🌩️ D&D Home Campaigns Search
← Room 93 Deck tables Room 95 → Room 94 of 100
94

Hall of the Hollow Chorus

RoomParley / Mini-BossDeadly (contingent)Sphinx & Riddlers (W15)3 exits
Illustration: Room 94 — Hall of the Hollow Chorus

The hall is big enough that your light does not find the far wall, and the floor is smooth, and swept. Three stone stalls are cut high in the walls, the kind a choir stands in, and each holds nothing but a laurel tree growing from a cracked stone urn. Two long-legged hounds lie in the middle of the floor with their chins on their paws, watching you come, not getting up.

A voice from the first stall says: "Ah." A second, from across the hall, says: "They have come in the middle." And a third, from directly behind you, where nobody is standing, says: "Then we begin again from the top."

DM summary. Three singing laurels in the middle of a performance, two hounds that will not interrupt anybody who is talking, and a toll paid in answers. There is a riddle, there is a liar, and both have written solutions. The fight exists and is Deadly, and the party has to work quite hard to earn it.

Terrain & Features

Battle-map thumbnail: The Grey Flags

Battle map: The Grey Flags — pages 1 & 2, 110 × 75 ft

The blank full spread is the chorus hall: 80 × 60 ft of open, echoing floor with nothing to hide behind, which is the point. Chalk the three lectern stalls high on the walls (25 ft up) and the two hounds at centre.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Never stop answering

The hounds cannot attack a creature that is speaking an answer to a question the chorus has asked. Rambling counts. Stalling counts. Being wrong counts.

  • How it runs: the party nominates an Answerer. On each of that PC's turns they must actually say something aloud at the table, in character, addressed to the chorus. Charisma (Performance or Persuasion) DC 12 to keep it going without repeating themselves; a party may hand the role off mid-round, and the handover is free if the next speaker begins before the last one stops.
  • Success: the whole party crosses the hall unmolested while the Answerer talks. The choristers are charmed by the effort and will not begin anything.
  • One failure: the Answerer dries up. The hounds are free for one round and they use it — one bite each, at the nearest target, and then they wait again as soon as someone starts speaking.
  • Two failures: the antiphon breaks. Roll initiative, and give the party one round in which starting to talk again still stops the hounds.
Bypass — Pay the toll

Answer the riddle, or name the liar, or pose a riddle they cannot solve.

  • DCs are in the checks below. Any one of the three settles it.
  • Success: the chorus sings the party across. They are escorted, out loud, in three-part harmony, all the way to whichever exit they choose — which is ridiculous and delightful and worth playing straight.
  • Failure: the toll is unpaid but not defaulted; the party may still take the first or third bypass, or leave.
Bypass — Cross without a single word

The hardest and the most elegant. A chorus needs a respondent.

  • The rule: if no PC speaks aloud from the moment they enter, the antiphon cannot begin. The hounds watch and do nothing; they have no instruction to act against people who are not part of the performance.
  • The test: at the hall's midpoint the third voice asks each PC one direct, personal, unfairly well-informed question — "Your mother wants to know whether you are eating." Each PC makes a Wisdom save DC 13. Failure means they answered, out loud, before they could stop themselves.
  • One answer given: the chorus has its respondent and the parley begins normally, from the top, with the party standing in the middle of the floor.
  • What it costs: silence means no toll paid, no riddle, no liar named, and no clue drip. It is the fastest route through this room and the emptiest, and you should let a party take it without penalty and without applause.

Encounter

Deadly · Contingent — this fight only happens if the parley or skill approach fails. · Sphinx & Riddlers (W15) · Budget at APL 9: 14,400 XP

Only if the parley fails, and it takes real effort to fail it.

Count Creature XP each
3Whispering Laurel1,800
2Riddle-Hound1,100

Base 7,600 XP; ×2 for five bodies = 15,200 adjusted, against the APL 9 Deadly budget of 14,400. Over budget, in an open hall, against three things that are invisible, incorporeal, and resistant to nonmagical weapons. Take this fight seriously or, better, do not take it.

