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6.

Six paintings
There are 6 paintings hanging on the walls in the room. In a random order the pictures show
“12 pedestals with crystals atop them”, “A fireplace”, “A roaring lion”, “A bear statue”, “a
round table”, “A bookshelf”. The PC must investigate the paintings to learn the motives.

7. Seven Armors
There are seven armors standing around in the room, the armor in the south east corner of
the chamber comes to life if touched or disturbed. An Animated Armor attacks them.
Check encounter calculator for an appropriate number of armors to awaken. When the
armor moves, it reveals a hidden mirror behind it. The hidden mirror leads to the 14th room.

8. Eight Mounted Animal Heads


In this room there are eight mounted animal heads, like hunting trophies. There is a hidden
crystal sphere in the mouth of the lion head. A specified investigation reveals this. Otherwise
a perception roll of 18 + also reveals something shiny in the lions mouth.

9. Small barred windows


This room is the only one with windows, they are barred and too small to crawl through. The
vantage through the windows doesn’t make sense, the view is of different landscapes from
different heights.
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There is an easy encounter in this room. Long dead travellers lost in the “tower” in the form
of skeletons.
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10. Ten bookshelves


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There are ten bookshelves in this room. In the bookshelf centred on the west wall there is
hidden a crystal sphere. An investigation roll of 16+ finds the sphere. Otherwise a perception
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roll of 25+ finds it.

11. Eleven Animal Statues


There are eleven different animals in this room. One of these represent a bear. If disturbed it
comes to life and attacks. Scale monster to encounter. By smashing the bears head the PC
can reveal a crystal sphere hidden inside it.

12. Twelve pedestals


In this room there is twelve pedestals with crystals spheres atop 7 of them.
Unlike all other rooms there are only two mirrors in this room.
One shows the fireplace room, the other looks like a normal mirror. By placing the 5 crystals
spheres atop the pedestals missing crystals, the mirror shimmers and turns into a portal
leading to a new room.

13. The final room


This room is larger than the others, 50x100. There are two rows of pedestals running down
the centre of the room. In the middle of the room there is a mirror sized well, the PC
emerges from this water source when entering the room. During the encounter the water
acts like water. Only by beating the final encounter they can leave this room. When the
encounter is finished the water solidifies the reflection looks like a forest. If they jump
through they end up outside the dungeon, the entrance has disappeared.
There is a person inside this room (perhaps a lost central npc from the main storyline), a high
enough perception roll or religion check reveals that this person is mind
controlled/possessed. The PC must knock this individual unconscious to reveal the true
enemy inside the dungeon.
Chose a level appropriate monster to end this dungeon, perhaps a Lich, Ghost, or even a
Hag?
There is a chest in this room, by searching the room it is uncovered. It contains a small horde.

14. The chapel


This room is smaller and looks like a chapel, there are some jewelled religious items adorning
the room, worth a healthy amount. There is also a hidden chest containing two level
appropriate healing potions. There is only one mirror, this return you to the room you
entered from (either room 5 or 7).

When the champions of the tower emerge from the tower. (The only way out is through the water in
room 13 after the boss has been defeated.) The doorway is no longer there and the darkness you felt
is no longer present. The land where the doorway stood is now blessed/holy. Flowers grow.
Time inside and outside the tower doesn’t move equally fast. 10 hours in the tower is like 1 hour
outside the tower.
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MAP

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The image shows which rooms are connected.


Room 1.
Mirrors lead to room: 2, 4, 5
Room 2.
Mirrors lead to room: 1, 3, 5
Room 3.
Mirrors lead to room: 2, 6, 9
Room 4.
Mirrors lead to room: 1, 5, 8
Room 5.
Mirrors lead to room: 1, 2, 4. Hidden mirror leads to room 14
Room 6.
Mirrors lead to room: 3, 8 ,10

Room 7.
Mirrors lead to room: 9, 10, 11. Hidden mirror leads to room 14

Room 8.
Mirrors lead to room: 4, 6, 9

Room 9.
Mirrors lead to room: 3, 7, 9
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Room 10.
Mirrors lead to room: 6, 7, 11
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Room 11.
Mirrors lead to room: 7, 10, 12
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Room 12.
Mirrors lead to room: 1. When all crystals are placed, second mirror leads to room 13.
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Room 13.
Water surface in the middle of the room leads out of the dungeon when the encounter is
finished.

Room 14.
Mirror leads back to the room you came from (Either 5 or 7).

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