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TASHA’S MAGICAL

MIRROR MAZE
A P U Z Z LING C H ALLENGE
FO R C H A R AC TERS OF L EVEL 4-20

Created by Jordan Jones


Tasha’s Magical Mirror Maze

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

The Archway Entrance


of the maze first. from the archway are bare roughly hewn rock.
Opposite the archway on the far wall you see
three large metal plates surrounded by large
ornate gold metallic frames. Above each frame
etched deep in the stone is a single letter. Each
The entrance to the maze is a large archway made of
of the letters is written in a different language.
dark nearly black stone. The Archway is covered in
ancient arcane runes and magical glyphs. Upon further
inspection (Arcana DC 13 check) the adventurers will
discover that stepping through the archway together
and focusing on wanting to gain entrance they will then
enter the first of many rooms. Have every player make
a DC 16 Check using either their spellcasting mod or
WIS if they do not cast spells. If they fail the check, and
if they are a spell casters they lose their 2 highest level
spell slots they have available, or if they have no spell
slots they immediately lose one-third their current hit
points (rounded down). On a success, nothing happens
and they pass unharmed into the first room.
When passing through the archway they immediately
enter Room #1

DM Tip: You can decide where and how the archway is


positioned. It could be out in the middle of a forest or in
the middle of ancient ruins, or even as part of a hallway
in an existing structure. You decide!

© 2020 • TASHA’S MAGICAL MIRROR MAZE • PAGE 2


The letters over the 3 mirrors (From left to right) are: THE MIRRORS
• “A” - (Written in Celestial) Until the brazier is lit with any substance that burns,
• “B” - (Written in Elvish) the metal plates are not reflective (Magical fire or
• “C” - (Written in Primordial) light spells will not work). They have a dull gray hue
and no reflective finish at all and only faintly have a
You can also refer to the attached map for details about
Conjuration aura when the Detect Magic spell is cast.
what letter is over what mirror in each room. Any player
Once a fire is lit in the brazier read the following:
with a passive perception of 16 or more will notice the
letter “Z” (written in Draconic) etched over the archway
from which they entered. As the fire of the brazier lights up the room
If a player tries to walk out the archway they must make you turn to see each of the 3 metal plates begin
a DC 15 STR save. On a fail, they take 2d6 force damage to shimmer with a magical blue-ish glow and
and they are knocked back on their back falling prone. the metal ripples like a pool of molten liquid.
If they succeed they take half as much damage and Eventually the ripples settle and you can see a
are not knocked prone but the magical barrier will not perfect reflection of the room you are standing
allow them to pass. They must proceed forward. in. The only difference is that you can only
see yourself in the mirror. The other party
members and the brazier are missing from the
THE BRAZI ER mirror’s reflection.
The brazier in the center of the room has the ashy
remnants of a long burnt out fire. Around the edge of
When a player reaches a mirror and touches the surface
the brazier acid etched into the metal is a phrase in
with their hand, depending on which mirror they entered
Draconic.
the room from and then which mirror they touch, they are
instantaneously transported to a different mirror using
“Darkness gets you nowhere in the pursuit of the corresponding tables that are unique for each room.
greatness. Follow order and light to your end.” (For Example when they first enter the maze the have
come from the archway “z” and they touch mirror “B”
then they are transported to Room 3, mirror A.)
If a detect magic spell is cast on the brazier, it glows
with a bright aura of Conjuration magic. From the other characters point of view they see the
person go up to the mirror and as soon as they touch
Substances that normally burn in a regular fire will
it they disappear and a duplicate mirror image of that
burn twice as fast in this fire. A small bundle of wood
character can be seen in the mirror. When they lift
(Or bundle of arrows) will burn for 15 mins. A vial of oil
their hand away from the mirror their reflection fades
will burn for 5 mins and an hour of lamp oil will only
and they disappear.
burn for 30 mins. As the DM you determine how long
the brazier will burn for.
R O O M 1 : M I R R O R PAT H WAYS:
If they entered from ARCHWAY Z and…
DM Tip: To add a bit of urgency you can also use a sand
timer to denote the amount of time that is left on the They touch… It leads to…
brazier. (Turn the timer on its side if you have to give any Room 2: Mirror A
Mirror A
explanation or if you determine a roll needs to be made.) (This is is the correct path to get out)
Mirror B Room 3: Mirror A
At any point if the brazier runs out of fuel the mirrors Mirror C Room 4: Mirror A
will stop working and will turn to solid metal again
trapping anyone who is within the maze until the If they entered from MIRROR A, B, OR C and…
brazier in Room 1 is lit again.
They touch… It leads to…
Mirror A Room 5: Mirror A
Mirror B Room 5: Mirror B
Mirror C Room 5: Mirror C

