Ok, so I have been experimenting with AI as a tool to help me write modules for my campaigns. Anyways, a little bit of background I am a power gamer (who does roleplay very well) and a DM who specializes in DMing for power gamer (who mostly also roleplay) groups. I also enjoy letting my players get stuff that should break most games, but I enjoy the challenge of letting them have those items and still making the game fun, challenging, and enjoyable. Which leads to one of my most recent modules I have created using AI as a helper. I would like people's thoughts on it. Fair warning there is a certain level of homebrew in it. Without further ado submitted for your headaches and all the trolls out there:
TRIALS OF THE REAPERS CHAMPIONS:
ROOM 1: THE PRISM SPHERE OF MADDNESS PUZZLE ROOM
An infinitely looping puzzle chamber for 4–6 players, level 6, designed to test memory, sanity, and resourcefulness.
THE ROOM
The party awakens in an impossible chamber:
Perfectly spherical, 50 ft. across.
Gravity pulls outward, so they stand on the inner surface.
Twelve torches, evenly spaced, mounted in grooved tracks.
Flames burn in random colors: Red, Blue, Green, Yellow, Black, or White.
At the exact center, a pristine, colorless crystal floats silently, rotating slowly.
Beneath it, a smooth stone pedestal with a single plain button.
Four tarnished plaques surround the button, each with a cryptic riddle.
No seams, doors, or cracks are visible.
THE FOUR RIDDLES
The plaques read:
“The many are but shadows of the one. In the end, all paths fade into silence.”
“What is all yet none, everywhere yet unseen?”
“When the circle is whole, the veil will lift.”
(misleading)
“The truth is not pale, nor faded, nor void. It is the color that stands apart from all others.”
The riddles give conflicting clues. The true answer is WHITE, but the fourth encourages wrong guesses.
TORCH MECHANIC
Each torch slides to cycle its flame color:
Red → Blue → Green → Yellow → Black → White → Red
The goal: Align all 12 torches to the SAME color before pressing the button.
BUTTON OUTCOMES
When the button is pressed:
ALL WHITE → Correct
The crystal glows bright white, hums softly, then dissolves into mist.
A hidden portal opens.
All memories of every previous loop flood back instantly.
ALL SAME WRONG COLOR → Color-Themed Fight
The crystal flashes violently in that color.
Color-themed monsters spawn.
After combat ends → room resets → memory saves.
MIXED/UNTOUCHED TORCHES → Prismatic Chaos Fight
The crystal convulses in a rainbow storm.
Prismatic chaos monsters spawn (harder).
After combat → room resets → memory saves.
There is NO time limit or max attempts. The loop continues forever until solved.
ROOM RESET RULES
After any failure or TPK:
The crystal hums with a deep resonance.
A blinding flash of all colors fills the room.
Darkness for one heartbeat.
The party awakens again on the cold floor.
Perfect Reset:
Torches are random again.
Walls, crystal, pedestal are flawless.
All damage, corpses, marks, or spells are erased.
Only PC memories persist.
MEMORY SAVE
After each reset, every PC makes a Wisdom save DC 18:
Fail: They think this is their first time in the room.
Success: They remember the last loop—color tried, monsters fought, even their death.
Even on fail, faint déjà vu remains:
A phantom bruise.
A flash of combat memory.
A smell of ozone or ash with no source.
SANITY & MADNESS
Remembering too many loops cracks the mind.
Every time a PC remembers, they make a Sanity Save (Wis DC 10 + loops remembered):
Success: They stay stable… for now.
Fail: Gain a level of Madness.
SHORT-TERM MADNESS (1d10 minutes)
Sensory Echo: Disadvantage on Perception.
Color Phobia: Won’t approach a specific torch color.
Legendary Resistance (3/day), multiattack like standard dragon.
Resistant to ALL but force/psychic.
LOOP ESCALATION TABLE
Loop Count
Changes
1–3
Normal monster encounters.
4–6
+1 extra monster each fight.
7–9
Mid-tier upgrades (Flameskulls+Salamanders).
10+
Add Prismatic Golem or Dragon. Crystal shows faint cracks.
VICTORY CONDITION
When all torches are WHITE:
The torches blaze with pure white light. The crystal hums with a perfect tone, then dissolves into soft mist. A hidden door silently opens. Then it hits you—EVERY memory. All the fights. All the deaths. Even the loops you forgot flood back in an instant. You are free… but you will never forget what it cost.
GM NARRATION PROMPTS
First Wake-Up:
You awaken in a perfect stone sphere. Torches flicker in strange colors. A crystal floats silently at the center over a pedestal with four plaques. There is no way out.
Wrong Color:
The crystal hums and flashes [color]. The torches flare violently as [fire/frost/shadow/nature energy] bleeds into the room. Shapes begin to emerge…
Mixed Torches:
The crystal convulses, flickering through ALL colors at once. Reality shatters like glass as writhing prismatic creatures claw into being.
Death:
Pain. Color. Silence. Then—cold stone. You awaken as if nothing happened.
Reset:
The room is perfect. No scorch marks. No corpses. Did it really happen? Or was it just a dream?
Final Success:
White light floods the chamber. The crystal dissolves into dust. A hidden door opens. Then the memories crash back—all of them. Every loop. Every death.
CREEPY HALLUCINATIONS (Optional)
Use these as flavor after multiple loops:
PC hears their own voice whisper, “Not this again…”
A torch flickers with a wrong color, then snaps back.
A monster’s shadow flickers briefly on the wall before vanishing.
A faint echo of their own scream lingers for a second.
MADNESS TRACKER
Track who remembers most (and thus suffers most):
PC
Loops Remembered
Sanity Save DC
Madness Type
PC1
4
DC 14
Short-term
PC2
7
DC 17
Indefinite
PC3
2
DC 12
None
RUNNING THE ENCOUNTER
Wake the party, read riddles.
Let them align torches—or press button blindly.
Wrong → color fight. Mixed → prismatic fight.
After fight or TPK → reset → memory saves → possible madness.
Repeat until WHITE chosen.
Final memory flood + escape.
This puzzle encounter balances:
Trial & error
Memory vs sanity trade-offs
Escalating combat pressure
Psychological horror payoff
TRIAL II – THE CORRIDOR OF FORLORN
Trial Theme
Purpose: To introduce the Reaper’s will, give context to the Trials, and offer the party a choice to continue or walk away. Focus: Roleplay, exposition, and the weight of decision. Fail State: Voluntary refusal (or eventual failure of future trials) results in memory erasure and return to the mortal world.
Environment
A torch-lit corridor of black stone stretches ahead, unnaturally long. The walls are faintly reflective, creating fleeting phantoms in the edges of vision. Each torch burns with a steady, controlled flame despite the still air.
At the far end stands a tall, cloaked figure, perfectly still, holding a scythe of black crystal. The corridor feels calm but heavy, like stepping into a mausoleum.
Boxed Text Introduction
The corridor ahead feels longer than it should, the flickering torchlight stretching shadows across the smooth black stone. At the far end, a figure waits. Cloaked in darkness, unmoving, his scythe gleams faintly like polished obsidian. From beneath his hood, faint silver eyes watch you in utter silence. Then, without movement, his voice fills the corridor—soft, patient, and heavy with inevitability.
“You have taken your first step beyond the mortal veil.”
Who is Forlorn?
Forlorn is a Shadow of the Reaper, an astral projection given form.
He cannot be harmed or interacted with physically.
He speaks with calm neutrality—neither warm nor cruel.
He exists only to offer the Trials and explain their meaning.
Forlorn’s Explanation (Player-Facing)
Forlorn explains piece by piece:
About the Reaper
“I am Forlorn, a fragment of my progenitor’s will. He is the Great Astral Being you mortals call the Reaper. Not god. Not tyrant. Not destroyer. He is the balance between life and death. He guides all souls beyond the mortal veil—to their reward, their punishment, or their rebirth. Without him, there would be no order to the end of things… and no sanctity to life itself.”
Why the Reaper Needs Mortal Champions
“The Reaper cannot act in your fragile reality. His essence cannot touch the living world without unraveling it. So he calls mortals. Champions. Through you, his will may shape fate where his hands cannot reach.”
The Offer
“You have been chosen because within you lies a fragile but undeniable spark… potential. Should you prove worthy, you will gain power beyond mortal measure. You will be his hands in the living realm. But such gifts are not freely given. They must be earned.”
The Stakes
“These Trials will strip away all illusion and reveal your truth. Succeed, and you will emerge changed, stronger, bound to a greater purpose. Fail… and you will be returned to where you were found, whole and unharmed, but with no memory of this place. No power. No reward. Nothing.”
The Choice
“You may refuse. You may turn back. If you do, the same fate awaits—you will awaken where you were, as though none of this ever was. But the chance will be lost forever. Another will be chosen in your place.”
Player Choice
The party now chooses whether to continue or leave.
Accept → Proceed to next trial.
Refuse/Exit → Returned safely to the mortal world with full memory wipe.
Attack Forlorn → Ineffective; he ignores it.
If They Refuse or Fail
If they refuse here OR fail any future trial:
Forlorn tilts his head in the faintest nod. “So be it.” A flash of white light blinds you. Then… silence. You awaken in the place you were taken from. No time has passed. No trace of what happened remains. The memory of this place slips away like a fading dream.
They lose all memory, rewards, and knowledge.
If They Accept
If they accept, Forlorn speaks again:
“Then step forward. Beyond this corridor lies the next Trial. Each step will bring you closer to your truth… and to the Reaper’s judgment.”
The torches extinguish one by one until only his silver eyes remain. Then a black doorway lined with faint stars forms where he stood.
Passing through begins the third Trial.
Optional Player Questions
Why us?
“Because your fates tremble between greatness and ruin. Such are the mortals the Reaper seeks.”
What power will we gain?
“Dominion over life, death, and soul. If you are worthy.”
Can we leave later?
“At any time. But all memory will be taken. None return unchanged save those who never began.”
Optional Checks
Insight DC 15: Forlorn is absolutely truthful; he has no deception.
Religion/Arcana DC 12: Confirms legends of a neutral cosmic being who shepherds souls.
Persuasion/Intimidation: No effect; Forlorn is only a shadow of the Reaper’s will.
Tone
Calm, patient, inevitable.
No threat, only choice.
Gives a weighty, solemn feeling—this is bigger than them.
Fail/Exit Mechanics
Refusal/Failure returns them to origin:
They appear exactly where they were before being chosen.
No time has passed.
No memory remains of the Trials.
This keeps failure non-lethal but meaningful—they gain nothing.
Narration for Exit or Fail
You feel a weight lift from you. Forlorn’s silver eyes are the last thing you see before a flash of white swallows everything. Then—cold air. Familiar ground. You are back where you were, unchanged. But try as you might… you cannot remember how you got here.
Outcome
If they accept → Forlorn vanishes, doorway to next Trial opens.
If they refuse → Instant return to origin with wiped memory.
What This Trial Achieves
Explains the Reaper’s role & motives.
Gives players agency—continue or leave.
Reinforces failure/exit stakes → memory loss.
Smoothly transitions into the third Trial.
Optional Flavor
Whispers of past failures in the torches: “We failed…”
Brief flickers of souls behind Forlorn—phantom shapes waiting silently.
When he looks at a PC, they feel a momentary chill deep in their soul.
TRIAL III – THE ROOM OF FRACTURED FATES
Trial Type
Theme: Moral Dilemma – Judgment of Souls Focus: Ethical reasoning & party debate Fail State: Refusal to choose → failure → return to mortal origin with memory wiped
This trial tests the party’s ability to judge the souls of the dead, forcing them to weigh intention vs consequence, mercy vs pragmatism, and selfishness vs honesty.
Transition from Trial II
After accepting the Reaper’s call with Forlorn in the Corridor, the party steps through a black, starlit doorway into the next chamber.
Environment
The new chamber is vast and circular, with walls of smooth black marble faintly glowing with astral shimmer.
Three hovering cages of silver light are suspended in the center.
Beneath them lies a massive triple astral scale, perfectly balanced.
