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89

Pool of the Sleeping Naiad

RoomParley / Mini-BossHard (contingent)Deep Water Kin (W14)3 exits
Illustration: Room 89 — Pool of the Sleeping Naiad

Cold comes off the water before you reach it. The pool fills most of the room, black and perfectly still, and the walls above it are green with the kind of moss that only grows where water has been for a very long time. A woman is lying on the bottom with her hands folded, twelve feet down, and she is plainly not drowned.

As your light touches her, the water shivers once, all across, like skin.

DM summary. A spring-spirit who is not hostile, is not friendly, and is extremely particular. She will ask the party for a favour before she asks them for a toll, and the favour is the actual test — everything about how this room ends is decided in the ninety seconds after she asks.

Terrain & Features

Battle-map thumbnail: The Spring Cave

Battle map: The Spring Cave — page 21, 55 × 75 ft (one half of The Shrine Above the Hollow)

The spring cave is her pool room: the printed pool is hers (mark the 12-ft deep middle), the waterfall is the inflow spout, and the rock rim is the cave wall — read the grass as moss. Draw the spillway channel around the north side and the fouled grille south.

Encounter

Hard · Contingent — this fight only happens if the parley or skill approach fails. · Deep Water Kin (W14) · Budget at APL 9: 9,600 XP

Only if the parley fails. She does not fight. Her court does.

Count Creature XP each
4Drowned Hoplite700
1Siren of the Sunken Court1,800

Base 4,600 XP; ×2 for five bodies = 9,200 adjusted, against the APL 9 Hard budget of 9,600. It is on budget on paper and worse in practice, because the fight happens at the water's edge and every hoplite wants to grapple somebody into twelve feet of it.

What triggers it. Three things: blood, fire, or a spell in the water; taking the body out and leaving it in the pool-side muck rather than on stone; or refusing the toll and crossing anyway. Nothing else. Rudeness is free; she has met people before.

Round 1. The Siren surfaces at the middle of the pool and sings. The four hoplites walk — they do not swim — up the shelf toward whoever is standing closest to deep water. Kallirrhoë herself sinks to the bottom and watches, and she will not be attacked meaningfully; treat any attempt as striking water.

Tactics. The hoplites will not pursue more than 30 ft from water they can submerge in, so the dry two-thirds of this room is safe ground and the party can back into it. The Siren does not damage anyone still under her song — she is waiting for them to walk in. Silence, wax, deafness, or sixty feet of distance all end her contribution to this fight in one action, and any player who works that out has earned the room.

Ending it early. The court stops the instant the party puts the body on stone or leaves the water entirely. She is not trying to kill anyone. She is trying to get her drain unblocked and be treated properly, and she will take either.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Walk the spillway and let her sleep

She is asleep when the party arrives and stays asleep unless someone speaks loudly, enters water above the knee, or puts a light directly over her.

  • Spotting the dry route: Perception DC 12, or automatic for anyone who looks at where the water goes rather than at the woman on the bottom.
  • Crossing: group Stealth DC 14, at advantage if the party shutters its lights and moves at half speed.
  • One failure: she opens her eyes. No fight — the parley simply begins, with the party standing in her spillway, and she asks her favour with an edge on it: disadvantage on the first Charisma check of the negotiation.
  • Two failures: as above, and one of the court has already come up the shelf and is standing between the party and the exit they were heading for. Still not a fight, yet.
  • What it costs: the party never learns what she wanted, never gets the pledge-stone, and the body stays in the grille.
Bypass — Pay before you are asked

An old, correct way to deal with a spring: put something in the water and say what it is for.

  • What she accepts: worked silver or bronze, a good blade, a full waterskin of wine, or a true name freely given. Not food, not copper, not anything the party found in this maze five minutes ago and does not care about.
  • The check: none, if the offering is real. Religion or History DC 13 to do it in the correct form, which upgrades a mediocre offering into an acceptable one.
  • Success: she does not wake. The water parts to knee-depth across the whole pool for one minute and the party walks over dry-shod, which is a lovely image and costs them a real item.
  • Failure — an insulting offering: she wakes and is insulted. The parley begins at disadvantage and the toll doubles.
  • Withdrawing instead: the party may leave the way they came at any point before the court rises. She does not follow water she cannot reach. They lose the pledge-stone and this room's clue drip, and the drain stays blocked, which she will remember if the maze ever brings them back.