Why they are not attacking. They are in the middle of an antiphon and the antiphon is not finished. The chorus begins again from the top when interrupted, which is what has just happened, and the party is now — as far as three disembodied voices are concerned — part of tonight's performance. The hounds will not interrupt an answer, and someone is nearly always answering.

What triggers it. Attacking anything; refusing to answer and crossing the hall; or answering the riddle wrong three times, which is hard to do by accident because the chorus keeps offering hints it considers generous.

Round 1, if it starts. All three laurels use Riddling Chorus if it is available and otherwise pass their voices crown to crown across the hall. The hounds go for whoever stopped talking first. The party's problem is that they cannot see, hit, or reliably target anything, and the answer to that problem is in the parley section, not in their spell lists.

If the party fights anyway. They can lose people here. The one honest route through the fight is the same route as through the conversation: catch a laurel in its lie. A laurel proven false is stunned for a round and loses every damage resistance for a minute, and it is the only reason this encounter is winnable at all. Say that out loud through a Riddle-Hound's behaviour rather than as a rules lecture — the hounds visibly flinch when a voice is contradicted.

Withdrawal. The party may withdraw by the way they came at any point, mid-conversation or mid-fight. Nothing here pursues: the hounds will not leave the hall and the laurels have a performance to finish. The cost is the toll's reward, the clue drip, and the fact that the chorus will remember them as the ones who walked out during the second strophe, which is the worst thing you can be to a choir.

Traps / Puzzles / Checks

The toll: one riddle, three accepted answers. The second voice asks it, and the hall goes quiet enough to hear it twice because of the echo.

"I grow larger the more you take from me. I disappear the moment you fill me. Cut me deeper and I am only more myself. What am I?"

The liar. Before the riddle, each voice makes one claim. By the chorus's own custom only one lie may be spent before the toll is settled, and exactly one of these three is false.

Voice Claim
First"Two of us will let you pass for an answer. The third wants no answer at all."
Second"The first of us has spoken falsely tonight."
Third"I have not lied to you, and neither has the second."

Silence. The chorus cannot perform to an audience that will not answer, and it finds that genuinely distressing. That is the third bypass above, and the Wisdom save that breaks it is stated there.

Exits

AObviousThe wide mouth in the far wall, which the chorus's echo comes back out of. No check.Rider: the chorus's last note follows you about thirty feet down the passage and then stops all at once, which is worth one sentence of read-aloud in the next room.
BConditionalThe stair behind the second stall, reachable only if the chorus escorts the party — they lift the party up, one at a time, on nothing, which is the single strangest thing that will happen to these characters today. Requires the toll paid.Rider: you leave having been sung out of a room. Once, in the next room, any PC may make one Charisma check at advantage by using a phrase the chorus taught them on the way up.
CHiddenA fissure behind the besom in the corner, chest-high, going down. Investigation DC 15.Rider: it is a squeeze and it is quiet — the party arrives in the next room having made no sound at all, and anything there that would have heard them does not.
Loot

None. Three voices own nothing. The stone lecterns hold nothing, the stalls hold nothing, and the besom in the corner is a besom. If a player insists on searching the hall for twenty minutes, the chorus will describe, in detail and in harmony, everything they are failing to find.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two laurels, one hound, and the liar's claims are simplified to two voices — the first lies, the second says so. All DCs −2
9As written
12Three laurels, three hounds, and a Lesser Sphinx presiding from the fourth wall that does not have a stall. It does not fight unless the chorus is attacked, and it says so first. DCs +1
15As APL 12, plus each laurel spends its own lie — three lies among three voices, which makes the deduction genuinely hard — and Riddling Chorus recharges on 4–6. DCs +3
DM Notes

Creature Cards

Both belong to Sphinx & Riddlers (W15) 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: Whispering Laurel, Riddle-Hound. Every mention above opens the numbers here on this page.

← Room 93 Deck tables Room 95 → Room 94 of 100