TEXT:  
  1 
   
   ZATAL - THE MOUNTAIN OF FIRE 
  A 5TH EDITION MAZTICA ADVENTURE AND SOURCEBOOK 
   
  TWR4 
  A LOCATION FOR ALL LEVELS,  
  AND AN ADVENTURE FOR LEVELS 9-12 
   
  
   
  2 
   
  CREDITS: 
   
  Designers:  Jon Hild and Gary Dallison 
   
  Cover Art:  Christopher 
   
  http://alpha-leader.deviantart.com/ 
   
  Watermark:  Zeezee Canning 
   
  http://zeezeeazc123.deviantart.com/gallery/ 
   
  “Maztica Alive!” Logo:  Cliff Wolter  
   
  http://yardarkwood.deviantart.com/gallery/ 
   
  Maps:  Patrick E. Pullen, Mike Barltrop,  
  Jeff C Stevens, Luis Ramos  
   
  Other Credits:  
   
  Gary Dallison for the Viper concept and endless 
  patience waiting for me to collaborate! 
   
  Jennifer Tittle Stack  for the original living lahar, 
  lacunae ghost, beljuril dragon concept and 
  earthstoker spells found in the Book of the 
  Earthstoker.  Original appearance in Dragon 
  Magazine #265.  
   
  Thamara Gomez for the Maztican ahuizotl art 
   
  Surya Subianto for the hurachnid art 
   
  Daniel Shea for the beljuril dragon statistics 
  ______________________________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TABLE OF CONTENTS 
  INTRODUCTION ............................................................ 3 
  TWR AND MAZTICA ALIVE! ..............................................3 
  ABOUT THIS BOOK ........................................................ 3 
  HOW TO PLAY ............................................................. 3 
  HISTORY OF MOUNT ZATAL ............................................. 4 
       THE HEART OF MAZTICA....................................................4  
        THE VIPER OF ZATAL ........................................................4 
        THE DAWN OF AN EMPIRE ................................................5 
        THE DESCENT .................................................................6 
        AZURE SKIES, AGAIN ........................................................6 
  THE ADVENTURE .......................................................... 7 
  THE VALLEY OF NEXAL ................................................... 7 
        AZATL ...........................................................................7 
        TEZAT ...........................................................................9 
        ZOTIL ............................................................................9 
        NEXAL ........................................................................10 
        MOUNT POPOL ............................................................10  
        GRASSHOPPER SPRING ...................................................11 
        THE LAKE OF THE GODS ..................................................11  
        CORDOTL .....................................................................12 
  THE FIRES OF ZATAL .................................................... 12 
        THE VOLCANO SURFACE .................................................12 
        LEVEL 1:  THE FIRE CAVES ...............................................13 
        LEVEL 2:  THE CHILDREN OF AZUL .....................................16 
        LEVEL 3:  THE FURY OF TEZCA ..........................................18 
        LEVEL 4:  THE FIST OF PLUTOQ .........................................20 
        LEVEL 5:  THE HEART OF THE MOUNTAIN ...........................23 
  THE SUNSTONE .......................................................... 24 
  APPENDIX ................................................................ 27 
   
   
  ZATAL - THE MOUNTAIN OF FIRE 
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon 
  ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other 
  countries. All characters and their distinctive likenesses are property of Wizards of 
  the Coast. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards 
  of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. 
  Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. 
  Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, 
  UB11 1ET, UK. 
   
  
   
  3 
   
  INTRODUCTION 
   
  Mount Zatal was once considered the center of 
  the True World when the ever-expanding 
  Empire of Nexal seemed unstoppable.  Zaltec, 
  the bloodthirsty Eater of Hearts, has manifested 
  his power more than once in the rumblings of 
  the mountain’s fiery belly. 
    Zatal’s significance is not that of a simple 
  symbol, however, and there are secrets within 
  the mountain that very few could even guess at.  
  There are miles and miles of tunnel systems, 
  mostly formed by the natural effects of lava, but 
  others have been carved by intelligent hands.  
  These tunnels hold entire societies of their own 
  – many who have no contact with the world 
  outside of the volcano.   
    Though it is not a “dungeon” in the traditional 
  sense, the world existing just below the surface 
  of Mount Zatal is ripe for discovery and 
  adventure.  The tunnels and chambers could be 
  explored for months, with only a small 
  percentage of the mountain’s secrets ever being 
  revealed. 
   
  TWR AND MAZTICA ALIVE! 
   
  The “Maztica Alive!” community has been in 
  existence since 2014 and there are many 
  products now associated with it.  All of them can 
  be found by following the link below. 
   
  http://www.dmsguild.com/product/171534/TWC
  1-The-Maztica-Campaign-Guide 
   
  The community, however, has recently started a 
  new “phase” in its existence.  The tag on 
  products with this phase is “TWR” which stands 
  for a “True World Resurrection.”  This is an 
  adventure path where the ending goal is to bring 
  the mother goddess of the setting, Maztica 
  herself, back to the world so long after her brutal 
  murder.  Though this adventure can be run 
  independently, it is recommended that the 
  players have at least gone through TWR3 The 
  Door of Stars – otherwise, the DM might need 
  to make some adjustments in the adventure. 
     
  So far, the following TWR products can be 
  found on the Dungeon Masters Guild. 
   
  TWR1 
  The Sea Demon’s Pearl 
  TWR2 
  The Maztican Ball Game 
  TWR3-E 
  The Lion and the Fox 
  TWR3 
  The Door of Stars 
   
   
  ABOUT THIS BOOK 
   
  Zatal – The Mountain of Fire is intended to 
  serve a number of purposes.  First and foremost, 
  there is an adventure that concludes the 
  aforementioned adventure path.  In future 
  “Maztica Alive” products, history will assume 
  that either the PCs or other adventurers are 
  successful in resurrecting Maztica allowing her 
  to once again become a full-fledged member of 
  the True World pantheon.  Only key encounters 
  are detailed in this product and the DM is free to 
  expand upon the adventure as he or she sees fit. 
    Zatal is also introduced as Maztica’s answer to 
  Faerun’s Undermountain – a megadungeon with 
  unlimited expansion capabilities.  The Heart of 
  Maztica and Zaltec himself may lie at its core, 
  but there are thousands of mysteries found in its 
  tunnels and caverns that not even the gods know 
  about.  Zatal is designed so that it can be its own 
  campaign if the DM so desires. 
   
  HOW TO PLAY 
   
  The adventure portion of this book is not 
  designed to run like a standard adventure.  It is 
  designed as a “sandbox” where the PCs can lead 
  the adventure’s direction. However, Zatal – The 
  Mountain of Fire has key story based 
  encounters which lead to the completion of the 
  “TWR” adventure path.  The DM may add 
  encounters as he or she sees fit and may also 
  remove others that aren’t essential. 
    Note that there are new creatures found in this 
  book which are given statistics at the 
  adventure’s conclusion.  Other creatures can be 
  found in the various bestiaries for Maztica Alive 
  (TWC5, TWC6 and TWC7), in addition to the 
  Monster Manual, but most are reprinted here. 
  
   
  4 
   
    HISTORY OF ZATAL 
   
  Much like Zaltec’s greatest pyramids, Mount 
  Zatal has grown over the ages.  The pyramids, 
  however, grew because new architecture was 
  placed atop the old in order to forever expand 
  upwards.  Zatal on the other hand, has grown 
  from within.  Like a boil or abscess, there is a 
  poison deep in the core of the mountain which 
  literally pumps its evil, life-corrupting magic 
  forever outwards and upwards.   
     
  THE HEART OF MAZTICA 
   
  Maztica is both the name of the continent and of 
  its inhabitant’s deceased mother goddess – some 
  say that the two are in fact one and the same.  
  Though it is widely accepted that the goddess’ 
  husband Kukul created mankind, she was known 
  as the true source of life and highly favored 
  among the people for her role.   
    Her son Zaltec resented Maztica’s popularity 
  and though he did not seek the love she 
  received, he sought an equitable level of fear.  
  Zaltec, the Eater of Hearts and Bringer of War, 
  wished to be exalted above all others.  In order 
  to accomplish this feat, he created and then 
  gifted hishna magic to mankind.  Hishna was a 
  brand of magic which tapped into the inherent 
  power of claws, fangs and talons and the 
  resultant power allowed man to flourish and war 
  in Zaltec’s great name.   
    Disgusted at what her son had wrought and the 
  resultant cost to life, Maztica created pluma 
  magic.  Pluma was an equivalent magic of 
  feathers and life that she passed to her son Qotal, 
  who then in turn passed it on to mankind. 
    Infuriated over the loss of worship, Zaltec 
  approached his mother in a fit of rage and 
  beheaded her with his great dark macuahuitl.  
  The weapons fine edges shattered on impact, 
  and its black obsidian tips lodged themselves 
  deep within both the head and body of the 
  goddess.  Some elders have claimed that this 
  was the original source of the existence of 
  plumastone across the body (continent) of 
  Maztica, and while that has yet to be proven, it 
  is certain that a force known as the Darkfire 
  (sometimes Darkfyre) was born that day.   
    Zaltec left his mother’s corpse but took from 
  her a still beating, corrupted heart from which he 
  would occasionally feed.  Instead of sating his 
  hunger, Zaltec only sought more, and from that 
  day forward, Zaltec yearned for a fresh flow 
  with a far greater hunger than ever before. 
    Zaltec brought the Heart of Maztica to a valley 
  in what is now known as the Valley of Nexal.  
  He took it deep underground to a natural cavern 
  where its veins naturally took root and flared 
  with the corrupting force of darkfire.  To this 
  day, it beats an irregular beat that manifests as 
  the rumblings of a semi-active volcano.  Mount 
  Zatal began to grow, quickly at first, but soon 
  slowing to only a foot or so each year.  Over 
  thousands of years, Zatal’s reddish-orange glow 
  became the most prominent feature in the True 
  World’s horizon for many miles.  In conjunction 
  with the great city of Nexal, Mount Zatal 
  eventually became the heart of an empire, and 
  perhaps the whole of the True World itself.   
    Zaltec’s involvement in the region was mostly 
  kept secret, but the Bringer of War’s brothers 
  did not sit by entirely idly.  The Lake of the 
  Gods formed not long after the mountain 
  dominated the valley, and it is the will of 
  Zaltec’s brothers manifested in the physical 
  world. 
   
  THE VIPER OF ZATAL 
   
  The continent of Maztica had a history that 
  existed long before even the gods arrived on 
  Toril in their prehistoric forms and created the 
  race of man that have come to dominate it.  The 
  creator races once graced these lands, first in the 
  form of the serpentine sarrukh, then the 
  amphibian batrachi and finally among the avian 
  aeree.  The sarrukh may have been long gone 
  from the world upon mankind’s arrival, but there 
  were still remnants scattered in the darkest 
  regions. 
    An individual sarrukh once known as Mixcoatl 
  slept an age-long sleep in the very cavern to 
  which Zaltec brought the Heart.  Its darkfire 
  energies (and the god’s not inconsequential 
  presence) woke the slumbering serpent and 
  awed the ancient being.  It is unknown what 
  kind of deal was brokered on that day, but the 
  sarrukh, now changed by the corrupted life 
  
   
  5 
   
  energy of the Heart, agreed to serve as its 
  guardian forevermore.  Mixcoatl assumed the 
  name, “The Viper” and has secretly had a hand 
  in a number of events that have been falsely 
  attributed to Zaltec himself.     
   
