The Voice Beyond the Star

a cosmic enigma for D&D 5e from Mike’s Tavern. This homebrew locale blends cosmic horror, campaign climax, and roleplay‑heavy boss mechanics. Great for challenging heroes’ purpose and rewarding them with unique boons in your campaign.

“I have watched you shape yourselves. I am merely here to ask… why?”

Mike’s Warning Before Ya Read

Let me tell ya somethin’ plain: this ain’t a beast. Ain’t a lich. Ain’t some demon yer party can shove into a pit and laugh over drinks later.

The Voice Beyond the Star is a test in a tongue. A will wrapped in memory. The last echo o’ somethin’ bigger than the world — or maybe smaller than a thought.

But don’t get clever. Don’t try to bind it, or banish it, or bottle it up in one o’ them dainty flasks the wizards carry.

Ye want to know what it is?

It’s a question the party ain’t ready to answer.
And if they do — they might not like what they find.

What Is the Voice?

It is not a creature.
It is not a god.
It is not new.

The Voice is a remnant. A ripple. A cosmic leftover that was once part of something divine — but became separate, broken, or cast down.

It drifted. Waited.
Then it spoke.

The star that fell? That was the invitation. The opening note of a conversation older than time. And when yer players reached the end of the Conclave’s path — it answered back.

Where the Party Finds It

They don’t find the Voice. They reach it.

This could be:

  • The core of the Celestial Refractor finally aligned

  • A ritual in the Shrine of the Thirteenth Sign, completed in silence

  • The Thirteenth smiling, stepping back… and letting the players speak for the first time in her place

The world might pause.
The stars might invert.
Or maybe it’s just… dark.
And then:

“I have heard your noise. Now let me hear your truth.”

It doesn’t appear.
It doesn’t need to.
But what they say next? Matters.

How It Interacts

The Voice does not scream.
It asks.

It might appear as:

  • An echo in each player’s voice, answering back incorrectly

  • A familiar NPC’s mouth moving, though they do not speak

  • A constellation rearranging mid-sentence to form its words

Its questions are not violent — but they hurt:

  • “Was it worth it?”

  • “Whose will did you follow — theirs, or your own?”

  • “If you could unmake your victory… would you?”

Each answer changes the battlefield.
Yes — I said battlefield. But it’s not a fight. Not yet.

When the Voice Fights Back

The Voice doesn’t begin with violence.

It begins with a choice.

After the final question, the Voice declares:

“This is not a war. It is an answer to yours.”

And the battlefield builds itself from the party’s own memories:

  • The ruins of a village they failed to save

  • A Trial Room warped by time

  • The Conclave in collapse

  • A mirror-sky battlefield where their reflections move first

The Voice takes form — but not its true form.

The Avatar of the Voice

Stat Block? Up to the GM. The Voice’s form depends on what the party fears most, or regrets most. Here are three modular templates you can reskin:

Option 1: The Shattered Companion

HP: Medium | AC: 16 | Damage: Emotional Illusions + Psychic

  • Takes the shape of a fallen ally the party let die

  • Mimics their voice, but with wrong memories

  • Each round forces Wisdom saves to avoid hesitating

Option 2: The Perfect Version

HP: High | AC: 14 | Damage: Force, Reality Warp

  • Appears as an idealized version of one player — flawless and cold

  • Uses the player’s class abilities, but at one tier higher

  • Asks them why they couldn’t be this strong before

Option 3: The Burned World

HP: N/A | AC: N/A | Damage: Environmental

  • No creature. Just wrath made landscape

  • The Voice speaks through fire, gravity shifts, and collapsing starlight

  • Players must survive 3 rounds and answer a question each — or be unmade

How to Win

They can’t kill the Voice. But they can silence it — or answer it. Either of these counts as “winning,” and both should feel earned.

Victory Conditions

  • Answering the Final Question
    “What will you do with this silence I give you?”
    Players must speak a new purpose — not revenge, not conquest.
    If accepted, the Voice recedes.

  • Surviving the Form
    Players defeat the Avatar by not becoming it. Refusing to rage, to kill, to dominate.
    A final Insight or Charisma check determines the Voice’s withdrawal.

  • The Thirteenth Steps Forward
    If brought here, she may take the Voice’s place.
    She whispers:

    “I will choose differently.”
    And the Voice fades into her.

Optional Boons & Scars

Boons (choose 1 if they win)

  • Mark of Silence: Once per long rest, they may nullify a spell, attack, or sound

  • Echo-Heart: Gain advantage on Insight when uncovering lies, magical or mortal

  • Fragment of the Voice: May ask one question per arc and receive a truthful answer

Scars (if they survive but falter)

  • Starburn: Their reflection always looks a little older

  • Unheard: Sometimes, their voice doesn’t echo

  • Celestial Stutter: Once per session, they hesitate — even in combat


Let the Ending Echo

👉 However the players finish — with triumph, with terror, or with tears — the star dims. The Conclave quiets. And something vast, unknowable, and not entirely cruel... goes quiet.

Return to the Starfall Conclave Overview
Meet the Thirteenth
Face the Celestial Refractor
Explore Vimra’s Flame

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The Wanderer’s Rest

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The Circus That Sets Up Without Askin’