The Room of Reflections (Silver/Pink)
Riddle
1. Moonlight Bind
- Description: When a player steps on the silver star, beams of silvery light shine down, forming a cage of shimmering moonlight around them.
- Effect: The player must make a DC 14 Dexterity saving throw. On a failure, they are restrained by the beams of light for 1 minute. They can attempt to break free each turn with a successful DC 15 Strength or Dexterity check.
- Additional Effect: The cage’s glow is blinding, causing disadvantage on Perception checks within a 5-foot radius of the restrained player until the light fades.
2. Hall of Mirrors
- Description: The silver star pulses, and suddenly, the walls around the player reflect their image in countless fragments, creating a disorienting maze of reflections.
- Effect: Each player in the area must make a DC 13 Wisdom saving throw. On a failure, they become disoriented by the reflections, moving in a random direction for the next 10 minutes. They can reorient themselves by succeeding on a DC 12 Intelligence check each turn.
- Additional Effect: The reflections occasionally distort the players’ own images, creating an unsettling effect that imposes disadvantage on further Perception checks until they leave the area.
6. Psychic Wave
- Description: The silver star pulses with a faint glow, releasing a wave of psychic energy that resonates through the players’ minds.
- Effect: All players within 10 feet of the silver star must make a DC 14 Wisdom saving throw. On a failure, they take 2d6 psychic damage and feel disoriented, giving them disadvantage on Perception checks for 10 minutes.
- Additional Effect: The psychic energy leaves a faint ringing in their ears, making it difficult to concentrate and hear subtle sounds.
8. Ethereal Tether
- Description: When a player steps on the silver star, a shimmering silver thread attaches itself to them, tethering them to the spot.
- Effect: The player must make a DC 14 Charisma saving throw to resist the tether’s pull. On a failure, they are bound to the star and cannot move more than 20 feet away for 1 minute. Another player can break the tether with a successful DC 14 Arcana check.
- Additional Effect: While tethered, the player feels a draining sensation, reducing their movement speed by 10 feet for the next hour, even after the tether disappears.
- Riddle: “Look at me, and you will see what you desire or who you might be. Though I copy all that’s true, I disappear if you look through.”
- Answer: Mirror or Reflection.
- Solution: Players must find a reflective surface within the room (perhaps a mirror fragment or a polished stone) and align it with a symbol or door. When they do, an illusion might dissipate, or a hidden path could be revealed, allowing them to continue.
“As you step into this room, you’re greeted by a dozen versions of yourself staring back. Mirrors cover nearly every inch of the walls, each one reflecting not just your image but an odd, distorted version—one mirror shows you smiling where you’re not, another places a weapon in your hand that isn’t there. The reflections seem alive, almost as if they’re observing you as much as you’re observing them. In the center of the room stands a simple pedestal with a polished silver surface, gleaming in the dim light, like a mirror itself. There’s an inscription that reads, ‘Know thyself, and the way shall be revealed.’”
Mirrorbound Doppelganger
The Mirrorbound Doppelganger is a twisted copy of the creature it faces, embodying distorted reflections of its target’s abilities.
- Medium shapechanger, neutral
- Armor Class: 13
- Hit Points: 50 (9d8 + 9)
- Speed: 30 ft.
STR 16 (+3) | DEX 15 (+2) | CON 12 (+1) | INT 10 (+0) | WIS 10 (+0) | CHA 14 (+2)
- Damage Resistances: Psychic
- Condition Immunities: Charmed, frightened
- Senses: Darkvision 60 ft., passive Perception 10
- Languages: Common
- Challenge: 4 (1,100 XP)
Special Abilities:
- Mimic Form: The Mirrorbound Doppelganger can take on the appearance and mimic the attacks of any creature it faces. It gains access to one melee weapon attack or spell attack that the creature it’s copying possesses.
- Reflect Damage: When struck, the Doppelganger reflects 5 damage back at the attacker if the attacker is within 5 feet.
