Page 33 - Waterdeep - Dungeon of the Mad Mage_Neat
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6. MUSIC  OF THE DEAD                              Hammock. A hammock laden with blankets hangs from
                                                                anchors in the north wall (see "Log Entry" below).
            The hallway leading to this chamber is filled with the   Copper-Plated Door. A copper-plated door is set into
            haunting sound of a harpsichord playing. The room con-
                                                                the southeast corner.
            tains the following:
                                                                The copper-plated door is connected to the lightning
            Harpsichord. In the middle of the room is a harpsi-
                                                               grid in area 7c. Unless the creatures in area 7c have
             chord made entirely of bones, with human, dwarf,
                                                               been destroyed, the door emits a soft hum when ap-
             ogre, and halfling finger bones for keys. Somber mu-
                                                               proached. A creature that touches the humming door
             sic emanates from it.                             must make a DC 10 Dexterity saving throw, taking 10
            Carving. Carved into the north wall is a single measure   (3d6) lightning damage on a failed save, or half as much
             of musical notes. They are faded and difficult to read.
                                                               damage on a successful one. A creature wearing metal
             The bone harpsichord has been enchanted to play on   armor has disadvantage on the saving throw.
            its own but stops when a living creature comes within   Log Entry. Tucked into the folds of the hammock's
            10 feet of it. A detect magic spell reveals an aura of con-  moldy blankets is another page from Trenzia's log. The
            juration magic around the harpsichord and a smaller   only legible text reads as follows: "Day 3. I no longer
            aura of necromancy magic emanating from something   trust the other apprentices. What they see as mysticism
            inside it.                                         I know to be science! I can't stand their incantations and
             Any character who has proficiency with a musical   their mutterings any longer. If any of them try to intrude
            instrument can correctly play the displayed notes on   on my laboratory again, they're in for a truly shocking
            the bone harpsichord. Any other character who tries to   surprise!"
            do so must make a DC 20 Intelligence (Performance)
                                                               70. TRENZIA'S LABORATORY
            check. A successful check causes a decorative skull
            above the keys to fall away, revealing the treasure (see   Trenzia turned this laboratory into a giant lightning
            "Treasure" below). On a failed check, the performer   trap, sacrificing herself in its construction.
            must make a DC 15 Constitution saving throw. If the   Copper Tiles. The floor is plated with copper tiles.
            saving throw fails, the performer takes 22 (4d10) ne-  Lightning Skull. The metal-coated skull of a half-elf
            crotic damage, and the flesh of its hands is eaten away,   (Trenzia) floats around the room, giving off crackling
            leaving bleached white (but functional) skeletal hands.   sounds as it electrifies the floor with rays of lightning
             Treasure. Hidden inside the harpsichord is a spell   (see "Trenzia" below).
            scroll of raise dead. Correctly playing the musical notes   Golem. A flesh golem stands in the middle of the room
            opens a hidden compartment that contains the scroll.   amid destroyed tables, shards of broken glass, and
            Smashing or breaking open the harpsichord damages   rusty mining equipment.
            the scroll, rendering it useless.                 Chute. A 5-foot-wide, 5-foot-high chute in the southeast
                                                                corner curves downward, descending 20 feet to area
            7.  SHOCKING DISCOVERIES                            13a. (The chute contains plenty of handholds and foot-
            Several chambers where mining equipment and copper   holds. No ability check is required to descend it.)
            ore were once stored are now occupied by laboratories   Trenzia. After she was driven mad by her scientific
            devoted to experiments in electricity and necromancy.   and necromantic experiments, Trenzia convinced
            Trenzia, one of Halaster's new apprentices, conducts her   Halaster to transform her into a ftameskull, with
            research here.                                    these changes:

            7A. ThENZIAS WORKROOM                             •  The skull has resistance to fire damage and immunity
            This well-maintained workroom reeks of rotting flesh   to lightning damage.
            and ozone. Odd metal instruments designed for measur-  •  It has the lightning bolt spell prepared instead
            ing electricity rest atop tables, along with several loose   of fireball.
            scraps of parchment with notes that include terms such   •  Replace its Fire Ray attack option with a Lightning
            as "rate of decay" and "accumulation of charge."    Ray attack option that deals lightning damage instead
             Log Entry. A thorough search of the room yields a   of fire damage.
            scrap of paper that was once part of Trenzia's log. It   On each of its turns, the skull uses its action to elec-
            reads, "Day 1: Halaster has granted me this abandoned   trify the copper-plated floor with its lightning rays. The
            copper mine in the Arcane Chambers. Finally, I have   floor remains electrified until the start of the skull's next
            access to the components needed for my experiments."   turn. While the floor is electrified, any creature that
            Everything beyond that point is smudged and illegible.   steps onto the copper tiles or starts its turn in contact
                                                              with them takes 10 (3d6) lightning damage. Instead of
            7B.  GHOUL BARRELS
                                                              taking damage, the flesh golem regains 10 hit points
            Barrels. Twelve sealed wooden barrels covered in dust   whenever it starts its turn on the electrified floor.
             rest against the walls. Three are empty, three contain   If the skull is destroyed and later rejuvenates (see the
             fist-sized chunks of copper ore (50 gp worth of cop-  flameskull's Rejuvenation trait), it resumes electrify-
             per per barrel), and the remaining six each have one   ing the floor and defending the room, with or without
             ghoul crammed inside. Disturbing any of these bar-  the golem.
             rels causes all six ghouls to burst forth and attack.



            LEVEL 2  t ARCANE CHAMBERS
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