  DAWN OF AN EMPIRE 
   
  Far to the north of Zatal, a people who actually 
  referred to themselves as the Mazticans, lived in 
  caves and communities in a dryer, less fertile 
  land.  Unbeknownst to the majority of mankind, 
  Zaltec had decided that this unlikely group 
  would be his chosen people.  The Eater of 
  Hearts manifested his image to a Maztican 
  shaman named Tecco, and commanded him to 
  lead his people south.   
    Zaltec chose Tecco knowing full well that the 
  Mazticans would obey, as Tecco was known for 
  his detailed and accurate visions.  For his whole 
  life, Zaltec had guided the shaman. 
    The Mazticans were many thousands strong 
  and they eventually came to the Valley of Nexal, 
  which at the time had three cities already 
  established near the base of Mount Zatal and the 
  shores of the Lake of the Gods.  
    The three cities were known as Tezat, Azatl, 
  Zotil and when the Mazticans arrived, all three 
  maintained a precarious balance of power.  If 
  one grew too powerful, the others would join 
  forces to reestablish balance.  The situation had 
  remained under these circumstances for many 
  decades. 
    The Mazticans initially served as a major boon 
  for the city’s inhabitants.  They accepted menial 
  work for the slightest of wages and only settled 
  in waterlogged lands unwanted by the majority 
  of the populace.  Their knowledge of war was 
  also known to be exceptional and the Mazticans 
  were not greedy with their knowledge. 
    After a number of years, and a strategic 
  betrayal, the Mazticans came to dominate Azatl, 
  Zotil and Tezat.  Within a few decades of their 
  arrival, the newly declared Empire of Nexal 
  spread beyond its valley, and the mixed 
  inhabitants came to refer to themselves as 
  Nexalans with great pride. 
    It wasn’t long before Zaltec established his 
  utter dominance as the primary god of the entire 
  empire.  Many sacrifices were made in his name, 
  and the flow of fresh hearts consistently fed the 
  vile god.  On one occasion, after the ascendance 
  of a new emperor (known as a Revered 
  Counselor), a paltry sacrifice of one-thousand 
  hearts was offered – inciting Zaltec’s anger.  He 
  awakened the Viper who had become attuned 
  the corrupted life-magic of the Heart of Maztica 
  and with its power, caused the eruption of the 
  volcano.  Many more lives were lost and Nexal 
  was burned nearly to the ground. 
    The Empire of Nexal was undoubtedly the 
  greatest human (human empire, as the 
  scorpionfolk and creator races would attest) 
  empire to ever grace the True World.  Yet as 
  powerful as they were, even they could not 
  handle the coming of Cordell, the clergy of the 
  foreign god Helm, and the Golden Legion.  
  Wielding weapons and magic unseen before in 
  the True World, the invading force of 
  Faerunians and their native allies (consisting of 
  Payit and more importantly the long established 
  Kultakan enemies of the empire) decimated the 
  Nexalan Empire and it took far less time than 
  they could have ever imagined.  The last of the 
  Revered Counselors of Nexal, Naltecona, was 
  slain, and the invaders trampled upon hundreds 
  of years of history.  Hoxitl, Zaltec’s high priest, 
  beseeched his god for deliverance and the 
  Bringer of War responded by awakening the 
  Viper once again.  Those who were loyal to 
  Zaltec voluntarily wore a symbol known as the 
  Mark of the Viper, and together created the 
  Viperhand Cult.   
    Through the god’s will, interference from the 
  foreign deities Helm and Lolth, and the terrible 
  corrupting magic of the Darkfire, Zatal erupted 
  with magical energies in an event known as the 
  Night of Wailing.  Survivors of the terrible night 
  fled as the Lake of the Gods boiled, and the men 
  of the Viperhand became orcs, ogres, trolls and 
  new beings known as jagres who could change 
  forms between ogre and displacer beast.  Hoxitl 
  became the grandest of them all, towering over 
  even the most massive jagre. 
    Eventually men returned to the Valley of 
  Nexal, but only the most vile and unwanted.  
  Life in the heart of the once great empire 
  became short for the children of Maztica and 
  Kukul. 
   
  
   
  6 
   
  THE DESCENT 
   
  The True World has seen its share of upheavals 
  in recent centuries, and the Night of Wailing 
  should have been the worst.  Alas, it would not 
  be so.  When the repercussions of Cordell’s 
  invasion and the creation of the Viperhand 
  finally settled, what might have been considered 
  a “new normal” was established.  Faerunians 
  became a somewhat common sight, particularly 
  in the settlements of Helmsport-Ulatos, 
  Trythosford, Tukan and a number of others.  
  Mazticans managed to maintain their old ways 
  and in some cases learned much from the 
  invaders.  They could certainly not have handled 
  the Viperhand without the assistance of 
  Cordell’s Golden Legion, but that was hardly 
  consolation for what had been done to their land 
  and culture. 
    When all seemed normal, the sky one day 
  began to shimmer and warp.  Those who stared 
  into its wavering form grew nauseous, but 
  within moments the effect abruptly stopped.  
  The sky, however, had changed from its normal 
  bright blue to a steely gray – unlike any that had 
  ever been seen before. 
    Clerics of the gods sought answers 
  immediately from their deities but the only 
  response they received from the gods was 
  silence – cold, empty nothingness.  They knew 
  almost instantaneously that the gods had either 
  abandoned them, or were somehow cut off from 
  their prayers.   
    The repercussions of this event were of course 
  felt across the True World, but in the Valley of 
  Nexal, where the beasts ruled and mankind was 
  reduced to an eternally fearful shadow of 
  themselves, a new upheaval was set to occur.  
  Hoxitl had begun to taste divinity himself, but he 
  too could not hear the voice of his patron.  
  Thinking his master displeased, Hoxitl 
  organized a massive assault on the remaining 
  human population of Nexal.  Much like the 
  Feathered Wars of old, every orc, ogre and troll 
  was instructed to incapacitate instead of kill.  
  Thousands of humans were captured and Hoxitl 
  planned a truly grand sacrifice. 
    In lieu of the standard temple sacrifice, Hoxitl 
  thought it would please his lord to perform the 
  mass sacrifice upon Zatal’s caldera.  In a single 
  file, the thousands of slaves marched up the 
  mountainside.  Hoxitl made no secret of his 
  intentions – once their hearts were removed and 
  while the body remained semi-living, the 
  offerings would be fed directly in the fires of 
  Zatal!   
    Hoxitl did not understand that it was not only 
  Zaltec who had grown silent, and the chosen of 
  the myriad other deities had also grown 
  panicked.  Though typically somnolent in the 
  depths of their own watery lairs in Zatal, the 
  great rain dragons known as tlalocouatl awoke 
  when they lost the constant hum of their watery 
  lord Azul.  As they awoke, they found thousands 
  of men led by not more than a hundred of 
  Zaltec’s foul Viperhand near their demesnes.  
  The tlalocoatl, confused by Azul’s silence, 
  attacked mercilessly, allowing the humans to 
  escape into hidden tunnels in the mountain.  
  Hoxitl lost his prize that day, but managed to 
  singlehandedly slay an ancient rain dragon.  
  Hoxitl, understanding the depths of his failure, 
  chose to rip his own heart from his chest with 
  his powerful claws and cast it into the bubbling 
  lava.  What was left of his retinue observed the 
  great sacrifice and fell to their knees in 
  reverence. 
    Though the gods were gone, the Heart of 
  Maztica remained deep within the mountain – 
  nurturing the Darkfire and tended to by the 
  Viper.  Its corrupting magic emanated once 
  again through the mountain tunnels and slowly 
  changed the escaped humans over the span of a 
  generation.  Nothing remains of mankind, 
  though many thousands of grimlocks now roam 
  the upper tunnels.   
   
  AZURE SKIES, AGAIN 
   
  For over a century the gods remained silent, and 
  the True World changed in uncountable ways.  
  Threats both new and old hardened its 
  inhabitants, and mankind found new ways to 
  defend themselves in the new world.  Once 
  again a “new normal” was established with 
  entire generations never having seen the blue 
  skies of Toril.   
    As it had once been, so it did return.  The 
  shimmering and warping began once again as it 
  did a century past.  The grey, steel sky slowly 
  
   
  7 
   
  changed to azure once again, and in the event 
  known as the Sundering, the True World had 
  found its way back to Toril.   
    Though they had long slept, the gods returned, 
  and Zaltec was the first to awaken.  The god 
  shifted in the grand cavern beneath Zatal and the 
  mountain rumbled.   
    
  *The events following Zaltec’s awakening 
  immediately following the Sundering can be 
  found in the novella TWN1 Azure Skies.  This 
  novella can be found elsewhere and can allow 
  the reader to get a feel for Maztica as it now 
  stands.  The massive stone avatar of Zaltec 
  depicted in the novel also appears at the 
  conclusion of this adventure. 
   
  THE ADVENTURE 
   
  If the PCs have completed TWR3, the adventure 
  starts immediately after its conclusion. The 
  druidess Malinalli can give the players the secret 
  historical background of Zatal to an extent. She 
  is one of only a few who knows the source of the 
  Darkfire, but she doesn’t know about the Viper 
  or any of the other inhabitants of the mountain. 
  She tasks her heroes with recovering the Heart 
  of Maztica from the mountains depths and to do 
  so she provides them a few items that can help. 
    If the PCs have not completed TWR3, they can 
  still participate in the adventure - simply assume 
  that another group managed to acquire the Risa 
  Stone but perished in the process. Without the 
  Risa Stone, Zaltec himself would physically 
  attempt to prevent the resurrection (in the final 
  encounter). 
   
  Malinalli provides each PCs with a feather of 
  fire resistance. Worn somewhere on the body 
  (typically in hair), these red feathers provide fire 
  resistance without the necessity of attuning to 
  the item, but only retain their magic for a month. 
  They were crafted by plumaweavers in service 
  to the goddess.   
   
  She also gives them a stone that grows warmer 
  to the touch as the holder gets closer to the Heart 
  of Maztica.  The signals are easy to determine 
  and the stone will unerringly lead the PCs 
  through the miles upon miles of lava tubes and 
  tunnels in Zatal.  The stone also has a single 
  teleportation use that leads directly to the 
  Sunstone in the House of Tezca desert. Once the 
  PCs acquire the Heart, they are instructed to use 
  the spell where she will be waiting to perform 
  the resurrection of a goddess. 
   
    The adventure begins in the Valley of Nexal, a 
  blasted land full of monsters and the dreaded 
  Viperhand cult of beasts.  While most of these 
  encounters can be skipped by stealthy or 
  cautious PCs, they are available should the 
  players decide to explore. 
   
  VALLEY OF NEXAL 
   
  Four cities (including the capital, Nexal) once 
  graced the Valley of Nexal but all but one lies in 
  a state of ruin.  The Beasts of the Viperhand 
  survive in the region due mostly to a food source 
  known as axayacatl supplemented with meat 
  from captured humans and the small amounts of 
  remaining game in the region.  Axayacatl is a 
  large water bug found by the millions in the now 
  foul smelling Lake of the Gods.  Orcs harvest 
  the water bug with massive nets and pound the 
  creatures into dough.  They are often cooked in 
  lime water and put into mayz husks before 
  eating. 
    The valley itself was once quite fertile, but the 
  eruption of the Night of Wailing ruined most of 
  the agriculture (not that the beasts were prone to 
  farming).  Vegetation has returned, but the 
  valley itself still looks as bleak as it did in the 
  years following Zatal’s eruption. 
      Below are descriptions of each city and 
  additional features of the valley.  The DM may 
  expand on them if the PCs wish to explore 
  further and entire adventures could be had 
  within some of these sites.  Exploring the Valley 
  of Nexal is not truly necessary for the 
  completion of the adventure. 
   
  AZATL 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Azatl was once the center of the remaining 
  human population of Nexal after the Night of 
  Wailing.  It was known to be a city of scoundrels 
  – consisting of the dregs of society both native 
  and foreign born.  After the Spellplague, the 
  
   
  8 
   
  jagre Hoxitl ordered the beasts of the Viperhand 
  to surround the city as trolls and ogres captured 
  the thousands of men and women.  These folks 
  were marched up the side of Zatal, their hearts 
  meant as an offering to Zaltec.   
    Before the first sacrifice was performed, 
  rampaging tlalocouatl inadvertently freed the 
  humans.  Many were killed by the rain dragons 
  and the Viperhand, but thousands escaped into 
  the tunnels of the volcano.  The humans 
  survived in the tunnels, never again to see the 
  light of day even though they primarily 
  remained in the uppermost caverns.  Over time, 
  the evil energies of the Darkfire transformed 
  these men and women into the grimlocks that 
  now inhabit Zatal. 
    Ironically, the immigration of these humans to 
  Zatal displaced rat-like creatures of fire known 
  as rylkar who then overran Azatl.  Now the city 
  is crawling with these fire rats, and not even the 
  Viperhand finds any use in entering.  Anything 
  that could burn is now long gone, but there are 
  rumored treasures that the rylkar have not yet 
  destroyed. 
   
  Rylkar Nest 
   
  If the PCs enter the deserted city of Azatl, all 
  that is left of the deserted homes is stone and 
  adobe, where there was once straw, lime and 
  clay as well.  Most of the roofing is gone and 
  what could once be found inside has rotted and 
  become worthless.   
    If the PCs insist on searching the ruined 
  residences, you should roll a 1d6.  A result of 1 
  means they find 1d4 gold quills (5 gp each) that 
  were left behind in a long ago raid.     
    On a roll of 2 or 3, they come upon a rylkar 
  nest.  Rylkar are mean spirited rat-like creatures 
  that have been displaced from Zatal by the 
  grimlocks.   
    The map provided details a typical rylkar 
  infested ruin.  In the provided example, the 
  aboveground part of the home is a mess of mud 
  and rotted thatch.  In a corner of the home, the 
  PCs may find a 3 foot square hole that leads into 
  the darkness.  Steps lead downwards about 10 
  feet into what was once a hidden temple to 
  Qotal.  The former resident was one of the few 
  worshipers of the forbidden deity that could be 
  found in Nexal, but he is long gone.  The doors 
  are still in place, but easily broken off their 
  hinges and 3 foot diameter holes can be found in 
  the base of each which the rylkar use to travel 
  from room to room.  
   
   
   
  Room 1.  This area will begin to give PCs an 
  indication of the foulness of what they are soon 
  to find.  The ground is soaked from recent rains 
  that have flooded this part of the temple and the 
  water is fouled and crawling with small vermin.  
  Regular rats occasionally swim through the 
  muck feasting on the worms and roaches.  PCs 
  who are foolish enough to attempt to drink any 
  of the water must make a DC11 Constitution 
  save or contract sewer plague.  It takes 1d4 days 
  for sewer plague’s symptoms to manifest in an 
  infected player.  Symptoms include fatigue and 
  cramps and the infected creature suffers one 
  level of Exhaustion.  It also only receives half 
  the normal number of hit points from spending 
  Hit Dice and no hit points from finishing a Long 
  Rest.  At the end of each Long Rest, the player 
  1 
  2 
  3 
  4 
  5 
  1 Square = 
  10 Feet 
  
   
  9 
   
  must make a DC 11 Constitution saving throw.  
  On a failure, they gain another level of 
  Exhaustion and on a success they lose one level 
  of Exhaustion.  If Exhaustion is brought below 
  1, the player recovers from the disease. 
   
