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18

Stair of Falling Names

RoomTrap RoomShades of the Maze (W09)3 exits
Illustration: Room 18 — Stair of Falling Names

Forty steps down a square shaft, eight feet wide, cut clean, with no rail and a long dark drop off the open side.

The first person to put weight on the top tread hears a whisper come up out of the stone. It is a name. It is not anybody's language, but it is unmistakably a name — two syllables, said the way you say a name at a funeral.

The second step says a different one. So does the third.

DM summary. A memorial stair with nine booby-trapped treads in it. The names cut into the stone are the men who died building the maze; the names on bronze plates are the men who finished the job and went home, and those treads are the ones that fall.

Terrain & Features

Battle map: custom map. An 8 × 8 ft stair shaft 100 ft deep — a side-view sketch of the four flights beats any floor plan. Browse the book if a page half fits your table better.

Traps / Puzzles / Checks

The falling treads. Nine of forty, distributed across all four flights, none in the first three steps.

Element Value
TriggerFull weight on a bronze-plated tread
TelegraphThe plate drops a half-inch with an audible groan before it goes — one clear beat of warning, every time, no exceptions
Detect by eyePerception DC 14 with a light held low; the plates are a different colour and sit a hair proud
Detect by touchAutomatic. Feeling each tread before stepping on it works every time and costs 10 minutes instead of one to descend
Effect on a failureThe tread hinges down. Dexterity save DC 14 or fall to the landing below: 2d10 bludgeoning, prone. A roped character takes 1d6 and a rope burn instead
DisarmThieves' Tools DC 15 per tread pins the hinge. Or lay a spear, plank, or shield across the gap — Athletics DC 10, no risk, and it costs you the spear
Solved stateAll nine found and chalked. The stair is then just a stair and the party can run down it in a single round

The whisper, answered. This is the room's second layer and it costs nothing to trigger.

If a character answers a name — says "here", repeats it, replies to it, or speaks their own name into the shaft — a Lost Wanderer takes a step with them. Track answers:

Answers What is on the stair with you
1A cold spot on the tread behind whoever spoke. Nothing else
2A shape at the edge of the light, going down at the same pace, one flight below
3It is walking with the party. It is a Lost Wanderer, it is harmless, and it will not stop

The Wanderer is not a fight. It repeats the last hour of its life on a loop: it walks down, it says a name, it turns at the second landing, it goes up. It does not attack and it cannot be reasoned with. It follows the party out of the room and stays until somebody interrupts it — and interrupting it, per Shades of the Maze, is the one thing that makes it dangerous. It also, on its loop, does something extremely useful: it turns left at a junction that no longer exists, which tells an attentive party where a wall used to be.

Do not roll initiative in this room. If a player attacks the Wanderer, that is the next room's problem and you should say so out of character: "You can, and it will not stay harmless."

Exits

AObviousThe foot of the stair and the arch at the bottom. No check beyond getting down.Rider: you arrive a hundred feet below where you started, which is colder, wetter, and closer to running water — a Whisper-tier clue for X11 for anyone who mentions it.
BConditionalThe bronze door at the second landing, which has one name on it and no other furniture. It opens when the name is spoken aloud correctly by someone standing on the landing. Perception DC 12 to find the name in the dark; reading it aloud needs no check and anyone can do it.Rider: the door thanks you — one word, in the same voice as the stair. For one room, Shades of the Maze treat the party as mourners and will not initiate.
CHiddenA mason's inspection shaft behind the third landing, closed with a rotted board. Investigation DC 15, then Athletics DC 13 to climb down 30 ft of perished rope.Rider: you come out through a hole in a ceiling, arriving above whatever is below, with rope burn and the drop already behind you.
Loot

None, and the reason is the best thing in the room. There is nothing here to take because somebody has been tidying. The landings are swept. The votive cups at the second landing are upright and in a row. Someone in this maze looks after the dead, on a schedule, with a brush, and they have been doing it for a very long time.

Do not explain who. If the party leaves a coin at the second landing, note it and have it be gone the next time anybody looks.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Six plated treads, none in the first flight, and the plates are visibly green against grey stone: Perception DC 12. Falls do 2d10 and land on a landing every 15 ft. All DCs −2
9As written
12Twelve plated treads and two of them are paired — the second goes when the first does, so a party strung out on one flight loses two people. Falls do 4d10. DCs +1
15As APL 12, and the whisper has stopped being a memorial. Answering a name once puts a Sighing Shade on the stair; three answers puts a Wraith of the Long Silence at the bottom, and it is hunting by sound in a stone shaft. DCs +3. Say nothing on the way down and it never knows you were there
DM Notes

Creature Cards

The Wanderer belongs to Shades of the Maze (W09) and recurs across the deck, so the numbers live in the bestiary. It does not fight here; the loop above is this room's and stays here.

Shared across rooms, so the full cards live in the bestiary: Lost Wanderer. Every mention above opens the numbers here on this page.

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