```col-mdflexGrow=2.5===# OutlineWhen characters reach this room, read:> [!read-aloud] **Read Aloud** > > > The room lies in shadows cast by the torches on the walls. Across the room, 11 urns with nameplates stand on pedestals in a circle. Near the northern wall stands an old mahogany cabinet. Standing near the western wall is a large mirror in a gold ornate frame.This crypt is intentionally hidden from the eyes and accessible only via secret doors. Its purpose was to store valuable things like family treasures, which still remain here.## Urns Since the curse has taken place, the remains of the dead Geronde family members rest here. The chamber contains ==11 urns in total== . Each of them has a nameplate, one of them says "Nesan Geronde".## Mirror Beautiful mirror in an ornate frame stands near the western wall. It immediately catches the eyes of arriving characters. This is a * **mirror of life trapping** * (see appendix [[article/a.-magic-items]]), except that undead creatures who see their reflections in the activated mirror fail their saving throws automatically.## Cabinet Large mahogany cabinet stands at the northern wall. It contains several statuettes and books on family history.The cabinet has a secret compartment inside one of the shelves. Characters can find it with a successful ==DC 15Intelligence (Investigation) check== . It is locked, and picking a lock requires a ==DC 18 Dexterity (Sleight of hand) check== . The lock is trapped with Poison Needle, which fires at a character who failed the check.A * **poisoned needle** * is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 2d10 poison damage, and must succeed on a ==DC 15 Constitution saving throw== or be poisoned for 1 hour.A successful ==DC 20 Intelligence (Investigation) check== allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle.A successful ==DC 15 Dexterity check using thieves' tools== disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.## Secret Doors Both eastern and southern secret doors that lead to this room are clearly visible from the inside. ## Treasure Inside the cabinet's secret compartment is a * **book** * (see below) with the history of the Geronde family, written by Nesan Geronde himself, * **ring of protection** * (see appendix [[article/a.-magic-items]]) and an * **onyx statuette of a manticore** * , worth 150 gp.## Book The book explains why the mirror is present in this chamber (to trap ghosts and keep curse in secret), providing instructions on how to use it. It also describes Nesan's encounter with the hag after which the curse has taken place (it doesn't say, however, that Ursula survived and fled). The book also contains precise hag's words:> [!read-aloud] **Read Aloud** > > > **The Hag's curse** *"Let your blood be cursed forever and may your family not find their rest even in death unless a full story of this curse reaches the world."* [anchor|mirror]To summon a specific trapped individual, the following words must be spoken aloud, using the correct name: **<center> "Ka karangatia e au te <name> " </center>**# Facing the Mirror Characters who came into the room and looked towards the mirror should make a == DC 15 saving throw (with advantage if they know what the mirror is)== . If they fail and disappear inside the mirror, ==roll a d12== . - **On 1-10** , the remaining characters must face another ghost who has statistics of a **specter** . All of them are insane to some degree after sitting in the mirror's cages and attack characters whom they see as intruders. If summoned using the mirror, they scream at characters. A couple of them who were buried not so long ago ask to free them and lift the curse.The characters can deal with new ghosts either by killing them or forcing them to look into the mirror.- **On 11** , beaten and exhausted Haral Sask (see appendix [[article/c.-npcs]]) appears in front of the mirror. He asks the characters to take him to the hospital. If summoned using the mirror, he begs for mercy and asks to free him.- **On 12** , characters face angry Rani Dathret (see appendix [[article/c.-npcs]]). She immediately tries to leave the mausoleum, telling the characters a lie that she is a daughter of a noble lord and got trapped in here by her enemies long ago. If summoned using the mirror, Rani orders characters to free her, using her noble status to threaten them if they refuse.[anchor|curse]## Mirror-Trapped Players Players trapped by the mirror exist in an extradimensional cell that is an infinite expanse filled with thick fog (visibility 10 feet). Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.## Destroying the Mirror If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. This would be BAD for a low level party.# Dealing with the Curse The characters have a choice here. They can either trap the ghosts back inside the mirror by tricking/forcing them to look at it and then walk away.Their other option is to spread the word about the curse and thus free all trapped ghosts - but at the cost of attracting the hate of the Geronde family.``````col-md![[plots/sins-of-the-past/table-of-contents]]```