TEXT: THE MOTHER OF LIFE
  THE MOTHER OF LIFE
  THE MOTHER OF LIFE
  THE MOTHER OF LIFE
  THE MOTHER OF LIFE
  
  Credits
  Author
  Jon Hild
  Cover Art
  "Mayan Myth - Goddess Ixchel" by Emanuella Kozas
  https://www.deviantart.com/emanuellakozas/
  Sea Demon's Pearl Cover
  Ekaterinya Vladinakova
  Sea Demon's Pearl Area Map
  Phillip Wallace
  Caverns of the Sea Demon Map
  Patrick Pullen
  Ixitxachitl Art (Page 13)
  Jacob E. Blackmon
  Ixitxachitl Art (Page 15)
  Thamara Gomez
  Maztica Ball Game Concept
  Inspired by Douglas Niles and Hoover Dam
  Displacer Beast Art (Page 24)
  Ravendyn (Dynamus)
  The Door of Stars Cover
  Irina Kovalova
  Mictlaneca Art (Page 34)
  Peter Saga
  Door of Stars Cavern Map
  Patrick Pullen
  Vampire Art (Page 41)
  Dean Spencer
  Werejaguar Servitor Art (Page 46)
  Everett "Absoluteweapon"
  "Mechica" Concept and Original Map
  Gali Sanchez, Dragon Magazine Issue #70
  Zatal Cover
  Christopher
  http://alpha-leader.deviantart.com/
  Maps of Zatal Interior
  Patrick E. Pullen, Mike Barltrop, Jeff C Stevens, Luis Ramos
  Hurachnid Art and Concept (Page 77)
  Surya Subianto
  Additional Maps
  Jon Hild
  Various Image Backgrounds and Images
  Pixabay and Shutterstock, many with significant alterations
  by Jon Hild
  Legal
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  2
  
  The Mother of Life
  S
  he is the goddess to all that live in the True World
  and she is considered the Mother of All. Her name
  has been given to the very land itself, where it is
  said all of mankind stands upon her body. It is she
  who gave birth to Qotal, Zaltec and their brothers
  and sisters, though she herself no longer lives.
  She is Maztica, the Mother of Life. 
  Introduction
  The Mother of Life is a collection of four interconnected
  adventures that form one grand epic. Individually, the series of
  adventures were known as the the "True World Resurrection,"
  but each had a wildly differing theme.
  Each adventure is updated here, together, in one grand
  adventure book which spans levels 5-12, though it could be
  adjusted for both lower and greater levels easily.
  The adventures themselves remain compartmentalized, and
  might be run individually if desired, but almost an entire
  campaign could be run within these pages with minimal work
  from the DM.
  Updated Adventures
  On DmsGuild, the adventures TWR1 The Sea Demon's
  Pearl, TWR2 The Maztican Ball Game, TWR3 The Door
  of Stars and TWR4 Zatal - The Mountain of Fire brought
  together one giant narrative. All four adventures are included
  in this product and are given much needed updates.
  The general backgrounds of each adventure are summed up
  below.
  The Sea Demon's Pearl
  When the young son of a fisherman named Asquel surpised
  his village elders and returned alive after missing for weeks,
  he returned with a black pearl the size of which the coastal
  town had never seen.
  Asquel became somewhat of an instant celebrity, and his
  family was lifted from the poverty from which it once
  languished. Little did the boy know that the pearl was not all
  that he brought home. The Sea Demon had followed its prize
  home and soon the whole town would suffer for Asquel's theft.
  The Maztican Ball Game
  The Maztican Ball Game is a game within a game! It is a sport
  wholly unique to the True World and it can be played by four
  or more players.
  This portion of The Mother of Life contains rules for the
  sport, the mechanics behind them and an adventure set up in
  the style of a tournament in which the players can become
  underdog champions in a long established cultural
  phenomenon.
  True champions of the Maztican Ball Game will bring the
  players to the attention of powers that are making bold moves
  in the True World. Heroes in Maztica don't only arise from
  slaying monsters.
  The Door of Stars
  In the mountains of Huacli, a secret lies which has kept the
  Otomi people safe for many generations. Yet still there is
  danger, and while much of it comes from a city full of undead,
  what once protected the Otomi might now be their undoing.
  Zatal
  Like a poisonous and bloated pustule, Mount Zatal has been a
  source of terror for the True World since time immemorial. It
  is the source of the Darkfire and much of Zaltec's own
  personal power, and for many decades it continued to grow.
  What secrets lie in the depths of the mountain remain
  unknown, but it is certain that the Eater of Hearts will not
  make it easy to discover. Perhaps somewhere in its bowels, in
  the bottom of the very megadungeon itself you might find
  what Zaltec has been hiding since the very Age of Immortals.
  Consequences
  The Mother of Life has major implications that will impact the
  future of Maztica in extremely important ways. In the past two
  hundred years, the continent has suffered the invasion and
  plunder from Amnian foreigners, being ripped from the world
  and brought to one plagued by dragons, and then brought
  back just as life began to settle once more.
  Perhaps the people of the True World are due some good
  news for once, but only brave adventurers will be able to bring
  back the Mother of Life for a True World Resurrection of epic
  proportions.
  What You Need
  This adventure is exclusively an epic adventure set in the
  western continent of Maztica. It would be difficult to apply
  much of what is written here to other settings as the
  adventure has major implications specific to the True World.
  In addition to the core 5e books, it is highly recommended
  that you pick up the gamut of free DMsGuild Maztica
  products, particularly MZC1 the Maztica Campaign Guide,
  MZS1 Monsters of Maztica and MZM1 Teoatl Magic. The
  campaign guide gives a general overview of the setting, the
  monster compendium gives statistics for creatures included in
  the adventure and teoatl magic is heavily referenced in the
  Sea Demon's Pearl.
  Requirements
  The adventures are most appropriate for characters who
  begin at level 5 or 6. It can be adjusted for lower or higher
  levels with a small amount of work from the DM, but it is
  expected that the PCs are at least 10th level by the time they
  reach Chapter 4.
  3
  
  THE SEA DEMON'S PEARL
  THE SEA DEMON'S PEARL
  THE SEA DEMON'S PEARL
  THE SEA DEMON'S PEARL
  THE SEA DEMON'S PEARL
  
  Chapter 1 - The Sea Demon's Pearl
  P
  earls have brought great wealth to southern Far
  Payit ever since the arrival the Faerûnians over a
  century ago. This wealth does not always come
  without a price paid in blood. The skills
  necessary to harvest pearls have been passed
  down through many generations of experienced
  divers, but every now and again tragedy strikes. 
  Often, this means only the death of the diver, but this time an
  entire community might suffer due to one overzealous young
  boy. Can the heroes solve the riddle of the Sea Demon’s Pearl
  before it is too late?
  The Town of Cuitzilli
  The arrival of the Golden Legion and the subsequent influx of
  foreigners over a century ago changed the True World in
  subtle ways. One of these changes is the value that has been
  placed on items and simple objects that once seemed far less
  important. Pearls are one of these items, and the Faerûnians'
  love of them has spread even among the natives who once
  thought of them as ornamental at best.
  The idyllic town of Cuitzilli sprung up nearly overnight due
  to this budding fascination. Located south of Tulom-Itzi on the
  Sea of Azul; the coastal town is surrounded by tidal lagoons
  that were at one point exploding with oysters. Though some of
  these lagoons have run dry due to decades of overzealous
  diving, many still remain unexplored and undiscovered.
  The Fisherman's Boy
  Asquel is like many young boys in Cuitzilli – brave,
  adventurous, and the son of a simple, poor fisherman. The
  divers of Cuitzilli have become somewhat a ruling class, and
  they guard their precious lagoons from those who would take
  from their source of wealth. Asquel, at the age of only twelve,
  had decided he had seen enough of his family’s suffering and
  without their blessing, he sought to make a fortune on his
  own.
  Blessed with an almost unnatural talent to remain
  underwater, he believed that he could sneak into a local
  lagoon and steal enough pearls to lift his family from poverty.
  Hopefully, his family would sell his stolen pearls in the
  marketplaces of Tulom-Itzi without getting caught.
  Asquel attempted his thievery in the early hours of the
  morning, but was captured, beaten and dumped into the ocean
  by the greedy owners of the tidal lagoon. Slipping in an out of
  unconsciousness, Asquel survived his ordeal and the flotsam
  that held him afloat brought him many miles to the north.
  When he awoke, it was in a large and untouched lagoon far
  from Cuitzilli.
  The boy recovered over many days, long after he was sure
  his family thought him dead. A tenday into his recovery, Asquel
  heard a great splash in the center of the lagoon that drew his
  attention. Having regained enough strength to swim to the
  location of the sound, Asquel dreamed of the succulent fish he
  might have for dinner that evening. One more solid meal and
  he felt he could begin the long journey back home.
  When he reached the center of the lagoon, he did not find
  his fish, but a great shadow drew his attention to the bottom.
  Asquel dove deep that day, perhaps deeper than he ever had
  before. He dove until he could no longer bear the burning in
  his chest and the pounding pressure in his ears.
  But then he saw it, an oyster bigger than any ever seen. Not
  even the boisterous divers of Cuitzilli had ever spoken of one
  so grand. Even more remarkably, sitting inside the open shell
  was a fist sized black pearl. Here, in this distant and hidden
  lagoon, Asquel had found the solution to his family’s poverty.
  He knew that when he returned home, his family would hail
  him a hero.
  The Sea Demon's Pearl
  In Faerûn, the dreaded intelligent rays known as the ixitxachitl
  are a menace in the seas, rivers and underground lakes. What
  few know, however, is that the creatures did not originate in
  Faerûn, nor are they found in their original, most powerful
  form.
  The Maztican ixitxachitl is a beast to behold. Grand in size,
  savage in temperament, cunning, but often far less intelligent
  – they are truly demons of the sea.
  Some say the ixitxachitl worship the demon lord
  Demogorgon, others say their god is the Great Ray, Ilxendren,
  or even the ancient Dagon. Whomever they worship, the
  Maztican ixitxachitl care only for themselves and they are
  gods in their own worlds.
  Connected to this power is a fist sized Black Pearl. A Black
  Pearl is an extension of their dark powers and they can only
  ever have one which it carefully grows and cultivates in a
  massive clamshell. The Pearl allows an ixitxachitl to summon
  all sorts of beasts to its side who obey its commands and tend
  to its needs.
  The Black Pearl must remain relatively close to the sea
  demon for its power to work, but the ixitxachitl have been
  known to allow it to slip into the hands of others on occasion.
  The sea demon knows that its new owner will be blamed for
  the attacks that soon ensue and the added chaos brings joy to
  the cruel creature.
  Asquel’s pearl is one of these Black Pearls, and it has been
  brought to Cuitzilli. The village elders have decided to
  purchase the pearl from Asquel personally for a hefty sum and
  use it as a symbol of the village’s prosperity.
  5
  
  It will become the centerpiece for a growing community, and
  Asquel represents what can become of even the lowliest
  fisherman with hard work and perseverance.
  It is now only a few short tendays after the boy’s return, the
  culprits who beat him and left him for dead were punished
  and their assets seized. What the elders did not realize,
  however, is that the Sea Demon has followed the boy, and
  when the attacks from the sea begin, few are prepared.
  Adventure Location
  The adventure begins in Cuitzilli, but the reason that the party
  is in the town is largely left for the DM to decide.
  Some possibilities could be centered on the bounty of
  pearls themselves. The bulk of the recovered pearls are sold
  in Tulom-Itzi, and the journey through the jungle is a
  treacherous one for even the hardiest of caravans. The
  adventures could have been hired in any major settlement in
  Payit or Far Payit to guard this caravan, bringing in as much
  as 500 gq (2,500 gp) upon the journey’s completion.
  The first wave of attacks should begin before the players set
  out.
  Cuitzilli
  The map on this page indicates Cuitzilli's location in Maztica
  in the Far Payit region. On the following page is the map of
  Cuitzilli itself and the caverns of the sea demon are only just
  off to the west, deep underwater.
  Area 1. Temple to Umberlee
  One of the founding members of Cuitzilli was a Golden
  Legion legionnaire who helped Alanza DaNosta destroy the
  great Star Worm, H’Calos.
  A well respected sailor, the legionnaire abandoned Cordell
  shortly after the beast was defeated and helped victims
  rebuild their lives here. The sailor worshiped the god Valkur,
  but understood the importance of keeping Umberlee’s wrath
  from falling upon any who depend on the seas.
  His stories of Umberlee grew in local legend until
  eventually some of locals began to worship her and the name
  of the town, which means “crooked one of the sea” is an
  homage to the goddess.
  6
  
  7
  
  Very few townsfolk worship the Bitch Queen, particularly after
  the century long silence of the gods, but almost all respect her
  power and realize that much is dependent on her mercies.
  When the attacks begin from the sea, naturally her
  displeasure is a perceived cause.
  Area 2: Plaza
  What might appear to be the largest temple is actually a
  bustling marketplace for fish, fine objects of pluma or teoatl
  art (and the occasional work of hishna), exotic birds, etc.
  Pearls, of course, are abundant, and typically worth only 75%
  of their normal value due to a flooded market.
  Teoatltamers here have cleverly learned to use the sea’s
  bounty within their works of art, and they are well known
  elsewhere as far as Kultaka. This form of craftsmanship here
  has become quite commonplace, and beautiful art abounds
  which consists of kelp, corals, scales, and of course – pearls.
  Area 3: The Ball Game
  In Cuitzilli, the Maztican ball game is taken quite seriously,
  and its stadium is also the location of the town’s
  administrative center. Elders frequently meet here with the
  most prominent divers to decide regional disputes and diving
  rights. This all occurs of course, after they all attend a match
  and bet vigorously on their favorite players or team.
  Most meetings involve copious amounts of the alcoholic
  beverage known as octal.
  One whole side of the court is removable, and is only put
  into place at the beginning of a match in order to let in the
  throngs of attendees.
  The Black Pearl is kept here on display for all to see, and it
  typically has visitors at all times of the day. The pearl is heavily
  protected.
  Area 4: The Triplet Temple
  While Umberlee is appeased in Cuitzilli, the sister goddesses
  Nula, Eha and Watil are the most commonly worshiped. As
  the goddesses of animals, the wind, and plants respectively,
  the sisters are ideal for a society that is so dependent on the
  natural world around them.
  These temples are also heavily guarded and said to hold
  one of the greatest stores of pearls known in all of Maztica.
  Female teoatltamers and casters are common here. Much
  of the research into their relatively new source of magic has
  been done deep within the temples. The sister goddesses are
  known to approve of their efforts, and have contributed much
  to the development of the magic.
  A large platformed terrace sits in front of the temples and
  contains a rather lush garden which brims with vegetables
  and rare medicinal jungle plants.
  Area 5: Temple to Qotal
  Qotal, like in most of Payit and Far Payit, was once the
  prominent deity in Cuitzilli. His worship however, has
  declined precipitously during the long silence of the gods and
  his great pyramid lies all but abandoned. There is a long
  platform atop the pyramid which is still used to spot
  fisherman far out to sea and on the darkest or foggiest of
  nights, large fires are set atop it to guide them back home.
  Area 6: Residences
  These are the homes of the typical resident of Cuitzilli, though
  dozens more are located further east of the town itself. Many
  of these homes form what can almost be seen as small
  communities of their own with Cuitzilli proper forming a
  community epicenter.
  Each home is made of typical Far Payit housing materials
  such as wood, thatch, vine and reed, though they also tend to
  use a strong variety of kelp found in the sea nearby that dries
  as strong as hemp rope.
  Events
  Only shortly after the PCs arrival in Cuitzilli, the ixitxachitl
  appeared in the waters just off the town’s shore and it located
  a cavern large enough to hold its bulk so it could use it as a
  temporary residence.
  Maztican ixitxachitl actually prefer to roam open areas they
  have claimed as their territory and this is far from its home
  lagoon to the north.
  This particular sea demon is not yet ready to make its
  presence known. Instead, its close proximity to the Black
  Pearl has allowed it to activate the pearl’s ability to summon
  sea creatures from the deeps and command them to cause
  havoc on the residents of Cuitzilli.
  The ixitxachitl has no control over which types of creatures
  are summoned, but those that do come are directed to attack
  the shores immediately.
  Event 1: Plesiosaurs
  Watchman are typically hired by fisherman and stationed atop
  the temple whenever they are out checking nets or attempting
  to bring in a profitable haul. The watchmen spot something
  terrible occur in the distance.
  A typically beautiful afternoon in Cuitzilli is shattered by the
  sounds of frantic horn blowing coming from the top of the old
  Temple of Qotal.
  Bellowing with a conch shell and pointing towards the sea, a
  watchman has the attention of everyone on shore. Within
  moments, four men board canoes armed with spears and
  plumastone tipped harpoons.
  In the distance, swirling waters and an occasional fin
  surround the last upright canoe of three. Men and women from
  the two overturned canoes scream and splash at the water
  around them when suddenly a long, snakelike head appears
  from the sea and snatches a helpless victim. The water
  immediately turns red. You see a few canoes that remain on the
  shore only a short row from the battle.
  The canoes on the shore are not designed to hold more than
  two medium sized creatures and the party will likely have to
  split up into pairs. Three could fit into a single canoe, but
  doing so would risk the canoe overturning during battle. With
  three in the boat, every time a player makes an attack they
  must make a DC 12 Dexterity check or fall prone.
  8
  
  A missed check by 5 or more causes the boat to overturn,
  dumping everyone in the water. Players in the water suffer
  disadvantage against the plesiosaurs on attack and defense
  rolls due to the flotsam, churning waters and general chaos.
  They also instantly become targets for all remaining
  plesiosaurs.
  In the time it takes for the players to reach the battle,
  another canoe has been tipped and both a plesiosaur and an
  armed fisherman have been killed. The remaining three
  rescuers are engaged with another while two beasts go for the
  defenseless humans floating by their canoes.
  The players can only save everyone by splitting up their
  attacks since the plesiosaurs are cunningly choosing to
  separate their prey.
  If the players defeat their opponents they can help the two
  fishermen (who have the statistics of a tribal warrior) fight off
  the remaining plesiosaur.
  If the players do not kill all three plesiosaurs, the battle will
  end up in the deaths of all of the humans.
  The slain fishermen were all members of a rather popular
  family who were known for their generosity with the poor and
  talents for crafting teoatl talismans. If the players bravely
  faced the plesiosaurs and managed to prevent further death,
  the house matriarch named Eleuia offers them each 400 gp
  worth of raw pearls.
  If one player stood out among the party, she offers him or
  her a small hemp bracelet with shark’s teeth and pearl charms
  as a token of her appreciation.
  This bracelet has the magical ability to summon creatures
  of its own and its full abilities can be found in the appendix.
  Event 2: Sahuagin
  Not long after the bodies (or what remains of them) are laid to
  rest the second attack comes from the sea in the form of a
  sahuagin raid.
  The attack occurs at night and takes the form of squads of 8
  sahuagin or 1 sahuagin baron with three normal sahuagin
  accompanying it.
  Attacks occur at areas 1, 4 and 5 and the players should
  attempt to thwart however many they can. Only higher level
  parties (or those with greater numbers) should face the baron
  led groups, and adjustments to the number of normal
  sahuagin encountered should be made as the DM sees fit.
  At the battle’s conclusion, the townsfolk will start to become
  suspicious of the frequency of attacks. Two in as many days is
  unheard of but some believe that it could still be coincidence.
  At the moment, there are a number of theories that are
  beginning to gain momentum. Some correctly blame the
  Black Pearl, but most think it is simply Umberlee’s will, and a
  small but growing number blame the attacks on the presence
  of the characters themselves!
  The young farmer boy Asquel who originally found the pearl
  is convinced of the truth, but he greatly fears the
  repercussions for his family should it be found out.
  Occasionally, the players will see him in a crowd staring at
  them. He doesn’t quite know what to make of them yet, and he
  will not respond to being hailed.
  Event 3: Sand Sharks
  There is at least 200 feet of sandy beach at any given point
  near town and there is always over a dozen men, women and
  children on it either working or playing at any given point in
  the day. If the characters set foot on the beach at any point
  during the day read to them the following scene.
  Cuitzilli is a town of impressive folk with strong wills. Despite
  the tragedies of recent days life is going on as normal and as it
  always is on clear, hot days such as today; the beach is
  crowded.
  The sun glare on the white sands is overwhelming and you
  are not quite sure you see what you think you are seeing, but it
  looks as if a fin just surfaced not from the water, but rather
  cutting through the sand itself.
  You look around yourselves and realize this is no
  hallucination. There are undoubtedly fins in the sand and you
  aren’t the only ones to have noticed. A woman screams and
  grabs her child as a fin approaches. Another woman, possibly
  an aunt or friend, gets between the mother and the strange
  beast brandishing only a piece of driftwood. Others around you
  scream and run for the temples.
  A bizarre school of creatures known as sand sharks have been
  called by the Black Pearl despite the fact that they are no
  longer creatures of elemental water. They are cunningly
  intelligent and malicious creatures who swim through the
  sand as a regular shark would swim through water.
  Incapable of “swimming” through anything harder than soft
  sand, they can at best travel under the ocean to find prey from
  beach to beach. The creatures are thankfully rare, but there
  are a half dozen sand sharks on the beach at the moment.
  The creatures can be easily avoided if the players decide to
  flee to the town, but this will mean at least three townsfolk
  who were too slow are killed.
  Event 4: Icnoyotl
  When the sand sharks are disposed of and the characters
  return to town Icnoyotl, a village elder and famous pearl diver
  with the statistics of a noble will summon them to area 3 via a
  young messenger. First he will invite them to watch a ball
  game, and then he will wish to discuss the recent attacks.
  When they arrive at the ball game and Icnoyotl finds them
  he approaches and begins to speak in either the Payit or
  Maztican tongue (he is fluent in both).
  Welcome to our growing town of Cuitzilli. Had I known folk of
  your renown had come to my home we could have prepared a
  meeting under more pleasant circumstances. I am Icnoyotl, and
  though time may have stolen my talent from me, I was once
  regarded as the greatest of pearl divers as my father Zomantzin
  had been before me.
  9
  