Actions:
- Mirror Slash: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3
The Room of Secrets (Gold/Yellow)
1. Treasure Illusion Trap
- Description: When a player steps on the gold star, a shimmering pile of gold and jewels suddenly appears in the center of the room, glistening temptingly.
- Effect: All players who see the illusion must make a DC 14 Wisdom saving throw. On a failure, they are compelled to try and collect the treasure for 1 minute, despite it being intangible. Each player who interacts with it realizes it’s an illusion only after trying to pick it up.
- Additional Effect: Players affected by the illusion feel a lingering sense of greed, gaining disadvantage on Wisdom checks for the next 10 minutes as they feel an irrational urge to search for more treasures.
2. Greed Curse
- Description: As the player steps on the gold star, a faint golden aura surrounds them, filling them with an overwhelming desire to hoard and protect valuables.
- Effect: The player must make a DC 14 Wisdom saving throw. On a failure, they are cursed with a sense of greed, unwilling to part with any items in their possession for the next hour. This includes even mundane items that they normally would not care about.
- Additional Effect: The player has disadvantage on Charisma checks when interacting with other players, as they become overly defensive of their belongings.
3. Petrifying Gaze
- Description: A golden eye appears on the wall as the gold star is triggered, casting a steady, unblinking gaze at the player who activated it.
- Effect: The player must make a DC 15 Constitution saving throw. On a failure, they are partially petrified, reducing their movement speed by half and giving disadvantage on Dexterity-based checks for 10 minutes. On a success, they feel a stiffness but avoid the petrifying effect.
- Additional Effect: A faint shimmer remains on the player’s skin for the next hour, creating an eerie, metallic sheen that makes them feel slightly weighted down.
4. Gilded Web
- Description: As the player steps on the gold star, fine, glistening threads emerge from the walls and floor, creating an intricate web around the area.
- Effect: The player must make a DC 14 Dexterity saving throw. On a failure, they are restrained by the sticky threads, and they must succeed on a DC 13 Strength check to break free. The webs dissolve after 1 minute.
- Additional Effect: For each turn spent in the web, the threads leave a shimmering residue on the player’s gear, imposing disadvantage on Dexterity (Stealth) checks until they leave the maze.
5. Reverse Riches
- Description: When the gold star is triggered, any gold or valuables carried by the players suddenly feel heavy, as if weighed down by an unseen force.
- Effect: Each player carrying valuables must make a DC 14 Strength saving throw. On a failure, they gain 1 level of exhaustion from the sudden weight of their treasure, which lasts for 10 minutes. They can drop their valuables to relieve the weight but must make a DC 12 Wisdom saving throw to resist the urge to pick them back up.
- Additional Effect: The weight increase lingers, creating a slight clinking sound with each step, imposing disadvantage on Dexterity (Stealth) checks for the next hour.
6. Golden Slumber
- Description: A soft, golden mist fills the room, bringing with it a sense of warmth and drowsiness.
- Effect: Each player within 10 feet of the gold star must make a DC 15 Constitution saving throw. On a failure, they fall into a magical sleep for 1 minute or until another player shakes them awake. This sleep feels strangely pleasant, like dreams of riches.
- Additional Effect: After waking, players feel slightly dazed, giving disadvantage on Initiative rolls for the next hour.
7. Golden Mirage
- Description: The room shimmers, and the players see what appears to be a golden doorway, glowing invitingly as if it leads to treasure.
- Effect: All players must make a DC 14 Intelligence saving throw. On a failure, they believe the doorway is real and may attempt to open or enter it, only to realize after a moment that it’s an illusion.
- Additional Effect: Those who fall for the mirage gain disadvantage on Intelligence checks for the next 10 minutes as they second-guess their perception.
8. False Fortune Trap
- Description: A golden light fills the room, and a voice seems to whisper promises of magical rewards for anyone who steps forward.
- Effect: Each player who desires the “reward” must make a DC 15 Charisma saving throw. On a failure, they are briefly cursed, causing any object they pick up to feel cursed or tainted for the next 24 hours, filling them with unease.
