Page 62 - Tales from the Yawning Portal
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THE HIDDEN SHRINE OF TAMOACHAN





         a,                                                THE RUINS:  GENERAL FEATURES
                    HE ANCIENT RUINED CITY OF TAMOACHA'.\
                    is familiar to a select few scholars and
                                                           The walls inside the ruins are constructed of blocks of
                    fortune seekers, who know of it but not
                                                           unmortared stone covered by stucco. The ceilings are of
                    always exactly where it is. Even more
                    secluded, lying somewhere within or be-  the same material, supported by corbel arches.
                    neath the ruins, is a hidden shrine said to   Ceilings. Most of the hallways have 20-foot ceilings.
                    be dedicated to Zotzilaha, the vampire god   Some rooms have ceilings of 20 to 40 feet in height.
                                                            Doors. Doors are made of beaten bronze or slabs of
          ~ the underworld. Adventurers who catch wind of the
           ace are likely to find its lure irresistible.   stone. While heavy, they can be opened without a check.
           If the characters find their way to the environs of the   Unsafe Stonework. In some places, the corbel arches
         :uined city, their next order of business might be to   that hold up the ceiling aren't structurally sound. As a
         :et up a camp nearby. After a few hours of searching,   result, some spells might have disastrous effects. A spell
          hey can find an easily defended glade with an arte-  like fireball (an explosion) or thunderwave (an area of
         ;,· an spring.                                    thunder damage) has a 25 percent chance to cause a
           ~fost of the city is toppled and almost completely   ceiling collapse within the spell's area, dealing 16 (3d10)
          overed in undergrowth. Intruders who enter the ruins   bludgeoning damage to creatures in the area. This col-
          - II discover that the ancient streets now serve as over-  lapse might block or bury objects or exits.
         ,,rown "valleys" between the debris of the crumbled   Poisonous Gas. The lower levels of the ruins, in-
                                                           cluding the rooms and passages of encounter areas 1
          · ildings. The largest of these valleys all lead to the cen-
                                                           through 38, are filled with poisonous gas. The gas is an
          -al clearing where a great pyramid stands.
                                                           amber color, and its area is lightly obscured. Anyone can
           In the south side of that clearing is a newly collapsed
                                                           tell that the gas is irritating, but it takes a successful DC
          rea, revealing a jagged hole with a debris-covered slide,
                                                           15 Intelligence (Nature) check to discern the gas's toxic-
           ading down into darkness.
                                                           ity. Flames in the gas sputter and glow redly, and any at-
                                                           tempt to use natural means to ignite a fire has only a 50
         RUNNING THE ADVENTURE
                                                           percent chance of success. Fire used as a light source
         :-. e adventure, which is designed for a group of four   has an effective radius only half normal.
          - five 5th-level player characters, gets under way the   A creature takes 3 (ld6) poison damage every hour
           orning after the characters arrive in the vicinity of the   it spends in the gas. The gas is light, so it accumulates
           ins and make camp. When all of them have risen and   closer to the ceiling. Inhabitants of the dungeon have
          nished preparing for the day's travel, read:     immunity to the poisonous effect of the gas.
           .!,s you  head toward the pyramid temple, you tread across   PLACING  THE ADVENTURE
                                                             In  the original adventure, set in the world  ofGreyhawk, the
           cracked and overgrown flagstones, stepping over fallen
                                                             Hidden Shrine is  part of the ancient ruined city ofTamoa-
           a'ld shattered pillars, pushing aside vines and briars.
                                                             chan, once the northernmost capital of the Olman empire.
            When you  are  nearly at the temple, the sound of crea-  The civilization of the Olman  people covered  much of
           -ures crashing through the underbrush comes from  be-  the southern continent centuries before current history
                                                             began. Tamoachan is  located  in the savage lands south of
           ~ nd you. You  turn around to see people moving through
                                                             the Olman  Islands and southeast of the Holds of the Sea
           -,e woods toward the clearing around the pyramid.   Princes. The climate is subtropical and very damp; it  rains
            Then, suddenly, the earth shudders and gapes open   nearly every afternoon.
                                                              In  other worlds, similar possibilities can  be found.
           :ieneath your feet and you  are falling amid the roar of
                                                              Dragonlance. The hidden shrine might not be part of an
           collapsing masonry.  Dust fills  the air and the sunlight dis-  ancient city on  Krynn,  but instead an  isolated temple for
           appears as the darkness swallows you.             a weird dead cult devoted to the god Chemosh. The site
                                                             could date back to the Age of Dreams, and  might be on  an
                                                             isle or in  an  isolated  region  near the Blood Sea of I star.
         - e party has fallen into area 1 of the dungeon, which is   Eberron.  On  Eberron, the site might be the ancient seat
          ·here play begins.                                 of an elven cult, possibly connected to the line of Vol. Al-
                                                             ternatively, Tamoachan could be a truly primeval location
                                                             in  Q'barra, and the Olman "gods" actually fiends from the
         THE RUINS  OF THE  SHRINE                           Age of Demons.
          'ap 3.1 shows the layout of the shrine, and later   Forgotten  Realms.  Because the people of Maztica closely
          _ections of this adventure describe what can be    resemble the Olman, that region  is a likely  place for the
           und there.                                        ruined city and the shrine. Tamoachan  might instead be a
                                                             lost city in the jungles of Ch ult.

                                                                 CHAPTER 3  I THE  HIDDEN  SHRINE OF TAMOACHAN
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