You enter a square room, 70 feet on a side. Mirrors line all of the walls.
The mirrors all shatter, but even then, there's only featureless stone walls behind them. You hear one of the disembodied voices:
"Well, damn, that didn't work like I hoped. Get rid of this group, and get us a new set, Igor."
Another voice answers: "Yes, master!"
Suddenly, the floor opens beneath your feet, and you plummet into darkness.
kenobi65 said:The mirrors closest to the entry door are all mirrors of opposition. The mirrors do not function until the last party member enters the room, at which point the door slams shut, and the mirrors immediately produce an "evil twin" of each PC (even if the PCs are specifically trying to not look at the mirrors). These "evil twins" all have goatees, signifying their evil status. If a PC has an evil alignment, his "evil twin" has an even eviller alignment.
Oh, and each "evil twin" is two levels higher than the PC it's a copy of, just to make this a challenge.
The "evil twins" will immediately attack the PCs.
As the combat begins, the PCs will be able to hear disembodied voices, excitedly commenting on the melee, and placing bets with one another ("Fifty quatloos on the goateed fighter!").
The only way to escape this room is to defeat all of the "evil twins". At that point, read the following to the players:
Treasure: None, unless a PC decides to kill a fellow party member.
StupidSmurf said:QUESTION: I like the goatee thing, but are there any other classic symptoms of evil? For instance, does the evil version of the party leader now wear a sash around his waist and a gold vest? And do all of the women now have short skirts, exposed midriffs, and thigh-high boots with a dagger in them? Do all the "evils" get black hats?![]()
StupidSmurf said:QUESTION: I like the goatee thing, but are there any other classic symptoms of evil? For instance, does the evil version of the party leader now wear a sash around his waist and a gold vest? And do all of the women now have short skirts, exposed midriffs, and thigh-high boots with a dagger in them? Do all the "evils" get black hats?![]()
) cover illustration that I did when I was a student and got me a bad notation. Next I draw maps. Then, I do the layout with Indesign. And then... In a couple of months... in 2007... Oh well.
Insight said:THE TIDES OF WAR
DM'S INTRODUCTION
There is a war brewing between the forces of Good and Evil. To the west are the armies of the Kingdom of Tuman, who are good. They would not think of doing evil. To the north are the armies of the Kingdom of Hant, who are evil. They are neither good nor neutral, and are generally thought to be evil and despicable. These kingdoms have a long-standing dislike for one another, and are not on diplomatic terms. They are at war, but are not currently fighting and not at peace.
The people of Tuman are known as the Goodfolk and are warm and generous. They wear pointy hats to brunch and have apples on occasion. They like clowns and barbecue, which is hated by the Hant. All of their cities on the southern coast are ruled by minor nobles, all of whom are fishermen. There is a lake in the southwest which is thought to be haunted. There is a great deal of logging in the north. The King of Tuman, Sheldeon, is gracious and would never send his people into battle except against their hated enemies or anyone invading their kingdom, or those who would insult the throne.
On the contrary, the people of Hant are evil. They do not wear pointy hats. The armies of Hant are known to ride horses into battle and stick their enemies with spears. Hantish armies burn down villages and kill women and children. Their footmen wield axes and do not wear heavy armor. Only footmen kill the women and children, while the horsemen are always in charge of burning down villages. King Daid of Hant likes to watch prisoners die, often torturing them to gain information. He especially likes to do this to prisoners from Tuman. Along the southern coast, Hantish cities are fortified and walled, and do not allow those from Tuman to enter.
Despite the tentative peace between Hant and Tuman, there is trouble brewing. King Daid of Hant has captured a Tumanish visitor to the city of Crumblepost, and taken her to Shardblood Castle, where all such prisoners are taken. This visitor just happens to be Lady Orvela, who is betrothed to Prince Shanor of Tuman. King Sheldeon of Tuman is worried that Lady Orvela may not be returned to Tuman or may be killed. Thus, King Sheldeon wants to convince adventurers to sneak into Crumblepost and rescue his future daughter-in-law. But the king doesn't want word to get out that Lady Orvela may be killed, so he won't tell the adventurers exactly what has transpired until after they have agreed.
There is considerable concern that if Lady Orvela is killed, King Sheldeon might start a war with Hant. This would interrupt the fishing season as well as the apple crop. There is also the matter of the Great Holiday Festival, which starts any day now. The people of Tuman look forward to this festival, and the king does not want it delayed.
The PCs, of course, are the adventurers who answer the call to duty. They must appear before Prince Nagle of Tuman and accept his quest to rescue Lady Orvela from the clutches of the evil Hant and King Daid.
EDIT: Initially, this plot made too much sense. This has been corrected.
The sad thing is, this actually describes precisely the relations between my country and several other "kingdoms"...Insight said:These kingdoms have a long-standing dislike for one another, and are not on diplomatic terms. They are at war, but are not currently fighting and not at peace.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.