becomes immune to the
effect for 24 hours. At the end of the creature's next turn,
it must make another DC 10 charisma saving throw. On
a success, the effect ends. On a failure, the creature is
permanently confused until the effect is removed by a
lesser restoration spell.

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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.

Magic Resistance. The living spell has advantage on saving


throws against spells and other magical effects.

Actions
Multiattack. The living spell makes two magical
strike attacks.

Magical Strike. Melee Spell Attack: +6 to hit, reach 10 ft.,


one target. Hit: 11 (2d8 + 3) thunder damage.

Spell Mimicry (Recharge 5-6). The living spell releases a


wave of thunderous force in a 15-foot cone originating
from itself. Each creature within the cone must make a DC
13 Constitution saving throw. On a failed save, a creature
takes 2d8 thunder damage and is pushed 10 feet away.
On a successful save, the creature takes half as much
damage and isn't pushed. The spell emits a thunderous
boom audible out to 300 feet.

6
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Credits
Written by: Alexander LeFort
Map by: Benjamin Cowan

A TavernTales creation.

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