  Now I am sought after for the wisdom that comes from
  experience and I do what I can to help my beloved Cuitzilli
  continue to grow strong for my children and grandchildren. Is
  there anything you wish to know about Cuitzilli before we
  discuss the matter at hand?
  Icnoyotl is a braggart and quite greedy, but he does have the
  town’s best interests in mind. The old diver has skin like
  darkened leather but his blue-green eyes indicates that at
  least a small part of his ancestry is non-native.
  The retired pearl diver is willing to give the entire history of
  Cuitzilli to the characters and he describes its main areas if
  they are curious. After a bit of discussion, he invites the
  characters to come join him for some entertainment at the
  nearby ball court. The game being played is known as
  ōllamaliztli and it is relatively common in Maztica.
  There are differing versions throughout the True World, but
  this one has removed the stone rings that typically accompany
  a court of this size. The characters might not understand the
  rules, but it is obvious that the athletes may not use their
  hands. The Maztican ball game, or a specific version of it, is
  the entire focus of Chapter 2 of this adventure.
  Icnoyotl explains to the characters that he has placed quite
  a large wager on this particular game and at its conclusion his
  excitement about winning is palpable. Icnoyotl offers each
  character a wooden cup of octli and finally gets down to
  business.
  As you have seen, and I thank you eternally for your assistance,
  my home is currently under siege for unknown reasons. Attacks
  from the sea are not unheard of here in Cuitzilli, but three so
  close together can simply not be coincidence.
  There is a reason these creatures are targeting our humble
  village and though I am unsure of the specifics, I believe it to
  somehow be related to the displeasure of Umberlee. Do you
  know of the Crooked One of the Sea for whom our town is
  named?
  If the players already know this bit of history, Icnoyotl
  continues.
  You have proven yourselves recently and unlike others in town,
  I do not believe that your arrival has led to these attacks.
  However, I do believe you can help us stop them. Our warriors
  are few, and they are needed to guard the town in case of
  another raid. Would you help us find the source of Umberlee’s
  displeasure?
  The players are not in any way obliged to help, but the attacks
  will continue in the coming days with increasing frequency
  until the town itself is finally abandoned. Fishing and pearl
  diving are put on hold, and they are unfortunately crucial to
  the town’s economy and survival. The ixitxachitl will not be
  content with the return of its pearl and it will remain to ensure
  Cuitzilli’s destruction.
  If the players refuse to help but remain in town, the
  townsfolk will increasingly place the blame on their presence
  as the attacks continue. At some point, the players may be
  dealing with an angry mob in addition to the threat from the
  sea.
  Icnoyotl explains that the village elders would likely reward
  them with a fortune in pearls should they bring back proof
  that they stopped the attacks from continuing, though he stops
  short of making a guarantee.
  Event 5: It's the Sea Demon!
  The players may determine the source of the attacks through
  a number of means, including a variety of divinations, but if
  they are stumped, the young and brash Asquel who has a
  growing sense of guilt approaches them.
  Greetings brave ones. I believe I may know the reason the
  Cuitzilli is under attack. I have angered the Crooked One, and
  she has cursed us! Can you please help me?
  10
  
  Asquel knows there is something in the waters just off the
  coast that is directing the attacks and he suspects it is all
  connected to the pearl. If the players agree to help, he reaches
  into a bulging pocket and pulls out the Black Pearl, which he
  has stolen once again.
  I don’t know if I can be saved, but hopefully Umberlee will take
  her mercy on Cuitzilli. She is here, just a short distance off the
  shore and I believe she waits for this to be returned to her. I do
  not know if the goddess will reward you or destroy you, but I
  myself cannot return it. I fear her anger at my theft will not
  even allow me to get close.
  Asquel is correct that the attacks originated from the theft of
  the pearl, but the Maztican ixitxachitl is no goddess, and
  returning the pearl will not satisfy it. It is a cruel being who
  can command the pearl’s magic from afar and it will not be
  satisfied until the town is abandoned or destroyed.
  If the players decide to destroy the pearl or bring it out of the
  range of the sea demon’s control the daily attacks will stop,
  but the beast itself will not leave the nearby waters and it
  alone can effectively halt the town’s growth and economy. It is
  difficult to maintain a seaborne economy when entering the
  water leads to a swift death.
  Asquel’s theft of the pearl went remarkably smoothly, and
  the town elders are clueless as to its whereabouts. If they
  notice the players carrying it, it will require a successful DC
  15 Charisma (Persuasion) check to convince them of the folly
  in keeping the pearl. Unconvinced elders will not attack but
  the characters will never truly be welcomed back in Cuitzilli
  again.
  The markets will shun the characters and Asquel’s family
  will be forced to return their newfound wealth.
  Caverns of the Sea Demon
  Even in visible range of the shore the water gets very deep,
  very quickly. The ixitxachitl has found some natural caverns
  on the sea floor where it has taken up a temporary residence.
  11
  
  It would likely remain here only until it is confident Cuitzilli
  becomes uninhabited out of sheer cruelty. At such a point in
  time, it would dismiss the creatures it has summoned and
  return to its lagoon to the north. The merrow would likely
  remain and continue to inhabit the caverns.
  Room 1: Entrance
  The entrance to the caverns are covered in a thick bed of kelp
  obscuring the entrance. Even so, the sea floor is otherwise
  nondescript, and the contrast makes the entrance relatively
  easy to find. In order to do so, the PCs should make an
  Intelligence (Investigation) check or Wisdom (Perception)
  check, each with a DC of 10.
  What the characters will likely not notice however (both
  DCs increased to 19) is the carnivorous, ambulatory kelp that
  intermixes with the more mundane varieties. The kelp is fast
  growing and its spores permeate the mundane varieties. The
  kelp is incredibly fast growing, and if the players leave the
  caverns to rest, it will have fully grown back by the time they
  return.
  If the PCs ever leave the caverns to rest elsewhere, the kelp
  will have regrown by the time they return. There is no way for
  them to permanently remove the recurring menace.
  The statistics for the carnivorous kelp can be found in the
  appendix.
  Room 2: Cavern of Merrow
  The merrow in rooms 2 and 3 were actually the first creatures
  summoned by the Black Pearl, but the sea demon finds them
  pleasing, and prefers to use them as valuable guards rather
  than raiders.
  Three merrow occupy this chamber at all times, with the
  rare exception of when one is searching for food. The merrow
  carry a total of ten small pearls worth 25 gp each here.
  Room 3: False Hoard
  Only two merrow occupy this cave and they seem to be
  guarding a sunken treasure chest. The merrow make a good
  show of defending their “hoard,” which is in fact a mimic.
  Should the PCs get to within reach of the mimic, it will
  attempt to surprise the PCs with its attack.
  Room 4: Effervescent Chamber
  As the characters get closer to the south most portion of this
  cave from elsewhere in the caverns, they will notice a definite
  drop in the water’s temperature. The cave’s ceiling is higher
  than others, reaching almost 40 feet at its highest point and
  the top half is filled with foul, but breathable air.
  A rare aquatic offshoot of brown mold has grown in this
  chamber and it keeps the other inhabitants away. The air is a
  byproduct of the mold’s natural body processes and small
  bubbles can constantly be seen floating up from the cave floor,
  causing an almost effervescent affect that isn’t quite enough to
  obscure sight.
  Every turn that the PCs start in this room, they will have to
  make a DC 12 Constitution saving throw. Any who fail take
  2d10 cold damage. The mold is part of the reason this branch
  of caves and tunnels is mostly unoccupied and pearl
  controlled creatures will only follow the PCs here if directly
  commanded by the ixitxachitl. The sea demon itself will not
  pursue characters fleeing characters here, but will instead
  attempt to head towards the merrow chambers to eventually
  cut them off from escaping.
  Room 5: Pillar Room
  The temperature in this room is still noticeably
  uncomfortable, but it is not damaging and it is safe to rest in
  here, as no minions will willingly pass through Room 4 to get
  here. There is a long, thin stone in the room's center which
  almost reaches the ceiling and looks somehow out of place.
  The pillar is not free of sea flora but the players will easily
  note a symbol engraved deeply into the pillar.
  Make an Intelligence (Religion) check based on the
  characters’ background (DC 10 for native born, or DC 15 for
  Faerûnian characters) to pick up on the fact that the symbol is
  of the mother goddess Maztica.
  Any player who touches the symbol will suddenly feel warm
  despite the chilled waters and have a vision of the dead
  goddess who beckons them from atop a pyramid that
  stretches beyond the edge of sight. Before the character can
  do anything the vision ends.
  At this point the character will gain Inspiration. Each
  character can only have the vision and gain its benefit once
  however. They are now also immune to the cold damage dealt
  from the aquatic brown mold, but not other forms of cold.
  This is the first real hint connecting the PCs to the greater
  adventure epic, and throughout the upcoming days, you might
  want to remind PCs of their vision which may recur while they
  dream.
  12
  
  Room 6: The Artist
  The only remaining resident of these caves prior to its
  occupation by the ixitxachitl is a strange chuul whose
  alignment is CN. This chuul has a penchant for artistry.
  As the players enter this chamber, read the following.
  A greenish glowing light permeates the chamber and you see a
  large tentacled lobster-like creature in the far corner of the
  room. Its back is turned to you and it seems to pay you no
  mind.
  The glow comes from what you can only describe as
  “paintings” on the inside of large clamshells that are scattered
  throughout the chamber. For every shell that glows, there are
  ten scattered about that appear to have gone dark.
  Unlike the vast majority of its kin, this chuul is not necessarily
  hostile and it is content to be left alone. Long ago, the chuul
  was under the direct influence of an aboleth that fled for other
  regions. The sudden disconnect drove the chuul insane and it
  discovered that it had an ability to take bioluminescence from
  surrounding waters and create a type of living pigment.
  Using the insides of giant clamshells, the chuul started to
  calm its mind by creating what it considers art using its
  tentacles and these new aquatic pigments. The ixitxachitl
  finds the chuul’s art pleasing and has left it alone.
  There is a form of aquatic sea lice in this cave that can
  easily become agitated and cause severe itching if the
  characters initiate any violent or sudden movements. If the
  PCs attack the chuul, they will suffer disadvantage on all
  melee attacks and casters will have to make a successful DC
  10 Constitution check to successfully initiate or maintain
  concentration. This effect wears off after the PCs leave the
  cavern.
  The pigments are actually made of millions of microscopic
  organisms and they tend to eventually die after a time, so the
  chuul’s work is temporary at best. There are currently three
  “living” clamshells that could fetch up to 3,000 gp each to a
  buyer and an additional masterpiece worth 5,000 gp. The
  phosphorescence dies within a single day out of water and a
  week if it remains underwater.
  If the PCs figure out a way to magically preserve the
  pigments, the chuul might even agree to trade such
  knowledge for its masterpiece.
  Room 7: Sahuagin Raiders
  This cave is where the ixitxachitl allows its next raiding party
  to settle before they are sent off to terrorize Cuitzilli.
  Currently there are 5 sahuagin and one baron sahuagin
  here, a slightly larger raiding force than the PCs might be
  used to.
  The baron sahuagin has some treasure in the form of 6
  uncut emeralds worth 200 gp each.
  Room 8: Reliquary of the Pearl
  The only item occupying this large chamber is the empty open
  clam that once held the Black Pearl of the sea demon.
  It is surrounded with the same phosphorescent glow that
  the chuul in Room 7 uses as a pigment. Read the following to
  the PCs when they enter the chamber.
  Surrounded by glowing water, you see what may be the largest
  clamshell you have ever seen. It is obvious that this must be
  the one that the young Asquel spoke of. A pad of pinkish flesh
  lays in the clams center, openly waiting for its prize.
  If the players believe somehow that returning the Black Pearl
  will sate the ixitxachitl’s wrath, they are sorely mistaken.
  However, they are certainly free to try and thereby trigger this
  clever trap.
  Any PC who places the Black Pearl in the clam will need to
  make a successful DC 14 Dexterity saving throw or become
  trapped by the clam which instantly snaps shut. The PCs can
  free their companion by doing at least 100 points of damage
  to the clamshell which is AC 16, but at the start of each turn,
  the pressure exerted by the clam will do 4d8 bludgeoning
  damage to the trapped victim. A trapped creature cannot cast
  spells or make attacks of their own.
  The sahuagin raiders from Room 7 will also be alerted and
  arrive in a single turn as a large roar emanates from Room 9.
  This battle could be quite deadly for the PCs if they are short
  a member.
  Room 9: The Sea Demon
  In this, the largest of all the caves you have encountered so far,
  you see a creature that reminds you of why you sometimes fear
  the depths of the sea.
  Superficially, it resembles the gentle rays of the oceans, but
  its glowing red eyes and horribly fanged teeth give the creature
  a demonic countenance.
  The sea demon does not address you, or hesitate in the
  slightest – it immediately goes on the attack.
  The Maztican ixitxaxhitl is a CR9 monster, and as such, this
  is a challenging battle for the players. To make matters worse,
  if there are any remaining merrow or sahuagin in the caverns
  they may come to the aid of the monstrosity.
  13
  
  The Maztican ixitxachitl's attack is relatively straightforward
  and if the players are fully rested the battle is most definitely
  winnable. The creature is stubborn, and will refuse to flee
  from what it considers to be lesser creatures.
  Conclusion
  As the sea demon breathes its last breath , the magic in the
  Black Pearl dies with it, but its value as a treasure of the sea
  remains. Cuitzilli’s elders have no desire to see the Pearl
  returned and consider it a worthy parting gift to the
  adventurers that saved their town.
  Icnoyotl is extremely impressed with the PCs and might be
  the source of additional adventures. While arrogant, he is a
  trustworthy patron. Though it is slightly out of character, he
  sees to it that Asquel’s family never has need nor want again.
  Life in Cuitzilli, thanks to the PCs returns to normal within
  a few weeks, and the players will always be welcomed here.
  Appendix
  The following new monsters and magic item can be found
  within this chapter of the adventure.
  Carnivorous Kelp
  Carnivorous kelp is an underwater menace which is very
  difficult to eradicate completely. It grows back within a single
  day to full strength as long as it receives enough sunlight
  filtering through the surface of the ocean. It is believed to have
  been spawned in much the same way that assassin vines were
  created, or at least have some relationship to such deadly
  flora.
  14
  
  Maztican Ixitxachitl
  Ixitxachitl are a menace throughout Toril. They plague the
  seas, rivers and most notably the underdark waterways. The
  Maztican ixitxachitl is similar in shape to its Faerûnian
  brethren, but it is far more primitive of a creature, far larger,
  and less intelligent. However, its cruelty is unmatched, earning
  it the nickname among native Mazticans as the “Sea Demon.”
  Primeval Being. If Maztican ixitxachitl are aware of their
  connection to their lesser kin in Faerûn, they don’t show it.
  Sea demons only know that they always have been and there
  are legends of their existence from the earliest of ages.
  Perhaps the giant sea dwelling scorpionfolk known as the
  palophonti know more of their origins, but they certainly
  aren’t telling.
  Black Pearls. Every sea demon is connected to a fist sized,
  magical black pearl. The pearl is grown in hidden lagoons that
  the ixitxachitl protects violently, but once the pearl is fully
  grown and active, the sea demon allows it to fall into the
  hands of others. The sea demon can activate its magic at up to
  a mile distant and it can be used to draw evil sea creatures to
  either the location of the ixitxachitl or the pearl itself.
  The sea demon can directly command those it draws to its
  own presence. Destroying a Black Pearl is simple, but their
  value at 5,000 gp makes this undesirable to most, and many
  will ignore the havoc they are causing, even if they suspect the
  source. The Sea Demon understands the greed of mankind
  well enough.
  15
  
  Sand Shark
  No doubt the result of magical experimentation, sand sharks
  are strange creatures that resemble normal reef sharks, but
  live in a far different environment.
  Difficult to Kill. Sand sharks are aware that they are nearly
  unassailable when burrowing. When they are close to death,
  they will stay deep in the sand until the rest of their pack
  finishes off an opponent.
  Magical Creations. Sand sharks were once normal reef
  sharks, but undoubtedly some wizard or other practitioner of
  magic created them to protect the shores of his or her
  beachfront tower. The sand sharks, whether intended or not,
  spread out by traveling under the seas along routes of soft
  sand and sediment.
  Eleuia's Bracelet
  Wondrous item, very rare (requires attunement) [teoatl]
  Eleuia’s bracelet is a permanent teoatl talisman that has been
  infused with magic of the sea. The bracelet has numerous
  charms made of shells and other thematic representations of
  the sea connected to its golden band.
  If the wearer is in or on a sea which would normally contain
  reef sharks, he may summon 1d4 to come to his aid once each
  week. The sharks can understand simple commands even
  from underwater, but are not intelligent enough for complex
  actions.
  In addition, the wearer has advantage on all checks that
  involve swimming and may hold his or her breath for twice as
  long as normal.
  16
  
  THE MAZTICAN BALL GAME
  THE MAZTICAN BALL GAME
  THE MAZTICAN BALL GAME
  THE MAZTICAN BALL GAME
  THE MAZTICAN BALL GAME
  
