2-07 Looking-Glass House (d20)

d20 Result

1

No Encounter

2-5

Roll on "BLOCK QUIRK" or Roll on "DOOK QUIRK"

6

Roll on "ACCIDENT WAITING TO HAPPEN"

7-11

Roll on "CREATURE"

12-16

Roll on "NPC"

17

Well, Mirror, or Mouse Hole

18-19

Stairs leading up or down

20

Almost Alice or Glass Gorgon


Subcharts

BLOCK QUIRK (d4)

d4 Result

1

(BLOCK) All lights go out unless one or more doors are open

2

(BLOCK) Magic silence for 1 hour

3

(BLOCK) Roll on "CREATURE" (dice="1d10") or Roll on "NPC" (dice="1d10") of unusual size

4

(BLOCK) Everything covered in dust

DOOK QUIRK (d4)

d4 Result

1

(DOOR) Padlocked (Mundane)

2

(DOOR) Door opening is half width

3

(DOOR) Door disappears for 1 hour (door opening still exists)

4

(DOOR) Opens to Pay Dirt (2-08)

ACCIDENT WAITING TO HAPPEN (d4)

d4 Result

1

(ACCIDENT WAITING TO HAPPEN) Small glass shards on floor. Save or shoe punctured (2D4 if barefoot).

2

(ACCIDENT WAITING TO HAPPEN) Patch of ice. 1D4 targets save or fall prone and 1D6.

3

(ACCIDENT WAITING TO HAPPEN) Rusting crossbow stashed in wall. Save for each bolt (4 total) for 1D8.

4

(ACCIDENT WAITING TO HAPPEN) Vibrations loosen ceiling tile. 5´area save or 2D8.

CREATURE (d12)

d12 Result

1

1D6 Moths

2

2D4 Bats

3

1D4 Gryphons

4

1D6 Mockeries

5

2D4 Mockeries

6

1 Mirror Spider

7

2D4 Mirror Spiders

8

1 Looking-Glass Creature

9

2D4 Looking-Glass Creatures

10

1 Spirit

11

Roll on "CREATURE" (dice="1d10") + Roll on "CREATURE" (dice="1d10")

12

Roll on "CREATURE" (dice="1d10") + Roll on "NPC" (dice="1d10")

NPC (d12)

d12 Result

1

White King

2

1D6 House Geckos

3

1D6 Lobsters

4

1D8 Pawns or Playing Cards

5

Cheshire Cat

6

Tweedledee & Tweedledum

7

Walrus & Carpenter

8

White Rabbit

9

1D6 Bishops or Knights

10

White Queen

11

Roll on "NPC" (dice="1d10") + Roll on "NPC" (dice="1d10")

12

Roll on "NPC" (dice="1d10") + Roll on "CREATURE" (dice="1d10")