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.

