
The Leisure Room
There is a ten-foot-wide stairwell leading down
fifteen feet to a large room. When the group gets to the
bottom of the stairs, read the following:
Read aloud
Descending the stairs you arrive at the inn’s leisure room. A light flurry of snow falls through storm-battered holes in the thatch roof. Before you is a room filled with furnishings. There are no people here and no other exits. But you recognize the smell of mimic’s breath on the air, just like you smelled last night in the hallway and you know there are mimic here!
The Leisure Room Visual Mini-Game
Show your players the “before” image of the Leisure room (pictured below). Give them 1 minute to write down three things in the room they suspect might be mimics. When the minute is up, show them the “after” image of the Leisure room and find out how many correct guesses each player got.
```col-md
**Before**
![[plots/mimic-mayhem/images/leisure-room-before.png]]
```
```col-md
**After**
![[plots/mimic-mayhem/images/leisure-room-after.png]]
```Results
- 0 correct: Peed a little. You have the Frightened condition. You cannot move towards any mimic. Each time a mimic is killed, you can attempt a DC 12 Wisdom saving throw to remove the Frightened condition.
- 1 correct: Jump scare! You have disadvantage on your initiative check.
- 2 correct: Cool-headed. You get advantage on your initiative check and advantage on your first attack roll of the encounter.
- 3 correct: Genius! Gain a point of inspiration and take a single action prior to the start of this combat.
Leisure Room Combat
This fight involves 5 enemies:
- Rat Mimic (Tiny Mimic)
- Dartboard Mimic (Small Mimic)
- Chair Mimic (Medium Mimic)
- Hearth Mimic (Large Mimic)
- Rafter Mimic (Huge Mimic)
Behaviours
At the start of the fight, the rafter mimic (huge)drops to the floor but has a speed of zero so it stays where it falls, dividing the room. The spaces on either side of it are half squares and therefore require squeezing (half movement, disadvantage to attacks, advantage to attackers.) Jumping over the huge mimic requires a DC 15 Athletics check, advantage with a 10 foot running start.
The chair mimic (medium) and hearth mimic (large) will stay on their side of the room, using their spit attacks and taunting the PCs until someone comes to their side of the room.
Take note that the hearth mimic has a 10 foot reach with its pseudopod and the rafter mimic has a 15 foot reach.
The large mimic can swallow small characters and the huge mimic can swallow medium size characters.
No Fire!
The heroes must be careful not to burn down the inn, killing the occupants. Doing so would be worse than letting the mimics win.
After the Leisure Room fight
Hearing the commotion, the other guests rush down from the dining hall, a cloud of flatulence following them. They are obvioiusly upset about the loss of their traveling companions.
Things to investigate:
Inside the mimics are bits of undigested people–bones, gear, etc.
The chest is padlocked (DC 12 Thieves’ Tools) and merely contains knitted blankets and Granny’s knitting materials. She likes to come down here in the evenings and work on them. Granny is the inn’s cook.
Beneath the chest is a very obvious trap door. The chest keeps the wind from blowing the trap door open. Inside are three steps leading down to a crawl space beneath the building where firewood is stacked up. It is very low and easy to hit one’s head.
Exiting here or out the front door will lead directly to The Stable.
Infobox
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alignment: [Left, Right]Previous: The Hallway Battle
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Next: The Stable
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