Traps / Puzzles / Checks

The favour, which is the room. She asks for the man to be taken out of her water and laid on dry stone. She asks once, plainly, in old Knossian, and she will not explain herself twice.

Element Value
The dive15 ft down in cold water. Athletics DC 13 to swim down and hold position at the grille
The coldConstitution save DC 12 on surfacing, or one level of exhaustion. Waive it for anyone with cold resistance or a sensible plan involving rope and a warm cloak
Freeing himThe shield strap is wound three times through the bars. Athletics DC 14 to tear it, Thieves' Tools or a blade DC 12 to cut it, or Investigation DC 13 to see that unbuckling the shield takes no check at all
The riskHe is a Drowned Hoplite and he has not woken up yet. Any attempt that takes more than one round, or that damages him, wakes him — one hoplite, in the water, alone. She will not help and she will not blame the party either
Laying him outOn the dry stone by the inflow. No check. Close his eyes or cover his face with anything and he stays down for good
Solved stateThe grille clears with a sucking noise, the pool drops four inches, and the whole room's temperature changes. She sits up

The toll, after the favour. She names a price and it is deliberately not a number: "Something you will miss." Three answers work, and you should let the players find the fourth.

  1. A name. A PC gives their true name freely. It costs nothing today. Once, at a moment of your choosing later in the session, she calls it, from any water within earshot, and that PC hears it wherever they are.
  2. A story nobody else has heard. Told properly, at the table, by the player. Charisma (Performance) DC 13 if you want a roll; you probably do not.
  3. Something worked. A magic item, a named weapon, a piece of armour with somebody's name on it. Not coin — she has coin, the whole floor is coin.

Refusing the toll entirely is allowed. She shrugs, sinks, and the party crosses unharmed and gets nothing: no pledge-stone, no blessing, no clue. That is not a failure state, it is a choice, and it should not be punished.

Exits

AObviousThe passage in the west wall above the waterline, three steps up and dry. No check.
BObviousThe outflow tunnel in the south wall, walkable and knee-deep, but only once the grille is cleared — before that it is a bronze grate. Finding it needs no check; using it does.Rider: you leave wading, and you arrive wet to the thigh — disadvantage on Stealth on stone floors for one room, and any fire damage you take in that room is halved on the first hit.
CHiddenA dry siphon behind the inflow spout, a natural tube in the rock. Investigation DC 15, or automatic for anyone who follows the spring back to where it comes from.Rider: you come out with a skin of the best water in the maze — one guaranteed clean drink for the party, worth an automatic success on the next save against thirst, dust, or bad air.
Loot

Room-specific: the Cold Pledge. If the party does the favour and pays the toll, Kallirrhoë picks a pebble off her own floor and puts it in one PC's hand. It is grey, ordinary, and cold, and it stays cold.

The coin on the pool floor is not loot. It is offerings, it belongs to her, and diving for it in front of her is exactly the kind of thing that starts the fight.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Three hoplites, no Siren. The grille is fouled at 8 ft rather than 15. All DCs −2
9As written
12Five hoplites and two Sirens, and the drowned man in the grille wakes automatically the moment he is touched. DCs +1
15Add a Scyllan Horror in the outflow tunnel that has been the real reason the drain is blocked — she has not said so, because she was waiting to see whether the party was worth telling. DCs +3
DM Notes

Creature Cards

Kallirrhoë has no stat block on purpose: she is a speaking spring, she does not fight, and a party that decides to attack the water is attacking water. Her court belongs to Deep Water Kin (W14) and recurs across the deck, so the numbers live in the bestiary.

Shared across rooms, so the full cards live in the bestiary: Drowned Hoplite, Siren of the Sunken Court. Every mention above opens the numbers here on this page.

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