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70

Shrine of the Missing Girl

RoomLore & Navigation3 exits
Illustration: Room 70 — Shrine of the Missing Girl

A niche in the corridor wall, waist-high, the size of a bread oven, cut into masonry two centuries older than the passage in front of it. Inside, a small limestone figure of a girl in a pleated skirt, hands out flat, face worn away by thumbs.

The ledge in front of her is crowded. Old offerings first — bronze pins, a clay foot, a bead of blue glass gone milky, all of it grey with dust and fused to the stone by damp. And then, on top, quite clean, nine small things laid out in a line: a hair-tie. A shoe-buckle. A knuckle of bread. A bead. A button. A tooth. A shred of hem. A pebble with a hole in it. A second hair-tie, this one cut.

The dust in front of the ledge has been kneeled in.

DM summary. A very old shrine to a girl who went into the maze and never came out, and on top of the old offerings, nine fresh ones left in order by somebody who is in here right now and counting her days. This is the deck's clearest signpost for the rescue Resolutions, and it is one small room where nothing at all happens.

Terrain & Features

Battle map: custom map. A 25 × 10 ft corridor and a 3-ft shrine niche — the terrain is a ledge of offerings; sketch it. Browse the book if a page half fits your table better.

Traps / Puzzles / Checks

Reading the nine. No trap, no danger, and three depths of reading available.

Element Value
That they are recent and deliberateNo check. They are clean, they are in a line, and the dust says somebody kneeled
That they are a count of daysInvestigation DC 12, or free for anyone who looks at the scratch-marks behind the niche first
That they are a routeInvestigation DC 15 or Wisdom (Survival) DC 14. Each object is a landmark, in walking order, from the shrine outward: the bread is the kitchen, the tooth is the room with the teeth in the floor, the pebble with a hole in it is the room with a hole in the ceiling, the cut hair-tie is where she stopped going any further
Dating the last oneSurvival DC 12: the cut hair-tie went down within the last day. She is alive and she is close
Solved stateThe party has a nine-step landmark sequence, in order, that begins at this shrine — which is not a map, and is the closest thing to one that this maze permits

Do not turn this into a puzzle with a fail state. If the party rolls badly, the nine objects are still nine objects in a line, in order, and they can look at them again in an hour. A DM who wants them to have it should hand it over at the second question.

The shrine's one rule, and it is not enforced by anything except manners: leave something to take something. The old offerings are the accumulated proof that two hundred years of frightened people understood the arrangement.

Exits

AObviousThe corridor runs on north past the niche, open and unremarkable. No check.
BHiddenA gap behind the shrine's masonry, where the old temple wall has parted from the newer corridor: her bolt-hole, and it goes somewhere. Investigation DC 13, or automatic for anybody who moves the lamp and feels the draught.Rider: you come out through a space somebody has been sleeping in, and you know it. If a rescue Resolution is live, the party arrives in the next room already looking for a person rather than a monster — the DM gives them one free Insight or Perception check to spot signs of her passage.
CConditionalA stair-head behind a slab in the west wall, which the slab's counterweight releases when weight is added to the ledge — the shrine was built to reward an offering and the mechanism still works. Opens when any party member leaves an object of genuine personal value on the ledge (the DM judges, and should judge generously).Rider: you leave having paid something, and the lamp lights (see Loot) — the party has 15 ft of bright light for an hour that costs no oil and cannot be dropped.
Loot

Room-specific: the Lamp of the Girl Who Went In. Off the loot table; it never consumes a d100 slot.

The nine offerings are not loot. They are worth nothing and they are worth everything: they are the physical clue for X05 Carry Them Out, they belong to a living person, and taking them is taking a frightened girl's tally of her own survival. If a player pockets them, do not punish it mechanically. Just let them be holding a stranger's nine days later on.

Scaling — APL 6 / 12 / 15
APL Adjustment
6All reading DCs −2, and the route reading is free — a younger party needs the signpost to be a signpost
9As written
12Reading DCs +1, and only seven of the nine are still on the ledge; something has been at the shrine since she was and knocked two into the dust (Investigation DC 15 to find them)
15Reading DCs +3, and the last offering is not hers. Something has begun leaving objects in the same style, in the same line, in an imitation of a count — one item per day, and the newest one is a finger-bone
DM Notes
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