DMDave - Dungeons & Lairs 58 - Lamia Temple - Free Version
DMDave - Dungeons & Lairs 58 - Lamia Temple - Free Version
DMDave - Dungeons & Lairs 58 - Lamia Temple - Free Version
LAMIA TEMPLE
Lamia Temple is a Fifth Edition plug-in adventure for
CREDITS
four characters with an average party level (APL) of
3, 5, 8, or 11. This document offers details for the The following creators made this adventure
3rd-level version. For the full adjustments for all lev- possible:
el ranges, sign up for the DMDave Patreon. The par- Design and Writing. DMDave, Ninetoes82
ty is sent to a newly reinvigorated Temple of Healing Editing and Layout. Tony Casper
to investigate a series of strange disappearances. Cartography. Tom Cartos
Artwork. Midjourney
RUNNING THE ADVENTURE
To run the adventure, you need the three Fifth
Edition core rulebooks. You can access a free basic
ruleset from the official source if you don’t have a
copy.
BACKGROUND
To the locals, the Temple of Healing is a myth, a
cautionary tale they tell their children. The leg-
end says that the temple appeared one day on the
edge of the desert. At first, the locals thought it
was a mirage, as it was the miracle for which they
had prayed: their city was in the grips of a horrific
plague that had already decimated their population.
2 LAMIA TEMPLE
Magical Servitude. Unless otherwise noted, the
creatures within the temple are magically charmed
using the lamia’s geas spell. This spell forces them
into servitude and denies them the freedom to speak
about what has happened to them or anything about
the temple, including seeing the temple as an illusion.
Such a creature can be persuaded or intimidated
into answering questions with a successful DC 13
Charisma check, using a relevant skill if applicable.
If a creature is influenced into divulging information,
it immediately takes 27 (5d10) psychic damage,
enough to kill many of these creatures instantly.
Permanent Illusion. A permanent illusion covers
the entire temple and the space immediately out-
side. This illusion makes the ruins look, sound, and
smell like the temple of myth. The tactile charac-
teristics of the terrain are unchanged, so creatures
touching part of the illusion are likely to see through
it. A creature carefully examining the illusion can at-
tempt a DC 15 Intelligence (Investigation) check. On are dozens of pairs of boots and shoes, while
a success, the creature discerns the illusion for what on the opposite side are neat rows of com-
it is and sees it as a vague image superimposed on fortable-looking slippers. A man stands under
the ruins. Many areas include a brief description of the portico.
what it looks like without the illusion.
Temple Servants. The temple is now home to The boots and slippers are genuine, and visitors to
dozens of creatures, most of whom serve the lamia. the temple are expected to remove their footwear,
Whenever the characters enter a new area within wash their feet, and don a pair of slippers so as not
the temple, roll a d6 and consult the Temple Servant to track sand and filth into the temple.
Encounters table below, incorporating any additional The man is Jarrick (LG human male commoner),
creatures in the area’s description. These servants a temple servant. If the characters approach, he
wear identifiable temple robes. The human servants will ask them to wash their feet before entering. If
will not raise the alarm, assuming the characters are asked, he will explain the reasoning behind this act;
just other servants, but any other creatures will rec- he will then describe how he came here to be healed
ognize the characters as a threat. Creatures marked and stayed to become an acolyte because he liked
with an asterisk are new creatures featured in the the simple life of devotion the temple offered. If the
appendix. characters ask him any other questions, he will refer
Temple Servant Encounters them to the high priest for answers. If they inquire
as to the high priest’s location, he will direct the
d6 Encounter characters to Braxit in area 8.
Development. If the characters choose to enter
1–3 — from another side, perhaps climbing the walls, they
4–5 1d4 human commoners can do so, but the illusion concealing area 16 is
powerful, making it impossible for the characters to
6 1 patrolling jackalwere*
discover it.
