The Ashen Mnemonic
- Rooms
- 8
- Foes
- 10, CR 1 to 6
- Traps
- 8
- Treasure
- 10,350 gp
At a glance
The threat
Mnemos, the damaged intelligence beneath the tower, is neither fully alive nor truly mechanical.
Wandering monsters (1d3)
- 1
1 swarm× Name-Plate SwarmCR 2
When: The party disturbs archive shelves or leaves a damaged name-plate in a corridor for more than a minute.A crawling knot of bronze name-plates, chains, and scraps of stolen memory. - 2
Memory-Shattered CaptiveCR 3
When: The party opens a cell, crosses the bridge loudly, or speaks a personal name near a stasis alcove.A translucent former prisoner whose body flickers between several possible shapes. - 3
1d3× Ashen Record-KeeperCR 1
When: The characters carry active magic past a corridor bell or fail a check while navigating the gas vents.A small floating construct with a cracked blue lens and hooked bronze limbs.
Rooms
8The Guarded Threshold
What they see
Read aloud
A narrow spiral stair descends from the Servitor Galleries into a circular threshold chamber. The lower steps are dusted with gray ash, and a sealed mural passage opens behind a relief of a faceless mage holding a broken star.
Features
- Two entrances connect this room to the Servitor Galleries, one by stair and one through the secret mural passage.
- The mural passage can be opened by pressing three missing stars in sequence.
- Stone pillars provide cover from the guardian's line of sight.
- A bronze threshold bears the warning, "Speak no name that you cannot defend."
What the GM knows
Monsters
2× Ashbound CustodianCR 1
Former Netherese custodians reduced to ash-skinned humanoids with bronze masks fused to their faces.Tactics. They block the descent, use the pillars as cover, and attempt to grapple intruders while the second custodian activates the alarm glyph on the threshold seal.Traps
Unauthorized Memory WardDC 14 poison and psychic damage, plus poisoned for 1 minute
A floor sigil flashes when an unauthorized creature crosses the threshold. It releases a green vapor mixed with a pulse that briefly fills the victim's mind with someone else's memories.Disarm. Disable the three copper contacts beneath the threshold using thieves' tools or cover the sigil with ash taken from the stair.Treasure
Maintenance Name-Plate250 gp or significant value to a Netherese scholarmagical
A bronze access plate engraved with a partial maintenance code. It grants advantage on checks to operate the spell-engine in room 6.Notes
The custodians can be deceived by presenting a genuine Netherese name-plate or convinced to stand down with a successful claim of authorized maintenance. If the alarm glyph is triggered, room 3 begins venting gas one round later.
4 doors: W (normal), E (normal), N (normal), S (archway)
The place
What it is
The Ashen Mnemonic is the lower vault beneath an abandoned Netherese mage tower, sealed beneath the sands of Anauroch and reached through the Servitor Galleries.
Atmosphere
The lower vault is cold despite the desert above, with dry air that tastes of copper, ash, and old incense.
The threat
Mnemos, the damaged intelligence beneath the tower, is neither fully alive nor truly mechanical.
History
The vault was built by the Netherese arcanist Vael Turog beneath his private tower during the final generations of Netheril.
Rumors
1d5- 1Caravans avoid the oasis because travelers hear their own voices calling from beneath the sand.
- 2The old mage tower contains a vault where Netherese nobles paid to have their minds made immortal.
- 3A faceless guardian protects a bridge below the tower and asks every intruder what name they would die to preserve.
- 4Green vapor has begun rising from cracks around the oasis after a recent sandstorm.
- 5A scholar vanished after finding a bronze plate bearing the name of someone who has been dead for a thousand years.
Plot hooks
4Corridors
4Between rooms 2, 3, and 4
Thin streams of green magical vapor drift along the floor before vanishing into engraved drains. The currents reveal hidden pressure vents and grow stronger near unstable spell-engine conduits.
The spiral stair descending from the Servitor Galleries
Bronze name-plates have been pried from the walls and scattered across the stairs. Some bear the names of Netherese prisoners, while others whisper when touched.
The hall between rooms 4, 5, and 6
Tall slabs of black glass provide cover but reflect scenes from the archive rather than the viewer. A creature hiding behind one may see movement approaching several seconds before it arrives.
Near the warded door to room 8
Small copper bells hang from hair-thin crystal wires. Most are silent, but one rings whenever a creature carrying active magic passes nearby.
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