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Fires of Zatal

Jeff Grubb and Tim Beach

Table of Contents

Arrival in Maztica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Three Meetings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
The Road to Nexal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
The Valley of Nexal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 39
The Fires of Zatal.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
Appendices
Non-Player Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
The Cloak of One Plume . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Ahuizotl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Tabaxi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 62
Maztican Dragon (Rain Dragon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63

Pull-out Section Pre-generated Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29-36

Credits:

Design: Jeff Grubb and Tim Beach Border Art: Ken Frank
Editing: Elizabeth Danforth Cartography: Dennis Kauth
Cover Art: Fred Fields Typography: Gaye O’Keefe
Interior Art: Valerie Valusek Production: Sarah Feggestad

This material is protected under the copyright laws of the United States of America. Any unauthorized use of the material or artwork contained
herein is expressly prohibited without the written consent of TSR, Inc. Copyright © 1991 TSR, Inc. All Rights Reserved. Printed in U.S.A.

Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy
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ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc. The TSR logo is a trademark
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9333xxx1501 ISBN 1-56076-139-3


Arrival In Maztica
This is the first adventure set in the interior, so adventurous natives may
lands of Maztica, the “new world” of find their way to the city.
the Forgotten Realms. Maztica is Core Realms characters, whether
very different from the Realms—an from Cormyr or Waterdeep, have
alien land, a world in transition, recently crossed the ocean. As new
showing the first influences of the arrivals, they are apt to be looking
mores and culture of the Realmsian for employment, and should not be
cultures. Its ancient nations are directly connected with Cordell’s
giving way to new empires and new mission or the Amnite
threats. Once, monstrous creatures government—just adventurers
were few and far between; since the looking for new lands, new
Viperhand creatures were creatures, and new treasure.
introduced, the land becomes ever A mixed group of characters can
more like the Realms. be handled by having the PCs
This adventure is intended as an brought together by Drakosa.
introduction to the world of Drakosa seeks low-level PCs because
Maztica, designed for player they are easily impressed, tend to
characters (PCs) of levels 1-3. Higher follow orders, and will not be
level characters can survive the missed if they disappear.
adventure easily, but low-level ones When running Maztica, keep in
should be freely advised that mind the strong racial division
discretion and stealth is the better between native Mazticans and the
part of success in this adventure. newly-arrived Faeruns. The Amnites
There are also lesser adventures tend to treat the Mazticans as a
that can occur along the way, giving second-class work force, little better
players an opportunity to gain than enslaved orcs. Native Payits are
further experience or to set aside treated best, the Nexala and savage
for future encounters. Dog People the worst. Amnites in
Player characters of Maztican or the new world consider themselves
core Realms origin can play this the superior race—after all, they
adventure, or mixed groups can destroyed Nexal.
participate. The pre-generated The Payits and other native races
characters in the centerspread tend to treat the newcomers with
represent a mixed group of respect and/or fear, at least to their
adventurers, and the pages can be faces. The Payits respect the
removed so the heroes to be used as Amnites and have generally
starting characters. benefitted from their rule, while
Maztican characters can be from many others fear the newcomers’
anywhere in Maztica, although the power and greed. They will not
adventure begins in openly volunteer information to the
Helmsport-Ulatos. That coastal city newcomers, but neither will they
has become one of the primary turn on the Amnites without reason.
hubs of activity in Maztica, the Player characters who join up
meeting place of old Amn and new. after the start of the adventure
An active trade is maintained should be natives of the area the
between Helmsport-Ulatos and the party is passing through—Payits in

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Payit or Nexala in Nexal, with their Captives work the fields as well, and
different racial advantages and treated in a manner that makes the
disadvantages. old ways of handling captives—a
quick sacrificial death—look
appealing by comparison.
Helmsport-Ulatos The population of the Ulatos and
The first expeditions to the new Helmsport area is about 20,000, with
world made landfall at the location native Payits the majority. About
of Helmsport, and the city is the 2000 natives of Faerun live in the
foundation stone of New Amn. area, mostly Amnites with a few
Located on the coast of the Gulf of Calishites, Waterdhavians, and some
Cordell, Helmsport would not even non-humans in the mix.
merit a mention on Faerun maps if Rulership of Helmsport-Ulatos is a
not for the fact it is the only Amnite combination of traditional Maztican
settlement in the new world. ways and newcomer law. Among
Helmsport itself consists of a themselves, the Mazticans can rule
dozen buildings clustered at the and judge themselves. A squabble
base of Fort Cordell, the center of between two Payit families is
military power in New Amn. The handled in Ulatos, ultimately by the
town’s more permanent Revered Counselor if necessary. If a
constructions are built in wood and newcomer is involved in any way,
stone along Amnite lines, and many however, judgement comes from
are still under construction. There the military tribunal at Fort Cordell.
are as many tents and lean-tos as The tribunal is manned by represen-
there are permanent buildings. tatives of the government of Amn,
Much greater in size is the mighty the church of Helm, the fort’s gar-
Payit city of Ulatos, located further rison, and a representative of Caxal.
inland along the river of the same Usually the tribunal sides with the
name. The city is mostly unchanged newcomers unless a heavy bribe is
from the time of the invasion, save offered. Enslavement is the typical
for the damage to the old pyramids punishment, from one year to life.
and the erection of the temple of This tribunal also handles matters
Helm. Caxal, who first welcomed entirely within the newcomer
the newcomers to the True World, community. Again, the
still rules as Revered Counselor— even-handedness of justice is
under the watchful eye of Cordell. dependent on the relative weight of
The Savannah between the the plaintiff’s and defendant’s
landing at Helmsport and the city of purses. Punishment is light, usually
Ulatos is lined with roads and new a monetary fine. Death is reserved
farms, plantations awarded not only for the most heinous crimes, or
to the soldiers in service to Cordell, those committed against the more
but also to influential latecomers powerful lords. (Even then, escape
like Captain Drakosa. Natives from is still possible if palms are greased.)
the area were reduced to The docks of Helmsport and the
near-slavery, and the Payits are marketplace of Ulatos are active
encouraged to work the fields in with brisk, profitable trade. Only
exchange for minimal support. merchants with established permits
Amnites and other recruits in the may buy on the Helmsport docks,
new world oversee these forces. although anyone may sell in Ulatos.

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(This creates a lively black market of to dock directly to land. The quays
goods that “disappear” from the were built with native labor, and
dock, then reappear in Ulatos!) most workers are Payit. These men
are paid fairly well, and supplement
their income with an occasional
Details of Helmsport-Ulatos piece that is “lost” in transit (to
The Helmsport-Ulatos map appears reappear at market). Overseers
on the inside cover of the module. permit the losses only if they are
1. Shipyards of Helmsport: The minor, and so long as they get a
shipyards are still under piece of the action.
construction, using slave labor as The dock guards are also Amnites,
assigned by the military tribunal. armed with spears and wearing the
Work goes slowly, so it will be a few light half-plate that has proved so
years before the first cogs slide into useful in these warm climes. They
the water. The wood comes from see that gold flows onto the ships
the jungle south of Fort Cordell, and supplies are offloaded, and they
from the cutting which clears keep stowaways (native and
ground for more land grants. otherwise) off the ships bound for
There are about 100 prisoners Amn. The provincial government
here, bound with wooden wants to make sure the secrets of
leg-hobbles. The overseers are all Maztica remain secret from the rest
Amnite, usually men on a of the Realms until the Amnites
punishment detail for one offense have full control.
or another. Working the shipyards is Typical Guard: Int Average; AL N;
a task best fit for those who have AC 4; MV 12; HD 2; hp 12; THAC0 19;
offended their superiors. #AT 1; Damage 1-8/1-12 (sword),
The Amnite government hired a 1-6/1-8 (spear); SZ M; ML 15
group of adventurers to smuggle 3. Fort Cordell: The redoubt
out a team of Ruathym shipbuilders originally built by Cordell has been
for work in the yards. The Ruathym expanded to meet the needs of the
arrived two months ago to find the growing town at its base. The
shipyards unready and no work to redoubt has 10' thick stone walls
be done. At present they content and a single entrance facing the
themselves with repairs on existing port. The stonework has been
ships, but spend most of their time scavenged from the former pyramid
in the marketplace of Ulatos, where of Zaltec in Ulatos.
they have discovered octal, the local Inside the fort’s wall stand the
alcoholic beverage. main barracks and officers’ quarters
Typical Slaves: Int Low; AL N; AC (area 4) and the smithy (area 5). The
10; MV 12; HD 1; hp 3; THAC0 20; fort is home to the Helmsport
#AT 1; Damage 1-3/1-2; SZ M;ML 9 garrison, consisting of some 100
Typical Guard: Int Average; AL N; horsemen and 500 footmen at all
AC 4; MV 12; HD 2; hp 12; THAC0 19; times. (The total military force
#AT 1; Damage 1-S/1-12 (sword), stationed in Ulatos is 300 horsemen
1-6/1-8 (spear); SZ M; ML 15 and 2000 footmen.)
2. The Docks: Three quays, Typical Guard: Int Average; AL N;
always busy, have been erected on AC 4; MV 12; HD 2; hp 12; THAC0 19;
the shores of the lagoon, and the #AT 1; Damage 1-8/1-12 (sword),
lagoon dredged to allow large ships 1-6/1-8 (spear); SZ M; ML 15