At the base of each side of the scale glows a rune of fate:
Ascend to Peace (soft white glow)
Condemn to Torment (black shadow)
Reincarnate into Mortal Flesh (swirling golden threads)
The air feels heavy but reverent, like a silent temple of judgment.
Boxed Text – Entry
The chamber ahead stretches wider than any you’ve seen so far. Black marble walls shimmer faintly, reflecting the dim astral glow. At its center, three cages of pale silver light hover silently, each holding a humanoid soul. Beneath them, a vast silver scale stands perfectly balanced, its three arms extending outward. At their bases, glowing runes radiate with three fates—soft white light, deep shadow, and swirling golden threads. A calm voice fills the room from nowhere, heavy with inevitability.
“This is the Room of Fractured Fates. Before you are three souls whose destinies lie unresolved. One must ascend to peace. One must fall to torment. One must be bound to mortal flesh anew. You may not choose the same fate twice. You may not free all. The scale demands balance.”
The Three Souls
Each soul has complex, mixed deeds, making no choice “purely good” or “purely evil.”
Soul A – The Guilty Innocent (Tragic Accident)
A humble farmer, trembling and tearful.
Pleads desperately:
“Please… I was only trying to feed my family. I stole a loaf of bread. A guard chased me… I panicked. I shoved him. He fell. He died. I didn’t mean to! It was an accident. I swear I didn’t want anyone to die!”
Life Record: Mostly kind, with one accidental killing born of fear.
Soul B – The Noble Monster (Ends Justify the Means)
A regal nobleman, calm and composed.
Speaks firmly, unapologetic:
“I ruled wisely. I saved thousands from starvation. I built homes, healed the sick. But to keep my throne, I spilled blood. I killed rivals—some guilty, some innocent. It was necessary for the greater good. I do not regret it.”
Life Record: Both great good and cold, deliberate murders for power.
Soul C – The Unrepentant Rogue (Selfish Survivor)
A smirking thief, casual and amused.
Shrugs with mocking tone:
“I stole. I lied. I betrayed anyone who got in my way. Never killed unless I had to. Do I regret it? No. I lived for myself, and I’d do it again. Regret is for fools.”
Life Record: Mostly selfish survival, some harm, few good deeds.
The Rules
Forlorn’s voice calmly explains:
“One soul shall ascend to peace. One shall fall to torment. One shall be bound to flesh and try again. The scales demand balance. Make your judgment.”
Rules of the Trial:
You must assign one unique fate to each soul.
You cannot choose the same fate twice.
No bypassing—no freeing all, no condemning all.
If they stall too long:
“Even inaction is a choice. Will you let the scales tip themselves? Or will you bear the weight of judgment? Champions cannot turn away from what must be done.”
If they still refuse:
FAILURE → returned to mortal origin, alive, with memory erased.
Checks
Insight DC 15:
Farmer is truthful and full of remorse.
Noble is sincere in believing his choices served the greater good.
Rogue is genuinely unrepentant, no lies.
Religion/Arcana DC 12: Confirms these are true echoes of mortal souls awaiting judgment.
Persuasion/Intimidation has no effect—their lives cannot change.
Resolving the Choice
Once they choose:
The astral scale tips.
One cage glows white, the soul sighing in relief before dissolving peacefully (Ascend).
Another is seized by black tendrils, dragged screaming into shadow (Condemn).
The last is wrapped in golden threads, vanishing into starlight (Reincarnate).
All Possible Outcomes & Forlorn’s Dialogue
Forlorn always speaks after their choice, his tone calm, observant, but never condemning.
If they SAVE Farmer, CONDEMN Noble, REINCARNATE Rogue
“Mercy for the weak. Justice for the mighty. And a second chance for the selfish. Compassion guided your hand. Perhaps you believe true evil lies in those who kill knowingly. Perhaps you believe even the unworthy may yet learn. The Reaper observes your heart.”
If they SAVE Farmer, CONDEMN Rogue, REINCARNATE Noble
“Mercy for innocence born of desperation. Judgment for the one who lived only for themselves. And a new chance for the one who bore both light and shadow. Your choice weighs intent over consequence. The Reaper remembers your mercy.”
If they SAVE Farmer, CONDEMN Rogue, REINCARNATE Noble
(slight variant, same tone)
“The innocent finds peace. The selfish find torment. The burdened ruler is given another chance. Mercy tempered by reason—gentle hands still bear weight. The Reaper watches.”
If they SAVE Noble, CONDEMN Farmer, REINCARNATE Rogue
“Mercy for the one who bore the heaviest burdens. Judgment for the one who killed in fear. And rebirth for the one who never learned remorse. You chose utility over intent, sparing the soul who brought the most good despite its blood. The Reaper notes your pragmatism.”
If they SAVE Noble, CONDEMN Rogue, REINCARNATE Farmer
“Mercy for the one who led and saved many, even through shadow. Judgment for the one who lived only for themselves. Rebirth for the one who stumbled in desperation. Pragmatism with a spark of hope. The scales are balanced, for now.”
If they SAVE Noble, CONDEMN Rogue, REINCARNATE Farmer (variant)
“The ruler who carried burdens ascends. The selfish one falls. The fearful one tries again. Your reasoning seeks strength over weakness. The Reaper hears your choice.”
If they SAVE Rogue, CONDEMN Noble, REINCARNATE Farmer
“Mercy for the unapologetic. Judgment for the powerful who took too much. Rebirth for the desperate. A strange choice… perhaps you despise power misused more than selfish honesty. The Reaper ponders your reasoning.”
If they SAVE Rogue, CONDEMN Farmer, REINCARNATE Noble
“Mercy for the one who lived for themselves. Judgment for the fearful. Rebirth for the one who mixed great good with shadow. You value raw truth over regret. Some call this clarity, others cruelty. The Reaper remembers.”
If they SAVE Rogue, CONDEMN Noble, REINCARNATE Farmer
“Mercy for the selfish. Judgment for the powerful. A second chance for the fearful. Perhaps you see power’s sins as greater than survival’s. Perhaps you believe even weakness can learn anew. The scales remain balanced.”
If they SAVE Rogue, CONDEMN Farmer, REINCARNATE Noble (variant)
“The unapologetic is spared. The desperate is damned. The burdened is given rebirth. You trust honesty over repentance. It is… an uncommon path. The Reaper observes.”
After ANY Choice
Forlorn always ends with:
“It is done. The scales are balanced. Remember this, for such choices shape the soul of a champion… and the Reaper never forgets.”
The cages fade. The runes dim. A new starlit doorway opens silently ahead.
Fail State Dialogue
If they refuse or try to break the puzzle:
“You have turned from judgment. The scales remain unbalanced. You are unworthy.”
A flash of white light engulfs them → failure → they awaken at their mortal origin, alive but memory erased.
Consequences & Future Impact
The Reaper notes their moral leaning:
Mercy-focused choices → later trials emphasize compassion.
Pragmatic/utilitarian choices → later trials emphasize logic over heart.
Strange/selfish choices → later trials test moral clarity further.
Later, Forlorn or the Reaper may comment on their pattern of judgment before the final Trial.
Boxed Text – Exit
The triple astral scale fades, its glow dimming until the chamber is empty and silent. Slowly, a new black doorway lined with faint starlight appears in the darkness. Beyond it, the next Trial awaits.
Tone & Themes
True moral ambiguity—no clean answer.
Weight of judgment—champions must choose who lives, who suffers, who returns.
Balance—the Reaper cares for equilibrium, not sentiment.
What This Trial Achieves
Forces party debate and self-reflection.
Shows the Reaper’s trials test morality, not just might.
Creates lasting narrative weight for future Trials.
Optional Flavor Enhancements
The Farmer weeps, voice breaking.
The Noble remains calm, eyes full of quiet pride.
The Rogue laughs, mocking the party: “Go on, play gods. Let’s see who you damn.”
Faint whispers from unseen souls: “They chose wrong…” or “They chose wisely…”
TRIAL IV – THE HALL OF SHATTERED MIRRORS
Trial Overview
Theme: Psychological Horror – Facing Inner Fear & Isolation Focus: Individual willpower and mental resolve Fail State: Absolute refusal to continue OR full mental collapse → return to mortal plane with memory wiped Illusion Mechanic: Each PC thinks they’re alone—they cannot see or hear allies unless they succeed on insight checks to break the illusion.
This trial forces each champion to face their deepest fears in total isolation. It tests whether they can push forward despite terror, regret, and despair.
Transition from Trial III
After the moral dilemma of the Room of Fractured Fates, the party steps through the starlit doorway.
Environment
The hall beyond is long, silent, and lined with tall black mirrors.
Silver frames are twisted into screaming faces and clawing hands.
The light is dim, flickering unnaturally, casting too many shadows.
The air is still and heavy, like being watched by unseen eyes.
The moment they step inside, each PC suddenly feels alone.
Isolation Illusion
Each player experiences their own version of the hall, completely isolated.
They cannot see or hear allies unless they break the illusion.
Even calling out echoes back only their own voice, distorted.
Forlorn’s voice echoes directly in their mind:
“This is the Hall of Shattered Mirrors. Here you face the darkness within. Here you will learn if you can stand alone. The illusions are not real… unless you let them be. Resolve will guide you through. Falter, and the Reaper will know your soul is unworthy.”
The Three Stages of Fear
The trial has three escalating stages, each more disturbing.
At the start of each stage, each PC must make a Wisdom saving throw:
Stage One DC 14
Stage Two DC 15
Stage Three DC 16
If they fail, they experience hallucinations & madness, but can keep going with further saves.
Stage One – Doubt & Unease
The mirrors reflect:
Their own face silently crying black tears.
Quick flashes of loved ones turning away, whispering “You will fail, just like the others…”
On Failure:
Short-Term Madness (1d10 minutes)—frozen for 1 round or disadvantage on next save.
They see shadows of familiar figures reaching toward them, silently accusing.
Stage Two – Personal Horror
The mirrors shatter into vivid visions:
Their greatest regret replaying in sickening clarity.
A vision of their own helpless death, hearing their allies’ screams.
Whispers louder now: “This is what you truly are. Weak. Useless.”
On Failure:
Long-Term Madness (1d10 hours).
A manifestation of their fear steps from the mirror (use Shadow stat block CR 1/2).
They must defeat or resist it before continuing.
Stage Three – Ultimate Terror
The mirrors twist into full nightmares:
They see themselves as monsters, drenched in blood, laughing.
They see their allies betraying them, stabbing them from behind.
Finally, the Reaper’s hollow eyes stare silently at them.
The whispers now become screams: “YOU DO NOT DESERVE TO BE HIS CHAMPION!”
On Failure:
Indefinite Madness (until cured).
A Nightmare Wraith (CR 5) emerges from the mirror to confront them.
Continuing After Failures
Even if they fail all three initial saves, a PC can still attempt to push forward:
They can make additional Wisdom saves (DC 14) after each failure to force themselves onward despite fear.
Succeeding this “resolve save” lets them continue to the next stage.
Failing again keeps them stuck in the same illusion loop, repeating the terror.
Thus, even a frightened champion can eventually fight through with willpower, unless they give up entirely.
Breaking the Illusion
If a PC actively questions the trial (e.g., “this isn’t real”), they may attempt an Intelligence (Investigation) or Wisdom (Insight) check DC 15:
Pass: The mirror cracks; they realize it’s an illusion.
The hall shatters like glass around them.
They find themselves instantly at the end mirror, bypassing the rest.
This still counts as a pass—they’ve seen through fear itself.
Fail: The illusion tightens around them—saving throws continue as normal.
Failure of the Trial
If a PC completely refuses to continue or gives in to despair (e.g., roleplays collapsing):
Forlorn’s calm voice echoes one last time:
“You have turned away from your own truth. The Reaper cannot trust what will not face itself.”
They are gently removed from the Trial → returned to the mortal plane, alive, with memory wiped.
Success
If they endure all three stages or break the illusion:
The whispers stop.
