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CAPTOR OF NAHUATL

5e adventure
AUTHOR'S NOTE Important: The corrupted guardian is the drifting
priest, luring the adventurers into letting him in the
tomb, since he was banished by Nahuatl, in the last effort
This adventure one-shot uses terminology of the world of
Prsh'Un, a homebrew world and its setting created by prior her imprisonment.
MikWewa RPG creators. Apart from naming, this release
is perfectly usable in any 5e campaign. We recommend DIVINE DIE
playing our adventures using MikWewa's hand drawn Passive ability to sow the God's mercy in the time of
maps, which you will find inside this document and need
separately. Chosen One can reroll the 1s and 2s and use the
latter result.
BACKGROUND Player cannot reroll the divine die (result), but can
use the feat infinite number of times.
The adventure begins in a tavern on the outskirts of The feat works in the presence (30 ft.) of the divine
Dyketown, a desert town with strategic importance since source.
the aqueducts with river Adri's water are being Feat doesn't work if the player is incapacitated or
maintained here. Built on the important trade unconscious
intersection, Dyketown attracts passengers, traders,
adventurers and wanderers of all races and classes. Our
adventurers are resting after a long campaign and
carelessly eating, drinking, playing cards and dice.
Suddenly, a hooded figure enters the tavern and
approaches the adventurers. By the looks of local
residents, the drifter is well known in the area, offering
impossible loot for seemingly no effort at all.
Will a promise of great fortune be a locomotion for the
adventurers? Will somebody in the party sense great TEMPLE OF NAHUATL
power in the drifter priest? What lies beyond "some
irrelevant cave out there"?
ADVENTURE HOOK
Drifter says that the legendary Spear of Nahuatl lies
deep in the temple in a cave not far from Dyketown. He
offers help and guidance under one condition - party has
to bring the drifter along.
GM PREPARATION
The adventure hook is actually tied to one player in the
party. An ancient entity known as goddess Nahuatl is
imprisoned by her most powerful servant - the once loyal
guardian succumbed to corruption - a divine snake
Couatl. She performs a variant of Scrying Spell of the
wide area in the search for the one who will free her
from her astral prison. Few examples:
Clerics are naturally close to divinity, while
channeling healing spells and rituals
Paladins are regarded as guards of Gods, calling the
Divine for intervention and guidance
Rangers and druids are tied with Nature, channeling
its power and understanding its laws
Sorcerers and warlocks draw their power from the
Source or Patrons, which can often be interpreted as
divine power
You can hook any player to be the chosen One,
granting them (for the duration of the adventure) Divine
Die, a feat-like passive ability (explained below). Scrying
is casted on the chosen player who is approached by the
ragged priest.

2
ACT 1 The figure was drawn to your table, or to the cold drink
on it. He sauntered and grabbed the horn, gulping it
To begin the adventure, read to players: greedily. Filthy hood slid from his head revealing finger-
thick lumps of dead hair on top of paper-thin skin
First days of spring are extremely hot and humid in these stretched over the skull. If there weren't for skin, you
areas. You play cards and dice with locals, washing the could've sworn it was an undead who drank your ale in
sand and mud from your souls with the swig of a strong one giant swig. He brushed the cracked lips with the
local ale. From the kitchen in the back, mouth watering patched sleeve of his robe, grinned and revealed a full
smell entangles your senses, while a jolly innkeeper mouth of greenish-yellow teeth.
pours brown ale into your horns. Suddenly, hair on your
back stiffs, as it catches the draft of the suddenly opened He reveals himself as the last priest of the temple of
doors. Inertly, the whole inn went an octave quieter as
the ragged figure approached your table. Nahuatl, a forgotten goddess of fertility and crops. He
explained that the desert swallowed the Temple of
A hooded priest seems to be well-known in the tavern, Nahuatl with the valuable loot in it, most notably Spear
which shortly went back to its normal dynamics. A of Nahuatl. He doesn't seem to know his own name.
character with passive Perception 14 will notice that
drifter intendedly came to your table, although his walk FLAVOR
and apparel suggested otherwise. Read aloud: If the party chooses to get him his own drink, the
innkeeper will remark that "he begged way too
many drinks from strangers".