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Typical Horseman: Int Average; entire New Amnite expedition is to
AL N; AC 5; MV 18 (on horseback); bring in so much gold that the
HD 2; hp 12; THAC0 19; #AT 1; piddling amount that he diverts will
Damage 1-8/1-12 (sword), 1-6/1-8 never be noticed.
(spear); SZ M; ML 17 Alanza DaNosta: Int Average; AL
4. Officers’ Quarters and LE, AC 2 (plate and shield); MV 12;
Barracks: The largest building in HD 7; hp 45; THAC0 14; #AT 1;
Fort Cordell, it was built along the Damage 1-8/1-12; SZ M; ML 17
same Amnite lines as the large 5. Smithy Complex: The complex
warehouses of Helmsport (area 6). consists of three buildings
The barracks have stables on the sprawling south of Fort Cordell.
ground floor for the horses, and These house the smithy proper, the
troop quarters directly above. armory, and the treasury.
The horses often graze along the The smithy is an ordinary
shores. In addition, many of the forgeworks that maintain and
officers maintain their horses on replace the garrison’s arms and
their plantations. In the dry season, armor. A half-dozen trained
forage is brought to the redoubt by gold- and metal-smiths reduce gold
native servants. and other precious metals to bullion
The barracks have a large cistern to be loaded on the ships bound for
for water, and underground storage Amn. Their dozen apprentices all
for food and supplies. However, the sleep in the building at night.
redoubt would be unable to fend By Governor’s order, all
off a protracted siege (more than steel-making in Helmsport is
two weeks). However, no one within conducted behind the walls of the
a thousand miles could conduct redoubt, to prevent the secrets of
such a siege. making fine metal weapons from
The current commander of Fort reaching the natives. All smiths and
Cordell is Alanza DaNosta, known as apprentices are Amnites (Sword
“the Count” by his men—not for Coasters at worst). No natives are
nobility but rather for his greed. Not allowed within the smithy complex,
a member of Cordell’s original and part of the garrison guard
expedition, DaNosta was installed by keeps natives inside the redoubt
the Amnite government as Captain away from the smithy. Because the
of the Garrison. smithy emits a thick gout of smoke
DaNosta notes all of the when operating, the town lies under
Governor’s errors and weaknesses, a black smudge most mornings.
in particular his leniency to the Seeing the choking fog over
Payits who originally met him. Helmsport, Caxal of Ulatos readily
DaNosta dreams great dreams, but tolerates the restriction.
is under Cordell’s eye—all troops In addition to the smithy, the
report ultimately to Governor complex is the site of the provincial
Cordell. The men are still loyal to armory. The armory is a circular
the legendary Captain-General, and stone building with a wooden roof.
several report DaNosta’s own Swords, armor, and shields
shortcomings to Cordell. sufficient to equip the entire
DaNosta is a 7th level fighter. He is garrison are located here, along
blond, portly and rarely leaves the with newly-arrived barding for ten
garrison. The main purpose of his horses. What smoke powder the

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garrison possesses is wrapped in houses, a bundle of private quarters
waxed paper and kept in barrels on and dives, and a few “retail shops”
the top floor of the two-story for those who did not want to walk
building. In case of explosion, the all the way to Ulatos carrying stolen
roof will blow out, not the walls. merchandise.
Finally, the smithy complex The warehouses are well patrolled
contains the treasury, where gold is by the garrison, and the guards turn
stored before it is melted down, and a blind eye to the other activities
where the bullion is stored before taking place in town. There are
being loaded onto the ships. Objects enough problems in a hostile new
of great artistic value (beautiful world without worrying about a
work with precious stones) are kept few drunks and grifters....
intact, but even the merely average Typical Guard: Int Average; AL N;
is soon melted down. The walls and AC 4; MV 12; HD 2; hp 12; THAC0 19;
roof of this low building are solid #AT 1; Damage 1-8/1-12 (sword),
stone, the door is reinforced with 1-6/1-8 (spear); SZ M; ML 15
iron plates, and guards are posted 7. Plantations: Upon the conquest
here 24 hours a day. The treasury of Maztica, the soldiers who
will contain several million gp accompanied Cordell were
worth of gold at any time. rewarded with land in New Amn.
Typical Treasury Guard: Int Most of the land west of the Ulatos
Average; AL N; AC 4; MV 12; HD 2; has been parcelled out to various
hp 12; THAC0 19; #AT 1; Damage military men, courtiers, and other
1-8/1-12 (sword), 1-6/1-8 (spear); SZ notables. The new farms stretch for
M; ML 17 several miles all around the cities of
6. Helmsport Warehouses: The Ulatos and Helmsport.
largest permanent buildings in The land on the eastern side of
Helmsport are the warehouses, the river is as yet unassigned,
which line the shore near the docks. officially being held as church land
The warehouses contain materials by the Temple of Helm in the name
both for export and import: items of of the native Payits. It too will
pluma, exotic foods, hides and such probably be parcelled out when a
leaving the country; steel, bridge or regular ferry begins
manufactured goods, Realmsian operating across that river.
clothing and the like coming in. Each plantation consists of
There are about six large roughly 200 acres of land. Most of
warehouses in Helmsport, with that land is currently used for
another under construction. All are grazing horses and the
three stories tall, but inside they are newly-arrived sheep, but a few of
a single open room piled high with the former soldiers have planted
equipment and packages. Huge tobacco, maize, and other special
double doors, wide enough to admit crops to send back to Amn at a high
a wagon drawn by four horses, price. The more adventurous have
open at opposite ends. returned to their old lives, either
Between the warehouses stand within the military or as
—or lean—the other buildings of independent adventurers, seeking
Helmsport: temporary structures their own city of gold to rival
nicked together from scrap lumber Cordell’s. They sell their land to
and prayers, a handful of drinking newcomer merchants to raise the

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initial stake for such expeditions. those slaves who get out of line.
Most of the plantations have a Drakosa’s desire is to achieve
main house (the owner’s residence), political powe r within the colony.
which may be a temporary shack or Like DaNosta, he would not mind
a large, ornate residence. The more being Cordell’s replacement. He sees
important officials’ manors are of the path to power possible through
the latter type, particularly on those control of the factions: the
plantations immediately between merchants, the army and, to a lesser
Helmsport and Ulatos. extent, the natives; and making a
Most of the housing has been built name for himself that will stretch
by native labor. When the land was back to Amn. If he makes a big
partitioned out, the natives on the enough name for himself, he may
land were parcelled out as well. On be made governor of his own area.
some plantations servants and For now, Drakosa bides his time
farmers have separate, permanent and curries Cordell’s favor. He does
quarters, but on most the natives not send lengthy reports of Cordell’s
live in semi-permanent buildings errors, as does DaNosta. Rather, his
tucked in some corner of the land. letters (to long-time friends in the
Only a few of the Payits working Amnite court) speak of Cordell’s
on the plantations live in Ulatos, and wonderful att empts to make the
these are primarily tradesmen and colony a going concern, to route the
craftspeople with some gold back ho me, and to maintain
specialization or talent which earns control over a spoiled and restive
them a degree of free movement. native population. He never (quite)
These city-natives are treated only says that Cordell is not up to task,
marginally better than the workers only that the governor faces
on the plantations, although they incredible problems, with incredible
are often blood-kin. opportunities.
8. Plantation Drakosa: This tract While “supporting” Cordell in this
of land originally was awarded to left-handed fashion, Drakosa is also
Jalimar Trollslayer, one of Cordell’s looking for his own treasures of the
soldiers in the campaign against the new world. Like Jalimar, he wants
Nexala. Jalimar was driven more by to find the city of gold. Unlike
a lust for gold than land, and sought Jalimar, he doesn’t want to go
to mount his own expedition to the himself. Better that excitable,
south where even greater empires devoted, and most of all expendable
were rumored to exist. Drakosa, a adventurers should go. Native-born
newly-arrived petty noble from heroes know the land, but
Memnon, bought out Jalimar’s Realmsian heroes have the loyalty to
plantation (lock, stock, and natives). the real world enough to assure
Jalimar headed south with ten other their loyalty to him.
Amnites, fifty natives, and none Drakosa: Int High; AL N; AC 2
were ever seen again... (bracers of defense); MV 12; HD 8;
Drakosa built and planted, and hp 59; THAC0 13; #AT 1; Damage
now runs a fairly prosperous 1-8/1-12 (sword), l-6/1-8 (spear); SZ
plantation, raising tobacco and M; ML 17
indigo (useful in dyeing Amnite 9. Pyramid of Qotal: The great
cloth). He is a relatively lenient pyramid of Qotal is the largest
master, feeding to the hounds only structure in the city of Ulatos,

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towering 150' high. Damaged 11. Other Pyramids: During
during Cordell’s original attack, the Cordell’s invasion, many pyramids
pyramid is repaired and brightly were damaged or destroyed. Since
repainted, its glyphs and symbols then, several have been restored
radiant in the sun. Overhung with while others have been left to the
gardens, the pyramid boasts feather elements.
magic fountains near the top, Plutoq: The smallest of the
pumping water cascading down the pyramids, the temple of Plutoq
sides to maintain the lush foliage. survived Cordell’s attack mostly
Qotal remains the most powerful intact. Rituals occur as before, with
god among the Payits. Because the pottery shattered in his name.
worship is non-sacrificial, the Tezca: Razed halfway down, the
religion is acceptable to the apex of this temple is completely
newcomers as well, although there gone. No rites are performed on this
are no Amnite worshippers of Qotal. pyramid.
The pyramid of Qotal is guarded Kiltzi: Fully restored, with worship
by units of eight Jaguar Knights, encouraged (at least not
two to each side. In addition, a discouraged) by the newcomers.
number of Qotal priests are always Watil: Fully restored and increased
in the area. in grandeur, lush with hanging
Jaguar Knights: Int Average; AL fountains and gardens.
N; AC 3; MV 12; HD 2; hp 15; THAC0 12. Grand Market: After the
19; #AT 1; Damage 1-8/1-6 (macas); conquest, the temple of Zaltec was
SZ M; ML 17 razed and the stones overlaid by an
10. Caxal’s Palace: Facing the ornate plaza: the new grand market.
plaza of the pyramids is the palace Merchants of the True World and
of Caxal, a twelve-room complex for the Realms come together to haggle
the Revered Counselor and his over prices and trade. Goods from
family. Caxal’s family includes his both areas can be found at the
wife, three teenaged sons, a grown market, although material from the
daughter with her own husband, Realms costs 5-10 (1d6 + 4) times the
and a small grandchild. prices found in Waterdeep and
Caxal has ruled as Revered Memnon. The market boasts
Counselor for years by expediently Maztican goods of the finest grade
siding with those having superior and quality, but no bargains can be
firepower. Most recently, this has had. Fine materials are in such
meant allying with Cordell, although demand that no merchant has any
this means he is little more than the reason to offer a discount.
Governor’s agent among the Payits. Materials available include all
Caxal retains his dislike and fear of normal Maztican items: crafts of
the Jaguar Knights, but he is willing feathers, pottery, and gold, even
to deal with them at arm’s length. occasional pluma articles. Items
Caxal is aware of the different from Clothing, Household
factions and opinions within the Provisions, Miscellaneous
Amnite camps, in particular those Equipment, Weapons, and Armor
who seek to have Cordell replaced from the Player's Handbook can all
with a more effective (read ruthless) be had at the additional cost. None
Governor. Caxal is supportive of of the animals, tack, or daily
Cordell at present. provisions are available.