  Room 2.  The horrid stench in this room is 
  overwhelming, and bones are strewn 
  everywhere.  The room is also brimming in two 
  rylkarspawn swarms that attempt to consume 
  any who enter. 
   
  Room 3.  This used to be the central chamber for 
  rites to Qotal.  A statue of a plumed dragon is 
  smashed into pieces (by the rylkar harridan’s 
  bulk when it first found the temple).  The room 
  is as foul smelling as any of the others and if the 
  PCs search the rubble, three rylkar madclaws 
  smash through the door from Room 4 to the 
  attack.   
    A DC 17 Wisdom (Perception) or DC 17 
  Intelligence (Investigation) check will locate a 
  secret door behind where the statue once stood 
  that leads to other areas within the city that were 
  sympathetic to Qotal once long ago. 
   
  Room 4.  This is the lair of the rylkar madclaws 
  and if the PCs were attacked by its occupants in 
  Room 3, there is only one remaining.  This 
  rylkar madclaw is barely alive, having been the 
  runt of the four – it has recently been fed on by 
  the others and it only barely clings to life as its 
  entrails are spilled within the chamber.  The 
  rylkar here have collected a few baubles that 
  they have kept hidden from the harridan, which 
  hardly ever leaves its chamber anymore.  In 
  total, there are 13 pieces of jewelry made of 
  bone, beads and pretty, but worthless stones.  
  Only one, made of tiger eye and jade, is worth 
  anything and could likely be sold for 250 gp. 
   
  Room 5.  This is the chamber of a rylkar 
  harridan and its two rylkar tormentor guards.   
  Here it rolls in its own filth and will not even 
  bother to attack until one of its tormentors is 
  slain.   
    Once it is slain, the PCs may move its bulk and 
  find the treasure which it lays upon.  Doing so, 
  however, exposes them to a particularly virulent 
  strain of sewer plague which only requires 
  contact with the harridan’s body and a failed DC 
  15 Constitution save to contract (though 
  subsequent recovery saves are still DC 11). 
    The treasure consists of 40 filthy gold quills 
  (200 gp) a dozen assorted small gems in a rotted 
  pouch worth 50 gp each, and a small hishna 
  talisman in the shape of an eagle’s claw which 
  can cast cure poison once before becoming 
  nonmagical.  
   
  TEZAT 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Tezat has been a ruin for longer than any of the 
  other cities.  It is a smaller city than Azatl, and 
  what is left of it has effectively become a 
  holding pen for sacrifices to Zaltec.  Five jagre 
  overseers command dozens of trolls, ogres and 
  hundreds of orcs who keep captives miserable, 
  but at least alive.  The only remaining structures 
  are made of stone, and even those are only 
  loosely held together.  There are frequent 
  escapes and rebellions, but the jagre are brutal in 
  putting down organized resistance.  There has 
  not been a mass uprising in a decade. 
    The PCs may want to attempt to free slaves in 
  Tezat, but spending too much time in the ruined 
  city is most certain suicidal.  Bands of roaming 
  Viperhand orcs (1d8+1) led by Viperhand 
  trolls, Viperhand ogres, or even one of the five 
  jagre overseers is commonplace.  If PCs lose a 
  member of their party, a replacements could be 
  found among the prisoners. 
    For every hour the PCs spend in Tezat, roll 
  1d6.  A roll of 5 indicates one of these bands of 
  creatures and a roll of 6 indicates a band with a 
  prisoner in tow.  Entering any of the dilapidated 
  buildings also forces one of these rolls.  There is 
  little treasure to be found in this hellish prison.  
   
  ZOTIL 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Zotil was destroyed by lava when Zatal erupted 
  and has never been rebuilt or unburied.  During 
  and after the Spellplague, however, orcs that 
  approached too closely began to disappear.  
  Hoxitl would assign orcs who angered him to 
  “guard” the Nexalan city as a particularly cruel 
  form of punishment. 
    The humans of Zotil were killed almost 
  instantly on the Night of Wailing when lava 
  poured into its streets.  The dead sat silently 
  
   
  10 
   
  until they were awakened and set free by the 
  Spellplague.  Now, a parasitic form of undead 
  known as lacunae ghosts roam freely among the 
  hardened black lava. 
   
  Orcs and Lacunae Ghosts 
   
  If the PCs approach or enter the blackened 
  walkways of Zotil, describe the following scene 
  to them. 
   
   
    The ground beneath your feet is smooth but 
  uneven.  You need to pay close attention to your 
  every step in order to not break an ankle or leg.  
  You are standing atop the remains of a city 
  buried in lava and only the rare stone rooftop 
  remains unburied.   
    From one of these forgotten ruins you hear the 
  sounds of battle – a sound that soon turns to 
  piteous wailing.   
    
   
  A regiment of five Viperhand orcs managed to 
  anger Hoxitl greatly by allowing a captured 
  jaguar knight from Kultaka to escape their 
  clutches.  As he surmised, the escape was 
  intentional.  This is because this particular band 
  of Viperhand orcs is rather unlike most.  They 
  are the team of ōllamaliztli (Maztican ball game) 
  players that competed in TWR2.  If the players 
  participated in that tournament, they will 
  certainly recognize these particular orcs, and the 
  orcs will recognize them as well. 
    Hoxitl assigned the orcs (condemned?) to this 
  “post” knowing they would not last long with 
  the restless spirits that occupy the ruins. 
    If the PCs choose to get involved in the battle, 
  the four remaining orcs (one has been slain) will 
  redouble their efforts and assist the PCs.  There 
  are seven lacunae ghosts attacking the orcs and 
  they will immediately turn on the more powerful 
  PCs. 
    Once the battle is concluded, what the PCs do 
  with the orcs is truly up to them.  They could 
  leave the orcs to their fate (and they certainly 
  won’t make it another week as there are 
  hundreds of lacunae ghosts in the city), slay the 
  orcs or attempt to smuggle them out of the 
  Valley of Nexal.  The Kultakans, despite their 
  longstanding hatred of the Viperhand, know 
  these orcs, and might be sympathetic to their 
  plight.  These particular Viperhand orcs are N in 
  alignment and make steadfast allies. 
   
  NEXAL 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  There are close to 50,000 inhabitants in the 
  Valley of Nexal (outside of Mount Zatal) and 
  half of those live in the city of Nexal itself.  In 
  addition, Hoxitl, now a semi-divine being in his 
  own right (and a CR25 creature), personally 
  rules the city with an iron fist.  Squadrons of 
  Viperhand orcs patrol in and around the city and 
  attack humanity on sight.  If they can overwhelm 
  their victims, they attack to capture for later 
  sacrifice – but against a well-armed party, they 
  will use lethal force. 
     Patrols are similar to those in Tezat, but triple 
  the number of Viperhand orcs and every 
  regiment is led by a jagre with a Viperhand 
  ogre or Viperhand troll lieutenant.  Also, 
  encounters occur every hour on a roll of 3-6 on 
  1d6.  There are never prisoners in tow, as human 
  sacrifices are only allowed in the city upon their 
  impending death. 
   
  MOUNT POPOL 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Mount Popol would be considered a decent sized 
  mountain elsewhere in the True World but in 
  comparison to Mount Zatal it can almost easily 
  be overlooked.   
    Mount Popol is not volcanically active, but it is 
  currently home to a family of rare dragons 
  known as “beljuril dragons” that have had their 
  eyes set on inhabiting Mount Zatal for a long 
  time now.  Less than two years ago, the family 
  attempted to occupy caves near the caldera of 
  Zatal.  They were summarily attacked by 
  tlalocoatl and chased back to Mount Popol.  A 
  young beljuril dragon was slain and now the 
  dragons seek revenge.  They are hostile to the 
  orcs and other Viperhand creatures that 
  approach Mount Popol, but have negotiated 
  some form of détente with Hoxitl and have 
  agreed to stay away from the cities.  PCs that 
  enter Mount Popol’s environs might be 
  approached at first by an adult beljuril dragon 
  (the patriarch) known as Xiverstryx – who is not 
  necessarily violent.  The family currently 
  consists of two adult beljuril dragons, one young 
  
   
  11 
   
  beljuril dragon, and three wyrmling beljuril 
  dragons. 
    The dragons live in caves found near the 
  Cicada Springs near which a great aqueduct was 
  once built during the reign of  the Revered 
  Counselor Axalt, father to Naltecona.  The 
  aqueduct now lies in ruins 
   
  GRASSHOPPER SPRING 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Grasshopper Spring has somehow retained its 
  purity despite the foulness found nearby in the 
  Lake of the Gods.  Were the beasts of the 
  Viperhand to care whether they drank fouled or 
  pure water, they would only gather it from this 
  fresh source.   
    The spring originates somewhere deep 
  underground and is maintained by a colony of 
  chac.  They deter orc patrols any opportunity 
  they get but are also not known to be any 
  friendlier to mankind.  Encounters with the chac 
  do not necessarily have to be 
  hostile, but if the PCs wish to 
  rest at the spring they should be 
  prepared to perform some task 
  for their hosts. 
    Recuperating with the chac is 
  certainly a possibility if it is 
  required by injured PCs.  The 
  chac will task the PCs with 
  killing a Maztican ahuizotl that 
  inhabits the shallow east end of 
  the spring and occasionally 
  devours unsuspecting young 
  chac.  The Maztican ahuizotl 
  “collects” turquoise whenever it 
  can get its claws on the stone, 
  and has 625 gp worth of it in 8 
  chunks of various sizes. 
   
  LAKE OF THE GODS 
  ____________________________________________________________________________________________________________________________________________________ 
   
  The Lake of the Gods formed 
  ages ago at the whim of Zaltec’s 
  brothers in order to keep an eye 
  on his actions.  It was a reminder 
  to the Nexalans that Zaltec was 
  not the only deity that demanded 
  worship and recognition. 
    The lake once teemed with fish and served as a 
  great source of food for the empire.  A few years 
  prior to Cordell’s arrival – great portions of the 
  lake erupted with steam, poisoning tens of 
  thousands of fish.  This was considered by the 
  Revered Counselor Naltecona to be an omen of 
  impending disaster, though the portion of the 
  lake that had been consecrated to Qotal 
  remained unchanged. 
    On the Night of Wailing, the lakes fouled once 
  again, but refugees fled across it to escape the 
  newly created beasts.  Qotal himself was said to 
  have assisted in this escape. 
    Today, most of the lake remains fouled and it 
  no longer has the depth it once had.  There are 
  signs that life is returning and the occasional fish 
  can be seen jumping out of the lake to capture 
  axayacatl which can be found in the millions.   
    If the family of twelve scrag (trolls with the 
  amphibious ability) that occupied the lake were 
  destroyed, the fish would undoubtedly make a 
  recovery in time. 
  Maztican Ahuitzotl 
  
   
  12 
   
  CORDOTL 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Cordotl was once a town that had the potential to 
  grow into yet a fifth city in the Valley of Nexal 
  but, like the empire itself, it was destroyed 
  during the Night of Wailing.   
    Cordotl is nominally abandoned and Hoxitl 
  does not pay it any mind.  It lies in the shadow 
  of the dragons of Mount Popol, and an old trade 
  road to Palul passes through its abandoned 
  causeway – but only those in hiding are actually 
  willing to call Cordotl home. 
    If the PCs enter Cordotl, they might encounter 
  Elentepoc – a jagre outcast who worships 
  Plutoq instead of Zaltec.  Elentepoc lives in a 
  large home shaped like a small ziggurat and it is 
  guarded by four jaguar stone guardians. 
   
  FIRES OF ZATAL 
   
  Mount Zatal was once growing at a rate that 
  threatened to overtake the Lake of the Gods in 
  only a century.  This growth ceased on the day 
  of the Blue Breath of Change.  If the PCs do not 
  destroy the Darkfire and take the Heart of 
  Maztica from the mountain, this growth will 
  begin again.  Once the volcano fully destroys the 
  lake, the beasts will no longer be able to survive 
  in the valley and will need to push outwards, 
  starting a full scale war with nations such as 
  Pezelac and Kultaka.  Though eventually this 
  will lead to the destruction of the Viperhand, 
  Pezelac will certainly fall, as will most of Payit.  
  The Kultakans would hold their ground as they 
  always have. 
   