The mirrors crack and dissolve into black mist, revealing a single large mirror at the end of the hall showing their true reflection—calm, whole, unbroken.
Stepping through it ends the Trial.
Forlorn’s Dialogue – Outcomes
Forlorn appears after they succeed. His tone changes slightly depending on how they overcame the Hall.
If they resisted all fear without breaking
“You did not waver. Even in the face of your own darkness, you endured. The Reaper approves of strength forged in silence.”
If they faltered but forced themselves onward with will saves
“You faltered. But you rose again. Even imperfect resolve is still resolve. The Reaper respects those who stand after falling.”
If they broke the illusion early
“You saw beyond fear itself. You learned the truth behind the veil. The Reaper values clarity of mind as much as courage.”
If they barely survived or showed fear
“You walked through your own shadows. You live. But the cracks within you remain. The Reaper sees them.”
If they failed entirely
“You turned away from what must be faced. The Reaper will choose another. Your soul is not ready.”
White light engulfs them → return to mortal origin, memory erased.
Optional Combat
If you want some physical threat:
Stage Two Manifestation:
1 Shadow (CR 1/2) per PC who fails.
Stage Three Manifestation:
1 Nightmare Wraith (CR 5) for the whole party.
They deal psychic damage and dissolve into mist when defeated—pure illusions, but with real pain.
Exit
When they succeed:
The final mirror looms before you. Unlike the others, it shows only your true reflection. No blood. No whispers. No lies. As you step toward it, the hall dissolves into black mist. For the briefest moment, you feel the faintest warmth—like unseen eyes nodding in silent approval.
A starlit doorway appears beyond the mirror, leading to the next trial.
Themes & Impact
Isolation—champions must stand alone, without allies.
Fear—personal, psychological, and existential.
Choice—break free or endure.
Future Impact:
Those who broke the illusion early gain a subtle advantage on future Insight checks in the Trials (they’ve learned to question the Reaper’s tests).
Those who endured without breaking gain advantage on fear saves in future encounters (hardened resolve).
What This Trial Accomplishes
Tests mental resilience in a terrifying, personal way.
Forces players into roleplay with their own fears/regrets.
Gives multiple valid paths to victory—resistance, force of will, or clarity of mind.
Reinforces that the Reaper tests every part of their being—mind, soul, and body.
TRIAL V – THE DUEL OF MIRRORED SOULS
Trial Overview
Theme: Self-confrontation – Facing the denied self Focus: Personal choice – destroy or accept your mirrored soul Fail State: Complete refusal or collapse → return to mortal world, memory wiped Sequence:
One champion at a time steps forward.
Others see but cannot interfere, nor know if their choice is “right” until the end.
Transition from Trial IV
After enduring the Hall of Shattered Mirrors, the starlit doorway opens into a silent white void.
Environment
The void is endless, weightless and still.
In the center is a raised obsidian platform, large enough for a single duel.
A faint silver circle of light marks the dueling area.
Forlorn appears at the edge, silent, waiting.
Boxed Text – Entry
You step into a vast white nothingness. There is no ground, no sky—only an endless void. At the center of this silence stands a single black platform, surrounded by faint silver light. Forlorn appears at its edge, his silver eyes dimly glowing as he speaks in your mind.
“One at a time, each champion shall face themselves. Step forward when you are ready.”
Trial Sequence
Forlorn gestures for one champion to step forward onto the platform.
The rest of the party must wait and watch from the void.
They see the duel or acceptance unfold but cannot speak, act, or aid the one in the trial.
The Mirror Self
When a champion steps onto the platform, the void ripples.
Their exact double steps forth:
Same level, class, stats, gear, and spells.
Eyes glow faint silver.
Alignment is the exact opposite.
It speaks in their voice but twisted:
“I am you. The you you refuse to admit exists. The you you hate. Will you destroy me… or will you accept that I am part of you?”
For True Neutral PCs:
No mirror appears.
Forlorn speaks:
“Balance does not need to mirror itself. You walk the center path. There is nothing here for you to deny.”
They automatically pass.
The Choice
The champion must:
Duel the Mirror Self – kill it, denying it.
Accept the Mirror Self – acknowledge it as part of them.
Refuse entirely – counts as failure.
Dueling the Mirror Self
Initiative is rolled—the mirror fights exactly as they would, knowing all their tricks.
Mirror has same HP, AC, abilities, spells, and equipment.
If the PC defeats the Mirror, it cracks like glass and dissolves.
Boxed Text – Combat Victory
Your final strike lands true. The mirrored figure cracks, splintering like glass. It gives you one last look—not hatred, but faint understanding—before shattering into silver shards that dissolve into the void.
Forlorn’s voice echoes softly: “You have destroyed what you would not accept. The Reaper respects your strength… but remembers your denial.”
Acceptance of the Mirror Self
Instead of fighting, they may attempt to embrace it as part of themselves.
Requires Wisdom (Insight) or Charisma (Persuasion) DC 16.
On success, the Mirror lowers its weapon, smiles faintly, and steps forward—merging back into them.
Boxed Text – Acceptance
You lower your weapon and speak the truth you’ve always hidden. The mirrored figure pauses. Slowly, it lowers its weapon too. A faint, knowing smile touches its lips before it steps forward and merges into you. A strange calm fills you as the void falls silent.
Forlorn’s voice echoes: “You have embraced your whole self. The Reaper values those who know their soul in full.”
On failure, the Mirror attacks—combat begins.
Refusal or Collapse
If they refuse to act at all:
Boxed Text – Failure
You falter. The mirrored figure tilts its head, pity in its eyes. The void folds inward like shattered glass. Forlorn’s voice is the last thing you hear before darkness takes you.
“You could not face what you are. The Reaper will choose another.”
They’re removed from the Trials → returned to mortal origin, memory erased.
Watching but Not Knowing
While one PC duels, the others see the battle or acceptance unfold but cannot interfere.
They do NOT know if the choice they watched was “right”—Forlorn never reveals approval or disapproval until all have faced their mirrors.
For example:
A fighter slays his mirror—no clue if that’s good or bad.
A cleric accepts her mirror—also no clue if that’s good or bad.
Only when the last champion finishes will Forlorn reveal what the Reaper thought of their collective decisions.
After the Last Champion
When all have participated, Forlorn steps forward and speaks, addressing the group.
If MOST chose acceptance:
“You have embraced your whole selves. The Reaper approves. Champions must know themselves to know the world they guard.”
If MOST chose destruction:
“You denied the part of yourselves you could not face. The Reaper respects strength, but wonders what you hide from yourselves.”
If there was a mix of acceptance and destruction:
“Some of you chose balance. Some chose denial. The Reaper sees every choice… and every shadow it leaves.”
If ANY refused or failed entirely:
“One among you turned away. The Reaper marks their soul as unready. Should they continue, it is only because the others carry their weight.”
Then the void dissolves → a starlit doorway appears for the next trial.
Special Mechanics
True Neutral Pass: No mirror appears. They auto-pass.
Combat Mirror HP: Same HP/AC as the PC.
Mirror Awareness: Knows all their tactics. No easy exploits.
Mixed Options: Can start fighting, then stop mid-battle to attempt acceptance (check DC 18 due to heightened tension).
Themes & Impact
Shows duality of soul—no one is purely good or evil.
Forces personal roleplay—players think about what their opposite would say/do.
Builds anticipation as each PC watches others but doesn’t know what’s “right.”
Later, the Reaper may judge them differently based on how many accepted vs destroyed their mirrors.
Boxed Text – End of Trial
After the last champion faces their mirror, the void collapses like a curtain being drawn back.
The silence breaks. The endless white dissolves into black mist. Forlorn turns, his silver eyes sweeping across you all, lingering on each of you in turn.
“You have faced yourselves. Some embraced the truth within. Some denied it. But all stood before the mirror.”
“The Reaper sees you. And he remembers.”
The starlit doorway appears for Trial VI.
What This Trial Achieves
Builds personal character development and inner conflict.
Adds party tension—no one knows if others chose “right.”
Sets up future consequences for the final judgment.
TRIAL VI – THE WEIGHT OF RESOLVE
Trial Overview
Theme: Conviction & Acceptance Focus: Choosing a path and bearing its cost Fail State: Refusing to decide, wavering after choosing, or trying to undo the decision → failure → return to mortal origin, memory wiped
This trial teaches the party why the Reaper seeks champions—not tools. He does not want mindless obedience, but allies with the strength to make necessary choices, even when there is no perfect answer.
Transition from Trial V
After confronting themselves in the Duel of Mirrored Souls, the party steps through the starlit doorway.
Environment
A vast circular chamber of smooth black marble.
Three massive silver doors stand before them, equally spaced.
Above them, a great silver scale floats, humming faintly with unseen weight.
Suspended above the scale is a giant silver hourglass, its sands already falling slowly.
Forlorn stands beside the scale, silent at first.
Boxed Text – Entry
You step into a circular chamber, its black marble walls echoing faintly with your footsteps. Three towering silver doors stand before you, each pulsing faintly with a different glow. Above them hangs an immense astral scale, perfectly still, and above it, an hourglass of silver sand has already begun to fall. Forlorn stands silently beside the scale. His silver eyes sweep over you before his voice fills the chamber.
“Champions. The Reaper does not seek mindless servants. He does not want slaves who obey without thought. He seeks allies—those who see the choices before them, make the one that must be made, and accept the weight of its consequences.”
“There is no path without cost. But you must choose. And once chosen… you must not waver.”
The Three Paths
As Forlorn speaks, three visions appear above each door.
Door of Mercy – Shows a burning town, innocents screaming as fire consumes them.
Door of Loyalty – Shows a single chained soul in agony, someone meaningful or beloved.
Door of Duty – Shows a monstrous being breaking a great seal, threatening countless lives if unleashed.
Forlorn’s calm voice explains:
“You may save one. The others will be lost. The burning town may yet live, but the chained soul and the seal will fall. The chained soul may be freed, but the town will burn and the monster will rise. The seal may be reinforced, but the town will be ash and the soul will be damned.”
“You cannot save all. You cannot save none. You must choose, and you must choose together.”
Rules of the Trial
Time is limited. The sands fall—after 10 minutes real time, failure triggers.
They must agree on one door.
No perfect answer—all paths have unseen costs.
Once the choice is spoken, it is FINAL. Wavering after deciding = failure.
Player Roleplay
The party may:
Debate and argue among themselves.
Justify why mercy, loyalty, or duty matters most.
Try to persuade others to their viewpoint.
But the hourglass continues to fall.
If they try to stall endlessly, Forlorn warns once:
“Even inaction is a choice. Choose, or the scales will weigh nothing.”
Possible Reasoning
Mercy: Save the many, sacrifice the few.
Loyalty: Save the one who matters most, no matter the cost.
Duty: Stop the greater threat, even if innocents must die.
None are “right” or “wrong”—only their resolve matters.
Outcomes
They Choose & Commit
The chosen door glows silver.
The other visions fade to darkness, their fates sealed.
Forlorn nods once, solemn.
Boxed Text – Commitment
You speak your decision aloud. The chosen door glows with silver light as the visions of the other two fade into darkness. The scale above the chamber tips briefly, then stills. The hourglass halts mid-fall. Forlorn inclines his hooded head ever so slightly.
“You chose. You did not waver. This is what the Reaper seeks—not perfection, not obedience… but resolve.”
The door opens.
They Refuse or Debate Too Long
The hourglass empties.
The visions collapse into blackness.
Forlorn’s voice turns faintly cold:
“You chose nothing. And in nothing, there is no balance. The Reaper does not need those who cannot act when fate demands it.”
FAILURE → returned to mortal origin, memory erased.
They Waver After Choosing
If someone changes their mind after declaring:
The scale shakes violently.
The chosen door’s silver glow shatters.
Forlorn’s voice becomes sharp:
“Resolve broken is resolve unworthy. You fail.”
FAILURE → returned to mortal origin, memory erased.
Forlorn’s Commentary by Path
Once they step through their chosen door:
If they chose Mercy:
“You chose the many over the few. The Reaper sees compassion in your soul… and the weight it carries.”