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13. Other Markets: In addition to with glass imported from Lantan) is
the grand market, there are a being installed.
number of lesser markets scattered By order of Governor Cordell, all
about the city. These marketplaces good and worshipful Amnites, and
are almost exclusively Maztican those Payits who wish to receive the
affairs, concentrating on native word of the Watchful Eye, gather
equipment and items, as opposed to one day a week for services. Payits
the fancy wares displayed at the are given room at the back of the
grand market. Here one finds temple, Realmsmen in the front.
simple weapons, ordinary clothing, Actual attendance depends on the
and food. Occasionally there is the weather, the closeness of danger in
odd bit of Amnite equipment that the area (harsh times improve
has “disappeared” from the docks, attendance), and how recently the
although such items are few and far order was reiterated. DaNosta of
between. (However, some of the Fort Cordell issued a standing order
weapons merchants could tell you for all military to attend, although
where to find such items easily.) he himself does not.
A typical market stall hugs close The temple is under the control of
against a building, its low awning Bishou (formerly Pryat) Devane, a
supported by poles. Goods for sale member of Cordell’s original
are laid out on a cape or rug in expedition. Devane is more
front, with the owner sitting in the understanding toward the native
shade. Haggling—a Realmsian style faiths than his predecessor, now
of business—is greeted with disgust that most of those he comes in
from the local merchants. If you contact with have dispensed with
want to argue in the hot sun, find their barbaric sacrifices. He would
an Amnite. . . . prefer that Cordell outlaw all other
14. Temple of Helm: During the faiths and make Helm’s worship the
assault by Cordell, the temple atop only acceptable form in Ulatos.
the pyramid of Azul (among others) However, remembering the fate of
was burned and the banners of the previous Bishou Dominicus, he
Helm erected. Although temples to will be patient and take his converts
the more peaceable gods were one at a time. He is aided in his
eventually rebuilt and rededicated, work by three assistants and a unit
Azul’s bloody reputation meant that of guards.
gods pyramid would not be Bishou Devane: Int High; AL LN;
restored. AC 2; MV 12; HD 9; hp 45; THAC0 16;
The pyramid of Azul was ripped #AT 1; Damage 1-6 + 3/1-6 + 2 ( + 2
halfway down, and the stone footman’s mace); SA & SD Spells as a
re-used to erect a building of 9th level priest; SZ M; ML 17
newcomer design in its place: the Acolytes: Int Average; AL LN; AC
temple of Helm, a massive stone 4; MV 12; HD 2; hp 12; THAC0 20;
structure built with the same stone #AT 1; Damage 1-6 + 1/1-6; SA & SD;
as the old pyramid dedicated to the Spells as 2nd level priests; SZ M; ML
child-slaughtering Azul. Its main 14
entrance faces the pyramid of Qotal, Typical Guard: Int Average; AL N;
and is dominated by a huge golden AC 4; MV 12; HD 2; hp 12; THAC0 19;
eye over the lintel. Behind the altar, #AT 1; Damage 1-8/1-12 (sword),
a large stained glass window (made 1-6/1-8 (spear); SZ M; ML 15

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A nasty tale afloat whispered that sufficiently high level who grace his
the dry spell last year was Azul’s shores. This is partially because
revenge against the Amnites. It is Cordell is interested in powerful
said the drought only lifted after a newcomers as potential allies, but
native sacrifice was performed on such occasions also afford him the
the steps—with Devane’s approval. chance to size up potential foes
This story is untrue, and Devane among the newcomers.
will become livid if confronted with While Cordell would not be
the rumor. directly involved in the day-to-day
15. Cordell’s Personal Estate: Not lives of low-level player characters,
shown on the map, Governor his shadow looms over both
Cordell’s plantation is located ten Helmsport and Ulatos. He is the
miles south of Ulatos, on a bluff on conquering hero, the man who
the west bank of the Ulatos River. brought the Nexala to their knees
The grounds are larger than those and established the first permanent
awarded any mere soldier, and Realmsian settlement in Maztica.
surrounded by a 12’ stone wall Most of the common soldiers love
pierced by two gates. him. Most of the Payits fear him.
Those natives living on the Cordell Most of the gentry want his favor
plantation have been hand-picked, and, in a few cases, his job.
and live in comfortable (not lavish) Cordell is intent on keeping his
quarters far from the main house. position as lord of New Amn and, if
They are locked in at night and possible, expanding it as far as he
worked hard during the can. Potential opponents are either
day—Cordell has not reached his co-opted into his service, or
present level of success by being eliminated (usually by some
incautious. Those who show signs lower-level person seeking his
of shirking, or of plotting betrayal, favor). His best allies are those who
are slain, and their bodies thrown in pose no threat, or show no ambition
the river. This occurs less often than to strike out on their own. Cordell
the stories seem to say, but the tale remains as ruthless as ever, but is
helps deter not only those in the now more subtle in the use of his
household but possible interlopers. tools. If he can remove competition
Burglars, native or Realmsian, are without dirtying his own hands, so
fed to the hounds. much the better.
Cordell’s estate includes a manor, Governor-General Cordell: Int
stables, and a guardhouse that Exceptional; AL N; AC 2; MV 12; HD
houses 30 hand-picked guards 14; hp 103; THAC0 7 (4); #AT 1;
responsible for the Damage 1-8+3/1-12 + 3 ( +3 sword),
governor-general’s well-being. Bad 1-6/1-8 (spear); SZ M; ML 19
judgement among the guards brings Manor Guard: Int Average; AL N;
death, and they are very careful AC 4; MV 12; HD 4; hp 24; THAC0 17;
about who they let pass. #AT 1; Damage 1-8/1-12 (sword),
Cordell lives alone, although he 1-6/1-8 (spear); SZ M; ML 16
has many guest rooms. He
entertains the local gentry, including
(but hardly limited to) DaNosta,
Drakosa, and Devane. He also
welcomes reputable personages of

10
Three Meetings
Drakosa (all characters)
the Revered Counselor’s
The PCs come together on request
household, follows.
of Lord Drakosa, a noble of
“You there!” says the huge man
Calimshan recently arrived in
in common. “You’re coming to
Helmsport. The PCs’ nationalities
Drakosa’s house. He has work!”
affect how the invitation comes.
The Payit translates. “Lord
l Realmsians get the news thus:
Drakosa strongly invites you
immediately to assist him in a
An excited young Payit comes
matter of extreme importance."
up to you holding out a
“Move along, or I’ll feed you to
wax-sealed letter (with no
the hounds!” bellows the huge
address). It reads:
man, gesturing at the panting
“You are cordially invited to the
dogs.
Drakosa estate this eve, after
"Speed is essential, and you will
vesper bells are rung at the
be rewarded for compliance,"
temple of Helm. Lord Drakosa has
says the interpreter.
need of your services, and you
will be well rewarded for your
efforts." If no characters speak common,
then replace the Amnite’s lines with
gibberish, retaining his tone and
The boy speaks only a little
gestures. The PCs are expected to
commonspeech, but understands
follow Ironspike immediately.
yes, no, and hand signals. He was
Characters who stand up for their
instructed to wait for the response.
rights and attack will be reduced to
If the heroes can make themselves
zero hit points, dragged off before
understood, he will gladly point out
the tribunal, found guilty of
who hired him —a huge man with a
brawling, and sentenced to slavery
stubbly beard and scarred face,
in Drakosa’s service. This is an
leaning on a nearby wall, watching.
unfair way to force the PCs to work
If the heroes look, he will calmly
for Drakosa, but it accurately
nod. This is Kuri Ironspike,
reflects the nature of the Amnites in
Drakosa’s aide.
Maztica.
l If the heroes are Mazticans, the
Ironspike: Int High; AL NE; AC 4;
offer is not nearly so polite.
MV 12; HD 5; hp 48; THAC0 16; #AT
1; Damage 1-8/1-12 (sword), 1-6/1-8
You are going about your work
(spear); SZ M; ML 15
when a shadow falls across your
Guard: Int Average; AL N; AC 4;
way: a giant Amnite with a
MV 12; HD 3; hp 19; THAC0 18; #AT
cropped black beard and scarred
1; Damage 1-8/1-12 (sword), 1-6/1-8
face scowls at you. He is armed
(spear); SZ M; ML 15
with a sword, and flanked by two
Hounds: Int Semi; AL N; AC 6; MV
other armed men. One holds the
12; HD 2 +2; hp 15; THAC0 19; #AT
leash of a pair of hounds. A Payit,
1; Damage 2-8; SZ M; ML 10
whose earrings identify him with
Hasoctl: Int High; AL N; AC 6; MV
12; HD 2; hp 16; THAC0 19; #AT 1;

11
Damage 1-3/1-2 (fists); SZ M; ML 8 handle the rabble. To Realmsians,
The meeting with Drakosa takes his pitch would be courteous:
place in the open court in his home
(map,above). He appears in normal “Gentlemen, it has come to my
robes (magic bracers on), with attention that you are
Hasoctl and Ironspike. If trouble newcomers, as am I. I have heard
breaks out, about ten guards are wondrous tales of this land at the
nearby. Hasoctl can translate into table of Governor-General
Payit, if need be—he will render Cordell, and I would much like to
Drakosa’s words accurately, since he impress and help His
knows Ironspike is listening. Governorship.
Drakosa will treat other “A flying cape called the Cloak
Realmsians with as much respect as of One Plume was said to have
would be offered any adventurer been destroyed in a battle
back home. Natives will merely be between the savage gods Zaltec
expected to serve. For a mixed and Qotal. I have found this
group, Drakosa will let Hasoctl