- Additional Effect: This unsettling feeling imposes disadvantage on Insight checks for 1 hour, as players feel a lingering sense of doubt.
Riddle
- Riddle: “I hold what’s known but never spoken, I keep your past and things left broken. I am what you hide, and what you fear—find me, and the way becomes clear.”
- Answer: Secret.
- Solution: Players may need to share a secret or make an Insight or Wisdom check to unlock a hidden door. The room could magically react to the truth of a personal story or memory, revealing an opening when players engage with the theme of secrecy.
The Room of Secrets
“This chamber feels heavy, as though it’s pressing secrets into every corner. The walls are covered in carvings, strange symbols, and fragments of script, each partially scratched out or obscured by dark stains. In the dim light, you notice that there are eye-shaped motifs in several places, all watching silently from their stone perches. There’s a strange stillness here, as if the room itself is listening, waiting for something unspoken. A low hum vibrates beneath your feet, just quiet enough to make you wonder if you imagined it.”
Whispering Shade
The Whispering Shade is a creature of hidden knowledge, cloaked in mystery. It is drawn to secrets and can use them to weaken and torment its enemies.
- Medium undead, lawful evil
- Armor Class: 15
- Hit Points: 40 (8d8)
- Speed: 40 ft.
STR 10 (+0) | DEX 15 (+2) | CON 12 (+1) | INT 14 (+2) | WIS 12 (+1) | CHA 16 (+3)
- Damage Resistances: Psychic; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: Charmed, exhaustion, frightened
- Senses: Darkvision 60 ft., passive Perception 13
- Languages: Common, understands all languages
- Challenge: 3 (700 XP)
Special Abilities:
- Expose Secrets: Once per turn as a reaction, the Whispering Shade can force a creature within 30 feet to make a DC 13 Wisdom saving throw. On a failure, the creature’s deepest fear or secret is revealed to the party, causing disadvantage on its next attack roll.
- Psychic Moan: As a bonus action, the Whispering Shade can emit a low moan. Each creature within 10 feet must succeed on a DC 13 Wisdom saving throw or take 5 (1d10) psychic damage.
The Room of Flames (Red)
1. Fireburst Trap
- Description: When a player steps on the red star, a blazing rune flares beneath them, releasing a sudden burst of flame.
- Effect: The player must make a DC 14 Dexterity saving throw. On a failure, they take 2d8 fire damage as flames erupt from the floor. On a success, they take half damage.
- Additional Effect: The flames briefly linger, leaving hot, smoldering embers on the ground for 1 minute. The area becomes difficult terrain, dealing 1d4 fire damage to anyone who steps on it.
2. Poisonous Mist
- Description: As the red star is triggered, vents in the walls release a swirling green mist that fills the area.
- Effect: All creatures within a 10-foot radius must make a DC 13 Constitution saving throw. On a failure, they take 2d6 poison damage and suffer from the poisoned condition for 1 minute. On a success, they take half damage and avoid the poisoned condition.
- Additional Effect: The mist lingers in the area for 1 minute, lightly obscuring vision and imposing disadvantage on Perception checks that rely on sight.
3. Thunderous Clap
- Description: The red star emits a powerful thunderclap that reverberates through the room, sending a shockwave outward.
- Effect: All creatures within a 15-foot radius must make a DC 14 Constitution saving throw. On a failure, they take 2d8 thunder damage and are pushed back 10 feet. On a success, they take half damage and aren’t pushed.
- Additional Effect: The loud sound causes ringing in the ears, giving each affected player disadvantage on Perception checks based on hearing for the next 10 minutes.
4. Falling Ceiling
- Description: When the red star is triggered, the ceiling above loosens, sending heavy debris crashing down on the player.
- Effect: The player must make a DC 15 Dexterity saving throw. On a failure, they take 3d6 bludgeoning damage as rubble falls on them, and they are pinned beneath it until they succeed on a DC 14 Strength check to escape. On a success, they take half damage and avoid being pinned.
