***Cavernous Sins: The Beneath of Broken Reflections***
Setting: The Hall of Shattered Visions
Deep within the mountains lies the Hall of Shattered Visions, a cavernous expanse illuminated by bioluminescent fungi clinging to the damp walls. This ancient hall served as a refuge for scholars seeking to delve into the mysteries of the mind and soul. Legend has it that hidden within this place are mirrors enchanted to reflect not one's physical appearance, but one's deepest desires and most concealed sins.
The air is thick with anticipation and unsettling whispers echo around, as if the cave itself is alive with the regrets of those who have entered before. Water drips rhythmically, creating a haunting melody that lingers on the ears. At the center of the hall rests a massive mirror, framed in twisted vines and glimmering crystals. It glows with a soft, eerie light, inviting anyone brave enough to gaze into its depths.
Goal
The party has arrived to retrieve the Mirror of Reflection, an artifact once used to weave powerful illusions and defend against dark magic. Rumors suggest that the mirror was cursed by the last person who gazed into it, their tortured soul capturing the reflections of those who dare to look within. To reclaim the mirror, the players must confront their own deepest insecurities and desires manifested as physical entities, while avoiding the traps laid to protect it.
Initial Exploration
Upon entering the hall, the players can make perception checks to notice cracks in the walls from which shadows flicker. Characters with arcane knowledge may sense lingering magical energy emanating from the giant mirror. As players explore, they discover ancient tomes scattered about. Reading these tomes (which require a successful investigation check) reveals background lore about the mirror and a warning: “Look not into the mirror, for it does not reveal the soul of others but rather reveals your own.”
As they investigate, players will also trigger the first trap: The Disorienting Reflection. When any party member approaches within 15 feet of the mirror, the fungi around the hall begin to emit a bright flash. All party members must succeed on a Wisdom saving throw (DC 13) or be temporarily blinded for one round. During this time, shadows will whisper secrets about each character's past choices and their consequences.
Confrontation: The Four Reflections
As the light dims, and if the players continue their exploration, they will feel the air grow heavy. An ethereal voice whispers, “Your reflections shall be your greatest trial.” Suddenly, four shadowy figures emerge from the walls, each representing different aspects of guilt, desire, pride, and fear. These reflections are combatants that take on powerful, twisted forms aligned with the characters’ backstories.
Reflection of Guilt: The Tormented Shade
- Attributes: AC 14, HP 45, Speed 30 ft.
- Abilities: Multiattack (two shadowy claws), Inflict Guilt (once per encounter, can force a character to relive their most painful memory, imposing disadvantage on their attacks for 1d4 rounds).
- Strategy: This reflection will target anyone who has failed someone important in the past.
Reflection of Desire: The Seductive Phantom
- Attributes: AC 15, HP 40, Speed 40 ft.
- Abilities: Charming Lure (can attempt to charm a character within 30 ft., requiring a Wisdom saving throw DC 15).
- Strategy: This phantom manipulates feelings of desire, attempting to pull the party member away from the group.
Reflection of Pride: The Arrogant Wretch
- Attributes: AC 16, HP 50, Speed 30 ft.
- Abilities: Conceited Strike (adds double damage if it targets the most powerful party member).
- Strategy: Will focus its attacks on any character displaying confidence, attempting to knock them down a peg culturally and physically.
Reflection of Fear: The Shadow Terror
- Attributes: AC 13, HP 48, Speed 30 ft.
- Abilities: Terrorizing Gaze (requires a successful Constitution save DC 14 or become frightened for 1d4 rounds).
- Strategy: This figure will haunt characters, targeting their weaknesses and attempting to split the party.
Players can strategize against these reflections, using the environment to their advantage—crystal shards scattered on the ground can be used as improvised weapons for blinding or tripping the reflections. However, if they become overwhelmed, they can attempt to appease their reflections by sharing their insecurities aloud, granting each character an opportunity to reduce the reflections' strength by 10% (selectively choose to weaken one reflection for each confession per round of combat).
The Final Revelation
Once all reflections are defeated, the mirror will shatter, scattering shards around the cavern floor, revealing a hidden passage behind where the mirror once stood. The whispers intensify, urging the players to confront their next trial: The Reflected Puzzle.
The Reflected Puzzle
The shattered mirror reveals a hidden alcove that contains shards of glass, each gleaming faintly with the reflection of the characters’ own selves. Lined within the alcove is a series of small pedestals. Each pedestal has an inscription revealing who the characters were meant to be, based on their choices.
To secure the Mirror of Reflection, they must arrange the shards based on the order of significance. Each player must step forward and arrange their personal reflection shards into a coherent image of themselves as they wish to be.
Players may perform Charisma checks to articulate what traits they wish to embody (DC 15) to confirm their piece. This will take around 2 minutes. If a player fails, they lose their chance, and the shards will begin to dissolve back into the hall.
As the final arrangement solidifies correctly, a glowing sphere materializes above the center pedestal, filled with the essence of the mirror’s true power. Characters can take turns interacting with it, deciding how to imbue themselves with its powers before claiming the mirror itself.
Resolution: The Choices We Make
Once the players retrieve the mirror, their reflections shimmer back at them one last time. They each gain an understanding of the power of self-acceptance and the choices that shape them. If they dared to confront their own shadows and earned the mirror’s respect, each character gains proficiency in Charisma saving throws and one unique boon related to their character’s class until the next session.
Upon exiting the hall, the atmosphere shifts, returning to the calm of nature as the players emerge from the dark within the mountain. They carry with them not just an object of great power, but a transformed perspective—now ready to face the challenges that lie ahead.