12
supplies (at Helmsport prices).
untrue. The cloak survived, Natives can receive a maca or
hidden away in the ruined city of obsidian knife to help, at best.
Nexal. Where it is within that city What Drakosa said is partly
I do not know, for Nexal is true—newer characters are less apt
overrun with evil creatures. to be identified in Nexal. More
“You are new here, and will be importantly, such people are much
unknown to the creatures. Even more expendable than higher-level
in their changed state they might characters. If they fail, in a few
recognize an old soldier of months Drakosa will recruit others.
Cordell’s, and attack. Also, evil Hasoctl and Ironspike are sent as
men from the Realms have fled “minders,” to help protect the
into Nexal; they might recognize characters and to enforce Drakosa’s
all but the freshest faces. Stealth will. However, they are both in the
and cunning are called for. Go service of others. Drakosa knows
there, rescue this cape for me, this, and will not be upset if they fail
that I may offer it to the to return. Characters who try to
governor-general. sneak away from (or bump off) the
“Tomorrow the good ship “minders” can do so. The DM can
Helm’s Choice is sailing up the ignore references to either one if
coast to the gulf of Kultaka, they have been eluded or slain.
seeking to map safe harbors. The Hasoctl is not overjoyed with the
ship will get you halfway to Nexal. mission. He’d rather live a peaceful
My loyal servants Hasoctl and life in Ulatos. He will usually advise
Ironspike will help you in your fleeing or hiding.
mission. If you return, you may Ironspike is more willing to go
retain all treasure you find other into battle, and even more willing to
than the cloak. Serve me fairly, send in others in front of him. He
and land in this new world is wants the characters alive at least
yours as well. Do you accept?" long enough to take the damage in
Nexal. Ironspike has a small white
He is more direct to natives: stick upon which is cast a word of
recall to the temple of Helm at
“I am told you are brave and Ulatos. He will use this only if near
worthy. Prove this to me. In Nexal death, or once the Cloak of One
is the great magic Cloak of One Plume is retrieved.
Plume. You will be rewarded with After the meeting, Realmsian
gold, land, and freedom if you characters will be escorted back to
bring it back to me. In the their quarters by Ironspike. They
morning one of our moving may not remain on the estate.
mountain-ships sails. Be on it; Natives will be taken by Hasoctl to a
Hasoctl and Ironspike will lead hut in the natives’ encampment.
you. Bring back the cloak and I
will reward you." DaNosta (Realmsians only)
Once clear of the estate, Ironspike
asks, “So, what do you think?"
Drakosa will be more willing to
Regardless of the answer, Ironspike
aid Realmsians than natives up
will raise an eyebrow and respond,
front. Realmsians can each get
“He’s giving you a ride. Care to make
about 100 gp from Drakosa for

13
some real money?" captain of the garrison of Fort
If the answer is universally Cordell. He wants to hire the
negative, Ironspike will shrug and adventurers too, for his own
the opportunity will be lost. Any advantage. Ironspike has been in his
who respond positively will be employ for some time, passing
directed to a small lean-to in Ulatos information to DaNosta about his
(or Helmsport). Ironspike pushes potential rival. DaNosta knows
aside a tarp covering the doorway, about Drakosa’s attempt to curry
and ushers the heroes in. Cordell’s favor, and wants the cloak
Inside is a simple room, with a himself. Not only would Drakosa be
single table lit by a lone candle. The embarrassed to lose it, but DaNosta
candle illuminates a portly man would secretly ship the cloak to his
sipping on a mug of octal. He smiles Amnite masters as an example of a
and says, “Ah, these are Drakosa’s “treasure” Cordell declared
brave adventurers, out to seek the destroyed but which he had really
Cloak of One Plume." squirreled away for himself.
The portly man is DaNosta, DaNosta says little of his motives.

14
He offers the heroes money up make no other mention of it.
front, supplies of up to 100 gp value Hasoctl leads the characters into
(Realmsian value, not Maztican Ulatos, to the twelve-room palace of
prices). What they need, he can get, his mother’s uncle—Revered
within the limitations of the market. Counselor Caxal. Characters native
If the PCs need a way back to the to Ulatos will know him at once.
Realms afterwards, he can manage (Palace map appears on pg. 14.)
that too. (Drakosa will be looking Caxal waits for the heroes in the
for them if they regain the cloak but alcove overlooking the patio. A low
fail to turn it over to him.) DaNosta brazier burns before him, lighting
wants to play ball and be the his face from below. He sprinkles a
characters’ friend—if they will few aromatic herbs on the brazier
deliver the Cloak of One Plume to and says, “Ah, the brave heroes
him first. DaNosta’s word is good, Drakosa would send into the jaws o f
and he will not double-cross the death..."
players. Throughout the meeting Caxal is
Inventive players may try to noble, calm, and restrained. Like
blackmail DaNosta, taking the story DaNosta, Caxal wants the Cloak of
to Drakosa or merely threatening to. One Plume for himself, and will say
Quite simply, Drakosa will not so. He says it is to keep the great
believe them, and his offer to have treasure among Mazticans, but
them seek out the cloak will remain actually he wants to win favor by
open. Thereafter, Ironspike will be offering it to Cordell himself.
apt to put the ringleaders of the Hasoctl is his blood-relation, and he
scheme up front in case of danger. has reliably reported matters in the
Afterward, Ironspike takes them Drakosa household to the old man
back to their quarters. “This never since the Calimshite’s arrival.
happened,” is his last remark. Caxal will offer items from his
own storerooms, up to 50 gq worth
Caxal (Mazticans only) each. Caxal also has a suit of Eagle
The native-born characters are armor, but would be reluctant to
ushered into a small room in the give it to any but an Eagle Knight. If
natives’ area, with a single thin they took nothing else, he would
window high up in one wall, give them the armor.
secured by bars. A sentry is posted If the PCs give Caxal the Cloak of
outside the door, and a second One Plume, the Revered Counselor
sentry is placed directly across. Both will smuggle them to the lands of
are Payits, armed with macas. Far Payit, where they may live
Sentries: Int Average; AL N; AC 8; without fear of Drakosa. If more
MV 12; HD 2; hp 13; THAC0 19; #AT reward is needed, Caxal will offer
1; Damage 1-8/1-6 (maca); SZ M; ML gems worth another 200 gq per PC.
15 He will be offended if they haggle.
About an hour after their arrival, Again, if the heroes attempt to
Hasoctl returns. The PCs hear a few blackmail Caxal, both Caxal and
coins exchanged, and the door Hasoctl will deny everything, and be
opens. Hasoctl motions to the believed. (Drakosa already knows of
heroes to stay quiet and accompany Hasoctl’s double-dealing.) If this
him. If the heroes choose not to do occurs, Hasoctl will sneak off at the
so, the opportunity is lost—he will first opportunity (perhaps slitting a

15
throat or two!). explore. About ten days will pass
Afterwards, Hasoctl leads the between the departure from
heroes back. “The sentries know Helmsport to where the PCs debark.
you were never gone. See you The weather remains sunny and
tomorrow." hot, with a low morning fog. No
storms occur during this period.
As a rule, players are suspect of
The Helm’s Choice long periods of inactivity. To
The next day, Ironspike and Hasoctl counteract this, the DM can run the
are on the dock, but Drakosa is not. following “harmless” events during
Maztican characters will be the voyage. There is a 1 in 6 chance
accompanied by a few guards to of an encounter each day, or the DM
keep an eye on them; they are listed may run them at random. If an
on the ship’s roster as “native guides encounter is rolled a second time,
and servants." Ironspike has a map choose a different one.
showing Payit and Nexal, similar to With each encounter, find out
that in the Maztica Boxed Set. The where on deck the PCs are, what
players can use that map to track they are doing, roll for surprise, etc.
their progress. By so doing, the DM ensures the PCs
The Helm’s Choice is a small cog, will not be expecting anything
75’ stem to stern, 20’ wide, with a extraordinary when the squid
single mast (see Player’s Handbook, attacks (details below).
pg. 70). It carries a crew of 20 Table: Encounters at Sea
captained by Korial Quintara, a 1d6 Result
taciturn old man. 1 3-18 Dolphins
Quintara: Int Average; AL N; AC 9;
2 1 Couatl
MV 12; HD 3; hp 16; THAC0 18; #AT 3 Sahaguin Scout
1; Damage 1-8/1-12 (sword); SZ M; 4 Giant Shark
ML 15 5 Hostile Natives
Typical Seaman: Int Low; AL N;
6 Lesser Seawolf
AC 10; MV 12; HD 1; hp 6; THAC0 20;
#AT 1; Damage 1-8/1-12 (sword); SZ Dolphins: A school of dolphins
M; ML 12 paces the ship, leaping and playing
The Helm’s Choice hugs the in its wake. They will not attack. If
shoreline up the coast. Quintara they are attacked, they will break
plans to drop off the adventurers off and abandon the ship. They will
past the swamps on the southern remain for 10-60 minutes if left
shore of Kultaka. The PCs must unmolested.
walk to Nexal, and later return Couatl: Run this encounter if the
along the flat land of Pezelac. ship is close to shore in a jungle area.
However, the Helm’s Choice will Roll for surprise. If the heroes are not
suffer damage from a squid attack, surprised, they catch a brief glimpse
forcing the captain to turn back. of a couatl; otherwise there is just a
The heroes will be dropped off to brief flash of its rainbow feathers.
make their way on their own. The mariners consider the creature a
good omen (if seen), and they will be
En Route +2 on morale for the next two days.
The Helm’s Choice goes about 30 The couatl is not interested in the
miles a day, pausing often to Amnite ship, and will not attempt to
contact any on board.