If they ask him why he keeps serving him, he will
shrug and tell that he "felt sorry for him".
The few regulars tell the party that sometimes he
persuades adventurers to follow him, which is "bad
for business", since they're obviously annoyed and
leave Dyketown, never to return again.
INSIDE OF THE DYKETOWN TAVERN The drifter is fixed to the chosen player and tells them
that only he knows how to enter the cave and its tunnels.
If the party chooses to ask around town, residents will
confirm the existence of "some irrelevant cave" and wave
them away.

3
ACT 2 FLAVOR
Read to players: Due to blood given to Drifter or paying the price of
entrance, any attempt of leaving the cavern causes
Few hours south of Dyketown, the sun emerges from the serious damage to the nervous system. If a player
lone mountain and makes you realize that you have tries to leave the cave, every 5 ft. of movement they
traveled in its shade for a while now. On its feet, a small suffer 5d4 Psychic damage.
cave entrance didn't stand out by any means - if the Every time a player touches the walls with fungus, it
drifter didn't point it out to you, you would've missed it. A deals 1d4 poison damage + previous contact damage.
rubble of immovable, sun-burnt rocks blocked the way in. (i.e if a player touched walls 3 times, they suffer 1d4
+ 2 previous damage rolls).
Fungus can be collected with Herbalism roll of 15
Facing the cave entrance, any player possessing the and stored in the vial for further inspection.
magic essence will shiver, realizing that they are facing
the arcane seal, unbroken for over a millennia. Along the cavern, fungus-infected guards patrol the area.
Intelligence (Arcana) check of 20 and more will reveal They have been long dormant and players have
that the blood price (1 permanent HP) is required to be advantage on initiative rolls against them.
paid to enter. Any investigation checks below the Perception (Wisdom) check of 15 and one minute of
threshold will reveal little to none. If the check is met, the observing is required to realize that skeletons don't see
drifter disappears. past 5 feet, thus the poor navigation in the caverns. Also,
If not, the drifter reveals that he is the key to enter the the check reveals that they often rub themselves on the
cave. He politely asks each one of the players for a tiny cavern walls.
drop of blood to perform the ritual. Urge the chosen Nature (Intelligence) check of 12 is necessary to reveal
player (play the "God forced you" card) into accepting the the skeletons' weakness to fire damage.
offer. Skeletons patrol in the groups of 4. Total group count
Read aloud: is 5. Every time a party interacts with cavern fungus,
Old priest instructed you to place your hands on his back. skeletons will find them. Roll the initiative.
You felt the strange energy flowing through your bodies.
As the famished figure touched the stones of the ancient
cave, you feel the stench of a thousand-old
decompression. Thick air of decay and ancient cavern
INFECTED GUARD
Medium undead, unaligned
fungus burned your nostrils and flooded your lungs.
Armor Class 13 (armor scraps)
Constitution check of 20 is required to withstand the Hit Points 19 (3d8 + 6)
blow and remain conscious just enough to see the drifter Speed 30 ft.
cackling and disappearing in the cave before fainting.
Otherwise, players fell unconscious and woke up in the STR DEX CON INT WIS CHA
same place, their inventory intact. 12 (+1) 13 (+1) 14 (+2) 6 (-2) 6 (-2) 5 (-3)
ACT 3 Damage Vulnerabilities Bludgeoning, Fire
Read to the players: Damage Immunities Poison
Condition Immunities Sleep, Charm, Exhaustion, Poisoned
Your head is throbbing with pain of broken glass shaken Senses Darkvision 5 ft., Passive Perception 8
inside your skull. You lost track of time, yet the sun is still Languages Understands all languages it knew in life but
high above your heads. Eternal shade of the mysterious can't speak
Challenge 1/4 (50 XP)
cavern offers sweet escape from the desert heat. You
know you have to enter.