- Additional Effect: The fallen debris creates difficult terrain in a 5-foot radius around the red star.
5. Shadow Grasp
- Description: Dark, smoky tendrils rise from the floor around the red star, reaching out to grab anyone nearby.
- Effect: Each creature within 5 feet of the red star must make a DC 14 Strength saving throw. On a failure, they are restrained by the tendrils for 1 minute and take 1d4 necrotic damage at the start of each of their turns. They can attempt to break free each turn with a successful DC 14 Strength or Dexterity check.
- Additional Effect: The tendrils leave a lingering shadowy mark on anyone who failed the saving throw, which lasts for 1 hour.
6. Acid Spray
- Description: Small nozzles hidden in the walls release a burst of corrosive acid when the red star is triggered.
- Effect: Each creature within a 10-foot radius must make a DC 13 Dexterity saving throw. On a failure, they take 2d6 acid damage, and any non-magical armor or shield they are wearing temporarily loses 1 AC point until it is repaired. On a success, they take half damage and avoid the AC penalty.
- Additional Effect: The acid leaves small pockmarks and burns on the floor, marking the area as hazardous and difficult to traverse.
7. Pitfall Trap
- Description: The floor around the red star gives way, creating a sudden, deep pit beneath the player.
- Effect: The player must make a DC 15 Dexterity saving throw. On a failure, they fall into the pit, taking 2d6 bludgeoning damage from the fall and landing in a 10-foot-deep pit. They must make a DC 12 Athletics check to climb out. On a success, they avoid the fall and step back.
- Additional Effect: The pit remains open, creating an obstacle that players must navigate around or find a way across.
8. Freezing Blast
- Description: The red star emits a cold, shimmering mist that bursts outward, chilling the area to freezing temperatures.
- Effect: All creatures within a 10-foot radius must make a DC 14 Constitution saving throw. On a failure, they take 3d6 cold damage and have their movement speed reduced by 10 feet for the next 10 minutes. On a success, they take half damage and suffer no movement penalty.
- Additional Effect: The ground in a 5-foot radius around the red star becomes coated in frost, making it slippery. Any player who steps on this area must succeed on a DC 10 Dexterity saving throw or fall prone.
Riddle
- Riddle: “I can consume, though I am not a beast; I can warm, though I do not breathe. I am fed to grow and quenched to die. What am I?”
- Answer: Fire.
- Solution: Players need to ignite a torch or cast a fire spell on a brazier or torch holder within the room. When they do, the flames illuminate a hidden doorway or activate a mechanism that allows them to progress.
“Warmth radiates from this room, and as you step inside, you see why: torches line the walls, each flame flickering with an unnatural intensity. They cast a golden glow, filling the room with dancing shadows that seem to move and shift as if alive. The floor is etched with ancient runes and patterns that almost appear to shimmer with heat. At the room’s center stands a large stone brazier, unlit but laden with what looks like dry, brittle wood. An inscription above it reads, ‘Feed the fire to reveal the truth.’”
Flamebound Sentinel
The Flamebound Sentinel is a construct with a core of blazing fire, tasked with guarding the Room of Flames. Its strikes burn, and it explodes upon defeat.
- Medium construct, neutral
- Armor Class: 16 (natural armor)
- Hit Points: 55 (10d8 + 10)
- Speed: 30 ft.
STR 18 (+4) | DEX 12 (+1) | CON 13 (+1) | INT 6 (-2) | WIS 10 (+0) | CHA 5 (-3)
- Damage Vulnerabilities: Cold
- Damage Resistances: Bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: Fire, poison
- Condition Immunities: Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: Darkvision 60 ft., passive Perception 10
- Languages: Understands Common but can’t speak
- Challenge: 3 (700 XP)
Special Abilities:
- Fiery Aura: At the start of each of the Flamebound Sentinel’s turns, each creature within 5 feet of it takes 3 (1d6) fire damage.