  THE VOLCANO SURFACE 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
    The surface of the mountain is steep and 
  barren, but life still manages to find a way to 
  thrive. Fire resistant scrubs form the ecological 
  bottom rung and they are eaten by a variety of 
  herbivorous small mammals. These are in turn 
  consumed by larger predators - most commonly 
  the fire lizards of Zatal.  These distant relatives 
  of the desert dwelling itzamti can be found in 
  relative abundance and they are only typically 
  aggressive if hungry or threatened.  
    There are dozens of caverns that pepper the 
  surface but only six lead down into the depths of 
  the mountain.  Without Malinalli’s heart stone, it 
  might take the PCs days, if not weeks, to find 
  the correct entrance. As it is, they should have a 
  hostile encounters with a mated pair of fire 
  lizards of Zatal that see the PCs as a threat to 
  their nest of three eggs.  The eggs are relatively 
  easy to find near a river of slowly flowing lava.  
  Without protection (fire resistance), approaching 
  the eggs would cause 11 (2d10) fire damage and 
  touching the eggs themselves would cause 4 
  (1d8) fire damage.  The embryos inside the eggs 
  will die if not kept sufficiently warm, but could 
  be sold in cities such as Tukan or Helmsport for 
  250 gp each if the embryos still lived. 
    When the PCs find the entrance to the Fire 
  Caves, they are attacked by a creature known as 
  a living lahar.  This creature typically feasts on 
  grimlocks who wander too close to the entrance 
  from below, but it will gladly dine on the tastier 
  fare that the PCs represent. 
    Though one of Cordell’s men once likened the 
  tunnels under Zatal to be “Maztica’s 
  Undermountain” the layouts of both “mega-
  dungeons” are in fact quite different. Where 
  most of Undermountain was created 
  intentionally, the vast majority of Zatal was 
  formed by natural lava tubes.  They crisscross 
  each under without any truly delineated levels 
  and useable maps are impossible to come by. 
  The movement of magma changes somewhat 
  regularly and within a few years even the most 
  accurate become obsolete.   
    Needless to say, there are hundreds of miles of 
  these tunnels.  The most stable of which tend to 
  attract settlement. There are five “levels” of the 
  volcanic underground but more than depth, this 
  description is more accurately defined by its 
  inhabitants.  Level five is clearly the deepest part 
  of the volcano, other than the vein of magma 
  that leads into the unreachable depths of the 
  world.   The PCs will have encounters on each 
  level, but the timing of those encounters is up to 
  the DM.  Even with the heart stone, it will take 
  the PCs at least a week to find their way to the 
  Heart of the Mountain, and the order given does 
  not have to be followed linearly. If the DM has 
  underground encounters of his or her own that 
  they would like to include, refer to the general 
  
   
  13 
   
  descriptions of each level and find a proper 
  placement. 
   
  Features of the Underlevels.  The underground 
  areas of Zatal are always hot, but in many places 
  are dangerously so.   
    Fatigue.  Characters that aren’t at least 
  resistant to fire become exhausted from the heat 
  twice as fast as normal and must drink twice the 
  amount of water to survive.  The feathers 
  provided by Malinalli offset this environmental 
  danger.  Caverns, rooms or tunnels on Level 2 
  do not have this feature. 
    Light.  Cold chambers are pitch black, but 
  those with magma radiate dim light within 30 
  feet of the magma itself. 
    Magma Breach.  Hot lava flows throughout 
  the mountain and is easily avoidable when seen.  
  However, in some places, it flows just behind a 
  thin crust or wall, and can come crashing 
  through at any time.  When in combat, roll a 
  1d6.  On a result of 1, the battle is taking place 
  in an unstable region and evocation spells have a 
  1% chance per point of damage of causing a 
  breach.  When a breach occurs, lava pours into 
  the room causing 16 (3d10) fire damage to all 
  within the chamber and then again at the start of 
  each turn.  A successful DC 12 Wisdom 
  (Perception) or DC 12 Intelligence 
  (Investigation) check can determine if any 
  particular chamber is stable before it becomes a 
  danger.   
    If the PCs are so foolish as to come into contact 
  with magma otherwise in the adventure, refer to 
  the following chart to determine the amount of 
  fire damage dealt.  
   
  Contact 
  Fire Damage 
  Brief contact 
  5 (1d10) 
  Immersion of extremity 
  11 (2d10) 
  Wading 
  55 (10d10) 
  Full immersion 
  99 (18d10) 
   
   
  LEVEL 1 – THE FIRE CAVES 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  The Descent resulted in the occupation of the 
  lava tunnels by thousands of humans and they 
  either displaced or ate whatever occupied the 
  livable caverns.  Eventually, the food started to 
  run out and they delved deeper into the volcano.  
  The humans could not overcome the firenewts or 
  the powerful tlalocoatl and it wasn’t long before 
  they started to turn on each other.  Cannibalism 
  became the only means of survival.   
    The evil sentience that powers the Darkfire 
  sensed this degenerate evil and waves of dark 
  energy pulsed into the outer chambers.  The 
  magic transformed every remaining cannibal 
  into the blind grimlocks which they remain to 
  this day. 
    The map provided represents a sample portion 
  of the Fire Caves which are occupied primarily 
  by one colony (one of many) of grimlocks.  The 
  DM may add other encounters of his own to the 
  map or expand the Fire Caves to include 
  additional sections of the DM’s own design.  
  The players will walk through over a mile of 
  winding tunnels such at these before Level 2.  
   
  Cavern 1.  Read the following out loud. 
   
   
    The air is as stifling and hot as it is elsewhere 
  in the Fire Caves, but there doesn’t seem to be 
  much in the way of magma here.  Stalagmites 
  and stalactites decorate the cavern and in the 
  center of the cave you see four incredibly foul-
  smelling undead gnawing on a bloated corpse. 
    
   
  Four ghasts attack the PCs. 
   
    Cavern 2.  Read the following out loud.  
   
   
    In your careers as adventurers you have seen 
  untold horrors, and you are certainly no stranger 
  to the undead.  However, the creature you see 
  before you awakens the same hesitance you 
  experienced in your first battles.  
    In many ways it defies description, but you 
  make out some sort of giant scorpion-like 
  creature whose torso is that of an undead human. 
  As it comes into focus, you realize that the torso 
  is actually being regurgitated.  As the newly 
  formed undead hits the floor and rises to its feet, 
  a second replaces it from the beast’s belly. 
    From the shadows you notice more of the foul 
  smelling undead approaching. The unholy beast 
  and its minions attack.  
    
  
   
  14 
   
  This undead abomination is the aforementioned 
  hurachnid. Undead scorpionfolk with a belly 
  that is far larger on the inside than it is on the 
  outside. It can regurgitate its past “meals” as 
  ghasts who defend the  hurachnid and bring it 
  additional prey. The hurachnid has disgorged  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  three ghasts (including the one the PCs were 
  able to witness) and will continue to do so as 
  long as the PCs are occupied with its minions. 
  Once all ghasts have been defeated it finally 
  enters the fray personally.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  
   
  15 
   
   
    If the PCs defeat the hurachnid they can rip 
  open its gullet at which point they find seven 
  more bodies that should not fit in the small 
  enclosure.  The corpses are not animated and 
  one has a beautiful set of perfectly cut diamond 
  earrings worth 400 gp.  The earrings are not a 
  typical style for inhabitants of the True World.   
   
  Cavern 3. Read the following to the PCs. 
   
   
  As you move beyond the caverns of the strange 
  undead scorpion abomination, you had expected 
  the stench to abate. It has, but it has been 
  replaced by one that is equally terrible.  
    Bones litter the stony floors in between 
  stalagmites and stalactites and you recognize 
  most of them as being human.  There are three 
  obviously blind humanoids enjoying a leg bone 
  that still has a moccasin attached.  
    
   
    The three grimlocks are the first that the PCs 
  will encounter in these caverns. They are 
  gluttonous and cannibalistic and will attack the 
  PCs without fear.  The moccasin is one of a pair 
  and the other can be found amid the bones with 
  a successful  DC 14  Wisdom (Perception) or 
  DC12 Intelligence (Investigation) check. They 
  are moccasins of striding and springing which 
  behave exactly like boots of striding and 
  springing. 
   
  Cavern 4. This is unfortunately the latrine and 
  refuse pit for the entire community of grimlocks 
  (though they are not terribly discerning). A vile 
  pool of excrement and floating body parts 
  pollutes what might have one time been a fresh 
  underground spring. Seven grimlocks currently 
  occupy this chamber and attack upon discovery. 
   
  Cavern 5.  Five grimlocks guard a cave that is 
  used as a larder of sorts for the cannibalistic 
  creatures. Two human bodies, two desert 
  dwarves and even a half dozen grimlock corpses 
  are stacked atop each other, each in a variety of 
  states of decay.  
   
  Hurachnid 
  
   
  16 
   
  Cavern 6.  In the grimlock caverns, this is the 
  only one that actually contains some of the 
  flowing magma that is so commonplace 
  elsewhere in the tunnels. While the grimlocks do 
  not like to waste potential food, the occasional 
  dispute leads to the losing grimlock being tossed 
  into the magma.  Fifteen grimlocks are here 
  now throwing a helpless and bound one into the 
  fiery pit. There are also two magma mephits 
  that the grimlocks generally avoid cavorting in 
  the lava as well.  The mephits will delight in the 
  chaos of a battle and join in attempting to shove 
  grimlocks and PCs alike into the magma.    
   
  Cavern 7.  This is the main “community center” 
  for the grimlocks if such a thing can be defined. 
  Relatively fresh water forms a river that flows 
  deeper into the tunnels before disappearing 
  under the tunnel floor to the southwest.  
    PCs who follow the flowing water will need to 
  be able to breather water for at least six hours 
  before they come upon the lair of an adult 
  tlalocoatl.  The rain dragon will not be happy to 
  find intruders. 
    The water in these tunnels stays fresh because 
  of the strong flow and it is currently occupied by 
  twenty-five grimlocks who will rush the PCs 
  with little in the way of tactics. 
   
  Cavern 8.  The entrance to this cave is guarded 
  by 8 piercers that disguise themselves among 
  the dozens of stalactites on the ceiling. A DC 15 
  Wisdom (Perception) check will allow the PCs 
  to catch a glimpse of some movement up above. 
  The cave itself doubles as a nursery and treasury 
  but all the grimlock young have recently been 
  devoured by ghasts.  The grimlock have 
  stationed two grimlocks as guards here that use 
  their knowledge of the piercer’s locations and 
  blindsight to avoid being hit.  
    Grimlocks no longer value treasure, but the 
  belongings of their human ancestors can be 
  found here.  All in all, there is 225 gold quills 
  (1.125 gp), 60 semiprecious stones (10 gp each) 
  and a variety of differently sized chunks of jade 
  and turquoise (15 in total worth 750 gp).  There 
  is also a book whose covers are made of black 
  mica bound with a thick copper wire.  This is a 
  magical book called the book of the earthstoker 
  that contains some very unique new spells found 
  in the Appendix.  
  Cavern 9.  This cavern starts at a higher 
  elevation on its east end and gradually dips 
  down the further west you go into the cavern 
  (beyond the edge of the map). Beyond this point 
  lies a mile or so of additional caves that become 
  progressively moister.  Eventually, they cool off 
  completely as the PCs enter Level 2 of Zatal.  
  Malinalli’s stone of the heart will continue to 
  lead the PCs in the right direction.  
   
  LEVEL 2 – THE CHILDREN OF AZUL 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Tlalocoatl occupy Mount Zatal in significant 
  numbers because their deity Azul commands it. 
  Azul, a brother god to Zaltec, has often allied 
  with the Eater of Hearts. However, he also does 
  not fully trust his brother and longs for a day 
  where Zaltec ceases his meddling in the affairs 
  of mankind. Azul bears some great guilt from a 
  long past age that he does not speak of, even 
  with his priests. This secret is said to be guarded 
  somewhere within the mountain.  
    The caverns and chambers claimed by the 
  tlalocoatl are known to be wholly different from 
  the rest of the volcano’s interior. Cool mist and 
  moist caverns exist wholly separate from the 
  bubbling lava and boiling heat nearby.  There 
  are even lakes and rivers within the mountain; 
  one is rumored to be made completely of molten 
  gold!  
    The Blue Grotto is a small portion of the miles 
  of tunnels and chambers in Level 2.  It is the 
  abode of two young and mean-spirited tlalocoatl 
  known as Umeteotec and Umeteatl (along with 
  their minions).  The walls are coated in harmless 
  blue algae and are lit by glowing worms which 
  give the whole grotto a bluish glow.  The effect 
  would certainly be considered beautiful were it 
  not for the hostile inhabitants. 
   
  Blue Grotto 1.  The entrance to the Blue Grotto  
  is completely submerged and the water 
  elemental allies of the rain dragons keep the 
  water continually churning and difficult to swim 
  in.  Submerged PCs need to make a DC 15 
  Strength (athletics) check to advance on their 
  turn and even then, only one foot of movement 
  is gained for every three spent (unless the PC 
  has a swim speed.  The submerged tunnel is 60 
  feet long before the PCs can surface. 
  
   
  17 
   
  Blue Grotto 2.  Two water elementals work 
  constantly keeping the waters of the Blue Grotto 
  fresh and churning for the tlalocoatls.  They also 
  make it incredibly difficult for grimlocks or 
  other inhabitants of the volcano to enter the 
  grotto. 
   
