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Totally Not A Maze
Totally Not A Maze
MIRROR MAZE
A P U Z Z LING C H ALLENGE
FO R C H A R AC TERS OF L EVEL 4-20
Room 1
A P U Z Z L E C H A L LENGE FOR C H A RACTERS OF LEVEL 4- 20
T
his maze challenge is designed to be put
into any and all settings. It could be used
within a strange evil vampire’s castle as After the DC check of passing through the archway is
the entrance to a vault of magical items, complete read the following to the players.
or in the ancient ruins of a forest in a long
overgrown area. You, as the Dungeon Master decide
where the entrance will be and then where it leads As you step inside the air is immediately dry,
to. Your adventurers will need to use all their wit, stale, and smells faintly of ash. The dust from
intelligence, and just a bit of luck to make it through each of your steps makes a small plume appear
this labyrinth of magical mirrors. around your feet. The only sound you hear
is the soft thuds of your feet and the blood
pumping through your ears. You see a simple
DM Tip: This is a very complicated magical maze but circular shaped room about 25 feet wide and 9
the solution to the maze is actually very simple. Can be feet tall, with a large 3 foot wide by 4 foot tall
found on Page 6 of this guide. We recommend reading tripod, with a round bowl shaped brazier in the
through this entire module and know the general layout center of the room. The walls curving around
Upon inspection the brazier in this room is an illusion. It If they entered from Mirror B or C and…
is a visual representation of the one that sits in Room 1. If They touch… It leads to…
they decide to investigate the body, an investigation check
of DC 14 will find a bag of 21 gold pieces and a single item Mirror A Room 4: Mirror A
Room 3
from the Magical Treasure tables found in the Dungeon Mirror B Room 4: Mirror B
Masters Guide based on the level of the characters. (Roll to Mirror C Room 4: Mirror D
see what item they might find) On a fail, they only find the
pouch of gold.
This room is a square shape with 20 foot long walls and any
player who spends more than 1 minute in this room will
begin to take 1d6 fire damage per round. The same rules
apply to this room as room #2 for the brazier.
Room 4
Mirror C Room 2: Mirror B • “C” - (Written in Halfling)
• “D” - (Written in Infernal)
Mirror D Room 2: Mirror C • “E” - (Written in Orcish)
R O O M 4 : M I R R O R PAT H WAYS:
When a player first enters this room read the following: If they entered from MIRROR C and…
They touch… It leads to…
As you turn from the mirror and take in your Mirror A Room 5: Mirror A
surroundings this room is noticeably colder Mirror B Room 5: Mirror B
than the other rooms that you have been
in. Each moment you are in this room the Mirror C Room 5: Mirror C
temperature seems to drop as if the life is being Room 5: Mirror D
Mirror D
sucked out of you. You are not sure where the (This is is the correct path)
cold is emanating from but staying in this room Mirror E Room 5: Mirror E
too long is probably not advisable.
In the center of each wall is a mirror identical If they entered from MIRROR A, B, D OR E and…
to the ones in the other room. In the center of They touch… It leads to…
the room is an identical brazier lit with fire just
like the one in the first room. Mirror A Room 2: Mirror B
Mirror B Room 2: Mirror C
This room is a pentagon shape with 15 foot long walls Mirror C Room 3: Mirror A
and any player who spends more than 1 minute in this Mirror D Room 3: Mirror C
room will begin to take 1d6 cold damage per round. The Mirror E Room 3: Mirror D
same rules apply to this room as room #2 for the brazier.
The Exit
In the center of the room is an identical brazier
lit with fire just like the one in the first room. They touch… It leads to…
ANY Mirror Room 1: Archway Z
This room is a hexagon shape with 15 foot long walls
and any player who spends more than 1 minute in this
room will begin to take 1d6 psychic damage per round.
The same rules apply to this room as room #2 for this Once a player character has safely managed to navigate
illusory brazier. the maze and has gone through the Exit mirror. Have
that player either step away from the table or remain
The six mirrors in this room each have a letter over
perfectly quiet since their character is not able to help
them. The letters over the mirrors (Going clockwise
the other characters.
around) are:
Once all the characters have exited the maze then you
• “A” - (Written in Common)
can continue on their way.
• “B” - (Written in Elvish)
• “C” - (Written in Dwarven) If you need them to be able to return back through the
• “D” - (Written in Gnomish) maze you can tell them that the archway they originally
If your players get stuck (meaning they cannot figure it out by themselves, or start crying [that really happened]) feel
free to have them roll INT checks and then give them hints based on their rolls.
The Solution:
• DC 13 - A, B, C, D, and E… … That probably means something.
• DC 16 - 3, 4, 5, 6 walls in the rooms … Probably shouldn’t mix them up.
• DC 19 - Just like in a real maze keep your left hand on the wall and move along the “passage” as they appear.
The easy way to navigate the maze is this … After entering from Z, Touch 1A, then 2B, then 3C, then 4D, then 5E
CREDITS
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names,
and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.This work contains material that is copyright Wizards of the Coast
and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in
this work is copyright 2020 Jordan Jones, email: [email protected] Available for hire for custom designs layouts and custom battle maps.
Room 1
Magical
Maze Maps
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