Page 74 - Tales from the Yawning Portal
P. 74

Sun Painting. The painting of the pyramid an  •·  e
          un conceals a secret door. A character whom  ·e  a
         -uccessful DC 15 Wisdom (Perception  chec · di  cm·-
         ers that the portion of the work that depict  the sun is
         ·eparate from the rest and can be depres  ed. Pu  hing it
         nward reveals and opens a secret door in the wall. The
         tloor of the passage that leads north is 8 feet above the
         :1oor of the great hall. Accessing this secret exit cau  es
         any bars over the niches to retract into the wall  and the
         pressure plates to reset.

         16.  SECRET DOOR
         This description assumes an approach from the north.
         The south side of the secret door is described in area 15.


          The wall at the end of this corridor has a bas relief sculp-
           ture of a warrior armed with  a spear and shield. The
           shield, which rests on the floor,  resembles a sundial,
           complete with  a marker standing out from  the wall.
           Etched on the shield's surface are runes in  Olman script.


         The message on the shield reads, "Turn back!"
           Instead of being part of a solid carving, the shield has
         a seam that a character can discover with a successful
         DC 15 Wisdom (Perception) check. Chips around the
         ·earn suggest that the shield can be pivoted. Experi-
         mentation thereafter reveals that the sundial marker is
         movable. When it's in its current position, leaning to the
                                                            The hinge can be loosened with oil, after which the
         ,ight, the secret door is closed. If the marker is pushed
                                                           beak opens easily, or the beak (AC  16, 25 hit points) can
          o the left, the shield pivots, and the exit opens.
                                                           be broken off by dealing bludgeoning damage to it that
           The floor of the area beyond the door is 8 feet lower
                                                           reduces it to O hit points. If a character's arm is caught
         ·han the floor in the corridor.
                                                           in the beak when the beak is struck, that character takes
                                                           one-quarter of the damage dealt to the beak and the
         1-.  HALL OF THE  GREAT SPIRITS
                                                           beak takes the remainder.
                                                             Treasure. The golden circlet is a bracelet of rock
           This corridor is  high-ceilinged and decorated with  sculp-  magic (see appendix A) that was originally a ring, an
           tures mounted on the walls. Two corridors branch off   earring, or some other piece of stone giant jewelry.
           from the main hall,  a narrow one to the east and another
                                                           18.  HALLWAY OF THE ANCESTORS
           to the west. The statuary that adorns the walls consists
           of four sculpted heads of animals.  Each  one is six feet
                                                            Along both sides of the corridor, deep in  shadows, hu-
           above the floor and two to three feet in  diameter. Oppo-
                                                            man figures  appear to be floating above the floor. As you
           site the passage that leads east is the stylized head of
                                                            approach, you see that the figures seemingly suspended
           a coyote, and across from  the hallway going west is the
                                                            in  the air are actually withered corpses standing upright
           head of a grinning bear.  Near the south end of the corri-
                                                            on a ledge two feet above the floor.
           dor, the head of a bison is  mounted on the east wall.
            At the north end of the area, on the west wall,  is what
           appears to  be the head of an eagle, with  its beak open.   Creatures. Once the lead character in the party
           Something shines from within the eagle's mouth.   reaches the midway point of the east-west passage, fif-
                                                           teen zombies animate and attack. These corpses don't
                                                           register as undead to a casting of detect evil and good
         Wedged in the eagle's throat is an intricately crafted   until after they animate.
         golden bracelet. To remove the item, a character must ei-  Disease. After combat with the zombies is finished,
          her reach into the mouth or attempt to push the bracelet   each character who took damage from the monsters
         out with another object.                          must succeed on a DC 11  Constitution saving throw or
           Snapping Trap. Disturbing the bracelet in any way   contract sewer plague (see "Sample Diseases" in chap-
         will cause the beak to snap shut instantly. Whatever was   ter 8 of the Dungeon Master's Guide). Unlike the normal
         inserted into the mouth will be pinned, and the hinge of   disease, symptoms of this disease manifest in an in-
         the mechanism will jam.                           fected creature after 1 hour rather than ld4 days.


                                                                 CHAPTER 3  I THE  HIDDEN  SHRINE  OF  TAMOACHAN
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