d20 Creation's Edge Games Add-A-Room III - Hall of Mirrors.pdf

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Add-A-Room III
Hall of
Mirrors
A room-based
encounter for use with
D20 Fantasy Rules
This product requires the use
of Dungeons & Dragons,
Third Edition rules
This document is part of System 20:
A Do-It-Yourself supplement system available at
creationsedge.com
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that can be re-used in other adventures,
such as magic pools, fake treasures, and
ingenious traps.
The Add-A-Room product line is part
of System 20, a do-it-yourself supple-
ment system found on our website at
www.creationsedge.com .
System 20 allows you to create your
own supplements, featuring the content
of your choice, for a fraction of the cost
of traditional RPG supplements.
You’ll find over 400 different magic
items, weapons, rings, and wear on our
site, as well as our Add-A-Rooms,
Adventures, and other role-playing aids.
Our Free 20 section also hosts
dozens of free creatures, items, and
weapons to incorporate into your D20
fantasy campaign.
This product requires the use of
Dungeons & Dragons® Third Edition
rules.
Add-A-Room III
Hall of
Mirrors
Introduction
A series of unique and challenging
chambers, designed to be dropped into
an already existing adventure; Add-A-
Rooms are quick and easy ways to add
a little something extra to your game.
Each Add-A-Room features elements
Add-A-Room III: Hall of Mirrors is available for download on the Creation Edge Games
website as part of the System 20 collection. Check out our website at
creationsedge.com for more System 20 resources and information on upcoming releases.
~Open Game Content~
The content of this document entitled “Add-A-Room III: Hall of Mirrors” which describe game mechan-
ics are designated as Open Content. The remaining portions of this document are added to Open Game
Content and if so used should bear the COPYRIGHT NOTICE “Add-A-Room III: Hall of Mirrors ©2005
Creation’s Edge Games” and optionally the address “www.creationsedge.com”.
The mention of or reference to any company or product in these pages is not a challenge to the trade-
mark or copyright concerned.
Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast,
and are used with permission. This document contains material based on the D20 System. The D20
System is trademark by Wizards of the Coast and is used according to the terms of the d20 System
License version 1.0. A copy of this License can be found at www.wizards.com.
Add-A-Room III: Hall of Mirrors - for use with D20 rules - © 2005 Creation’s Edge Games
www.creationsedge.com
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Hall of Mirrors
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This map was created using the on-line Map Creator
available at www.roleplayershome.net
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Add-a-room III:
should be warned that they may be destroy-
ing their only means of escape.
Hall of Mirrors
1) Mirror of the Red Curse
The Set Up
Looking into this mirror afflicts the viewer
with a curse. The character suffers a -1
penalty to their saving throws for as long as
they are cursed. Unlike the effects of other
mirrors this curse is not countered by a dispel
mirror (see description). Images reflected by
this mirror all bear a red tint to them. A char-
acter can only be cursed once by this mirror.
This curse can only be removed by a cleric of
6th level or higher.
While adventuring though a dungeon, the
players find what appears to be a small set of
closed black curtains mounted upon a wall.
Drawing the curtains aside the players find a
mirror which promptly sucks them through to
it’s other side. There the players find a maze
like hall of magical mirrors that must be care-
fully navigated in order to find their way to
freedom.
Description
2) Mirror of Draining
One of the viewer's attributes is temporar-
ily reduced by a point. Roll 1D6: 1= strength
2= dexterity 3= intelligence 4= wisdom 5=
constitution 6= charisma. In the case of a
strength reduction the reflection will appear
weaker, in the case of an intelligence reduc-
tion the reflection will appear less intelligent,
etc. The actual reduction does not occur until
the character has passed through the mirror.
This condition remains until negated by a dis-
pel mirror (see description).
This room is actually divided into nine
smaller rooms. Each room bears four magic
mirrors (one mounted on each wall) covered
with a small set of black curtains. In order to
navigate this hall of mirrors a player must part
the curtain and look into a mirror. Doing so
will allow the mirror to pull the player though
it to the other side. It also allows the mirror’s
magic to affect the player doing the looking.
