Page 73 - Tales from the Yawning Portal
P. 73

13.  CHILD OF ZOTZILAHA                           ca\·e are six golden statuettes (worth 50 gp each) and a
                                                             golden ma  k  worth ro gp). Also lying in the cache are
                                                             two cryscal  croll ca  es (worth 25 gp apiece), though
             A faint,  melodious sound comes from  ahead. It is  diffi-
                                                             water has de  rroyed rhe scrolls in them; a silver idol
             cult to tell whether it is someone singing or the echoing   (worth 15 gp). which is actually a bottle holding a potion
             of dripping water in  a great cavern.           of clairvoyance; and a pair of gloves of missile snaring.
                                                             14. FLOODED  HALL
           If the characters burst into the room, they immediately   Half of the L-shaped corridor is flooded. The water is
           hear a surprised squeal and a splash.             3 feet deep and cold, and the bottom is very slippery;
                                                             moving across this difficult terrain costs 3 feet of speed
                                                             for every 1 foot traveled. Any sudden actions, including
             The room is  lit  by a soft light that reveals a section of
                                                             those necessary for combat, might result in the charac-
             rocky beach. Beyond the beach is a pool of glowing wa-  ter taking a spill. A character who takes the Dash action
             ter, filling  half the room and framed  by a crystal cavern.   or tries to fight within the room must first succeed on a
             Green fronds can  be seen in the pool. Light seems to   DC 10 Dexterity saving throw or fall prone.
                                                               The water becomes shallower to the east. After the
             flow from everywhere, the pool and walls glistening like
                                                             corridor turns north, a set of stairs rises up out of the
             soft moonlight. On the far side of the pool  is  a set of
                                                             dampness, and the path ends at a set of bronze doors.
             doors carved with  a sun symbol.                The doors have keyholes but are unlocked.
                                                             15.  THE  GREAT HALL
           If the characters approached quietly, they might glimpse
            the singer.
                                                               This hallway is  twenty feet wide and has piles of rubble
                                                               and debris scattered along its length. The walls are cov-
             Sitting on the beach in  front of the crystalline pool  is
                                                               ered with frescoes. The south wall displays scenes of a
             a woman, young and slim, with  long golden hair and
                                                               battle between natives and invaders.
             pale white skin. She radiates a soft silvery light even
                                                                The north wall  depicts people questing for a new land;
             through her shawl, white as the froth of waves. She is
                                                               their experiences during the journey include crossing
             singing a strange melody in  an  unrecognizable language.
                                                               treacherous mountains, sailing over storm-tossed seas,
             After finishing her song, she enters the water in  a long,
                                                               and receiving the guidance of the gods in  their battles to
             arching dive.
                                                               keep their homeland free from  invasions. In the center of
                                                               the wall  is  a painting of a pyramid with  a temple atop it
            Water covers more than half of the cavern. The floor
                                                               and the sun shining over the land.
            drops off sharply, creating a pool that is 12 feet deep. A
                                                                Double bronze doors stand in  the eastern end of
            ledge runs from the southern wall to a set of doors that
            lead east. Above the ledge, the water is only 2 feet deep,   the south wall.  Down the hall  to the west is  an  archway
            but the area counts as difficult terrain.          carved in  the form of twining serpents. Beyond  it, the
             The doors that lead east have keyholes in them but   corridor continues on into shadow.
            are unlocked.
             Creatures. The young woman is actually a nereid
            (see appendix B) named Dasa Zotz. Whether startled or   The hallway extends only 5 feet beyond the arch. The
            not, eventually the nereid surfaces and a silvery laugh   western wall is a cleverly painted mural designed to give
            is heard. This creature is an agent of Zotzilaha. Unlike   the illusion of depth and reality, and the obscuring effect
            most other nereids, she is chaotic evil in alignment, and   of the poison gas contributes to this impression. If char-
            she speaks Olman instead of Common. She possesses   acters attempt to go in this direction, they walk straight
            an insidious and clever mind, concealed beneath her   into the wall unless someone succeeds on a DC 15 Wis-
            alien beauty and seeming naivete. She retreats from   dom (Perception) check. The space beyond the arch im-
            close combat and conceals herself in the water.   mediately in front of the mural is where creatures arrive
             The nereid has a pet named Chae, a giant lightning   after being teleported from the south end of area 32.
            eel (see appendix B). If she calls to Chae for aid, she   To either side of the arch is a 5-foot-deep niche. A
            does so on her turn when she uses Water Lash. The   character who steps into either niche triggers a pres-
            waters begin to heave and boil, and the watery form of a   sure plate (see "The Ruins: General Features" at the
            human with an elephantine head, wearing an elaborate   beginning of the adventure) that releases a set of hori-
            headdress and holding a trident, rises up. The eel comes   zontal bars-closing off the archway and trapping the
            near the surface and strikes when the watery "god" lev-  interloper.
            els its trident at a character.                    The character can instead take 10 minutes to remove
             Treasure. If seriously threatened, the nereid might   the plate from the floor, requiring the same sort of check
            reveal the location of her treasure. At the deepest part of   as for an attempt to block the plate from moving. A failed
            the pool is a grotto hidden behind a bed of kelp. In this   check in this case means another 10 minutes of work is
                                                             required, followed by another check.


            CHAPTER 3  I THE  HIDDEN  SHRINE OF TAMOACHAN
    7'2.
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