TEXT: Into The Jaws of the Mimic Queen
  A 3-5 hour adventure for level 5 players
  David Gupta
  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
  under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2019 by David Gupta and published under the Community Content Agreement
  for Dungeon Masters Guild.
  
  Adventure Background
  D
  isappearances are not the most abnormal thing
  to happen from time to time, but when a string
  of disappearances presents a pattern of
  supposed kidnapping, it creates cause for alarm,
  especially amongst small towns. Even worse are
  the cases where there seems to be no motive
  behind the kidnappings - just a series of missing
  people who are never found.
  Such is the case found in this module. Multiple individuals
  have gone missing from the small town of Orilon - no note, no
  enemies, no apparent motive. The local guards are
  completely stumped, and have turned to a wandering group of
  adventurers for help. Can your party help uncover the twisted
  secret behind these kidnappings and save the town from a
  possibly devastating entity?
  Adventure Synopsis
  The players have travelled long and hard on their journey to
  Orilon, perhaps to rest after a perilous and exhausting
  adventure, or perhaps because they have some business
  there. Maybe they just stumbled upon the town while
  travelling through the forest. While Orilon is a relatively
  quaint logging town nestled in a dense and lush forest, even
  the most isolated, idyllic town isn’t without its share of eerie
  problems and the new adventurers walking into town might
  be just the ones to solve them.
  During their stay in Orilon, players will investigate missing
  persons and sleuth through town to discover that mimics
  disguised as furniture have been kidnapping them. The
  players will have to work out why and how they were taken as
  well as who might be next. As they uncover the secrets of
  Orilon they’ll have to interact with townsfolk of all walks of
  life, deal with doppelgangers (unbeknownst to them!) and
  fend off mimics of all shapes and sorts, including one in the
  form of an entire two story house (and gazebo).
  The adventure is designed for four 5th level characters.
  Feel free to raise or lower the difficulty as you see fit to tailor
  it for your group of players.
  Adventure Setting
  This adventure is designed to be setting-agnostic, meaning
  you can drop it into almost any campaign! If it doesn’t mesh
  perfectly with your campaign setting at first, feel free to
  change the town name or NPC names to ones existing in
  your world, or change Orilon from a forestry town to a
  different type like a fishing or mining town.
  It can be confusing remembering which NPCs are
  doppelgangers and which are not. See Appendix A for a full
  list of NPCs in this adventure.
  Hooks
  There are several hooks that could be utilized when
  introducing this quest to players:
  Hook 1: Going For Glory - The mayor living in the town
  has personally reached out to the adventurers as one of the
  missing people is their wife. Eager to make a name for
  yourself, you take on this job to gain favour with this noble.
  Hook 2: Rescue Mission - Among the missing are
  children and the elderly. The players see that there currently
  aren’t the resources available for the townsfolk to conduct a
  proper investigation. They believe the keen eyes and
  experience of an adventurer are needed.
  Hook 3: Solving A Mystery - Your players sense
  something is afoot in Orilon and the players’ nagging
  curiosities push them to try and figure out why things seem
  to be more sinister than a few missing persons.
  Meeting the Local Guard
  As the party enters Orilon, they are approached by the town
  guard, who recognize them as travelling adventurers. While
  Orilon has no walls, there is an obvious main road that is
  used to travel in and out of the town that the guards will be
  on when the PCs arrive.
  The captain of the guard, Emmelie Imidrith, is a well-built
  half-elf who has years of experience in guarding the town.
  She approaches the players and reveals to them that there
  have been missing people in town and the guard is stumped
  on trying to solve the case.
  If you are using the Going For Glory adventure hook above,
  Emmelie and her guards might recognize or assume these
  are the adventurers called upon by the mayor, Safra, to help
  solve the problem. From here, Emmelie provides the
  following information:
  Over the course of the last few weeks, nine townspeople
  have gone missing.
  These townsfolk have no enemies and nothing connecting
  them, leaving the local guard with little to no clues as to
  the motive of the kidnappers.
  The last person to go missing was the wife of the mayor,
  Mercy, who disappeared the night before last, making it
  the freshest crime scene to investigate.