- Explosive Demise: When the Flamebound Sentinel drops to 0 hit points, it explodes in a burst of flame. Each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one.
Actions:
- Flame Strike: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) fire damage.
The Room of Shadows (Green)
1. Lockdown Trap
- Description: As a player steps on the green star, heavy metal grates suddenly slam down over the nearest doorway, sealing it shut.
- Effect: The nearest door is sealed and locked for 1 minute, forcing players to either wait it out or find an alternative route. The door can be forced open early with a successful DC 15 Strength check.
- Additional Effect: The sound of the slamming door reverberates, making it harder to hear subtle noises. All players in the room have disadvantage on Perception checks that rely on hearing until they leave the area.
2. Reverse Lock
- Description: When the green star is triggered, a previously unlocked door swings shut with a loud click, sealing itself.
- Effect: A door to a previously explored section of the maze locks itself, preventing backtracking for 10 minutes. The players may need to find a different path forward or wait for the effect to end.
- Additional Effect: The locking mechanism creates a faint humming sound in the area, imposing disadvantage on Perception checks for players near the sealed door.
3. Floor Shift Trap
- Description: The green star activates, and the floor beneath the players begins to rumble and shift, tilting sharply.
- Effect: All players within 10 feet of the green star must make a DC 14 Dexterity saving throw. On a failure, they slide 15 feet toward the nearest wall and fall prone. On a success, they manage to keep their footing.
- Additional Effect: The rumbling opens up a previously hidden passage in the floor, revealing an alternative path if the players investigate further.
4. Stone Wall Trap
- Description: When a player steps on the green star, sections of the maze’s walls begin to move, closing off certain paths and opening new ones.
- Effect: Black tape walls in the area shift, blocking the players’ current path and redirecting them through a different part of the maze. They must follow this new path until they find another green star that resets the walls.
- Additional Effect: The shifting walls make a grinding noise that echoes through the maze, causing disorientation and giving disadvantage on Perception checks to identify the direction of other sounds.
5. Enchanted Vines
- Description: Stepping on the green star causes thick, magical vines to sprout from the floor, entangling the nearest door.
- Effect: The door nearest the green star becomes wrapped in dense vines, requiring a DC 13 Strength check to remove. If the players fail, the vines grow thicker and increase the DC by 1 each round until they are successfully removed.
- Additional Effect: The vines secrete a faintly glowing sap that makes it difficult to see clearly, reducing visibility in a 10-foot radius for 1 minute.
6. Illusory Wall
- Description: The green star glows, and an illusory wall shimmers into existence, hiding a section of the room or blocking a door.
- Effect: All players in the room must make a DC 13 Intelligence (Investigation) check to see through the illusion. Until they recognize it as an illusion, they believe the path is blocked, possibly prompting them to explore a different route.
- Additional Effect: The illusion persists for 10 minutes, causing disorientation for any player who fails the check, imposing disadvantage on further Intelligence checks until they leave the room.
7. Magnetic Pull
- Description: When the green star is triggered, a strange magnetic force emanates from the floor, pulling metal objects toward it.
- Effect: Each player carrying metal items must make a DC 14 Strength saving throw to resist the pull. On a failure, their movement speed is halved for 1 minute as they struggle against the magnetic force. They can drop their metal items to negate the effect but must pick them up afterward.
- Additional Effect: The magnetic force leaves players slightly off-balance, imposing disadvantage on Dexterity checks until they exit the room.
8. Reflective Puzzle
- Description: The green star pulses, and small mirrors rise from the floor around the room, casting beams of green light across the walls.
- Effect: Players must align the mirrors to direct the light toward a specific rune on the door, requiring three successful DC 12 Intelligence or Dexterity checks. Until they align the mirrors properly, the door remains locked.
- Additional Effect: If a player fails any check by more than 5, the mirrors emit a blinding flash of green light, requiring a DC 13 Constitution saving throw. On a failure, they are blinded for 1 minute.
