Lore: Otto’s Mad Mirror Ball

Lore: Otto’s Mad Mirror Ball

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Background: In ages past, Otto was an unorthodox wizard that researched spells intended to humiliate rather than harm. His most notable spell was Otto’s irresistable dance, which could make even the most frightening umber hulks get jiggy.

The spell eventually found use in a security device designed for a merchant lord who wanted to stop thieves, but not necessarily leave their blood all over his expensive furniture. This device is the Mad Mirror Ball, a sphere made entirely of small angular mirrors.

How it works: The ball is powered by any light source. When lit, the mirror ball will spin and play rhythmic, other-worldly music. Anything within 10 squares of the mirror ball is struck by the hundreds of little beams of light reflected off the ball and receives a +2 bonus to Reflex saves.

At the start of each round, the mirror ball focuses a large beam of light on a random entity within 10 squares. An entity caught in the light at the beginning of its turn is compelled to dance (Acrobatics or Athletics check vs. 15). On a successful check, the target can shift as an immediate free action. If the target fails, it is dazed until the start of its next turn.

How you use it: Drop this anywhere in a module where the players will be fighting in a dimly lit room and you want to make the encounter memorable. Prepare some classic disco or techno and have it ready to play during the encounter.

When the players enter a room containing the mirror ball, ask them what they’re using as a light source. Torches or a light cantrip can make quick work of the gimmick. A wizard or a character can extinguish that light very quickly and choose to fight in the dark. If your players are anything like the ones I hang around, they’ll be using sunrods from the adventurer’s kit. These aren’t so easy to put out and ensure that the encounter has a nice rave-like quality (glowsticks!).

Fill the room with fast baddies that will benefit from the extra reflex defense, free shifts, and the combat advantage occasionally granted by a dazed player that failed its dance roll.

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About the Author

I started Dungeon Mastering with secondhand AD&D materials in 1996 and have run a vast number of D20 campaigns, from cliche' medieval adventures in a kingdom made of Lego bricks to fighting zombies and the mob in the mid 1930s. I try to make the gaming experience as enjoyable, fast-paced, and easy to play as humanly possible.