The adventure ahead

Campaign Overview

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A sudden magical transformation has left you in an unfamiliar body, and the only clue is a strange alchemical mirror. As you search for a way to reverse the change, you uncover a conspiracy that threatens to rewrite the identities of everyone in the realm. This is a story of self-discovery, acceptance, and the fight to define who you truly are.

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Player Handout

You are a young adventurer who has recently undergone a startling and inexplicable transformation. Your body has changed, and you now appear as a beautiful girl with freckles and pigtails. This is not an illusion; it is a fundamental change. You remember your old life, your old name, but the world now sees you differently. You have heard rumors of a brilliant but reclusive alchemist in the nearby town of Oakhaven, a man named Master Corvus, who might know something about magical transformations.

Your goal is to find him and get answers. The tone is one of mystery and personal discovery, with moments of action and intrigue. Be prepared for a story that explores themes of identity and self-acceptance.

Free Act I Preview
Levels 1 3 Sessions 3-4 sessions of 3-4 hours each

The Alchemist's Reflection

Behind the screen

Act I opens with the party witnessing or experiencing the protagonist's transformation. The local alchemist, Master Corvus, is the obvious suspect, but he is merely a pawn. The true villain, the Mirror Witch, is using enchanted mirrors to harvest identities. The party must investigate the alchemist's shop, track down a stolen shipment of alchemical silver, and confront Corvus in his hidden laboratory. This act establishes the central mystery and hints at the larger threat of the Mirror Witch.

Adventure Hooks

Hook 01

The Unwanted Reflection

The transformed character (a PC or a close NPC) seeks out Master Corvus, the only alchemist known to dabble in transmutation magic, hoping he can reverse the change. The party accompanies them for support and protection.

Hook 02

A Cry for Help

A frantic letter arrives from a friend in Oakhaven, claiming that people are 'losing their faces' and that the alchemist is to blame. The party is hired to investigate the strange occurrences and find the missing townsfolk.

Act Structure

Act I: The Cracked Reflection

Recommended level: 1-3

The party arrives in Oakhaven to investigate a series of strange identity thefts and the protagonist's sudden transformation. Their investigation leads them to the reclusive alchemist, Master Corvus, who is being coerced by the mysterious Mirror Witch. The act culminates in a confrontation in Corvus's hidden laboratory, where the party learns the truth and gains a lead on the true villain's location.

Objectives

  • Investigate the strange occurrences in Oakhaven.
  • Search Corvus's Alchemy Shop for clues.
  • Track the stolen alchemical silver to the old mill.
  • Confront Master Corvus in his hidden laboratory.
  • Learn the location of the Mirror Witch's lair.

Arrival in Oakhaven

Oakhaven Town Square

Read aloud

The town square of Oakhaven is usually a bustling place, but today an uneasy quiet hangs in the air. The fountain in the center is dry, and the market stalls are mostly shuttered. A few townsfolk hurry past, avoiding eye contact. A notice board is covered with missing person posters, each face looking strangely blank and expressionless.

Running this scene

This scene is for establishing the mood and gathering information. The party can talk to the townsfolk, who are scared and reluctant to speak. Mayor Elara can be found near the town hall, and she will approach the party if they seem capable. She will explain the situation and ask for their help.

Checks
  • DC 10 Wisdom (Insight) check to notice that the townsfolk are hiding something.
  • DC 12 Charisma (Persuasion) check to get a local to open up about the strange happenings.
  • DC 10 Intelligence (Investigation) check to examine the missing person posters and notice they all have the same blank expression.
Clues
  • The missing people were all last seen near Corvus's Alchemy Shop.
  • The mayor is desperate for help and will offer a reward.
  • A local rumor says that Corvus has been buying large quantities of alchemical silver.
Where next
  • Mayor Elara asks the party to investigate the alchemy shop.
  • A frightened local points the party towards the shop, warning them to be careful.
  • The party notices a figure watching them from a window across the square, who disappears when spotted.

The Sealed Shop

Corvus's Alchemy Shop

Read aloud

The alchemy shop is a two-story building with a faded sign depicting a mortar and pestle. The windows are dark, and the door is barred from the outside with a heavy wooden plank and a notice from the mayor's office. A faint, acrid smell of chemicals seeps from beneath the door.

Running this scene

The party must find a way into the shop. The front door is barred, but a back window is unlocked. Inside, the shop is a mess, with shelves knocked over and potions spilled. The party can search for clues. A secret door behind a bookshelf leads to the basement laboratory, but it is locked with a complex mechanism.

Checks
  • DC 12 Strength (Athletics) check to force open the back window.
  • DC 14 Dexterity (Thieves' Tools) check to pick the lock on the front door.
  • DC 13 Intelligence (Investigation) check to find the secret door behind the bookshelf.
  • DC 15 Intelligence (Arcana) check to understand the alchemical formulas scattered around.
Clues
  • A shipping manifest shows a large order of alchemical silver was delivered to the old mill.
  • A journal entry mentions 'the witch's demands' and 'the mirror project.'
  • A strange, mirror-like residue is found on the floor near the secret door.
Where next
  • The party finds the shipping manifest and decides to investigate the old mill.
  • The party discovers the secret door and attempts to unlock it.
  • The party is ambushed by thugs in the alley behind the shop (see Alleyway Ambush encounter).