  Blue Grotto 3.  When the tlalocoatl were only 
  wyrmlings, they attempted their first magical 
  summonings into the Plane of Water and found 
  they could only call forth a few of the snakelike 
  water weirds.  The four water weirds have 
  never been given the task of guarding the grotto 
  and they can be avoided if the PCs aren’t 
  immediately hostile.   
    Floating in this area is a set of armor made of 
  hishnahide (see TWC1, but also described here)  
  mariner’s scale mail armor.  Hishnahide is 
  magically transformed armor which is actually 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  made of hide (in this case a jaguar’s) but has all 
  the properties of the named armor type.  The 
  armor was accidentally knocked into the water 
  by Umeteotec from the dragons’ hoard and it 
  floated here over time.  The tlalocoatls’ will be 
  infuriated if they see it in a PCs’ possession and 
  will attack the offending character first.   
    The water weirds will rise from the water 
  surrounding PCs as they grab the armor, but will 
  not immediately attack.  The PCs can wholly 
  ignore the curious elemental creatures if they 
  desire. 
   
  Blue Grotto 4.  The tlalocoatl occasionally make 
  forays into the outside world and intimidate 
  water based creatures that they encounter.  
  Generally, Umeteatl snatches up such creatures 
  with his jaguar head and drags it back to the 
  Blue Grotto to act at least as an unwilling guard. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 
  2 
  3 
  4 
  5 
  7 
  6 
  8 
  1 Square = 
  10 Feet 
  
   
  18 
   
  Such is the case with the chuul and five giant 
  crabs that inhabit this part of the Blue Grotto.  
  The chuul attacks all who approach the area and 
  the crabs attempt to pick off pieces of meat as 
  the battle rages. 
   
  Blue Grotto 5.  A giant crocodile, taken from 
  the swamps of northern Kultaka and brought 
  here wedges is mass in the rear portion of this 
  cavern but hunts giant crabs that live in the soft 
  mud of the shoreline.  The ten giant crabs that 
  remain stay hidden underground for fear of 
  being eaten and will not be encountered unless 
  the PCs actively try to dig them out. 
   
  Blue Grotto 6.  The Blue Grotto opens up into 
  an area where the water calms a bit and the rain 
  dragons lair.  Though they get along with each 
  other, the tlalocoatl do not coordinate their 
  attacks well.  Umeteotec inhabits the island at 
  area 7, and Umeteatl inhabits the cavern at area 
  8.  Whichever the PCs encounter first, the other 
  dragon will arrive at the start of the second turn 
  of battle. 
   
  Blue Grotto 7.  Umeteotec lounges on the island 
  in the northern portion of the Blue Grotto lake.  
  He (both heads) is spoiled and completely 
  detached from his god Azul, leading him to 
  behave in a manner unlike most tlalocoatl.  It 
  believes that one day Azul will seek to punish 
  him so it is responsible for capturing and 
  summoning as many guardians as it can.   Upon 
  discovery of the PCs, it will offer them the 
  option of either serving, or dying. 
    Umeteatl, as the more “responsible” of the two, 
  guards the treasure that belongs to the dragons 
  and is loath to leave the hoard – but will do so 
  when it senses its brother is in danger.  The PCs 
  will have to fight both young rain dragons after 
  one turn of battle. 
   
  Blue Grotto 8.  Umeteatl’s lair is carved with 
  images of their history that are quite detailed.  A 
  successful DC 14 Intelligence (religion) allows 
  the PCs to decipher their entire past.  They show 
  the two brothers as wyrmlings in service to Azul 
  whom they thought abandoned them while 
  Maztica was on Abeir.  They stopped 
  performing their duties and were actively hunted 
  by other, more powerful rain dragons.   
  Eventually, they killed and ate all their 
  remaining human allies (including the hands that 
  carved the grotto walls) and have remained 
  hidden in the grotto for over a decade. 
    The treasure the dragons have amassed is not 
  extensive, but it contains some wondrous items 
  that PCs might find useful.  The tlalocoatl have 
  60 gold quills (300 gp) and Amnian coins (1,500 
  cp, 350 sp, 200 gp, 45 pp) in addition to a ruined 
  painting of Cordell whose gold frame could be 
  sold or melted down for the equivalent of 200 
  gp, 6 chunks of jade (50 gp each) and 4 chunks 
  of turquoise (50 gp each). 
    Magic items include a gizzard of Enotepec, 
  hishnacoils, and a large sealed clay jug that 
  contains 7 doses of octli of strength.  All these 
  items can be found in TWM8, but are repeated 
  in the Appendix for convenience. 
   
  LEVEL 3 – THE FURY OF TEZCA 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
    Though their forces can easily reach the surface 
  (bypassing the tlalocoatl and pushing through 
  the grimlocks), a special breed of firenewt and 
  their strider allies occupy what is considered the 
  third level of Mount Zatal’s undertunnels.  
    These firenewts hate mankind, but have threats 
  of their own to deal with within the mountain 
  and rarely venture forth. This level is considered 
  the largest of all and is generally pretty deep 
  belowground.  It is the most volcanically active 
  level of them all and generally surrounds the 
  massive tube that leads directly to the caldera.  
  In addition to geography, Tezca himself also 
  maintains magic that prevents the magma from 
  completely filling the level and can drop the 
  effect if he so chooses. 
    The firenewts worship Tezca and this angers 
  their former patron Imix, the Prince of Evil Fire.  
  Imix has encouraged magmin and salamanders 
  to eliminate the disloyal lizard folk, but they 
  maintain some protection from Tezca (including 
  the magic that keeps the magma from filling 
  their chambers). This war has been at a 
  stalemate for centuries, and even when Tezca 
  was silent on Abeir, the magic remained.    
    Other fire creatures occupy this level in great 
  numbers, particularly magma mephits who 
  greatly enjoy antagonizing the war and 
  fomenting chaos. 
  
   
  19 
   
  One region that the PCs may (literally, since the 
  entrance is in the ceiling) drop in on is the 
  Cavern of Imix.  Including its smaller side 
  caves, the Cavern of Imix stretches almost 500 
  feet from end to end.   
    The caverns are a central location for a war that 
  rages between three factions of fire creatures.  
  The fire newts of Zatal, an incursion of 
  salamanders that were dispatched by the Prince 
  of Evil Fire Creatures Imix, and a small group of 
  the dwarflike azer who cannot find their way 
  back to their elemental home.  All the while, a 
  dozen lava mephits snipe at the weak or injured 
  – adding to an already chaotic battle. 
    The PCs should enter the caverns from the SE 
  cavern – it is the lowest part of the cavern 
  ceiling at only a 10 ft drop.  The cavern itself 
  can reach as high as 60 feet elsewhere, 
  particularly in the central chamber. 
    Unfortunately for PCs the only way through 
  this area leads at least through the mephits and 
  the fire newts, but if the PCs strike out on their 
  own and engage in battle, the salamanders may 
  attack as well. 
    The azer are not hostile to the PCs and see the 
  added muscle that the group represents as a 
  blessing from their own Prince, Zaaman Rul.  
  The encounters that follow are designed for the 
  DM to stage, but the PCs can participate in the 
  outright war to follow, hopefully tipping the 
  balance in favor of the azer. 
    Combatants include the allied 10 azer, 12 
  magma mephits (who only attack when one 
  side is weakened, but would greatly enjoy to pull 
  unprotected PCs into the flames),  the 10 
  salamanders, 1 firenewt overlord, 13 
  firenewts of Zatal and 5 giant striders of 
  Zatal.  If the PCs enter the main chamber with 
  the azer, all combatants will appear from their 
  
   
  20 
   
  respective chambers and a massive battle will 
  commence.  The DM is encouraged to only give 
  as many combatants to the PCs as the can handle 
  – most will be fighting each other. 
    At the conclusion of the battle, and assuming 
  that the PCs and azer have won, the azer will 
  take over the cavern and fortify both entrances.  
  The PCs are welcome to rest here at any point in 
  this or future adventures in Zatal.  
   
  LEVEL 4 – THE FIST OF PLUTOQ 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
    The fourth level lies below the mountain and is 
  relatively even compared to those above.  
    Instead of lava tubes, natural caverns exist here 
  in abundance and its appearance seems more 
  like elsewhere in the Underdark than it does in 
  the center of a volcano (yet it is still 
  uncomfortably hot).  Like Azul and Tezca, the 
  1 
  2 
  3 
  4 
  5 
  30 ft 
  
   
  21 
   
  earthy Plutoq has also taken a many centuries 
  long interest in his brother’s activities and his 
  creatures occupy this level in order to keep 
  watch on happenings in the volcano.   
    The level is rife with elemental creatures of 
  stone – including gargoyles, elementals, and 
  xorn.   
    There is also said to be a cavern with a large 
  stone ziggurat and temple to Plutoq. The temple 
  atop the ziggurat is occupied by a couatl that has 
  abandoned its worship of Qotal and now calls 
  Plutoq his patron.  Because of this, he has 
  developed some new powers and an altered 
  appearance. The environs of the temple is 
  described below, along with an encounter with 
  the strange couatl itself.  The couatl’s name is  
  Macuilluztatl and he is of a very rare, if not 
  unique subspecies known as a piedracouatl. 
   
  Plutoq’s Ziggurat and Environs 1.  Plutoq’s 
  influence in this region and the chemical rich 
  atmosphere inherent in the volcano has caused 
  the growth of some very large quartz crystals in 
  this cavern. The crystals have in turn attracted 
  two xorn who do not wish to lose their food 
  source. The xorn attack any PCs who enter.  
    Significant chunks of crystal can be broken off 
  the walls with a successful DC 12 Strength 
  check but they are not very valuable.  Each 
  weights 1d6+1 lb and could only be sold for a 
  single gold quill (5 gp).  In addition, magma 
  flows just beyond the cavern walls and each 
  removed crystal requires the PC to check for a 
  magma breach (pg. 13).  The xorn inherently 
  know which crystals to avoid.  
   
  Plutoq’s Ziggurat and Environs 2.  A Maztican 
  golem created by the piedracouatl stands 
  motionless in the center of this cavern behind a 
  small copper bowl with 6 glittering red rubies 
  inside. The piedracouatl keeps an eye on this 
  chamber with his crystal ball and observes the 
  PCs actions. He will not immediately assume 
  they are hostile if they attempt to take the rubies 
  but a display of powerful hishna magic will 
  make him assume they are agents of Zaltec. The 
  gems do belong to him, however, and if they 
  destroy the golem (which animates once it or the 
  bowl is touched) he will seek recompense of a 
  magic item (any item, even a potion will do).  
  He will also insist that the gems are returned, 
  unless the PCs assist him in the battle against the 
  gargoyles (each is worth 200 gp). 
   
  Plutoq’s Ziggurat and Environs 4.  This large 
  cavern has a large stream that runs through its 
  length. It is fresh and and is safe to drink from, 
  but a swarm of blind carnivorous fish (treat as a 
  swarm of quippers) attack any who place an 
  extremity in the water or immerse themselves. In 
  addition, a thirst of 24 stirges occupy the 
  stalactites and attack if any blood is drawn or the 
  PCs make enough noise to wake them. A DC 13 
  Wisdom (Perception) check allows the PCs to 
  notice the sleeping creatures on the ceiling.  
   
  Plutoq’s Ziggurat and Environs 4.  A half 
  dozen gargoyles once served Macuilluztatl 
  faithfully atop the ziggurat.  Their cruelty 
  always bothered the serpent and eventually he 
  could no longer abide their torments of other 
  creatures – even intruders. Macuilluztatl created 
  stone guardians and golems to replace the 
  gargoyles and eventually cast them out. The 
  gargoyles desire revenge but are hesitant to 
  attack on their own. The arrival of the PCs is just 
  what they need to destroy their former patron. 
  When the PCs enter this chamber read the 
  following.  
   
   
  A human male, emaciated and pale, sits chained 
  to a stone in the center of the cavern. 
  Surrounding the human are five stone statues of 
  terrible creatures that look like the dreaded 
  tzitzimitl, but with wings. The statues do not 
  move, and the man whimpers for you to “be 
  silent, lest you wake the sleeping guardians.” 
    
   
  The human male is in fact one of the gargoyles 
  wearing a hat of disguise* and he will gladly 
  allow the PCs to free him.  The statues are the 
  other gargoyles, but they will remain unmoving.  
  The “human” points to a key that is just out of 
  his reach that unlocks the shackles; though he 
  continually implores them to remain silent.  
    The disguised gargoyle identifies himself as 
  Tecotecuani and says he is a Kultakan that was 
  captured by a “foul snake creature that lives in a 
  hidden temple of evil.”  The magical disguise 
  and surrounding circumstances are quite 
  convincing, requiring a DC 20 Wisdom 
  
   
  22 
   
  (Perception) check for the PCs to notice 
  something is amiss.  
    He will beg them to arm him despite not being 
  in any shape to fight.  He also wants the PCs to 
  attack the “snake creature to the north” on sight, 
  but will not pursue this if the PCs grow 
  suspicious of an overly eager former prisoner. 
  He will beg the PCs not to attack the statues 
  because of his fear and their “immense powers.” 
   
  *Note that Tecotecuani has had his wings 
  destroyed and removed in a previous battle, 
  allowing his shape as a human to become more 
  convincing using the hat of disguise. 
   