Riddle
- Riddle: “I cannot be seen, yet I fall with night; I follow the sun, yet hide from the light. Find me, but beware, for darkness is near. What am I?”
- Answer: Shadow.
- Solution: Players must find a darkened area in the room, where they might encounter a hidden object or symbol to place on a pedestal, or even confront a creature cloaked in shadows to reveal a path forward.
“As you enter, a deep chill washes over you. The room is blanketed in thick, unnatural darkness that clings to the walls like fog. Shadows seem to slither and coil, their edges soft and blurred. In the faint light that your torch provides, you catch glimpses of strange markings on the walls—symbols that vanish as soon as you try to focus on them. Every sound seems muffled, as though the room itself is swallowing it. Just ahead, the darkness grows even thicker, as if daring you to step further in.”
The Room of Shadows
The Shadow Wraith
The Shadow Wraith is a malevolent spirit, born from the darkness in the Room of Shadows. It strikes from within the shadows, blending seamlessly into its surroundings.
- Medium undead, chaotic evil
- Armor Class: 13
- Hit Points: 45 (7d8 + 14)
- Speed: 0 ft., fly 40 ft. (hover)
STR 8 (-1) | DEX 16 (+3) | CON 14 (+2) | INT 10 (+0) | WIS 12 (+1) | CHA 16 (+3)
- Damage Resistances: Bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: Necrotic, poison
- Condition Immunities: Charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses: Darkvision 60 ft., passive Perception 11
- Languages: Common, Abyssal
- Challenge: 3 (700 XP)
Special Abilities:
- Incorporeal Movement: The Shadow Wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Shadow Blend: When in dim light or darkness, the Shadow Wraith can take the Hide action as a bonus action.
- Life Drain: When the Shadow Wraith reduces a creature to 0 hit points, it gains temporary hit points equal to the damage dealt.
Actions:
- Life-Stealing Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
The Room of Echos
1. Random Teleport Trap
- Description: A shimmering blue light surrounds the player who stepped on the blue star, and in an instant, they vanish.
- Effect: The player is teleported to a random location within the maze. Roll a d4 to determine where they land:
- 1: Back to the maze entrance.
- 2: A previously explored room.
- 3: A hidden chamber with an item or clue.
- 4: An unexplored, challenging section of the maze.
- Additional Effect: The player feels a slight disorientation after teleporting, giving them disadvantage on their next movement-related check or saving throw.
2. Illusory Double
- Description: When a player steps on the blue star, they see a perfect illusory copy of themselves standing nearby, mimicking their every movement.
- Effect: Each player who sees the illusion must make a DC 13 Wisdom saving throw. On a failure, they’re temporarily confused, gaining disadvantage on Perception checks and any interaction checks involving the illusion.
- Additional Effect: The illusion persists for 1 minute, disappearing once the players figure out it’s an illusion or ignore it for a full round.
3. Arcane Shock
- Description: The blue star emits a sudden surge of blue lightning that arcs through the air, targeting the player who triggered it.
- Effect: The player must make a DC 14 Dexterity saving throw. On a failure, they take 3d6 lightning damage and are stunned until the end of their next turn. On a success, they take half damage and avoid the stun.
- Additional Effect: A faint crackling of residual energy lingers in the air for 1 minute, causing mild static shocks to anyone who touches the surrounding walls.
4. Mirror Maze Illusion
- Description: Upon stepping on the blue star, the walls and paths around the player begin to distort, creating a confusing, mirrored labyrinth.
- Effect: The player must make a DC 13 Intelligence saving throw to resist the illusion. On a failure, they become disoriented and can’t determine the correct path for 1 minute, requiring an Intelligence check (DC 12) each round to regain their bearings.
- Additional Effect: The illusion affects the entire area within 10 feet of the blue star, causing all who enter it to experience similar disorientation.
5. Reverse Gravity Pulse
- Description: A pulse of energy from the blue star causes gravity to shift unexpectedly in the immediate area.