The Hidden Laboratory

Beneath Corvus's Alchemy Shop

Read aloud

The secret door opens to reveal a narrow staircase descending into darkness. The air grows colder and the smell of chemicals intensifies. At the bottom, a heavy iron door stands ajar, and a faint, silvery light pulses from within.

Running this scene

This is the climax of the act. The party confronts Master Corvus in his laboratory. He is terrified and will fight to escape. The party can choose to fight him or try to reason with him. If they show mercy, he will reveal the truth about the Mirror Witch and give them a clue to her location.

Checks
  • DC 12 Wisdom (Perception) check to hear Corvus muttering to himself inside the lab.
  • DC 14 Charisma (Persuasion) check to convince Corvus to stand down and talk.
  • DC 13 Intelligence (Arcana) check to understand the function of the large, cracked mirror.
Clues
  • Corvus reveals he was forced to help the Mirror Witch.
  • The large mirror is a prototype Soul Mirror, used to trap identities.
  • A map on the wall shows a location in the Whispering Woods marked with a mirror symbol.
Where next
  • The party defeats Corvus and searches the lab for clues.
  • The party convinces Corvus to surrender, and he tells them everything.
  • The party finds the map to the Whispering Woods and prepares to continue their journey.

Milestone: The party reaches level 2 after investigating the alchemy shop and the old mill. They reach level 3 after confronting Master Corvus and learning the truth about the Mirror Witch.

Villain Character Sheets

The Mirror Witch The Mirror Witch

The Mirror Witch is a cold, patient villain who treats identity like something that can be measured, stolen, and rebuilt from pieces. Once,…

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Monsters & Enemies

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Villain Plans

The Mirror Witch Character Sheet

The unseen mastermind behind the identity thefts and the protagonist's transformation.

Motivation

The Mirror Witch was once a powerful sorceress who was betrayed and had her own identity stolen. Now, she seeks to steal the identities of others to rebuild herself, believing that by collecting enough 'reflections,' she can become whole again and take revenge on those who wronged her.

Personality

The Mirror Witch is cold, calculating, and deeply bitter. She speaks in riddles and sees people not as individuals but as 'reflections' to be collected. She is patient and prefers to work through agents and enchanted objects, only revealing herself when she feels she has the upper hand.

Resources

  • A network of enchanted mirrors that allow her to scry and communicate.
  • A small group of coerced or charmed minions, including Master Corvus.
  • A hidden lair in the Whispering Woods, protected by magical wards.
  • Knowledge of powerful transmutation and illusion magic.

Battle Plan

The Mirror Witch will avoid direct confrontation in Act I. She will use her mirrors to spy on the party and send minions to hinder them. If forced into a fight, she will use illusion magic to confuse and divide the party, and she will flee if the battle turns against her, vowing to return.

Defeat or Redemption

The Mirror Witch could be defeated by destroying her collection of Soul Mirrors, which would weaken her and potentially restore the stolen identities. Alternatively, the party could try to appeal to her lost sense of self, offering her a chance at redemption by helping her find a way to restore her own identity without harming others.

Running Notes

Recommended party: 3-5 characters

Session Zero

This campaign deals with themes of identity, body transformation, and self-acceptance. It is important to discuss these themes with your players before starting. Ensure everyone is comfortable with the subject matter. Establish clear lines and veils. The protagonist's transformation should be handled with sensitivity and respect. The focus should be on the character's journey of self-discovery, not on mockery or fetishization. Encourage players to create characters who are supportive and understanding.

Scaling Guidance

For a party of 3 or fewer players, reduce the number of enemies in each encounter by one or two. For a party of 5 or more players, add one or two additional enemies or increase the hit points of the existing ones. The encounters are designed for a party of 4 characters of the suggested level. If the party is struggling, consider having the town guard or a helpful NPC arrive to assist.

DM Advice

Act I is a mystery. Encourage the party to investigate and ask questions. Don't be afraid to let them fail forward. The clues should be clear enough to follow, but not so obvious that the mystery is solved immediately. The confrontation with Corvus should be a moral dilemma, not just a combat encounter. Emphasize that he is a victim of the Mirror Witch. The ending of Act I should leave the party with a clear goal: to find the Mirror Witch in the Whispering Woods.

Secrets & Clues

  • The missing townsfolk are not dead; their identities have been trapped in Soul Mirrors.
  • Master Corvus is being coerced by the Mirror Witch, who holds his own reflection hostage.
  • The protagonist's transformation was an accident caused by a prototype mirror.
  • The Mirror Witch's lair is hidden in a grove in the Whispering Woods, protected by illusions.