  The guards may offer any resources that they feel may help
  the party, and mention that the reward for successfully
  uncovering the truth behind these kidnappings is 500 GP (if
  running as part of a larger campaign, the DM may consider
  offering a reward such as a residence for the party in town,
  perhaps even the remainder of the Mimic Queen's house).
  They then request the party head straight to the mayor's
  home, where she is waiting for them to arrive and investigate.
  The Mayor's Residence
  The party is escorted by the local guard to the house of the
  mayor, Safra, a tall half-elven woman who appears to be
  middle aged. The building is a modest two-story structure,
  where the bottom half doubles as town hall and the top half
  acts as the mayor's residence. The mayor is quite distraught
  at the loss of her wife, but players will be able to question her
  if they wish. If they do, she has some information that may
  help players learn what is going on in the town. She was out
  2
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  of her home when her wife Mercy disappeared, and returned
  to find her gone. Safra mentions that the living room, where
  Mercy spent most of her time, was completely rearranged
  before she returned, leading her to believe that there was
  quite a struggle. She mentions that while not all the
  townspeople like her leadership, she has no active enemies,
  and Mercy is well-liked by everyone in Orilon.
  If the players choose, they may inspect the room where
  Safra claims the kidnapping happened. It appears to be a
  basic living room, but the furniture seems slightly
  haphazardly arranged; the table is pushed to one wall, a chair
  lies tipped over in the center, and the desk pokes out from a
  right angle from the wall. Have any players who wish make an
  Investigation check, where different rolls reveal different
  amounts of information. On an 11 or less, the players see
  nothing out of the ordinary in the room outside of the strange
  furniture arrangement. On a 12, the players notice slight scuff
  marks on the floor, confirming Safra's statement that the
  furniture had been recently rearranged. On an 18, the players
  find a sheet of paper crumpled in a couch cushion that
  appears to be a receipt for a recently purchased china
  cabinet, which does not appear to be in the room. On a 21 or
  higher, the players notice a large square area on the floor that
  is covered in slightly less dust than the area around it; they
  would probably know that it is around the same size as a
  cabinet.
  If the players ask Safra about either the receipt or the
  strange dust imprints, she tells them that they had recently
  purchased a new cabinet from Wodren, a local woodworker
  who sells furniture out of his shop downtown. She hadn't
  even noticed the missing cabinet given the events
  surrounding her wife's disappearance, but says that, while it
  is quite nice, the cabinet is not an item that would be ideal for
  stealing, especially given that several pieces of jewelry remain
  untouched in their bedroom. If asked about Wodren, she
  replies that he was initally thought to be among the missing,
  but turned up almost a week after his disappearance. Since
  then, he has been slightly distant, and did not provide any
  information about his kidnapping.
  Missing No Longer?
  After concluding the conversation with Safra, Emmelie will
  let the party know that her guards have found one of the
  missing. Anne Springfoot, a stout halfling woman, was
  previously missing for almost three weeks and was just found
  wandering the outskirts of the town. According to the report
  Emmelie received from the guards, Anne seemed very
  disoriented, and was taken to the guard's base of operations
  to find out if she had any information on the missing.
  Emmelie gives the players directions to the base and stays to
  continue searching for additional clues at Safra's house.
  After arriving at the base, the players find a horrific scene;
  several guards lay dead, and a clearly unstable halfling
  woman stands bloodied in the middle of the room. After
  seeing the players enter, she will immediately move to attack
  them.
  This is not actually Anne, but an unstable doppelganger
  (MM p. 82) created by the Mimic Queen who has taken her
  place. After defeating Anne, she will revert back to the
  relatively featureless form of a regular doppelganger before
  slowly melting; it would appear that the Mimic Queen's
  process is incomplete. This is not meant to be a difficult fight;
  it is merely meant to cause the players to become suspicious
  of the other citizens in the town.
  Wodren's Workshop
  Wodren’s Woodworking is a workshop in the downtown core
  of Orilon, owned by Wodren Lieses. It is rather roomy and
  seems well-maintained. When the PCs enter, they see
  Wodren at a workbench with a half assembled rocking chair.
