🌩️ D&D Home Campaigns Search
← Room 74 Deck tables Room 76 → Room 75 of 100
75

The Long Silence

RoomAvoidable ThreatDeadlyShades of the Maze (W09)3 exits
Illustration: Room 75 — The Long Silence

The corridor opens into a gallery a hundred and twenty feet long, and the floor of it is covered ankle-deep in broken pottery. Sherds, thousands of them, edge to edge, wall to wall. Somebody emptied a storeroom down here and never swept.

Three grey shapes stand in the gallery, thirty feet apart, facing three different walls. They do not move. At the far end, where your light stops, something taller is standing with its head tilted, the way a man stands when he is listening for a sound he heard once and is not sure about.

Nobody in your party has said anything for four seconds and nobody wants to be first.

DM summary. A blind wraith that hunts by sound, three shades that ignore anyone who makes none, and a hundred and twenty feet of broken pottery. This is the deck's pure stealth room: there is no fight in it worth having and the party's dice are mostly irrelevant — what matters is the choices they make about noise, one at a time, out loud, at the table.

Terrain & Features

Battle map: custom map. A 110 × 25 ft dead-straight gallery of sherds — draw the line, dot the three columns at 30/60/90 ft, and mark the cistern mouth at 80 ft. Browse the book if a page half fits your table better.

The Noise Count

This is the room's mechanism and it replaces initiative, Stealth contests, and Perception checks. Keep a single running count on a scrap of paper where the players can see it. Start at 0.

What somebody does Noise
Standing still; whispering; casting with no verbal or material component0
Walking at half speed across the sherds (15 ft)0
Walking at full speed (30 ft)1
Dashing2
Wearing medium or heavy armour, per round of any movement+1
Speaking at a normal volume2
An open flame carried, per round1
Casting a spell with a verbal component3
Dropping anything, or a failed climb, or a weapon drawn in haste3
Opening the east door un-oiled4
Any attack, hit or miss4

The thresholds, and they never change:

The decay, and state the cadence out loud: the count drops by 1 at the end of every round in which the total added is 0. Complete silence for three rounds takes a party from 3 to 0. This is what makes the room playable: it is always possible to stop, stand still in the dark, and get quieter.

Muffling, before they start. Wrapping buckles, scabbards, and mail in cloth is Sleight of Hand DC 12 and five minutes, and it takes heavy armour's +1 per round down to 0 for the length of this gallery. Bare feet do the same for the sherds. A party that prepares in the doorway has done the room properly and should be rewarded for it exactly this much and no more.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Cross at zero

Half speed, shuttered lamp, muffled gear, and nobody says a word.

  • The arithmetic, not a check: 110 ft at half speed is eight rounds. At noise 0 per round the count never rises and nothing in the gallery ever knows the party was there.
  • What it costs: eight rounds of table time in which no player may speak in character, which is the best eight rounds this room has. Ask for pointing, notes, and hand signals. Let them enjoy it.
  • The one check: a character in heavy armour who has not been muffled must make Stealth DC 15 each round to keep their contribution at 0; each failure is +1. That is the whole dice content of the intended path, deliberately.
  • If the count reaches 3: stop, stand still, and let it decay. Three rounds of nothing and they are back to 0. Say this to the players once, plainly, because a table that does not know decay exists will panic and run.
Bypass — Throw the noise somewhere else

The cistern at 80 ft is a 20-ft brick drop with an echo, and it is not where the party is standing.

  • The check: Athletics DC 12 to put something heavy through the cistern mouth from up to 40 ft away — a helm, a stone, a broken lever. It lands as noise 6 at the cistern, not at the party.
  • Success: the wraith and all three shades go to the cistern and stand around it listening. Four rounds in which the gallery's east half is empty and the party can walk it at full speed if they want to.
  • Failure: the throw falls short and lands on the sherds — noise 6 wherever it landed, which is probably between the party and where they wanted to go.
  • Cost: whatever was thrown, and the wraith is now at the room's east end, which is where the party wants to be next. Time the run.
  • The elegant version: any silence effect, a thaumaturgy-style sound cast at distance, or a familiar sent 60 ft away to knock something over. All of these work exactly as well as the throw and cost a spell slot instead of a helm. Say yes.
Bypass — Withdraw, and take the count with you

The gallery is 110 ft of nothing anybody needs.