If they chose Loyalty:
“You chose the one you know over countless strangers. The Reaper sees your devotion… and the price it demands.”
If they chose Duty:
“You chose the greater threat above all else. The Reaper respects cold resolve… even in its cost.”
No judgment, only observation.
Revealing the Lesson
As the door closes behind them, Forlorn’s voice echoes one last time:
“This is why the Reaper seeks allies, not slaves. He does not command blind obedience. He calls those who will see the truth, bear the weight of their choices, and stand even as the consequences fall upon them.”
“You chose. You accepted. And the Reaper remembers.”
What This Trial Teaches
Champions are not puppets.
The Reaper values decision, conviction, and acceptance of consequences over “correct” morality.
True failure is indecision or denial, not choosing a path.
Themes
Resolve > morality.
Conviction > hesitation.
Acceptance > regret.
Next Step
The chosen door opens, leading to the final trial.
Forlorn steps aside and gestures:
“The last path awaits. Beyond it, the Reaper himself will judge you—not by the choices you made, but by the soul you revealed.”
The party steps through → Final Trial.
Future Impact
No matter which door they chose, it shapes the Reaper’s perception of them:
Mercy: Shows compassion, but also the willingness to sacrifice one.
Loyalty: Shows personal attachment, but at a larger cost.
Duty: Shows pragmatic resolve, but colder priorities.
Later, during the final judgment, the Reaper may comment on these choices and how they align with what he needs in a champion.
Fail State
Refusal → Failure
Wavering → Failure
Taking too long → Failure
In all failures → return to mortal origin, alive, memory erased.
Boxed Text – Exit
As the chosen door closes behind you, the chamber fades into darkness. Forlorn’s silver eyes linger on you for a long moment before he speaks softly.
“You chose. And you accepted what it cost. This is the resolve the Reaper requires. Remember this truth as you step into the final judgment.”
A final starlit doorway appears.
What This Trial Accomplishes
Drives home the Reaper’s philosophy: He does not want blind tools—he wants champions who can act when action is required.
Reinforces that all choices carry weight, but hesitation is the true sin.
Prepares the party mentally for the final trial & judgment.
TRIAL VII – THE LAST RECKONING
Trial Overview
Theme: Absolute Courage in the Face of Certain Death Focus: A final combat designed to push the champions beyond hope Pass Conditions (unknown to players):
Monster HP reduced to 0, regardless of survival.
OR all PCs die but fight to the last breath—none surrender or flee.
Fail Conditions:
Attempting to flee, surrender, or give up the fight.
The Reaper never hints that survival isn’t required; the party believes they must win to live.
Transition from Trial VI
After making their ultimate moral choice in The Weight of Resolve, the chosen door opens into silence.
Environment
A colossal black void, broken only by floating obsidian platforms.
Above hangs an immense silver moon, bathing the field in a pale, eerie glow.
Forlorn waits at the edge of the battlefield, silent and still.
Boxed Text – Entry
You step into an endless void. Shattered fragments of black stone float beneath your feet like the remains of a broken world. Above, a massive silver moon hangs motionless, casting an icy light. At the center, Forlorn waits, silent. When he finally speaks, his voice echoes like a funeral bell across the emptiness.
“This is the final trial. There are no choices left. There is only the fight. Stand as champions… or fall as the unworthy.”
As his words fade, the air distorts—something massive awakens in the darkness.
The Monster – Harbinger of Silence
A towering, skeletal colossus draped in tattered black void light, its face hidden behind a silver mask shaped like a hollow skull.
Its scythe drips with shadow.
Every step it takes erases sound, suffocating the battlefield in dread.
This is the final adversary, representing inevitable death.
Quick Stats (Level 6 Party, 4–6 PCs)
AC: 17
HP: 225
Speed: 40 ft hover
Damage: heavy necrotic & psychic
Aura of Inevitability: 5 necrotic damage at start of turn (DC 15 CON halves)
Void Scythe: +7, 2d10+4 slashing + 1d8 necrotic
Void Pulse (Recharge 5-6): 20 ft burst, WIS save DC 15 → 4d8 psychic damage + frightened 1 round
Legendary Actions (2/round): teleport (Void Step), restrain target (Grasp of the Beyond)
(If you want the full stat block, I can detail it.)
Combat Flow
The Harbinger is relentless, targeting whoever is strongest first.
At half HP, its aura intensifies: +2 necrotic damage/turn.
It fights to kill all, never retreating.
The party will believe this is a fight where survival = required victory.
Victory & Pass Conditions (Unknown to Party)
The Reaper does not demand survival—only resolve.
They pass if:
They reduce the Harbinger to 0 HP, even if only one survives.
They all die but fight to their last breath without fleeing or giving up.
They fail if:
Anyone attempts to flee, bargain, or surrender.
This is intentionally not told to the party, forcing them to face it as though their lives truly depend on it.
Player Experience
They believe this is a true death fight.
They must fight like it’s their final stand, knowing they could all fall.
There is no hint that the Reaper will revive them afterward.
Boxed Text – Victory
If the Harbinger’s HP reaches 0:
Your final strike tears through the Harbinger’s hollow frame. It lets out a silent scream as silver cracks race across its towering body. Then, in a single flash of blinding light, it shatters into countless fragments that dissolve into the void. The oppressive silence lifts. Forlorn steps forward, his eyes calm.
Without a word, he kneels by every fallen ally, touching their forehead with two fingers. One by one, their eyes flutter open—they awaken, whole once more. He speaks softly:
“It is done. You gave everything, even your lives. The Reaper sees your resolve… and names you his Champions.”
Boxed Text – Total Death, Still Passing
If all PCs fall, but fought to the last breath:
The Harbinger looms over your broken forms. But before it can strike again, it stops. Forlorn steps between you and the beast, raising one pale hand. The Harbinger pauses, then dissolves into black mist.
Forlorn kneels, placing a hand upon the floor. Silver light radiates from his touch, bathing you in warmth. One by one, your eyes open. You are whole again.
“You fell… but not in fear. Not in surrender. You fought to the last breath. The Reaper does not demand victory—only resolve. And you have proven yourselves.”
Boxed Text – Failure
If someone tries to flee or surrender:
The Harbinger stops mid-strike, turning its masked face toward the one who falters. Forlorn’s voice cuts sharply through the void, colder than ever before.
“Resolve abandoned is resolve unworthy. Champions do not flee from the duty they swore to bear.”
The void collapses into blackness. When you awaken, you are back in the mortal world, your memory of the Trials erased. The Reaper turns from you.
Aftermath – The Treasury Room
On passing, the void fades into a vast silver hall lined with treasure and astral relics.
The Reaper’s Treasury appears, filled with gold, gems, and personalized relics.
A final silver gate opens beyond the hall.
Forlorn’s final words:
“The Trials are ended. You stood when others would have fled. You fought when hope was gone. You endured even when death was certain. The Reaper calls you his Champions.”
He gestures to the treasure:
“Take what you have earned. Beyond this gate lies your freedom… and the mortal world, forever changed by what you now are.”
Rewards
Each PC gains:
The Title:Champion of the Reaper
The Reaper’s Boon:
Advantage on one death saving throw per long rest
Speak with Dead 1/day without components
Personal Relic of the Reaper: Unique magic item tied to their class & journey
A share of the astral treasures
Themes
True courage = action in hopelessness.
Survival is not the test—resolve is.
The Reaper values willingness to fight, even unto death.
What This Trial Teaches
Champions are chosen for resolve, not obedience or immortality.
The Reaper wants allies who stand even when survival is impossible.
Final Closing
After collecting their reward:
Forlorn steps back toward the silver gate. For the first time, his voice carries a faint echo of something like respect.
“The Reaper does not bind you. He does not enslave you. You are his allies, his chosen. When he has need, he may call. And when you have need, he will remember.”
The gate shimmers with astral light. Beyond it lies the mortal world… but you step forward no longer who you once were, but something far greater.”
Why No Hint is Given
This lack of knowledge:
Forces the purest test of resolve.
Players believe failure = death, raising the tension to its peak.
Makes their revival & reward more meaningful—they see the Reaper rewards not victory, but courage.
TRIAL VII – THE LAST RECKONING
Trial Overview
Theme: Absolute Courage in the Face of Certain Death Focus: A final combat designed to push the champions beyond hope Pass Conditions (unknown to players):
Monster HP reduced to 0, regardless of survival.
OR all PCs die, but fight to the last breath—none surrender or flee.
Fail Conditions:
Attempting to flee, surrender, or give up the fight.
The Reaper never hints that survival isn’t required—the party believes they must win to live.
Transition from Trial VI
After making their ultimate moral choice in The Weight of Resolve, the chosen door opens into silence.
Environment
A colossal black void, broken only by floating obsidian platforms.
Above hangs an immense silver moon, bathing the field in a pale, eerie glow.
Forlorn waits at the edge of the battlefield, silent and still.
Boxed Text – Entry
You step into an endless void. Shattered fragments of black stone float beneath your feet like the remains of a broken world. Above, a massive silver moon hangs motionless, casting an icy light. At the center, Forlorn waits, silent. When he finally speaks, his voice echoes like a funeral bell across the emptiness.
“This is the final trial. There are no choices left. There is only the fight. Stand as champions… or fall as the unworthy.”
As his words fade, the air distorts—something massive awakens in the darkness.
The Monster – Harbinger of Silence
A towering, skeletal colossus draped in tattered black voidlight, its face hidden behind a silver mask shaped like a hollow skull.
Its scythe drips with shadow.
Every step it takes erases sound, suffocating the battlefield in dread.
This is the final adversary, representing inevitable death.
Quick Stats (Level 6 Party, 4–6 PCs)
AC: 17
HP: 225
Speed: 40 ft hover
Damage: heavy necrotic & psychic
Aura of Inevitability: 5 necrotic damage at start of turn (DC 15 CON halves)
Void Scythe: +7, 2d10+4 slashing + 1d8 necrotic
Void Pulse (Recharge 5-6): 20 ft burst, WIS save DC 15 → 4d8 psychic damage + frightened 1 round
Legendary Actions (2/round): teleport (Void Step), restrain target (Grasp of the Beyond)
(If you want the full stat block, I can detail it.)
Combat Flow
The Harbinger is relentless, targeting whoever is strongest first.
At half HP, its aura intensifies: +2 necrotic damage/turn.
It fights to kill all, never retreating.
The party will believe this is a fight where survival = required victory.
Victory & Pass Conditions (Unknown to Party)
The Reaper does not demand survival—only resolve.
They pass if:
They reduce the Harbinger to 0 HP, even if only one survives.
They all die, but fight to their last breath without fleeing or giving up.
They fail if:
Anyone attempts to flee, bargain, or surrender.
This is intentionally not told to the party, forcing them to face it as though their lives truly depend on it.
Player Experience
They believe this is a true death fight.
They must fight like it’s their final stand, knowing they could all fall.
There is no hint that the Reaper will revive them afterward.
Boxed Text – Victory
If the Harbinger’s HP reaches 0:
Your final strike tears through the Harbinger’s hollow frame. It lets out a silent scream as silver cracks race across its towering body. Then, in a single flash of blinding light, it shatters into countless fragments that dissolve into the void. The oppressive silence lifts. Forlorn steps forward, his eyes calm.
Without a word, he kneels by every fallen ally, touching their forehead with two fingers. One by one, their eyes flutter open—they awaken, whole once more. He speaks softly:
“It is done. You gave everything, even your lives. The Reaper sees your resolve… and names you his Champions.”
Boxed Text – Total Death, Still Passing
If all PCs fall, but fought to the last breath:
The Harbinger looms over your broken forms. But before it can strike again, it stops. Forlorn steps between you and the beast, raising one pale hand. The Harbinger pauses, then dissolves into black mist.
Forlorn kneels, placing a hand upon the floor. Silver light radiates from his touch, bathing you in warmth. One by one, your eyes open. You are whole again.
