Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

32


6. MUSIC OF THE DEAD


The hallway leading to this chamber is filled with the
haunting sound of a harpsichord playing. The room con-
tains the following:
Harpsichord. In the middle of the room is a harpsi-
chord made entirely of bones, with human, dwarf,
ogre, and halfling finger bones for keys. Somber mu-
sic emanates from it.
Carving. Carved into the north wall is a single measure
of musical notes. They are faded and difficult to read.
The bone harpsichord has been enchanted to play on
its own but stops when a living creature comes within
10 feet of it. A detect magic spell reveals an aura of con-
juration magic around the harpsichord and a smaller
aura of necromancy magic emanating from something
inside it.
Any character who has proficiency with a musical
instrument can correctly play the displayed notes on
the bone harpsichord. Any other character who tries to
do so must make a DC 20 Intelligence (Performance)
check. A successful check causes a decorative skull
above the keys to fall away, revealing the treasure (see
"Treasure" below). On a failed check, the performer
must make a DC 15 Constitution saving throw. If the
saving throw fails, the performer takes 22 (4d10) ne-
crotic damage, and the flesh of its hands is eaten away,
leaving bleached white (but functional) skeletal hands.
Treasure. Hidden inside the harpsichord is a spell
scroll of raise dead. Correctly playing the musical notes
opens a hidden compartment that contains the scroll.
Smashing or breaking open the harpsichord damages
the scroll, rendering it useless.


  1. SHOCKING DISCOVERIES
    Several chambers where mining equipment and copper
    ore were once stored are now occupied by laboratories
    devoted to experiments in electricity and necromancy.
    Trenzia, one of Halaster's new apprentices, conducts her
    research here.


7A. ThENZIAS WORKROOM
This well-maintained workroom reeks of rotting flesh
and ozone. Odd metal instruments designed for measur-
ing electricity rest atop tables, along with several loose
scraps of parchment with notes that include terms such
as "rate of decay" and "accumulation of charge."
Log Entry. A thorough search of the room yields a
scrap of paper that was once part of Trenzia's log. It
reads, "Day 1: Halaster has granted me this abandoned
copper mine in the Arcane Chambers. Finally, I have
access to the components needed for my experiments."
Everything beyond that point is smudged and illegible.

7B. GHOUL BARRELS
Barrels. Twelve sealed wooden barrels covered in dust
rest against the walls. Three are empty, three contain
fist-sized chunks of copper ore (50 gp worth of cop-
per per barrel), and the remaining six each have one
ghoul crammed inside. Disturbing any of these bar-
rels causes all six ghouls to burst forth and attack.

LEVEL 2 t ARCANE CHAMBERS

Hammock. A hammock laden with blankets hangs from
anchors in the north wall (see "Log Entry" below).
Copper-Plated Door. A copper-plated door is set into
the southeast corner.
The copper-plated door is connected to the lightning
grid in area 7c. Unless the creatures in area 7c have
been destroyed, the door emits a soft hum when ap-
proached. A creature that touches the humming door
must make a DC 10 Dexterity saving throw, taking 10
(3d6) lightning damage on a failed save, or half as much
damage on a successful one. A creature wearing metal
armor has disadvantage on the saving throw.
Log Entry. Tucked into the folds of the hammock's
moldy blankets is another page from Trenzia's log. The
only legible text reads as follows: "Day 3. I no longer
trust the other apprentices. What they see as mysticism
I know to be science! I can't stand their incantations and
their mutterings any longer. If any of them try to intrude
on my laboratory again, they're in for a truly shocking
surprise!"


  1. TRENZIA'S LABORATORY
    Trenzia turned this laboratory into a giant lightning
    trap, sacrificing herself in its construction.
    Copper Tiles. The floor is plated with copper tiles.
    Lightning Skull. The metal-coated skull of a half-elf
    (Trenzia) floats around the room, giving off crackling
    sounds as it electrifies the floor with rays of lightning
    (see "Trenzia" below).
    Golem. A flesh golem stands in the middle of the room
    amid destroyed tables, shards of broken glass, and
    rusty mining equipment.
    Chute. A 5-foot-wide, 5-foot-high chute in the southeast
    corner curves downward, descending 20 feet to area
    13a. (The chute contains plenty of handholds and foot-
    holds. No ability check is required to descend it.)
    Trenzia. After she was driven mad by her scientific
    and necromantic experiments, Trenzia convinced
    Halaster to transform her into a ftameskull, with
    these changes:



  • The skull has resistance to fire damage and immunity
    to lightning damage.

  • It has the lightning bolt spell prepared instead
    of fireball.

  • Replace its Fire Ray attack option with a Lightning
    Ray attack option that deals lightning damage instead
    of fire damage.
    On each of its turns, the skull uses its action to elec-
    trify the copper-plated floor with its lightning rays. The
    floor remains electrified until the start of the skull's next
    turn. While the floor is electrified, any creature that
    steps onto the copper tiles or starts its turn in contact
    with them takes 10 (3d6) lightning damage. Instead of
    taking damage, the flesh golem regains 10 hit points
    whenever it starts its turn on the electrified floor.
    If the skull is destroyed and later rejuvenates (see the
    flameskull's Rejuvenation trait), it resumes electrify-
    ing the floor and defending the room, with or without
    the golem.

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