- Effect: The player must make a DC 14 Dexterity saving throw. On a failure, they float 10 feet into the air, becoming restrained for 1 minute as they hover. On a success, they feel a slight lift but avoid being completely caught.
- Additional Effect: After 1 minute, or if the player takes damage, they gently drift back to the ground, taking 1d4 bludgeoning damage from the descent.
6. Time Warp Trap
- Description: The blue star glows with an otherworldly light, and time seems to slow down around the player who activated it.
- Effect: The player must make a DC 13 Wisdom saving throw. On a failure, they experience a time warp effect, losing their next turn as they feel like they’re moving in slow motion. On a success, they resist the effect but feel slightly disoriented.
- Additional Effect: The player feels mentally fatigued, gaining disadvantage on their next Intelligence or Wisdom saving throw as they adjust back to normal time.
7. Hallucination Mist
- Description: A fine mist rises from the floor when the player steps on the blue star, filling the area with swirling, dreamlike illusions.
- Effect: Each creature in a 10-foot radius must make a DC 14 Wisdom saving throw. On a failure, they begin seeing illusory images of random creatures or objects for 1 minute, making it difficult to focus. They have disadvantage on Perception and Investigation checks for the duration.
- Additional Effect: The mist lingers for 1 minute, lightly obscuring the area and causing anyone who enters it to also make the saving throw.
8. Spatial Reversal
- Description: When the blue star is activated, the room feels as if it has flipped upside down, causing players to suddenly appear in different spots.
- Effect: Each player within a 15-foot radius of the blue star must make a DC 13 Charisma saving throw. On a failure, they are randomly teleported within the room, disoriented and unsure of where they are. Roll a d8 to determine each player’s new position on the map.
- Additional Effect: The sudden shift causes mild dizziness, imposing disadvantage on the first movement check each player makes in the next 10 minutes.
Riddle
- Riddle: “Though you can hear me, I am not near; I repeat words, though they’re unclear. Call to me, and I will respond, but hold your voice too long, and I’ll be gone.”
- Answer: Echo.
- Solution: Players need to make sounds or call out in the room. Their voices trigger an echo that may reveal a hidden compartment or door. This could also activate an illusion that provides clues or warnings about the maze.
The Room of Echos
“The moment you cross the threshold, you hear the faintest of whispers, growing louder with each step. The air in this room is cool and strangely still, yet every sound you make—the scuff of your boot, the creak of your armor—returns to you with a ghostly echo, lingering far longer than it should. The walls are smooth and curved, amplifying the sounds, and in some places, they seem to shudder as if reacting to the noise. A faded mural stretches across the far wall, depicting what looks like faces in the mist, mouths open in silent screams or perhaps in song.”
The Echo Phantom
The Echo Phantom is a spectral entity that distorts sound to disorient and confuse its prey. It lurks in the Room of Echoes, feeding on the fear of its victims.
- Medium undead, neutral evil
- Armor Class: 12
- Hit Points: 35 (6d8 + 12)
- Speed: 30 ft., fly 30 ft. (hover)
STR 10 (+0) | DEX 14 (+2) | CON 15 (+2) | INT 8 (-1) | WIS 12 (+1) | CHA 16 (+3)
- Damage Resistances: Bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: Thunder, necrotic, poison
- Condition Immunities: Charmed, exhaustion, frightened, paralyzed, poisoned
- Senses: Darkvision 60 ft., passive Perception 11
- Languages: Common
- Challenge: 3 (700 XP)
Special Abilities:
- Echoed Lament: When the Echo Phantom is hit, it lets out a piercing wail. All creatures within 15 feet must succeed on a DC 13 Wisdom saving throw or take 6 (1d12) psychic damage.
- Distorted Sound: The Echo Phantom can cast Silent Image at will, creating sound illusions to confuse its targets. It can create the sound of any noise up to 100 feet away.
Actions:
- Ethereal Scream: Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 14 (3d8) psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or be stunned until the end of its next turn.