AD&D Heward Mystical Organ book of artifacts

DND Artifacts – The Secrets of Heward’s Mystical Organ: What You Need to Know Before You Attempt to Use this Legendary Artifact

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Heward’s Mystical Organ: A Musical Masterpiece with a Magical Twist

Heward’s Mystical Organ is a marvel of musical engineering and arcane craftsmanship. It is a colossal instrument that resembles a pipe organ, but with a twist: each pipe is animated by an elemental spirit, giving the organ a voice unlike any other. The organ has three sets of keys, each made of different materials, and 27 ivory stops that control the pitch and tone of the pipes. The pipes themselves are made of gold and silver, and vary in size from tiny to towering. The organ is housed in a magnificent building that resembles a cathedral, but its location is never fixed. It can appear in different places, from ancient temples to underground caverns, as if by magic. Heward’s Mystical Organ is a mysterious and awe-inspiring creation that challenges the boundaries of music and magic.

The Legend of Heward and His Organ: How Music and Magic Shaped the World

Heward’s Mystical Organ is not only a musical masterpiece, but also a legacy of a legendary figure who lived in a time of transition between the age of elves and the age of man. Heward was a human bard who had learned the songs of the elves and wanted to share them with his own kind. He spent his life creating a magnificent organ that could produce sounds beyond imagination, using elemental spirits to animate the pipes. He played his organ for all who would listen, and inspired the first generation of bards who learned from him. His music was said to have miraculous effects, such as making flowers bloom, rain fall, and sun linger. However, his work also attracted the envy of some gods, who sent mice to sabotage his organ. The mice corrupted the music of the organ, and gave rise to evil creatures such as harpies and sirens who used their voices to harm. Heward cursed the mice with his last song, and then disappeared with his organ, leaving behind a mystery that still fascinates the world.

The Owners of Heward’s Mystical Organ: A Chronological Overview

The history of Heward’s Mystical Organ is shrouded in mystery and legend, but some sources have attempted to trace the owners of this magnificent artifact. Here is a possible timeline based on the available information:

  • Early 4th century CY (roughly equivalent to the late 11th century DR): Heward, the patron of bards and a member of the Company of Seven, creates the Organ and plays it in his hall. He teaches the art of music to the first bards and inspires many with his songs. He also angers some gods, who send mice to ruin his Organ. Heward curses the mice and disappears with his Organ.
  • Late 4th century CY (roughly equivalent to the late 12th century DR): The Organ reappears in a ruined temple in the Suss Forest, where it is discovered by a group of adventurers. They manage to play some songs and witness the Organ’s power, but also suffer its drawbacks. They leave the Organ behind, but not before taking some notes on its workings.
  • Early 5th century CY (roughly equivalent to the early 13th century DR): The Organ is found by a cult of Vecna in a hidden cavern beneath the Cairn Hills. They use it to perform dark rituals and summon fiends, but also attract the attention of Kas, Vecna’s former lieutenant. Kas leads an army of undead to attack the cult and seize the Organ, hoping to use it against Vecna. However, he fails to master the Organ and is driven mad by its music. He flees with the Organ, leaving behind a trail of destruction.
  • Mid 5th century CY (roughly equivalent to the mid 13th century DR): The Organ is located by a team of researchers from the University of Greyhawk, who have been studying the notes left by the previous adventurers. They track down Kas and find him in a remote castle, surrounded by his undead minions. They manage to sneak into the castle and reach the Organ, where they conduct a series of experiments. They document their findings and test 128 combinations of stops, but also trigger some dangerous effects. They decide to leave the Organ alone, fearing its unpredictability.
  • Late 5th century CY (roughly equivalent to the late 14th century DR): The Organ is spotted by a group of planar travelers in Sigil, the City of Doors. They are intrigued by its appearance and try to play it, but they are interrupted by a faction war between the Harmonium and the Xaositects. The Organ is caught in the crossfire and damaged by spells and weapons. It disappears in a flash of light, leaving behind only a few pipes.
  • Early 6th century CY (roughly equivalent to the early 15th century DR): The Organ is rumored to be in Candlekeep, the great library of Faerûn. It is said that it was brought there by a mysterious bard who claimed to have found it in another world. He donated it to the library as a gift, along with an unfinished symphony composed by Heward himself. The Organ is kept in a secret vault, guarded by powerful wards and spells. Only a few scholars are allowed to study it, and none are permitted to play it.

This is not a complete or definitive list of owners, as there may be others who have encountered or possessed the Organ throughout history. The Organ’s location and fate are unknown at present, but it may resurface again someday, as it has done before.

Using Heward’s Mystical Organ in Your Campaign: A Guide for Dungeon Masters

Heward’s Mystical Organ is a powerful and mysterious artifact that can create amazing effects with its music, but also pose great challenges and dangers to those who attempt to use it. It is not a simple item that can be easily acquired or wielded, but rather a complex device that requires skill, knowledge, and courage to master. Therefore, it is best suited for a multi-part adventure that involves several elements and stages, such as:

  • The Problem: The DM must present the characters with a threat that can only be solved by using the Organ. For example, a villain could be plotting to erase all music and bardic lore from the world, or to unleash a horde of musical monsters that can only be controlled by the Organ.
  • The Solution: The characters must learn about the existence and nature of the Organ, and how it can help them. They must also find out the correct tune to play on it, which could be hidden in an ancient scroll, a forgotten songbook, or a cryptic prophecy.
  • The Practice: The characters must acquire a musical instrument that can mimic the Organ’s sound, such as a harpsichord, a piano, or a synthesizer. They must also practice the tune until they can play it flawlessly, as any mistake could have disastrous consequences.
  • The Location: The characters must discover where the Organ is currently located, which could vary depending on the campaign setting and the DM’s preference. The Organ could be in a ruined temple, a hidden cavern, a planar city, or even in another world.
  • The Journey: The characters must travel to the Organ’s location, facing various obstacles and enemies along the way. The villain could send his minions to stop them, or other factions could try to claim the Organ for themselves. The characters could also encounter some of the Organ’s effects, such as strange weather, musical phenomena, or elemental creatures.
  • The Finale: The characters must reach the Organ and play the tune on it, while dealing with any remaining threats or complications. They must also decide what to do with the Organ after they use it: leave it alone, destroy it, or take it with them.

The Power of Heward’s Mystical Organ: How to Play and What to Expect

Heward’s Mystical Organ is not a simple musical instrument, but a device that can produce amazing effects with its music. However, to use it properly, one must know two things: the exact song to be played and the settings for the stops of the organ. The organ has 27 stops, each with eight settings, that control the pitch and tone of the pipes. The stops are labeled A-Z and !, and the settings are numbered 1-8. The correct combination of stops and settings depends on the song and the desired effect. For example, the setting for a song that creates a fireball might be A7, G2, H3, I5, R6, S6, and V2.

The organ has at least 23 songs that can create different effects, ranging from personal enhancement to cataclysm. The songs are based on various musical works, some classical and some modern. The DM can choose the songs based on their own preferences or the theme of the adventure. A form is provided in Appendix C for the DM to record the songs and their effects. To play a song on the organ, one must have a musical instrument proficiency and make a successful proficiency check. If failed, the player has made a mistake during the performance, which could have disastrous consequences.

The effects of the organ’s songs are varied and powerful.

Some examples are:

  • A song that grants a +4 bonus to Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma for one hour.
  • A song that creates a wall of force around the organ for one minute.
  • A song that charms up to 12 creatures within 60 feet of the organ for one hour.
  • A song that causes an earthquake within 10 miles of the organ.
  • A song that summons a celestial or fiendish creature to serve the player for one hour.

The Curse of Heward’s Mystical Organ: The Risks of Playing the Wrong or Right Notes

Heward’s Mystical Organ is a powerful and mysterious artifact that can create amazing effects with its music, but also pose great challenges and dangers to those who attempt to use it. One of the most perilous aspects of the organ is its curse, which can affect both the player and the listeners in different ways. The curse can be triggered by two scenarios: playing the wrong notes or playing the right notes too well.

Playing the wrong notes can happen if the player sets the last stop (!) incorrectly, or if they make a mistake during the performance. In either case, the organ will produce a horrible screeching sound that will drive everyone in the hall mad. Those who fail a saving throw vs. death with a -4 penalty will lose their sanity and wander the world, unable to bear any sound or silence. They will also lose all their class abilities except for saving throws and hit points, and will be controlled by the DM. The only way to cure this madness is by a wish spell.

Playing the right notes too well can happen if the player rolls a 1 (or less) on their proficiency check, indicating a near divine inspiration. In this case, the organ will produce a sublime music that will fill everyone in the hall with melancholia. Those who fail a check against their Wisdom will realize that they have heard the most beautiful music ever, and that nothing else in life can compare. They will lose their joy and motivation, and gradually waste away, unable to eat or drink.

Using Heward’s Mystical Organ in your campaign can provide an exciting and memorable adventure for your players, as well as an opportunity to explore the themes of music and magic in your world. However, you should also be careful not to make the organ too easy or too hard to use, as it could either ruin the challenge or frustrate the players. You should also consider the consequences of using the organ, both positive and negative, and how they could affect your campaign in the long term. Heward’s Mystical Organ is a wondrous and dangerous artifact that should be used with caution and creativity.

How to Destroy Heward’s Mystical Organ: Three Possible Methods

Here are three possible methods that could work, according to some sources:

  • The King of the Mice: The organ was originally sabotaged by mice, who were sent by some jealous gods to ruin Heward’s work. The mice gnawed on the organ’s inner workings, corrupting its music and giving rise to evil creatures such as harpies and sirens. Therefore, one way to destroy the organ is to convince the King of the Mice, the leader of all rodents, to lead his people in another attack on the organ. Only the mice can access and destroy the instrument’s inner workings, rendering it silent forever.
  • The Worst Composer: The organ was designed to produce sublime music, worthy of Heward himself. It can only be played by someone who has a musical instrument proficiency and knows the exact song and settings for the desired effect. Therefore, another way to destroy the organ is to find the worst composer in the entire world, someone who has no musical talent or skill whatsoever, and make them play the instrument. The cacophony that results will cause such a titanic explosion that the organ, its hall, and the surrounding area for a half-mile radius will be destroyed.
  • The Fire of Heward’s Works: The organ was created by Heward, the patron of bards and a member of the Company of Seven. He was a master of music and magic, and composed many works that inspired generations of bards. Therefore, another way to destroy the organ is to burn it in a fire kindled with a copy of every work that Heward ever composed. This will symbolize the end of his legacy and his influence on the world, and will consume the organ in flames.

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AD&D Book of Artifacts
AD&D Book of Artifacts