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The Faces Beyond the Glass - AI-generated fantasy Quest

The Faces Beyond the Glass

4 scenes · about 4 hours · 2 encounters

The Faces Beyond the Glass

A voice calls from beneath the Great Library, and every reflection knows your face.

Read aloud

A woman's cry for help rides the wind beneath the Great Library, though every window is shut. In the catacombs, a woman appears in a tall mirror, her lips matching the distant plea as her face shifts into each of yours. One by one, you nod to one another and step through.

Run the session

Scene
1/4
The Call Beneath the Stacks
Objectives
0/4

Objectives

A complication

Cheat sheet

Objectives

  1. 1Find the source of the cries in the Great Library catacombs.
  2. 2Find and rescue Sister Maelin Voss.
  3. 3Stop the mirror-haunt from reaching the Great Library.
  4. 4Restore the forgotten dead to the library's records.Optional

The clock

Each time the party takes a short rest or triggers a major complication, the mirror's crack widens. After three such advances, the Pale Reflection can reach the upper stacks unless the party seals or destroys the mirror.

Scenes

  1. 0:00The Call Beneath the Stacks
  2. 0:30The Catalogue of the Dead
  3. 1:30The Librarian Without a Shadow
  4. 2:15A Face for the Mirror

Cast

  • Sister Maelin VossAlly and trapped librarian
  • Tovin RuskQuestgiver and library under-warden
  • The Pale ReflectionAntagonist
  • Edda ValeWildcard

The hook

Set the scene

Read the hook aloud as the characters enter the catacombs. The mirror stands in a chamber lined with stone shelves and sealed tombs. The woman in the glass looks different to each adventurer, but each sees the same expression of desperate recognition. A thin crack splits the mirror from crown to base. When a character steps through, the surface gives way like cold water and the others can follow.

How Tovin Rusk asks

After the adventurers return from the mirror, or if they seek help before entering, Tovin approaches them in the library's lower reading room.

Rumours

Roll a rumour

1“The Great Library was built over a noble family's tombs, and some of the oldest books were recovered from their coffins.”
2“A librarian vanished years ago after claiming that her reflection had begun arriving late.”
3“The lower bells ring on their own whenever a book is removed from the restricted stacks.”
4“The catacomb mirror is said to show the face of whoever most wants to be found.”

Scenes

about 4 hours
  1. 0:00

    30 min

    ExplorationThe table is here

    1. The Call Beneath the Stacks

    The catacombs beneath the Great Library, at the Mirror of the Unremembered.

    Introduce the three adventurers as strangers drawn by the same cry. The mirror copies their faces, then offers a way through. Once they cross, the surface closes behind them and shows an empty chamber on the other side.

    NextA line of fresh footprints leads away from the mirror toward a burial gallery.

  2. 0:30

    60 min

    Social

    2. The Catalogue of the Dead

    A narrow gallery of sealed tombs and abandoned library shelves.

    The party navigates the burial gallery, finds Edda's ghost, and can learn that Maelin is alive nearby. Edda knows a safe route but may demand a name or a promise in exchange.

    The Procession of Empty Names

    NextEdda's directions, or the markings on the tombs, lead to a flooded stair and Maelin's cell.

  3. 1:30

    45 min

    Skill

    3. The Librarian Without a Shadow

    A low crypt cell beside a flooded stairwell, with an iron grille and a jammed release wheel.

    The party finds Maelin imprisoned behind an iron grille. She explains that the mirror stole her reflection and can use it to imitate her. She admits she helped seal the mirror years ago, and can describe the rite needed to bind it again.

    NextMaelin leads the party to the mirror chamber and gives them the names required for the sealing rite.

  4. 2:15

    90 min

    Combat

    4. A Face for the Mirror

    The circular mirror crypt, where bronze shields and polished stone create multiple reflections.

    The Pale Reflection confronts the party and offers to release Maelin if one adventurer takes her place. The characters can fight, complete the rite, or destroy the mirror. The outcome determines whether the catacomb's dead settle or spill into the library.

    The Room That Remembers You

    NextIf successful, the party returns to the Great Library through a darkened passage. If they fail, the mirror's influence spreads into the upper stacks.

Behind it

What people believe

A woman's cry for help has been heard beneath the Great Library, where an old catacomb has begun to stir.

Background

Beneath the Great Library lies a burial complex built around the Mirror of the Unremembered, a relic once used to preserve the faces and final testimonies of the dead.

The stakes

If the Pale Reflection escapes, it can replace people through reflective surfaces and eventually reach the Great Library's readers.

Encounters

2
  • The Procession of Empty Names

    Combat or negotiation

    A narrow burial gallery with waist-high stone sarcophagi, broken shelving, and a central aisle. Sarcophagi provide cover, but pushing one over blocks part of the aisle.