  Chapter 2 - The Maztican Ball Game
  W
  ith all of the adventuring, monster slaying and
  treasure collecting that goes on daily in the
  Realms, it might be hard to imagine that there
  are also activities that don’t require spells or
  swords. Though culturally, the consequences
  might still be important, the Maztican Ball
  Game may be exactly such an activity.
  Introduction
  This book is the second chapter in the Mother of Life epic
  adventure. It is far different than any of the other chapters and
  includes the mechanics for a sport known as ōllamaliztli as
  much as it has encounters for the PCs to overcome.
  In reality, DMs who wish to skip this chapter could do so
  easily, but it will give the players a unique interlude to the
  monster bashing that occurs in most other adventures. This
  does not mean that the chapter doesn't have its own
  challenges!
  In addition to the mechanics, this book also defines the
  Grand Tournament; a competition that occurs in Kultaka once
  every five years and whose winners become historical figures
  in the True World.
  Ōllamaliztli over the centuries has become a cultural
  phenomenon for the whole of the True World. The sport has
  spread to Faerûn, and one day soon we might see
  Waterdhavian nobles drinking copious amounts of octal while
  watching their favorite athletes perform.
  What is the Ball Game?
  The Maztican ball game has existed for hundreds, if not a
  thousand or more years in Maztica and is practiced among
  myriad cultures from Far Payit all the way to Huacli and
  Kolan.
  None know who actually invented the game but all are
  certain that its origin was in one of the city-states of Huacli.
  The game’s true name is Pokolpok, whose origin is actually
  from the dead language Téenek. Téenek was last spoken in its
  pure form over 1,000 years ago in Huacli, though some words
  and phrases can still be found in modern times.
  The Nexalans were the first to popularize the game and
  they gave it the name ōllamaliztli which is the most commonly
  used name today, though in Payit, “Tlachtli” has also
  maintained some popularity. In their ignorance and difficulty
  with the Nexalan inflection, newcomers from Faerûn call the
  game "Poke-a-Tok", a derivative of the Téenek name, but those
  who use this name today are often ridiculed.
  The version of the rules presented below are the most
  common for ōllamaliztli, but there are dozens of variations.
  Ōllamaliztli Significance
  The Maztican ball game has grown in popularity and changed
  its rules into many forms. It has held religious significance,
  and both its winners and losers have been the subjects of
  sacrifice to the gods in varying locations and times.
  Plutoq is known to favor the game, and his more
  bloodthirsty priests tended to lead the ceremonies of sacrifice
  in the past. Typically, Plutoq’s priests only sacrificed the
  willing winners of major tournaments that often lasted many
  years in Huacli and the participants were considered honored
  and guaranteed a place by Plutoq’s side in the afterlife.
  Plutoq is even rumored to have taken the form of a human
  in the past to observe or even participate in the game.
  Strangers are known to be treated like royalty in Otomi in
  particular if they demonstrate exceptional natural talent. After
  all, they could always be the mountain god in disguise.
  Zaltec, not to be outdone, used the game in Nexal and
  Kultaka as an excuse to slaughter. In almost direct opposition
  to Plutoq’s tournaments, only the best players or teams
  avoided the ministrations of the obsidian blade.
  Kiltzi, and to a lesser extent Qotal, look upon the game
  favorably as its outcomes have often been used to settle local
  disputes peacefully in the past.
  The Ōllamaliztli Court
  The court is typically 50 feet wide by 100 feet long and
  sunken 30 feet below into the ground with solid stone walls
  on all sides and a compacted clay floor. Grandstands rise up
  from the edges of the walls on all sides.
  The court is divided in two halves by a midcourt line. At the
  midcourt line, 15 feet up on either side is a vertical ring 12
  inches in diameter. Along the back portion of each court half
  (the baseline) is a goal that is recessed into the wall.
  The goal is 20 feet wide, by 10 feet high, by 5 feet deep.
  Typically, a removable hemp net is attached to the goals, but
  on occasion these are replaced with retractable fences.
  Some courts have secondary uses, such as gladiatorial
  battles, and the goals can be used as holding pens for
  combatants and wild beasts.
  A dashed line 20 feet from each goal runs the width of the
  court. Another dashed line surrounds the vertical rings at a
  distance of 10 feet.
  There is a cross mark at center court. Some courts have
  floors which angle slightly starting 15 feet from each side wall
  that reach 5 feet up when they intersect the walls.
  Game Rules
  The rules of the game vary by region, and can be easily altered
  to suit your campaign. There are dozens of versions that have
  been practiced throughout history.
  Setup
  The Ball Game is played by 2 teams of 4 players each, though
  it may be played by more in some scenarios as long as both
  teams have even numbers. The game is played with a 6 inch
  diameter solid rubber ball made from native Maztican rubber
  trees.
  18
  
  Objective and Scoring
  The first team to 3 points wins the game. The best out of 3
  wins a match. Most afternoon contests consist of a single
  match. In playoff or tournaments, longer set or series can be
  played which is the best out of 3 matches.
  When a ball ends up in your opponent's goal, it earns you
  one point. If the ball goes through a vertical ring earns your
  team 3 points which is an automatic victory for that game.
  This is exceedingly rare and doing so will make that player
  something of a local legend. Shots can only be attempted from
  inside the associated zones (i.e. from within 20 feet of a goal,
  or 10 feet of a vertical ring).
  Starting Play
  The game begins with one player from each side coming to
  center court at the cross mark. A referee holds the ball at the
  game’s start within the palm of his hand. On his whistle, each
  player attempts to smack the ball out of his hand, backwards
  towards one of their teammates.
  This “slap ball” procedure is repeated to get the ball back
  into play after a goal, or if it is ever knocked into the
  grandstands. This is the only time a player may touch the ball
  with his hand on offense.
  Advancing the Ball
  The ball can be advanced by touching it with any part of your
  body except feet and hands. The ball can be advanced by
  “dribbling” it on one's knees in sort of a high-stepping motion,
  or with their elbows by bouncing it off the court.
  The ball is more commonly advanced via passing.
  Opponents may use any part of their body, including feet and
  hands, to intercept a pass or block a shot. However, they may
  not grasp the ball at any point.
  Shoving or “checking” is totally legal, and a fan favorite part
  of the game.
  Violating a rule gives the opposing team automatic control
  of a ball after a moment of stopped play at the location of the
  violation.
  Positioning
  Players may begin the game wherever they like, so long as
  they are behind their team mate who is participating in the
  “slap ball.” Otherwise, there are no restrictions on positioning
  at other points of the game.
  Other Considerations
  The use of magic, weapons and racial magical abilities (like
  misty step) are strictly forbidden in the ball game. Participants
  may also not use any other form of movement such as flying
  or burrowing while playing.
  Gametime Mechanics
  Start by rolling initiative for all players as you would in a
  standard combat. Note that every check in this section that is
  given an unassigned DC Ability check, is the player’s choice of
  either Strength (Athletics) or Dexterity (Acrobatics) as some
  player’s use finesse, while others try to muscle their way to
  victory.
  Slap Ball
  Each team picks one player to go to center court to participate
  in the “slap ball.” Each player makes an opposing Dexterity
  (Sleight of Hand) check, the player with the higher score
  successfully knocks the ball back to a team mate of their
  choice.
  Actions
  Actions are basically the same rules as in combat. Players can
  move, dash, disengage, attack (though the only attack allowed
  is a shove/check), steal, block, pass, dribble and shoot.
  Dribble
  A player must succeed on a DC 5 check to get the ball under
  control to dribble it with their knees or elbows. If successful
  the player can then move, but their movement is slowed by
  half their walking speed (dribbling a hard rubber ball is
  tougher than just running straight ahead).
  A player can choose to move more carefully when dribbling,
  which negates the DC5 check. However, in this case, the
  player may only move at 1/3 their normal speed, rounded
  upwards.
  Dash
  The same rules apply as in combat.
  Pass
  A player must succeed on a DC 8 check to pass the ball. The
  ball can be passed 30 feet. For every increment of 5 feet
  beyond 30, add 2 to the DC. On a failed check, the ball is
  fumbled and is now a loose ball in that player’s square.
  Any other player within their reach can obtain the ball as a
  bonus action.
  Passes can be bent up to 45 degrees at a cost of 1/2 the
  travel distance. Passes can also be bounced off the sidewalls
  and ricochet in a direction the passer intends at a cost of 1/2
  the pass travel distance.
  Receiving a Pass
  Receiving a pass is done as a reaction to a ball coming into a
  player's area, and thus it doesn’t take an action. To receive a
  pass a player must succeed on a DC 8 check to successfully
  receive and control a pass.
  On a failed check the ball is fumbled and is now a loose ball
  in that player’s square, any other player within reach can
  obtain the ball as a bonus action.
  Any time a player receives the ball on a pass, as a reaction
  they can either shoot or pass themselves immediately.
  Intercepting a Pass
  As a reaction, a player can intercept a pass with a DC 15
  Dexterity (Sleight of Hand) check when the ball goes through
  a square within their reach.
  If the ball actually passes through the square the player is
  occupying, they have advantage on the roll.
  Stealing the Ball
  Any player within reach of the player possessing the ball can
  attempt to steal it. Each player makes a Dexterity (Sleight of
  Hand) check, the winner now possesses the ball. On a steal
  attempt the player who started with the ball has advantage on
  the check.
  19
  
  Goal Shot
  Any player within the 20 foot strike/attack zone may attempt a
  shot on goal. It is a DC 10 check to shoot accurately on goal
  which is slightly more difficult than simply advancing the ball.
  A failed check results in the ball being fumbled and in such a
  circumstance, it is now a loose ball in that player’s square and
  any other player within reach can obtain the ball as a bonus
  action.
  Missed shots on goal result in the ball being fumbled in
  front of the goal and it also becomes a loose ball.
  Ring Shot
  Players may attempt to score on either vertical ring. Any
  player within the 10 foot strike/attack zone of a vertical ring
  can attempt a shot.
  Given the circular nature of the attack zone, players only
  need to be standing partially in the circle (representing at
  least one foot in the attack zone).
  A successful DC 20 check is required to put the ball
  through the ring and score. A failed check results in the ball
  being fumbled, it which case it is now a loose ball in that
  player’s square and any other player within reach can obtain
  the ball as a bonus action.
  Missed shots on a ring result in the ball being fumbled in
  front of the ring and it becomes a loose ball.
  Blocking a Shot
  As a reaction, any player within reach of a player shooting, or
  within reach of a player’s target, can attempt to block with a
  DC 15 check.
  On a successful block the player who blocked the ball can
  deflect the ball 10 feet in any direction or gain its possession.
  On a failed check, it may be blocked by another defender
  within reach, or it reaches its intended target, possibly
  resulting in a score.
  Shoving and Checking
  Players may shove opposing players as they would in combat.
  The shoving player must use Strength (Athletics) versus the
  “victim’s” Strength (Athletics) or Dexterity (Acrobatics) save
  (victim’s choice). If the shove succeeds the player who was
  shoved is knocked prone.
  Help
  Much as it is in combat, players can help one another. If a
  player is within reach of a teammate they can help them on
  their next action, providing advantage to that player’s check.
  This assistance is thematically something like setting a pick
  or perhaps lifting a teammate up into the air to help them get
  a shot off over the other contestants.
  Delay
  As in combat, a player can delay their turn in initiative and
  trigger it as a specified time.
  Wall Run
  Players can run up the side walls at up to 1/2 of their walking
  speed if they make a successful DC 15 Dexterity (Acrobatics)
  check.
  A player making a wall run can avoids all opportunity
  attacks and can occupy the same square as an opponent or
  ally.
  Wall runs are often used to help score Ring Shots. A player
  can attempt to wall run, receive a pass and then shoot a ring
  shot. A Ring Shot attempted from a position on the wall is at
  advantage unless of an opponent has also done a successful
  wall run and is within reach.
  A player who finishes their turn on the side of the wall falls
  prone, which is often considered a price well worth paying if a
  ring shot has just been scored.
  A tactical move that often leads to a ring shot is if Player A
  possesses the ball, while Player B attempts the wall run.
  Player A delays their action until Player B is in position.
  Player A then fires a pass to Player B who can still receive the
  pass and attempt to shoot it through the ring.
  20
  
  Opportunity Attacks
  As in combat, be careful crossing through your opponent's
  reach, he may shove you over! 
  Optional Rules and Mechanics
  The following rules and mechanics are optional. While they
  might complicate the game, they might also be used to enrich
  the sport and its realism.
  Optional Rule: The Long Shot
  You might want to allow players to shoot from greater
  distances, and different regions of Maztica have different
  variations on this rule.
  If you choose this option, players can attempt shots from
  outside the associated "attack zones". The first 3 squares
  beyond the goals are at a DC 15, the next 3 are DC 20. Shots
  may not be taken from beyond half court.
  For ring shots, the next 3 squares outside the main attack
  zone are at DC 30 and DC 35 beyond that. 
  Optional Mechanic: Injuries
  If you want to take into account that players might become
  injured, roll a Constitution save every time a player is knocked
  prone by either being shoved or falling from a wall run.
  The save DC is 7 for being shoved and DC 10 for the wall
  run. If they fail the save, they are injured and must either
  make a substitution for another player or continue to play
  while moving at half speed and taking Disadvantage on all
  game checks.
  Most venues will stop the game for a substitution, at which
  point a new Slap Ball occurs at the midcourt line. 
  Optional Mechanic: Home Court
  If the DM wants to include the effects of a home court
  advantage, each player on the team could be given inspiration
  on a single ability check during a game. This may also be
  given if the DM determines the crowd is particularly raucous
  for either or both teams during a high stakes, or
  championship game. 
  Optional Mechanic: Scaling the Game
  The mechanics for ōllamaliztli are designed for characters in
  the first tier to maintain a competitive game. High level
  characters, particularly if they have proficiency in acrobatics
  or athletics, can be quite effective at the game, defeating the
  competition in short order.
  When there is a level imbalance, this is as it should be; as
  higher level characters are assumed to be greater in talent.
  When teams are more evenly matched in level, however, the
  game should not always be a quick win. Great offense will
  undoubtedly be negated or at least slowed by equally great
  defense.
  Take the average level of all players on each team, and the
  average level of all players on the court. If the average level of
  each team is greater than three levels, do not use this
  mechanic; let the far less talented team get slaughtered.
  However, if the teams are evenly matched (average levels
  are three or less) you should adjust all of the game DCs
  according to the overall average as follows.
  Average Player Level
  DC Increase
  1-4
  +0
  5-8
  +1
  9-12
  +2
  13-16
  +3
  17-20
  +4
  The Grand Tournament
  Although the sport may have begun long ago in Huacli, the
  Kultakans currently have the largest tournament of
  ōllamaliztli in the True World and they have for close to a
  century.
  Teams come from all over and are even diverse enough to
  include the occasional Nexalan team of orcs. This is the only
  time that any such creature would ever be allowed to walk
  into Kultaka without being slain instantly. The tournament
  itself is held in a village that lies within sight of that poisoned
  homeland of the beasts of the Viperhand.
  The village is named Tonaltzintli and when the Grand
  Tournament is held, it becomes a bustling city for many moons
  before and after. The tournament is known everywhere and
  the names of its champions are spread far and wide by the
  traveling merchants known as pochteca.
  It only occurs only once every five years so teams practice
  and train hard during these long intermissions. The prizes for
  winners are known to be grand, but the pride for one’s home
  nation is also worth more than any amount of gold to most of
  those who compete.
  Champions become legends as much as any adventurer
  ever could.
  Entering the Tournament
  Teams need to be sponsored by a nation or other power group
  which they will represent in the tournament.
  In the past, the Payit, the Far Payit, the Kultakans, the
  Otomi (representing all of Huacli), Kolan, Pezelac, the Green
  Folk, the Tabaxi, the Desert Dwarves, Helmsport, the Short
  Folk and yes, even the orcs of Nexal have fielded teams.
  There are also teams that specifically represent a single
  faith or deity – Plutoq, Qotal and Eha all have teams
  sponsored by their temples.
  A decade ago, dragonborn settlers originally from the world
  of Abeir put together a team of their own, but have yet to truly
  master the game rules. They have lost in the first round on
  both of their appearances, but this year’s team is said to be
  much improved.
  If the players want to be included, they need to find a
  sponsor. If the players approach a power group, the DM can
  simply determine that the group has decided to be a sponsor
  or they may require the PCs to perform some kind of task in
  order to insure sponsorship. This can lead to other adventures
  if the DM so desires.
  In keeping with the Mother of Life" adventure, one power
  group seeks out the party shortly after their involvement in the
  events of The Sea Demon's Pearl. They are a druidic order
  dedicated to the dead goddess Maztica.
  21
  
  22
  
  Members of this organization have been cropping up all over
  the True World in recent years waiting for what they believe
  will be the return of the goddess and a victory in this
  tournament will bring them needed attention. If the player's
  have had visions of the goddess from their involvement in the
  prior chapter, the druids can sense the player's connection to
  MAztica and seek them out.
  The tournament does not require any sort of entrance fee.
  The marketplaces in Kultaka are flooded with monetary
  exchange during this event and locals benefit greatly.
  All costs are provided by the Kultakan government due to
  the economic surge and the individual athletes are for want of
  nothing during their stay in Kultaka.
  Tournament Rules
  The tournament is a bracket competition where matchups are
  randomized. The number of teams in the competition
  occasionally requires teams to receive a bye, and their
  selection is also random.
  Violence of any sort is strictly prohibited, and there are over
  two dozen of Kultaka’s finest jaguar knights, hishnashapers
  and hishnacasters ensuring that rivalries or standard hatreds
  do not reach the point of bloodshed.
  The Games: Day 1
  The games will occur in the order given below with some
  colorful descriptions of the happenings and results of each
  game. When the players’ game comes up, statistics and a
  description of the opposing team will be given along with
  relevant game modifiers.
  Note that the tournament lasts four days in total. There are
  four games on the first, second and third days, with the two
  semifinal games and finals on the fourth.
  Tabaxi vs. Payit
  This game is an energetic and perfect first matchup between
  two teams with similar playing styles. The tabaxi turn out to
  be simply too quick for the Payit team (who incidentally made
  it to the semifinals five years prior) and win the match 3-1.
  The Payit and their fans are disappointed, but after the loss,
  most stay and switch their allegiance to a second favorite such
  as Far Payit or Pezelac.
  Pezelac vs. Nexal
  No matter whom they are actually at the tournament to watch,
  the entire crowd roots for Pezelac in this matchup. This gives
  the players inspiration and Klatilli, the team’s sole female
  member, scores within the first minute of the game.
  Though it falls short of actual jeering, possibly out of fear of
  the orcs, the crowd is all but silent when the orcs score or
  make a move.
  Other than their reactions, this game goes quite smoothly.
  Alas, to everyone’s disappointment, the orcs are simply too big
  and they muscle their way past Pezelac 3-2.
  Pezelac’s fans keep their interest as an upcoming match
  includes the dragonborn who are relative newcomers to their
  nation.
  Desert Dwarves vs. The Short Folk
  This matchup causes great mirth among the spectators and
  disparaging comments about height are quite frequent in the
  crowd. The dwarves use their strength to overpower the Short
  Folk and the score is 2-0 rather quickly.
  Then one of the dwarves falls to the floor and begins
  drooling after being checked by a filthy looking halfling that
  swears incessantly in his native tongue. The short folk come
  back after a substitution is made and tie the game 2-2.
  As the teams continue to compete, Hishnashapers detect
  that the dwarf was poisoned using kurari poison. All of the
  halflings are searched and as suspected, the dirty halfling was
  wearing a hishna ring that could inject poison on contact.
  The halflings are ejected from the tournament and banned
  for the following decade. The dwarves, who were highly
  favored to at least make it to the finals this year, are more than
  angry that their best player could not finish the tournament.
  This incident has the potential to cause diplomatic issues
  between the two peoples.
  Dragonborn vs. Green Folk
  The dragonborn have yet to ever win a game since they first
  entered a team. This game is extremely defensive and
  remains 0-0 for an extended portion of time. No one can seem
  to score until the unthinkable occurs. One of the dragonborn,
  an agile member of the Maztican newcomers named Tekamal,
  takes a random shot at one of the side rings and miraculously,
  it scores!
  The normally stoic dragonborn fly into a fit of celebration
  and the crowd goes wild. The dragonborn remain the beloved
  underdog team that wins the hearts of many. This goes a long
  way towards changing opinions of the newcomers to the True
  World.
  The Green Folk, mysterious and silent as they are,
  disappear within moments of losing, as do the few that came
  to watch them.
  The Games: Day 2
  The second day of the tournament starts earlier as most that
  have come to observe the games have already arrived in
  Kultaka and there are short interludes of entertainment
  between the games.
  Whomever the PCs are playing for, they are the first to play.
  As a relative unknown going up against a mediocre team, the
  game is not well attended.
  The PCs vs. Kolan
  Kolan’s team consists of four players and one substitute
  should anyone get injured. The team consists of the following
  players, all of whom are level 3 characters (class is irrelevant
  and proficiencies are given below).
  Player 1: Dexterity 15 (+2), Proficient in Sleight of Hand
  and Acrobatics (+2). This player starts the game with the Slap
  Ball.
  Player 2: Dexterity 16 (+3), Proficient in Acrobatics (+2).
  This player is the leading scorer for Kolan.
  23
  