  Plutoq’s Ziggurat and Environs 5.  When the 
  PCs enter the cavern that contains the ziggurat, 
  they will notice the structure immediately.  It is 
  well lit from inside and a great serpent stands in 
  the temple doorway, as if waiting for the arrival 
  of the PCs.  If Tecotecuani is with the party, he 
  implores them to attack before the “demon-
  snake” can use its magic. 
    How Macuilluztatl reacts to the PCs is 
  dependent on their actions in area 2.  If they did 
  not take the rubies or destroy the golem, the 
  stony couatl warns them not trust in their present 
  company if Tecotecuani is with them or 
  welcomes them to Plutoq’s Ziggurat if the 
  gargoyle is not.  If they took the rubies and/or 
  destroyed the golem, he will not say anything 
  but can be easily convinced that the PCs are 
  non-hostile with a successful DC 11 Charisma 
  (Persuasion) check. 
    He is far more suspicious if the PCs used any 
  form of hishna magic against the golem, 
  thinking that the PCs are an agent of Zaltec.  It 
  would then require a DC 18 check to turn him 
  friendly.  An untrusting couatl demands the PCs 
  leave the environs (after compensation for the 
  golem and a return of the gems).  He will attack 
  PCs that don’t comply, activating his 4 stone 
  guardian eagles and his remaining Maztican 
  golem.  This will be a deadly battle with the 
  piedracouatl even with the assistance of the 
  other 5 gargoyles (from area 4), which will 
  arrive on the start of the second turn of battle. 
    The gargoyles will turn on the PCs when the 
  couatl is dead. 
    Assuming the couatl is friendly it telepathically 
  warns them again about the disguised gargoyle, 
  just as the others flit into the cavern.  This time – 
  the piedracouatl and its guardians assist the PCs 
  instead. 
    Once the battle is over, and assuming the PCs 
  are victorious against the gargoyles, 
  Macuilluztatl invites them into the temple of 
  Plutoq for a meal and some conversation.  The 
  couatl politely answers any questions the PCs 
  have and claims he has information that could 
  help them if they seek the Heart of Maztica. 
   
   
  “The stone in your grasp might guide you to the 
  heart of the goddess, but you must know what it 
  has become.  Zaltec has fed from it for centuries, 
  and it has developed a life of its own.  This life is 
  not kind nor motherly like the goddess, but 
  rather hateful and cruel.  It is the source of the 
  evil energy known as the Darkfire, and it will 
  not be easily defeated.” 
    
   
  This should pique the PCs’ interest since 
  Malinalli did not know of its current status – 
  only how to find it.  The stone serpent continues. 
   
   
  “And the Heart is not the only danger you shall 
  face.  Zaltec no longer resides in his chamber, 
  but he has left an ancient guardian – one as old 
  as the gods themselves in their current forms 
  and from a time before man. 
    You will need to defeat this being, who calls 
  himself the Viper, if you are even to challenge 
  the Darkfire.  I am here to observe, so I cannot 
  help you directly, but I can offer this to your 
  greatest warrior.” 
    
   
  With that, the piedracouatl presents a glowing, 
  obsidian studded spear known as a tepoztōpīlli.  
  He claims it is called Onotlatlatzin, and it’s great 
  power could be used to harness lightning.  Its 
  greatest power of calling lightning, according to 
  the couatl, will not be possible in the 
  underground caverns, but its wielder will be 
  immune to the Viper’s most deadly attack.  The 
  weapon is intelligent and its full description can 
  be found both in TWM8 and the Appendix.  If 
  the PCs are particularly charismatic (DC 17 
  Charisma (Persuasion) check), he may allow 
  them to keep the rubies and forego his 
  compensation for the golem as well.   
  
   
  23 
   
    The piedracouatl escorts the PCs beyond its 
  ziggurat and points the PCs in a direction that 
  makes the stone of the heart grow incredibly 
  warm, almost hot, to the touch. 
    Less than a half mile from the ziggurat lies the 
  grand entrance to the Heart of the Mountain.  
   
  LEVEL 5 – THE HEART OF THE 
  MOUNTAIN 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
    Deep below the mountain lies a massive cavern 
  that is roughly shaped like the ventricles of a 
  heart. This area is known as the Heart of the 
  Mountain and in fact actually contains the 
  corrupted, blackened heart of the goddess 
  Maztica. It also holds a physical manifestation 
  of the obscene force known as the Darkfire, the 
  former sarrukh creature known as the Viper, and 
  the currently unoccupied resting place of the 
  deity Zaltec himself.   
  Heart 1.  When the PCs enter the Heart of the 
  Mountain read the following out loud to them. 
   
   
  You can feel the soul of the whole of the 
  mountain in your skin and your bones as you 
  enter what you know Malinalli and Macuilluztatl 
  both described as the “Heart of the Mountain.”  
  It is difficult to explain, but it oozes hunger and 
  transformation simultaneously.  You can almost 
  feel your fingers wriggling about themselves as 
  if they want to warp into something…different. 
    Black flames pulse across the ceiling and 
  occasionally flare out towards you, but they do 
  not reach where you stand.  This must be a 
  manifestation of the infamous Darkfire – the 
  power responsible for the Night of Wailing and 
  source of much of the evil that has plagued the 
  True World for ages now. 
    While the Darkfire might not be an immediate 
  threat, perhaps the massive white serpent that 
  slides into view is.  
    
   
  As anticipated, the serpent is none other than 
  The Viper.  It was once sarrukh, but centuries of 
  exposure to the transformative energy of the 
  Darkfire has made it what it is now.  The Viper 
  will attempt to spit forth lightning bolt after 
  lightning bolt from its pale white mouth.  The 
  creature is a nightmare to behold and it will 
  show no mercy. 
    The serpent slithered from its lair which 
  contains the collected skulls of thousands of its 
  victims, but it does not otherwise care for 
  treasure.  Four swarms of poisonous snakes 
  weave in and out of the skulls.  If the Viper is 
  slain, the Darkfire flares causing 5 (1d10) 
  necrotic damage to all living beings in the Heart 
  of the Mountain.   The Darkfire noticeably 
  becomes more active. If the Darkfire manages to 
  kill a PC, the dead PC is immediately 
  resurrected and transformed into some terrible 
  creature from the Monster Manual that is not 
  otherwise common (or even known) within the 
  True World.  Possibilities include an umber 
  hulk, a gorgon, or a bulette.  Such PCs can 
  only be changed to their true form using a wish, 
  or divine intervention (such as Maztica’s 
  blessing at the adventure’s conclusion).  The 
  creature will attack its former allies. 
   
  1 
  50 ft 
  2 
  3 
  
   
  24 
   
  Heart 2.  This is the chamber where the avatar 
  of Zaltec awoke from its long slumber soon after 
  Maztica returned to Toril.  There are no 
  stalagmites and it seems as if most of the 
  stalactites have come crashing to the cavern 
  floor, where the outline of a massive human-like 
  form can be found in the stone. 
    Each turn that the PCs begin in this chamber, 
  the Darkfire flares as it did when the Viper was 
  slain (with all the accompanying effects).  As the 
  PCs turn the northeastern cavern, they see a 
  sight which horrifies even the most stalwart PC. 
   
  Heart 3.  Read the following description to the 
  players as they peer into the cavern. 
   
   
  Deep in your chest, you can feel the beating of 
  your heart and as you approach the third cavern, 
  it becomes so loud that it drowns out all other 
  sound.  
    As you peer around the entrance you realize it 
  is not the sound of your own – but rather the 
  massive, desiccated heart of a dead goddess.   
    What was once the heart of the goddess of life 
  and the mother of the True World is now a 
  corrupted, blackened monstrosity.  It is the size 
  of a small giant, but its tendrils – veins and 
  arteries actually – hold it aloft from the cavern 
  walls.  The Darkfire pumps through those dry 
  pathways rather than blood.  The Heart of 
  Maztica has become the Heart of Zatal and the 
  soul of the corruption which infests these lands. 
    The heart reacts to your presence as if sentient 
  and a number of the blue black tendrils pull from 
  the wall.  Darkfire flares as the tendrils slash at 
  you like the whips of a giant slaver. 
   
   
  As described, this monstrosity is the Heart of 
  Maztica, and it is both sentient and evil.  
  Destroying the heart is difficult due to the fact 
  that it continually draws power from the 
  Darkfire itself, an energy which it created and 
  feeds.  As the PCs damage the heart with spells 
  and weapons, they will not notice damage, but 
  with each point of damage, the Darkfire that 
  infuses the cavern will begin to lessen. As the 
  PCs damage the heart the Darkfire’s presence 
  will visibly lessen until enough damage is done 
  that the heart would be destroyed.   When this 
  occurs, the Darkfire will disappear in its entirety, 
  and the heart will shrink to the size of a normal 
  human’s and fall from the wall. 
    Once the heart is defeated, the PCs should 
  secure it and use Malinalli’s stone. 
   
  THE SUNSTONE 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  When the battle is over, and the PCs have 
  secured the Heart of Maztica they can use the 
  stone given to them by Malinalli to teleport to 
  her presence instantaneously.  She is deep in the 
  desert of the House of Tezca in the Chical Hills 
  and at the fabled lake known as the Sunstone.    
   
    Read the following to the PCs when they use 
  Malinalli’s magical stone.  
   
   
    A light flashes from the stone and suddenly the 
  whole world glares brightly around you.  You 
  realize from the fresh air and warm sun that you 
  are no longer under Zatal and it takes a moment 
  for your eyes to adjust to your surroundings. 
   Before you sits a great lake - but there is no 
  water to be found. Instead, liquid silver shines 
  brightly in the midday sun. You can barely look 
  upon it without shielding your eyes. 
    Before you even get a chance to wonder over 
  your new surroundings a familiar voice says, 
  “Welcome to the Sunstone.” 
    Malinalli of Maztica stands beside you as if she 
  were expecting you right at this moment in time. 
  She is flanked by two desert dwarf women 
  dressed in similar garb to the druidess.  She 
  introduces them as Citlalmina and Coszcatl and 
  explains that they will be assisting Malinalli in 
  the ritual.  
    
   
  Malinalli and the dwarves begin to set up for the 
  ritual and if the PCs have participated in TWR3 
  The Door of Stars, they will recognize the altar 
  that Malinalli pulls from a portable hole. Its 
  shape as a reclining man makes it instantly 
  recognizable as the Risa Stone from the land 
  known as Mechica. She will explain to the PCs 
  that it is an important part of the ritual.  
   
    When Malinalli is ready she tells the PCs the 
  following. 
   
  
   
  25 
   
   
    “Hold in your hands the Heart of Maztica and 
  grasp  each other closely. Touch the silver of the 
  lake - what very few know is actually the 
  lifeblood of our goddess - spilled when her son 
  so cruelly betrayed her.  When you do so, you 
  shall see the tonalli of our Mother in the spirit 
  world of Maztlan. Ask her to return - with her 
  heart in your hand she will follow.” 
   
   
  The Sunstone is indeed the blood of Maztica and 
  all the pieces needed for her resurrection are 
  together except for one - her soul. When a PC 
  touches the silver lake under the conditions 
  explained by Malinalli - all who are in contact 
  with the PC are transported to the first realm of 
  the Maztican afterlife. When the PCs arrive, read 
  the following. 
   
   
  The first thing you notice is that you are 
  surrounded by dozens, if not hundreds of 
  skeletal creatures.  They appear more curious 
  than hostile, and you have a moment to notice 
  that you are in a grand temple surrounded by a 
  pyramid that stretches beyond what the eye can 
  see.  Before you can even address the strange 
  beings, the temple starts to fade.  Were those in 
  fact the zizimime of which the elders speak? 
    When the temple and pyramid disappear, they 
  are replaced by a lush island, surrounded on all 
  sides by a vast sea.  You see a number of great 
  caves in the distance and the wispy white form 
  of a motherly woman emerges. She moves 
  towards you, bearing a smile on her face.   
    
   
  As the PCs will likely surmise, this is indeed the 
  spirit of Maztica – spirits in general being 
  known to Mazticans as tonalli. She will come 
  before the PCs and smile, but she will not speak. 
  She motions to the Heart and to her own chest, 
  where the PCs may now notice there is a great 
  cavity. When the PCs hand the Heart to the 
  goddess-spirit they are transported back to the 
  Sunstone where they see a miraculous sight.  
   
   
  Standing in the center of the silver lake is the 
  pale spirit you encountered in the afterlife, but 
  she is bigger...much bigger. Towering about 30 
  feet above the lake, you realize that almost half 
  of her “body” lies submerged. The goddess-
  spirit puts the heart into her chest and it grows 
  and fuses into its old resting place.  
    The silver of the lake begins to flow upward, 
  giving the spirit form and matter.   
    Suddenly, as if a mountain had crashed behind 
  you, an explosion of dirt and force knock you 
  forward. A primal growl booms from the dust 
  and smoke.  What appears to be a glowing black 
  macuahuitl of titanic proportions swings through 
  the cloud.  
    
   
  Zaltec cannot abide the resurrection of his 
  mother and he is here, personally, to stop it. 
  After a century of somnolence and recent 
  unrelated battles, Zaltec’s avatar is greatly 
  weakened, but the PCs must keep him occupied 
  while Maztica’s own body reforms.  
    Read the following out loud.  
   
   
  The massive stone avatar ignores you and heads 
  directly for Maztica, who seems helpless as she 
  renters the realm of the living.  He takes what 
  can only be practice swings with his massive 
  macuahuitl as he approaches her. You know you 
  cannot stop the walking god in time, even if you 
  could stop him.  But then from behind, you hear 
  the voice of the druidess call out to the Eater Of 
  Hearts.  
    “Zaltec, it is here that you may have what you 
  desire.  You have feasted on the heart of the 
  Mother for an eon; why not partake of the heart 
  of her greatest servant as well?” 
    
