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27

Mirror of Pale Sisters

RoomAvoidable ThreatDeadlyGorgon Brood (W04)3 exits
Illustration: Room 27 — Mirror of Pale Sisters

The room is small and the wall at the far end is not a wall. It is a sheet of bronze, floor to ceiling, polished to a soft brown mirror, and in it you can see yourselves standing in the doorway looking small.

You can also see her. She sits with her back to you and her face to the metal, chin on her chest, asleep, and the snakes of her hair are asleep too — all but one, which turns slowly, tasting the air, and does not wake the rest.

DM summary. A medusa elder asleep facing a mirror she cannot bear to look into awake, in a room too small to fight in. The mirror is the way past her and the only weapon that works on her, and the party can use it without ever waking her at all.

Terrain & Features

Battle-map thumbnail: The State Rooms

Battle map: The State Rooms — page 44, 55 × 75 ft (one half of The Villa)

Use the small tiled chamber at 25 × 30 ft: draw the pivot-mounted mirror wall across one long side with its crank, and mark the couch, the water bowl, and the four finished statues along the walls.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Cross behind her, eyes down

Thirty feet of swept floor and a woman who is not listening for you. Group Stealth DC 14. Anyone in metal armour is at disadvantage unless the party takes the extra round to pad it (rags, a cloak, no check).

  • Success: the party reaches exit A. She never moves. Do not roll anything else and do not invent a complication — a clean bypass has to be allowed to be clean or the table stops trying.
  • One failure: a creeper slips off the lintel and drops to the floor between the party and the far door. It hisses. It does not attack yet. One round to get out of the room or get past it.
  • Two failures: she wakes, and she is between the party and one of the two doors. Roll initiative — or take the mirror option below in the same round, because it is still available and it is better.
  • Cost of withdrawing instead: the party can leave the way they came at any point, freely, and she will not follow; she does not leave this room. They lose the torc and this room's clue.
Bypass — Turn the mirror on her

The room's own weapon, and it works whether she is asleep or awake. The crank at the floor is quiet for the first quarter-turn and grinds after that: Sleight of Hand DC 15 or Thieves' Tools DC 13 to swing the mirror onto her sleeping face without waking her.

  • Against a sleeping elder: she wakes at dawn, or when hungry, and the first thing she sees is herself. She meets her own gaze. Constitution save DC 16 against her own kind's petrification — on a failure she is restrained by creeping stone for 1 minute, and the party (long gone) never knows.
  • Against a woken elder, mid-fight: an action to crank it, and she must succeed on a Constitution save DC 16 at the start of each of her turns while she can see the mirror or lose her action clawing the metal down. Two rounds of that is a fight the party can survive.
  • Failure on the crank: the frame bangs. She wakes, angry, with the mirror half-turned — which is worse than either state, because now she can see the door.
  • A hand-mirror is not this. If a player produces a polished shield or a looking glass, it works for exactly one round and then she shuts her eyes and fights by sound, which she is good at.
Bypass — Go behind the wall

Whoever built the pivot frame left a gap. Behind the mirror is 3 ft of dead space and a crawlway that runs to exit C. Getting into it means moving the mirror one quarter-turn (the quiet quarter, no check) and going through sideways: Acrobatics DC 12, or DC 15 in plate or with a pack that has not been taken off.

  • Success: the whole party is out of the room in three rounds without crossing her floor at all. This is the safest route and the slowest.
  • Failure: someone's scabbard rings on the bronze. One sound: a creeper wakes. Resolve as one failure above.
  • This is also the retreat. A party surprised mid-crossing can pile into the gap; she will not follow into a space where she cannot see, and she says so, in Greek, from the other side of the metal.

Encounter

Deadly · Gorgon Brood (W04) · Budget at APL 9: 14,400 XP

One elder asleep, two garden creepers in the rafters' shadow, and thirty feet of room.

Count Creature XP each
1Elder of the Pale Sisters8,400
2Creeper of the Petrified Garden700

Base 9,800 XP; ×2 for three bodies = 19,600 adjusted, against the APL 9 Deadly budget of 14,400. A third again over the line, in a 25×30 room where the party cannot get away from her gaze and cannot get away from each other.

Why she is not attacking. She is asleep, and she sleeps here on purpose, facing the metal. When she is awake she keeps the mirror covered; the cloth is folded on the couch. A character who thinks about that for a moment (Insight DC 12, or nothing at all if the player says it) understands that this is a woman who cannot stand the sight of her own face and sleeps in front of it anyway. Do not explain it further. Let it sit.

The creepers are draped along the lintel beam above the far door, torpid. They wake on noise, not sight, and they wake before she does — they are the room's early warning and the party's second chance.

If the party fights anyway. Say it once, plainly: this can kill the party, and that is the honest cost of poking it. Her gaze is a Constitution save every round for anyone who can see her, and this room is 25 feet wide — the only ways out of line of sight are behind a statue or behind the mirror. Averting eyes means fighting at disadvantage against a creature with a bite. If three PCs are petrified and the rest run, that is the room working as designed and the party still gets to leave; stone is not dead, and a party that comes back with a remedy has a session's worth of reason to.

Traps / Puzzles / Checks

The torc. The Knossian soldier's gold torc is loose on a stone throat and will come off. Sleight of Hand DC 15. On a failure the statue rocks on its base — Athletics DC 13 as a reaction to steady it, or it goes over with a crack that wakes everything in the room.

The comb, the bowl, the folded cloth. No check to see, and worth pointing at: a party that decides not to rob a woman's bedroom has made a choice, and the deck should notice when they do.

Exits

AObviousThe far door in the north wall, past her, standing open on a dark passage. No check to open — only to reach. Say clearly that it is open, so nobody rolls to unlock a door with a medusa behind them.
BObviousThe way you came in. No check, and no door on it; she has nothing to fear from the corridor.
CConditionalThe crawlway behind the mirror, reachable only once the frame is turned at least a quarter.Rider: you come out at a low vent in another wall — the party arrives already prone and unseen, and may treat the next room's first round as though they had scouted it.
Loot

One roll on the loot table, conditional: the party takes the gold torc off the petrified soldier and leaves the room without her waking. A torc taken from a statue knocked over in a panic is still a torc; it just costs them the condition and the clean exit.

Her comb is silver and it is not loot. It is a thing you can let a player steal and then think about.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Replace the Elder with a Garden Basilisk asleep on the couch, and one creeper. The mirror trick still works and is easier: save DC 13. All DCs −2
9As written
12The Elder plus three creepers, one of them awake and threading the room on a slow patrol that crosses the party's route every third round. DCs +1, mirror save DC 17
15Two Elders — sisters, sleeping back to back, so the mirror can only face one at a time — and three creepers. DCs +3. Waking one wakes the other at the top of the next round
DM Notes

Creature Cards

Both belong to the Gorgon Brood (W04) and both recur, so the numbers live in the bestiary. The Elder is this room's centrepiece, and R066 and R092 field her again when scaled up. The mirror, the crank, and the crawlway are this room's.

Shared across rooms, so the full cards live in the bestiary: Elder of the Pale Sisters, Creeper of the Petrified Garden. Every mention above opens the numbers here on this page.

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