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7

The Marble Choir

RoomGauntletHardClay & Marble (W16)4 exits
Illustration: Room 7 — The Marble Choir

Nine figures stand on the choir steps of a temple the maze grew around, arranged in three ranks of three, mouths open. The three nearest you are fired clay, cheap and orange and repaired at the shoulders. The six behind them are marble. Above all of them, on a fluted plinth, stands a tenth, taller, one arm raised and bent at the wrist as if it had just brought something in on the beat.

The room is not silent. There is a hum in it, low and even and coming from everywhere at once, the sound a wet finger makes on the rim of a cup — and it has been going on, without a breath, for a very long time.

DM summary. The choir sings, and while it sings the song is the initiative order. Toppling the Choirmaster's plinth stops the music and hands the fight back to the party.

Terrain & Features

Battle-map thumbnail: The Altar Steps

Battle map: The Altar Steps — page 27, 55 × 75 ft (one half of The Grey Warrens)

The printed steps and raised platform are the choir steps and the plinth's top step exactly. Draw the plinth as a 3-ft circle up there, and mark the colonnaded gallery as a 12-ft-up ledge line along both long walls.

Encounter

Hard · Clay & Marble (W16) · Budget at APL 9: 9,600 XP

One rank of clay on the floor, six marble voices still standing, and a Choirmaster who never throws a punch.

Count Creature XP each
3Terracotta Soldier700
1Choirmaster of the Plinth3,900

Base 6,000 XP; ×2 for four bodies = 12,000 adjusted, against the APL 9 Hard budget of 9,600. That is a quarter over the line and the plinth is why: it is a stated, visible, one-action off switch standing in the open.

Two other numbers a DM should have in front of them:

The song is the initiative order. While the Choirmaster is conducting, nobody rolls initiative. Instead:

Round 1. The clay rank steps down off the lowest choir step and takes the nave floor, shoulder to shoulder. They do not run. The Choirmaster raises the other hand. Nothing attacks on the first voice of the first round — the choir is finishing a phrase, and you should let the party have that beat to decide what kind of room this is going to be.

The waiting ranks. At the end of every second round, the next rank of three marble choristers steps down and joins the front. Maximum two ranks, and the marble is a different animal from the clay: it sings, it does not shatter, and it is where the encounter's weight lives. The Choirmaster never leaves the plinth while the plinth stands; toppled with him on it, he lands prone, gets up, and fights on the floor like everyone else, which is much worse for him.

Tactics. Everything here fights in threes and will not break a three to chase one runner — a rank that loses a member closes up and keeps its frontage. A Terracotta Soldier that shatters leaves its own rubble behind as difficult terrain, so the clay rank is worth more dead than alive to whoever is standing behind it. Nothing pursues past the nave doors, nothing here has a ranged attack, and all of it is very hard to move.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Take a part and sing it

The choir accepts a voice. It does not check credentials.

  • The approach: anyone who walks in singing on the beat is treated as choir. Performance DC 15 to hold the line, or Deception DC 16 to mouth it convincingly, once per character, made as the party crosses.
  • Success: the singer is not a target. Choristers step aside for a voice they recognise, and a party where four of six are singing can walk the length of the nave and up the choir steps without a fight.
  • One failure: that character's voice cracks. The Choirmaster's head comes round, and the next rank steps down a full round early.
  • Two failures: the hymn breaks. Full engagement, and the party is halfway up the nave with marble on three sides — the worst place to start.
  • Cost: anyone singing cannot cast a spell with a verbal component that round, and everyone at the table has to decide how seriously they are going to take this. Take it seriously. It is the best thing in the room.
Bypass — Put the plinth over from the gallery

The plinth is not fastened and the north gallery is 10 ft from it.

  • Getting up: the stair behind the altar screen, no check, or Athletics DC 13 up a fluted column.
  • Doing it: Athletics DC 16 with a spear, a pole, or a shield rim as a lever, or 25 damage to the plinth's base (AC 15, 30 HP), or any spell that shoves 500 lb.
  • Success: the plinth goes over, the song stops, and the whole room loses a turn. Do this in round 1 and the fight is Medium and short.
  • Failure: the plinth rocks and settles. The Choirmaster looks up at you and the third rank steps down immediately — it has decided you are the problem.
  • Cost: whoever goes up is alone on a 4-ft gallery with a stair at one end, and marble climbs badly but it does climb.
Bypass — Withdrawing instead

The nave doors are behind the party, no check, and nothing here pursues past them. It costs the loot, the clue, and ten minutes.

Traps / Puzzles / Checks

Reading the room before it starts. The hum is audible from the corridor outside. Investigation DC 13 from the doorway: the clay rank is chipped and mended at the ankles and knees, and the marble behind it is not — the front three are the ones that have been walking, and they have been replaced more than once. Religion DC 14: this is a hymn to the maze's founding, it has nine voices and a conductor, and the conductor is the only part of it that is not interchangeable.

Exits

AObviousThe nave's west doors, standing open, the way most things come in. No check.
BHiddenA priest's squint behind the altar screen — a crawl through the thickness of the wall, built so a man could watch the choir without being seen. Investigation DC 15.Rider: you come out at the back of somewhere, low and quiet; take one Stealth check at advantage entering the next room.
CHiddenThe gallery stair continues past the walkway to a door at clerestory level. Perception DC 14 from the floor, automatic from the gallery.Rider: you leave at height, along a lightwell, and you carry a scrap of real daylight with you — for one room, your party counts as having a light source nobody has to hold.
DConditionalA crypt hatch in the top choir step, under where the plinth stands. Only reachable once the plinth is over.Rider: you go down among the choir's founders and come up somewhere colder, holding a marble name-tile you did not mean to take.
Loot

One roll on the loot table — the offertory chest set into the back of the plinth, which is why the plinth is hollow and why it is only 500 lb.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Six Terracotta Soldiers in two ranks, no marble and no Choirmaster — the song runs on a bronze pin in the plinth instead, and pulling the pin (Thieves' Tools DC 13) stops it. All DCs −2
9As written
12The front rank is four, the ranks step down every round rather than every second round, and the Choirmaster's call skips a voice at random once per round — announce it, and let the party feel the floor move. DCs +1
15Twelve choristers in four ranks, two Choirmasters on twin plinths who cover each other's calls (both must fall to stop the song), and the choir steps become a lair action: on initiative 20 the marble sings a note and every creature on the steps makes a Constitution save DC 16 or is deafened until the end of its next turn — which, in a room where turn order is a song, is a genuine catastrophe. DCs +3
DM Notes

Creature Cards

All three belong to Clay & Marble (W16) and recur across the deck, so the numbers live in the bestiary. The tactics above are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Terracotta Soldier, Marble Chorister, Choirmaster of the Plinth. Every mention above opens the numbers here on this page.

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