   
    With that you see Malinalli lay back on the 
  Risa Stone.  It’s magic begins to glow as 
  Malinalli and the two dwarves chant. In a 
  sudden move, one dwarf plunges an obsidian 
  dagger deep into Malinalli’s chest and begins to 
  cut. Your look of horror is met by Malinalli’s 
  smile. 
   
   
  “Do not be afraid my children, this is what must 
  be done.  I have long sought to return to my 
  goddess, and now thanks to your actions, she 
  will be there waiting for me.”   
    With her last words, Malinalli dies and the 
  dwarf removes her heart and presents it to the 
  
   
  26 
   
  avatar of Zaltec. Torn between the goddess and 
  the heart, Zaltec hesitates, finally turning 
  towards Malinalli as the Risa Stone pulsates. 
  Within moments, the avatar takes the heart, 
  along with the two dwarves and swallows them 
  all whole. He turns toward Maztica whose legs 
  and hips are now solid as the godflesh slowly 
  reforms. The difference this time, is that you 
  stand between the statue and it’s prize.  
   
   
  Malinalli’s sacrifice has allowed the PCs an 
  opportunity to slay the avatar of Zaltec, the 
  Bringer of War and Eater of Hearts.  
    Even in its weakened state, the avatar of Zaltec 
  is a CR 17 monster - a deadly encounter for the 
  PCs.  If the PCs are outmatched, remember that 
  they have fought long and hard to get to this 
  point.  When all hope seems lost, the newly 
  resurrected Maztica intervenes. 
   
   
  Though you realize your name will be spoken in 
  legend, you begin to realize that this is not a 
  battle you will walk away from.  Zaltec is 
  simply too powerful – mere mortals cannot stand 
  against the mighty macuahuitl of Eater of 
  Hearts. 
    The stone statue that is Zaltec stretches his 
  macuahuitl to the sky and it crackles with a 
  black energy that reminds you of the now extinct 
  Darkfire.  He winds up for a mighty swing as he 
  turns towards you. 
    Then, like a mother taking a dangerous toy 
  from her infant child – the goddess Maztica puts 
  her now fully formed hands across the flat of the 
  blade and snuffs out the black energy. 
    
   
  The PCs have now faced off against the Viper 
  and the corrupted Heart of Maztica; the goddess 
  could certainly help them against the avatar.  
  Depending on their condition at this point, 
  Maztica could either destroy the avatar of Zaltec 
  outright or the PCs could continue to fight.  In 
  either case, the avatar’s macuahuitl –its deadliest 
  attack, no longer does additional necrotic 
  damage. 
    When the avatar of Zaltec is defeated, read the 
  following to the PCs. 
   
   
   
  The final blow is dealt to the great stone statue 
  that is Zaltec and it begins to crack.  The blood 
  of a thousand-thousand sacrifices pours from its 
  wounds like a fountain and begins to fill the 
  crater that once held the silver blood of his 
  mother. 
    In one final burst of black fire and blood, the 
  avatar is no more.  Zaltec is defeated, if not 
  destroyed for evermore. 
    
   
   Zaltec is defeated and the massive form of the 
  goddess smiles upon the PCs.  At her side stands 
  the tonalli of Malinalli, who also smiles at the 
  PCs and floats towards them to speak. 
   
   
  “Rejoice, for you have the undying gratitude of 
  the goddess who is mother to us all!”  Though 
  no boon could ever repay you for your deeds, 
  Maztica herself has bid me grant you something 
  wonderful!” 
    
   
  Maztica’s reward is not of a monetary nature, 
  but rather something the PC’s will value as 
  much, if not more. 
    To begin with, she cures any diseases, poisons 
  or any other conditions the PCs are suffering 
  from.  She also returns PCs from the dead (and 
  bring them to the current location), that might 
  have been lost along the way – even those that 
  had been transformed by the Darkfire. 
    Secondly, she gives each player a blessing of 
  their choice.  These blessings need to be chosen 
  from page 228 of the DMG and include a 
  Blessing of Health, Blessing of Protection, 
  Blessing of Magic Resistance, Blessing of 
  Understanding, Blessing of Weapon 
  Enhancement or Blessing of Wound Closure.  
  She may also grant a Blessing of Valhalla, but 
  this is more appropriately called the “Blessing of 
  Maztlan” as the warriors hail from that spiritual 
  realm of the True World (same statistics, but 
  different appearance).  If the DM desires, they 
  may create a new blessing unique to the True 
  World and one appropriate for a goddess of life. 
    When the blessing is granted, Malinalli gives 
  them one final boon of transportation to 
  anywhere in the True World in which they are 
  familiar before both fade away into the ether.   
   
  
   
  27 
   
  APPENDIX 
   
  This appendix contains new magical items and 
  monsters.  Some are from other sources, but 
  have been included here for convenience. 
   
  NEW MAGICAL ITEMS 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  GIZZARD OF ENOTEPEC                     (Source: TWM8) 
  Wondrous item, very rare (requires attunement) 
   
  This bladder like device can be worn like a small 
  pouch or bag.  As an action, an attuned owner 
  it’s can command it to miniaturize and store a 
  full set of armor or clothing.  From that point 
  forward the wearer may switch their current 
  armor or clothing with the set stored in the 
  gizzard as a bonus action. This can be done once 
  between short and long rests.    
   
  HISHNACOILS                                          (Source: TWM8) 
  Wondrous item, rare  
   
  A hishnacoil is a 5 inch living ball of tiny snakes 
  that intertwine and squirm incessantly.   
    You can use an action to speak a command 
  word and throw the hishnacoils at a huge or 
  smaller creature that you can see within 60 feet 
  of you.  If you make a successful ranged attack 
  roll (using your Dexterity modifier plus your 
  proficiency bonus), the coils unwind and grow 
  wrapping around your target and restraining it.  
  Six snake heads appear among the coils 
  threatening and hissing at the restrained creature. 
     Once retrained the hishnacoils may 
  automatically bite the creature for 2 (1d4) 
  piecing damage and an additional 5 (2d4) poison 
  damage as a bonus action on each of your turns.  
  The hishnacoils only attack on your command 
  and you may speak the command word again at 
  any time to release the restrained creature.  Once 
  released, the hishnacoils returns to its original 
  form. 
    A creature, including the one restrained, can 
  use an action to make a DC 20 Strength check to 
  break out of hishnacoils.  On a success, the item 
  is destroyed and the restrained creature is freed.  
  If the check fails, any further attempts made by 
  the creature automatically fail until 24 hours 
  have elapsed.  Once the hishnacoils are used, 
  they can’t be used again until the next dawn. 
     
  OCTLI OF STRENGTH                           (Source: TWM8) 
  Potion, rare  
   
  Octli is an alcoholic beverage made from the 
  fermented sap of the agave plant. Octli of 
  Strength is an enchanted version known to be 
  both a blessing and a curse. It typically comes in 
  sealed clay containers with 1d4 doses.   
    One dose of Octli of Strength gives its imbiber 
  advantage on all Strength and Constitution based 
  saving throw and skill checks and disadvantage 
  on all Dexterity and Wisdom based saving 
  throws and skill checks for 1 hour.  It also 
  functions as a potion of hill giant strength giving 
  its drinker 21 Strength for the hour. 
   
  ONOTLATLATZIN                                   (Source: TWM8) 
  Weapon (tepoztōpīlli), legendary 
  (requires attunement) 
   
  Once owned by the legendary warrior Necalli*, 
  Onotlatlatzin is a sentient spear that glows as if 
  made of lightning when wielded in battle. 
    You gain a +3 bonus to attack and damage rolls 
  made with this weapon.  It has the following 
  additional properties. 
    Immunity.  Whenever you wield Onotlatlatzin, 
  you are immune to lightning damage and 
  resistant to thunder damage. 
    Call Lightning (Recharge 6).  As a bonus 
  action, you may call lightning if you are under 
  an open sky to infuse the spear with the ability 
  to cause an extra 14 (4d6) damage when you 
  strike a creature. 
    Sentience.  Onotlatlatzin is a sentient lawful 
  neutral weapon with an Intelligence of 13, a 
  Wisdom of 10 and a Charisma of 17.  It has 
  hearing and darkvision out to range of 120 feet.  
  The weapon can speak, read and understand 
  Maztican. 
    Personality.  Onotlatlatzin is bombastic and 
  aggressive but is usually protective of its owner.  
  It wants glory for itself and its name and 
  believes that by properly serving its master, it 
  will achieve these things.  It loudly encourages 
  its owner to take on challenges of increasing 
  difficulty, but it is not suicidal.  The only way to 
  incur a conflict with the spear is to truly behave 
  
   
  28 
   
  cowardly – typically by fleeing from a far 
  weaker foe. 
   
  BOOK OF THE EARTHSTOKER  
   
  (Source: Dragon Magazine 265) 
   
  Wondrous item, legendary (requires attunement 
  by a member of the druid class)  
   
  The cover of this book is made of black mica 
  and is bound with copper wire.  Its pages are of 
  pressed fire lizard scale and the entire book is 
  utterly impervious to fire.  Even full immersion 
  in magma will hardly leave it warm. 
    Inscribed in a druidic dialect is the word 
  “Earthstoker” on its cover. 
    The book of the earthstoker is a book of druidic 
  rituals that can draw much of their power from 
  the power inherent in a volcano.  It also has 
  some powers that make it invaluable to any who 
  would explore the hidden chambers of Zatal or 
  any volcano like it. 
    Any who touch the book (up to five medium 
  sized creatures) have fire resistance.  Once who 
  is attuned to the book is immune to fire damage, 
  and is capable of wading into magma without 
  losing any movement.  Essentially, the attuned 
  user gains a “swim speed” of 30 ft (or higher, 
  depending on their base speed), but only in lava. 
    An attuned owner can also detect the presence 
  of magma within 200 ft.   Because of this, they 
  will always know if the walls of lava tubes or 
  the crust atop a lava flow is safe for others. 
    Finally, the druid who attunes to the book may 
  add the following spells to his or her spell list – 
  each of which has the ritual tag. 
   
  VOLCANIC FOREWARNING 
  2nd-level divination (ritual)  
   
  Casting Time: 1 minute 
  Range: 1 mile 
  Components: V,S, M (two lodestones rolled 
  together like dice) 
  Duration: Concentration, up to 1 hour 
   
  This spell enables the caster to predict any 
  forthcoming eruptions within 1d6 days of their 
  arrival.  
    This spell only predicts eruptions from a 
  natural source, not ones caused by magic or the 
  actions of others. 
  VOLCANIC RENEWAL 
  3rd-level transmutation (ritual) 
   
  Casting Time: 10 minutes 
  Range: 1 mile 
  Components: V, S, M (volcanic diamond dust 
  worth 250 gp which is consumed in the casting) 
  Duration: Instantaneous 
   
  This spell seeds land destroyed by lava with an 
  amazing rate of growth and vitality.  Minerals 
  within the ground fertilize plant growth and 
  attract the same fauna that once inhabited the 
  decimated lands.  Within a single year, the land 
  will have returned to the natural state it existed 
  in prior to its destruction. 
   
  SEISMIC TRIGGER 
  4th-level conjuration (ritual) 
   
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (two lodestones shaken 
  in a tinderbox) 
  Duration: Instantaneous 
   
  This spell only functions in an area that is 
  volcanically active. 
    When cast, the druid calls upon magma in the 
  earth to come forth from the ground from a 
  location of their choosing within range.  Each 
  creature standing in a 20 foot sphere centered on 
  that point must make a Dexterity saving throw.  
  A target takes 8d6 fire damage on a failed save, 
  or half as much on a successful one. 
     This spell also has the side effect of lessening 
  seismic activity in a region.  Depending on the 
  size of the future eruption (as determined by the 
  DM) casting this spell, or multiple castings, 
  might prevent the eruption from occurring.   
    At Higher Levels.  When you cast this spell 
  using a spell slot of 6th level or higher, the 
  damage increases by 1d6 for every two slot 
  levels above 4th. 
   
  The book of the earthstoker also contains notes 
  that identify a second volume.  It names, but 
  does not describe, the additional spells lava 
  tunnel, fire on the mountain, break the streets, 
  pyroclastic surge and red skies warning. 
   
  
   
  29 
   
  NEW MONSTERS 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Creatures in the adventure are either updates of 
  previous editions or are found in the TWC5, 
  TWC6 or TWC7 bestiaries.  Full write ups of 
  updated creatures are included in this section 
  followed by basic statistics for creatures from 
  the bestiaries.   
   