  He is rather cold and speaks without emotion, as he is still
  new to masquerading as Wodren (remember, he is a
  doppelganger!).
  The players should be off-put by Wodren’s mannerisms,
  making him an immediate suspect. Wodren’s stories and
  timelines don’t quite add up with what the players currently
  know, and he even manages to contradict himself a few times.
  If called out on it, he will commit to the answer suggested by
  the party if possible.
  Conversation Example
  Wodren: “I went to the pub after I finished up that
  coat rack yesterday.”
  Player: “Coat rack? I thought you said you were
  working on a cabinet?”
  Wodren: “Oh. Yeah. Cabinet. I was working on a
  cabinet.”
  If players wish, they may make an Insight or Investigation roll
  while speaking with Wodren. On a 16 or higher, the players
  will notice two unusual things in the workshop:
  Wodren is supposedly “working” on the rocking chair but
  there is no evidence of work being done. The tools are all
  stowed away, some dust has begun to acumulate on the
  half-made object, and Wodren himself appears to be very
  clean and free of any sweat or sawdust that would be
  expected from carpentry.
  Most stock in the store looks rather dusty and unused
  with the exception of one children’s sized bed, which looks
  brand new.
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  As the party leaves Wodren’s Workshop, they can see a man
  and his son (Ari and Nir) approaching the workshop from the
  West side of town. They are talking excitedly about getting
  the son a new bed. If questioned, they reveal that the son’s bed
  has broken and they are picking up a new one from Wodren
  today.
  The son, Nir, recognizes the players as adventurers and
  asks if they are here to kill the monsters he’s seen wandering
  the outskirts of town last night. Ari dismisses Nir’s questions
  as the overactive imagination of a child.
  If the players press Nir for details on the “monsters”, he
  describes furniture in a vague and indirect way (“it was dark!
  I was hiding so I couldn’t see it all!”) and says that he saw
  them while he was playing in the North end of town. He saw
  them moving further North, and after he got the courage to
  follow them, he came upon a spooky, run down house on the
  outskirts of Orilon. He heard a roar come from the house and
  ran back to Orilon. A detail he remembers is passing over a
  large hill right before seeing the house.
  Staking Out Wodren: If the players are suspicious enough
  of Wodren that they wish to stake him out after meeting him,
  let them! Wodren will sell Ari and Nir the bed, and stay in his
  shop until the sun goes down and the town settles in for the
  night before sneaking out of his shop and off towards the
  outskirts of town to the West. The players might think he is
  headed to Ari and Nir’s house, but tailing him will lead them
  beyond the town limits and into the forest. This will
  eventually lead the party to the Mimic Queen.
  Following Nir to the House: If the party convinces Ari and
  Nir to let Nir show them where he saw the spooky house, he
  leads them north to the outskirts of town and into the
  surrounding forest. After a few minutes he tells the players
  that it’s just over a hill. When the players crest the hill, they
  see a clearing of matted grass and dirt, an imprint about 30
  ft. by 30 ft. There are large claw marks, starting with one on
  either side of the imprint. Another set can be seen seen 15 ft.
  away at an angle, making it look like whatever left it had
  turned 90 degrees. A third set are 15 ft. in front of the second,
  headed west. The claw marks are about 5 ft. across and sink
  a foot into the earth.
  The imprint does not look like any kind of footprint or
  bodyprint of a beast known by the party, but a DC 12
  Investigation check reveals some sharp angles in the
  perimeter of the imprint as well as some brownish-red
  powder (russet red) and wood fibres from milled lumber. The
  powder and fibres are from the wear and tear of the Mimic
  Queen, from its brick and wooden structure.
  Optional Encounter 1: Fighting
  Wodren and Finding Phany
  If players wish, they may attack Wodren, perhaps believing
  that he is behind the disappearances. Wodren uses the stat
  block for a regular doppelganger (MM p. 82). In addition, if
  players decide to fight Wodren before he sells the bed to Ari
  and Nir, the bed, which is actually a mimic (MM p. 220), will
  also join in the fight; if Wodren has already sold the bed, he is
  the players' only opponent. The only thing on his body after
  slaying him is a key that can be used to open the Mimic
  Queen's house.