Entering the Temple 1 – Tropical Gardens
As the characters approach the temple, read or para- The temple is next to an oasis, and the buildings
phrase the following: surround a lush and vibrant garden of tropical
plants, many of them used for healing. Read or para-
A squat, whitewashed building stands before phrase the following:
you. From your vantage point, the building is
shaped like an irregular hexagon, with several The expansive courtyard is open to the sky,
smaller rooms jutting out from the sides that but the fresh running water and shade offered
face you. by the building and wildlife seem to keep it
cool and the air fresh.
In the center of the nearest wall is an entrance
that leads into a courtyard. As you approach, In the courtyard’s center, a raised platform is
you notice that the entry contains a shallow surrounded by a large group of people shout-
pool of fresh water. On this side of the water ing and cheering.
4 LAMIA TEMPLE
Healing Herbs? If a character succeeds on a DC 15 success, they create an injury poison with the corre-
Intelligence (Nature) check or has proficiency with sponding effect noted above.
the herbalism kit, they can determine that the herbs
resemble those used in healing potions. This is an 4 – Lounge
illusion, and the plants are poisonous. A creature Visitors once used this smartly appointed and
that touches them—for example, when attempting comfortable-looking lounge to relax and recuperate.
to harvest them—must succeed on a Constitution The temple’s residents use the southeastern door to
saving throw or become poisoned. The nature of avoid the sludge.
the poison depends on the level of the adventure, as Hazard: Amber Sludge. An illusion shows this area
shown in the table below. to look as it once did, but the southwestern side of
the room is covered in two inches of yellowish muck.
Poison DC and Effect If disturbed, the sludge ejects a cloud of spores that
fills a 10-foot cube originating from the sludge. Any
Save
creature in the area must succeed on a Constitution
Adventure Level DC Effect
saving throw or take poison damage and become
3rd 12 10 (3d6) poison damage poisoned for 1 minute. While poisoned in this way,
the creature takes additional poison damage at the
5th+ Available in the full adventure
start of each of its turns. The creature can repeat
Treasure. If a character can see through the illu- the saving throw at the end of each of its turns,
sion, they can attempt to harvest these poisonous ending the effect on itself on a success. The save
plants with a DC 17 Wisdom (Survival) check. On a DC and amounts of damage dealt are detailed on the
following page.
This room is pristine, with the harsh scent of Adventure Level Encounter
cleaning fluid plain. Beds line two of the walls, 3rd 1 doppelganger
covered in immaculately clean and tightly fol-
ded linens. 5th+ Available in the full adventure
Development. If the characters manage to deceive
Two beds are occupied, one with a human man Braxit initially, he will offer them one final test.
and another with a gnome woman. Braxit will invite them to join him for a “soothing dip
These two people are Davrick (LG human male in the baths,” knowing that a creature already under
commoner) and Blossom (CG gnome female com- the lamia’s power will be compelled to obey, and
moner), and both are resting. If the characters are thus any creature that declines must be an intruder.
noisy in this area or ask too many questions, Davrick Treasure. Braxit wears a keychain around his neck.
will call for the jackalwere guards in the surrounding This key opens the lockbox in area 9.
areas.
True Sight. A character able to see through the 9 – High Priest’s Office
illusion will find this room to be filled not with beds The high priest once used this area. It is now used
but heaps of filthy straw. They will also find man- as quarters by the lamia’s most devoted follower,
acles hanging from the walls, used to punish ser- Braxit, found in area 8. As such, Braxit has had the
vants. room cleaned and the furniture repaired; thus, the
illusion here conceals nothing.
7 – Private Rooms Treasure. Before arriving at the temple, Braxit was
Each of these rooms will appear to be a small, pri- already wealthy. As a high priest, one of Braxit’s
vate accommodation, perhaps used by the priests responsibilities is to “receive the donations of any
who live here or for patients in need of solitude. acolytes.” This treasure is in a large, metal lockbox.