16
Sahaguin Scout: If the PCs get The Squid
surprise, they see a lone sahaguin When the Helm’s Choice is in the
shadowing the ship, and have time strait between Maztapan Island and
for one attack. If they fail to get the mainland, trouble comes. A
surprise, they only see bubbles and curious squid investigates the new
a shadowy form swimming away. item in its territory, to see if it is
The sahaguin is scouting for new edible. Make standard surprise rolls
food sources for his colony. Humans to determine if PCs spot the squid
interest him only if they become a before it attacks. Otherwise, their
regular feature in the area. If first warning is five tentacles
attacked, he will flee. whipping on board, grabbing
Giant Shark: A giant shark (only crewmen and PCs at random.
20’ long) shadows the ship for 10-60 The tentacles each take 12 points
minutes, curious. If fed, it will of damage before being destroyed.
follow for another 10-60 minutes. If Once the squid loses two tentacles,
attacked, it will flee after taking it will break off the attack; award
damage 2 consecutive rounds. 900 xp for driving it off. However, in
Award 200 xp for “driving off” the the first round of the attack, the
shark, if applicable. squid breaks off part of the rudder,
Hostile Natives: The ship is about and during the battle several small
20 yards offshore, with terrain of leaks will have opened in the hull
tall grass or jungle nearby. A rain of (nothing fatal, but water is coming
spears erupts from the jungle, in).
peppering the ship. The attack is After the squid is run off, Captain
haphazard, with only a 1 in 6 Quintara will turn the Helm’s Choice
chance of any individual (including to shore with notable difficulty,
Ironspike or Hasoctl) being hit. there to take stock of the damage.
Quintara quickly takes the ship out After conferring with his men, he
of range, and the natives retreat. addresses the party.
Natives (as many as necessary): “Well, we’re sound but not
Int Average; AL N; AC 10; MV 12; HD altogether safe. If we’re cautious,
1; hp 6; THAC0 20; #AT 1; 1-6/1-8 we can limp back to Helmsport. But
(spear); SZ M; ML 9 this is as far as we go. We’ll put you
Lesser Seawolf: Run this at night, ashore here, and you have to go the
with the ship at anchor. Five rest of the way yourselves."
ordinary seamen will be on watch The characters are on their own,
(and PCs may be), although seamen accompanied by Ironspike and
will certainly be surprised. Hasoctl (unless the characters
The lone seawolf will climb on ditched them). Both men have the
board in its hybrid form, attempt to equipment as listed for their
kill one character or seaman, then characters. Ironspike also has a
slip away. Attacked, it will fight. small keg of potent Amnite rum,
Note that lesser seawolves can be which he intends to use as a
harmed by ordinary weapons. In bargaining chip in Nexal.
this module, they will not pass on
Lycanthropy (although the DM can
make the players stew about it).

17
The Road to Nexal
This section is divided into random parenthetical notes indicate where
and set encounter descriptions. The to find that creature in the MCs.)
random encounters are small Added notes follow the tables.
adventures where the low-level Treasure is very rare in random
adventurers may fight, yet survive. encounters. If the creature has a
If these tables are used further in listed treasure and type, there will
your Maztica campaign, the be a 5% chance of it being present.
numbers and savagery of the For coins, DMs should substitute
creatures should be increased to gold quills, while gems will be uncut
reflect the growing prowess of the jade and turquoise. Any magic will
PCs. be chosen by the DM from those
Three planned encounters are laid pluma and hishna artifacts
out for this part of the journey. The described in the boxed set. No
first two encounters should occur is scrolls, books, or other newcomer
quick succession, before the players items would be found in a random
leave the jungle of Pulloq. The third monster’s lair. Intelligent races have
encounter can take place in any a 10% chance of having 1-4 gold
hilly terrain, either during the trip quills worth of valuables, in
to Nexal or on the return trip home. addition to their weapons.

Plains
Random Encounters
2 1-3 Wild Horses
Maztica is very different from the
3 1 Ankheg
Realms; here, monsters do not lurk 4 1-2 Wild Eagles
behind every bush and rock.
5 1 Ant Lion
Creatures found here are more
6 2-12 Giant Ants
likely to be animals than monsters,
7 1-3 Large Scorpions
and are not apt to be hostile unless
8 1-3 Wolves
hungry. Even those creatures found
9 1-4 Wild Dogs
in both the Heartlands and Maztica
10 10-30 Buffalo (Animal, Herd)
may have different attitudes and
11 10-40 Antelope (Animal,
abilities, having developed in Herd)
different niches.
12 10-20 Natives
Each day, the DM should roll a
13 1-4 Coyotes (Jackals)
single six-sided die. On a one, there
14 1-2 Wild Cats
will be a random encounter. 15 1-2 Normal Constrictor
Determine type from the tables
Snakes
below, according to terrain. If the
16 1-2 Normal Skunks (Spotted)
heroes cross through different
17 1-2 Axebeaks
terrains, the DM may choose which 18 1-3 Coyotlweres (Jackalweres)
table to roll on. Roll 1d8 plus 1d12
19 1 Giant Eagle
to determine a result.
20 Two Encounters
All creatures are taken from the
first two Monstrous Compendiums
(MC), and the FORGOTTEN
REALMS® MC. (Italicized

18
Jungles/Tropical Forest Swamp
2 1 Werejaguar (Weretiger) 2 1 Dragon Turtle
3 1 Giant Constrictor Snake 3 1-2 Poisonous Frogs
4 1-3 Normal Porcupines 4 1 Giant Constrictor Snake
5 1-2 Giant Frogs 5 1 Giant Crocodile
6 1-3 Giant Spiders 6 2-8 Bullywugs
7 1-2 Black Bears 7 1-3 Giant Toads
8 1-4 Tabaxi 8 1-3 Normal Constrictor
9 1-3 Tapir (Warthog) Snakes
10 3-18 Savages 9 1-4 Wild Dogs
11 10-20 Natives 10 1-4 Crocodiles
12 1-3 Jaguars (Cat) 11 2-8 Savages
13 2-8 Howler Monkeys (Animal, 12 1-3 Giant Frogs
Small) 13 1 Leech Swarm
14 1-3 Itzamti (Giant Lizards) 14 1-4 Capybaras (Wild Pig)
15 1-2 Wild Cats 15 Two Encounters
16 1-2 Harpies 16 1 Giant Leech
17 Two Encounters 17 1-2 Poisonous Toads
18 1-2 Treants 18 1 Giant Slug
19 1 Giant Porcupine 19 1 Giant Sundew
20 1 Strangleweed 20 2-12 Piranha

Desert Mountains/Hills
2 1-2 Coyotlweres (Jackalweres) 2 1 Minotaur Lizard
3 1-3 Giant Scorpions 3 2-8 Aaracokra
4 1-4 Common Vultures 4 1 Giant Cave Bear
5 2-5 Giant Ants 5 1-2 Giant Scorpions
6 1-3 Giant Centipedes 6 1-3 Jaguars (Cat)
7 1-4 Huge Scorpions 7 10-20 Natives
8 1-2 Poisonous Snakes 8 1-3 Large Spiders
9 1-6 Large Scorpions 9 1-4 Huge Scorpions
10 2-8 Desert Dwarves 10 2-8 Savages
11 1-10 Natives 11 1-4 Large Hawks
12 1-3 Large Hawks 12 1-3 Wild Eagles
13 1-4 Coyotes (Jackals) 13 1-4 Wild Dogs
14 1-6 Rhaumbusun 14 1-3 Wild Cats
15 1-6 Sandlings 15 1-4 Giant Hornets
16 1 Giant Owl 16 1-4 Huge Spiders
17 1 Blood Hawk 17 1-2 Mountain Lions (Cat)
18 1-2 Giant Lizards 18 1-2 Poisonous Snakes
19 1 Giant Vulture 19 Two Encounters
20 1-2 Coyotlweres (Jackalweres) 20 1 Condor (Vulture)

19
after that, they retreat themselves.
Notes They have no reason to fight
Natives: Natives will all be 1HD madmen, particularly those who
humans of the nationality proper work with the strangers from across
for the area: Payits in Payit, Nexala the sea.
if in Nexal. Half will be women and Natives: Int Average; AL N; AC 10;
children. All the men and half the MV 12; HD 1; hp 6; THAC0 20; #AT 1;
women will be armed with macas Damage 1-8/1-6 (macas); SZ M; ML 10
and spears. Natives are initially Savages: Savages are similar to
neutral to strangers, although they natives, but with an attitude.
will attempt to avoid large parties Savages encountered will always be
with newcomers. They will be hostile, a war party of men (only). If
friendly, if cautious, with other they gain surprise, they will attack
Mazticans, and welcome those of from ambush, throwing spears
their native type (a Nexala among before rushing in.
the dispersed Nexala is a long-lost Savages may be a raiding party
cousin). from a nearby village, a group of
Natives have the advantage of outcasts seeking food and treasure,
knowing the territory the PCs are or a hostile group of natives who
headed into. If the characters act have met newcomers before and
politely, the natives may provide lived to regret it.
some hints about the next day’s Savages: Int Average; AL N; AC 8;
travel. Roll for encounters for the MV 12; HD 2; hp 15; THAC0 19; #AT
next day, and truthfully report it to 1; Damage 1-8/1-6 (macas), 1-6/1-6
the players as if the natives have (spears); SZ M; ML 15
passed through that area: “No, we Two Encounters: Roll again on
have just come that way and there is the same table. Make the second roll
no problem," or “Yes, we came from take place later in the day (perhaps
the west, and saw a pack of coyotes. that evening), but definitely before
Store your valuables carefully, for the adventurers get a chance to rest
they are thieves..." and regain their spells.
Natives who are friendly can offer Wild Horses: In the new world
shelter for the night in a nearby there are few horses, most of them
village, sharing their food and fire. runaways and battle-strays. It is up
Such offers are normally good, to the PCs to catch and tame such a
without the the tricks and traps horse. While the animal eases effort,
normally found in the Realms. carrying individuals and/or
Ironspike neither likes nor trusts equipment, it will also alter
the natives—he believes they can responses from those in civilized
turn nasty at any moment and he areas. Natives will treat the
will say so. If the others decide to characters a little better; morale of
accept them, however, he will go savages will be reduced by 1;
along. Hasoctl will encourage the Amnites will demand a full
players to trust natives they explanation (and maybe the horse
encounter. as well); and in Nexal, the natives
If attacked, the native warriors will be extremely suspicious, willing
will fight to allow the to kill the adventurers for their
non-combatant women and mythical mount.
children to get away. One round Coyotes: Treat as jackals from the