      
  Player 3: Strength 14 (+2). Proficient in Athletics (+2). This
  player loves to shove other players and sometimes does so
  when the move isn’t even particularly tactical.
  The crowd seems to love it, and he enjoys the response.
  Player 4: Strength 13 (+1). Proficient in Athletics (+2). A
  younger player with a good future in the game, but has yet to
  really reach his potential.
  Substitute: Dexterity 13 (+1). Proficient in Acrobatics (+2).
  A veteran of these tournaments, this player is past his prime
  but was once a crowd favorite.
  He is not as agile as he once was and repeated injuries, in
  addition to advancing age, have slowed him down. If he enters
  the game, the crowd will go wild, giving him inspiration.
  If the players win by two points or shut out the other team,
  they too will become crowd favorites and will draw attention
  the following day in the markets.
  Merchants will offer them heavily discounted wares (50%
  off) if they agree to wear or hold the purchased materials
  during the tournament.
  Kultaka vs. Far Payit
  This game is mildly embarrassing and frustrating to those
  who traveled many days to watch Far Payit play. The highly
  skilled Kultakans aid and assist each other repeatedly,
  performing wall runs and blocking almost any shot the Far
  Payit attempt.
  The game is over quickly and Far Payit loses 3-0.
  Entertainment - The Gladiator
  After the Kultaka/Far Payit debacle, two dozen jaguar knights
  ring the edges of the court and at least as many drums begin
  to beat from among the crowd.
  A muscular Kultakan enters the court from one goal to the
  roar of the crowd. He wields a massive maca in one hand and
  wears only war paint and a small loincloth.
  At the opposite goal, the players will first hear a roar that
  silences the crowd, and then they gasp as a purple black
  puma-like creature enters the court. The creature is no
  ordinary puma, however, as its six legs and pronged tentacles
  would suggest. The creature is hard to place in any one
  location and its movements are difficult to follow.
  The Nexalans, who have otherwise behaved quite well
  during the tournament, are riled by this creature’s presence.
  At this point, the DM has an option. If he would like an
  actual encounter to occur that requires combat, the orcs of
  Nexal could start a riot. This creature is a displacer beast,
  which in some ways is sacred to the beasts of the Viperhand.
  While these competing orcs are not members of that vile
  organization, they are quite used to obeying their jagre
  masters; ogres who can take the form of such a creature.
  The distraction causes the gladiator to lose focus and he is
  ultimately slain by the displacer beast’s tentacle attack. Worse
  yet, a small tabaxi child falls to the court floor only 30 feet
  from the displacer beast and gains the creature’s attention.
  Busy with calming the riot and getting the orcs under control,
  the Kultakan jaguar knights are of no help during the battle.
  There are a number of potential rewards for rescuing the
  tabaxi child. For one, the child’s clan approaches the players
  the following day and hands to them a beautifully woven hemp
  necklace. The necklace is not magical, but it depicts an
  extremely skilled figure of what they explain to be the Cat
  Lord; a god of sorts worshiped by the tabaxi.
  The necklace does not contain any precious materials but
  could be worth 300 gp for its craftsmanship. Its true value,
  however, is more in its use as an indicator that the wearer has
  provided some great service to the tabaxi. Any first encounter
  with tabaxi will always give the wearer advantage in any
  Charisma based checks unless the wearer attacks.
  24
  
  The Kultakans will also be grateful that their tournament was
  not ruined by the death of the tabaxi child. The team will take
  it easier on the players during the championship game, and
  the crowd will no longer give the Kultakans “home court”
  advantage.
  Qotal vs. the Otomi
  As the crowd simmers, the players may be surprised to see
  that the orcs have not been slain, nor have they caused any
  damage to anything living.
  The incident is quickly passed on by as two new contenders
  enter the court. The Otomi ignore the pooled blood that stains
  their half of the court while those who represent Qotal look
  upon it in disgust.
  After such an exciting afternoon, the game goes relatively
  without incident. After a particularly hard shove, it is thought
  that one of Qotal’s team members was injured, but he returns
  to score what ends up their only goal.
  In the end the Otomi win 3-1.
  Plutoq vs. Helmsport
  If there is any team that is despised more than the Nexalans,
  it is the players of Helmsport.
  Plutoq’s faithful consists of two desert dwarves and two
  stocky humans who appear to be almost as dwarven as their
  teammates. Shockingly, the PCs might eventually notice that
  one is, in fact, a female.
  Plutoq's team controls the ball for the vast majority of the
  game and the folk from Helmsport really don’t stand a chance.
  Perhaps they could have beaten the dragonborn, but there
  was no way otherwise that they would advance to the second
  round.
  Plutoq’s faithful muscle their way to a 3-0 victory.
  Chants of “poke-a-tok!” resonate from the crowd; a
  pejorative name once misused by the invaders from Amn in
  reference to the game and now used only to embarrass Amn’s
  pale skinned descendants.
  Entertainment - Bard and Birds
  Qotal’s faithful brought a contingent with them to help
  entertain the crowd and garner favor with the Kultakans
  where not many temples of Qotal can be found.
  This troupe takes the form of a humanoid plumazotl bard
  and five bird plumazotl. Very few of the attendees have ever
  witnessed such creatures and even after the chaos and
  excitement of the game, along with copious amounts of octal
  being drunk, the crowd quickly quiets.
  The humanoid is shaped like a man but his body is
  comprised completely of feathers. His assortment of
  instruments is also apparently formed of the same plumage.
  The bird plumazotl which accompany him sing while he
  plays. Somehow the music is both haunting and uplifting and
  though he plays for only a few short songs, the crowd leaves
  satisfied and ready for the playoffs the following day.
  Playoffs: Day 3
  The excitement during the playoffs is palpable both on and off
  the field. Now that the less talented teams have been
  eliminated, the competition gets stiffer and the games become
  more intense. Shoving and wall running moves increase
  dramatically as every player wants to please the crowd.
  Tabaxi vs. The Desert Dwarves
  This game is a pure pleasure to watch, with the extremes of
  both styles of play competing at the highest of levels. The
  tabaxi finesse their way through the desert dwarves and score
  quickly with a wall run, but the dwarves answer back by
  shoving their way through to the goal.
  The game is 1-1, then 2-1, then 2-2. Finally, the most
  talented player on the tabaxi team takes an unnecessary shot
  at the ring and he fumbles the ball. The desert dwarves pick
  up and dribble the ball past the last of the tabaxi defenders
  (who misses a steal) and the desert dwarves win 3-2.
  Both teams share a good natured and sportsman-like
  goodbye at the games conclusion.
  The Dragonborn vs. Nexal
  Tekamal, the dragonborn player who scored the ring shot in
  the match against the Green Folk, continues to show his skill
  in this game. He scores a few minutes in against the much
  more talented Nexalans.
  This is all to the great delight of the crowd, many of whom
  are still reeling from the earlier riot the orcs caused. Many
  called for the disqualification of the team, but since nothing
  technically occurred during a game, the Kultakans didn’t think
  it appropriate.
  One to nothing soon became 1-1, then 1-2 and finally 1-3.
  The dragonborn leave the court to a standing ovation;
  undoubtedly a team to watch in the next Grand Tournament.
  The PCs vs the Otomi
  The Otomi are experienced players who come from a long
  tradition of playing the ball game. With the exception of one
  player, they are mostly a finesse team, aiding each other
  where needed and constantly trying to steal the ball.
  If they are down 2-0 at any point or seem outmatched, they
  will start taking more shots at the ring, hoping to put the game
  away in one lucky moment. These players are all level 5
  characters (class is irrelevant and proficiencies are given
  below).
  Player 1: Dexterity 16 (+3), Proficient in Sleight of Hand
  and Acrobatics (+3). This player starts the game with the Slap
  Ball and he rarely loses. He is known to be a bit of an all-star
  and comes from many generations of players. The player is
  aging, but it hasn’t slowed him down a bit.
  Player 2: Strength 18 (+4), A bit of an oaf, this player is fond
  of shoving other players, but he isn’t otherwise a very talented
  player.
  He fits well on the team, however, filling a role of
  neutralizing other large players. He stands at over six and a
  half feet tall and is rather difficult to knock down.
  Player 3: Dexterity 15 (+2). Proficient in Acrobatics (+3).
  Though not as purely talented as Player 1, strong as Player 2
  or as nimble as Player 4, this female Otomi is both smart and
  patient. She almost never makes mistakes and keeps herself
  positioned far from others when controlling the ball.
  Controlling the ball is what she considers good strategy, and
  she believes that scoring will come when a good moment
  presents itself.
  Player 4: Dexterity 17 (+3). Player 4 is the youngest on the
  team and the most inexperienced but she is a natural talent.
  She loves to try the wall run and Player 2 has been trained to
  aid her in her favorite move.
  25
  
     Substitute: Dexterity 13 (+1). Proficient in Acrobatics (+3).
  The substitute was only recently replaced by Player 4 and he
  is not taking it well. He despises his teammate and is willing
  to embarrass her simply out of spite. He carries a mirror
  hidden in his tunic.
  This team is slightly more difficult to beat than the team
  from Kolan and really should be considering how popular the
  Ball Game is in Huacli. However, the players should still win
  this matchup if they use decent tactics.
  If you would like the players to gain a bit of an advantage,
  have the substitute player sabotage their own team by
  reflecting a light in Player 4’s eyes every time she attempts to
  shoot or make another important move. This will give Player 4
  disadvantage on whatever maneuver she is currently
  attempting.
  The judges, crowd, and even Player 4 herself will not be
  able to detect the source of the distraction considering it is
  coming from one of her own teammates!
  If the players win by two points or shut out the other team,
  they will receive even greater benefits and discounts than they
  received after their first win (75% off). Admirers of the
  opposite sex will flock to the players as well, leading to all
  manner of roleplaying possibilities.
  Kultaka vs. Plutoq's Faithful
  Another intense game to watch, this match lasts longer than
  all the others so far before the score is even 1-1. The defense
  is incredible, and judges mark a record number of blocked
  shots and steals.
  Plutoq’s faithful are outmatched talent wise, but they
  manage to take advantage of their physical strength and
  position themselves in such a way to keep their main scorer in
  possession of the ball. Eventually they strike again leading
  Kultaka 2-1.
  The unthinkable happens for a second time in this
  tournament however, as the jaguar knight player Ach-to wall
  runs and scores a near perfect ring shot. The second one of
  the tournament! Kultaka advances to the semifinals.
  Final Games: Day 4
  The rest of the tournament assumes that the PCs have won
  both of their first matches. If not, the Otomi would currently
  be in their position and would eventually defeat the Desert
  Dwarves, only to lose to Kultaka in the finals.
  If the Players have reached this point, the “adventure” is
  already considered successful and the Druids of Maztica have
  received the exposure they are looking for.
  The Players will receive the rewards from their benefactors
  at the end of the tournament. The remaining teams in the
  semifinals consist of the player characters, the Desert
  Dwarves, the Nexalans and Kultaka. Out of those four, the
  orcs are the only ones to actually fear the players and one of
  their players approaches the PCs just before the next match.
  The Offer
  The orc, smallest of his team but amiable in his own way,
  approaches one of the PCs in the early hours of the morning;
  long before the crowds arrive for the semifinals.
  He approaches in peace, with no obvious weapons or ill
  intent. He offers one of the players a small talisman of hishna
  shaped like a small beetle.
  The orc (truthfully) explains that the beetle is actually a
  fetish of a water bug common in Nexal known as axayacatl
  and a primary food source for the beasts of the Viperhand.
  This particular talisman is magical and can be chewed upon
  once each day. After the talisman is chewed upon (which
  requires an action), it will allow the user to make a single non
  attack action at advantage, even if the talisman is no longer in
  the character’s possession.
  This action could be a saving throw or proficiency check,
  but either way it can only be used once each day (and only by
  one person or being).
  The orc claims that the talisman is a gift that can help the
  players defeat the desert dwarves, whom the orcs despise.
  The axayacatl talisman is a hishna talisman and is truly a
  gift, but the orc’s intentions are not to defeat the desert
  dwarves. Rather, the uncommonly perceptive Nexalans have
  determined the players are actually more of a threat than the
  dwarves.
  When a being carries the blessing of the talisman (whether
  or not the actual talisman is in their possession or not), they
  detect as magical. This is a side effect the orc will not
  mention.
  The players can refuse the talisman, take it and use it, or
  simply claim that it will be used and pocket the item. If it is
  used, one of the hishnashaper judges will undoubtedly detect
  its magic and the players will be immediately disqualified,
  allowing the dwarves to advance.
  If it is refused, the orc grumbles his disapproval but does
  not push any further. Pocketing the item will anger the orcs,
  but there is nothing that they can do; the orcs fear their own
  disqualification in case the ruse is exposed.
  Players who try to cheat their way through the tournament
  get what they deserve.
  The PCs vs. The Desert Dwarves
  The desert dwarves are a cheerful lot and they are perhaps
  the most excitable of all the teams. They long for this type of
  competition and the current level of the teams they are playing
  make them all the more giddy.
  The dwarf team is pure strength, and despite their
  otherwise kind nature, they tend to play a bit rough. The
  players should not leave this game, win or lose, without a
  plethora of bruises.
  Remember, the players do not need to win this match in
  order to have earned a great deal of respect and satisfy
  Maztica’s druids. These players are all level 9 characters.
  Player 1: Dexterity 13 (+1), Strength 17 (+3), Proficient in
  Sleight of Hand and Athletics (+4). This player starts the game
  with the slap ball. The dwarf is a talented player, but he
  doesn’t usually win the Slap Ball against the more competitive
  teams.
  Player 2: Strength 18 (+4), Proficient in Athletics (+4).
  Short and built like a rock, this player loves to shove others,
  and there have been times where the entire opposing team
  was left lying on the court because of his style of play.
  Player 3: Strength 16 (+3). Proficient in Athletics (+4).
  Another solid player who uses brute force to dribble his way
  into shooting range, this dwarf is the highest team scorer,
  mostly due to assists from others who clear his way to the
  goal.
  26
  
     Player 4: Dexterity 14 (+2). Proficient in Acrobatics (+2).
  The sole female player on the dwarf squad and also the only
  one that uses any semblance of finesse. She took over this
  position in the game against the Short Folk. She has
  remained a starting player because the substitute has
  lingering effects still from the poison.
  Substitute: Unavailable
  Kultaka vs. Nexal
  If the players defeated the desert dwarves, this game is
  believed by most to be the actual championship game. The
  rivalry between Kultaka and Nexal runs high considering both
  nations are continuously at war with each other.
  The players (yes, even the orcs) for the most part, try to
  keep national politics out of the game and this isn’t the first
  time the two have matched up. Though the teams play and act
  as if they despise each other, there is more than a bit of
  mutual respect between the athletes. Pleading by the
  Kultakan players is in fact the deciding factor that the orcs
  weren’t disqualified for their rioting.
  As expected, the game is top notch when it comes to pure
  talent. There are very few fumbles but still numerous blocks
  as each team manages to keep control of the ball for extended
  period of time. The orcs score first, but are answered in quick
  succession by two Kultakan goals; one after a wall run that
  seemed to go half the length of the court!
  Feeling as if they were on the defensive and accepting the
  fact that they were simply outmatched by the Kultakans, the
  orcs started to take more frequent ring shots. One took a
  strange bounce and played right into the front of their own
  goal where a Kultakan picked it up and put Nexal away for
  good, 3-1.
  The Championship Game
  If the Kultakans are up against the Desert Dwarves in the
  championship, the game plays out much like the game against
  Nexal, except one of the Kultakans gets badly injured after a
  hard shove. Regardless, the Kultakans take home the victory
  to the adoration and wild cheering of an exuberant home
  crowd.
  If the PCs are in this final game, they will be the heavy
  underdog, but the respect they have gained from the crowd
  will be palpable, as well as from the other teams in the
  tournament.
  The Kultakan strategy is relatively straightforward. They
  use a combination of strength and finesse moves with a
  penchant for wall runs and they favor assisting each other
  continually. The Kultakan strategy is impeccable, and the DM
  should play them as so. The Kultakans are all 9th level
  characters.
  Player 1: Dexterity 18 (+4), Proficient in Sleight of Hand
  and Athletics (+4). This player starts the game with the Slap
  Ball. Known to be the best player in the tournament, he has
  been known to singlehandedly defeat entire teams.
  Player 2: Dexterity 16 (+3), Proficient in Acrobatics (+4).
  This female player is quick and light. She is known for her
  lengthy wall runs which are nearly impossible to stop.
  Player 3: Dexterity 16 (+3). Proficient in Acrobatics (+4).
  This player never scores, but is somehow involved in almost
  every goal with an assist. The other players are really as good
  as they are because of this silent hero’s tactical play.
  Player 4: Strength 16 (+3). Proficient in Athletics (+4). This
  player positions himself to defend, allowing his more agile
  teammates to play offense.
  He is almost impossible to get by and his block shots have
  been known to send the ball almost out of the court.
  Substitute: Dexterity 16 (+3). Proficient in Acrobatics (+4).
  This talented player would certainly be a starter on pretty
  much any other team, but the Kultakans are stacked with all
  stars and thus he has sat waiting for his chance in the last two
  tournaments (now three).
  He is not bitter or jealous of his teammates and cheers his
  team on relentlessly.
  Note that if the player characters saved the young child
  from the displacer beast earlier in the tournament, the
  Kultakans will take it easy on the players as almost a
  subconscious sign of respect.
  They will attempt repeated ring shots for one, which is not
  the best strategy for this team. If the players go up 1-0, they
  will unleash their full skill set.
  In addition, Kultaka is the home team and the crowd will be
  raucous to say the least. This activates the “Home Team”
  game option and each player will have inspiration for one
  check. This too is negated if the players saved the child as the
  crowd roars for them just as loudly.
  Repercussions and Rewards
  As stated earlier, the goal of this chapter was to give exposure
  to Maztica's druids, a new power group in the True World. The
  druids rightfully believe that in order for the goddess to return
  to the world, there needs to be a significant amount of belief.
  If the players made it to the semifinals they have more than
  accomplished this goal as their story spreads across the
  continent. The druids will be in contact with the heroes again
  very soon and they have certainly have grown to trust the PCs.
  Literally every nation and almost every power group in
  Maztica participated in this tournament. There were dozens
  of the traveling merchants known as pochteca who will spread
  tales of the PCs talent and deeds far and wide. Players should
  not be shocked (particularly if they won it all) if they are
  recognized in the far corners of the continent.
  Tangible rewards are in no shortage either. The Druids of
  Maztica are not technically all actually druids and they count a
  number of plumaweavers in their organization. If they make it
  to the semifinals, the players will each be given what amounts
  to a Quaal’s feather token of their choice, except that the
  tokens are woven with an image of the goddess Maztica’s
  symbol and are considered pluma magic talismans.
  The reward for winning the tournament in the distant past
  has always amounted to some religious significance which in
  some cases led to sacrifice. After Cordell and the Amnians
  invaded however, their influence has led to some actual
  rewards.
  The winners or the tournament (and only the winners, there
  is no second place prize) receive a large golden annulus
  molded in the shape of the ball game’s ring which is worth
  5,000 gp for its gold content alone. With the craftsmanship
  included an interested buyer might pay as much as 8,000 gp.
  Finally, the players receive experience awards for their
  success in the tournament. Award them the following
  experience values.
  27
  
  Action
  Experience
  Defeat Kolan
  CR3 (700 XP)
  Defeat Otomi
  CR5 (1,800 XP)
  Kill Displacer Beast
  CR3 (700 XP)
  Refuse Orc Offer
  CR5 (1,800 XP)
  Defeat Dwarves
  CR7 (2,900 XP)
  Defeat Kultaka
  CR9 (5,000 XP)
  Other Tournaments
  If the PCs express satisfaction in their participation or victory,
  perhaps the DM might want to develop some tournaments of
  his or her own.
  Follow the format given in these pages, but the tournaments
  elsewhere could be much smaller if desired, sometimes
  consisting of only four teams.
  Remember, the PCs are famous now, and there will be
  plenty of upstarts and young players who want to find fame of
  their own with a single lucky ring shot against Maztica’s
  champions.
  28
  
