As the door
opens there is a clanging
sound. A pair of tin cups have been hung above the door. The party sees a straight corridor 110 feet long, lit by torches in wall brackets spaced every 20 feet. There is an archway some distance down the corridor and a door beyond that. The walls are hung with paintings, now defaced, and the floor is covered by a ragged carpet. |
The illusion of straightness to this corridor
is caused by a mirror,
set at a 45 degree
angle in the southeast comer. The arch
seems to be 80 feet away if the party enters
from the north, 30 feet away if they enter
from the west.
If the characters enter from the north,
they see a metallic mirror
reaching from
floor to ceiling along the west wall, 20
feet
from the door.
Before the party does anything else, the
opposite door opens and 3 mummies
step into the room. These are actually
disguised
hobgoblins
wrapped in bandages and
armed with <holy
water sprinklers>, which they have
concealed behind their backs.
Any attacks with normal missiles will be
stopped 30 feet from the mummies, as
though by magick (actually deflected by
the
mirror).
A magical missile attack, such as a
fireball,
will destroy the mirror, revealing a
(false) door
behind it. From the party’s
viewpoint the mummies vanish, and the
door seems 30 feet closer
As the party moves up the corridor, the
mirror
on the western wall swings open
behind them and 7 hobgoblins
attack
the party from the rear (surprise
on 1-3).
while the mummies charge
and attack the
party from the front. 6 of the hobgoblins
are normal and armed with long
swords.
They are led by a sub-chief armed with
a
sling
of seeking +2 with 20 bullets and a
long sword. He causes 2 extra points of
damage
with his sword because of his experience
as a leader. Each hobgoblin carries
2-12 sp.
<8, 9,
11, 11, 5,
9, 8, 8,
4, 6>
<79 sp total>
If the secret
door is discovered, the hobgoblins
retreat to room 20
and grab casks of
grease to throw down the corridor.
Party
members must roll their Dexterity
scores
minus their movement
SPEED or less on 1d20
to avoid falling. Those who fall are stunned
for 1 round (giving the hobgoblins +4 to
hit).
If the characters enter the Mirror Corridor
from the west, they see the rest of the
corridor reflected (as described in the
Players’
Section) if the mirror
is still intact. Otherwise
they see the false door
in the
southeast corner.
3 Hobgoblin
“mummies”: AC 8; MV 12”;
HD 1 + 1; hp 9 each: #AT 1; D 2-8 by holy
water sprinklers
THACO 18
XP 38
-
6 Hobgoblins:
AC 5; MV 9”; HD 1+1; hp 8
each; #AT 1; D 1-8 by long
sword
THACO 18
XP 36
-
Sub-chief: AC 3; MV 6”; HD 2+2; hp 16;
#AT 1; attacks as 3 HD monster; D 2-5+2
with sling
bullet, 4-10 (2d4+2) with long
sword (+2 experience bonus)
THACO 16 (14 with sling)
XP 98
-
>>20.