12. A Door to Nowhere (EL 6)
You move easily through the hallway and find that it opens up into a very large earthen chamber. The ceiling rises abruptly to about 20 feet tall. A large pool of water sits quietly still before you. Beyond that, the chamber continues on into inky darkness. The air here is still.
This chamber is empty save for a few small (harmless) rats scurrying about just out of the edge of the PC’s light source. The pool of water is actually a pool of corrosive acid. Anyone deliberately entering the pool takes 2d6 points of acid damage each round they remain init. Simply sticking a hand of finger into the pool incurs 1d4 points of damage each round. The pool radiates faint Transmutation magic. At the bottom of the pool is a curious gem – an acid emerald, which can be found with a Search DC of 26.
Acid Emerald
This magic emerald has the ability to convert water to acid at a rate of 16 ounces per day (1/8th of a gallon, or roughly half a liter). This process takes a full day. At the end of the day, treat the result as a vial of non-magical alchemical acid.
Faint transmutation; CL 5th; Craft Wondrous Item,
make whole, creator must have 10 ranks in the Craft(Alchemy) skill; Price 2,000 gp.
Beyond the pool you see a ten to fifteen foot ledge which divides the room in half. The cavern continues on into the darkness on the upper level above the ledge.
PCs can climb the ledge with relative ease (Climb DC 10). The top of the ledge is relatively flat. All along the far eastern walls here the walls are covered in crude cave paintings. In the middle of the wall is a huge door, some 15 feet wide and 15 feet tall. This appears to be nothing more than a crude wooden double door with iron door handles.
The walls along the edge of the cave chamber are covered in various primitive cave paintings. While these beckon your attention, the main feature that catches your eye here is an enormous 15 foot wide by 15 foot tall wooden double door with iron handles.
In fact, the door is a huge mimic which has found its disguise to be quite effective. In fact, periodically the kobolds send “chosen ones” to the door (when they have numbers to spare) to see if they are successful opening the door. Thus far, none have returned. As such, near the edge of the wall lie numerous kobold and rat bones in small piles (Spot DC 15) at the base of the door. Particularly keen observers might also note a short sword and a dagger stuck to the frame of the door (Spot DC 20). Anyone coming within 15 feet of the door causes the mimic to spring to life and attack.
Advanced Mimic
Size/Type: Huge Aberration (Shapechanger)
Hit Dice: 11d8+66 (115 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 16 (-2 size, +8 natural), touch 10, flat-footed 15
Base Attack/Grapple: +8/+24
Attack: Slam +15 melee (3d6+8)
Full Attack: 2 slams +15 melee (3d6+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Adhesive, crush
Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape
Saves: Fort +10, Ref +5, Will +8
Abilities: Str 27, Dex 10, Con 22, Int 10, Wis 13, Cha 10
Skills: Climb +15, Disguise +15, Listen +10, Spot +10
Feats: Alertness, Improved Natural Attack, Lightning Reflexes, Weapon Focus (slam)
Challenge Rating: 6
Alignment: neutral
Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.
A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 21 Reflex save. A successful DC 21 Strength check is needed to pry it off.
Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.
Crush (Ex): A mimic deals 3d6+8 points of damage with a successful grapple check.
Treasure In a small nook behind the mimic lies a pile of treasure – 8pp, 47gp, 84sp, and 112cp. Two bronze rings (5sp each), and a silver necklace (5gp). A +2 shortsword is stuck in the mimic’s frame, but can be freed easily if the creature is slain. The dagger stuck here is masterwork, but not magical.
Cave paintings
The walls here are covered in cave paintings. Within the images, you find crudely drawn animals, hunters wielding spears, scenes of nature, and other flora and fauna. The images cover almost the entire length of the twisty rock wall, probably over a hundred feet of it in all.
Spellcasters who study the picture for more than a brief moment will get a vague sense that something is not quite right. Indeeed, the magic is a gigantic spell,
Permanent Image to be exact. Because of the bizarre nature of the writing, the DC to study the spell is 26 (instead of 21, as would be normal for a 6th level spell).
Read Magic can read the spell normally, but the unconventional nature of it makes it harder to study. Successfully copying the spell (should a wizard choose to do so) does not remove it from the wall.
Contributor: Curtis “der_kluge” Bennett