  • The condition: none, at any count below 9. The party may leave the way they came at half speed, silently, and the count decays behind them. Above 9, withdrawing costs one round of movement while the wraith is closing, and it does not leave the gallery — it has never left the gallery and it will not start now.
  • Cost: the time, this room's clue, the satchel at the midpoint, and the crossing — which means going back to the previous room and finding a different door.
  • Say this out loud when the count first hits 6. A party that knows withdrawal is free will make better decisions, and a party that dies here should have chosen to.

Encounter

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

Printed so a DM knows the size of the mistake. This is not a fight; it is a consequence.

Count Creature XP each
1Wraith of the Long Silence8,400
3Sighing Shade1,800

Base 13,800 XP; ×2 for four bodies = 27,600 adjusted, against the APL 9 Deadly budget of 14,400. Nearly double. That number is in this room to be read by the DM and never balanced.

Why it is not already attacking. It is blind and it has been alone in a silent gallery for a very long time. It does not know the party is there. The shades do not either, and by the rule on their card they ignore anyone who makes no sound — an absolutely silent party can walk within five feet of one and it will not turn its head.

What happens if the party fights anyway. The wraith is incorporeal, ignores the sherds entirely, drains resolve rather than blood, and can pass through the columns and the walls. The three shades arrive from three directions. This can kill the whole party, and if they insist on it you should let it, because the room gives them four separate ways not to and a running count that tells them how close they are. Warn once, mechanically, by showing them the number.

Round 1, if it comes to that. The wraith goes for whoever spoke, not whoever is nearest. The shades come down the gallery in the dark at 20 ft, and the party's light does not help.

Traps / Puzzles / Checks

There is nothing to disarm and nothing to solve. The only checks in this room are the heavy-armour Stealth DC 15, the muffling Sleight of Hand DC 12, the cistern throw Athletics DC 12, and Investigation DC 13 to notice that the east door's hinge is dry before somebody hauls on it.

The sherds are worth one line of information. Anyone who looks: they are all one kind of pot, all one glaze, and all broken the same way — dropped from a height, at once, deliberately. Somebody made this floor on purpose, to make this gallery loud. That means somebody wanted the thing at the far end to stay fed, and a party who works that out has learned something true about who runs this maze.

Exits

AObviousThe west arch they came in by, standing open the whole time. No check. The crossing is the room; the way back is never shut and nothing here follows through it.
BObviousThe gallery's east door, visible from the west arch, shut but not locked. No check to find or open — the only question is the dry hinge, which is noise 4 hauled cold and noise 0 with a flask of oil and one round.Rider: you leave a room where nobody spoke for ten minutes — the party arrives in the next room still silent and still in formation, and takes no surprise round against them.
CHiddenThe cistern. Twenty feet down, dry, with a brick duct out of the bottom that runs east. Investigation DC 14 from the mouth, and Athletics DC 13 to climb down without a rope.Rider: you arrive filthy and 20 ft lower than you left, and everything you carry is gritty with two centuries of brick dust — mark it down if the party is mapping.
Loot

Conditional — one roll on the loot table. A satchel lies on the sherds at the gallery's midpoint, 60 ft in, exactly where somebody set it down to go faster.

Picking it up is noise 2 (a buckle against a sherd), and there is no check that avoids it. That is the room's cleanest small decision: two points of noise for one roll on the table, taken with the count already at 1 or 2 and 60 ft still to walk. Offer it flatly and let them choose.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two Sighing Shades, no wraith — the thing at the far end is a Lost Wanderer repeating its last hour, and at count 9 it walks into the party rather than attacking. Thresholds at 4 / 8 / 12, and heavy-armour Stealth DC 13
9As written
12Five Sighing Shades, and the wraith moves at count 5 instead of 6. Add a second sherd field in the last 30 ft where the pottery is glazed and slick: half speed there is noise 1, not 0. DCs +1
15Five Sighing Shades, two wraiths at opposite ends of the gallery, and the count does not decay below 3 — the gallery holds sound now. The east door's hinge cannot be oiled; it has been welded, and opening it is noise 6. DCs +3
DM Notes

Creature Cards

Both belong to Shades of the Maze (W09) and recur across the deck, so the numbers live in the bestiary. The noise count, the thresholds, and the decay are this room's and stay here — and they matter more than either stat block, because a well-played R075 never opens one. The Lost Wanderer appears only in the APL 6 row, where it stands in for the wraith, and is listed so a DM scaling down has the card to hand.

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

← Room 74 Deck tables Room 76 → Room 75 of 100