  THE DOOR OF STARS
  THE DOOR OF STARS
  THE DOOR OF STARS
  THE DOOR OF STARS
  THE DOOR OF STARS
  
  Chapter 3 - The Door of Stars
  T
  he Nexalan Empire was once vast and
  overpowering. It subjugated nations far and
  wide and it was once thought to encompass the
  whole of the True World. Despite their distance
  from Nexal, the city-states of Huacli were no
  stranger to the empire’s reach. Yet somehow
  the Otomi always managed to resist.
  The city-state of Huacli won many battles and often set the
  Nexalans fleeing back to their valley with hardly a slave in tow.
  Undaunted, the Nexalans brought about greater and greater
  forces to bring down the stubborn Otomi, and the inevitable
  conclusion would be victory. But when the overwhelming
  force finally marched into the city itself, they found naught but
  a ghost town.
  Abandoned homes, temples, even meals left uneaten were
  all that could be found. The treasures were few, and although
  copper could be found in relative abundance, the haul was
  hardly worth the campaign’s expenditures. After many
  seasons and many attempts, the Nexalans finally gave up and
  left the Otomi.
  The secret that has saved the city-state was a relic of an
  ancient time and unknown origin. Before they inhabited the
  mountains and valleys of Huacli, there was a nation of folk
  known as the Zateca. The Zateca spoke a language called
  Téenek that still has some words in use in modern Huacli, but
  that is not the only remnant of their civilization.
  The Door of Stars
  The Door of Stars is an artifact that predates even the Zateca,
  and they are said to have found it hidden in the same
  mountain cave in which it still resides. The Door is a gateway
  to other worlds, controlled by a series of crystals and
  unknown symbols; a “control center” of sorts. The Door is
  utterly unbreakable, as is its control panel.
  Sixteen crystals arranged in a sequence on a four by four
  panel open doors to different worlds and allows for nigh
  infinite permutations. Experimentation is almost useless to
  find “random” worlds but it has been done before (most just
  keep the gate unopened). In the circumstances where one has
  been found, it has only caused disaster; once allowing an
  otherworldly retinue of vampires and their spawn to enter the
  True World and decimate the Zateca population. The Otomi
  know this, and experimentation is strictly forbidden.
  The Otomi know of one specific sequence which leads them
  to a world where surviving Zateca relocated a thousand years
  past. In this world, their name has been bastardized over the
  centuries and they are now known as the Sapotec. It is to this
  land which is sometimes called Mechica, where the Otomi
  flee when under duress.
  Other sequences are said to exist hidden in ruins that are
  themselves hidden deep in the mountains.
  The Zateca
  The Zateca inhabited Huacli long before the current
  civilization and its city-states. They were a peaceful people, at
  home in the mountaintops, but very similar in temperament to
  the Payit far to the east.
  Mathematics and the Door of Stars
  The door of stars has sixteen available crystal slots.
  This means there are exactly 20,922,789,888,000
  ways that they can be arranged. In real time, it takes
  3-5 seconds to switch the positions of any two
  crystals or at least 30 seconds to rearrange them all.
  Even if the Door of Stars connects to 10,000
  worlds this would mean the probability of randomly
  guessing the permutation for another world to be
  0.00000005%.
  They found the Door of Stars early in their prerecorded
  history and came across the crystal sequence that opens the
  door to Mechica. Whether the sequence was found in an old
  ruin or through experimentation is unknown, but when they
  entered they encountered a native population known as the
  Mechica. The Mechica were not outright hostile, but also did
  not entirely welcome the Zateca. An uneasy truce formed as
  the Zateca colonized the uninhabited mountains of the new
  world. The Mechica mispronounced the Zateca name and
  over time the Zateca became known as the Sapotec.
  On Toril, the remaining Zateca sought to find new worlds
  through the Door of Stars. Whether out of greed or simple
  curiosity, they experimented with abandon. After many years
  and tens of thousands of attempted sequences, the door
  finally opened to a world of pure darkness.
  Within moments, a retinue of vampires and their spawn
  poured through the door and killed all the Zapotecs they could
  find. Within a decade, the Zapotec civilization on Toril was no
  more and the vampires were prepared to move beyond
  Huacli’s mountain borders.
  The Bat Folk
  Unbeknownst to both the Zateca and the invading vampires,
  another race took note of the horrors that came through the
  Door of Stars. A shy civilization of bat folk believed to be
  related to creatures known as desmodu inhabited the
  mountains and remained virtually unknown to the Zateca.
  The vampires threatened their underground caverns making
  unlikely allies for the besieged Zapotec.
  The Maztican desmodu were fierce in defense of their
  home. In another decade of time, with heavy losses among the
  bat folk, the vampires were driven back in what became
  known as the Purging of Nochte. The vampires were backed
  to the coast of Huacli and onto a tidal sand bar as the
  desmodu picked them off one by one astride their giant bats.
  The sand bar went for many miles and ended at an
  uninhabited island.
  The undead were pushed to this island just as the tide came
  in and destroyed swaths of their vampire spawn. The cruel
  undead have languished on this island for many centuries
  now, ravenous and degenerate. They call their kingdom
  Nochte, and slaughter any who approach.
  30
  
  Background
  This chapter of the adventure begins in the city-state of Otomi.
  The “nation” of Huacli is more unified in recent years than it
  has been in the past but in reality, the whole region is more of
  a collection of independent governments and city-states.
  Otomi is considered by outsiders to be a capital of all of
  Huacli, but this is not technically true. Getting the player to
  Otomi where the chapter begins is a task mostly left to the
  DM, but the Druids of Maztica should have a part in their
  summoning. Perhaps a simple missive indicating "important
  work with repercussions for the whole of the True World"
  arrives in their possession only shortly after their success in
  the Maztican Ball Game. A prominent druidess, Malinalli of
  the Otomi, will have sent the missive summoning them here
  to the mountain city in order to determine if the PCs desire to
  continue in their role. She will offer 100 gold quills (500 gp)
  through the messenger simply for the PCs to make the trip.
  By now, the players should realize that something major is
  afoot in Maztica. The Druids, having seen their skill and
  unexpected performance in the Kultakan Grand Tournament,
  now believe that the characters will continue to play a major
  role in what they are hoping will be the resurrection of their
  goddess. If the PCs had the vision of the goddess from the
  Sea Demon's Pearl, they will know that the druids are correct.
  The Druids' Prophecy
  Malinalli will approach the PCs within hours of them entering
  the city. The druids have existed for some time now,
  organizing when the gods stopped answering prayers and
  when the sky turned to steel over a hundred years ago. Now
  that the world is back to what it once was, the druids consider
  this the fulfillment of a prophecy that the goddess Maztica
  would return.
  In their visions, the druids have been told that they must
  first acquire an item known as the Risa Stone. The magic of
  the Risa Stone could distract Maztica’s son Zaltec long
  enough to allow her tonalli (soul) to reunite with an immortal
  body. Otherwise, the vindictive god of war would personally
  strike down any who attempted such a deed.
  Unfortunately, the Risa Stone is not of this world; and if
  heroes were to acquire it for her, they would have to pass
  through the Door of Stars.
  The Door of Stars has existed since time immemorial and it
  is hidden in a cavern deep in the mountain passes. The Door
  can connect to many different worlds, and the Risa Stone
  exists in one.
  31
  
  Adventure Synopsis
  After a few hours in the Huacli city Otomi, the player
  characters will be approached by the druidess Malinalli who
  summoned them. She will explain to the PCs the adventure
  backstory and send them on their way.
  For the first phase of the adventure, the PCs will have to
  infiltrate a City of the Dead known as Mictlatepec in order to
  obtain a code long kept secret by the Otomi.
  In the next step of their journey, the players will have to
  brave an underground journey to the Door of Stars and open
  the portal. They will be set upon by an ancient vampire and his
  spawn who has survived an ancient purge, but the characters
  may find allies here in unexpected corners.
  Through the Door of Stars, the PCs find themselves in a
  whole new world; one very different from their own where
  foreign, yet familiar gods and myths reside. In this land, they
  need to locate the fabled Risa Stone and take it by force from
  a nation of cruel men and women known as the Mechica.
  Getting it back to the True World will require the PCs to
  find additional allies in this strange land among the gnomish
  tlaloques and the shy Sapotecs; a people who once inhabited
  the True World but migrated here long ago.
  With the Risa Stone in hand; the Druids of Maztica reward
  the PCs handsomely before preparing them for their next
  mission.
  Starting the Adventure
  As stated in the background, the PCs should already be in
  Otomi where they are approached by the druidess Malinalli
  who has the statistics of a druid.
  Greetings to you travelers and blessing in the name of the
  Mother of Life. My name is Malinalli and I serve the goddess
  Maztica herself – to whom you are already known.
  I have foreseen that your role in returning her to us is grand,
  but only if you choose it to be. Do you accept your fate?
  The players might accept, remain unsure or outright refuse to
  help. If they accept or remain unsure (but continue to listen),
  then continue below. If they refuse, express Malinalli’s sad, but
  not angry disposition. She was certain that it was the PCs that
  she saw in her visions, and this turn of events makes her
  question her own worth rather than express anger towards
  the characters.
  In this case, she will inform the PCs that she will remain in
  Otomi for a tenday, at which point she will seek out others of
  her kind to discuss what has gone wrong. Effectively, this ends
  the adventure as the PCs will never know of the Door of Stars
  or the Risa Stone.
  Malinalli has nothing beyond the original gold quills she
  offered the players to travel here and she makes good on this
  promise. If they ask for more to continue she remarks “the
  gratitude of the Mother of Life is not enough for you?”
  She will not give more and in fact does not have anything
  more to offer. Assuming the PCs allow her to continue, read
  the following.
  Understand that from this moment forward, you are privy to
  information that only the Otomi know. If you were to pass on
  this information to their enemies – there is little I could do to
  convince the whole of the city from hunting you down.
  The Otomi have always been fierce warriors and were one of
  the few to withstand the empire of Nexal when it was at its
  height over a century ago. Even when they were outmatched,
  the Otomi were able to disappear where none could find them.
  They would use the Door of Stars to evade their tormenters.
  At this point, Malinalli will relay to the PCs all of the
  information about the Door of Stars in the background. She
  will also relay the history of the Zateca, their decimation at the
  hands of vampires, and carefully explain their transition in
  Mechica to the people known as the Sapotecs. Most
  importantly, she will explain to them that their quest is to find
  and obtain the Risa Stone; an artifact that will help them
  return the goddess Maztica to the True World!
  Continue with the following once she has given the PCs
  their history lesson, or if forward thinking players ask about
  the specific sequence for the control panel at the Door of
  Stars to enter Mechica.
  Huasteco is the chieftain of the Otomi and he guards the
  crystal sequence with his life; knowing that the Door of Stars
  will always be a refuge for his people. I know of only one way
  that you will be able to convince Huasteco to share the proper
  sequence with you and allow you to travel to the Door.
  In the mountains, there is a city known as Mictlatepec. It is
  no ordinary city, and one that is only occupied by the dead. It
  has been a thorn in the side of Huasteco and the Otomi for
  centuries.
  A creature, once a man, but now a terrible and damned being
  named Alban rules over his dead subjects in Mictlatepec. He
  does so with the power of a talisman of hishna. If you could
  either destroy Alban or take his talisman, Huasteco would be
  eternally grateful. With this deed accomplished, and my word
  of your bravery, he would not refuse you.
  The PCs may have more questions. Malinalli also knows the
  history of Mictlatepec and will gladly explain all she knows
  but she is eager to see the players on their way. Before they
  go, Malinalli blesses each player individually.
  If one or more of the characters has roleplayed
  exceptionally well at this point (particularly in regards to their
  background) this blessing gives the character or characters
  inspiration.
  32
  
  The City of the Dead
  Eagle knights patrol the hills and valleys in the immediate
  vicinity of Otomi and keep it relatively free of both predators
  and the occasional wandering undead. The trip, however, is
  two full days into the mountains and well out of range of these
  patrols. If the PCs are itching for a fight, perhaps they could
  come upon a band three wandering mictlaneca scouts and
  one mictlaneca priest that have wandered from Mictlatepec.
  Before long, and at twilight, the PCs will see the city atop a
  nearby mountain that has been cleanly leveled. Intact temples
  and pyramids grace the man made plateau, but there are no
  signs of anyone living while the sun begins to set.
  Mictlatepec
  When the Zateca were the primary people living in the
  mountains and valleys of Huacli, Mictlatepec went by the
  name Tehuatepec. It was primarily an administrative city, used
  to help govern and keep records for the surrounding region.
  When the Zateca lost most of their civilization to emigration
  and the predations of vampires, its role began to change. At
  first, it became a center for trade in fine pottery and the city
  became ironically known as a refuge from the undead
  vampires. In order to avoid the potential despoilment of their
  remains, the Zateca began to bury their dead within the
  boundaries of the city itself.
  Because of this tradition, the remaining Zateca began to
  refer to the city as “Mictlatepec” which means “The City of the
  Dead” and the name stuck.
  Over time, Mictlatepec’s relative safety became a valuable
  commodity and only the noble and powerful were allowed to
  remain within its confines. With time, the dead outnumbered
  the living as the greedy took more and more for themselves.
  The last of its rulers was a spoiled noble named Alban. He
  created and enforced very strict laws that allowed him to rule
  successfully for many years, but very few would say his rule
  was just.
  He also desired to continue his rule of the City of the Dead
  perpetually. Alban reached out to his royal hishnashaper; a
  loyal Zateca named Mocteaxa. Mocteaxa created a powerful
  talisman which he called the talisman of perpetual life and
  gave it to the despotic ruler. Alban wore the talisman until the
  end of his natural life and arose once again after his natural
  death when the sun set. He became the very first mictlaneca
  which means “dead one” both in the Zateca's native tongue
  Téenek and in modern Huacli.
  Mocteaxa was horrified at his own creation but continued to
  serve. In exchange for a promise from the dead king to
  respect his own eternal rest, Mocteaxa agreed to forge other
  items of hishna known as knives of perpetual service. With
  these obsidian daggers, Alban cut out the hearts of hundreds
  of his subjects and they too arose as dead ones.
  Today, Mictlatepec is silent during the day as the undead
  abhor the sunlight. But as the last rays of light drop behind the
  mountain, the undead leave their chambers and engage in
  what might seem to otherwise be a normal “life.”
  Unless they intentionally wait, the PCs should arrive just
  before dusk. The city is utterly deserted during the day but the
  mictlaneca do not actually rest. Rather, they wait in tunnels
  under the city or in the darkness of the various buildings.
  33
  
  Mictlaneca
  If the players hope to wipe out the mictlaneca by waiting for
  day and clearing out each building one by one, Alban will
  quickly realize his city is under attack and consolidate all his
  remaining forces in the palace and its below ground tunnels.
  Allow the PCs to engage this tactic for perhaps a day or two,
  but warn them that the mictlaneca seem to be catching onto
  their plan and are prepared with greater numbers each day
  the attacks are attempted.
  A full on assault on the city is not advised as there are
  literally hundreds of undead. When the city is in sight, but
  before the PCs have entered, read the following out loud.
  Other than the whistling of the wind, the City of the Dead is
  bereft of sound and motion. As the last rays of the sun
  disappear behind the mountain you prepare yourself for what
  you know is soon to come.
  Within moments you hear your first sound of the night as a
  small creature comes charging at you from one of the temples.
  It is fast and quadrupedal and you do not recognize it until it
  barks out a high pitched yelp and charges your ankles.
  Somehow, the creature does not appear to be a natural being.
  The creature is a skeletal chihuahua created by Alban. It is
  not much of a threat to the PCs on its own, but the barking
  will draw the attention of four mictlaneca guards and their
  mictlaneca knight commander which guard the city’s main
  entrance and outskirts. This attack occurs prior to most of the
  mictlaneca emerging from their tunnels, so the battle will not
  yet alert the city.
  Waking the Dead
  From this point forward, it is imperative to the PCs’ survival
  that they maintain at least a semblance of secrecy in their
  actions. If the PCs are in the city the average “citizen” will
  ignore the players for a time as they go about their nightly
  business. Nighttime Mictlatepec is a horror to behold with its
  shambling bodies and foul smelling residents, but it can be
  navigated temporarily by PCs whovbehave themselves.
  There are hundreds of** mictlaneca commoners**
  wandering about the city performing normal activities as if the
  city itself still lived. Starting a fight with them is ill advised and
  for every turn the PCs battle in the open there is a chance (roll
  of 6 on a 1d6) that the entire city becomes alerted to their
  presence. At this point, the players only hope is to escape in
  order to come back long after the alert has died down which
  will take a tenday at least.
  When they return, the guards and knights that have been
  destroyed will be replaced. In total, there are 470 mictlaneca
  commoners armed with makeshift weapons, and 10 will
  arrive each turn to fight the PCs if alerted. After ten turns of
  battle, the buildings will start to empty as the entire city
  mobilizes.
  Entering and fighting inside or atop the various structures
  of Mictlatepec does not hold the danger of alerting the city, but
  the PCs should be very careful not to let the battles spill out
  into public areas such as the inner courtyard.
  1. Inner Courtyard
  There is no plant life in the inner courtyard and it seems to be
  kept free of growth by commoners who shamble about
  performing their nightly duties. The ground is made of
  smoothed stone and it is difficult to see beyond the edge of
  the city and mountaintop into the surrounding valleys.
  The city might have one time been considered beautiful as
  you note the buildings standing out clearly against the starlit
  sky.
  Two mictlaneca cult fanatics lead separate cleanup crews
  throughout the city grounds and it is best that they are avoided
  altogether. PCs who encounter such beings need to succeed
  on a DC 12 Charisma (Persuasion) check to avoid having the
  fanatics sound the alarm.
  34
  