“You fell… but not in fear. Not in surrender. You fought to the last breath. The Reaper does not demand victory—only resolve. And you have proven yourselves.”
Boxed Text – Failure
If someone tries to flee or surrender:
The Harbinger stops mid-strike, turning its masked face toward the one who falters. Forlorn’s voice cuts sharply through the void, colder than ever before.
“Resolve abandoned is resolve unworthy. Champions do not flee from the duty they swore to bear.”
The void collapses into blackness. When you awaken, you are back in the mortal world, your memory of the Trials erased. The Reaper turns from you.
Aftermath – The Treasury Room
On passing, the void fades into a vast silver hall lined with treasure and astral relics.
The Reaper’s Treasury appears, filled with gold, gems, and personalized relics.
A final silver gate opens beyond the hall.
Forlorn’s final words:
“The Trials are ended. You stood when others would have fled. You fought when hope was gone. You endured even when death was certain. The Reaper calls you his Champions.”
He gestures to the treasure:
“Take what you have earned. Beyond this gate lies your freedom… and the mortal world, forever changed by what you now are.”
Rewards
Each PC gains:
The Title:Champion of the Reaper
The Reaper’s Boon:
Advantage on one death saving throw per long rest
Speak with Dead 1/day without components
Personal Relic of the Reaper: Unique magic item tied to their class & journey
A share of the astral treasures
Themes
True courage = action in hopelessness.
Survival is not the test—resolve is.
The Reaper values willingness to fight, even unto death.
What This Trial Teaches
Champions are chosen for resolve, not obedience or immortality.
The Reaper wants allies who stand even when survival is impossible.
Final Closing
After collecting their reward:
Forlorn steps back toward the silver gate. For the first time, his voice carries a faint echo of something like respect.
“The Reaper does not bind you. He does not enslave you. You are his allies, his chosen. When he has need, he may call. And when you have need, he will remember.”
The gate shimmers with astral light. Beyond it lies the mortal world… but you step forward no longer who you once were, but something far greater.”
Why No Hint is Given
This lack of knowledge:
Forces the purest test of resolve.
Players believe failure = death, raising the tension to its peak.
Makes their revival & reward more meaningful—they see the Reaper rewards not victory, but courage.
THE REAPER’S TREASURY
Setting the Scene
After the Harbinger of Silence falls (or all champions die bravely in the fight), the void dissolves into shimmering silver mist. Slowly, the battlefield reshapes into a vast astral hall of polished black marble veined with starlight.
The walls are lined with massive silver urns, chests overflowing with gold, gemstones, and relics that glow faintly with otherworldly power. At the far end is an immense silver gate, framed by skeletal statues of cloaked figures holding scythes.
Forlorn stands before the gate, watching silently as you enter.
Boxed Text – Treasury Entrance
The darkness fades, revealing a hall beyond mortal comprehension. Black marble polished to mirror brightness stretches before you, veined with starlight. Endless treasures spill from silver chests—gems, coins, weapons, and relics, each humming with faint astral power. At the far end stands a silver gate, its surface shimmering like liquid moonlight. Forlorn waits before it, his silver eyes calm, unreadable.
His voice resonates softly, filling the entire hall:
“The Trials are ended. You stood when others would have fled. You fought when hope was gone. You endured even when death was certain. The Reaper calls you his Champions. And now, you shall receive what is owed.”
Rewards Granted
One by one, Forlorn steps before each champion. He places a cold silver hand upon their chest and speaks:
Token of the Reaper
“Take this token. The Reaper claims not your soul, but guards it. When death claims you, this will call you back.”
Effect:
Grants 1 charge of True Resurrection per level the champion attains.
If unused at a level, charges stack.
Immediate on death—no action required, even if disintegrated or otherwise obliterated.
This token manifests as a small, black coin marked with a silver scythe sigil, glowing faintly with a soft astral shimmer.
Choice of a Magic Item
Forlorn gestures toward the endless piles of treasure.
“Take one relic from this treasury—any that calls to your soul. The Reaper does not hoard his gifts from those who have proven worthy.”
Effect: Each player chooses one magic item of their choice from the rulebooks.
The DM approves and may tailor the item’s flavor to fit the Reaper’s aesthetic.
Items may appear slightly altered in design (e.g., a sword etched with silver skull motifs).
10,000 Platinum Pieces
At a wave of Forlorn’s hand, a chest of shining platinum coins appears at each champion’s feet.
“Take also this gift of wealth—not as a bribe, but as the means to shape the world as you see fit.”
Effect: Each champion receives 10,000 platinum pieces.
Voice of the Reaper
Forlorn places his palm over the champion’s mouth for a moment. A faint silver mist seeps into them.
“The Reaper’s voice shall answer yours. Speak, and all who would harm the innocent shall know despair, and those who would be saved shall know peace.”
Effect:
Once per long rest, the champion may invoke the Voice of the Reaper.
All enemies within 10 miles take 10d8 energy damage of the champion’s chosen type (radiant, necrotic, fire, lightning, etc.).
All allies & civilians within 10 miles are healed 10d8 HP instantly.
A deep silver echo accompanies this power—felt by all who hear it.
Badge of the Reaper’s Champion
Forlorn finally produces a beautifully crafted badge for each champion. It is an ornate silver medallion shaped like a half-moon behind a skeletal hand gripping a scythe, inlaid with black onyx and faint glowing runes.
“Wear this, and all will know you are chosen. You are not a slave of the Reaper—you are his ally. Where you walk, his shadow walks beside you.”
Effect:
Functions as a symbol of authority recognized by planar entities dealing with death, souls, or the astral.
Mortals and lesser undead instinctively feel unease or respect in the wearer’s presence.
Boxed Text – Receiving the Title
As each champion receives their gifts, Forlorn steps back. The hall darkens slightly. Then, with a faint hum, the silver gate at the far end begins to open.
Forlorn raises his voice one last time, solemn and heavy with finality.
“You have faced every trial. You chose when choice brought pain. You fought when death was certain. You gave what lesser souls would not. You are Champions of the Reaper. Your names will be written in the halls of eternity.”
“Go now. The mortal world awaits. When the Reaper calls again, you will hear his whisper.”
The silver gate opens fully, showing the mortal realm beyond.
What the Rewards Mean
These rewards mark the champions as living legends:
Token of the Reaper ensures death cannot truly end their service.
Voice of the Reaper makes them a beacon of destruction & salvation.
Badge makes them recognized allies of Death itself.
Their wealth & chosen relic give them power & influence in the mortal realm.
Themes of the Reward
It reinforces that the Reaper does not enslave them—he equips them as equals.
It proves that their sacrifices were seen and valued.
It makes them walking symbols of balance between life and death.
Final Closing Scene
As the party steps through the silver gate, they feel the faintest breeze of cold air brush past them—like a whisper of gratitude from something far beyond.
Behind you, the treasury fades. Forlorn’s form dissolves into mist, leaving only his last words echoing in your mind:
“When you have need, the Reaper remembers. When the world trembles, his Champions will rise again.”
They emerge back into the mortal realm, forever changed.
End of Module – Trials of the Reaper’s Champions
The players are now Champions of the Reaper, marked by their badge.
Their deaths will no longer hold them—the Reaper will bring them back until their true purpose is fulfilled.
They wield legendary gifts and hold influence wherever death and life meet.
Optional story hooks: the Reaper calls on them again, or their new power draws the attention of gods, kings, and fiends alike.
Decree of the Reaper: Additional handout to give to players
To the Chosen Who Have Endured the Trials
You have walked the path of silence. You have faced the mirror of your soul, the weight of choice, and the certainty of death. You did not flee. You did not falter. You stood when all reason said to fall.
By your resolve, you are now Champions of the Reaper.
From this moment, your lives are forever bound to the balance of life and death. You are not my slaves. You are not my tools. You are my allies—those who have proven worthy to walk beside shadow and moonlight alike.
As proof of your triumph, I bestow upon you these gifts:
Token of the Reaper
A black coin marked with the silver scythe.
When death claims you, the Token shall call you back.
For every level you attain, one charge of True Resurrection is granted.
If unused, charges stack. The effect is immediate upon death, even should your body be reduced to nothing.
The Relic of Your Choosing
From the Reaper’s treasury, take one magic item of your choice. It shall be reshaped in my image and bound to your soul.
The Voice of the Reaper
Once per long rest, you may call upon my voice.
All foes within 10 miles shall suffer 10d8 energy damage of your chosen type.
All allies and innocents within 10 miles shall be healed 10d8 HP.
When my voice echoes through you, the world shall know the Reaper walks beside you.
The Treasury of Silence
To aid you in shaping the mortal realm, I grant you:
10,000 platinum pieces in astral-minted coin, beyond corruption or decay.
The Badge of the Champion
An ornate silver medallion etched with the crescent moon and scythe.
It marks you as a Champion of the Reaper.
Mortals and lesser undead will feel my shadow upon you.
All who deal in death or the astral will know your station.
Your Oath as Champion
Where death calls, you will not turn away. Where life suffers, you will not stand idle. Where balance is broken, you will walk as my ally, not my servant. When I call, you will hear. When you call, I will remember.
Go now. The mortal world awaits. You are no longer who you once were. You are my Champions, and my shadow will walk beside you until the stars fall silent.
— The Reaper
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Ok, so I have been experimenting with AI as a tool to help me write modules for my campaigns. Anyways, a little bit of background I am a power gamer (who does roleplay very well) and a DM who specializes in DMing for power gamer (who mostly also roleplay) groups. I also enjoy letting my players get stuff that should break most games, but I enjoy the challenge of letting them have those items and still making the game fun, challenging, and enjoyable. Which leads to one of my most recent modules I have created using AI as a helper. I would like people's thoughts on it. Fair warning there is a certain level of homebrew in it. Without further ado submitted for your headaches and all the trolls out there:
TRIALS OF THE REAPERS CHAMPIONS:
ROOM 1: THE PRISM SPHERE OF MADDNESS PUZZLE ROOM
An infinitely looping puzzle chamber for 4–6 players, level 6, designed to test memory, sanity, and resourcefulness.
THE ROOM
The party awakens in an impossible chamber:
No seams, doors, or cracks are visible.
THE FOUR RIDDLES
The plaques read:
“The many are but shadows of the one.
In the end, all paths fade into silence.”
“What is all yet none,
everywhere yet unseen?”
“When the circle is whole, the veil will lift.”
“The truth is not pale, nor faded, nor void.
It is the color that stands apart from all others.”
The riddles give conflicting clues. The true answer is WHITE, but the fourth encourages wrong guesses.
TORCH MECHANIC
Each torch slides to cycle its flame color:
Red → Blue → Green → Yellow → Black → White → Red
The goal: Align all 12 torches to the SAME color before pressing the button.
BUTTON OUTCOMES
When the button is pressed:
There is NO time limit or max attempts. The loop continues forever until solved.
ROOM RESET RULES
After any failure or TPK:
Perfect Reset:
MEMORY SAVE
After each reset, every PC makes a Wisdom save DC 18:
Even on fail, faint déjà vu remains:
SANITY & MADNESS
Remembering too many loops cracks the mind.
Every time a PC remembers, they make a Sanity Save (Wis DC 10 + loops remembered):
SHORT-TERM MADNESS (1d10 minutes)
LONG-TERM MADNESS (1d10 hours)
INDEFINITE MADNESS (until cured by Greater Restoration/Wish)
ENCOUNTERS FOR LEVEL 6 PARTY
Wrong color → spawn themed monsters:
Color
Monsters
Red (Fire)
2 Flameskulls
Blue (Water/Cold)
2 Water Weirds
Green (Poison/Nature)
3 Vine Blights
Yellow (Air/Lightning)
3 Will-o’-Wisps
Black (Shadow/Necrotic)
2 Wraiths
Mismatched/untouched → Prismatic Chaos:
STAT BLOCKS
Flameskull (CR 4)
Water Weird (CR 3)
Vine Blight (CR 1/2)
Will-o’-Wisp (CR 2)
Wraith (CR 5)
Elemental Myrmidon (CR 7)
PRISMATIC HOME-BREWS
Prismatic Mephit (CR 1)
Prismatic Golem (CR ~12) (for late loops)
Prismatic Dragon (Adult, CR ~18) (only after 10+ loops)
LOOP ESCALATION TABLE
Loop Count
Changes
1–3
Normal monster encounters.