  If players kill Wodren before he can be followed to the Mimic
  Queen, they will encounter Phany Tark, an older halfling who
  would appear to be the town drunk. He is intoxicated when
  the players find him outside of Wodren's shop. He will
  drunkenly tell players that Wodren has been acting funny
  since he got back, and that he once followed him out of town
  after he closed the shop and witnessed him arrive at a creepy
  old house on the outskirts. If the players wish, they may make
  a DC 12 Persuasion check to have Phany help them reach
  this location (this check is made with advantage if players
  offer Phany either money or alcohol for his help). In this case,
  you may use the same guide for following Nir to the house,
  substituting Phany for Nir.
  The Houses of the Missing
  If the players investigate the other scenes and ask the
  townsfolk, they will find out that in all cases, some furniture
  broke, the family got Wodren to replace it with a new piece,
  and then quickly after (within a day or so), the kidnapping
  happened.
  Optional Encounter 2: The Bed
  Mimic
  If the party chooses to stake out Wodren's house, they will see
  Ari and Nir leave with a bed. This bed is actually a mimic
  (MM p. 220). If the players follow the pair home, they will
  either witness Nir being attacked by the mimic (if they are
  actively watching the house) or hear his screams from the
  street. Players are then able to combat the mimic in an effort
  to save Nir. This may trigger the opportunity for Nir to lead
  the party to the lair of the Mimic Queen.
  Finding the Mimic Queen
  As the characters follow the trail in the forest north of Orilon,
  they notice that almost everything in the path’s way has been
  destroyed and levelled. Trees have been felled, earth
  overturned, rocks and smaller foliage pressed into the dirt
  below. The claw marks continue to flank the main path
  created. More brick powder and wooden fibres can be found
  along the way. The trail leads up a hill and once they reach
  the top, they can see what seems to have made these tracks:
  a house.
  The players just see a modest, 30 ft. by 30 ft. two-story
  house. Parts of the house are made of bricks and lumber of
  the same colour as the debris and remains found on the
  tracks. The house has two forward facing circular windows
  on the second floor and a larger than normal wooden door
  (big enough for large furniture to move through). There are a
  couple shuttered windows on the main floor and a brick
  chimney sticking out of the roof. The house does not look to
  be inhabited.
  If the players attempt to damage the house or otherwise
  become hostile towards the house, the Mimic Queen reveals
  herself (see below). The front door is locked and can be
  opened by using Wodren’s key or breaking it down. Picking
  the lock is impossible, as that part of the mimic is only posing
  as a lock and isn’t actually a locking mechanism with
  tumblers to align. The window shutters do not open, so
  looking in through the main floor is not possible.
  4
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  Combat against the Mimic Queen begins if the players attack
  the house in any way or if any player enters the house (if the
  latter occurs, the first player is considered swallowed and
  starts combat in the Mimic Queen's lobby floor. The Mimic
  Queen then rises out of the ground and attacks the party.
  The Mimic Queen can be fought either from outside or
  inside of it. The outside of the house, as it is a house, is very
  resistant to damage; it has resistance to bludgeoning,
  piercing, and slashing damage, as well as fire, cold, and force
  damage. The Mimic Queen will attempt to ingest players that
  appear to be putting up a significant fight from the outside in
  an attempt to stop them, believing that this will render them
  useless but will continue assaulting players that are doing
  less damage. If it is unable to swallow a creature, the Mimic
  Queen will attempt to throw that creature off the hill that it
  sits on, which is 40 ft. high.