  35
  
  36
  
  2. Temple of Zaltec
  A 30-foot high platform dominates the southern portion of the
  city and is dedicated wholly to the worship of Zaltec.
  Mictlaneca commoners are allowed on the platform but not in
  the main (2b) or auxiliary temples (2c) themselves.
  The main temple connects to underground tunnels where
  the priests and acolytes hide from the sun during the day, but
  the auxiliary temple does not have such a connection. Thus, it
  is possible for the PCs to rest in 2c without being attacked
  during the day.
  Unfortunate victims are brought here after being captured
  elsewhere and are sacrificed in one of the two temples.
  Currently, there is a living aarakocra being held behind a
  stone slab in 2c which requires a combined Strength of 45 to
  move. The aarakocra is in good shape and is actually willing
  to fight alongside the PCs if rescued.
  If the players believe it is a liability, they can set the
  aarakocra free as it can easily escape by flying out of the city.
  Either way, the aarakocra could be a source of future
  adventures and its rookery lies far to the north in a rookerie
  known as Tikka-Ti-Jarra (see ANA1 Dark Clouds over
  Anchôromé).
  Both living and undead beings are sacrificed here. The
  living are changed into mictlaneca using a knife of perpetual
  service wielded by one of the priests in 2a. Undead, which
  include mictlaneca who have lost in the ball game or have
  otherwise displeased Alban, are torn apart and thrown to the
  commoners who feed upon the grisly parts. All sacrifices
  occur promptly at midnight.
  The main pyramid is an additional 15 feet above the
  platform and contains a 10 foot stone structure. Two
  mictlaneca priests and 3 mictlaneca acolytes occupy the
  structure performing rites of worship to Zaltec. The
  occupants will attack any creature that enters the temple and
  is not bound for sacrifice other than other priests, acolytes or
  Alban himself.
  The smaller auxiliary temple contains 4 mictlaneca
  acolytes who behave similarly. The two priests wear golden
  necklaces worth 250 gp each and one carries the knife of
  perpetual service. There is no other treasure to be found.
  3. Market Complex and Treasury
  The courtyard of this complex is surrounded by a 10-foot
  platform at its eastern end, a 20-foot stone building to the
  west, and 10-foot walls to the north and south. A mictlaneca
  noble stands atop an auction block in the center of the
  courtyard protected by two mictlaneca guards. Four
  mictlaneca commoners also stand ready to relay messages
  or items elsewhere in the city.
  In the northeast corner of the courtyard, a mictlaneca
  commoner sells “food” in the form of skeletal chihuahuas.
  There are 18 in total which he will release should battle break
  out.
  Sitting atop the pyramid shaped stone building is
  Mictlaneca’s “Minister of Trade,” a mictlaneca veteran who
  supervises all business in the city. He is attended by two
  mictlaneca commoners and is currently busy negotiating
  trade with three mictlaneca acolytes from the Temple of
  Zaltec.
  Below the pyramid, accessible via a stairway from its main
  entrance, is the city’s treasury. It currently holds 17,500 gp
  worth of moldy mayz and cocoa beans, quills of gold dust,
  jade, turquoise and mostly copper blades. If the players attack
  this complex, the commoners will scatter and alert the city.
  4. Temple of the Dancers
  Alban and the mictlaneca love nothing more than to capture
  women of noble birth and bring them here for extended
  torture and eventual sacrifice. Alban refers to these
  unfortunate folk as his “dancers” and he employs a
  mictlaneca bard to carve their tortured likeness in stone
  tablets. There are currently 31 of these stone tablets in the
  south end of the building.
  There are currently no living dancers here but there are
  three wooden barrels. Two of the barrels contain normal
  skeletons dressed in fine garb. If the PCs make a DC 12
  Intelligence (Investigation) check, they can recognize the
  same fine clothing from depictions in two of the tablets.
  The third barrel contains 5 gold quills worth 25 gp.
  Two mictlaneca priests and the bard wait atop the 20-foot
  platform at the end of the central staircase. One priest holds a
  knife of perpetual service.
  5. Palace of the Warriors
  This building is the military command center for the city and
  is best avoided by the players. A 10-foot tall platform
  surrounds a courtyard and central fountain. The water is
  obviously fouled, but should the PCs be so foolish as to drink
  from it they must make a DC 15 Constitution save or become
  poisoned. They may make another check at the beginning of
  each of their turns but until they succeed, they have the
  poisoned condition.
  At night, the inhabitants are all over the compound
  practicing drills, fixing weapons and in some cases relaxing.
  There are 26 mictlaneca veterans here, but their leader is
  the most fearsome of all; a mictlaneca champion who one
  day hopes to dispose of Alban and lead the city to war.
  Under the main building, there are chambers with treasure
  that is used to pay the veterans and it includes 1,300 gp worth
  of cocoa beans, 224 gold quills (1,120 gp) and chunks of jade
  and turquoise worth 500 gp total.
  6. Observatory
  Notches in the wall of this arrow shaped structure allow for
  observation of a variety of celestial objects, but one notch has
  been filled in with thatch and mud. PCs who make a DC 12
  Intelligence (Arcana) check realize the filled in notch was
  connected to the movements of the sun.
  Some mictlaneca have left their moccasins here and one is
  a pair of moccasins of free movement whose owner did not
  realize it was valuable.
  7. Temple of Azul
  The stairs and ramps on the south side of this structure lead
  to a 20-foot tall platform where priests of Azul hold their
  ceremonies. There are three mictlaneca priests and three
  attendant mictlaneca acolytes here who hold no treasure.
  37
  
  8. Temple of Tezca
  The east and west stairways lead to this structure’s 20-foot
  platform which has two open stone buildings that face to the
  east. Neither building has a roof so the mictlaneca will not be
  found here during the day. A third stone structure between the
  others also opens to the east and a wooden ladder leads to its
  rooftop.
  The four mictlaneca priests here have gone nearly insane
  due to the fact that they may never again lay their eyes on the
  sun and it have not been able to for centuries. If the players do
  not attack, they might be able to convince these priests to
  destroy themselves by making a successful DC 15 Charisma
  (Persuasion) check.
  If such an event occurs, they will also tell the PCs that
  Alban wears the talisman of perpetual life around his neck at
  all times, giving an accurate description of the object. They
  will also mention that shortly after the ball game, Alban will
  be alone offering prayers to Zaltec in the Royal Complex.
  If the players attack, the priests will respond with violence
  but don’t seem to be into the fight, suffering disadvantage
  when defending against an attack.
  9. Temple of Qotal
  This ancient temple has not been occupied in centuries, but
  the mictlaneca leave it alone in order to avoid angering the
  Plumed Dragon. It is a safe place to rest.
  10. Priest’s Tomb
  The small stone structure upon this 20-foot platform guards
  the secret entrance to the tomb in the pyramid. A successful
  DC 14 Intelligence (Investigation) check reveals a small
  trapdoor under an altar.
  The ladder that leads into the tomb ends in a large
  chamber. This chamber contains the remains of Mocteaxa,
  whose final wish for eternal rest was actually upheld by Alban.
  The chamber has no light, but if the players bring their own,
  Mocteaxa’s eyes sparkle with a green glow.
  Mocteaxa however, is truly dead and the green sparkle is
  the result of two valuable emeralds that have been placed in
  his eye sockets. The chamber holds several pieces of worked
  gold worth a total of 1,000 gp and the two emeralds are worth
  250 gp each.
  The mictlaneca consider this structure sacred, or at least
  Alban does, and they fear his wrath. Players who set foot upon
  it at night might alert the city to their presence and initiate an
  attack as described in "Waking the Dead."
  11. Palace of the Merchants
  The central courtyard extends into this structure, and a
  staircase on the west side leads up to a 20-foot platform which
  supports a stone building.
  The 100 square foot central courtyard is open to the sky
  and attended by 21 female mictlaneca commoners who
  weave, make pottery, sit and talk or play games. There is also
  a finely dressed merchant, who is a mictlaneca noble and he
  is attended by four mictlaneca veteran guards.
  The merchant incessantly counts the treasure in the room,
  which consists of 2,700 gp worth of cocoa beans, coral buds,
  jade, turquoise, copper blades and gold quills.
  If PCs try to take anything, the noble will call out and the
  entire complex will attack, including the commoners.
  Otherwise, they ignore the living; even if the players attempt to
  speak to them.
  12. Servants’ Quarters
  This building is empty at night time, but it is where five of the
  mictlaneca commoners from building 11 spend their days.
  13. Merchant’s Tomb
  An open stone building sits atop this pyramid and inside a
  stone block has been moved to uncover a tomb entrance.
  Unfortunately, the once rich tomb has long since been looted,
  and all that remains are pieces of worthless broken pottery.
  There are also no living or dead inhabitants.
  14. Warrior’s Tomb
  The building atop this 20-foot platform is spherical in shape
  unlike any other structure in Mictlatepec. Inside, the walls are
  decorated with the exploits of what must have been a
  powerful warrior.
  There is a plainly visible trap door in the center of the floor
  which leads down into an empty tomb, but this is a central
  hub for the tunnels that permeate the undercity.
  During the day, nearly the entire population of Mictlatepec
  can be reached via the crawlspaces connected to the tomb. At
  night, the Mictlaneca exit to live their normal “lives.”
  15. Ball Court
  When the sun first sets over the city, many of the city’s
  residents descend upon the ball court to watch their only form
  of entertainment that does not involve torture or killing.
  In this court, the mictlaneca play a version of pokolpok
  where there are only three players per team. There is a team
  of reigning champions consisting of three mictlaneca
  veterans who routinely play against three mictlaneca
  commoners.
  The losers are then brought to the Temple of Zaltec for
  sacrifice at midnight, while the winners continue to practice.
  If the players so choose, they may play the game against the
  mictlaneca veterans, but win or lose, the veterans and a dozen
  mictlaneca commoners attempt to capture the characters.
  The only difference is that if the PCs win, the sacrifice will
  be performed with a knife of perpetual service, so that they
  can continue their nightly victories for eternity.
  16. The Royal Complex
  The Royal Complex is the largest structure in Mictlatepec and
  it is the home of its ancient ruler, Alban. Commoners are not
  allowed anywhere on its grounds, even if it is under assault.
  The central courtyard (16b) is ten feet above the city floor,
  and staircases, ramps, and steps lead up to a surrounding
  platform (16a).
  In the center of the courtyard is a 10-foot pyramid which
  Alban climbs nightly to worship Zaltec alone. This is the best
  time to confront Alban, as he does not have his typical retinue
  of guards.
  38
  
  Steps also lead up to the Royal Palace (16c), where Alban, 12
  mictlaneca veterans and 2 mictlaneca priests spend the
  majority of the evening. The Royal Palace also contains
  considerable treasure in the form of gold quills, turquoise,
  jade and an assortment of gemstones worth a total of 7,000
  gp.
  There is also a spiderwalker hishna talisman, as well as a
  talon of Zaltec that Alban wields in battle.
  If the players wait for Alban to perform his nightly rites to
  Zaltec, read them the following.
  You see one of the dead that stands out from all the rest enter
  the central courtyard and start to climb to the top of the
  temple in its center. He is dressed in finery unlike any you have
  seen so far and wears a plumed headdress that most certainly
  indicates royalty. A necklace of jaguar claws and human teeth
  adorns his neck among other pieces of jewelry. The mictlaneca
  is most certainly the one you seek – the dreaded Alban, ruler of
  the City of the Dead.
  Taking the Talisman
  Killing Alban and taking his necklace, which is obviously the
  talisman of perpetual life, will ensure the players receive the
  proper crystal sequence from Huasteco along with his
  blessing and a promise that they are forever welcome among
  the Otomi. The characters will not want for food or lodging
  ever again among the city-states of Huacli, and most will treat
  them as the heroes they are.
  Once the PCs acquire the talisman, they may recover from
  any wounds in Otomi, speak to Malinalli and prepare for their
  journey to the Door of Stars. Malinalli explains that the way is
  not always safe, and they will have to be wary of the
  surrounding dark in the tunnels.
  The Door of Stars Caverns
  Huasteco provides directions to the caverns where the Door
  of Stars is located. The entrance lies only a few miles from
  Otomi, but it is deeper into the mountains towards the west
  coast of Maztica. Huasteco indicates the location of the secret
  door that leads to its chamber, but he is unaware of the new
  inhabitants of the caverns.
  In addition, the Huasteco gives the characters a second
  sequence; one that will return them to Huacli when they are
  ready to return.
  1. Bridge of Stars
  The characters will recognize the Bridge of Stars from a
  description provided by Huasteco. It is a landmark they were
  told to look for to identify the proper caverns.
  The bridge itself is remarkably sturdy, and it needs to be
  considering the entire population of the Otomi occasionally
  must flee across it.
  2. Battle Scene
  This chamber is strewn with the corpses of three humans
  wearing garb that is unknown elsewhere in the True World, or
  even Toril itself for that matter.
  There is also the corpse of a giant bat that has been ripped
  to shreds by either claws or fangs. If a character makes a DC
  20 Intelligence (History) check, they will realize the clothing
  comes from an ancient kingdom of vampires known as
  Nochte that once plagued the Zateca of Huacli and led to their
  exodus to another world.
  3. Bat Folk
  The fabled bat folk of Huacli are only spoken of in the most
  ancient legends, yet here one rests, having lost its mate and its
  mount to the vampires of Nochte. Read the following if the
  players enter the chamber.
  A creature unlike any you have seen sits by a fire with another
  corpse of its race. It appears to be some form of
  anthropomorphic bat, but powerfully built with expressive, sad
  eyes.
  The creature is obviously distraught and when it notices you
  it hisses and chirps with a high pitched sound that is only
  barely in your range of hearing. It does not immediately attack,
  and it seems to allow you to make the first move.
  The creature is a Maztican desmodu; rare in the extreme,
  except in the mountains of Huacli and perhaps in parts of
  Kolan. The desmodu speak their own language, but this one
  has picked up enough of the Maztican common tongue to
  communicate haltingly with the PCs.
  Its voice is so high pitched that it is somewhat painful to
  listen to and the sound seems out of place coming from a
  creature that looks so brawny and powerful.
  If the players do not attack, the desmodu asks who they
  might be. It knows of the Otomi and the desmodu hold no
  outright hostility towards humankind.
  No matter if the players lie or tell the truth, the desmodu
  knows that no man would be in these caverns were it not
  looking for the Door of Stars.
  The desmodu introduces itself as Xio’trioc and the corpse is
  that of his mate, recently slain by an ancient enemy of the
  desmodu and of mankind as well.
  Xio’trioc pleads with the characters to help gain some
  revenge on the vampire and its remaining spawn. He and his
  mate already destroyed three in the battle scene but at least
  two remain.
  In return, the desmodu swears to guard their return to
  Huacli, because the trip is known to cause disorientation and
  the players will otherwise be vulnerable. If the players refuse
  to help the vampires will kill the desmodu and wait at the
  Door of Stars for the players to return.
  5. Bat Cave
  Fifty normal bats rest in this cave and will not be disturbed by
  PCs who are accompanied by the desmodu. There is also one
  giant bat, though it is terribly injured and unfit to enter battle
  unless it receives healing from the PCs.
  If healed, the bat will accompany the desmodu, but the
  ceilings are too low in areas 6 and 7 for Xio’trioc to ride this
  mount.
  39
  
  40
  
  6. Vampire Spawn
  Two vampire spawn remain in this cavern, guarding the rest
  of their master in room 7. They attack immediately upon
  spotting the desmodu. Player characters that are
  unaccompanied are given warning hisses and if they back out,
  the spawn do not follow.
  However, they will warn their master and if the PCs enter
  the Door of Stars, all three vampires will be waiting for them
  upon their return; a very deadly prospect for the players.
  7. Vampire of Nochte
  Most of the vampires of Nochte are forced to reside on their
  island kingdom to the west of Huacli, but some have either
  found a way back to the mainland or remained here from a
  time before the vampires were banished.
  This vampire of Nochte is the former, having found its way
  through vast underground tunnels that pass deep under the
  ocean.
  Though tough, this vampire is a straight up battle and with
  their superior numbers and the desmodu’s help, they should
  be able to overcome it.
  The vampire wears a fine gold laced robe with attached
  shards of obsidian that is worth 500 gp for its beauty alone,
  but it also has abilities similar to a robe of stars.
  The significance of the vampires finding a way back to
  Huacli is left for the DM to expand upon in future adventures.
  Robe of Nochte
  Wondrous item, very rare (requires attunement)
  This dark black robe is laced with strands of golden thread
  that stand out clearly against the pitch cloth.
  It has powers very similar to a robe of stars including an
  attuned wearer receiving a +1 bonus to saving throws while
  they wear it.
  Instead of stars, the robe has six shards of jagged obsidian
  that do not blend in entirely with the robe. While wearing the
  robe, you can use an action to grab one of the shards and use
  it to cast obsidian shards as a 5th level spell. At dusk, 1d6
  removed shards reappear on the robe.
  While you wear the robe, you can use an action to enter the
  plane of Mictlan along with everything you are wearing or
  carrying once every 7 days. You remain there until you use an
  action to return to the plane you were on.
  You reappear in the last space you occupied, or if that space
  is occupied, the nearest unoccupied space.
  8. Secret Door
  Huasteco was very clear in his description of what to look for
  to find the entrance to the chamber of the Door of Stars. The
  desmodu can also help the players locate the hidden groove
  that blends almost seamlessly with the wall. If the players are
  here for some reason without either clue, a DC 25 Intelligence
  (Investigation) check or DC 25 Wisdom (Perception) check is
  required to find the secret door even if they know
  approximately where to look.
  41
  
  9. The Door of Stars
  Read the following description as the players step inside the
  room.
  In front of you lies what you assume is the fabled Door of Stars.
  The door itself is nothing more than a circular stone ring,
  obviously ancient and obviously crafted by living hands.
  Through the stone ring, you see nothing more than the
  cavern wall. What really draws your eyes is what most certainly
  must be the control panel. Set in a carved stalagmite, sixteen
  beautiful spindle shaped crystals are arrayed in the slots of the
  four by four panel. They each glow slightly with a different
  vibrant color. Together, the lights form a gorgeous array.
  The crystals can be removed from their slots and easily
  moved into others that are unoccupied. Once all 16 are
  arrayed, they gently lock into place whether or not the
  sequence leads to another world. The players have been
  warned about experimenting with the crystals, but if they
  insist, it is up to the DM as to what occurs.
  Mathematically speaking, there is almost no chance the
  players will find a working combination, but if the DM is
  feeling particularly devious (or prefers to take them on a side
  trek of sorts), risk-taking PCs might just get lucky. The portal
  only opens to worlds and regions of those particular worlds
  that have some connection to the real world’s Mesoamerica.
  This could be in its gods, culture, language, etc.
  The array given to the players by Huasteco from top left to
  bottom right is Crimson, Jade, Rose, Sapphire, Blue, Pink,
  Orange, Olivine, Emerald, Amethyst, Magenta, Yellow, Ruby,
  Black, Ivory, Ochre. The return array is Yellow, Ivory, Crimson,
  Emerald, Ochre, Ruby, Rose, Blue, Sapphire, Magenta,
  Olivine, Pink, Amethyst, Orange, Black, Jade. Symbols around
  the ring of the Door indicate the return sequence, but the PCs
  cannot comprehend the language it is written in without
  magic.
  If one of the players grabs a hold of a crystal, it feels warm
  to the touch and slightly electric. They cannot be brought
  more than a foot from the control panel under any
  circumstances. There is no magic or force that can break a
  crystal, the panel, or the door itself that isn’t of a divine origin.
  Once in their proper sequence, the Door begins to shimmer,
  revealing a sunlit world unrecognizable to the players. The
  flora is certainly different, and some creatures fly or run by
  that the players will not recognize (such as the strange bird on
  the chapter cover).
  This gateway is two way and remains open as long as the
  crystals remain in place. Xio’trioc will diligently guard this end
  of the gate so that the PCs may safely return, but there is an
  identical panel on the other side that the PCs will identify the
  moment they step through the Door.
  The portal causes mild disorientation (Disadvantage on
  attack and defense rolls for one minute) after walking
  through. When the PCs step through the gate, proceed to
  Area 1 of Mechica.
  Mechica
  Mechica is the name of both a people and the land where the
  Zateca once emigrated long ago. It is where the Otomi retreat
  to in dire circumstances, though they have not been to
  Mechica since the Nexalan Empire last set upon their city.
  Memories of interactions between the Sapotec and Otomi are
  fading.
  The circumstances in Mechica today are rather dire as the
  Sapotec people (once the Zateca of Huacli) are under siege by
  the Mechica. The Mechica have almost all become
  werejaguars, and now only worship the cruel Tezcatlipoca
  where they once worshiped many deities.
  Sacrifice, as it has been for centuries, is performed upon
  the ancient artifact known as the Risa Stone. Where once its
  magic was used to polymorph men and women into jaguars
  and other animals it is now stained with the blood of
  thousands who have had their hearts ripped from their chests.
  Mechica in D&D History
  Mechica was first introduced in Dragon Magazine
  Issue #70 from February 1983, written by author
  Gali Sanchez. Finding the magazine and reading the
  adventure is in no way necessary to play this
  portion of the Door of Stars, but it could certainly
  help flesh out some of the background. The world
  in which the Mechica are located will also always be
  here for the PCs to further explore. The
  circumstances described in Dragon showed a much
  less violent Mechica than in this adventure.
  Tezcatlipoca, once just one god among many, has
  always schemed to become the sole deity
  worshiped by the Mechica, and he did so by slowly
  encouraging its people to take the powerful forms
  of werejaguars. Now, other gods are virtually
  unknown and their worship is outlawed.
  There is a war between the Sapotec and the Mechica, and
  while the players are here they might be able to assist the
  Sapotec as they simultaneously steal the Risa Stone. Just
  taking the blood soaked artifact itself pleases the Sapotec, and
  aids them in their war.
  1. The Sapotec
  Read the following to the PCs as they step through the
  gateway.
  As you step through the Door of Stars you feel an immediate
  sense of nausea and disorientation. The world you saw beyond
  the Door slowly comes into focus and you immediately sense
  the warmth of the sunshine.
  The world is much like your own, but you don’t recognize all
  of the plants or small creatures that scurry by. You see a
  doorway and panel of crystals very similar to the one you just
  used behind you, though the panel is covered in detritus and
  growth.
  42
  