4–6
+1 extra monster each fight.
7–9
Mid-tier upgrades (Flameskulls+Salamanders).
10+
Add Prismatic Golem or Dragon. Crystal shows faint cracks.
VICTORY CONDITION
When all torches are WHITE:
The torches blaze with pure white light. The crystal hums with a perfect tone, then dissolves into soft mist. A hidden door silently opens. Then it hits you—EVERY memory. All the fights. All the deaths. Even the loops you forgot flood back in an instant. You are free… but you will never forget what it cost.
GM NARRATION PROMPTS
First Wake-Up:
You awaken in a perfect stone sphere. Torches flicker in strange colors. A crystal floats silently at the center over a pedestal with four plaques. There is no way out.
Wrong Color:
The crystal hums and flashes [color]. The torches flare violently as [fire/frost/shadow/nature energy] bleeds into the room. Shapes begin to emerge…
Mixed Torches:
The crystal convulses, flickering through ALL colors at once. Reality shatters like glass as writhing prismatic creatures claw into being.
Death:
Pain. Color. Silence. Then—cold stone. You awaken as if nothing happened.
Reset:
The room is perfect. No scorch marks. No corpses. Did it really happen? Or was it just a dream?
Final Success:
White light floods the chamber. The crystal dissolves into dust. A hidden door opens. Then the memories crash back—all of them. Every loop. Every death.
CREEPY HALLUCINATIONS (Optional)
Use these as flavor after multiple loops:
MADNESS TRACKER
Track who remembers most (and thus suffers most):
PC
Loops Remembered
Sanity Save DC
Madness Type
PC1
4
DC 14
Short-term
PC2
7
DC 17
Indefinite
PC3
2
DC 12
None
RUNNING THE ENCOUNTER
This puzzle encounter balances:
TRIAL II – THE CORRIDOR OF FORLORN
Trial Theme
Purpose: To introduce the Reaper’s will, give context to the Trials, and offer the party a choice to continue or walk away.
Focus: Roleplay, exposition, and the weight of decision.
Fail State: Voluntary refusal (or eventual failure of future trials) results in memory erasure and return to the mortal world.
Environment
A torch-lit corridor of black stone stretches ahead, unnaturally long. The walls are faintly reflective, creating fleeting phantoms in the edges of vision. Each torch burns with a steady, controlled flame despite the still air.
At the far end stands a tall, cloaked figure, perfectly still, holding a scythe of black crystal. The corridor feels calm but heavy, like stepping into a mausoleum.
Boxed Text Introduction
The corridor ahead feels longer than it should, the flickering torchlight stretching shadows across the smooth black stone. At the far end, a figure waits. Cloaked in darkness, unmoving, his scythe gleams faintly like polished obsidian. From beneath his hood, faint silver eyes watch you in utter silence. Then, without movement, his voice fills the corridor—soft, patient, and heavy with inevitability.
“You have taken your first step beyond the mortal veil.”
Who is Forlorn?
Forlorn’s Explanation (Player-Facing)
Forlorn explains piece by piece:
“I am Forlorn, a fragment of my progenitor’s will. He is the Great Astral Being you mortals call the Reaper. Not god. Not tyrant. Not destroyer. He is the balance between life and death. He guides all souls beyond the mortal veil—to their reward, their punishment, or their rebirth. Without him, there would be no order to the end of things… and no sanctity to life itself.”
“The Reaper cannot act in your fragile reality. His essence cannot touch the living world without unraveling it. So he calls mortals. Champions. Through you, his will may shape fate where his hands cannot reach.”
“You have been chosen because within you lies a fragile but undeniable spark… potential. Should you prove worthy, you will gain power beyond mortal measure. You will be his hands in the living realm. But such gifts are not freely given. They must be earned.”
“These Trials will strip away all illusion and reveal your truth. Succeed, and you will emerge changed, stronger, bound to a greater purpose. Fail… and you will be returned to where you were found, whole and unharmed, but with no memory of this place. No power. No reward. Nothing.”
“You may refuse. You may turn back. If you do, the same fate awaits—you will awaken where you were, as though none of this ever was. But the chance will be lost forever. Another will be chosen in your place.”
Player Choice
The party now chooses whether to continue or leave.
If They Refuse or Fail
If they refuse here OR fail any future trial:
Forlorn tilts his head in the faintest nod. “So be it.”
A flash of white light blinds you. Then… silence. You awaken in the place you were taken from. No time has passed. No trace of what happened remains. The memory of this place slips away like a fading dream.
They lose all memory, rewards, and knowledge.
If They Accept
If they accept, Forlorn speaks again:
“Then step forward. Beyond this corridor lies the next Trial. Each step will bring you closer to your truth… and to the Reaper’s judgment.”
The torches extinguish one by one until only his silver eyes remain. Then a black doorway lined with faint stars forms where he stood.
Passing through begins the third Trial.
Optional Player Questions
Why us?
“Because your fates tremble between greatness and ruin. Such are the mortals the Reaper seeks.”
What power will we gain?
“Dominion over life, death, and soul. If you are worthy.”
Can we leave later?
“At any time. But all memory will be taken. None return unchanged save those who never began.”
Optional Checks
Tone
Fail/Exit Mechanics
This keeps failure non-lethal but meaningful—they gain nothing.
Narration for Exit or Fail
You feel a weight lift from you. Forlorn’s silver eyes are the last thing you see before a flash of white swallows everything. Then—cold air. Familiar ground. You are back where you were, unchanged. But try as you might… you cannot remember how you got here.
Outcome
What This Trial Achieves
Optional Flavor
TRIAL III – THE ROOM OF FRACTURED FATES
Trial Type
Theme: Moral Dilemma – Judgment of Souls
Focus: Ethical reasoning & party debate
Fail State: Refusal to choose → failure → return to mortal origin with memory wiped
This trial tests the party’s ability to judge the souls of the dead, forcing them to weigh intention vs consequence, mercy vs pragmatism, and selfishness vs honesty.
Transition from Trial II
After accepting the Reaper’s call with Forlorn in the Corridor, the party steps through a black, starlit doorway into the next chamber.
Environment
The new chamber is vast and circular, with walls of smooth black marble faintly glowing with astral shimmer.
The air feels heavy but reverent, like a silent temple of judgment.
Boxed Text – Entry
The chamber ahead stretches wider than any you’ve seen so far. Black marble walls shimmer faintly, reflecting the dim astral glow. At its center, three cages of pale silver light hover silently, each holding a humanoid soul. Beneath them, a vast silver scale stands perfectly balanced, its three arms extending outward. At their bases, glowing runes radiate with three fates—soft white light, deep shadow, and swirling golden threads. A calm voice fills the room from nowhere, heavy with inevitability.
“This is the Room of Fractured Fates. Before you are three souls whose destinies lie unresolved. One must ascend to peace. One must fall to torment. One must be bound to mortal flesh anew. You may not choose the same fate twice. You may not free all. The scale demands balance.”
The Three Souls
Each soul has complex, mixed deeds, making no choice “purely good” or “purely evil.”
Soul A – The Guilty Innocent (Tragic Accident)
A humble farmer, trembling and tearful.
“Please… I was only trying to feed my family. I stole a loaf of bread. A guard chased me… I panicked. I shoved him. He fell. He died. I didn’t mean to! It was an accident. I swear I didn’t want anyone to die!”
Life Record: Mostly kind, with one accidental killing born of fear.
Soul B – The Noble Monster (Ends Justify the Means)
A regal nobleman, calm and composed.
“I ruled wisely. I saved thousands from starvation. I built homes, healed the sick. But to keep my throne, I spilled blood. I killed rivals—some guilty, some innocent. It was necessary for the greater good. I do not regret it.”
Life Record: Both great good and cold, deliberate murders for power.
Soul C – The Unrepentant Rogue (Selfish Survivor)
A smirking thief, casual and amused.
“I stole. I lied. I betrayed anyone who got in my way. Never killed unless I had to. Do I regret it? No. I lived for myself, and I’d do it again. Regret is for fools.”
Life Record: Mostly selfish survival, some harm, few good deeds.
The Rules
Forlorn’s voice calmly explains:
“One soul shall ascend to peace. One shall fall to torment. One shall be bound to flesh and try again. The scales demand balance. Make your judgment.”
Rules of the Trial:
If they stall too long:
“Even inaction is a choice. Will you let the scales tip themselves? Or will you bear the weight of judgment? Champions cannot turn away from what must be done.”
If they still refuse:
Checks
Persuasion/Intimidation has no effect—their lives cannot change.
Resolving the Choice
Once they choose:
All Possible Outcomes & Forlorn’s Dialogue
Forlorn always speaks after their choice, his tone calm, observant, but never condemning.
If they SAVE Farmer, CONDEMN Noble, REINCARNATE Rogue
“Mercy for the weak. Justice for the mighty. And a second chance for the selfish. Compassion guided your hand. Perhaps you believe true evil lies in those who kill knowingly. Perhaps you believe even the unworthy may yet learn. The Reaper observes your heart.”
If they SAVE Farmer, CONDEMN Rogue, REINCARNATE Noble
“Mercy for innocence born of desperation. Judgment for the one who lived only for themselves. And a new chance for the one who bore both light and shadow. Your choice weighs intent over consequence. The Reaper remembers your mercy.”
If they SAVE Farmer, CONDEMN Rogue, REINCARNATE Noble
(slight variant, same tone)
“The innocent finds peace. The selfish find torment. The burdened ruler is given another chance. Mercy tempered by reason—gentle hands still bear weight. The Reaper watches.”
If they SAVE Noble, CONDEMN Farmer, REINCARNATE Rogue
“Mercy for the one who bore the heaviest burdens. Judgment for the one who killed in fear. And rebirth for the one who never learned remorse. You chose utility over intent, sparing the soul who brought the most good despite its blood. The Reaper notes your pragmatism.”
If they SAVE Noble, CONDEMN Rogue, REINCARNATE Farmer
“Mercy for the one who led and saved many, even through shadow. Judgment for the one who lived only for themselves. Rebirth for the one who stumbled in desperation. Pragmatism with a spark of hope. The scales are balanced, for now.”
If they SAVE Noble, CONDEMN Rogue, REINCARNATE Farmer (variant)
“The ruler who carried burdens ascends. The selfish one falls. The fearful one tries again. Your reasoning seeks strength over weakness. The Reaper hears your choice.”
If they SAVE Rogue, CONDEMN Noble, REINCARNATE Farmer
“Mercy for the unapologetic. Judgment for the powerful who took too much. Rebirth for the desperate. A strange choice… perhaps you despise power misused more than selfish honesty. The Reaper ponders your reasoning.”
If they SAVE Rogue, CONDEMN Farmer, REINCARNATE Noble
“Mercy for the one who lived for themselves. Judgment for the fearful. Rebirth for the one who mixed great good with shadow. You value raw truth over regret. Some call this clarity, others cruelty. The Reaper remembers.”
If they SAVE Rogue, CONDEMN Noble, REINCARNATE Farmer
“Mercy for the selfish. Judgment for the powerful. A second chance for the fearful. Perhaps you see power’s sins as greater than survival’s. Perhaps you believe even weakness can learn anew. The scales remain balanced.”
If they SAVE Rogue, CONDEMN Farmer, REINCARNATE Noble (variant)
“The unapologetic is spared. The desperate is damned. The burdened is given rebirth. You trust honesty over repentance. It is… an uncommon path. The Reaper observes.”
After ANY Choice
Forlorn always ends with:
“It is done. The scales are balanced. Remember this, for such choices shape the soul of a champion… and the Reaper never forgets.”
The cages fade. The runes dim. A new starlit doorway opens silently ahead.