  BELJURIL DRAGON 
  (Sources: Dragon Magazine 265 and Legacy of Io: Lost Dragon 
  Bestiaries – Bonus Dragon Compilation 2) 
   
  http://www.dmsguild.com/product/224780/Bonu
  s-Dragon-Compilation-Pack--Volume-2 
   
  One of the most ancient creatures found in the 
  cosmos, it is thought to have existed virtually 
  unchanged for many thousands of years. Its 
  exact origin is shrouded in mystery. 
    The beljuril dragon is a rare and little 
  understood creature found most commonly in 
  seismically active regions which are typically 
  very remote, and always deep beneath the 
  surface of lava flows or dormant volcanoes. 
  Able to breathe in liquid magma and easily 
  survive the infernal temperatures of Toril’s 
  mantle, the creatures come to the surface in 
  search of gems.  At birth, the beljuril dragon is a 
  dark gray color, like thick smoke. Its scales at 
  this stage are thicker and bulkier than a typical 
  dragon wyrmling, as they must be able to 
  tolerate the enormous heat and pressure in the 
  heart of a newly-active volcano.  
    Adult dragons always bury their eggs in the 
  ground under geological “hot spots,” and its 
  hatching corresponds with the first eruption of a 
  fledgling volcano. As the creature ages, it sheds 
  this thicker armor. This is notable because it 
  means the dragon’s Armor Class is actually 
  higher as a wyrmling than it will be until it 
  reaches adulthood.  In its Young and Adult 
  stages, the dark gray scales of its youth begin to 
  separate, and the new scales below are bright 
  orange, and glow with an inner fire, as if the 
  creature were literally made of lava. In old age, 
  these scales loose much of their luminescence 
  and turn a dull gray-violet.   
  All About the Rock.  The beljuril dragon is 
  named for the unique gems, called beljurils, 
  which are mined in some parts of the Realms. 
  Fist-sized, round, green gemstones, their most 
  notable quality is their tendency to emit flashes 
  of light at regular intervals. The origin of these 
  gems has long been a mystery, and only in the 
  last few centuries have they been discovered to 
  be a product of the dragon’s breath weapon. 
    Rarely (about 10% of the time) when a beljuril 
  dragon uses its magma breath, the lava left 
  behind hardens into a green gem – a beljuril – 
  when it cools.  
   
  A BELJURIL DRAGON’S LAIR 
   
  Beljuril dragons are curious and playful. Their 
  preference for inhospitable habitats means that 
  they rarely encounter other intelligent creatures, 
  and they are quick to investigate any sign of 
  unexpected company. They do not particularly 
  seek out combat, but will respond in kind to any 
  aggressive actions against them. If roused to 
  anger, they are as destructive and unforgiving as 
  any other dragon, and have been known to leave 
  an entire countryside in ruins after battle. 
   These creatures are found almost exclusively 
  around volcanoes, soaking in the heat and 
  seismic potential of the land around it.  
   Due to the nature of their habitat, they are not 
  generally in need of traps, guards, or other 
  elaborate means of defending their treasures. 
  The dragon’s lair is usually only large enough 
  for the creature to comfortably swim about in its 
  magma, though it may contain smaller side 
  chambers for storing items (such as books or 
  scrolls) that the dragon doesn’t want to burn. 
   
  LAIR ACTIONS 
   
  On initiative count 20 (losing all initiative ties) 
  the dragon can use one of its Lair Action 
  options. It can’t do so while incapacitated or 
  otherwise unable to take actions. If surprised, the 
  dragon can’t use any Lair Action options until 
  after its first turn in combat. 
   
  • 
  The dragon causes a jet of lava to rise 
  from the ground at a point it can see 
  within 120ft. of it. The jet is a cylinder 
  5ft. in diameter, and up to 60ft. tall. 
  Each creature in the area must make a  
  
   
  30 
   
  DC 15 Dexterity saving throw, taking 18 
  (4d8) fire damage on failed save, or half 
  as much damage on a successful one. In 
  addition, a creature that fails the save is 
  splashed with lava that continues to burn 
  until it cools, which takes 1 minute, or 
  until removed or doused with a gallon or 
  more of water (which takes an action).  
  While burning, the lava deals 4 (1d8) 
  fire damage at the start of each of the 
  creature’s turns. 
  • 
  Volcanic gases form a cloud in a 20ft. 
  radius sphere centered on a point the 
  dragon can see within 120ft. of it. The 
  sphere spreads around corners, and its 
  area is lightly obscured. It lasts until 
  initiative count 20 on the next round. 
  Each creature that starts its turn in the 
  cloud must make a DC 15 Constitution 
  saving throw. On a failed saving throw, 
  a creature is poisoned until the end of its 
  turn. While poisoned in this way, the 
  creature is also incapacitated. 
  • 
  If the dragon is Young age or older, it 
  
   
  31 
   
  can use this action to duplicate the effect 
  of the conjure lesser elemental spell, or 
  the conjure elemental spell if it is of 
  Adult age or older. The level at which 
  the spell is cast equals the dragon’s 
  proficiency bonus. It cannot use this lair 
  action again until the spell’s effect ends. 
  It can conjure only creatures that have 
  the earth element, fire element, or both 
  (e.g. Magmins, Magma Mephits, Fire 
  Snakes, etc.) 
   
  
   
  32 
   
  REGIONAL EFFECTS 
   
  The region containing a beljuril dragon’s lair is 
  warped by its magic, which creates one or more 
  of the following effects: 
  • 
  The dragon’s presence increases the 
  temperature of the earth deep below the 
  surface, increasing volcanic activity in 
  the affected area mudpots, solfataras, 
  fumaroles, geysers, and other geological 
  features become more common. 
  • 
  Water sources within 1 mile of the 
  dragon’s lair are supernaturally warm 
  and tainted with sulfur. 
  • 
  The presence of the dragon causes 
  increasingly wild seismic activity, 
  culminating in a major earthquake, 
  volcanic eruption, or other cataclysmic 
  geological event. 
   
   
   
  
   
  33 
   
  LACUNAE GHOST 
  (Source: Dragon Magazine 265) 
   
  Lacunae ghosts are the undead that sometimes 
  appear when an ash fall from a volcanic eruption 
  leaves behind empty space from a living 
  creature’s dead body.  
   
    Negative Space. A lacunae ghost is not a ghost 
  in the typical sense of the word, but is rather an 
  undead parasite from the negative energy plane 
  that attaches to the remnants of a soul in the 
  negative space formed by a tragic volcanic ash 
  fall. They tend to arrive in great numbers when 
  the proper conditions are met.  Lacunae ghosts 
  can remain dormant for centuries when no living 
  beings are nearby.  
    Ancestral Mercy.  Part of the remaining spirit 
  exists still within a lacunae ghost allowing it to 
  fight off its homicidal urges in the presence of 
  the ancestors of its own people.  It can detect 
  such bloodlines instantaneously and will not 
  appear to such beings, nor will it attack unless it 
  is itself attacked first.  No other beings are 
  afforded this mercy.  
   
  
   
  34 
   
  LIVING LAHAR 
  (Source: Dragon Magazine 265) 
   
  When volcanic activity melts snow or otherwise 
  develops in tandem with large amounts of water, 
  flows of black boiling mud travel down the 
  mountainside killing or destroying all in its path.  
  Occasionally, when subjected to regions of both 
  magical power and evil, these natural events 
  develop a cruel and dark sentience – becoming 
  an ooze of homicidal intent. 
  RYLKAR 
  (Source: Monster Manual 5 Edition 3.5) 
   
  The appearance of a rylkar is in many ways 
  similar to a common or giant rat, but they are in 
  far more vile and disgusting creatures. Rylkar 
  are a corruption born of fire and filth.  
    Infestation of Corruption. Rylkar have a 
  society of sorts with the lowly and loathsome 
  rylkarspawn at the bottom rung. Rylkarspawn 
  swarm together and devour anything that lies in 
  their path.  Above the rylkarspawn are the 
  workers and battle fodder known as the 
  madclaws. Pale furred with blood red eyes, the 
  madclaws must work together to prevent 
  themselves from being devoured by the queen’s 
  guards known as tormentors. Even the powerful 
  tormentors however, fall prey to the whim of the 
  blind colony queen - known only as the harridan. 
  Every colony has only one harridan, though 
  occasionally tormentors and madclaws detect 
  potential in an individual rylkarspawn and flee 
  the colony to form another with the nascent 
  queen.   
    Born of Fire.  Harridan are the only rylkar 
  capable of reproduction and do so only when 
  they come into contact with fire. They use the 
  fire’s inherent elemental energy to spawn 
  hundreds of rylkarspawn which will grow and 
  devour each other until only the strongest (future 
  madclaws and tormentors) survive.  
    Hivemind.  Any rylkar within ten miles of their 
  harridan is in constant communication with the 
  rest of its colony through a hive mind where the 
  harridan commands all below her.  
   
  REGIONAL EFFECTS 
   
  The region containing a rylkar harridan and its 
  many offspring is corrupted by the colony’s foul 
  presence.   
   
  • 
  Foodstuffs and drink brought within ten 
  feet of the harridan spoils and becomes 
  poisonous – inflicting 4 (1d8) poison 
  damage on those who eat or drink it. 
  • 
  Standing water becomes fouled in an 
  ever increasing radius of 20 feet per day.  
  Plants that aren’t eaten by spawn wither 
  and die and animals flee or are eaten.  
  
   
  35 
   
   
  If the colony is destroyed or dispersed by 
  slaying its harridan, the effects fade over 1d10 
  days.  Plants that have withered need to regrow 
  naturally, however. 
   
  
   
  36 
   
  THE VIPER 
  (Source: New Creature) 
   
  The Viper is the pale white serpent that was 
  once sarrukh – but gave up much of its original 
  form to become the guardian of the Heart of 
  Maztica for its deity Zaltec.  It no longer 
  remembers its true name, but relishes its position 
  and power.  As one of Zaltec’s most prized 
  servants, the Viper’s likeness has become the 
  symbol of the entire cult of the Viperhand and 
  the beasts that they have become. 
   
  THE HEART OF MAZTICA 
  (Source: New Creature) 
   
  The corrupted Heart of Maztica is an oversized 
  blue-black organ held aloft by dozens of rubbery 
  vein-like tendrils.  The Darkfire of its cavern 
  visibly suffuses the heart and pumps both ways 
  between what must be veins and arteries.  There 
  are far more of either than found in most known 
  anatomies. 
    Heart of a Goddess.  The Heart of Maztica 
  literally is the physical organ of the 
  metaphysical mother goddess of the True 
  World.  It was taken from her corpse soon 
  after Zaltec beheaded the goddess with his 
  blackened and massive macuahuitl.  Since that 
  day, Zaltec has gained power from it by biting 
  off human sized chunks when he hungers.  The 
  Heart takes time to regenerate its power and 
  form.  At this point in time, it has fully 
  recovered from Zaltec’s last time partaking of 
  its power. 
    Source of the Darkfire.  As the Heart itself is 
  corrupted, so is the power of life associated 
  with the goddess to whom it once belonged.  
  The Darkfire originated with the Heart, but 
  now, through its tendril-like veins and arteries, 
  the Darkfire suffuses the very mountain of 
  Zatal itself.  To destroy the Heart is to destroy 
  this very power.  The Darkfire manifests in a 
  myriad of ways but always somehow 
  transforms its victims or absorbs their life 
  force should they prove resistant.  The Heart 
  itself cannot be damaged as the Darkfire drains 
  itself in its stead.  To defeat the corruption in 
  the Heart, the Darkfire must be fully drained 
  of all its remaining power. 
   
  AVATAR OF ZALTEC 
  (Source: New Creature) 
   
  Zaltec has had a number of setbacks recently 
  and is hardly at his full power.  This avatar is a 
  manifestation of what he can spare at the time 
  being.  As a great walking statue, Zaltec is 
  impervious to many forms of harm, and his 
  massive macuahuitl bears what remains of the 
  power of the Darkfire. 
  
   
  37 
   
  PIEDRACOUATL 
  (Source: New Creature) 
   
  The piedracouatl is an extremely rare type of 
  couatl that has pledged its servitude to the god 
  Plutoq and has been transformed through 
  centuries of service to the stony deity.  Its 
  statistics are the same as the couatl found on 
  page 43 of the Monster Manual, with the 
  following changes. 
   
  • 
  Scales become stone-like and if they 
  remain still, they are indistinguishable 
  from a statue. 
  • 
  Alignment lawful neutral 
  • 
  Dexterity becomes 16 (was 20) 
  • 
  Constitution becomes 19 (was 17) 
  • 
  AC becomes 18 (loses 2 from Dexterity, 
  but gains in natural armor) 
  • 
  Resistant to fire damage 
  • 
  No longer resistant to radiant damage 
  
   
  38 
   
  • 
  New Spell List for Innate Spellcasting 
  o At Will:  detect evil and good, 
  detect magic, detect thoughts 
  o 3/day each: command, create 
  food and water, protection from 
  evil and good, protection from 
  poison, sanctuary,y shield  
  o 1/day each: dispel magic, 
  dream, scrying 
   
  VIPERHAND BEAST 
  (Source: New Creature) 
   
  Viperhand beasts consist of orcs, trolls, and 
  ogres.  They receive the following ability. 
   
  Fanaticism.  In the presence of a jagre or cleric 
  of Zaltec, a Viperhand beast enters a state of 
  bloodlust and becomes frenzied.  They gain 
  advantage on all attack and damage rolls, but 
  suffer disadvantage on defense.  They also 
  become immune to the frightened condition. 
   
  There are other creatures in the cult of the 
  Viperhand (such as the dreaded jagre) but they 
  do not receive the changes that follow. 
  
   
  39 
   
   
  
   
  40 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  41 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Maztica 5e/TWR4 - Zatal - The Mountain of Fire [5e].pdf