The House On Mirror Lake Dragonbane
The House On Mirror Lake Dragonbane
THE SITUATION
As long as anyone can remember, Lars lived in his house lives of all those Lars had ever helped. What a fitting way to
at the edge of Mirror Lake, away from town and far from enjoy a memorial in his final moments!
any country road. He was always friendly to locals when
Lars stood at the edge of his pier, and as he pulled the
occasion came to help them, or, more rarely, when asking
pin from the brooch over the lake, he wondered if he had
for their help. His boat and pier were invaluable in the
made the correct choices in life. Why did he always strive to
rescue of little May, for example, but by and large Old Man
be good and kind, if he lived by himself anyway? What if he
Lars lived as good a life as he could and happily kept to
made different choices? Perhaps these thoughts corrupted
himself.
the magics, or perhaps the magic had spoiled over time.
A few days ago, however, Lars knew his time was coming Regardless, the water did not reveal new images, but instead
to an end. He decided that one of his final actions would be it showed a tainted reflection of the house in the water.
to use a magic brooch gifted to him by the mage Memro in And inside the house now corrupted, another reflection
payment for Lars’ help ten summers past. When unpinned appeared... that of old Lars, corrupted and dark as well.
over water, the water would reflect images from the present The PCs come upon the house after several days have
passed from this incident and find themselves stumbling
into a mystery. Of course, the heroes might arrive as the
result of simply traveling through the area, but it’s more
likely to be that a nearby local asked the adventurers to
investigate, as it’s been much longer than usual since anyone
has heard from Lars at all. The PCs could also be seeking
Lars to deliver something on behalf of a mutual friend. Or,
if they needed Lars as a source of information related to a
current quest, they may find their situation suddenly more
complicated!
3. Main Room
An expansive room takes up most of the ground floor, sparsely
furnished yet dotted with objects and clutter collected over a
long lifetime. The fireplace dominates the western wall. To its
left, there’s a simple door, and to the north, a stairway rises to
the second floor.
✦ Happy Goblins: Cheerfully, a number of goblins (equal
to the PCs, plus two) busy themselves with housework. They
monstrous housecat sweep the floor, arrange the shelves, and set the table. Some
come and go from the simple door to the kitchen, setting
the table and preparing a meal.
The cat is the size of a lioness, an evil, hulking
twin of a normal housecat. It is the dark reflection The goblins have no wish to battle the PCs. In fact, they
of Kitten, Lars’ pet, that has wandered from the invite them to wait and join the feast. They are waiting for
mirror house. It attacked the Happy Goblins, who their cousins to arrive. Although, when pressed, they admit
lured it into the privy and locked it up, preferring they aren’t sure when they might arrive, and note their
to deal with it later. cousins’ attitudes and behaviour are quite poor.
Despite its name, it does not use monster attacks The goblins don’t know anything about Lars. They only
but is handled as a common animal, using the came to house very recently and found their cousins inside.
statblock for a Wolf, except it has Ferocity and The cousins ran away for some reason (in fact, they were
higher HP. disturbed by the Happy Goblins and fled), so the goblins
decided to start cleaning the house, seeing it so abandoned
Ferocity: 2 Size: Normal and messy, and preparing a meal for their return.
Movement: 16 Armor: -- HP: 20
Skills: Awareness 14, Evade 12, Sneaking 14 If the PCs attack at any point, the goblins use their actions
Weapon: Bite (skill level 14, damage 2D6) to disengage and flee as quickly as possible, running to the
pier and jumping into the lake, which lets them run into the
An evil doppelgänger matches every aspect of the original, except their face stays twisted in a
permanent scowl and darkened expression. They don’t speak except for giving angry grunts and
guttural yells. They don’t know or care about anything other than the destruction of the heroes,
making them mindless monsters.
Doppelgängers also mirror their counterparts’ weapons. For damage, use the ratings and properties
from the heroes’ own weapons. While they may mirror heroes’ armor, all armor and unarmored
doppelgängers shares the same rating.
If more than one doppelgänger is in the same battle, only one attacks on a given initiative card,
but all can use reactions to dodge or parry. If a doppelgänger has already used its reaction, it cannot
choose to attack.
When a doppelgänger is reduced to zero HP, cracks appear all over its surface, and it shatters, dead.
If the doppelgänger’s original self is reduced to zero HP, the doppelgänger mimics its original and
similarly drops. However, if that player character is revived, their doppelgänger does not get revived.
Ferocity: 2 Size: Normal
Movement: 12 Armor: 2 HP: 16
Vulnerability: A player character targeting their own doppelgänger can use the Find a Weak Spot
attack without a bane. If the weapon is not piercing, they can also use this attack, but it takes the
usual bane.
MONSTER ATTACKS
Uncanny Voice! The doppelgänger speaks in the voice of its original as if they were a
1 child but tells of horrors and violence. All player characters must succeed a WIL roll
or suffer a fear attack.
Swift Slash! The doppelgänger targets a PC and makes a melee attack with its weapon.
2 If it does not copy a melee weapon from its original, it makes an unarmed attack for
2D6 piercing damage.
Swath of Destruction! The doppelgänger moves in a flash, striking at two nearby
3 player characters with melee attacks.. If it does not copy a melee weapon from its
original, it makes unarmed attacks for 2D6 piercing damage each.
From the Corner of Your Eye! In the blink of an eye, the doppelgänger disappears
4 from its position and suddenly steps from behind the furthest nearby player character,
making a backstabbing attack.
