3: Mirror rorriM
by Daneen McDermott
is a short adventure for four 7th-level characters. The party may consist
of any mix of classes. The adventure should prove a reasonable challenge
for characters from 6th to 8th level and can be set in any campaign world.
In the previous
installments, the party entered a strange building
with twin towers that appeared mysteriously overnight, during the equinox.
Inside, they found traps
that seemed geared to keep both good and evil people away, and contended
with a chessboard populated by pawns that werent happy about being
pushed around. They now face their own worst enemy.
in jpg and Campaign
Cartographer 2 formats.
(343K ZIP file)
At each end of
the east-west hallway, stands a 5-foot high, 3-foot wide mirrors
of opposition (see the Dungeon
The mirrors are active; if the command word is not spoken, characters
looking into the mirror will face (and be pressed to fight) exact duplicates
of themselves. Note that each mirror can produce up to four duplicates
For the DM:
The command word to deactivate the mirror on the east is "sun."
The word for the mirror on the west wall is "moon." The circle-crescent
medallions are the only clues for this.
actual encounter level for each mirror should be the level of the character
duplicated. If two or more mirror-duplicates are activated in the same
combat, the encounter level should be the average level of the duplicated
characters plus the number of duplicates faced.
Pits (EL 4)
Around the next
corner is a 10-foot wide, 50-foot long corridor, with 10-foot high ceilings
but no floor. If any of the rows of tiles from the Grand Hall were left
slid under the wall into this space, then you will have a patchwork
floor over a long, deep pit. These stone tiles still react identically
to the floor in the Grand Hall, sliding as characters step on them.
The pit is 60 feet deep. The bottom stair at the far end of the corridor
is 45 feet away. The circular stairs at the other end of the corridor
start at ground level and go up, not down.
The west pit is
composed entirely of black stone, and the walls and bottom are covered
with oil, making them slippery (Climb check DC 35).
Floor Trap: (CR 3) The black stone floor is magically trapped
to electrify evil characters (4d8 points of electrical damage); Reflex
save (DC 19) for half. The floor shocks any evil character touching
it once every round of contact. The east pit is white stone and also
covered with oil. Likewise, the white stone floor is magically trapped
to electrify good characters.
The stairs climb
12 feet to reach another long, narrow hallway. The hallway is lined
with bookcases. The titles of books in the east corridor are all about
goodness, virtue, healing, light, and honor. The titles of books in
the west corridor are about destruction, war, vivisection, hell, and
devils. A Search check (DC 25) reveals a holy tome of Heironeous (east)
or Hextor (west) as well as 1d4 books of note, worth 1,000 gp each.
If any character
attempts to remove a book, or touches any object on the bookcase, a
swarm of books (tiny and small animated objects) will leap from the
bookshelves and attack the characters.
object, book (12): 3hp each; special movement: fly 40 ft. (clumsy),
see Monster Manual,
object, book (1): 8hp; special movement: fly 50 ft. (clumsy), see
Monster Manual, page 17.
On the wall, by
the far end of the bookcase is a lever, currently set in a middle position.
Pushing the lever up or down will cause the nearby staircase to start
to turn in a correspondingly clockwise or counter-clockwise direction
-- a mechanical action looking not entirely unlike a overgrown meat-grinder.
is a freelance puzzle and game designer who lives south of Seattle with
her husband, an overgrown dog, and three little minions of her own.
She has played D&D for almost 20 years and has a fanatical
fascination with games and toys. She was until very recently the continuity
manager for Magic: the Gathering.
out more about Campaign Cartographer 2
at ProFantasy Softwares website.