Page 92 - Tales from the Yawning Portal
P. 92

on the saving throw.) On a failed save, the \\i    till holding the scepter, the holder becomes petrified. At
        the creature 10 feet in a random direction.  e c-ea·  e   the same time, the statue becomes flesh and blood.
        takes 3 (ld6) bludgeoning damage, and it i  ·  oc ·ed   Creature. The figure on the throne is a nahual, or
        prone. If the saving throw fails by 5 or more,  e crea-  alter-ego. It is essentially a doppelganger of chaotic
         ure strikes one of the rusty spikes, taking an addi ·onal   evil alignment that is also a fiend (demon). It possesses
        3 (ld6) slashing damage.                          the memories of the petrified character and tries to
          If a target thrown by the wind strikes an object.  uch   convince the party that it has just merged with the spirit
        as a wall, the target takes another 3 (ld6) bludgeoning   of one of the character's earlier incarnations. Given
        damage. If a target is thrown into another creature.   a chance, the nahual leads the party to their deaths
         hat creature must succeed on a DC 13 Dexterity sav-  with false information gained from "memories" of its
         'ng throw or take 3 (ld6) bludgeoning damage and be   former life.
        R11ocked prone. On a successful save, the creature takes   The nahual must be slain and the scepter touched to
         alf the bludgeoning damage and isn't knocked prone.   the nahual's corpse to restore the petrified character. A
          A creature that moves only by crawling on the floor,   greater restoration spell also works, before or after the
          ing the corrugated surface to maintain one's grip, is   nahual has been slain.
        safe from the wind.
                                                          53. THE VALVE
         52. THE HIDDEN ROOM OF NAHUAL
         . 'AH-wahl, alter ego)
                                                            Before you  is  a foyer,  ten feet wide and twenty feet long.
        _-\ character can discover one of the secret doors to this
                                                            A narrow hall connects with this area on the south side,
        :-oom by succeeding on a DC 20 Wisdom (Perception)
         -heck. Each door can be opened by reaching up above   and on the north end a five-foot-wide staircase leads up.
        .·. grabbing the lintel or the molding on the wall about   A wheel  is  set horizontally half into the wall  in  the
         - feet above the floor, and pulling down. The secret   southwest corner. This wheel appears to be a crank.
         oor then swings inward, but it closes 30 seconds later.   Above the wheel, a bronze lever is  set in  the wall,  angled
         These doors are counterweighted and can't be spiked
                                                            downward.
         pen. From the inside, either of the doors can be opened
         y pressing down on a stone projection to the right of it.
          When the characters exit one of the antechambers
         and pass into the room beyond, read:


          ~he walls of this chamber are  painted flat  black, while
          ·rie floor is  inlaid with a colorful mosaic of strange gods
          cavorting and leaping around a sun. An  alcove in  the
          center of the eastern wall  is  masked by a curtain of shells
          and beads.

          the characters push aside the curtain, read:


          Behind the curtain is the chalky form  of a statue seated
          on a stone throne with its surface carved to depict feath-
          ers. The statue is wearing a feathered headdress and a
          reathered robe.  Lying across its lap  in  its open palms is  a
          scepter of gold and silver with an  eagle's head crafted on
          one end and the talons of a bird holding a blazing sun on
          •rie other. The most remarkable thing about the statue is
          rs face.


         ~he statue duplicates the face of the first person who en-
         ·ers this room. The scepter is worth 200 gp. It is stuck to
         ·  e palms of the statue, and only the character with the
         same face as the statue can lift the scepter.
          Once that character picks up the scepter, it provides
         ·  holder with visions of great battles of the past. The
         older is transfixed by the visions; others see the char-
          ter lose focus and begin to sweat. After 30 seconds, if



                                                                CHAPTER 3  I THE  HIDDEN  SH Rf NE  OF TAMOACHAN
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