Icy Stare! The doppelgänger locks eyes with its counterpart, staring with its evil
smile. The character must make a WIL roll or suffer a condition of his choice. If its
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counterpart is not available to target, it targets another player character, who gets a
boon to the roll.
Find the Weak Spot! A doppelgänger knows you as it knows itself. It makes a weapon
6 attack that ignores armor, even if the weapon it holds is not piercing.
or be grabbed.) A grabbed hero has one action to try to pull being pulled into the Bedroom instead; the hero is no longer
free (a BRAWLING roll versus the monster’s default 15), grappled and a battle begins immediately. If so, the mirror
which may receive boons from help actions of others if they breaks, and travel back through it is impossible.
are nearby. Failure results in the hero being pulled into the ✦ Up: The oddly empty area in the SW corner is there
mirror, and thus the world of the Mirror House, and a battle to make space for an attic ladder that can be pulled down
begins immediately. Other heroes can follow through the from the ceiling. Anyone can notice it with a successful
mirror but only in the second round, and stepping through AWARENESS roll. Alternatively, they realize the shape of
the mirror counts as a move. the house allows for attic space once they see the house
Success with BRAWLING results in the doppelgänger again from outside (or in the reflection in the lake.)
5, Reflected: Storeroom
The reflected storeroom matches the scene of its
7, Reflected: Loft
counterpart, except that the Storeman is alive. The reflected loft is perhaps the most twisted of all. Art
pieces of all sizes fill the space moreso than its counterpart,
all of them depicting darker colours, bold and jagged lines,
and distorted visions of eyes, claws, and screaming mouths.
Laying on the ground is a body of an old man, in his hand a
tarnished brooch.
✦ Lars’ Body: The old man has died. There are no obvious
wounds, and anyone with a successful HEALING roll notes
the death was natural, but sudden. The death of the old man
would naturally lead to his mirror self ’s dissipation, and his
quest remains incomplete.
✦ Crop Art Monster: Before a character can pick up the
tarnished brooch, the crop art in the room breaks apart,
the storeman forming a mass of seeds, pebbles, and mosaic tiles that
create a Crop Art Monster. In the first round of battle, it
A collection of storehouse items, now given targets the character closest to the brooch for its first attack.
horrible life by the mirror world. Use the statblock for Vampire Bats swarm (Rulebook, pg
99) although the Mass Attack does not allow the monster to
Ferocity: Number of PCs −1 (min. 1) Size: Normal heal itself.
Movement: 8 Armor: 2 HP: 24 ✦ Tarnished Brooch: This is the mirrored version of the
Vulnerability: Lumbering. Player characters brooch that started it all, dark and lacklustre by comparison.
receive a boon to Topple attacks. ✦ Random Event: Roll D12 on the event table for each
MONSTER ATTACKS full stretch the player characters spend in this location.
Headbutt! The Storeman leans forward
precariously, its head slamming into
1 a player character, inflicting 2D4
bludgeoning damage and knocking the solving the mystery
victim down. The heroes need to take the tarnished brooch, then
2 Raking claws! D10 slashing damage unfasten and re-pin it on the pier (the players can
choose either the regular pier or the normal pier;
Spinning attack! The Storeman it works the same.) Once the pin is replaced, the
spins the upper part of its body mirror lake flashes, the heroes are on the normal
3 independently of its lower half. Its arms pier, overseeing a normal lake, and the house casts a
flail about, hitting everyone within 10 normal, calm reflection once more.
meters D8 bludgeoning damage.
The PCs are free to return with news of Lars’
Goop attack! From within the crate that final fate. The mirrored brooch disappears, its use
makes its belly, the Storeman pulls out complete. The original brooch may or may not retain
a mass of goop and throws it at a player magical properties, for which the PCs may need to
4
character, who is now Dazed. If they seek out the enigmatic Memro. . .
are already Dazed, they must choose
another condition.
Use during the player characters’ exploration of the reflected house. The location descriptions
indicate where random events can occur. You can roll on the table below or select a suitable event.
The events of the House escalate, so rolling 1 through 4 earns a +1 to all subsequent rolls on this
table, cumulatively.
Nothing happens! Add +1 to subsequent rolls.
1-4
The house creaks, and the sounds turn into inhuman groans of fearsome intensity. All
5 player characters must roll WIL to resist fear.
A player character notices a picture on the wall that wasn’t there before. It reflects
6 painful memories, and the PC must make a successful WIL roll or take a condition of
their choice.
A large nest of spiders erupt from every nook and cranny, swarming over the PCs’
bodies and under their clothes. All player characters in the room must make an
7
EVADE roll. Those who fail take D4 damage (armor has no effect) and suffer a
condition of their choice.
The walls tear themselves, peeling off in long strips, and a foul mold spews toxic
8 spores. A player character is exposed to a lethal poison with potency 12.
The floor suddenly gives way. A player character falls 2 meters to the floor (or
9 into a hole) below, taking D6 bludgeoning damage unless reduced by a successful
ACROBATICS roll (see “Falling,” pg 52.)
The house breaks apart on all sides-- pieces of the ceiling fall, wooden boards fly
10 up from the floors, items of furniture fly about. All player characters must make an
EVADE or PARRY roll as if for ranged attacks. Those who fail take D8 damage.
The entire house darkens as if a cloud of night has descended. The remainder of their
11 time in the house is now considered in complete darkness (page 52).
CREDITS
Adventure written and designed by Danny Wall
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