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Quest Line · Original Adventure · D&D 5e

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The Sundered Choir

Level 5 · One-shot

Adventure Summary

The Cathedral of the Thousand Voices has sung every dawn for three centuries, but this morning their sacred hymn tore reality itself. A shimmering doorway now stands in the sanctuary, and something—or someone—is desperately trying to cross through from the other side. The party must discover who orchestrated this rupture, what they truly want, and whether closing the door will save the city or doom an innocent soul.

Session Zero

Players should create characters with some connection to the city of Harrowmere or its religious institutions. The adventure involves themes of exile, forbidden magic, and difficult moral choices about family versus duty. Content warnings include body horror (transformative magic), potential PC death from planar instability, and the death of NPCs including a child if players fail certain objectives.

The Hook

Choose the approach that best fits your table:

The Summons: Canon Verity Tessemer personally requests the party's aid. They've helped the cathedral before, or come recommended by the city watch. She offers 500 gold pieces to investigate and seal the breach discretely before panic spreads.

The Witness: The party was attending dawn service (for faith, culture, or reconnaissance) when the rupture occurred. They're among the few who didn't flee and can act before the city guard cordons off the building.

The Connection: One party member receives a sending spell or dream the night before: a child's voice begging them to "come to the singing place when the sun rises." Following this plea leads them to arrive just as the rupture forms.

Scene 1 — The Ruptured Sanctuary

The Cathedral of the Thousand Voices rises above Harrowmere's temple district, its famous bell tower visible for miles. Inside, chaos reigns. Pews are overturned, hymn books scattered, and forty terrified choir members press themselves against the western wall. The eastern apse, where the choir normally stands, now hosts a vertical tear in reality—a doorway of shimmering light and impossible geometry, roughly eight feet tall and four feet wide. Through it, the party glimpses alien vistas: twisted coral structures, purple skies, and distant things that move with too many limbs.

Canon Verity Tessemer, the cathedral's high priestess, maintains a glyph of warding barrier twenty feet from the breach. Her face is pale, and her hands shake with exhaustion. "It happened during the Hymn of Dawn's Ascent," she explains. "The notes aligned perfectly—too perfectly. Our choirmaster, Elias Moonweaver, shouted something about 'the doorway opening at last,' then collapsed. He's breathing, but won't wake."

Investigation Options:

Examining Elias (DC 13 Medicine or Arcana): He's been channeling powerful enchantment magic for weeks, slowly weaving spells into the choir's muscle memory. His body shows signs of planar attunement—skin faintly translucent, hair shifted to white-silver.

Studying the Breach (DC 15 Arcana): This is a gate spell, but sustained by an external anchor on the other side. The cathedral itself has been prepared as a resonance chamber—someone inscribed microscopic runes into every surface over months. Closing it requires either destroying the anchor or countering the resonance.

Listening at the Breach (DC 12 Perception): A child's voice calls from the other side. "Papa? Papa, can you hear me? I'm so cold. Please don't leave me again."

The cathedral's structural integrity begins failing. Every ten minutes, reality warps: walls briefly become transparent, gravity fluctuates, or time stutters. After three such events, the building becomes unsafe.

Scene 2 — The Dreaming Testimony

Elias won't wake through normal means, but a lesser restoration or similar magic allows brief contact with his consciousness. Alternatively, characters can use detect thoughts or simply touch him while the breach is open—the planar energy creates a connection.

Inside Elias's mind, the party experiences his memories:

Fifteen years ago, Elias Moonweaver served as court musician to a minor noble house. He fell in love with Lady Seraphine, a talented amateur singer. Their union was forbidden—he was common-born—but they married in secret and had a daughter, Aria. When the noble family discovered this, they used a bound planar entity to punish Elias. His wife was killed. His daughter, only five years old, was cast through a portal into the Far Realm as an "eternal lesson in consequences."

Elias spent fifteen years researching, learning that fragments of souls can survive in the Far Realm by adapting—changing. He believes Aria lives, transformed but still his daughter. The Cathedral's acoustics and the specific harmonic frequencies of the Hymn of Dawn's Ascent could create a temporary gate. He's been preparing for years.

The Complication:

As this memory concludes, the child's voice calls again. Through the breach walks a humanoid figure—definitely not human anymore. Aria, if it truly is her, stands seven feet tall with coral-like protrusions along her arms and three eyes arranged vertically on her face. Her skin shifts between solid and translucent. But she moves hesitantly, fearfully, and calls for her father in a voice that cracks with emotion.