Each room, save the starting room, is
occupied by a mirror man. The mirror man
will attack players coming through the mir-
rors. Mirror men are new creatures. They are
described in the new creature section.
3) Mirror of Emotions
This mirror will bear an image that differs
slightly from the character peering within. The
reflection of the viewer's face will be twisted
into an extreme emotion determined at ran-
dom. Roll 1D6: 1= despair 2= fear 3= friend-
ship 4= hate 5= hope 6= rage. This effect is
similar to an emotion spell (as described in
the Dungeons & Dragons® Player’s
Handbook, Third Edition) and lasts for 1d4
rounds. The actual emotion does not over-
whelm the player until they have been pulled
through the mirror.
The Mirrors
Each mirror measures 3 feet wide by 4 feet
high. They are securely mounted to the wall
about 2 feet off the ground. A pair of black
curtains cover each. The curtains and mirrors
are protected by a powerful spell that renders
them invulnerable to most attacks, with the
exception of the prison mirrors. A persistent
party may discover a means of damaging the
mirrors (DM’s discretion) however, they
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7) Mirror of Blinding
4) Mirror of Reversed Image
Characters looking into this mirror will be
startled by that fact that their reflection has no
eyes. Once pulled though the mirror the char-
acter will lose their sight for 1d4 rounds. This
blindness functions the same as a blind-
ness/deafness spell as described in the
Dungeons & Dragons® Player’s Handbook,
Third Edition, save for its duration.
Looking into this mirror the viewer is greet-
ed by an image of their own back. The mirror
reflects the back of the character giving the
appearance that they're standing behind
themselves. Once through the mirror every-
thing will seem normal until the character
attempts their next action. The character will
discover that they have been reversed, their
right has become left and left has become
right. Adjusting to this condition takes 1D4
rounds during which time the character suf-
fers -4 to their dexterity and a -2 to their
strength. Spells with somatic components
have 10% chance per level of failing during
this time period as well. This condition is cor-
rected by a dispel mirror, which unfortunately
means going through another period of
adjustment (1d4-2 rounds).
8) Mirror of Armor Removal
Anyone looking into this mirror will see an
image of themselves as though they were
looking into a standard mirror, however the
reflected image is not wearing armor. Players
pulled through this mirror will arrive on the
other side armor-less. A character's armor is
spit out of the mirror into their new room 1D4
rounds after their arrival. There is a chance
that magic armor will not be affected. For
each +1 bonus the armor possesses there is
a 20% chance that the wearer is unaffected
by the mirror's armor stealing ability.
5) Dispel Mirror
A character pulled though this mirror is
cured of all mirror-inflicted conditions, save
for the curse bestowed by the mirror of the
red curse. In addition the character is healed
for 1d6 hit points worth of damage. Passing
through this mirror also resets all curtains
within the hall of mirrors, closing any that
were open.
9) Mirror of Recent Events
When this mirror is first peered into it will
seem to only reflect the contents of the room
minus the characters that are currently stand-
ing within (and possibly displaying the image
of a mirror man standing at the ready).
Events displayed within this mirror are actual-
ly occurring several minutes in the past. If the
viewer waits long enough they'll see their
arrival in the room and other events played
out within the mirror, up to their approaching
the mirror and peering within, at which point
they'll be pulled through. The black curtain
does not appear within the mirror, although
the act of a character opening them is dis-
played. A character passing though this mir-
ror has a 30% chance of being slowed as per
the slow spell (as described in the Dungeons
& Dragons® Player’s Handbook, Third
6) Thief's Mirror
Characters peering into this mirror will spy
a black-cloaked figure seemingly sneaking
around behind their reflection. This mirror will
steal one item at random from anyone pass-
ing through it. The item is either lost forever
or turns up later among the treasure found in
another room within the complex, possibly
one set up for the sole purpose of storing the
stolen objects.
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