  The Mimic Queen's lobby is a small 30 ft. by 30 ft. area that
  resembles a twisted version of a living space. The ceiling of
  the room appears to be made of a strange, brain-like
  substance that lightly pulses at regular intervals. While inside
  the lobby, the characters are able to take their turns without
  restriction, but are not able to leave the house. Three mimics
  (MM p. 220), posing as a table, lamp, and fireplace, as well
  as a Rug of Smothering (MM p. 20), will attack the players
  while they are here. Also inside the lobby are the remaining
  missing individuals, who are cowering in fear away from the
  mimics. Players can only escape by hitting the Mimic Queen's
  uvula, which is masquerading as the pendulum on a hanging
  wall clock and which can be identified by a DC 15
  Investigation check (a similar Intelligence check will let the
  players know that they should somehow make the Mimic
  Queen gag or vomit them out to escape). Additionally, if they
  wish to try and escape by brute force, they may make a DC 18
  Athletics check to force the jaws open as an action and leave
  the lobby.
  Alternatively, the players may choose to stay inside the Mimic
  Queen and attempt to destroy it from the inside. In this
  situation, they may attack the strange brain-like material that
  makes up the ceiling. This area does not have any
  resistances, unlike the exterior of the house, and in fact is
  vulnerable to any piercing, slashing or bludgeoning attacks
  made against it. It also only has an AC of 14, as opposed to
  the AC of 16 the exterior possesses.
  Scaling the Encounter: this encounter may be adjusted
  for players of higher or lower levels. For lower-level parties,
  lower the HP of the Mimic Queen to more reasonable levels,
  or remove the mimics from the Mimic Queen's lobby. For
  higher-level parties, add more mimics to the Mimic Queen's
  lobby. Alternatively, an additional mimic known as The Dread
  Gazebo may attack the players outside; a stat block for this
  mimic may be found in the appendix.
  Aftermath
  After defeating the Mimic Queen and the mimics within the
  lobby, the players are able to free the terrified missing
  townspeople and return them to Orilon. The missing are all
  scared except Mercy, who had been attempting to keep them
  hopeful, with limited success. She explains that they have
  been kept here while the Mimic Queen created numerous
  doppelgangers of them in an attempt to infiltrate the town.
  After returning the missing townsfolk, the grateful people of
  Orilon will gladly bestow the promised rewards on the party,
  and they are hailed as the heroes of Orilon.
  What happens next is up to you. Did the players really
  collect all the distributed mimics? Are there any other people
  who the Mimic Queen replaced with broken doppelgangers?
  What exactly is the Mimic Queen, and are there more like it?
  These are tales that will be decided by you and your party!
  5
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  Appendix A: NPC List (In Order of
  Appearence)
  R
  unning an adventure where several of the
  NPCs are not what they appear to be can be
  confusing. For this reason, we have included
  this appendix of all NPCs found and whether
  they are indeed who they appear to be or not.
  Feel free to introduce more NPCs to flesh out
  your town, or to turn against the players in a
  moment of surprise.
  Emmelie Imidrith: captain of the town guard. A well-built
  half-elf who has years of experience in guarding the town.
  Generally well-demeanored but still stern and serious. Not a
  doppelganger.
  Safra: half-elf mayor of Orilon. Middle-aged and tall, Safra
  maintains a professional demeanor but is clearly stressed
  from the loss of her wife Mercy. Not a doppelganger.
  Mercy: human wife of Safra. Short with delicate features and
  flowing red hair. She is the most resilient of the group of
  survivors and can be found rallying the others to continue to
  hope for escape. Not a doppelganger.
  Anne Springfoot: short halfling with short-cropped red hair.
  Caked in dirt, incredibly aggressive and clearly unstable.
  Doppelganger.
  Wodren Lieses: old human who owns Wodren's Workshop.
  A skilled craftsmen, he will appear quite confused and easily
  agrees with anything the party says. Doppelganger.
  Phany Tark: old halfling town drunk. Former friend of
  Wodren before his return and subsequent transformation, he
  knows some information but will have to be persuaded to
  give it up. Not a doppelganger.
  Ari: middle-aged human and Nir's father. He is focused on
  acquiring a bed for Nir's room, and does not suspect any foul
  play when entering Wodren's Workshop. Not a doppelganger.
  Nir: young human boy and Ari's son. He knows more than he
  lets on about the happenings in the town, but is scared of
  what he knows and will have to be assured by the party that
  this knowledge can help others. Not a doppelganger.
