Play the Count at the Keeper's Seat
Play the Count at the Keeper's Seat
Run the talk
Starts Neutral
Base DC 18
Success The party reaches and plays the horn safely
Failure Three failures before three successes cause the false seat trap to fire
Party 6 players, level 16
System D&D 2024
Cheat sheet
Reach the Keeper's Seat, safely play the count, and understand what the horn reveals without losing anyone to its false echoes or trap.
Success
Failure
- Clock
- 3 / 3
- successes / failures
- Base DC
- 18
- Starts
- Neutral
Read aloud
Say this
Follow the founder's stair down through the horn-field as the stone coils beneath your feet. Rope fibers rasp against the wall, and a still pool below returns your breathing a beat late. At the bottom, a glass horn faces a cut-stone seat while the Unbanked Ember tugs east.
Who says what
They wantThe remembered cadence of Hamar Duskfrost's team pushes the intruders to approach carefully and leave the seat intact. It offers clues through the team's work, not proof of Hamar's presence.
LeverageHamar Duskfrost's ropes, tools, and unfinished wall cut show that another team came this way carefully. Follow their practical clues rather than forcing the stairs.
If the party handles the tools gently, the echo settles and the next voice returns at its proper pitch.
If someone shouts into the Throat, their words crash back in overlapping fragments; ask another character to guide them.
If the group plays the count correctly, resolve the horn's response from the Heard boxes, then have the Ember lean east as the horn-field shakes.
Maneuvers
What the party can use
What happens
30–45 minutes- ·
On a failed Basin check.
The pool repeats the last speaker's words in a stranger's voice. That speaker is frightened until the end of their next turn.
- ·
On a failed Keeper's Seat check.
The false seat trap releases a concussive pulse: Dexterity save, taking thunder damage on a failure or half as much on a success.
- ·
After the count is played, regardless of Heard boxes.
The horn-field above shudders; grit rains down the stair as the Unbanked Ember leans east.
The battlefield
Zones
- 1
The Throat25-foot section
A founder's spiral stair descends through a narrow stone throat. Sound doubles back, and Hamar Duskfrost's team's rope and tools remain wedged along the wall.
- 2
The Basin25-foot landing
A still pool lies across the stair's landing. Every spoken word returns a beat late.
- 3
The Keeper's Seat25-foot chamber
A cut-stone seat faces a glass horn. Hamar Duskfrost's half-finished wall cut stops just short of the chamber.
What the party can use
Treasure
Media
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