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22

Colonnade of Sighing Shades

RoomAvoidable ThreatDeadlyShades of the Maze (W09)3 exits
Illustration: Room 22 — Colonnade of Sighing Shades

Twelve columns in two rows, older than the maze around them and finer than anything else you have seen down here — fluted, painted once, the paint gone to ghosts of red. Between them the air moves in long slow breaths, in and out, in and out, and each breath has a voice in it that is almost a word.

Nothing here has eyes. You can tell that immediately and you could not say how.

DM summary. A hundred feet of colonnade with a blind, deaf-to-silence wraith host standing in it, and the only rule that matters is that they hunt sound. This is a room the party crosses on tiptoe with their mouths shut, and it is the deck's purest test of whether your players can stop talking.

Terrain & Features

Battle-map thumbnail: The Great Hall

Battle map: The Great Hall — pages 29 & 30, 110 × 75 ft

Wall the great hall down to a 100 × 30 ft processional: rule two long walls 30 ft apart the length of the spread, draw the twelve columns in two rows of six, and shade the last 40 ft as drifted votive sherds.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Cross without a word

The intended path, and it costs nothing but discipline. Group Stealth DC 15, rolled once for the whole party at the halfway columns, with advantage if every player has agreed in advance to run the crossing in mime and hand signals.

  • Success: the party reaches the far end and the procession never breaks step. Award this loudly afterwards — it is a rare thing for a table to do.
  • One failure: one sound token per failing character, resolved on the clock above. A character who wants to catch a dropped item before it lands may spend their reaction and roll Dexterity (Acrobatics) DC 14 to eat the noise.
  • Silence, the spell: a globe of magical silence is a total pass for anyone inside it, and any caster who thinks of it has earned the room. It also makes the caster's own party deaf to each other; that is a fair trade and a fun one.
  • Cost of withdrawing instead: the party can withdraw the way they came at any token count below three. They lose the loot condition and this room's clue, and they should be charged the time.
Bypass — Give the hall something louder

The shades go to the loudest thing. Nothing says it has to be a person. Throw a bronze bowl, a helmet, or a purse of coin down-draught to the north end: Sleight of Hand DC 13, or Athletics DC 13 for a straight hard throw (the draught is worth advantage on either).

  • Success: all three converge on the noise and stay there four rounds, which is enough to cover the 50 ft still ahead of a party at the halfway columns at half speed — not the whole hall, which would take seven.
  • Failure: the throw falls short and lands among the party's own feet. One sound token, and the shades are now closer than they were.
  • The trick only works once. The wraith is deaf, not stupid. A second thrown object in the same crossing draws it toward the throwing arm instead.
Bypass — Walk with the dead

The shades are a procession, and a procession accepts mourners. Any character who falls in step at the back of the pacing line — matching pace, head down, no sound — is not a target while they keep step. This needs no roll to start and Wisdom (Insight) DC 14 to notice is possible at all; breaking step, stumbling, or reaching the turn at the north wall and failing to turn with them is one sound token.

  • Success: the party rides the procession to the north end over four rounds and steps out of it at the gate. It is the slowest route and the safest.
  • Failure: the character who broke step is standing inside the line of them when the clock advances, which is the worst place in the room to be. They take the first shade's attention automatically.
  • Do not let this become a Charisma check. There is no talking to these. The wraith has no name left and the shades are a recording.

Encounter

Deadly · Shades of the Maze (W09) · Budget at APL 9: 14,400 XP

A wraith and two shades, standing in the colonnade the way people stand in a queue, and none of them knows you are here.

Count Creature XP each
1Wraith of the Long Silence8,400
2Sighing Shade1,800

Base 12,000 XP; ×2 for three bodies = 24,000 adjusted, against the APL 9 Deadly budget of 14,400. That is not a typo and it is not a mistake. This fight is two thirds again past the Deadly line and it is written that way on purpose: the room is a crossing, not a contest.

Why it is not already attacking. The Wraith of the Long Silence is blind and always has been. It hunts by sound alone and it has heard nothing but its own company for a long time. The two Sighing Shades are re-enacting a procession that ended centuries ago — they pace the colonnade north to south, turn, and pace back, and they will keep doing it forever unless a living thing makes a noise.

The sound clock. Track sound tokens. The party accrues one for each of: speaking above a whisper; casting anything with a verbal component; a failed Stealth roll; crossing the pottery drift at speed; ringing a bowl; a dropped object; opening the north gate without oiling it.

Tokens What happens
1The nearest Sighing Shade stops walking and turns its head. Nothing else
2Both shades converge on the source and stand around it. The wraith turns toward them. The party has one round to get out of that spot
3The wraith crosses the hall in one move and initiative is rolled

If the party fights anyway. Say this out loud at the table, once: this can kill the party, and that is the honest cost of poking it. The wraith is incorporeal, moves through the columns, and hunts the loudest thing in the room — which in combat is the party's front line. The shades drain resolve from behind. There is no terrain answer and no clock that saves them; the only mercy the room offers is that all three of them stop at the doorways. Nothing here follows the party out of the colonnade.

Exits

AObviousThe rough southern breach you came in by, and the matching breach at the north end where the maze has eaten through the temple's front wall. Neither has a door. No check.
BHiddenA priest's slip-door behind the fourth column on the east side, a slab on a pivot. Investigation DC 15, and it swings silently.Rider: you leave by a door built for people who did not want to be heard — the party arrives at the next room without giving away its own numbers, and anything waiting there guesses low.
CConditionalThe north gate proper, a bronze double-leaf standing ajar. It shrieks on its pin unless the hinge is oiled first (one flask of oil, no check, or one sound token).Rider: the oiled hinge costs a flask the party may want later; note it off the sheet in front of them.
Loot

One roll on the loot table, conditional: the party must leave the colonnade with fewer than two sound tokens and someone must take the seed-and-coin offering from a bowl without ringing it — Sleight of Hand DC 14, or automatic for anyone who thinks to fill the bowl's weight with sand or a fistful of pottery as they lift the coin.

A ringing bowl is a sound token, and everyone at the table will know it the instant you describe the note.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Drop the wraith entirely; two Sighing Shades and the procession. DCs −2, and the clock is four tokens, not three
9As written
12Add a third Sighing Shade and a Lost Wanderer that follows the party whispering questions — it is harmless, and it is loud. DCs +1
15Two Wraiths of the Long Silence at opposite ends of the hall, so the party is crossing between them, and the clock is two tokens. DCs +3. The draught reverses every third round, which changes which end of the hall a thrown object is safe to throw at
DM Notes

Creature Cards

All three belong to Shades of the Maze (W09) and recur across the deck, so the numbers live in the bestiary. The sound clock and the procession are this room's.

Shared across rooms, so the full cards live in the bestiary: Wraith of the Long Silence, Sighing Shade. Every mention above opens the numbers here on this page.

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