"Please," she begs. "I remember songs. I remember warm bread. I remember being loved. The door is closing—I can feel it. Please don't leave me there again."

Skill Challenge - Reading Truth (DC 14 Insight, Arcana, or Religion, need 3 successes before 2 failures):

Meanwhile, Canon Verity argues that anything from the Far Realm, however pitiable, could corrupt the city. The noble family's current heir, Lord Damien Cortess, arrives with guards and demands the "abomination" be destroyed and the breach sealed—his family's reputation depends on this incident staying buried.

Combat Option:

If players side with Aria completely or attack Lord Cortess, his guards intervene:

NOBLE GUARDS (4): AC 16, HP 27 each, +5 to hit, 1d8+3 damage, can use reaction to impose disadvantage on attacks against Lord Cortess

Scene 3 — The Harmonic Choice

The breach destabilizes rapidly. The party must choose:

Ending One—Severance: The party seals the breach, leaving Aria in the Far Realm. This requires disrupting the cathedral's resonance with a successful DC 16 group check (any combination of Performance, Religion, or Arcana—need 3 total successes). Lord Cortess is satisfied, pays handsomely, and ensures Elias is "cared for" (imprisoned quietly). Elias awakens to find his daughter lost forever and becomes catatonic. The cathedral can be repaired. Aria's final screams echo in the party's memories.

Ending Two—Retrieval: The party brings Aria through. This requires stabilizing her transformation with dispel magic (DC 15), greater restoration, or creative use of divine magic while physically pulling her from the breach. Success means Aria emerges transformed but stable—she'll never be fully human, but retains her humanity. Lord Cortess attempts to have her arrested or killed; the party must protect her and Elias as they flee Harrowmere or negotiate sanctuary. The cathedral suffers permanent planar scarring (walls sometimes show Far Realm vistas).

Ending Three—Sacrifice Exchange: Elias, if awakened, can offer himself as an anchor to pull Aria through and seal the breach simultaneously. He steps through as she emerges, willingly taking her place. Aria returns mostly human (the Far Realm's touch fading as the gate closes), but is now an orphan. Canon Verity and the party must decide her fate. Lord Cortess still wants her eliminated as evidence. The cathedral is saved, but Elias is permanently lost.

Combat Complication:

If the party delays too long (more than 5 rounds of discussion/action), a FAR REALM TENDRIL emerges seeking Aria:

FAR REALM TENDRIL: AC 15, HP 68, +7 to hit, 2d8+4 psychic damage, Maddening Touch (DC 14 Wisdom save or be confused for 1 round), Resistance to non-magical damage.

NPCs

Canon Verity Tessemer: High priestess of the cathedral, middle-aged human with iron-gray hair. Wants to protect both her congregation and the city, but genuinely troubled by Aria's plight. Motivated by duty tempered with mercy.

Elias Moonweaver: Choirmaster, gaunt elf with haunted eyes and hands scarred from ritual magic. Willing to sacrifice anything—including himself—to save his daughter. Motivated by love and guilt.

Aria Moonweaver: Fifteen-year-old girl transformed by the Far Realm, frightened and clinging to fading humanity. Wants simply to be held by her father again and eat warm bread. Motivated by the desperate need to remember being human.

Lord Damien Cortess: Imperious human noble in his thirties, heir to the family that originally banished Aria. Fears scandal more than consequences. Motivated by reputation and power preservation.

Brother Aldric: Younger priest who served with Elias for years, knows something was consuming the choirmaster but didn't report it. Guilty and conflicted. Can provide crucial information about the rune preparations if befriended.

GM Advice

Rewards

Experience: Award full level-appropriate XP for a deadly encounter regardless of combat (the challenge was moral and investigative).

Treasure: Lord Cortess pays 500 gp if satisfied. The cathedral offers 300 gp and a pearl of power if the breach is sealed safely. Elias's research notes contain a ritual scroll of gate (one use, requires modification).

Story Rewards: Depending on the ending, the party gains either the gratitude of the cathedral (future divine services at half cost), the loyalty of Aria (a Far Realm-touched NPC contact), or the enmity of House Cortess (future political complications). Canon Verity may offer one character training in Religion or Performance during downtime.

© Quest Line · Free for personal use at your table