    Foes

    • 4 skeletons

    ComplicationThe coffin's lid slides open when anyone speaks above a whisper. If a character uses the inscriptions on the tombs to command the dead to rest, the skeletons pause long enough to escape or negotiate.

    ScalingFor a smaller or less experienced party, use 2 skeletons. For a stronger party, add 2 skeletons and give the corridor difficult terrain from scattered bones.

  • The Room That Remembers You

    Combat

    A circular crypt with a cracked standing mirror, four reflective bronze shields, and a central dais. The shields can be turned to redirect reflected light; a character who spends an action doing so can suppress the mirror-haunt's mirror-step until the start of their next turn.

    Foes

    • The Pale Reflection, a custom mirror-haunt

    • 2 shadows

    ComplicationThe mirror's surface can mimic a character's movement a heartbeat early. Once during the encounter, the Pale Reflection can use a custom mirror-step feature to move between two reflective surfaces it can see. This is a custom feature, not an official D&D 5E monster ability.

    ScalingFor a level 3 party, use the Pale Reflection alone, with its hit points reduced and its mirror-step limited to once. For a level 5 party, use the listed shadows and let the mirror-haunt call one additional shadow if combat lasts more than three rounds.

Cast

4
  • Sister Maelin Voss

    Ally and trapped librarian

    WantsHelp the adventurers recover her stolen reflection and break the mirror's hold, while concealing that she once helped seal it.

    “The mirror did not call you by name. It called you by the shape of your fear.”
  • Tovin Rusk

    QuestgiverQuestgiver and library under-warden

    WantsKeep the library's lower levels closed and prevent another death, even if that means abandoning Maelin.

    “I heard her too. I thought it was a trick of the pipes, until my own face called back.”
  • The Pale Reflection

    Antagonist

    WantsEscape its chamber by exchanging places with a living person and spreading its influence beyond the catacombs.

    “You came when I called. Now give me the face you brought.”
  • Edda Vale

    Wildcard, a ghostly former cataloguer

    WantsTrade useful directions for a chance to be remembered by someone living.

    “I can tell you which door is real. I just cannot promise it will stay real.”

How it ends

Rewards

Experience: Award experience appropriate to a medium adventure for the party's level, including defeated or bypassed threats and major objectives completed.
Gold: 150 gp total, divided or awarded as the party sees fit.
In the story: Maelin can identify old burial records, explain the mirror's history, and provide a future lead concerning the missing sealing text.
Standing: The Great Library's wardens grant the party trusted access to restricted reading rooms and a favorable introduction to its senior archivist.

Items

  • A silvered hand mirror engraved with the Great Library seal, worth 25 gp

  • One potion of healing per adventurer, supplied by the library's infirmary

On a win

The mirror falls silent, its surface becoming ordinary dark glass or harmless fragments.

What it leaves open

If the mirror is destroyed, shards remain cold and reflective. One shard shows a different catacomb than the one where it was found.
Edda's ghost may ask the party to recover her name from a missing volume in the upper stacks.
Tovin's superiors may demand that the party return the mirror intact, creating conflict if the party chose to destroy it.
A rescued Maelin knows that the original sealing rite was copied from a book now missing from the Great Library.

If it fails

The party is defeated or retreats from the mirror chamber without disrupting the mirror's hold.
Maelin remains trapped, and the Pale Reflection escapes into the library's reflective surfaces. The library seals the catacombs, but the entity can later threaten readers and staff.
The party breaks the mirror without completing the sealing rite or recovering Maelin's reflection.
The mirror is damaged but not quieted. Its call grows weaker, yet it begins appearing in polished objects throughout the Great Library.
The party exposes the library's secret or allows the catacomb dead to reach the upper stacks.
Tovin refuses to let the party leave with the mirror's fragments, and the library's leadership may treat them as responsible for the breach.

Complications (d6)

  1. 1A whisper from the mirror repeats one character's last spoken sentence in the voice of someone they miss. The next reflection they see points toward a false passage.
  2. 2A rusted bell rings in a sealed alcove, waking two skeletons that begin dragging a coffin toward the mirror chamber.
  3. 3The corridor's black water rises to knee height. A submerged iron grille blocks the way until someone finds and turns its hidden wheel.
  4. 4One character's reflection stops copying them and silently mouths the location of Maelin's cell. It then vanishes from every nearby polished surface.
  5. 5A collapse seals the route behind the party. The rubble can be cleared, but the noise draws the attention of the chamber's guardians.
  6. 6Edda offers a shortcut in exchange for one character's full name. If accepted, the Pale Reflection can speak that character's name to unsettle them in the final chamber.

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