6 LAMIA TEMPLE
Without the key (carried by Braxit), picking the box’s 13 – Pool Lobby
lock requires a successful DC 15 Dexterity check Once a richly adorned lobby that led into the swim-
using proficiency in thieves’ tools. The nature of the ming baths, this area is now a deadly trap intended
treasure depends on the level of the adventure, as to keep intruders from reaching the lamia.
shown in the table below. Trapped Room. This entire room is intended to
Lockbox Treasure capture intruders. A successful DC 15 Intelligence
(Investigation) check reveals that the doors and
Adventure Level Treasure walls have burn marks. Disarming the trap is impos-
sible without the command word “Infirante,” known
3rd A potion of hill giant strength, a
only by Braxit and the lamia.
potion of healing, and assorted
The trap is triggered when a creature attempts to
coins with a combined value of
open either the eastern or western doors. Once trig-
222 gp
gered, the trap closes and seals all three doors, and
5th+ Available in the full adventure the dragon statue breathes fire into the room. The
fire fills the room, and the statue continues exhaling
10 – Examination Rooms fire for 1 minute, or until stopped.
These rooms were once used to examine patients When a creature enters the affected area for the
and visitors to the temple. They have been repur- first time on a turn or starts its turn there, it must
posed into pens to hold monstrous creatures used in succeed on a Dexterity saving throw or take fire
the arena. Despite the illusion cast over the temple, damage. The save DC and amount of damage dealt
the destruction wrought by these creatures cannot are detailed below.
be concealed, and the contents of these rooms are
Fire Statue DC and Damage
little more than kindling. Each room contains mon-
sters, as detailed in the table below. Adventure Level Save DC Hazard Damage
Monster Pen Encounter 3rd 12 7 (2d6)
Adventure Level Encounter 5th+ Available in the full adventure
3rd 2 giant wolf spiders The doors are steel and have AC 19, 30 hit points,
and immunity to fire, psychic, and poison damage.
5th+ Available in the full adventure
They have no locks but can be forced open with a
11 – Treatment Rooms successful DC 20 Strength (Athletics) check.
There are two ways to disable the trap. First, the
These rooms were once used to examine patients
trap ends as soon as one of the three locked doors
and visitors to the temple. They have been repur-
opens. If any door was already wedged open, the
posed to serve as torture chambers. The illusion
trap won’t function. Second, the characters can de-
covers all signs of the vile acts that occur here, and
stroy the dragon statue. The statue has AC 19, 50
to anyone unable to see through the illusion, these
hit points, and immunity to cold, fire, psychic, and
rooms appear to be meticulously clean and sterile
poison damage.
treatment rooms, ready for the next patient.
12 – Eastern Patient Ward 14 – Bathing Pools
In its heyday, these baths were magically heated
Once used for the recovery of temple visitors who
and used by visitors to relax and heal. Both areas
had undergone serious treatment, this area is now
are identical.
the lair of another of the lamia’s sycophants, the
Charming Baths. Although it is no longer heated,
self-proclaimed Spike the Grand.
the water still exists and has been cursed by the
Encounter: Spike the Grand. The monster here
lamia with powerful magic. If a creature touches
doesn’t bother to check the clothing worn by the
the water, that creature becomes cursed for 1 hour.
characters, knowing that it can eat anything that
Until the curse ends, the target has disadvantage on
would be sent through the doorway. The nature of
Wisdom saving throws and all ability checks.
the creature is detailed in the table below.
If a creature ingests the water, it must succeed on
Spike the Grand Encounter a DC 15 Wisdom saving throw or become charmed
by the lamia, as if she had cast the geas spell on it.
Adventure Level Encounter While charmed in this way, the creature will obey
3rd 1 manticore the commands of the lamia or Braxit unless the
command is considered suicidal.
5th+ Available in the full adventure Staircases. A staircase spirals from both these
areas to the rooftop gardens (area 16).
