Hall of Echoes

Enter

This hall makes no sense, it looks like something more fit for a castle than a dungeon.

Mirrors line the walls of the corridor, and the floor is a checkerboard, aligned perfectly to make it seem infinite.

You see your own reflection, repeated endlessly into oblivion. More so, every step, sound, and motion seems to send waves through the room – almost as if it was responding to every single action in kind, in different ways, in different universes.

Encounter

Avoid

In order to get past this hall unscathed, you realize you must only step on the white squares.

That is to say, you can avoid this Trap by rolling even numbers, 5 times (does not need to be consecutive).

But every time you roll odd, it triggers.

Trigger

If you roll odd, stepping on the wrong square, a spike emerges and impales you… in a parallel reflection.

You feel the echo…

… and it seems to be getting closer.

Times TriggeredDamage
Once1d20/5
Twice1d20/4
Thrice1d20/3
Fourth1d20/2
Fifth & beyond1d20/1

Disarm

On close inspection, this trap uses advanced magic and mechanisms. 5 to be exact. If you have a Toolkit on you, your disarming attempts are blessed by Luck.

Smash

Breaking the mirrors might put an end to this devious spell?

Failing to smash this trap results in maximum (level 5) damage being activated immediately.

Resolve

If you successfully avoided the trap, without disabling it or breaking it…

Proceed directly to Arcane Laboratory

If you smashed it…

Mirror Shard: Reflects the near future and the unseen, then shatters. Use to reveal all secrets in one room (you still need to fulfill requirements to gain rewards, but clues are gained immediately).

Rest

It’s far too well lit to rest here.


Discover the next room