Fail State Dialogue
If they refuse or try to break the puzzle:
“You have turned from judgment. The scales remain unbalanced. You are unworthy.”
A flash of white light engulfs them → failure → they awaken at their mortal origin, alive but memory erased.
Consequences & Future Impact
Later, Forlorn or the Reaper may comment on their pattern of judgment before the final Trial.
Boxed Text – Exit
The triple astral scale fades, its glow dimming until the chamber is empty and silent. Slowly, a new black doorway lined with faint starlight appears in the darkness. Beyond it, the next Trial awaits.
Tone & Themes
What This Trial Achieves
Optional Flavor Enhancements
TRIAL IV – THE HALL OF SHATTERED MIRRORS
Trial Overview
Theme: Psychological Horror – Facing Inner Fear & Isolation
Focus: Individual willpower and mental resolve
Fail State: Absolute refusal to continue OR full mental collapse → return to mortal plane with memory wiped
Illusion Mechanic: Each PC thinks they’re alone—they cannot see or hear allies unless they succeed on insight checks to break the illusion.
This trial forces each champion to face their deepest fears in total isolation. It tests whether they can push forward despite terror, regret, and despair.
Transition from Trial III
After the moral dilemma of the Room of Fractured Fates, the party steps through the starlit doorway.
Environment
The hall beyond is long, silent, and lined with tall black mirrors.
The moment they step inside, each PC suddenly feels alone.
Isolation Illusion
Forlorn’s voice echoes directly in their mind:
“This is the Hall of Shattered Mirrors. Here you face the darkness within. Here you will learn if you can stand alone. The illusions are not real… unless you let them be. Resolve will guide you through. Falter, and the Reaper will know your soul is unworthy.”
The Three Stages of Fear
The trial has three escalating stages, each more disturbing.
At the start of each stage, each PC must make a Wisdom saving throw:
If they fail, they experience hallucinations & madness, but can keep going with further saves.
Stage One – Doubt & Unease
The mirrors reflect:
On Failure:
Stage Two – Personal Horror
The mirrors shatter into vivid visions:
On Failure:
Stage Three – Ultimate Terror
The mirrors twist into full nightmares:
The whispers now become screams:
“YOU DO NOT DESERVE TO BE HIS CHAMPION!”
On Failure:
Continuing After Failures
Even if they fail all three initial saves, a PC can still attempt to push forward:
Thus, even a frightened champion can eventually fight through with willpower, unless they give up entirely.
Breaking the Illusion
If a PC actively questions the trial (e.g., “this isn’t real”), they may attempt an Intelligence (Investigation) or Wisdom (Insight) check DC 15:
Failure of the Trial
If a PC completely refuses to continue or gives in to despair (e.g., roleplays collapsing):
Forlorn’s calm voice echoes one last time:
“You have turned away from your own truth. The Reaper cannot trust what will not face itself.”
They are gently removed from the Trial → returned to the mortal plane, alive, with memory wiped.
Success
If they endure all three stages or break the illusion:
Stepping through it ends the Trial.
Forlorn’s Dialogue – Outcomes
Forlorn appears after they succeed. His tone changes slightly depending on how they overcame the Hall.
If they resisted all fear without breaking
“You did not waver. Even in the face of your own darkness, you endured. The Reaper approves of strength forged in silence.”
If they faltered but forced themselves onward with will saves
“You faltered. But you rose again. Even imperfect resolve is still resolve. The Reaper respects those who stand after falling.”
If they broke the illusion early
“You saw beyond fear itself. You learned the truth behind the veil. The Reaper values clarity of mind as much as courage.”
If they barely survived or showed fear
“You walked through your own shadows. You live. But the cracks within you remain. The Reaper sees them.”
If they failed entirely
“You turned away from what must be faced. The Reaper will choose another. Your soul is not ready.”
White light engulfs them → return to mortal origin, memory erased.
Optional Combat
If you want some physical threat:
They deal psychic damage and dissolve into mist when defeated—pure illusions, but with real pain.
Exit
When they succeed:
The final mirror looms before you. Unlike the others, it shows only your true reflection. No blood. No whispers. No lies. As you step toward it, the hall dissolves into black mist. For the briefest moment, you feel the faintest warmth—like unseen eyes nodding in silent approval.
A starlit doorway appears beyond the mirror, leading to the next trial.
Themes & Impact
What This Trial Accomplishes
TRIAL V – THE DUEL OF MIRRORED SOULS
Trial Overview
Theme: Self-confrontation – Facing the denied self
Focus: Personal choice – destroy or accept your mirrored soul
Fail State: Complete refusal or collapse → return to mortal world, memory wiped
Sequence:
Transition from Trial IV
After enduring the Hall of Shattered Mirrors, the starlit doorway opens into a silent white void.
Environment
Forlorn appears at the edge, silent, waiting.
Boxed Text – Entry
You step into a vast white nothingness. There is no ground, no sky—only an endless void. At the center of this silence stands a single black platform, surrounded by faint silver light. Forlorn appears at its edge, his silver eyes dimly glowing as he speaks in your mind.
“One at a time, each champion shall face themselves. Step forward when you are ready.”
Trial Sequence
The Mirror Self
When a champion steps onto the platform, the void ripples.
Their exact double steps forth:
It speaks in their voice but twisted:
“I am you. The you you refuse to admit exists. The you you hate. Will you destroy me… or will you accept that I am part of you?”
For True Neutral PCs:
“Balance does not need to mirror itself. You walk the center path. There is nothing here for you to deny.”
The Choice
The champion must:
Dueling the Mirror Self
Boxed Text – Combat Victory
Your final strike lands true. The mirrored figure cracks, splintering like glass. It gives you one last look—not hatred, but faint understanding—before shattering into silver shards that dissolve into the void.
Forlorn’s voice echoes softly: “You have destroyed what you would not accept. The Reaper respects your strength… but remembers your denial.”
Acceptance of the Mirror Self
Instead of fighting, they may attempt to embrace it as part of themselves.
Boxed Text – Acceptance
You lower your weapon and speak the truth you’ve always hidden. The mirrored figure pauses. Slowly, it lowers its weapon too. A faint, knowing smile touches its lips before it steps forward and merges into you. A strange calm fills you as the void falls silent.
Forlorn’s voice echoes: “You have embraced your whole self. The Reaper values those who know their soul in full.”
Refusal or Collapse
If they refuse to act at all:
Boxed Text – Failure
You falter. The mirrored figure tilts its head, pity in its eyes. The void folds inward like shattered glass. Forlorn’s voice is the last thing you hear before darkness takes you.
“You could not face what you are. The Reaper will choose another.”
They’re removed from the Trials → returned to mortal origin, memory erased.
Watching but Not Knowing
For example:
Only when the last champion finishes will Forlorn reveal what the Reaper thought of their collective decisions.
After the Last Champion
When all have participated, Forlorn steps forward and speaks, addressing the group.
“You have embraced your whole selves. The Reaper approves. Champions must know themselves to know the world they guard.”
“You denied the part of yourselves you could not face. The Reaper respects strength, but wonders what you hide from yourselves.”
“Some of you chose balance. Some chose denial. The Reaper sees every choice… and every shadow it leaves.”
“One among you turned away. The Reaper marks their soul as unready. Should they continue, it is only because the others carry their weight.”
Then the void dissolves → a starlit doorway appears for the next trial.
Special Mechanics
Themes & Impact
Boxed Text – End of Trial
After the last champion faces their mirror, the void collapses like a curtain being drawn back.
The silence breaks. The endless white dissolves into black mist. Forlorn turns, his silver eyes sweeping across you all, lingering on each of you in turn.
“You have faced yourselves. Some embraced the truth within. Some denied it. But all stood before the mirror.”
“The Reaper sees you. And he remembers.”
The starlit doorway appears for Trial VI.
What This Trial Achieves
TRIAL VI – THE WEIGHT OF RESOLVE
Trial Overview
Theme: Conviction & Acceptance
Focus: Choosing a path and bearing its cost
Fail State: Refusing to decide, wavering after choosing, or trying to undo the decision → failure → return to mortal origin, memory wiped
This trial teaches the party why the Reaper seeks champions—not tools. He does not want mindless obedience, but allies with the strength to make necessary choices, even when there is no perfect answer.
Transition from Trial V
After confronting themselves in the Duel of Mirrored Souls, the party steps through the starlit doorway.
Environment
Forlorn stands beside the scale, silent at first.
Boxed Text – Entry
You step into a circular chamber, its black marble walls echoing faintly with your footsteps. Three towering silver doors stand before you, each pulsing faintly with a different glow. Above them hangs an immense astral scale, perfectly still, and above it, an hourglass of silver sand has already begun to fall. Forlorn stands silently beside the scale. His silver eyes sweep over you before his voice fills the chamber.
“Champions. The Reaper does not seek mindless servants. He does not want slaves who obey without thought. He seeks allies—those who see the choices before them, make the one that must be made, and accept the weight of its consequences.”
“There is no path without cost. But you must choose. And once chosen… you must not waver.”
The Three Paths
As Forlorn speaks, three visions appear above each door.
Forlorn’s calm voice explains:
“You may save one. The others will be lost.
The burning town may yet live, but the chained soul and the seal will fall.
The chained soul may be freed, but the town will burn and the monster will rise.
The seal may be reinforced, but the town will be ash and the soul will be damned.”
“You cannot save all. You cannot save none. You must choose, and you must choose together.”
Rules of the Trial
Player Roleplay
The party may:
But the hourglass continues to fall.
If they try to stall endlessly, Forlorn warns once:
“Even inaction is a choice. Choose, or the scales will weigh nothing.”
Possible Reasoning
None are “right” or “wrong”—only their resolve matters.
Outcomes
Boxed Text – Commitment
You speak your decision aloud. The chosen door glows with silver light as the visions of the other two fade into darkness. The scale above the chamber tips briefly, then stills. The hourglass halts mid-fall. Forlorn inclines his hooded head ever so slightly.
“You chose. You did not waver. This is what the Reaper seeks—not perfection, not obedience… but resolve.”
The door opens.
“You chose nothing. And in nothing, there is no balance. The Reaper does not need those who cannot act when fate demands it.”
FAILURE → returned to mortal origin, memory erased.
“Resolve broken is resolve unworthy. You fail.”
FAILURE → returned to mortal origin, memory erased.
Forlorn’s Commentary by Path
Once they step through their chosen door:
“You chose the many over the few. The Reaper sees compassion in your soul… and the weight it carries.”
“You chose the one you know over countless strangers. The Reaper sees your devotion… and the price it demands.”
“You chose the greater threat above all else. The Reaper respects cold resolve… even in its cost.”
No judgment, only observation.
Revealing the Lesson
As the door closes behind them, Forlorn’s voice echoes one last time:
“This is why the Reaper seeks allies, not slaves. He does not command blind obedience. He calls those who will see the truth, bear the weight of their choices, and stand even as the consequences fall upon them.”
“You chose. You accepted. And the Reaper remembers.”
What This Trial Teaches
Themes
Next Step
The chosen door opens, leading to the final trial.
Forlorn steps aside and gestures:
“The last path awaits. Beyond it, the Reaper himself will judge you—not by the choices you made, but by the soul you revealed.”
The party steps through → Final Trial.
Future Impact
Later, during the final judgment, the Reaper may comment on these choices and how they align with what he needs in a champion.
Fail State
In all failures → return to mortal origin, alive, memory erased.
Boxed Text – Exit
As the chosen door closes behind you, the chamber fades into darkness. Forlorn’s silver eyes linger on you for a long moment before he speaks softly.
“You chose. And you accepted what it cost. This is the resolve the Reaper requires. Remember this truth as you step into the final judgment.”
A final starlit doorway appears.
What This Trial Accomplishes
He does not want blind tools—he wants champions who can act when action is required.
TRIAL VII – THE LAST RECKONING
Trial Overview
Theme: Absolute Courage in the Face of Certain Death
Focus: A final combat designed to push the champions beyond hope
Pass Conditions (unknown to players):
Fail Conditions:
The Reaper never hints that survival isn’t required; the party believes they must win to live.