  Some rustling in the bushes draws your attention to a brown
  skinned human who drops the basket of fruits he is carrying
  and points at your party. Shockingly, he smiles before running
  off into the woods. You hear him yelling in a language you do
  not recognize.
  The characters have just encountered a Sapotec adult male.
  Once, long ago, his people were known as the Zateca before
  they immigrated to this world through the Door of Stars.
  They are under siege; hunted by the dreaded werejaguars of
  the Mechica. Should the PCs attempt to follow it is only a
  short way to the Sapotec encampment.
  When the PCs catch up to the human, read the following to
  them.
  From Malinalli’s description, you believe you recognize the
  identity of the man now. He is one of the long lost Zateca
  people; who on this world go by the name “Sapotec.”
  Other Sapotec begin to appear from your surroundings. They
  are obviously not hostile and many are laughing, smiling or
  falling to their knees in joy. They speak in a language which you
  cannot understand, but you do recognize one word, the name
  “Quetzalcoatl.”
  A wizened elder Sapotec steps forward from the crowd and
  in halting common begins to speak to you.
  From generation to generation, the Sapotec teach their most
  wise the “language of the ancients.” Though there will be
  frequent grammatical errors, the players should understand
  the elder and he will understand them.
  The elder, named Xiuhtotapec, fills in the PCs in on any
  history they already don’t know about Mechica. He then
  explains to them that their arrival was prophesized by their
  god Quetzalcoatl. The PCs should know Quetzalcoatl from
  their own world as either an old name or one closely related
  to the Plumed Dragon, Qotal.
  He explains how the Sapotec are at war, and the Mechica
  wish for their utter annihilation. The Mechica are no longer
  human, and can change forms between that of a man and a
  powerful jaguar, or even a creature somewhere in between.
  A character who makes a simple DC 10 Intelligence
  (Nature) check realizes this must be a lycanthrope. At this
  point PCs can offer their help and allow them to do so without
  explaining to them that they will not be able to take the Risa
  Stone without Sapotec help.
  The Risa Stone lies in the Mechican city of Tenocatlan
  where only a sufficiently distracted population will be safe
  enough for the PCs to enter. Assaulting the city alone is
  suicidal.
  Xiuhtotepec explains to the players that three tasks would
  break the Mechica sufficiently for the war to favor the
  Sapotec.
  First, there is a race of the “small men of the rains” who the
  players should establish an alliance with. These reclusive
  beings who call themselves the tlaloques, typically avoid the
  Sapotec.
  The PCs will hopefully pique their curious natures.
  Xiuhtotepec knows that the Mechica capture and sacrifice
  these gnome-like beings as well, so if the characters gain their
  trust, they might ally with the Sapotec.
  Next, the players must assault a training camp known as
  Ocelotlacan, where the werejaguars receive their training and
  kill their battle captain. Without him, Mechican tactics in
  warfare will most certainly suffer.
  Finally, acquiring the Risa Stone from Tenocatlan itself will
  crush the Mechica. Xiuhtotepec has foreseen that they will
  immediately lose the favor of their god Tezcatlipoca, whom
  the PCs might believe to be Zaltec of their own world.
  Without his favor, the Mechica will no longer be able to pass
  on their lycanthropy. Xiuhtotepec tells them to return to the
  Sapotec before taking on such a venture after they have
  established communications with the tlaloque and gaining
  their pledged support.
  The players are welcome to stay as long as they wish in the
  Sapotec camp to recover from past battles and prepare for
  their adventure. They are handed crude, hand carved map of
  the region on a stone tablet with general locations for
  Ocelotlacan, the tlaloques, and Tenocatlan.
  They are given a similar one of the city of Tenocatlan for the
  future assault as well. The PCs are then warned to beware
  patrols of the jaguar-men and to always be on their guard as
  they are sent on their way.
  2. Werejaguars
  The PCs don’t have to travel very far before having their first
  encounter with the Mechica. One werejaguar, a werejaguar
  servitor and two jaguar pets ambush the players as they step
  out into a small clearing in the woods. The werejaguar wears
  a ring of protection.
  If the DM desires to put random encounters in this portion
  of the adventure, most will consist of a similar make up for
  each encounter. The patrols are everywhere and have
  eliminated many of the normal creatures that prowl the
  environs.
  3. The Tlaloques
  Normally a playful race with a fey-like temperament, the
  tlaloques have become guarded and xenophobic in recent
  years. Their clan lost dozens to Mechica raids and they no
  longer trust as easily as they once might have.
  Ten tlaloque guards patrol an entrance to the mountain
  pass that is the only way to get to their encampment without
  going around the mountain completely. They stand upon a
  walkway 30 feet up on a wooden barricade armed with
  longbows. They have half cover.
  A tlaloque priest commands the guards, and he speaks to
  the PCs from behind a barricade which gives him full cover.
  The sky also begin to darken as the tlaloque guards use their
  control weather ability to summon gale force winds. If the
  PCs are hostile, the guards pepper them with arrows from
  above the barricades.
  The tlaloque have their own language and the player
  characters will have to use magic to communicate. The
  tlaloque elder says the following.
  43
  
  44
  
  You are not of the Sapotec, and you are certainly not of the
  jaguar folk who hunt us like animals. Explain who you are and
  tell us why you are here!
  At this point the PCs have no reason to lie and should give the
  tlaloque elder their entire story. Informing the elder that the
  Sapotec wish to ally against the Mechica, ending their
  depredations once and for all serves everyone's interest.
  Once the PCs explain their quest the gate opens and the
  elder, who calls himself Nopaltzin, steps forward to speak to
  the PCs.
  So the big folk want an alliance now that they too have become
  prey? Where were they when it was only the tlaloque who were
  hunted? Why should we trust those who only seek to help
  when it is they who need the help? Do you not see that we are
  protected here?
  Allow the PCs to roleplay this interaction. Nopaltzin truly
  desires this alliance, but he does not want to be taken
  advantage of. Good roleplaying or a successful Charisma
  (Persuasion) check with a DC of 15 should ensure the
  tlaloque's assistance, but first they will need to prove their
  mettle. With a successful DC 20 check, the tlaloque will
  instantly agree to the alliance. In the case of the former,
  Nopaltzin continues.
  The Mechica have taken from us a something of importance
  and desecrated the most holy of temples of the gods. We
  understand your quest and wish to assist you, but as you can
  see we cannot risk war if our allies are not ready.
  Show me that it is worth risking my people. Recover our relic
  and eradicate the Mechica who defile our temple. If you are
  successful, the magic, bows and spears of the tlaloque are
  yours to command.
  Without this small action, there can be no alliance.
  If the PCs ask for additional information, Nopaltzin speaks of
  Teotihuacal, the fabled “City of the Gods.”
  In Teotihuacal, Nopaltzin explains, there are three temples
  which the Mechica will need to be cleared from. In the
  greatest of these, the temple of Tezcatlipoca, they will find
  something important to to the tlaloque's god Tlaloc.
  If the PCs retrieve this item and eradicate the resident
  werejaguars, the tlaloque will find them worthy of alliance.
  Nopaltzin pinpoints the location of Teotihuacal on the Sapotec
  map. If asked exactly what they are looking for, Nopaltzin
  claims that they will know when they see it.
  4. Ocelotlacan
  The werejaguar raiding parties rest, train, and resupply in
  these barracks. It is currently occupied by 9 werejaguars
  (including Matlipoca, the war captain) and 29 werejaguar
  servitors spread out among a dozen buildings.
  The Sapotec will have told the PCs to scout the southeast
  building where their spies have indicated Matlipoca resides.
  Matlipoca is known to be a remarkable tactician in addition to
  being a battle master.
  If the characters manage to slay him the Mechica forces will
  not find leadership such as his for a long time. The PCs
  should be able to enter the southeast barrack relatively easily
  as the werejaguar hardly expect this type of assault. However,
  Matlipoca will be found with his guards – one werejaguar and
  two servitors. This will be a difficult battle, but it will be an
  impossible one if the PCs have raised the alarm.
  Matlipoca’s barrack is far enough from the others that a
  normal battle will not automatically give away the intrusion. If
  the PCs use flashy or exceptionally loud magic however, at the
  DMs discretion, the alarm might be raised and it would be
  best that the PCs make a hasty retreat.
  Retreating would be a shame, however as Matlipoca is an
  avid art collector and his barracks contains three
  featherwoven portraits that could be sold for 500 gp each.
  Matlipoca also carries a cloth of woven black feathers which
  actually functions as a portable hole.
  Clever PCs who make a DC 12 Wisdom (Insight) check
  realize that the item would make the perfect container to
  transport the Risa Stone when they get their hands on it.
  5. Teotihuacal
  Also known as the “City of the Gods,” Teotihuacal is actually
  no more than three temples formerly dedicated to the deities
  Huitzilopochtli, Tezcatlipoca, and Quetzalcoatl, though the
  Mechica long ago reconsecrated all three to Tezcatlipoca. The
  area is not nearly as occupied as it once was as most of the
  worship of Tezcatlipoca takes place in Tenocatlan itself these
  days, particularly in the presence of the Risa Stone.
  If the PCs enter the northernmost structure, they enter
  what was once known as the Pyramid of the Moon. What was
  once a place of worship for the war god Huitzilopochtli has
  become a dumping ground for waste.
  Half a century ago, an earthquake cracked the pyramid and
  a significant portion of the pyramid fell into an underground
  chasm. Some horrors from beneath caused havoc among the
  Mechica but were soon put down by reinforcements from
  Ocelotlacan. Now, the pit is filled with refuse and a rather
  content otyugh that attacks any creature who it finds in its
  trash.
  Persistent PCs will find a chunk of jade worth 50 gp if they
  make a successful DC 15 Intelligence (Investigation) check
  after the otyugh has been slain.
  The smallest temple is surrounded by pillars in the shape of
  serpents, thought three have been toppled (yet are
  surprisingly intact). This is the former temple of Quetzalcoatl
  and it too has been left in disrepair.
  Currently, it is occupied by a large family of onca augusta
  including two adults, three young adults (use panther
  statistics) and three noncombatant kittens. The giant jaguars
  are quite loyal to the Mechica and attack on sight.
  Clearly the most spectacular and grandest temple belongs
  to Tezcatlipoca and is known as the Pyramid of the Sun.
  Inside, the PCs will have to overcome three separate groups
  consisting of one werejaguar and two werejaguar servitors.
  After dispatching the third group, the PCs will find a feathered
  tarp that covers a flat item approximately four feet tall.
  45
  
  This is the “Smoking Mirror” which effectively behaves as a
  mirror of life trapping. In the mirror’s twelve cells, there are
  twelve tlaloque, each a warrior with the statistics of a tlaloque
  guard captured and waiting to be sacrificed at a future date
  upon the Risa Stone.
  The return of these warriors is what Nopaltzin requires to
  gain the tlaloque as allies. If the PCs keep the Smoking
  Mirror covered, they might assume the mirror itself is what
  the tlaloque require.
  Without any malice, Nopaltzin would actually prefer to keep
  this misinformation alive and secretly free the trapped
  tlaloque away from the PC’s eyes. He is embarrassed over
  their capture which explains why he never mentioned what
  they were meant to retrieve in the first place.
  Of course, if a PC becomes trapped and incidentally frees a
  tlaloque warrior, the gig is up.
  The tlaloque send a small delegation (including Nopaltzin)
  to the Sapotec and within hours a war council is formed.
  You may roleplay this event, allowing the PCs to input their
  ideas and tactics, but in the end Nopaltzin and Xiuhtotepec
  agree to attack Tenocatlan simultaneously from the northern
  and southern causeways simultaneously.
  Shortly afterwards, the PCs should infiltrate the city and
  steal the Risa Stone, though both leaders would’ve preferred
  its destruction. Now that Matlipoca is dead, the removal of the
  Risa Stone should end the Mechica threat permanently.
  Xiuhtotepec owns a special set of sending stones except
  that the items are considered rare, come in a set of four, and
  each use of sending contacts the holders of each of the other
  stones.
  The stones will be given to the tlaloque, the PCs, Xiuhtotepec,
  with an extra carried by a Sapotec war captain.
  The assault will only work if the Mechica are surprised,
  therefore the PCs need to clear out any werejaguars in the
  swamps of Tepozatlan and Xipe and Xico islands. In these two
  locations the tlaloque and Sapotec, respectively, plan to set up
  base camp and stage their attack.
  6. The Swamp of Tepozatlan.
  Tepozatlan is a bug infested, disease ridden swamp that both
  the Mechica and the Sapotec ignore and give a wide berth.
  The tlaloque consider it perfect to keep their forces and
  presence secret since they are not bothered by its conditions.
  However, in case there are Mechica scouts, they do ask the
  PCs to clear out any potential dangers that lie ahead for the
  tlaloque.
  After a few hours of trailblazing, the PCs will indeed come
  across a werejaguar, but it will be most certainly dead and
  found half eaten. PCs who examine the corpse will be
  attacked by its killer, an ahuizotl that lairs in the swamp.
  The ahuizotl has accumulated 1000 in golden nuggets that
  can be found easily in its nearby lair.
  7. Xipe and Xico Islands
  The Mechica have been attacked before over a century ago by
  a group of adventurers that easily cleared out these two
  islands and the werejaguars have not forgotten the lesson.
  There are now seven werejaguars, a dozen werejaguar
  servitors and ten jaguars (panthers) that protect these
  islands and the 37 canoes that are moored here.
  46
  
  However, it is imperative that the islands are cleared as it is
  the only way the Sapotec can attack Tenocatlan without being
  spotted prematurely.
  Although the Sapotec originally thought it necessary for the
  PCs to clear out the islands alone, this is obviously an
  impossibility without some assistance from the Sapotec.
  Xiuhtotepec will suggest that the PCs cut off any werejaguars
  who attempt to flee to Tenocatlan to warn of the impending
  attack while the Sapotec battle the islands’ inhabitants.
  This should be a hard encounter for the PCs, and it is
  suggested that the battle consists of 5 werejaguar servitors
  and two werejaguars.
  Once the battle is over and assuming the PCs were
  successful, the Sapotec will also have killed or captured all the
  remaining Mechica on both islands. The stage for the assault
  on Tenocatlan is now set.
  8. Tenocatlan
  Tenocatlan has been blessed by Tezcatlipoca with a mythal-
  like force which prevents any sort of teleportation into its
  location, though teleportation within its confines is still
  possible.
  The PCs could approach via the shallow waters that
  surround the city, but they have been stocked with thousands
  of piranha (use 20 swarms of quippers) which serve as both
  a food supply and protection for the city.
  There are three causeways that lead to the city. Using the
  Sapotec sending stones, the tlaloque and Sapotec should
  coordinate their attacks simultaneously, with the PCs
  infiltrating from the western causeway only slightly afterward.
  Most of the city’s forces will concentrate on the assault and
  the PCs will need to head directly to the Palace of
  Cuactehmoc. There are other locations in the city to explore if
  the PCs desire, but the chance to ruin the entire plan
  increases as they stray from the main target. If the PCs insist
  on exploring beyond the scope of the adventure, have them
  run into increasing numbers of werejaguars and their
  servitors.
  Tenocatlan
  If the PCs wish to explore Tenocatlan further and
  you can get your hands on a copy of Dragon
  Magazine Issue #70, pages 44-46 to flesh out the
  city. You might want to also consider changes that
  might have occurred in over a century.
  8a. The Western Causeway
  Normally, each causeway is guarded by dozens of werejaguar
  servitors and at least five werejaguar. However, most of the
  forces have been called to the northern or southern
  causeways to battle the tlaloque and Sapotec.
  On the bridge, however, a single werejaguar and his
  kamatlan pet remain behind and the PCs will have to deal
  with them.
  8b. The Palace of Cuactehmoc.
  Cuactehmoc, the king of Tenocatlan, has both been blessed
  and cursed by Tezcatlipoca.
  Long ago he fled a superior force of adventurers who invaded
  the city and nearly destroyed the Risa Stone. The stone was
  recovered, but Tezcatlipoca transformed his priest into a
  jaguar lord for his cowardice.
  The now immortal priest has lost his magic, but protects
  the Risa Stone with a powerful new body and his two onca
  augusta allies.
  Conclusion
  The tlaloque and Sapotec forces will battle from night into day
  and back to night again, but will eventually fight to a standstill.
  Once the PCs report through the sending stones that they
  have acquired the Risa Stone, they will cease attacks and
  retreat back to the Sapotec encampment to the north.
  Even if the PCs fail, they do not prolong the battle. If the
  PCs do lose, the Mechica will be momentarily stunned at the
  surprise attack, but will redouble their efforts in upcoming
  weeks.
  Eventually, they will wipe out and sacrifice both groups to
  their cruel god. If the PCs manage to secure the Risa Stone,
  they will have broken the power of the Mechica and will be
  hailed as heroes among both the tlaloque and the Sapotec.
  Tezcatlipoca will withdraw his favor from the Mechica, and
  the werejaguar will lose their ability to pass on lycanthropy,
  not to mention they can no longer create servitors.
  The remaining werejaguar will be far less aggressive
  knowing that they no longer have the backing of their deity.
  Perhaps, if the DM desires, a population of Sapotec and
  tlaloque wants to immigrate through the Door of Stars to Toril
  and the True World. This could be an excellent role playing
  opportunity for the PCs as they negotiate an alliance with
  Huasteco and the Otomi, perhaps even the desmodu.
  It would be very interesting for the Sapotec to return as
  Zateca and retake their old ruins, perhaps even Mictlatepec!
  Malinalli will be ecstatic to see the PCs and the Risa Stone
  when they return to Otomi. Her smile fades as she ominously
  explains to the PCs the next step in their quest if they choose
  to continue.
  Further Adventures
  The Door of Stars is a gateway to an infinite number of
  adventures. Perhaps there are crystal sequences hidden
  elsewhere in more ancient parts of the True World.
  There is also the mystery of who exactly created the Door of
  Stars? Was it the batrachi in a time before man and even the
  gods? Perhaps the writing around the Door offers a clue or
  perhaps the PCs find a king’s tear stone which gives them
  clues to the past?
  The vampires of Nochte are now aware of the PCs and have
  apparently found at least one way back to the True World. Do
  the PCs need to make an expedition to Nochte? Will the
  desmodu assist them in the vampires’ final defeat?
  How about the tlaloque and Sapotec who return to Maztica?
  Undoubtedly, the cleaning out of Mictlatepec and return to its
  old name Tehuatepec can make quite an excellent campaign.
  Of course, the quest to resurrect the goddess continues...
  47
  
  Monster Statistics
  As elsewhere in this adventure, creature statistics from this
  chapter can be found in either the Monster Manual or in
  MZS1 Monsters of Maztica.
  New creatures found in neither of those two sources can be
  found here, in addition to a repeat of the Mictlaneca template
  for ease of reference.
  Alban
  Alban is the undead progenitor of the mictlaneca. He rules the
  dead city as he always has with an iron fist and guards his
  talisman of perpetual life closely, never removing it.
  Undead Traits. Alban does not need to eat, sleep, breathe
  or drink.
  48
  
  Maztican Desmodu
  The desmodu are a race of flightless bat-folk that are bulky
  and powerful. Maztican desmodu are an offshoot of the race
  that have been isolated in the mountains of Huacli for many
  centuries and have developed very different abilities due to
  this isolation.
  In temperament, they are quite similar to normal desmodu,
  but they are even more secretive than their Faerûnian
  counterparts.
  Mictlaneca Template
  A humanoid can become a mictlaneca. When a creature
  becomes a mictlaneca, it retains all of its statistics except as
  noted below. New abilities are based on the base creature’s
  CR.
  Type. The creature’s type becomes undead and it gains
  undead traits.
  Alignment. The good-evil axis of the creature’s alignment
  becomes evil.
  Resistances. Gains resistance to necrotic damage unless it
  is already immune.
  Immunities. Gains immunity to the charmed, exhaustion,
  and poisoned conditions and poison damage.
  Maztican desmodu despise undead of any form, particularly
  vampires, and they have successfully turned back an invasion
  of vampires from an otherworldly realm known as Nochte.
  Maztican desmodu use a weapon which has a blunt edge
  and a sharpened blade which is typically made out of bone
  and known as a notbora.
  Sunlight Hypersensitivity. The mictlaneca takes 10
  radiant damage when it starts its turn in sunlight. While in
  sunlight, it has disadvantage on attack rolls and ability checks.
  New Abilities/Actions. The creature gains the following
  abilities and actions based on its original CR. Each ability
  uses the proficiency and stat bonuses of the base creature.
  CR Range
  New Ability/Action
  0-1/2
  Undead Fortitude (as Zombie)
  1-2
  Bite (as Ghoul)
  3+
  Bite and Stench (as Ghast)
  *CR 3+
  Life Drain (as Wight)
  *Only if created with the talisman of perpetual life.
  49
  