8 LAMIA TEMPLE
Enchantment Crystal. Wedged into the bole of the
cherry blossom tree is a small pink diamond, the size
APPENDIX
and shape of a grape. The lamia enchanted the gem
with a drop of her blood, and it is the illusion’s focal Jackalwere
point, covering the entire temple. Medium Humanoid (Human, Shapechanger), Neutral Evil
Additionally, while she is within 200 feet of the Armor Class 12
stone, the duration of any spell the lamia casts is in- Hit Points 22 (4d8 + 4)
creased tenfold (for example, 1 minute becomes 10 Speed 30 ft. (40 ft. in jackal form)
minutes, 1 hour becomes 10 hours, and so on).
Destroying the crystal ends both these effects. STR DEX CON INT WIS CHA
The crystal has AC 13, 1 hit point, and immunity to 12 (+1) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 11 (+0)
poison and psychic damage. Skills Perception +3
True Sight. Characters able to see through the illu- Damage Immunities bludgeoning, piercing, and slashing
sion find a decrepit and forlorn-looking tree that can from nonmagical attacks that aren’t silvered
barely hold its weight. Senses passive Perception 13
Treasure: Lamia Lair. The lamia has been collect- Languages Common (can’t speak in jackal form)
ing servants and acolytes for weeks. Most of these Challenge 1/2 (100 XP) Proficiency Bonus +2
creatures brought treasure, expecting they might Shapechanger. The jackalwere can use its action to poly-
have to pay for the healing services. The pink dia- morph into a jackal-humanoid hybrid or into a jackal, or back
mond is worth 300 gp, and along with any items the into its true form, which is humanoid. Its statistics, other
lamia is wearing or carrying, the characters can find than its size, are the same in each form. Any equipment it is
treasure tucked under the cherry blossom tree. The wearing or carrying isn’t transformed. It reverts to its true
form if it dies.
nature of the treasure depends on the level of the
adventure, as shown in the table below. Keen Hearing and Smell. The jackalwere has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Lamia Lair Treasure Pack Tactics. The jackalwere has advantage on an attack
roll against a creature if at least one of the jackalwere’s allies
Adventure Level Treasure is within 5 feet of the creature and the ally isn’t incapacitated.
3rd A potion of greater healing, a +1 ACTIONS
mace, and assorted coins with a
Bite (Jackal or Hybrid Form Only). Melee Weapon Attack:
combined value of 307 gp
+4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing
5th+ Available in the full adventure damage.
Shortsword (Human or Hybrid Form Only). Melee Weapon
AFTERMATH Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
If the characters destroy the lamia and the crystal, Sleep Gaze. The jackalwere glares at one creature it can
the magic enchanting the various creatures within see within 30 feet of it. The target must make succeed on
the temple quickly fades. People captured by the la- a DC 10 Wisdom saving throw or magically fall unconscious
mia’s intoxicating magic return to their old lives, and for 10 minutes. This effect ends if the target takes damage or
the party is rewarded as promised. someone uses an action to shake or slap the target awake. If
Grateful to the characters, the local people praise a creature’s saving throw is successful or the effect ends for
it, the creature is immune to this jackalwere’s Sleep Gaze for
their efforts, but this is with an undertone of sorrow
the next 24 hours. Undead and creatures immune to being
that the temple is still a thing of myth and has not charmed aren’t affected by this effect.
returned.
If the characters choose not to destroy the crystal,
the illusion remains and the local people, aware of
this fantasy, decide to enjoy the sight of the re- Recent Adventures From DMDave
stored temple. Meanwhile, those charmed by the la-
mia stay so for the duration of the spells and effects Dungeons & Lairs
she placed upon them. ▶ #50: Doppelganger City
▶ #51: Hobgoblin Hideout
▶ #52: Fire Giant Mine
▶ #53: Gargoyle Cathedral
▶ #54: Wight Cemetery
▶ #55: Chain Devil Crypts
▶ #56: Zombie Farmhouse
▶ #57: Ettercap Forest