The passageway opens
into a huge
cavern at least 150 feet across. The stalactite-filled ceiling varies from 50 feet to 65 feet high, and the floor is covered with a spongy turf. The grotto is lit by the eerie luminescence of a forest of tall <Fungus Identification, DSG> fungi (6 to 7 feet tall, with caps 4 feet across). The turf at the entrance rapidly gives way to a dense marsh from which these man-sized mushrooms sprout. However, most of the
grotto is filled
|
The caps of the giant fungi are easy to
cut <Fungus ID, DSG>
off and are quite buoyant. They can serve
as
rafts;
each cap can carry 2 characters
across the lake.
If the players spend more
than 2 minutes of actual time deciding
<real world time>
what they are going to do, then the shambling
mound
(see below) will attack them at
once.
b. Shambling
Mound
If the party takes the path:
The path grows increasingly soft and
wet. As you approach the halfway point, a huge heap of rotting vegetation rises from the muck. It is alive, and attacks. |
The creature is a shambling
mound. It
attacks until either all the adventurers
are
dead or escaped. It will not leave
the grotto
or enter area 8,
but will return to its original
location. lf the shambling mound is killed
and area 8b is
searched, treasure can be <check this link>
found amidst the rotting vegetation: a
potion
of extra-healing; gauntlets
of dexterity;
and a <broad>
sword +2.
Shambling
mound: AC 0; MV 6”; HD 8; hp
37; #AT 2; D 2-16/2-16; SA If both
attacks hit the same TARGET suffocation
will occur in 2-8 rounds unless the monster
is SLAIN; SD weapons
do half damage,
fire does
no damage, cold does 1/2
damage, lightning
causes it to grow 1 HD
in size
THACO 12
XP 2170
>>8.