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The Temple of the Forgotten Muse
by Reverend Dungeon MasterAdventure Level: 8-10
Theme: Surreal art meets chaotic deathtraps.Introduction:
Some guy in a trench coat (read: definitely shady) hired you to retrieve the Muse’s Lyre, a cursed artifact of unspeakable power and questionable aesthetic value. It’s located in an underground art gallery/dungeon dedicated to the Forgotten Muse, a dead demigod of creativity, chaos, and passive-aggressive criticism. This dungeon combines puzzles, monsters, and art critiques that cut deeper than any sword.
Room 1: The Hall of Shifting Canvases
Description:
Murals line the walls, shifting between serene landscapes and disturbing battle scenes. You can feel the art judging you.Challenge Mechanics:
- Riddle Puzzle: The murals display cryptic symbols that spell out the word "Perspective." Deciphering them requires a successful DC 15 Arcana or History check. Speaking the word aloud opens the door.
- Trap: Each incorrect answer triggers a Symbol of Pain:
- DC 17 Wisdom Save
- On failure: 5d10 psychic damage, half on success.
Room 2: The Fountain of Eternal Whimsy
Description:
A glowing fountain sits in the center of the room, reeking of potential bad decisions. Suspended above it is a key encased in crystal, which you definitely need. Statues of screaming adventurers line the walls, looking realistic.Challenge Mechanics:
- Fountain Liquid Effect:
- Anyone touching the liquid must succeed on a DC 15 Constitution save or be polymorphed into a random creature for 1 hour.
- Roll on the Wild Magic Surge table for additional chaos.
- Combat Encounter:
- The statues are actually stone golems. When the key is disturbed, three animate to attack.
Stone Golem (CR 10, XP 5,900 each)
17 (natural armor)
- AC:
HP: 178 (17d10 + 85) Speed: 30 ft. Str: 22, Dex: 9, Con: 20, Int: 3, Wis: 11, Cha: 1 Immunities: Poison, psychic; charmed, exhaustion, frightened, paralyzed, petrified, poisoned Attacks: Slam (+10 to hit, reach 5 ft., 19 [3d8 + 6] bludgeoning damage) Room 3: The Gallery of Misery
Description:
This gallery reeks of regret. The walls are covered in sculptures of screaming faces and paintings that seem to watch your every move.Challenge Mechanics:
- Trap:
- Touching any artwork triggers Hypnotic Pattern:
- DC 16 Wisdom Save
- On failure: Incapacitated for 1 minute. Victims hear insults from the Muse during this time.
- Combat Encounter:
- One Nightmare and three Shadow Demons lurk here disguised as statues. They attack if disturbed.
Nightmare (CR 3, XP 700)
13
- AC:
HP: 68 (8d10 + 24) Speed: 60 ft. (fly 90 ft.) Str: 18, Dex: 15, Con: 16, Int: 10, Wis: 13, Cha: 15 Attacks: Hooves (+6 to hit, reach 5 ft., 13 [2d8 + 4] bludgeoning damage, target ignites in flames for 1 minute, taking 5 fire damage/round). Shadow Demons (CR 4, XP 1,100 each)
13
- AC:
HP: 66 (12d8 + 12) Speed: 30 ft. (fly 30 ft.) Str: 1, Dex: 17, Con: 12, Int: 14, Wis: 13, Cha: 14 Attacks: Claws (+6 to hit, reach 5 ft., 16 [4d6 + 2] psychic damage). Final Room: The Muse’s Sanctum
Description:
The sanctum is a circular chamber where the Lyre rests on a pedestal. Chaos energy pulses through the room, and the Muse’s disembodied voice mocks you. Time for a boss fight.Combat Encounter:
- The Muse manifests as an Adult Red Shadow Dragon (modified with additional lair actions).
Adult Red Shadow Dragon (CR 17, XP 18,000)
19 (natural armor)
- AC:
HP: 256 (19d12 + 133) Speed: 40 ft. (fly 80 ft.) Str: 27, Dex: 10, Con: 25, Int: 16, Wis: 13, Cha: 21 Breath Weapon: Umbral Annihilation (Recharge 5–6)
When the dragon’s had enough of your nonsense, it unleashes a 60-foot cone of pure, soul-crushing shadow. Imagine every bad decision you've ever made manifesting as a swirling vortex of regret and despair, but, you know, cooler.
Save or Suffer:
- Every creature in the cone must make a DC 20 Dexterity saving throw to dodge the emo storm of doom.
- Fail it? You take 45 (10d8) necrotic damage and, because that’s not bad enough, you also need to make a DC 20 Wisdom saving throw or be blinded for 1 minute. While blind, you’re treated to an exclusive mental screening of Your Worst Nightmare: The Greatest Hits.
- Succeed? Congrats, you only take half damage and get to keep your vision. Yay, you.
Side Effects May Include:
- The area becomes a hot mess of magical darkness for 1 minute, because this dragon loves the drama. No one but the dragon can see through it, so good luck figuring out which way the sharp claws are coming from.
Not only will this attack mess you up physically, but it also ruins your emotional stability. The dragon basically says, "Here, have some trauma," and leaves you in the dark. Literally.
- Legendary Actions:
- Wing Attack: Deals 17 (2d6 + 10) bludgeoning damage to creatures within 10 ft.
- Lair Actions (every turn):
- Wild Magic Zone: Roll on the Wild Magic Surge table.
- Spectral Instruments: Deal 2d10 force damage to one random target.
Twist: The Lyre is cursed. Removing it requires a DC 18 Wisdom save. Failure compels the PC to compose The Ballad of the Forgotten Muse, losing 1d4 Intelligence permanently.
Treasure and XP Tally:
Treasure:
- Muse’s Lyre (Cursed): Grants +2 to Performance but inflicts vivid nightmares (1d6 psychic damage per long rest).
- 10,000 gp worth of art pieces (retrieved from various rooms).
- Random Magic Items: Roll 1d4 on the Magic Item Table G.
XP Total:
- Stone Golems: 17,700 XP
- Shadow Demons and Nightmare: 4,000 XP
- Shadow Dragon: 18,000 XP
- Grand Total: 39,700 XP (split among the party).
Congratulations! You’ve survived the Temple of the Forgotten Muse and proven your ability to endure bad art critiques. Now, go spend your gold before your Intelligence score hits zero.
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