© 2020 • TASHA’S MAGICAL MIRROR MAZE • PAGE 3


Room 2 The three mirrors in the room each have a letter over
When the first character enters this room read the them. The letters over the mirrors (Going clockwise
following: around the room) are:
• “A” - (Written in Common)
As you touch the mirror you instinctively blink • “B” - (Written in Dwarven)
and the image changes around you. Turning • “C” - (Written in Elvish)
from facing the mirror you see this room is
triangular in shape with each wall being 25 R O O M 2 : M I R R O R PAT H WAYS:
feet long. In the center of each wall is a mirror
identical to the ones in the other room. In the If they entered from Mirror A and…
center of this room is an identical brazier lit They touch… It leads to…
with fire just like the one in the first room
Mirror A Room 3: Mirror A
In one corner of the room between two of the Room 3: Mirror B
mirrors is a skeleton of what looks like a dwarf. Mirror B
(This is is the correct path to get out)
His corpse is covered in dust and has not been
touched in an extremely long time. Mirror C Room 3: Mirror C

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.

Swords, Sheilds, and even


Magic won’t do you much
When a player first enters this room read the following:

good in this maze. It’s


all about your mind.
As you turn from the mirror and take in this
room it is noticeably hotter than the other
rooms that you have been in. Each moment you
are in this room the temperature seems to rise.
You glance around and see that each corner of
this square room has a pillar of red and yellow
hot lava running down from ceiling to floor.
They seem to be running from a hole in the
ceiling to a hole in the floor.
In the center of each wall is a mirror identical
to the ones in the first room. In the center of
the room is an identical brazier lit with fire just
like the one in the first room. Staying in this
room too long is probably not advisable.

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.

© 2020 • TASHA’S MAGICAL MIRROR MAZE • PAGE 4


The four mirrors in this room each have a letter over them.
The letters over these mirrors (Going clockwise around) are:
• “A” - (Written in Undercommon)
• “B” - (Written in Sylvan)
• “C” - (Written in Abyssal)
• “D” - (Written in Celestial)

ROOM 3 : M IRR O R PAT H WAYS :


If they entered from MIRROR B and…
They touch… It leads to…
Mirror A Room 4: Mirror A
Mirror B Room 4: Mirror B
Room 4: Mirror C
Mirror C
(This is is the correct path)
Mirror D Room 4: Mirror D
The five mirrors in the room each have a letter over
If they entered from MIRROR A, C, OR D and…
them. The letters over the mirrors (Going clockwise
They touch… It leads to… around) are:
Mirror A Room 1: Mirror B • “A” - (Written in Undercommon)
Mirror B Room 1: Mirror C • “B” - (Written in Goblin)

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.

© 2020 • TASHA’S MAGICAL MIRROR MAZE • PAGE 5


Room 5 R O O M 5 : M I R R O R PAT H WAYS:
If they entered from MIRROR D and…
When a player first enters this room read the following:
They touch… It leads to…
Mirror A Room 4: A
As you turn from the mirror and take in this
room, you see it is a hexagon shape. In the Mirror B Room 4: B
center of each wall is a mirror identical to the Mirror C Room 4: D
ones in the other rooms except that each mirror Mirror D Room 4: E
is contained within a chromed/silver frame
rather than gold. As you look at each of the Mirror E They Exit The Maze
mirrors you begin to feel a pressing presense on Mirror X Room 1: Archway Z
your mind. It hurts more and more and more.
If they entered from MIRROR A, B, C, OR E and…

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

HELP! … My players can’t figure it out.


• “E” - (Written in Halfling) saw in the beginning is also what they see upon exiting
• “X” - (Written in Celestial) and they will need to navigate the maze again to exit.

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.

SUG G ESTED H INT S :


• DC 11 - The languages seem to just be a deterrent in deciphering the maze, not a factor to solve it.

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.

© 2020 • TASHA’S MAGICAL MIRROR MAZE • PAGE 6


ENTRANCE
Tasha’s
(Draconic)
Z

Room 1
Magical
Maze Maps
im C
(Pr
A tial)
ord B sle
T H E B RA ZIER

T H E MIRRORS ial
) (Elvish) (Ce
T H E C ORREC T PATH

C
(Abyssal)

Room 2
B D

Room 3
(Sylvan) (Celestial)
en)

(El
C
(Dw B
arv

vish

A A
)

(Common) (Undercommon)

D
(Gnomish)
(In D EXIT
C ing) fe

Room 4
a lfl rna
(H l)
ish)

(Ha
E ng)
(Dw C
arv

lfli

B E Room 5
(Goblin) (Orcish)
A A
al)
(El

(Cel X
B

esti
vish

(Undercommon) (Common)
)

© 2020 • TASHA’S MAGICAL MIRROR MAZE • PAGE 7

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