Reflections of Death
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Cartography: The room is 30 feet from east to west and 30 feet north to south. Centered on the northern wall is a 10-foot wide corridor that extends north for 10 feet before terminating at a door. Centered on the eastern wall is a 10-foot wide corridor that extends 20 feet before terminating at a door. |
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Room Details: The ceiling here is 10 feet high. The air quality is nominal. The volume of the room is approximately 3,000 cubic feet. The elevation of the room is -100 feet. This room is included in Dungeon Zone 1. |
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Landmarks: Four 10-foot tall columns stationed in each corner of the chamber have been carved into the stylized shape of armored knights, each wielding a sword and wall shield as it remains motionless and stationed facing the center of room, a mosaic floor of 1-foot square tiles in alternating shades of green and red. |
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In each corner of the chamber a column rises, carved into the forms of gilted armored knights. The figures stand at attention, stationed with a sword and tower shield before them, facing midchamber with unwavering vigilance. Beneath them, the floor forms a damier of deep verdant and fiery crimson marbled tiles. The gilded edges of the stone shields catch stray light, casting flickering reflections that dance across the patterned floor, while shadows pool in the spaces between the columns, lending the chamber an almost reverent glow. |
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The gold gilding of the stone statues is polished to a high sheen, and each knight’s shield acts as an aural mirror, reflecting and refracting distorted images. If a light source is placed in the center of the room, each shield casts a beam that highlights one of four floor tiles. These highlighted tiles function as pressure plates, and require a minimum of 80 pounds upon them to remain depressed. |
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Depressing the four pressure plates out of order triggers a burst of magical light at the room’s center. The light is reflected by the knight’s shields into four concentrated heat rays targeting the respective tiles. Each ray deals 3d6 fire damage, and a DC 20 Dexterity saving throw is required to avoid the damage. |
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Each shield bears an emblem depicting a stylized star. The shield in the northeast displays a four-pointed star, the southeast a five-pointed star, the northwest a six-pointed star, and the southwest an eight-pointed star. This numerical sequence hints at the order in which the respective pressure plates must be triggered: NE → SE → NW → SW. A tile must remain depressed to be triggered or the sequence starts over. When triggered in the correct order, a bright flash of magical light erupts at the center of the room, leaving behind a levitating mirrored silver orb.The orb remains stationary, but its distorted reflection twists the natural marbling of the floor into a phrase written in elven that translates to: “kneel before her majesty.” Once moved from its position, the orb is a non-magical solid silver sphere worth 500 gp. The phrase revealed serves as a clue for the puzzle in Room #21. |
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