785 Strings of Peace

This adventuring supplement is designed for D&D5e. On our Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.

“A celestial harp of golden chords resonates with the power to heal and harmonize. Its melodies hold the key to tranquility, serenity, and calm”.

Dungeon’s Inscription

Nestled deep within the heart of the Amber Ex­panse, this unexplored location in the north­ern mountains is shrouded in mystery and ancient magic. Eons ago, the dungeon was once the grand sanctum of Lyrianth, a powerful elven mage and bard who sought to harness the harmonizing power of music to bring lasting tranquility to the land. Centuries ago, Lyrianth crafted the Strings of Peace, a magical harp said to possess the ability to calm the fierc­est storms, numb the strongest feelings, and even soothe the hearts of brutal warriors. To protect this powerful ar­tifact from falling into the wrong hands after his pass­ing, he hid it deep within a magically-warded dungeon, surrounded by intricate traps and enchanted guardians. Over time, the precise location of Lyrianth’s sanctum was lost to history, but vague rumors and ancient tales continue to surface among scholars and adventurers.

Rumors

Some speak of a hidden entrance near a secluded grove, marked by ancient runes and guarded by mysti­cal creatures. Others mention spectral melodies heard on moonlit nights, believed to be the lingering essence of Lyrianth’s enchanting music. The dungeon itself is said to be an artificial compound of arcane origin. It was filled with enchanted puzzles and trials designed to test the worthiness of any who dared seek the Strings of Peace.

Adventure Hook

  • The Artifact. Curiosity and the promise of a great treasure may draw the heroes to this enigmatic dungeon. Only those with keen minds, brave hearts, and pure in­tentions shall stand a chance of unlocking the true po­tential of the powerful Strings of Peace and bringing its harmonious magic back to the Amber Expanse.
 RANDOM EVENT d6 Details
1 The heroes hear hauntingly beautiful melodies. The ominous music confuses their senses (DC 12 Charisma). On a fail, the he­roes have disadvantage on their next check or attack. Failing by 5 or more makes them violent with their allies for 2 rounds.
2 The heroes encounter two animated armors. The immortal guardians attack immediately and cannot be reasoned with.
3 A swinging blade descends from the tall ceiling and strikes a random hero (DC 13 Dexterity, on a fail they take 1d10 damage).
4 The heroes disturb a nest of arachnid insects. The swarm of spiders attacks intruders but flees if reduced to half its Hit Points.
5 The heroes enter a new room within the dungeon and see four skeletons standing before them. The undead feature canine skulls. A perceptive hero realizes they are gnolls (DC 11 Medicine) — Former dungeon delvers who met their end here, perhaps.
6 A hidden pressure plate is pressed. Poison darts hit everyone (DC 11 Constitution). On a fail, their next check has disadvantage.

Level 3 Dungeon

  • Special Events. Check for a Random Event every 20 minutes and after loud noises (4-in-6 chance).
  • Demiplane. The entrance and main door of the dun­geon are the only things that exist in the Material Plane. Beyond its threshold, the characters travel to an artificial plane of existence. Within, the world outside cannot in­teract with the characters, and vice versa.
  • Secret Doors and Traps. The letter ‘S’ (see map) shows where the hidden levers or buttons that reveal secret passageways are (DC 13 Perception). The pitfall traps feature the letter ‘T’. A perceptive character might see them before stepping on them (DC 14 Perception).

1. Dungeon’s Entrance

An ornately carved stone door covered in ancient elven runes. As the heroes push it open and cross, they are en­veloped by a shimmering aura, feeling as though they are being pulled through a vortex of time and space.

2. Antechamber

This area, bathed in a soft, golden light, features a beautifully crafted shrine adorned with delicate carv­ings dedicated to the gods of music and art.

Intricate mosaics depicting legendary bards and musi­cians line the walls, while a serene, melodic hum fills the air, inviting reflection, meditation, and reverence.

  • Shrine. The heroes may spend 10 minutes meditat­ing to be granted a magical boon. They have advantage on their next check made within the dungeon.

3. Hidden Cell

The characters must fall from area 4 or find the lever that reveals this area to enter (see Secret Doors and Traps).

  • Cell. Creatures that fall from the pitfall trap in area 4 take 1d8 damage. A zombie in the cell attacks any living creatures that fall with it. The cell’s door can be easily opened by anyone but only from the outside.
  • Treasure. A chest in a corner contains 287 gp, a pair of shiny pearls in a lock-box (90 gp), an oil painting of a famous bard (85 gp), and one potion of healing.

4. Main Hall

This is a grand chamber with vaulted ceilings and or­nate columns, illuminated by flickering magical sconces. A majestic elevator crafted from polished brass and en­chanted wood stands at the far end, glowing with arcane energy. Two doors lead to different wings of the dungeon.

  • Trap. Whoever fails to spot the trap and approaches falls 20 feet into the cell in area 3 (DC 13 Dexterity).
  • Elevator. This magical platform magically ascends and descends at a slow pace. It is the only means to reach the upper level of the dungeon. However, the com­mand word to activate it is hidden in area 5 (see below).

5. Studio

Several shelves filled to the brim with books, scrolls, and tomes are here. Spending 10 minutes reading the docu­ments reveals the elevator’s command word. The search also unearths some scrolls (three random Level-1 Wiz­ard spells, and four random Level-1 Cleric spells).

6. Office

This chamber features a wooden desk well-lit by a can­dle lamp. A subtle magic incantation fills this chamber with soft, lute, and harp music to ease one’s work.

7. Storage

This chamber contains crates, boxes, and barrels. The bard wizard who created this place kept spices, dried meats, and other magically-preserved foods.

8. Upper Level

The upper level is an opulent chamber, adorned with tap­estries depicting legendary musical feats. Artificial sun­light streams through stained glass windows, casting vi­brant, shifting patterns on the stone floors. There is a beautiful stringed instrument on a pedestal. It is a trap.

  • Trap. A person who fails to spot the trapdoor falls 30 feet into area 9 and takes 2d8 damage (DC 14 Dexterity).

9. Eternal Guardians

Two wights attack anyone who falls from area 8. The objective of these undead guardians is to chastise those who tried to take the Lyrianth’s harp. The bones in the room shift and move in the second round of combat. Three skeletons attack intruders until destroyed.

10. Cavern

The double door is adorned with musical notes, clouds in the shape of pentagrams, and harp-playing angels. It opens into a vast, dark cavern. Inside, a beautiful harp melody comes from each of the illuso­ry harps placed on beautiful stone arcs.

The door’s art, the dark cavern, and the melody are all a trick to fool intruders or would-be robbers. The source of the music is not the artifact they seek. It is a musical box that reproduces the same tune over and over.

  • Challenge. When all the heroes cross the threshold and enter the cavern, the gate behind them shuts closed. Ten darkmantles descend from the dark ceiling. They extinguish any light source and fight until slain. The gate unlocks after the enemies are defeated.

11. Strings of Peace

A breathtaking sanctuary, illuminated by a soft, ethe­real glow emanating from the ceiling. The beautiful golden-stringed harp rests on an intricately carved pedestal, radiating a serene and powerful aura.

The antechamber has a large piano, silver bells, and doz­ens of musical instruments hung on the walls.

  • Last Challenge. The tapestries portray people per­forming before the harp as the sole witness. It is easy to infer what they must do (DC 10 Intelligence check). A character must play the instrument of their choice before the harp (DC 15 Performance). The right performance grants them the right to wield it. On a fail, or taking it by force summons a clay golem Defeating the guardian makes them worthy of the harp’s power too.

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