Page 87 - Tales from the Yawning Portal
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42. THE CHAPEL OF KUKULKAN
                                                                   - -c  ed into each nook where the arms of the cross
              (Koo-KOOL-kahn, the feathered serpent)
                                                                 ::i  e together is a low shelf on which are placed small
                                                                 dfe• 11gs: silver bracelets, earrings, neck collars, anklets,
                Beyond the secret door, the passage bends around to the
                                                                 :,  es of coral  beads, and silver and jade statuettes.
               left. At the end of a narrow corridor hangs an ornate mir-
               ror, and a door is set in  the eastern wall  next to it.
                                                                 Trapped Mask. The mask (worth 25 gp) is the trig-
                                                                ger to a trap. If the mask is taken off the wall, the lever
               Magic Mirror. The first creature to come within 10   it hangs on pivots up and three sets of iron bars drop,
              feet of the mirror at the end of the corridor must make   caging whoever is in the square in front of the mask.
              a DC 15 Wisdom saving throw. On a failed check, the   The bars are old, and they can be bent or lifted away
              creature believes that it is in deadly combat with a feath-  from the floor with a successful DC 20 Strength (Athlet-
              ered warrior that has emerged from the mirror. This   ics) check.
              effect is like that of a phantasmal force spell, with the   Trapped Treasure. If any of the items on the shelves
              character battling a warrior that has a +6 bonus to hit   (worth a total of 450 gp) are touched, the exit door seals
              and deals 3 (ld6) psychic damage, as described in the   with an effect like that of an arcane lock spell, requiring
              spell. The effect ends if the affected creature deals the   the use of magic or a successful DC 25 Strength (Athlet-
              imaginary warrior a total amount of damage equal to   ics) check to force the door open.
              the creature's own hit point maximum.              Creature. Coiled about the pillar, trapped within the
               While under the effect of this magic, the creature is   magic walls of the crystal cylinder surrounding it, is a
              actually paralyzed, appearing to others as if it were just   couatl. Because of its especially potent Shielded Mind
              standing there staring into the mirror. If someone dis-  trait, it is effectively invisible.
              turbs the affected creature, that creature can repeat the   If the characters disturb any of the items on the
              saving throw, ending the effect on a successful save.   shelves, the couatl speaks to the party in Common, its
                The Door. When anyone get close to the door, read:   voice seeming to come from everywhere in the chamber.

               The door seems to be very heavy,  and  it  has many glyphs   "Interlopers, you  have trespassed on  my sacred chapel.
               carved  upon  it.  In  the center of the door is  carved an   For this affront,  retribution has already begun, for you  are
               eagle killing a serpent. Two stone warriors dressed in   now breathing a toxic gas which will  kill  you  shortly.  It is
                loincloths and wearing panther masks are sculpted into   possible your actions were not from  malice or greed, but
               the door posts.                                   just idle curiosity. Therefore, you  will  find the cure upon
                                                                 the stone in the middle of the dais,  if you can solve the
                                                                 puzzle to reach it by the proper route. Choose your path
              The glyphs on the door tell a story in ancient Olman of
                                                                 wisely, and act quickly."
              a journey to find truth and light, which ended in failure
              and imprisonment in the land of the dead.
                The door opens outward. When the characters pass
                                                                There is actually no poison gas in the room, but as
              through the doorway, read:
                                                                the characters spend time in here trying to get to the
                                                                cure, describe how they seem to be getting weaker and
                Beyond the door is a wide foyer that leads into a circular   weaker. They should feel as if time is running out.
                                                                 Aura. A detect magic spell reveals an aura of evoca-
                room. On the south wall of this hall  is a jade death mask
                                                                tion magic emanating from inside the crystal cylinder.
                affixed at chest height.
                                                                 The Right Path. To reach the "cure," the characters
                 Taking up the middle of the chamber is a cross-shaped   must first face the challenge of ascending the northern
               dais with sets of stairs leading up to it along each of the   steps, where the warrior stands. The warrior, a helmed
               four ends. In  the center of the dais rises a cylindrical   horror, animates and attacks when it is approached.
                                                                Once the construct is defeated, the characters can pro-
                structure that appears to be made of transparent walls of
                                                                ceed to the center of the dais.
                crystal enclosing an oddly carved, stone pillar.
                                                                 A character who attempts to reach the dais another
                 The stairs that face the room's entrance are carved   way has no luck:
               with the heads of many gods. The steps on the north side
                                                                •  Someone who tries climbing up the shelves takes 2
                are bloodstained, and atop the landing stands a statue
                                                                 (ld4) force damage and is pushed back 10 feet.
                of a warrior. The stairs to the east, across the room, are   •  The heads carved into the western stairs babble when
                partly obscured by shadow. The southern staircase is  lu-  a character steps on them. That character feels too
                minescent, appearing to change colors in the light.   weak to continue, and sits down until helped away
                                                                 from the stairs.
                                                                •  The eastern stairs are shrouded in dim light, which
                                                                 can't be made brighter by any means. Any character



              CHAPTER 3  I THE  HIDDEN  SHRINE OF TAMOACHAN
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