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76

Alcove of the Kind Shade

RoomSanctuaryShades of the Maze (W09)2 exits
Illustration: Room 76 — Alcove of the Kind Shade

The corridor widens into a stone alcove with a bench in it, the sort of place a guard would have stood, or a servant would have waited. Somebody has swept it. The dust is in a neat line against the far wall and there is nothing in this maze that sweeps.

A young woman is sitting on the bench with her hands in her lap. You can see the wall through her. She looks up when your light arrives, and she does not stand, and she does not stop smiling, and what she says is:

"Oh, good. Come in, come in, there's room. Would you tell me — is it summer up there? I've rather lost the thread of it."

DM summary. Ligeia has been dead in this alcove for a very long time and she is glad to see people. She wants nothing, threatens nothing, answers what she can, and will sit with the party while they rest. She is the only friendly dead in the maze and the entire point of her is that the party gets to put their weapons down.

Terrain & Features

Battle map: custom map. A 15 × 12 ft alcove with a bench — sketch it and pull up a chair for the conversation. Browse the book if a page half fits your table better.

What She Gives

Nothing is bought here, nothing is bargained for, and there is nothing to roll.

Traps / Puzzles / Checks

None, and this is the only room in the batch where that sentence is the design.

There is nothing hidden in this alcove, nothing to detect, no test of the party's manners, and no second-act reveal in which she turns out to have been feeding on them. Ligeia is exactly what she appears to be. If your players spend ten minutes checking her for a trick, let them find nothing at all, and let one of them notice that they have started assuming.

Exits

AObviousThe corridor continues past the alcove in both directions, and both ends are open. No check. She will tell the party which way the water is if they ask, because she likes being useful.
BConditionalA stair-head, thirty feet along the dry direction, behind a fall of masonry that leaves a gap at the top. Ligeia knows it is there and will point it out — not to a party who asks about exits, but to a party who asks about her. That is not a puzzle and it is not a test; it is simply what happens when somebody has been listened to.Rider: you leave having been told something by somebody who wanted to tell you. Every character has advantage on their next saving throw against fear, once, before the session ends.
Loot

None, and she has nothing to give. Two hundred years in a stone alcove and she owns a bench, a heap of dust, and nine names on a wall.

If a player leaves something with her — a coin on the bench, a flower they have been carrying since the vineyard, anything — she cannot pick it up and will look at it for the rest of her existence. Say that gently, after the party has gone, in one sentence, and then never bring it up again.

DM Notes
← Room 75 Deck tables Room 77 → Room 76 of 100