Illustration for The City at the Four Wells

The City at the Four Wells

Each sacred well opens into a different claim on reality.

The opening

The characters arrive for the equinox, when the sun casts a serpent down the steps of El Castillo. Their guide calls himself Kukul and promises a view away from the crowds. The shadow reaches the ground, turns its head, and slips toward a cenote.

That evening a tourist van is found empty beside the water. Kukul leads the party through a restricted path to search for the missing group. He knows the names of offerings recovered decades ago and becomes stronger whenever the serpent shadow passes over him.

What the party is trying to do

Find the missing visitors, uncover what the equinox shadow awakened, and return before the cenote closes.

A route through the campaign

  1. Descend through a cenote cave where reflections show the city at different moments in history.
  2. Find the missing tourists alive in a ceremonial court that no longer exists on the surface.
  3. Follow Kukul through four chambers tied to water, memory, possibility, and forgetting.
  4. Discover that he arranged the private tour and needed outsiders to open the final well.
  5. Face Kukul as feathers cover his skin and he names himself Kukulkan.

Possible endings

  1. Defeat Kukulkan and close the fourth well before forgotten history overwhelms the present.
  2. Open all four wells and help the returned people claim a place in the modern world.
  3. Write a new covenant that restores the water system while limiting the god's reach.

History and invention

Chichen Itza developed near natural water filled cavities called cenotes. Its surviving buildings include El Castillo, the Great Ball Court, the Temple of the Warriors, and the circular Caracol observatory. The four supernatural wells and their shared mechanism are original fantasy.

Content notes: drought, threatened sacrifice, disputed ancestry.

The truth underneath it

The equinox shadow is a key. The four wells once balanced the city's water, memory, possible futures, and deliberate forgetting. Later rulers separated them into rival cults and sealed Kukulkan beneath the system when he refused to favor one priesthood.

Kukulkan brought the party here to reopen all four wells. Doing so will restore the old system and return everything the city chose to forget, including sacrifices, betrayals, and people removed from its history. He will fight anyone who tries to seal him away again.

Would you run it?

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24 comments

Jonah2 hours ago

We played a tabletop RPG adventure in Chichén Itzá last year, and the place did half the storytelling for us. This outline understands that.

Tess2 days ago

I would ask each player what their character believes about cultural exchange before session one.

Mara V.3 days ago

The best part of The City at the Four Wells is that the antagonist can be right about one important thing and still be impossible to support.

TheoK4 days ago

water and authority is such a strong pressure point for this story.

dicegoblin922 weeks ago

The second campaign beat in The City at the Four Wells is the one I would build the trailer around: Find the missing tourists alive in a ceremonial court that no longer exists on the surface.

Samir2 weeks ago

Saving The City at the Four Wells for our next campaign.

June at the Table3 weeks ago

That Chichén Itzá backdrop is doing real work here. It does not feel pasted onto a generic dungeon.

WillowGM3 weeks ago

I would keep the real history notes for after each The City at the Four Wells session. My players love checking what was true once the spoilers no longer matter.

Owen3 weeks ago

The job in The City at the Four Wells is to find the missing visitors, uncover what the equinox shadow awakened, and return before the cenote closes. There is a nasty moral problem inside that objective.

Nat R.4 weeks ago

Session zero for The City at the Four Wells: ask everyone what their character would never trade for safety. Then bring those answers back near the ending.

Cass4 weeks ago

The 6 to 10 sessions length feels right for The City at the Four Wells. Enough room to build suspicion without losing the thread.

Bramble4 weeks ago

I ran something adjacent to The City at the Four Wells, but the party trusted the wrong faction almost immediately. I would keep that possibility open here too.

Kel5 weeks ago

I would open The City at the Four Wells right in Chichén Itzá and let the party find the first clue before anyone explains it.

Minh5 weeks ago

I can already hear my group arguing over whether to defeat kukulkan and close the fourth well before forgotten history overwhelms the present.

Alex P.5 weeks ago

The City at the Four Wells feels playable rather than merely clever. I know what the party is doing, what can go wrong, and where I can improvise.

rhea_rolls6 weeks ago

I would move the reveal in The City at the Four Wells one session earlier and let the players spend longer deciding what to do with it.

Jonah6 weeks ago

The choice to open all four wells and help the returned people claim a place in the modern world would absolutely split my table. Perfect.

Tess6 weeks ago

The part where the party must descend through a cenote cave where reflections show the city at different moments in history gave me the whole first session.

Mara V.7 weeks ago

I would give the first clue in The City at the Four Wells to the least scholarly character. It keeps the mystery from becoming one person reading while everyone waits.

TheoK7 weeks ago

My players would turn the first choice in The City at the Four Wells into a three hour argument. I mean that as praise.

dicegoblin927 weeks ago

This would work nicely as a DND campaign for players who enjoy investigation but still want a clear objective. The City at the Four Wells gives them both.

Samir8 weeks ago

The jungle mystery mood in The City at the Four Wells is exactly what my group likes.

June at the Table8 weeks ago

My version of The City at the Four Wells would lean harder into competing histories.

WillowGM8 weeks ago

One change I might make to The City at the Four Wells: let the helpful NPC save somebody early. The later betrayal hurts more when the kindness was real.

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