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D&D 5E EN5ider #415 - Dangerous Scenarios: Mimic Inn

The inn offered up today on EN5ider isn't quite as abandoned as it first seemed!

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  • 415. Dangerous Scenarios: Mimic Inn. Mimics are a cornerstone of dungeon delves from the old days to keep greedy adventurers on their toes, and mimic colonies are a way to kick that up a notch. The mimic inn is the ultimate challenge in that regard; quite literally, the mother of all mimics. Imagine, in the middle of the night, a member of the party finding an inn appearing very suddenly near where they've camped. They can hear laughter and merriment coming from inside. When they peer through one of the windows however, there's not a single occupant to be found. They find the first floor empty except for fully furnished tables, a functioning bar, and kitchens. Only when they move up to the second floor do they find the recently used gear of the last group of unfortunate souls that ventured into this trap. When they wander back down the tables and chairs have shifted, only ever so slightly—the mimics are restless ready for their next meal. This dangerous scenario for 4–5 adventurers of 5th–6th level was deviously designed by Jonathan Chung, illustrated by Renan Costa Moraes, and features cartography by Dyson Logos.
  • 414. Roadside Encounters. Travel is a part of adventuring that is often glossed over by GMs but those wishing to make the journey more interesting are in good stead: this article provides a number of short scenarios to spring on adventurers on the go. Included among them are a mysteriously abandoned caravan, the remains of a massacre by robbers or monsters, an ambush by a cult feigning need for kind strangers, and more, all with unique rewards and interesting outcomes the party won't soon forget. Distantly designed by Anthony Pryor, illustrated by Jesse Mohn.
  • 413. To Smite A Fiend: Part 4. The exciting conclusion of To Smite A Fiend is nigh! With the help of the Angelic Fane and the greatest evils roaming across Holdenshire defeated, the adventurers are finally able to deal with the interplanar troubles at their source: the keep of the errant summoner Kalle Sirkesalo. Once inside they face a host of celestial soldiers, the Spiritual Circuit, the Hall of Holy Flames, the Hall of Light, and finally the mage himself within the wizard's sanctum. In Sirkesalo's defeat however it becomes clear what greater entity has been pulling the strings and an even more epic battle ensues with the fate of Holdenshire, Heaven, and more realms beyond hanging in the balance! Includes 5 different spirit soldiers (ranging from CR 1/4 to CR 7), Kalle Sirkesalo (CR 18), and Nebradakk (CR 18), as well as new cartography by Xanditz.
  • 412. Diabolical Diseases. Unless something dramatic happens during combat or the adventurers are low level, diseases simply don't pack as much of a punch as the GM might want—and that's where diabolical diseases steps in, the sicknesses within beyond the easily remedied illnesses most players know and rightly do not fear. Get the party's boots quaking with an affliction of faesic pox and all the vegetative matter it entails, entice them with the gifts and perils of the fluxx and its crystalline ailments, make them fight a sentient fungi with mythological wildfire, infect them with the dreaded wyrm pox and watch their horror as pox wyrmlings (CR 1/2) emerge, or turn a typical dungeon delve into a true trial of courage with the spreading of some necrotizing plague! Diabolically designed by Tyler Omichinski, illustrated by Herman Lau.
  • 411. Enchanted Trinkets: Gambler's Toolkit. Cheating is on the whole to be discouraged—but adventurers out for a night of revelry and wagers are another matter, and may even be an exception. In this Enchanted Trinkets article there are nearly 11 cunning minor magic items perfectly suited to the morally flexible gambler, whether they're throwing cheaty dice or utilizing a silver tongue to escape after a botched run at the table. Delicately designed by Christopher Craven, illustrated by Erik Davis-Heim.
 
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Mike Myler

Mike Myler

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