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Gallery of Mimics

Room

DCC ATG · p.6

Open source p.6

This chamber, hewn from dark, smooth stone, is dimly lit by ghostly flames flickering in wall sconces. Standing on upraised plinths around the room are four treasure chests, each artfully crafted to resemble monstrous visages with toothy maws and eyes. The lid to each treasure chest is open, each bearing a simple platinum key. At the western side of the chamber, two statues of robed monastic figures stand on pedestals in solemn prayer.

This chamber reflects Lyria’s desire to psychologically torment Dara, who held a deep fear of mimics. While none of the treasure chests in the room are truly mimics, they are all trapped.

Secret Door: A DC 12 Intelligence check spots a concealed keyhole in the stonework of the wall between the two statues. Opening the door without the key takes 10 minutes and a successful DC 20 pick lock check with thieves’ tools. Attempting to open the door without the key triggers an attack from two mimics who have disguised themselves as statues.

Mimics (2): Init ; Atk pseudopod melee (); Crit M/ ; AC 13; HD (hp 24); hp 24; MV 10’; Act ; SP shapechanger (transforms into inanimate object of similar size), adhesive flesh, immune to acid; SV Fort , Ref , Will ; AL N.

Adhesive flesh: Anyone who touches the mimic becomes automatically grappled as they become stuck by the adhesive coating it exudes from its pores. A character who becomes stuck to the mimic may free themselves with a successful DC 12 Strength check. Additionally, any weapon that strikes the mimic becomes glued to its body. Immediately after a successful melee weapon attack, a character may attempt a DC 12 Strength check to pull the weapon free. Subsequent attempts to pull the weapon free require a full round of effort.

Keys: Each key fits the lock of the chest it is found in, allowing them to be locked or unlocked. An inspection of the keys, with a successful DC 9 Intelligence check, reveals they can be combined to create a master key, capable of opening the secret door.

Trapped Chests: A successful DC 12 find trap check discerns the razor-sharp lid of each treasure chest is rigged to snap shut if the key it contains is not lifted out carefully. The key can be swapped with a similar-sized object by a character succeeding in a DC 14 Agility check. On a success, they remove the key without activating this trap. A successful DC 16 disable trap check using thieves’ tools disarms the trap. An unsuccessful attempt at disarming this trap triggers its effect. The treasure chest makes a melee attack with a bonus against the character attempting to remove the key. If struck, they take damage and become grappled by the trapped chest. A character can attempt a DC 13 Strength check, freeing themself or another character on a success. Each failed check deals additional damage to the trapped character.

Second Trap: Each chest is equipped with a secondary trap. A character inspecting the inside of a trapped chest who suc-

ceeds a DC 15 find trap check discovers that a secret compartment within the treasure chest’s lid is filled with liquid designed to spray via a concealed mechanism. This trap does not function if the chest is locked, either by the key taken from inside it or by a character using thieves’ tools who succeeds a DC 17 pick lock check. The trap triggers when the secret door is opened. When triggered, anyone within a 10’ radius of any trapped chest must make a DC 13 Reflex save or be doused in an incandescent, magical substance. Any weapons, armor, or items being carried by a character who fails this save begins to radiate a rose-colored light that illuminates them in darkness and imbues them with a semi-magnetic effect. As a result, attacks against a character wearing or wielding items coated in this substance gain a bonus to hit. The effect lasts indefinitely but can be canceled via a dispel magic spell with a spell check of 16 or higher. Cleaning the items of the substance does not eliminate the effect.