Hear the Third Rhythm Before the Still Watch Claims It
Hear the Third Rhythm Before the Still Watch Claims It
Run the talk
Starts Neutral
Base DC 18
Success If all three tunings succeed
Failure Each failed tuning causes a horn-scream
Party 6 players, level 15
System D&D 2024
Cheat sheet
Tune the three horn rows, learn what the rhythms reveal, and decide whether the Still Watch gets the result.
Success
Failure
- Clock
- 3 / 3
- successes / failures
- Base DC
- 18
- Starts
- Neutral
Read aloud
Say this
The horn-field trembles under your boots, its iron mouths rimed with frost and salt. Turn one toward the wind and a low note rolls through your ribs; somewhere above it, another sound arrives late. Odd Vale raises a hand for silence as the horns begin to answer.
Who says what
They wantOdd Vale wants a complete reading before the Still Watch can claim it. Sirri wants the sound recorded accurately, even if the full meaning has to remain uncertain.
LeverageThe party can choose who operates each tuning, and can stop after any result. Odd Vale and Sirri need the horns read before the Still Watch claims the finding.
Odd
Odd Vale taps a finger against the horn's rim and says, “Don't chase the sound. Set the mouth, then listen.”
Sirri
Sirri counts the beats softly, then stops when the answer comes late. “That pause matters. Don't fill it in for the horns.”
After a scream, both step back and wait for the checker to recover before anyone touches the frame again.
Odd
If the party argues over whether to continue, Odd Vale says, “Two notes tell us there is another. The third tells us how it listens.”
Maneuvers
What the party can use
What happens
10–15 minutes- ·
Immediately after any tuning fails.
A failed tuning releases a horn-scream. The character who made the check makes a Constitution save, taking thunder damage and becoming deafened until the end of their next turn on a failure, or taking half damage and avoiding deafness on a success.
- ·
At the end of a round in which a horn-scream occurs.
The next tuning check is made with disadvantage unless a character uses an action to steady the vibrating horn frame.
The battlefield
Zones
- 1
Low row25 ft
Three rows of ice-rimed horns face the sea; each carries one tuning.
- 2
Mid platform25 ft
A narrow platform beneath the central horns; their answers arrive a fraction late.
- 3
High frame25 ft
The highest horns shiver in the wind, carrying a note between the others.
What the party can use
Media
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