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Villain Character Sheets

The Mirror Witch The Mirror Witch

The Mirror Witch is a cold, patient villain who treats identity like something that can be measured, stolen, and rebuilt from pieces. Once,…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

Subscribe Now

Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

The Mirror Witch Character Sheet

The unseen mastermind behind the identity thefts and the protagonist's transformation.

Motivation

The Mirror Witch was once a powerful sorceress who was betrayed and had her own identity stolen. Now, she seeks to steal the identities of others to rebuild herself, believing that by collecting enough 'reflections,' she can become whole again and take revenge on those who wronged her.

Personality

The Mirror Witch is cold, calculating, and deeply bitter. She speaks in riddles and sees people not as individuals but as 'reflections' to be collected. She is patient and prefers to work through agents and enchanted objects, only revealing herself when she feels she has the upper hand.

Resources

  • A network of enchanted mirrors that allow her to scry and communicate.
  • A small group of coerced or charmed minions, including Master Corvus.
  • A hidden lair in the Whispering Woods, protected by magical wards.
  • Knowledge of powerful transmutation and illusion magic.

Battle Plan

The Mirror Witch will avoid direct confrontation in Act I. She will use her mirrors to spy on the party and send minions to hinder them. If forced into a fight, she will use illusion magic to confuse and divide the party, and she will flee if the battle turns against her, vowing to return.

Defeat or Redemption

The Mirror Witch could be defeated by destroying her collection of Soul Mirrors, which would weaken her and potentially restore the stolen identities. Alternatively, the party could try to appeal to her lost sense of self, offering her a chance at redemption by helping her find a way to restore her own identity without harming others.

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Encounters

Alleyway Ambush

Suggested Level: 1

Thugs hired by the Mirror Witch try to silence the party before they can investigate the alchemist's shop.

Creatures

Terrain Features

A narrow, cluttered alley with crates and barrels providing cover. A fire escape ladder leads to the rooftops.

Treasure

A pouch of 25 GP and a note with a crude drawing of a mirror.

DM Notes

This encounter is meant to be a simple introduction to combat. The thugs are not interested in killing the party, only in scaring them off. If the party is struggling, have the town guard arrive to help.

The Old Mill Rats

Suggested Level: 1-2

The stolen alchemical silver is guarded by giant rats drawn to its magical aura.

Creatures

Terrain Features

The interior of a dilapidated mill with a large, slow-turning water wheel. Rotting wooden floors are unstable in places.

Treasure

The stolen crate of alchemical silver ingots (worth 100 GP) and a silvered dagger.

DM Notes

The rats are territorial and will attack anyone who enters the mill. The swarm can be particularly dangerous for low-level parties. The unstable floor can be used as a hazard; a creature that moves more than half its speed must make a DC 10 Dexterity saving throw or fall through.

Corvus's Desperate Stand

Suggested Level: 2-3

Master Corvus, cornered and desperate, uses his unstable alchemical creations to defend himself.

Creatures

Terrain Features

A cluttered laboratory filled with bubbling vials, stacks of books, and a large, cracked mirror. Tables provide cover, and spilled chemicals create slippery patches.

Treasure

Corvus's spellbook, a set of alchemist's supplies, and a key to a locked chest containing 200 GP and a magic item.

DM Notes

This is the climax of Act I. Corvus (using the Cult Fanatic stat block) is not evil, but he is terrified of the Mirror Witch. He will fight to escape, not to kill. The Animated Armor are his last line of defense. If the party shows mercy, Corvus will surrender and reveal the truth.

Magic Items

Mirror Shard of True Form Mirror Shard of True Form Completed

Mirror Shard of True Form

Uncommon
A small, sharp shard of a broken soul mirror. When held up to a creature, it reveals their true form, bypassing illusions and magical disguises. It also shows the user a fleeting glimpse of their own potential.

Location

Found in the locked chest in Corvus's hidden laboratory (Act I).

Attunement

False. The shard's magic is inherent and requires no attunement.

Periapt of Self-Acceptance Periapt of Self-Acceptance Completed

Periapt of Self-Acceptance

Rare
A simple silver locket that, when opened, contains a tiny, ever-shifting portrait of the wearer. It grants the wearer advantage on saving throws against being charmed or frightened, as it reinforces their sense of self.

Location

Given to the party by Mayor Elara as a reward for their help in Oakhaven (Act I).

Attunement

True. The wearer must spend a short rest focusing on the locket to attune to it.

Alchemist's Silvered Dagger Alchemist's Silvered Dagger Completed

Alchemist's Silvered Dagger

Uncommon
A finely crafted dagger coated in alchemical silver. It is particularly effective against creatures that are resistant to non-magical weapons, and it hums faintly when within 30 feet of a magical mirror.

Location

Found stuck in a rafter in the old mill (Act I).

Attunement

False. The dagger's properties are a result of its alchemical treatment.

Player Characters

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