Icky Bones. Fungus on guard's bones inflict the 1d4 poison
damage on touch. Damage stacks with Cavern Fungus
Cave is dark and players can find dried out torches along damage count.
the walls. Cavern tunnels are obviously man-made and
well-maintained back in their days. Long-dormant Cavern ACTIONS
fungus infests the majority of the walls and is poisonous Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one
on touch. Read to the players: target. Hit: 5 (1d8+1) piercing damage.
You hear the faint clicking sound, as if a pouch full of Body Check. Infected guard attempts to push and pin the
bones was rattled by a child. You discover skeletons target on the wall. DC 11 Dexterity check is required to
whose bones are infested with a brownish-green moss- evade the guard. DC 11 Strength check is required to
like layer of slimy fungus. They seem disoriented and push them away, receiving contact damage anyway.
often run into each other.

4
ACT 4 NAHUATL DEVOTEE
After the party found their way through the cavern Medium Humanoid (any race), any alignment
(defeating all infected guards is optional), they reach the
large stone stairs that lead into the temple bridge. Read Armor Class 13 (hide armor)
the following: Hit Points 22 (4d8 + 4)
Tired and feeling ill, you are drawn into the large opening Speed 30 ft.
in the cavern. The bridge over the feyish-blue water leads
to the dazzling glory of the Temple of Nahuatl. The STR DEX CON INT WIS CHA
goddess of fertility opens her arms, inviting you to bathe 12 (+1) 10 (+0) 12 (+1) 9 (-1) 10 (+0) 9 (-1)
in sunlight and warm waters. After your eyes adapt, you
realize there is no sun and water reeks of millennial Skills Religion + 1
decay. On top of the large ornate gate, the Drifter sits, his Senses Passive Perception 10
legs happily swinging in the air. He smiles and points his Languages any one language (speaks), celestial
arms toward you, saying in deep voice: "Allow me, my
friends, as I require you at your prime." (understands)
Challenge 1/2 (100 XP)
Drifter somehow redirected all the light at the party, fully Devotion. Nahuatl devotee has advantage on attack rolls,
resting them and replenished their expended spell slots. skill checks and saving throws if the object of their
He disappeared from the ornate gate. Perception devotion is within 30 ft. The buff doesn't apply if
(Wisdom) check of 17 will catch the glimpse of him at devotee is incapacitated.
the top of the narrow temple stairs, red with ancient Soul Gift. Nahuatl devotee can be called by their God to
dried blood. sacrifice themself, becoming undead. Undead devotee
A break of dim light hits the bridge and reveals 4 crumbles to bonedust after 1 turn.
Nahuatl Devotees, guards with strange glow in their Battle Scry. Nahuatl devotee enters the trance and
chest, armed with fragile spears. Each Devotee's glow is becomes incapacitated for one turn, used as medium
of a different color: red, blue, yellow, white. On top of the by their God to cast Scrying spell.
stairs behind them sits the Drifter, watching you with a
grin on his skinny face. Devotees point the spears to the
adventurers and assume the battle stance. Roll the
ACTIONS
initiative. Brittle Spear Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d8+2) piercing damage. Upon
After the Nahualt Devotees are defeated, their glow successful hit, Nahuatl Devotee decides whether to
remains intact. Intelligence (Arcana) Check or 17 is break the speartop in the target, rendering weapon
required to deduct that the glowing orb within them must unusable and causing Splinter Curse (see below).
be destroyed by magical force (listed in the table below). Devotee cannot break the spear if turned undead.
If not destroyed, it can be called upon as a Soul Gift and
buff the Drifter.
SPLINTER CURSE
COLOR TYPE TO DESTROY Debuff
Red Water Casting Time: instantaneous
Blue Air Range: Melee
Yellow Radiant Components: M
Duration: 1 hour
White Necro Effect: Cursed terget deducts 1d4 die from all rolls
You feel a tip of the spear moving under your skin,
GM TIPS causing the target unable to fully focus on battle.
Nahuatl Devotees aren't strong nor challenging. But A remove curse spell ends this effect. Medicine
if they manage to break the tip of the spear into the (Intelligence) check of 20 is required to surgically remove
players, the final fight is considerably harder. the shrapnels from under the skin.
Nudge the chosen player in the right direction when
it comes to destroying the orbs, making the final
fight much easier.

