Page 33 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 33
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
32