  6
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  Appendix B: Stat Blocks
  7
  The Mimic Queen
  Huge monstrosity (shapechanger), chaotic evil
  Armor Class 16 (Outside), 14 (Inside)
  Hit Points 150 (14d20 + 60)
  Speed 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 12 (+1) 18 (+4) 10 (0) 14 (+2) 8 (-1)
  Damage Resistances See Module
  Condition Immunities Paralyzed, Poisoned
  Damage Vulnerabilities See Module
  Senses passive Perception 15
  Languages Common
  Challenge 5 (1,800 XP)
  Shapechanger. The Mimic Queen can use its action
  to polymorph into a house or back into its true,
  amorphous form. Its statistics are the same in each
  form. Any equipment it is wearing or carrying isn 't
  transformed. It reverts to its true form if it dies.
  This ability is only accessible if there are no
  creatures inside of the Mimic Queen.
  False Appearence (House Form Only). While the
  Mimic Queen remains motionless, it is
  indistinguishable from an ordinary house.
  Grappler. The Mimic Queen has advantage on attack
  rolls against any creature grappled by it.
  Actions
  Multiattack. The Mimic Queen makes two attacks:
  one Tongue Lash and one Swipe, or two Swipes.
  Swipe. Melee Weapon Attack: +7 to hit, reach 10
  ft., two targets. Hit 10 (1d10 + 4) bludgeoning
  damage.
  Grab and Chomp. Melee Weapon Attack: +7 to hit,
  reach 5 ft., one target. On a hit, the player takes 15
  (2d8 + 4) piercing damage plus 5 (1d8) acid
  damage and must make a DC 15 Strength saving
  throw. On a failed save, the player is swallowed by
  the Mimic Queen. While swallowed, the player may
  take its turn within the lobby of the house, but may
  not leave without successfully hitting the Mimic
  Queen's uvula (DC 15 Investigation check to
  identify). On a successful save, the player is
  dropped, taking 2d6 damage.
  Tongue Lash. Melee Weapon Attack: +7 to hit, reach
  10 ft., one target. On a hit, the player takes 8 (1d6
  + 4) bludgeoning damage and must make a
  Strength check against the Mimic Queen's Strength
  check to avoid being grappled. If the Mimic Queen
  succeeds, the player is grappled, and is pulled into
  the Mimic Queen's lobby on its next turn.
  The Dread Gazebo
  Large monstrosity (shapechanger), chaotic evil
  Armor Class 14
  Hit Points 75
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 12 (+1) 18 (+4) 7 (-2) 12 (+1) 4 (-3)
  Condition Immunities Paralyzed, Poisoned
  Senses passive Perception 14
  Languages Common
  Challenge 3 (1,100 XP)
  Shapechanger. The Dread Gazebo can use its action
  to polymorph into a gazebo or back into its true,
  amorphous form. Its statistics are the same in each
  form. Any equipment it is wearing or carrying isn 't
  transformed. It reverts to its true form if it dies.
  This ability is only accessible if there are no
  creatures inside of The Dread Gazebo.
  False Appearence (House Form Only). While The
  Dread Gazebo remains motionless, it is
  indistinguishable from an ordinary gazebo.
  Grappler. The Dread Gazebo has advantage on
  attack rolls against any creature grappled by it.
  Actions
  Grab and Chomp. Melee Weapon Attack: +6 to hit,
  reach 5 ft., one target. On a hit, the player must
  make a DC 12 Strength saving throw. On a failed
  save, the player takes 11 (2d6 + 4) piercing
  damage plus 4 (1d6) acid damage and is tossed
  into the Mimic Queen's mouth (or off the cliff face
  if the Mimic Queen is already dead).
  Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit 7 (1d6 + 3) bludgeoning damage.
  INTO THE JAWS OF THE MIMIC QUEEN
  
  I would like to thank the members of the Royal City Society for helping flesh out, edit,
  and playtest this module, and shout out my old players Katie, Matt, Tess, Kat, and
  Michael for being the first to get entangled in this adventure during our home game
  many years ago.
  Find us on Instagram: @royalcitysociety
  8
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Into-the-Jaws-of-the-Mimic-Queen.pdf