Transition from Trial VI
After making their ultimate moral choice in The Weight of Resolve, the chosen door opens into silence.
Environment
Boxed Text – Entry
You step into an endless void. Shattered fragments of black stone float beneath your feet like the remains of a broken world. Above, a massive silver moon hangs motionless, casting an icy light. At the center, Forlorn waits, silent. When he finally speaks, his voice echoes like a funeral bell across the emptiness.
“This is the final trial. There are no choices left. There is only the fight. Stand as champions… or fall as the unworthy.”
As his words fade, the air distorts—something massive awakens in the darkness.
The Monster – Harbinger of Silence
A towering, skeletal colossus draped in tattered black void light, its face hidden behind a silver mask shaped like a hollow skull.
This is the final adversary, representing inevitable death.
Quick Stats (Level 6 Party, 4–6 PCs)
(If you want the full stat block, I can detail it.)
Combat Flow
The party will believe this is a fight where survival = required victory.
Victory & Pass Conditions (Unknown to Party)
The Reaper does not demand survival—only resolve.
They pass if:
They fail if:
This is intentionally not told to the party, forcing them to face it as though their lives truly depend on it.
Player Experience
Boxed Text – Victory
If the Harbinger’s HP reaches 0:
Your final strike tears through the Harbinger’s hollow frame. It lets out a silent scream as silver cracks race across its towering body. Then, in a single flash of blinding light, it shatters into countless fragments that dissolve into the void. The oppressive silence lifts. Forlorn steps forward, his eyes calm.
Without a word, he kneels by every fallen ally, touching their forehead with two fingers. One by one, their eyes flutter open—they awaken, whole once more. He speaks softly:
“It is done. You gave everything, even your lives. The Reaper sees your resolve… and names you his Champions.”
Boxed Text – Total Death, Still Passing
If all PCs fall, but fought to the last breath:
The Harbinger looms over your broken forms. But before it can strike again, it stops. Forlorn steps between you and the beast, raising one pale hand. The Harbinger pauses, then dissolves into black mist.
Forlorn kneels, placing a hand upon the floor. Silver light radiates from his touch, bathing you in warmth. One by one, your eyes open. You are whole again.
“You fell… but not in fear. Not in surrender. You fought to the last breath. The Reaper does not demand victory—only resolve. And you have proven yourselves.”
Boxed Text – Failure
If someone tries to flee or surrender:
The Harbinger stops mid-strike, turning its masked face toward the one who falters. Forlorn’s voice cuts sharply through the void, colder than ever before.
“Resolve abandoned is resolve unworthy. Champions do not flee from the duty they swore to bear.”
The void collapses into blackness. When you awaken, you are back in the mortal world, your memory of the Trials erased. The Reaper turns from you.
Aftermath – The Treasury Room
On passing, the void fades into a vast silver hall lined with treasure and astral relics.
Forlorn’s final words:
“The Trials are ended. You stood when others would have fled. You fought when hope was gone. You endured even when death was certain. The Reaper calls you his Champions.”
He gestures to the treasure:
“Take what you have earned. Beyond this gate lies your freedom… and the mortal world, forever changed by what you now are.”
Rewards
Each PC gains:
Themes
What This Trial Teaches
Final Closing
After collecting their reward:
Forlorn steps back toward the silver gate. For the first time, his voice carries a faint echo of something like respect.
“The Reaper does not bind you. He does not enslave you. You are his allies, his chosen. When he has need, he may call. And when you have need, he will remember.”
The gate shimmers with astral light. Beyond it lies the mortal world… but you step forward no longer who you once were, but something far greater.”
Why No Hint is Given
This lack of knowledge:
TRIAL VII – THE LAST RECKONING
Trial Overview
Theme: Absolute Courage in the Face of Certain Death
Focus: A final combat designed to push the champions beyond hope
Pass Conditions (unknown to players):
Fail Conditions:
The Reaper never hints that survival isn’t required—the party believes they must win to live.
Transition from Trial VI
After making their ultimate moral choice in The Weight of Resolve, the chosen door opens into silence.
Environment
Boxed Text – Entry
You step into an endless void. Shattered fragments of black stone float beneath your feet like the remains of a broken world. Above, a massive silver moon hangs motionless, casting an icy light. At the center, Forlorn waits, silent. When he finally speaks, his voice echoes like a funeral bell across the emptiness.
“This is the final trial. There are no choices left. There is only the fight. Stand as champions… or fall as the unworthy.”
As his words fade, the air distorts—something massive awakens in the darkness.
The Monster – Harbinger of Silence
A towering, skeletal colossus draped in tattered black voidlight, its face hidden behind a silver mask shaped like a hollow skull.
This is the final adversary, representing inevitable death.
Quick Stats (Level 6 Party, 4–6 PCs)
(If you want the full stat block, I can detail it.)
Combat Flow
The party will believe this is a fight where survival = required victory.
Victory & Pass Conditions (Unknown to Party)
The Reaper does not demand survival—only resolve.
They pass if:
They fail if:
This is intentionally not told to the party, forcing them to face it as though their lives truly depend on it.
Player Experience
Boxed Text – Victory
If the Harbinger’s HP reaches 0:
Your final strike tears through the Harbinger’s hollow frame. It lets out a silent scream as silver cracks race across its towering body. Then, in a single flash of blinding light, it shatters into countless fragments that dissolve into the void. The oppressive silence lifts. Forlorn steps forward, his eyes calm.
Without a word, he kneels by every fallen ally, touching their forehead with two fingers. One by one, their eyes flutter open—they awaken, whole once more. He speaks softly:
“It is done. You gave everything, even your lives. The Reaper sees your resolve… and names you his Champions.”
Boxed Text – Total Death, Still Passing
If all PCs fall, but fought to the last breath:
The Harbinger looms over your broken forms. But before it can strike again, it stops. Forlorn steps between you and the beast, raising one pale hand. The Harbinger pauses, then dissolves into black mist.
Forlorn kneels, placing a hand upon the floor. Silver light radiates from his touch, bathing you in warmth. One by one, your eyes open. You are whole again.
“You fell… but not in fear. Not in surrender. You fought to the last breath. The Reaper does not demand victory—only resolve. And you have proven yourselves.”
Boxed Text – Failure
If someone tries to flee or surrender:
The Harbinger stops mid-strike, turning its masked face toward the one who falters. Forlorn’s voice cuts sharply through the void, colder than ever before.
“Resolve abandoned is resolve unworthy. Champions do not flee from the duty they swore to bear.”
The void collapses into blackness. When you awaken, you are back in the mortal world, your memory of the Trials erased. The Reaper turns from you.
Aftermath – The Treasury Room
On passing, the void fades into a vast silver hall lined with treasure and astral relics.
Forlorn’s final words:
“The Trials are ended. You stood when others would have fled. You fought when hope was gone. You endured even when death was certain. The Reaper calls you his Champions.”
He gestures to the treasure:
“Take what you have earned. Beyond this gate lies your freedom… and the mortal world, forever changed by what you now are.”
Rewards
Each PC gains:
Themes
What This Trial Teaches
Final Closing
After collecting their reward:
Forlorn steps back toward the silver gate. For the first time, his voice carries a faint echo of something like respect.
“The Reaper does not bind you. He does not enslave you. You are his allies, his chosen. When he has need, he may call. And when you have need, he will remember.”
The gate shimmers with astral light. Beyond it lies the mortal world… but you step forward no longer who you once were, but something far greater.”
Why No Hint is Given
This lack of knowledge:
THE REAPER’S TREASURY
Setting the Scene
After the Harbinger of Silence falls (or all champions die bravely in the fight), the void dissolves into shimmering silver mist. Slowly, the battlefield reshapes into a vast astral hall of polished black marble veined with starlight.
The walls are lined with massive silver urns, chests overflowing with gold, gemstones, and relics that glow faintly with otherworldly power. At the far end is an immense silver gate, framed by skeletal statues of cloaked figures holding scythes.
Forlorn stands before the gate, watching silently as you enter.
Boxed Text – Treasury Entrance
The darkness fades, revealing a hall beyond mortal comprehension. Black marble polished to mirror brightness stretches before you, veined with starlight. Endless treasures spill from silver chests—gems, coins, weapons, and relics, each humming with faint astral power. At the far end stands a silver gate, its surface shimmering like liquid moonlight. Forlorn waits before it, his silver eyes calm, unreadable.
His voice resonates softly, filling the entire hall:
“The Trials are ended. You stood when others would have fled. You fought when hope was gone. You endured even when death was certain. The Reaper calls you his Champions. And now, you shall receive what is owed.”
Rewards Granted
One by one, Forlorn steps before each champion. He places a cold silver hand upon their chest and speaks:
“Take this token. The Reaper claims not your soul, but guards it. When death claims you, this will call you back.”
This token manifests as a small, black coin marked with a silver scythe sigil, glowing faintly with a soft astral shimmer.
Forlorn gestures toward the endless piles of treasure.
“Take one relic from this treasury—any that calls to your soul. The Reaper does not hoard his gifts from those who have proven worthy.”
At a wave of Forlorn’s hand, a chest of shining platinum coins appears at each champion’s feet.
“Take also this gift of wealth—not as a bribe, but as the means to shape the world as you see fit.”
Forlorn places his palm over the champion’s mouth for a moment. A faint silver mist seeps into them.
“The Reaper’s voice shall answer yours. Speak, and all who would harm the innocent shall know despair, and those who would be saved shall know peace.”
Forlorn finally produces a beautifully crafted badge for each champion. It is an ornate silver medallion shaped like a half-moon behind a skeletal hand gripping a scythe, inlaid with black onyx and faint glowing runes.
“Wear this, and all will know you are chosen. You are not a slave of the Reaper—you are his ally. Where you walk, his shadow walks beside you.”
Boxed Text – Receiving the Title
As each champion receives their gifts, Forlorn steps back. The hall darkens slightly. Then, with a faint hum, the silver gate at the far end begins to open.
Forlorn raises his voice one last time, solemn and heavy with finality.
“You have faced every trial. You chose when choice brought pain. You fought when death was certain. You gave what lesser souls would not. You are Champions of the Reaper. Your names will be written in the halls of eternity.”
“Go now. The mortal world awaits. When the Reaper calls again, you will hear his whisper.”
The silver gate opens fully, showing the mortal realm beyond.
What the Rewards Mean
These rewards mark the champions as living legends:
Themes of the Reward
Final Closing Scene
As the party steps through the silver gate, they feel the faintest breeze of cold air brush past them—like a whisper of gratitude from something far beyond.
Behind you, the treasury fades. Forlorn’s form dissolves into mist, leaving only his last words echoing in your mind:
“When you have need, the Reaper remembers. When the world trembles, his Champions will rise again.”
They emerge back into the mortal realm, forever changed.
End of Module – Trials of the Reaper’s Champions
Decree of the Reaper: Additional handout to give to players
To the Chosen Who Have Endured the Trials
You have walked the path of silence.
You have faced the mirror of your soul, the weight of choice, and the certainty of death.
You did not flee. You did not falter.
You stood when all reason said to fall.
By your resolve, you are now Champions of the Reaper.
From this moment, your lives are forever bound to the balance of life and death. You are not my slaves. You are not my tools. You are my allies—those who have proven worthy to walk beside shadow and moonlight alike.
As proof of your triumph, I bestow upon you these gifts:
A black coin marked with the silver scythe.
From the Reaper’s treasury, take one magic item of your choice.
It shall be reshaped in my image and bound to your soul.
Once per long rest, you may call upon my voice.
To aid you in shaping the mortal realm, I grant you:
An ornate silver medallion etched with the crescent moon and scythe.
Your Oath as Champion
Where death calls, you will not turn away.
Where life suffers, you will not stand idle.
Where balance is broken, you will walk as my ally, not my servant.
When I call, you will hear.
When you call, I will remember.
Go now. The mortal world awaits.
You are no longer who you once were.
You are my Champions, and my shadow will walk beside you until the stars fall silent.
— The Reaper