5
FINAL ACT CORRUPTED COUATL
Read to the players: Medium celestial, chaotic evil
Shaken but alive, you seek the exit from this damned
cave. Before your eyes, Drifter turned into something Armor Class 19 (natural armor)
sublime. A dazzling display of divine perfection dances in Hit Points 97 (13d8 + 39)
front of your eyes. An angel in the smooth body of a large Speed 30 ft., fly 90 ft.
snake floats a few feet from the ground. Nothing or no
one spoke, yet you hear the voice inside your minds: STR DEX CON INT WIS CHA
"Thank you for your bravery, my saviors. Come, claim 16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 16 (+3)
your reward." This must be a goddess. This is HER. As
you slowly approach the divinity, you feel the strong
resistance, as if someone is trying to stop you. [YOUR Saving Throws Con +5, Wis +7, Cha +6
CHOSEN PLAYER'S NAME] is standing between you Damage Resistances radiant
and your prize. Why the hell would they do that to you? Damage Immunities psychic; bludgeoning, piercing, and
Why would they betray their friends? slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception 15
The chosen player sees the Coatl as it is, withered body Languages all, telepathy 120 ft
Challenge 5 (1,800 XP)
and skinless wings corrupted to the core and shrouded in
rotting darkness, pained by millennia of drifting the Innate Spellcasting. The corrupted couatl’s spellcasting
barren lands, trying to enter the cavern. Successful DC ability is Charisma (spell save DC 14). It can innately
10 Strength check knocks one charmed player to the cast the following spells, requiring only verbal
ground, breaking their enchantment. components:
The silky angelic voice turns to bestial growling, At will: detect evil and good, detect magic, detect
corroding their minds. The corrupted entity thoughts
congratulates the players on unsealing the tomb and 3/day each: bestow curse, dispel good, inflict moderate
letting him in. wounds, lesser restoration, protection from poison,
"The only thing left of my goddess to devour is within sanctuary, shield
you, her champion!" Couatl's raspy growl echoed in your 1/day each: dream, greater restoration, scrying
mind while pointing at the chosen player. The only thing
left is to fight this monster, and defeat the captor of Magic Weapons. The couatl’s weapon attacks are
Nahuatl once and for all. magical.
Roll the last initiative. Shielded Mind. The couatl is immune to scrying and to
any effect that would sense its emotions, read its
1D4 ORBS SOUL GIFT BUFF thoughts, or detect its location.
1. Red Resistance to Elements ACTIONS
2. Blue Advantage on Saving Throws Bite. Melee Weapon Attack. +8 to hit, reach 5 ft., one
3. Yellow 10 hp/turn regen creature. Hit: 8 (1d6 + 5) piercing damage, and the target
must succeed on a DC 13 Constitution saving throw or
4. White Action Surge be poisoned for 24 hours. Until this poison ends, the
target is unconscious. Another creature can use an
EPILOGUE action to shake the target awake.
When the Corrupted Couatl is defeated, from his bones Constrict. Melee Weapon Attack. +6 to hit, reach 10 ft.,
rises the Goddess Nahuatl and bestows blessing on the one Medium or smaller creature. Hit:10 (2d6 + 3)
party. She tells the players that she needs to rest and bludgeoning damage, and the target is grappled (escape
regain strength to rejuvenate the barren lands around DC 15). Until this grapple ends, the target is restrained,
her. and the couatl can’t constrict another target.
Award the party with one item from Magic Table G LAIR ACTIONS
each (DMG, pg. 147) and 5000 gp. They deserved it. Every round, at initiative 20, Corrupted Coatl can take a
Thanks for playing! following lair action:
Claim Soul Gift. Corrupted Couatl magically calls the
soul of the servants of Nahuatl to his aid. If the orbs
aren't destroyed, he absorbs one random orb from the
Nahuatl Devotees, gaining the buff listed in the table
below (roll 1d4). After an Orb is consumed, Nahuatl
Devotee turns to undead for 1 Turn. If the orbs are
destroyed, Corrupted Couatl cannot perform Lair Action.

6
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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike
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Art by: Wewa Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
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