Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.
For the players: The whole floor of this chamber is covered
with a noisome earth, soil that contains
much manure and other rotting
things. From this sickening humus spring
numerous thin-stalked fungi growths,
thicker ones bearing strange caps,
spongy-looking growths, and various
shelf-fungi and tumerous spherical blobs
growing from niches and shelves placed
along the walls. These latter growths, as
well as a few of those growing from the
floor, give off a ghostly phosphorescent
illumination.
As you set foot in the place, you hear a
female voice call out a warning to "stand
still! Some of the fungi are dangerous. I
know the path, and will come to guide
you". You see a comely head moving this
way and that through the huge fungi,
evidently following a winding course
through the growths.
For the DM: The lamia in this area tends the "garden, "
awaiting Zuggtmoy's return. While at a distance,
she first casts a charm person spell at
the most powerful-looking character.
Before checking its success, she then uses
suggestion on another character, saying that
some fungi cause insanity, and he or she
must aid in restraining any character who
insanely attacks others. The lamia then
advances under the illusion of being an
armor-clad female fighter, while asking the
(hopefully) charmed victim to turn and
check the other characters for insanity.
The monster then attacks with her
shortsword +1 (gaining a +1 strength
bonus to damage) and wisdom-draining
touch, engaging two different opponents if
at all possible. She does not attack the victims
of her charm and suggestion spells if
they seem to have succumbed to the
enchantments. She concentrates the touch
attacks on one opponent, if possible, and
continually urges the victim to turn and aid
her in attacking the others "who are obviously
insane, from the fungi". If the victim's
Wisdom reaches 2, he or she will comply. If
damaged significantly, the lamia flees into
the maze of fungi, casts a mirror images
spell (producing three images), and immediately
returns to the fray.
Lamia: AC 3, MV 24", HD 9, hp 48, #AT 2,
D 3-8 (weapon)/0 + wisdom drain
(touch), SA spells, XP 2276
The monster wears a gold necklace
(worth 1, 000 gp) set with five star rubies
(each worth 1, 000 gp). Extremely careful or
magical examination also reveals a pair of
bracers of defense AC 6 hidden on her longhaired
legs.
The door at the southwest corner leads to
stairs up, which end at area 222a (Dungeon
Level Two).
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