Ice Mirrors
Updated 10/24/00

In a space just large enough for one character to fit in up to his waist is a column of wood one foot wide, three feet tall. In it are 7 concentric rings of wood, each that will turn. Each has a notch in the wood.

When the notches are lined up, a silver mirror appears over the wood. The mirror is 1' x 3'. In the mirror is scratched a hastily scrawled message --- "Who are you? You're nearly there..." Character has a 70% chance of noticing it (80% if elven or half elven). The mirror may be removed from where it hangs, but if the wood is misaligned, the mirror will disappear, and won't re-appear for another day.

If the mirror is removed and held in front of the ice princess, she will melt her icy bonds and be free.

There are 4 spaces like the one described above. The one described above is to the east. There needs to be some subtle clue that East is the direction they should go. The clue: the ice princess will be facing east, and in a pose like she's walking in that direction.

West: Blue mirror
This mirror opens onto a pool of water. The water is held back by a magical wall of force. If any character touches the surface of the mirror, he or she must save vs. Rods (Will (wis)) or be drawn into the pool of water. A character who is in the water begins to drown and takes 1d4 points of damage for each round he or she is in the water (beyond CON score). Weapons may be used to break the wall of force (AC4, HP 40). If the wall is destroyed, both the waters in the pool and the character spill out into the room. The pool of water leads nowhere.

As a character looks into this mirror, they see themselves, then see a skeleton with their image superimposed on it. There will be a skeleton inside. If a character is drawn into the mirror, the skeleton will attack them. If the mirror is shattered (as above), when they emerge, they will see a whole, unbroken mirror with a skeleton staring out of it (whether the skeleton was destroyed or not). This time, the skeleton will have the illusion of a golden key hanging around it's neck that was not there before.

South: Mirror of Duplication
This mirror creates a physical duplicate of any creature looking into it; The duplicate is of neutral alignment and quite dangerous - being immune to charm, fear, hold, paralysis, poison, and normal weapons. All spells known by the original character are known and usable by the duplicate, as are all the items both normal and magical. The duplicate steps out of the mirror and attacks the original immediately; the victim's surprise roll is penalized by -2. When either the duplicate or the victim dies, the duplicate disappears, along with all items created by the mirror. The mirror can create duplicates of up to three creatures per hour.

North: Red Mirror
If a character looks into this mirror, he or she sees a ghostly white form next to his or her reflection. The mirror falsely predicts the death of the character and what will kill him or her. The ghostly image takes the form of a monster or some trap that will strike and kill the character's reflection. The DM should choose what shape the image takes from possible monsters within 20 miles of the character's current location. After the character sees this vision, the mirror blurs and only his orher normal reflection remains. The mirror only functions once per character. If anyone touches the mirror, he or she takes 1d2 points of damage from burns.


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