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
91