20
Monstrous Compendium. the PCs with respect, if also with a
Coyotlweres: Use jackalweres certain suspicion. If attacked, they
from the MC. Coyotlweres tend to will fight to the last man. They will
be loners in Maztica, occasionally not offer help unless a dwarf is in
commanding a pack of coyotes. the party, in which case they will
Werejaguar: Similar to the provide information as do the
weretiger from the MC. However, natives above.
the werejaguar can be harmed by Desert Dwarves: Int Average; AL
normal weapons. Werejaguars in N; AC 8; MV 12; HD 1; hp 8; THAC0
human form have distorted, 20; #AT 1; Damage 1-8/1-8 (stone
triangular faces with toothy grins axe); SZ S; ML 18
and wide almond-shaped eyes. Leech Swarm and Piranhas:
Howler Monkeys: Statistics are as Both these encounters imply that
for monkey under the “Animals, the ground is marshy enough that
Small” entry in the Compendium. In attacks from these creatures
addition to the abilities noted, a become possible. The characters
tribe of howler monkeys will send will find themselves having to wade
up a chorus of loud hooting into ankle-or knee-deep water.
screeches if disturbed or attacked. Dragon Turtle: This is incredibly
The hooting is deafening close at cruel to surprise first level
hand, and carries for miles. The characters with, so always give the
players can surprise no other PCs surprise and let them move off
encounters that day. without being attacked (the creature
Treants: The treants of Maztica is large and obvious). The valiant
look similar to those in the Realms, one who attempts to attack such a
but behave differently. They ignore creature will probably die, so at
non-native creatures unless attacked. least give them a chance to get
They know the Amnites are around, away. The dragon turtle is not
but do not wish to acknowledge hostile unless attacked, or if the
them. Maztican treants consider characters remain within 20 yards
themselves royalty within the forest for more than three rounds.
and expect to be treated accordingly,
even to be given gifts. DMs can use
treants to direct the characters
Set Encounters
toward the set encounters. Encounter 1 : Couatl Lair
Itzmti: A species of large lizard The jungle around you becomes
with a dull-red hide similar to a thick and oppressive, each step a
dragon's. Its flesh is very tasty. Treat battle against vines and
as a giant lizard from the MC. overgrown foliage. Suddenly the
Tapir: Use the statistics for the way becomes clearer, and the
warthog under the “Boar” entry. undergrowth disappears entirely.
Tapirs have no tusks. Up ahead, you see a large
Capybara: Use the statistics for pyramid in good condition. A
the wild boar under “Boar” in the small trail leads to its base. It is
MC. The capybara is not a pig, but very oddly shaped, with rounded
rather a very large rodent at home corners. Music and laughter can
in the jungle and swamps. be heard drifting from the top of
Desert Dwarf: Like natives, a the pyramid.
party of desert dwarves will treat

21
If the player characters are the PCs.
pointed in this direction by friendly Unlike their eastern cousins,
natives, they should be told that a hakuna prefer to make lairs in the
wise elder, Uxma the Sorcerer, lives jungle rather than in hills and
in an old pyramid deep in the deserts. Their preferred food is
jungle, dispensing wisdom to the deer. Maztican dragonnes are
worthy. These natives will primarily colored black rather than
recommend that the PCs bring a brassy, and their wings are leathery.
gift, and do not to bother great They speak rarely, using the
Uxma with trivial problems. language of sphinxes, which in
Deeper probing will reveal that Maztica is considered the language
the best gifts are well-crafted art, of the hakuna.
such as feather paintings, cast gold Hakuna (dragonne): AC 6/2; MV
objects, or sculptures. Food animals 15, Fl 9 (E); HD 9; hp 47; THAC0 12;
are also appreciated. #AT 3; Damage 1-8/1-8/3-18; SA roar
Ironspike is unimpressed with (save vs. paralyzation or lose 50% of
such talk. He thinks natives call strength for 2-12 rounds, deafness
everyone over forty a “wise elder,” for 2-12 rouuds); ML 15; AL N
and recommends passing by. Once the player characters get to
Hasoctl agrees, noting that wise old the pyramid, Uxma will begin to
men who live far from others do so observe them, using his ESP, or
for a reason—usually that they do perhaps spying invisibly. When the
not wish to be disturbed. player characters come upon the
Uxma the Sorcerer is a Maztican pyramid, the DM should try to
couatl. Maztica couatls differ from impress them with its size and
those in other parts of the world in imposing nature. It is 155’ tall and
the nature of their spell-like quite steep.
abilities. A Maztican couatl cannot The smooth walls are slightly
be a wizard, as stated in the slippery. Anyone attempting to
Monstrous Compendium. Instead, climb them will suffer a -25% to
45% may cast spells as if they were their climbing ability, and be able to
7th-level plumaweavers, 35% can move at only 1/4 his or her normal
act as 7th-level priests of Qotal, and rate (see Dungeon Master’s Guide,
20% can use both abilities. A pg. 122 for more information).
plumaweaver also has a 10% chance Each of the pyramids stairs is six
to have 9th level bard abilities. inches deep and one foot tall,
The oldest and most powerful making them somewhat difficult to
couatls may cast create talisman. mount normally. Rogues will have
This may be done only once by each no problem, nor will those with
couatl, and it is usually used to mountaineering proficiency. Others
create something of great beauty must move at one-half their normal
and power. Such items are never rate or risk falling. If they try to
inherently destructive in nature. move faster, they must make a
Chalocka, a hakuna (dragonne), Dexterity check, with failure
hunts in the jungle nearby. Uxma indicating that they have fallen. A
allows it to stay in the area to falling character rolls to the bottom
discourage visitors. He keeps a fairly of the pyramid and takes 5-30 hp
close watch on it, though, and may damage (7-42 hp if he falls down the
intervene if a fight is going badly for back stairs).

22
If PCs climb the front steps, they leads into a 20’ long corridor. The
traverse 100’ of stairs before corridor empties into a room 20’
reaching a landing five feet wide. tall, 100’ wide, and 20’ deep.
They must climb another ten feet to The room is lit by pluma torches,
the First Platform. The back stairs one at each end (north and south).
are essentially the same as the front. These items are beautiful: carved
Climbing it, anyone can easily get to wooden rods about three feet long,
any of the platforms. the length decorated with feathers.
On the top are red, orange, and
The First Platform yellow feathers arranged to
A ledge runs around the pyramid resemble a torch flame. The torches
at this level, ranging from 5’ to 15’ produce light as per a continual
in width. At the front is a large light spell. A darkness spell will
doorway, with its stone frame destroy their magic; a dispel magic
carved to resemble the open mouth will only cause it to stop working
of a great serpent (Uxma’s for 1-4 rounds.
self-portrait). The 20’-tall opening The room is filled with art and art

23
objects. The walls bear murals and will find Uxma. He is involved in
mosaics, and there is a lot of creating some work of art when the
sculpture, along with a few feather characters enter. He will act as if it is
paintings. There are some samples very important to him (it is), and
of art from the Realms, including an will not be surprised at the
oil painting on canvas, and a brush characters’ presence.
and ink work on rice paper. If Uxma’s ESP has informed him
If any of the PCs look like they that the PCs are just out exploring
might harm anything, Uxma will on a whim, he will not be found. He
appear in human form behind the will either be inside the pyramid or
party, and politely ask them to stop. invisibly sunning himself on the
If anything gets damaged, Uxma will roof. If his ESP has informed him
use every power at his disposal to that the player characters are
eject the offender from his hostile, he will be waiting in
premises. If Uxma determines with ambush, ready to defend himself
his ESP that the PCs are just and his home by all means
exploring and know nothing of him, available.
he will telepathically ask them to Uxma appears as a small,
leave his home. white-haired old man in a white
The first platform is otherwise robe. He never reveals his true
featureless, except for more stairs shape. If the player characters have
leading farther up. come bearing gifts to solicit him for
information, he does his best to
The Second Platform provide it. If the gift is food, he
Up the next set of stairs, a gives a complete answer. If the gift
character may jump onto the is monetary (cocoa beans, gold
second platform with little difficulty. quills, etc.), he mumbles “I am
The walls are covered in colorful neither a dragon nor a barbarian."
murals depicting various peaceful He gives a short, mysterious, but
aspects of life. Some show farming, correct answer.
while others show artistic Among the things Uxma knows
endeavors. Birds, butterflies, and are the following:
couatls are pictured frequently. l The Cloak of the One Plume

indeed survived the fall of Nexal,


The Third Platform hidden away by followers of Azul
A long stone building stands atop and protected by a beast with two
the upper platform of the pyramid. heads. The beast is a young rain
The edges of the roof (itself five feet dragon. Others have searched for
thick) are carved in various abstract the cloak, most recently a group of
patterns. On the north and south tabaxi who passed through earlier.
ends are glyphs that indicate the The coatl only knows the cloak is
starting and ending dates for the somewhere in Nexal.
pyramid’s construction (162 and 149 l Uxma has a pet theory about

years ago, respectively). At the front the newcomers, and how they
of the building is a 10'§ x 10' managed to conquer with such few
opening. numbers. The land they come from
Beyond the opening is a room 30’ is savage, with everyone fighting
wide and 10' deep. If PCs are everyone. As a result, newcomers
looking for him, this is where they are more battle-hardened and

