Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Collaborative Cave!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="der_kluge" data-source="post: 3076562" data-attributes="member: 945"><p>12. A Door to Nowhere (EL 6)</p><p></p><p></p><p></p><p>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. </p><p></p><p><strong>Acid Emerald</strong></p><p>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. </p><p>Faint transmutation; CL 5th; Craft Wondrous Item, <em>make whole</em>, creator must have 10 ranks in the Craft(Alchemy) skill; Price 2,000 gp.</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>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.</p><p></p><p><strong>Advanced Mimic</strong></p><p><strong>Size/Type:</strong> Huge Aberration (Shapechanger)</p><p><strong>Hit Dice: </strong> 11d8+66 (115 hp)</p><p><strong>Initiative: </strong> +0</p><p><strong>Speed: </strong> 10 ft. (2 squares)</p><p><strong>Armor Class: </strong> 16 (-2 size, +8 natural), touch 10, flat-footed 15</p><p><strong>Base Attack/Grapple: </strong> +8/+24</p><p><strong>Attack: </strong> Slam +15 melee (3d6+8)</p><p><strong>Full Attack: </strong> 2 slams +15 melee (3d6+8)</p><p><strong>Space/Reach: </strong> 15 ft./15 ft.</p><p><strong>Special Attacks: </strong> Adhesive, crush</p><p><strong>Special Qualities: </strong> Darkvision 60 ft., immunity to acid, mimic shape</p><p><strong>Saves: </strong> Fort +10, Ref +5, Will +8</p><p><strong>Abilities: </strong> Str 27, Dex 10, Con 22, Int 10, Wis 13, Cha 10</p><p><strong>Skills: </strong> Climb +15, Disguise +15, Listen +10, Spot +10</p><p><strong>Feats: </strong> Alertness, Improved Natural Attack, Lightning Reflexes, Weapon Focus (slam) </p><p><strong>Challenge Rating: </strong> 6</p><p><strong>Alignment:</strong> neutral</p><p></p><p><strong>Adhesive (Ex):</strong> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Crush (Ex):</strong> A mimic deals 3d6+8 points of damage with a successful grapple check.</p><p></p><p><strong>Treasure</strong> 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. </p><p></p><p><strong>Cave paintings</strong></p><p></p><p></p><p></p><p>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, <em>Permanent Image</em> 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). <em>Read Magic</em> 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.</p><p></p><p>Contributor: Curtis “der_kluge” Bennett</p></blockquote><p></p>
[QUOTE="der_kluge, post: 3076562, member: 945"] 12. A Door to Nowhere (EL 6) 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. [b]Acid Emerald[/b] 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, [i]make whole[/i], creator must have 10 ranks in the Craft(Alchemy) skill; Price 2,000 gp. 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. 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. [b]Advanced Mimic Size/Type:[/b] Huge Aberration (Shapechanger) [b]Hit Dice: [/b] 11d8+66 (115 hp) [b]Initiative: [/b] +0 [b]Speed: [/b] 10 ft. (2 squares) [b]Armor Class: [/b] 16 (-2 size, +8 natural), touch 10, flat-footed 15 [b]Base Attack/Grapple: [/b] +8/+24 [b]Attack: [/b] Slam +15 melee (3d6+8) [b]Full Attack: [/b] 2 slams +15 melee (3d6+8) [b]Space/Reach: [/b] 15 ft./15 ft. [b]Special Attacks: [/b] Adhesive, crush [b]Special Qualities: [/b] Darkvision 60 ft., immunity to acid, mimic shape [b]Saves: [/b] Fort +10, Ref +5, Will +8 [b]Abilities: [/b] Str 27, Dex 10, Con 22, Int 10, Wis 13, Cha 10 [b]Skills: [/b] Climb +15, Disguise +15, Listen +10, Spot +10 [b]Feats: [/b] Alertness, Improved Natural Attack, Lightning Reflexes, Weapon Focus (slam) [b]Challenge Rating: [/b] 6 [b]Alignment:[/b] neutral [b]Adhesive (Ex):[/b] 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. [b]Crush (Ex):[/b] A mimic deals 3d6+8 points of damage with a successful grapple check. [b]Treasure[/b] 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. [b]Cave paintings[/b] 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, [i]Permanent Image[/i] 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). [i]Read Magic[/i] 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 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Collaborative Cave!
Top