  Skeletal Chihuahua
  These small undead are a nuisance which typically serve as
  pets or food in Mictlatepec.
  Undead Traits. Skeletal chihuahua do not need to eat,
  drink, sleep or breathe.
  Vampire of Nochte
  The vampires of Nochte not what they once were in the days
  when they first arrived on Toril. Centuries of starvation in their
  island kingdom first made them feral, but they have since
  grown used to less sustenance and their forms have grown
  weaker for it.
  Their savagery has lost them their ability to charm, much of
  their magic, and their ability to call bats when using Children
  of the Night.
  Undead Traits. Vampires of Nochte do not need to sleep or
  breathe.
  Werejaguar Servitor
  Werejaguar servitors are not true lycanthropes and remain in
  what would be considered their hybrid forms were they actual
  werejaguars. They are dimwitted and compliant, almost
  always under the command of an actual werejaguar, thus
  giving them their common name.
  Werejaguar servitors have a number of origins, but the most
  commonly known servitors are created on the world of the
  Mechica where they are created from normal humans using
  the power of the Risa Stone.
  Magic Items
  The Risa Stone is a legendary item of transformative power
  sacred to the Mechica.
  The Risa Stone
  Wondrous item, legendary
  The Risa Stone is an ancient item of great power that was
  created by the god Tezcatlipoca and is sacred to his clergy. It
  can store power derived from sacrifice and use it to
  permanently change the form of those who are sacrificed
  upon it or to fuel the magic of the spells of those who touch it.
  The stone’s appearance is of a reclining man holding his
  hands on his chest. A human body can be strewn across the
  man’s lap in preparation for sacrifice. For every human
  sacrificed, the Risa Stone stores a single “charge.”
  The stone can hold a maximum of 10 charges. A character
  in physical contact with the stone may then use these charges
  to power a spell of level 3 or lower (1 charge), 5 or lower (2
  charges), 7 or lower (3 charges).
  It can also be used to transform a man permanently into a
  jaguar (1 charge) or a werejaguar servitor (2 charges).
  Jaguars and werejaguar servitors obey the one who
  transformed them if the being who perfomed the sacrifice is a
  worshiper of Tezcatlipoca.
  The transformation may be reversed using powerful magic
  at the DMs discretion, but should require spells of higher than
  7th level.
  50
  
  Character Options
  The tlaloque are a subspecies of gnome with strong ties to the
  water element, particularly in regards to the weather.
  They are typically beholden to the deity Tlaloc, or his
  Maztican counterpart Azul, though their outlook is far kinder
  than the worship of such a cruel god might suggest.
  Gnome Subrace: Tlaloque
  As a tlaloque, you feel most comfortable it the soaking
  conditions of a torrential downpour.
  You are a creation of Tlaloc, a god of the rains with whom
  the world cannot live without, yet there are other deities that
  also might have earned your worship.
  Tlaloque Gnome Traits
  Tlaloques share the following traits in addition to the traits of
  all gnomes.
  Ability Score Increase. Your Wisdom increases by a score
  of 1.
  Control Weather Five or more tlaloque's working in
  concert (each using an action) can cast control weather.
  Cold Adaptation. Tlaloque's are not subject to gaining
  levels of Exhaustion from cold temperatures. They are not
  otherwise resistant to cold damage.
  Language. You can speak, read and write the language of
  the tlaloque.
  Alignment. You worship the only good aspects of your deity
  and typically have a neutral or good alignment. You also have
  a tendency towards law because of your belief in the natural
  order of things.
  51
  
  52
  
  ZATAL
  ZATAL
  ZATAL
  ZATAL
  ZATAL
  
  Chapter 4 - Zatal
  M
  ount 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 ow, 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.
  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.
  Maztica's son Zaltec resented Maztica’s popularity and
  though he did not seek the love she received from her
  worshipers, 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, he created
  hishna magic and bequeathed it 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.
  Zaltec was infuriated over the loss of worship and
  approached his mother in a fit of rage. He beheaded her with
  his great dark macuahuitl and the weapon's fine edges
  shattered on impact The 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 the 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 lakes are believed to
  have kept the mountain in check, lest it grew to take over the
  whole of the True 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 the avian aearee.
  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. The Darkfire energy of the Heart
  (and the god’s not inconsequential presence) woke the
  slumbering serpent and the ancient being was awed. It is
  unknown what kind of deal was brokered on that day but the
  sarrukh, now changed by the corrupted life energy of the
  Heart, agreed to serve as its guardian forevermore. Mixcoatl
  assumed the name “The Viper” and has secretly had a hand in
  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.
  54
  
  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 the Viper 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
  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 Faerûnians and their native allies
  (consisting of Payit and more importantly the long established
  Kultakan enemies of the empire) decimated the Nexalan
  Empire. 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.
  55
  
  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. Faerûnians 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.
  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, troll and jagre 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 and Hoxitl made no secret of
  his intentions. Once their hearts were removed and while the
  body still clung to life, 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 other deities had also
  begun to panic. Though typically somnolent in the depths of
  their own watery lairs in Zatal, the great rain dragons known
  as tlalocoatl awoke when they lost the constant hum of their
  watery lord Azul.
  When they emerged 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 which allowed the humans to escape into hidden
  tunnels in the mountain. Hoxitl lost much of 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 their 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 did it return. The shimmering and
  warping began once again as it did a century past. The grey,
  steel sky slowly 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. He shifted in the grand cavern
  beneath Zatal and the mountain rumbled.
  The Adventure
  If the PCs have completed Chapter 3, 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.
  Malinalli 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. She gives each PC 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.
  Starting in Chapter 4
  While the text of this chapter assumes that the PCs
  have participated in the other chapters of this
  adventure, it does not need to be so. Simply assume
  that another group managed to acquire the Risa
  Stone but perished in the process. Without the Risa
  Stone, the final encounter will be quite deadly.
  56
  
  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.
  The Valley of Nexal
  Four cities 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. 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 a city of scoundrels,
  consisting of the dregs of society both native and foreign. After
  the Spellplague, the 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.
  Shortly after the first sacrifices were performed, rampaging
  tlalocoatl inadvertently freed the humans and thousands
  escaped into the tunnels of the volcano. The humans survived,
  never again to see the light of day. 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
  this example, the aboveground portion 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 DC 11 Constitution save or
  contract sewer plague.
  Sewer Plague
  Sewer plague is a generic term for a broad category of
  illnesses that incubate in Sewers, refuse heaps, and stagnant
  swamps, and which are sometimes transmitted by creatures
  that dwell in those areas, such as rats and otyughs.
  57
  
  When a Humanoid creature is bitten by a creature that carries
  the disease, or when it comes into contact with filth or offal
  contaminated by the disease, the creature must succeed on a
  DC 11 Constitution saving throw or become infected.
  It takes 1d4 days for sewer plague’s symptoms to manifest
  in an infected creature. Symptoms include fatigue and
  cramps. The infected creature suffers one level of Exhaustion,
  and it regains only 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, an infected creature must
  make a DC 11 Constitution saving throw. On a failed save, the
  character gains one level of Exhaustion. On a successful save,
  the character’s Exhaustion level decreases by one level. If a
  successful saving throw reduces the infected creature’s level
  of Exhaustion below 1, the creature 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 was 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 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 lesser restoration 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 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.
  58
  
  They are the team of ōllamaliztli (Maztican ball game) players
  that competed in Chapter 2. If the players participated in that
  tournament, they will certainly recognize these particular orcs
  and the orcs will recognize them as well.
  Hoxitl condemned the orcs 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 but
  they certainly won’t make it another week as there are
  hundreds of lacunae ghosts in the city. Cruel PCs might slay
  the orcs or if they are confident in the orcs' redemtive arc, they
  might 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 neutral in
  alignment and make steadfast allies. The information they
  have about the Valley of Nexal would be invaluable to the
  Kultakans.
  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 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. 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 in
  danger of erupting, 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 but 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 Xiveris who is not necessarily violent. The family
  currently consists of two adult beljuril dragons, one young
  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 Springs
  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 thirty 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. Nowadays it is a
  shallow and muddy mess, home to thousands of waterbugs
  known as axayacatl which serve as a primary food source for
  the entire valley.
  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 but 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 it 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.
  59
  
  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, approaching within 10 feet of the
  eggs would cause 4 (1d8) fire damage and touching the eggs
  would cause 5 (1d10) 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 and if there was some way to transport the
  scalding eggs.
  When the PCs find the entrance to the Fire Caves, they are
  attacked by a creature known as a living lahar. This ooze
  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 “megadungeons” 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 delineated levels and usable 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 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. In each room, roll 1d6. A result of 1
  means the room is unstable. If a caster uses an evocation spell
  with area of effect damage roll there is a 1% chance per point
  of damage caused that a breach occurs. If 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
  Touch
  11 (2d10)
  Extremity Immersion
  33 (6d10)
  Wading
  55 (10d10)
  Falling In
  99 (18d10)
  60
  
  Level 1 - The Caves of Fire
  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.
  Grimlock Caverns 1
  Read the following out loud when the PCs enter the Caves of
  Fire.
  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, dropping their current meal for
  fresher fare.
  Grimlock Caverns 2
  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.
  This undead abomination is a hurachnid. This creature has a
  belly that is far larger on the inside than it is on the outside
  and it can regurgitate its past “meals” as ghasts who defend
  the hurachnid and bring it additional prey.
  The hurachnid has disgorged the four ghasts from the other
  room, and has two more ghasts with it now, including the one
  the PCs just observed it disgorge.
  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.
  Grimlock Caverns 3
  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.
  These 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 DC
  14 Intelligence (Investigation) check. They are moccasins of
  striding and springing which behave exactly like boots of
  striding and springing.
  Grimlock Caverns 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.
  Grimlock Caverns 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.
  Grimlock Caverns 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.
  Grimlock Caverns 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.
  61
  
  62
  
  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.
  Grimlock Caverns 8
  The entrance to this cave is guarded by eight 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 truly value treasure, but the belongings
  of their human ancestors can be found here. All in all, there is
  225 gold quills worth 1.125 gp, 60 semiprecious stones worth
  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 grimoire of the earthstoker that contains some very
  unique new spells which can be found in the Appendix.
  Grimlock Caverns 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 more humid. Eventually, they cool off
  completely as the PCs enter Level 2 of Zatal. Malinalli’s heart
  stone 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 current
  continually churning and difficult to swim in. Submerged PCs
  need to make a DC 15 Strength (Athletics) check to advance
  on their turn, even if they have a swim speed. The submerged
  tunnel is 60 feet long before the PCs can surface.
  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. They attack any
  who enter uninvited.
  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 mariner’s
  hishnahide scale mail armor. 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.
  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.
  63
  
  Blue Grotto 7
  Umeteotec lounges on the island in the northern portion of
  the Blue Grotto lake. He 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. It will do so however, when it senses its brother is in
  danger. The PCs will have to fight both young tlalocoatls
  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)
  check 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 2 doses of octli of
  strength.
  Level 3 - The Fury of Tezca
  Though their forces can easily reach the surface by bypassing
  the tlalocoatl and pushing through the grimlocks, a firenewts
  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 below ground. 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.
  These 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.
  64
  
  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.
  One region that the PCs may 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 firenewts of
  Zatal, an incursion of salamanders that were dispatched by
  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 and
  the entrance is in the ceiling. Luckily this 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 firenewts, 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 seven azer, twelve magma mephits
  who only attack when one side is weakened, eight
  salamanders, fourteen firenewt warriors, 3 firenewt
  warlocks of Tezca who use the same statistics as firenewt
  warlocks of Imix and five giant striders.
  If the PCs enter the main chamber with the azer, all
  combatants will appear from their 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 as
  many 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 on relatively
  even ground 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, but it is still dangerously hot.
  Like Azul and Tezca, the earthen Plutoq has also taken
  many centuries of 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.
  65
  
  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 himself. The couatl’s name
  is Macuilluztatl and he is of a very rare, if not unique
  subspecies known as a piedracouatl.
  Plutoq’s Ziggurat 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. The xorn inherently know which
  crystals to avoid.
  Plutoq’s Ziggurat 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 of uncommon rarity or
  greater will do. He will also insist that the gems are returned,
  unless the PCs assist him in the battle against the gargoyles.
  Each ruby is worth 200 gp.
  Plutoq’s Ziggurat 3
  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 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.
  66
  
  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 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 (Perception) check for the PCs to
  notice something is amiss unless they move to touch
  Tecotecuani.
  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.”
  It is important to 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 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 in such a scenario.
  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 do not comply, activating his four stone
  guardian eagles and his remaining Maztican golem. This
  will be a deadly battle with the piedracouatl even with the
  assistance of the other five gargoyles who arrive from area
  four at the end of the first turn.
  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. In this case, the piedracouatl and its guardians
  assist the PCs.
  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 can be found in MZC1 The
  Maztican Campaign Guide.
  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 – 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 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.
  67
  
  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 at the PCs. 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 it 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.
  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 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.
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  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 of quicksilver 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 Chapter 3, 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.
  “Hold in your hands the Heart of Maztica and grasp each other
  closely. Touch the silver of the lake. What very few know is that
  it is the lifeblood of our goddess, spilled when her son so
  cruelly betrayed her. When you do so, you shall see the spirit of
  our Mother in the spirit realm 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. 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 with a flash of light.
  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
  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.
  “Bringer of War, it is here that you may have what you desire.
  You have feasted on the heart of the Mother for millenia, 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.
  69
  
  “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 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 the 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 brings them to the current location if they have have
  been lost along the way. She will even restore 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.
  70
  
  Appendix
  This appendix contains new magic and monsters from
  Chapter 4: Zatal.
  New Magic
  Most of the new magic items found in Chapter 4 can be found
  in MZC1 the Maztican Campaign Guide, but the Grimoire
  of the Earthstoker is new and described below. It was
  originally written as the "Book of the Earthstoker" in Dragon
  Magazine Issue 265.
  Grimoire of the Earthstoker
  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. T
  he 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.
  Creatures who are currently touching the book (up to five
  medium sized creatures) gain resistance to fire damage as
  long as they are touching it. An individual who is attuned to
  the book is immune to fire damage as long as they are attuned.
  Any other harmful effects of lava (poison gases, etc.) are also
  ignored, but only effects that are directly caused by the lava.
  The attuned wielder may also wade into magma without
  losing any movement.
  An attuned owner can 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.
  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.
  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 30 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 level above 4th.
  New Monsters
  The following new creatures appeared within Chapter 4.
  Others can be found in MZS1 Monsters of Maztica.
  Dragon, Beljuril
  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.
  Volcanic Stages of Life. 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 outer armor. 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.
  71
  
  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 also 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 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 120 feet of it. The jet is a cylinder 5
  feet in diameter, and up to 60 feet tall. Each creature in the
  area must make a 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 20 foot radius sphere
  centered on a point the dragon can see within 120 feet 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 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.)
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  Regional Effects
  The region containing a beljuril dragon’s lair is warped by its
  magic, which creates one or more of the following effects:
  Water sources within 1 mile of the dragon’s lair are
  supernaturally warm and tainted with sulfur.
  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.
  The presence of the dragon causes increasingly wild
  seismic activity, culminating in a major earthquake,
  volcanic eruption, or other cataclysmic geological event.
  73
  
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  Heart of Maztica
  The heart of Maztica is a dessicated and blackened remnant
  of the goddess of life.
  For ages now, Zaltec has fed upon its energies and it is the
  source of the transformative power known as the Darkfire.
  The heart of Maztica is the engine that has caused endless
  suffering by powering the Night of Wailing and transforming
  an entire empire into monsters.
  The heart continues to pump corrupted energy into the very
  mountain of Zatal itself, causing it to grow like a boil on the
  world. It's evil is set to spread until stopped.
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  Hurachnid
  The hurachnid has a truly vile appearance. What may at first
  seem to be a giant scorpion consuming the rotting corpse of a
  long-dead human, the two bodies combined are in fact one
  undead creature.
  Ghast Masters. The belly of a hurachnid is said to be far
  larger on the inside than on the outside and those who have
  seen one disgorge ghast upon ghast certainly agree.
  The hurachnid itself is a strong fighter and its deadly stinger
  paralyzes even the heartiest of opponents. Their primary
  ability however, is creating an supply of ghasts by disgorging
  them from their distended bellies.
  The ghasts serve their master dutifully and the hurachnid
  will disgorge as many as they can during battle. When
  encountered, a hurachnid typically is accompanied by two of
  its ghasts.
  Undead Nature. A hurachnid does not need to eat, drink,
  sleep or breathe.
  77
  
  Lacunae Ghost
  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.
  Living Lahar
  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.
  Indescriminate Killers. Living lahars are beholden to
  noone and no thing. The evil forces that have given them life
  have given them the sole purpose of destruction for
  destruction's sake alone. They cannot be charmed or
  otherwise convinced to do the bidding of any creatures other
  than their own demented wills.
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  79
  
  Piedracouatl
  The piedracouatl is an extremely rare type ofcouatl that has
  pledged its servitude to the god Plutoq and has been
  transformed through centuries of service to the stony deity.
  Piedracouatls can appear much like a stone statue and they
  are easily mistaken for stone statues when they do not move.
  80
  
  Rylkar
  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.
  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.
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  The Viper
  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.
  83
  
  Avatar of Zaltec
  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.
  84
  
  To Resurrect a
  To Resurrect a
  To Resurrect a
  To Resurrect a
  To Resurrect a
  Goddess...
  Goddess...
  Goddess...
  Goddess...
  Goddess...
  The goddess Maztica was the goddess of life
  whose body became the whole of the True World
  according to the priests and elders of the
  continent. Her name has been given to the land
  in honor of her sacrifice and horrifying death at
  the hands of her very own son, Zaltec.
  But what if mankind can do more than just honor
  the dead goddess? What if there were a way to
  bring her back?
  Cover Art: "Mayan Myth" 
  Emanuella Kozas   
  https://www.deviantart.com/emanuellakozas/
  Four Adventures in One
  This book is an update to four adventures
  originally known as the "True World Resurrection"
  series. Each has been edited, expanded upon, and
  better balanced to form a single cohesive whole,
  hopefully leading to a world shaking event for the
  inhabitants of Maztica.
  This adventure book spans levels 5-12, though it
  could be adjusted for both lower and greater levels
  easily. The adventures themselves remain
  compartmentalized, and might be run individually
  if desired, but almost an entire campaign could be
  run within these pages with minimal work from
  the DM.
  The general backgrounds of each adventure are
  summed up below.
  The Sea Demon's Pearl
  When the young son of a fisherman named Asquel
  surpised his village elders and returned alive after
  missing for weeks, he returned with a black pearl
  the size of which the coastal town had never seen.
  Asquel became somewhat of an instant celebrity,
  and his family was lifted from the poverty from
  which it once languished. Little did the boy know
  that the pearl was not all that he brought home.
  The Sea Demon had followed its prize home and
  soon the whole town would suffer for Asquel's
  theft.
  The Maztican Ball Game
  The Maztican Ball Game is a game within a game!
  It is a sport wholly unique to the True World and it
  can be played by four or more players.
  This portion of The Mother of Life contains
  rules for the sport, the mechanics behind them
  and an adventure set up in the style of a
  tournament in which the players can become
  underdog champions in a long established cultural
  phenomenon.
  True champions of the Maztican Ball Game will
  bring the players to the attention of powers that
  are making bold moves in the True World. Heroes
  in Maztica don't only arise from slaying monsters.
  The Door of Stars
  In the mountains of Huacli, a secret lies which has
  kept the Otomi people safe for many generations.
  Yet still there is danger, and while much of it
  comes from a city full of undead, what once
  protected the Otomi might now be their undoing.
  Zatal
  Like a poisonous and bloated pustule, Mount Zatal
  has been a source of terror for the True World
  since time immemorial. It is the source of the
  Darkfire and much of Zaltec's own personal power,
  and for many decades it continued to grow.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Maztica 5e/MZA4 - The Mother of Life.pdf