24
ruthless. The people of the True talismans maintain light, heat, and
World were originally spared this fresh air within.
sadness, but were less prepared Uxma’s treasure horde consists of
when the invaders came. If our lives 5,000 cocoa beans, 232 copper
were a little harder earlier, he says, blades, 82 coral buds, 519 gold
they would not be so hard now. quills, jade worth 450 gq, turquoise
l He knows what Ironspike and worth 1250 gq, and numerous art
Hasoctl up to no good, and that they objects worth much, much more. At
will try to grab the cloak for the DM’s discretion, Uxma will also
themselves. If he has a chance, he have several standard pluma
will warn the PCs that both are talismans as well.
treacherous, and that Ironspike is Uxma the Couatl: AC 5; MV 6, Fl
the more dangerous (because of the 18 (A); HD 9; hp 64; THAC0 11; #AT
word of recall stick). 2; Damage 1-3/2-8; SA poison, magic
l If asked who to give the cloak use; SD etherealness; ML 14; AL LG
to, should the heroes succeed, the Uxma has all the standard couatl
couatl will tell them to follow their abilities, including plane shift. He
own hearts. can cast spells as a 7th level
This room also holds Uxma’s plumaweaver, and is a 7th level
pluma talisman, a kaleidoscope. priest of Qotal. He memorizes spells
Composed of beautiful unattached appropriately. He also has the
feathers, the kaleidoscope weaves special abilities of a 9th level bard
intricate patterns. Viewers are (except spell use). His percentages
affected as if by a fire charm spell. are CW 50; DN 85; PP 10; RL 95.
The kaleidoscope also emits light of Uxma is a sage with the major fields
varying hues and intensities, and of Maztican art and architecture,
produces beautiful, soothing music. astronomy, Maztican history and
It can play specific tunes, and the folklore, and music. His minor fields
feathers can be made to form are medicine, meteorology, and
specific figurations, even showing Maztican heraldry.
representations of real events. He is usually a kind fellow, and is
In the back of the building are quite friendly with fellow artists. He
openings to two rooms, each 10' is very terse with those he considers
deep and 20’ wide. The north room fools, however, and he enjoys his
holds eating and cooking utensils, a image as a powerful and mysterious
fire, and a low table. The south sorcerer.
room holds supplies for Uxma’s art
projects: stone, feathers, paints,
paper, and so forth.
Encounter 2: The Abandoned
Inside the pyramid itself are three City
large chambers. The top,
20' x 60' x 120', is Uxma’s The trail through the jungle
bedchamber, filled with piles of widens, and becomes smoother,
feathers. The middle, eventually becoming a full-blown
20' x 80’ x 160', is a temple to Qotal. sacbe, a paved road leading
The third, 30' x 100' x 180', is Uxma’s through the jungle. The road is
treasure chamber. Each is long disused, and vines have
completely sealed off, and can be already crept up through the
reached only through magic. Pluma stonework, but the way is easier

25
cross the stream via the
ahead. In the distance stands a overhanging trees; this requires a
cluster of buildings, dominated
dexterity check. A failed roll means
by a tall pyramid on the far side a fall in the water; it takes 1-4
of stream. rounds to get out. Time spent in the
water exposes one to piranha
Ironspike sees nothing wrong attacks. Ingenious players may also
with a little recreational looting, but think of other ways to get across.
Hasoctl is unsure: such places may Piranha, Normal (22): AC 8; MV
be haunted by beings from beyond SW 9; HD 1/2; hp 3 each; THAC0 20;
the dead. Better to press on, he says, #AT 1; Damage 1-2; SA swarm; ML 6;
and avoid temptation. AL N
1. The Stream: The stream is only 2. Temple Complex: Now fallen in
about five feet deep, but a school of at the east end, this building once
piranha lives in it. Wading across housed priests. There are several
takes 1d4 rounds because of rooms within, some with small
currents and mud. PCs may try to altars. A thorough search has a 40%

26
chance of turning up an obsidian building has only a few standing
dagger in the wreckage. walls, and the wood and grass roof
A margay (wild cat) has made a is now gone. Vultures sit along
lair in the trees in the temple the walls. Most are waiting for
courtyard. At the start, it is sleeping something to die, but two are bold
in one of the trees, and PCs have (and hungry) enough to attack. If
only a 20% chance to see it. If a the PCs try to move past the other
short individual walks through the birds to get a closer look at the
courtyard, the margay will attack, ruins, they will attack. Other
but otherwise it will remain where vultures ignore any fighting unless
it is, fighting only if threatened. It something looks like an easy kill.
attacks with surprise, jumping from There are no items of value here.
the tree. If hard-pressed, it will try Vulture (6): AC 6; MV 3, Fl 27 (E);
to escape, climbing trees to jump to HD 1 + 1; hp 9, 8, 5, 5, 4, 3; THAC0
the building, then to other trees. 19; #AT 1; Damage 1-2; ML 7; AL N
Margay (1): AC 5; MV 18; HD 1; hp 7. Sacbe: This roadway is pitted in
7; THAC0 19; #AT 3; Damage places, and largely covered by
1-2/1-2/1-2; SA rear claws for 1-2/1-2; jungle growth. Stones have been
ML 9; AL N systematically removed in some
3. Residences: All that remains of spots. The road provides an
three houses are deteriorating excellent view of the tall pyramid. A
foundations. If players search, they close examination of the roadway
will find pottery shards but nothing between the two palaces will reveal
of real value. tracks headed toward the pyramid.
4. Columns: These large square The tracks appear to be human or
columns once upheld a roof of humanoid, although extremely
wood and grass; they are falling large.
apart. A small constrictor suns itself 8. Large Palace: This
on one of the blocks. It will mostly once-opulent palace is in ruins. One
try to avoid the characters, but it whole section has collapsed into
will attack a lone PC or fight to rubble. Murals decorate the walls,
defend itself. There is nothing of and although most have faded,
value in this area, but inside the some remain clear They depict
snake is a gold ring worth 2 gq. battle scenes and religious
Snake, Constrictor, Normal (1): ceremonies. Dirt and debris cover
AC 6; MV 9; HD 3 +2; hp 19; THAC0 the floor through most of the
17; #AT 2; Damage 1/1-3; SA palace. A thorough search of the
constriction; ML 8; AL N premises will turn up a small jade
5. Nice House: This small stone statuette representing the goddess
house is still in fairly good Maztica. It is worth 3 gq.
condition. Exploring inside will 9. The Pyramid: The pyramid has
reveal a tarnished copper nine levels, each one five feet wide
blade—and arouse a nest of giant and ten feet tall. A steep staircase
centipedes. These nasty creatures leads up the east side of the
will attack anything that moves. pyramid. Noise and voices can be
Centipedes, Giant (8): AC 9; MV heard from behind the pyramid.
15; hp 2 each; THAC0 20; #AT 1; On the back side of the pyramid,
Damage Nil; SA poison; ML 6; AL N on the second platform, a band of
6. Small Palace: This ruined Viperhand orcs is trying to dig into

27
the temple. However, the pyramid is Orc (4): AC 6; MV 9; HD 1; hp 7, 6,
solid, with no treasure within. A 5, 5; THAC0 19; #AT 1; Damage 1-8
good attack plan will surprise the (maca); ML 11; AL LE
orcs, but remember that they are Ogre (1): AC 5; MV 9; HD 4 + 1; hp
20’ above the ground. 25; THAC0 17; #AT 1; Damage 1-8
Their ogre commander is at the (maca); SA +2 to damage; ML 11; AL
top of the pyramid, looking for a CE
secret entrance. If the player
characters try to negotiate with the
orcs, the ogre will notice and order Encounter 3. The Cetay of Dzibil
an attack. Otherwise, he will be This encounter occurs in the hill
surprised by a battle, and will take country between Mount Popol and
three rounds to assess the situation Mount Pulloq. The DM can also run
and get to the action. The ogre it in any open land outside of Nexal.
wears the remnants of Jaguar If the heroes are fairly well beaten
armor, and will attack any Eagle up before they reach the city, the
Knights in the party first. DM can save it for the return trip
The pyramid is solid and has no from Nexal.
treasure. Each orcs carries 9 cb. The The PCs meet a group of very
ogre has 32 cb, and one quill of gold friendly natives who invite them to
dust. Most importantly, the ogre their village, Dzibil. The people have
carries a map marked with the a problem and want the heroes’
symbol of Hoxitl, the current master help. An evil creature has seized
of Zatal. The map shows the their cetay, demanding sacrifices.
location of this pyramid and the The natives try to stand up to the
path they took through the hills creature and deny any sacrifice, but
around Mount Pulloq. The ogre also it has now been a week and the
carries a medallion stamped with creature is angry. Would the heroes
the image of Hoxitl. Following the rid the area of the creature and
map, the PCs can easily find their guard their town? They offer the
way through the jungle (and town treasury as a reward: 600 cb
thereby bypass the other set and three quills of gold dust.
encounters for the jungle and the The town of Dzibil is fairly
hills). isolated in the hill country. The
If kept alive and questioned, the town itself consists of nine houses
ogre proves to be a stoic, knowing built of stone and wood, with thatch
his life is worthless if it gets back to roofs. A man-made hill overlooks
his masters that he broke under the town, and a small observatory
questioning. The orcs are less tops the hill. A small temple in the
inclined to tolerate pain, and will center of town is dedicated to the
share their meagre facts: the layout goddesses Maztica, Watil, and Kiltzi,
of Nexal, who rules, and how to and contains an altar for Qotal as
survive in the city. They know well.
nothing of the Cloak of One Plume A 20’ wide sacbe leads south from
other than it was destroyed in battle the center of town. About 300 yards
between the gods. If they are freed, out of town, a small platform (10'
they will go back to Nexal to warn high, 30’ square) stand to the side of
their masters, arriving two days the road. A short staircase five feet
after the PCs. wide leads up each side of it. A

28
Chuhotl "Cloud-Seven"
Maztican Eagle Knight Equipment:
Human Male Maca (1-8/1-6); short bow with 20
Level 3 obsidian-tipped arrows (1-6/1-6); spear (1-6/1-8);
stiffened fiber armor; wooden shield; plain tunic;
STR 14
plain mantle; moccasins; earrings (gold) in shape
DEX 13
of eagle (worth 20 gq each); waterskin, food for 5
CON 15
meals.
INT 10
WIS 15 Background:
CHA 13 Chuhotl is the son of Kichemel, a great Eagle
HP: 15 Knight crippled in the ambush at Palul. Chuhotl’s
AC: 7 (Stiffened fiber and shield) family fled the city of Nexal during the attack of
#AT 1 the Viperhand. They retreated south, but Kichemel
AL: Lawful Good gave his equipment to Chuhotl (except for his Eagle
Pluma Spell: 1/day Knight armor), and told him to press on east.
Cool Kichemel said that the armor would be his when
Proficiencies: Chuhotl has proven himself worthy. The nature of
Weapon Proficiencies: Maca, short bow, spear, that worthiness was unspecified, and Chuhotl tried
spear-caster several times to prove himself worthy of his
Non-weapon Proficiencies: Animal Lore, father’s armor and his blessing.
Direction Sense, Dancing, Mosaic Because he was sent east, toward Helmsport,
Languages: Payit, Nexalan Chuhotl’s latest effort to prove himself worthy is
by serving the invaders, the Amnite Faerun who

Jarekos
Payit Plumaweaver Proficiencies: Weapon Proficiencies: Short bow
Human Female (+4 to hit, Dex + Plumashaper benefit), club,
Level 3 sling
Non-weapon Proficiencies: Healing ( +2 bonus
STR 12
because of Payit race), Weaving, Local History,
DEX 17
Religion
CON 14
Languages: Payit, Faerun, Common
INT 13
WIS 13 Equipment:
CHA 16 Bow and 20 stone-tipped arrows (1-6/1-6);
HP: 15 feathered tunic; ornate mantle; earrings (worth
AC: 5 (Padded cotton, dexterity bonus) 20 gq); sandals; waterskin; blanket; bag of pluma
#AT: 1 material and tools.
AL: N Background:
Pluma Spell: 2 First Level Jarekos is a native of Ulatos, and was among
Spells/day those who first witnessed Cordell’s arrival. Since
Arrowflight then, with the the influx of easterners and the
Bird Charm I founding of Helmsport, the world has changed.
Cool As far as Jarekos is concerned, it has been for the
Elevate I better.
Featherweaving The easterners have brought wonderful gifts
Spearflight from their lands—
Stoneflight horses, smoke powder, and strange magical items.
Warmth

29
humbled their mighty empire. He feels that the to mobilize the newcomers to look beyond lust for
newcomers are the only ones capable of removing gold, and into liberating Nexal once and for all. He
the dark bane that has descended upon the valley bears a message from his father declaring him a
of Nexal, destroying the evil that has nested there. brave and valiant warrior, and trustworthy. His
Chuhotl believes his people’s weakness, not the father’s word should be good enough for anyone.
superiority of the newcomers’ weapons, caused the
loss of empire and the destruction of their city.
The city of Nexal, in Chuhotl’s memory, was a
beautifully magical place, with glorious ball games,
sacrifices, and feather magic everywhere. Now it is
said to be a den of every sort of evil creature, and
Chuhotl feels it must end now.
Chuhotl is a proud young warrior used to being
treated with respect by his comrades. The
newcomers do not treat him with respect because
they cannot see the purity of his vision, and the
clarity of his soul. Newcomers are to be pitied for
that blindness, but treated with the respect due
any heavily-armed guest in one’s land. All native
non-Mazticans are treated with a disdain bordering
on arrogance—they, at least, should remember that
the Mazticans once ruled the True world.
Chuhotl is currently in Ulatos, looking for a way ©1991 TSR, Inc. All Rights Reserved.

At the same time, their sages and clerics have been had seen enough Nexalan bravos strutting like
interested in her own modest craft. they were Qotal’s gift to female-kind to
She has a stall in the village, officially owned by appreciate the difference.
Lord Drakosa who takes some of the beads and So Jarekos remains and supports the
quills paid for her work as “rent." She finds this newcomers, and will be willing to aid them in
idea “a quaint idea, typical of these foreigners..." quests for gold and knowledge. If they are polite,
As if she could not ply her trade from a rock by perhaps she will travel to their homelands to see
the riverside as from a shady stall near the what is there.
marketplace. Still, the location is pleasant, and
everyone knows where to find her, so she
remains.
Lady Jarekos understands that many Payits
have suffered under the Lord Governor Cordell’s
rule, but they have lived their lives wrong and so
deserve their fate. Revered Counselor Caxal ruled
before Cordell arrived, and he rules still! The
Payits have survived much better than the
Nexala, who brought on their own disaster with
that barbaric Viperhand society.
The newcomers’ attitude toward women is
almost Payitian in nature, admitting that they are
more than just secondary adjuncts to the male
nature. Before the newcomers’ arrival, Jarekos ©1991 TSR, Inc. All Rights Reserved.

30
Kixitiloc (“Wolf-Boy”)
Payit Warrior (Savage Kit) Non-weapon Proficiencies: Survival (jungle);
Human Male Running; Healing ( +2 due to Payit background);
Level 2 Tracking
Language: Payit, Nexalan
STR 17
DEX 12 Equipment:
CON 17 Maca (1-8/1-6); knife (1-3/1-2); plain tunic;
INT 9 moccasins; blanket; waterskin.
WIS 12 Background:
CHA 10 Kixitiloc has been a slave before, and now is a
HP: 16 slave again. Oh, they do not call it that, but long
AC: 10 (none) hours working under harsh taskmasters, under
# AT: 1 threat of being fed to the dogs for shirking—that
AL: Neutral is nothing more than slavery.
Special Ability: Alarm Kixitiloc is from a small Payit village destroyed
When resting or sleeping, Kixitiloc can detect in a battle with a neighboring village. Kixitiloc
others within ten feet of him. This ability will was taken as a child and enslaved, doing the
alert him in to the presence of others if he is lowliest tasks. Frequent punishments for
awake, and quietly awaken him if asleep. attempted escapes did not deter him, and at last
he managed to get away to Ulatos. He arrived on
Proficiencies:
the same day as the future Lord Governor,
Weapon Proficiencies: Maca, short bow, spear,
Cordell.
knife
After that, things improved only marginally.

Stonekiller
Warrior (Wilderness Warrior Kit) Proficiencies:
Male Dwarf Weapon Proficiencies: Maca, short bow, stone
Level 2 axe
Non-weapon Proficiencies: Stonemasonry,
STR 16
Weaponsmithing (stone weapons only), Survival
DEX 13
(+5)
CON 17
Languages: Payit, Dwarf, Nexalan
INT 9
WIS 10 Equipment: Maca (1-8/1-6); short bow with 20
CHA 13 stone-tipped arrows (1-6/1-6); stone axe
HP: 13 (1-8 + 1/1-8+ 1); stiffened fiber armor; wooden
AC: 7 (Stiffened fiber and shield) shield; plain tunic; plain mantle; sandals; nose
#AT: 1 ring (gold with jade insets (worth 50 gq);
AL: Neutral Chaotic waterskin, food for 5 meals.
Racial Abilities: Background:
+4 saving throw versus magic and poison, +1 Stonekiller has always believed humans are
to hit orcs, half-orcs, goblins, and hobgoblins. -4 crazy, but newcomers even go beyond the
to be hit by ogres, trolls, ogre magi, giants, and insanity of the murderous Nexala. They are
titans. Ability to detect grade or slope (5 in 6), driven by a greed for gold that excels even that of
new tunnel (5 in 6), shifting walls or room (4 in 6), his own people, and a blinding curiosity which
stonework, traps, & pits (3 in 6), and approximate seems to indicate that if you can learn of
depth (3 in 6). Infravision 60’. something, you possess it.
Stonekiller’s arrival in Ulatos happened through

31
Instead of working for other Payits, he toils in the to fight without armor, but uses any weapon or
fields for the new overlords. Add to that the fact tactic at hand.
that the newcomers have a tendency to kill Kixitiloc thinks in terms of escape and revenge,
shirkers, not merely torturing them as might his but still he wishes to become one of the masters
former owners. Kixitiloc is relatively unhappy in himself, with land and a collection of other Payits
his position. to do his bidding. He already has a reputation for
Kixitiloc has been moved from one plantation bravery. Should he be able to prove it to these
to another, labeled a “problem worker.” He is newcomers, then he may be on the road to a
currently working on Captain Drakosa’s land. He better life.
has impressed his masters both with his
rebellious temper and his ability to handle
himself in a fight. His reputation has been further
enhanced by his own tales of survival in the
jungle. Drakosa’s men have given him the
nickname Wolf-Boy for his savagery.
Kixitiloc is moody and taciturn, with a
well-deserved reputation for being bad-tempered
and hard to deal with. He also is known to be
savvy, and dangerous to have as an enemy. He
has saved lives in the past, protecting other
workers from poisonous snakes and the like. He
has also taken lives of Maztican bullies who
thought they could push him around. He prefers ©1991 TSR, Inc. All Rights Reserved.

human curiosity. While on his own business, he These questions gnaw at the dwarf like rats at
was snatched by a cadre of riders and dragged greasy leather. These new humans not only have
back to Ulatos. After this initial rudeness (when the disease of curiosity, they pass it on to others
he lost most of his weapons), he was treated well, without permission to do so! Stonekiller feels his
and spent most of his time with a very talkative answers lie in the ruins of the Nexalan capital,
human who worshipped helmets. The hat-lover and he wants to find others (particularly the
spent days asking questions and scribbling hat-lover) to go learn more.
answers: legends, folk remedies, population, how
his people worked stone, and how they survived
in the desert.
After a few weeks of questions, Stonekiller was
put out on the street without so much as a
thank-you (although his weapons were returned).
Now he’s been abandoned among the humans,
and he’s caught a bad case of curiosity as well.
Why are the humans interested in Zatal? How
did this easterner come to know bits of the
Patertongue of the dwarves and the dwarven
deities? And what about the fact the
helmet-worshipper mentioned that his people
were long-standing enemies of the Viperhand
who now live in Zatal, even although the
creatures did not exist until a few seasons ago? ©1991 TSR, Inc. All Rights Reserved.

32
Captain Balismo Dey Canna
Warrior Equipment:
Human Male Long sword (1-8/1-12); three daggers (1-4/1-3);
Level 3 light crossbow with 20 quarrels (1-4/1-4); plate
armor; Amnite helmet; riding boots, silk jacket;
STR 16
breeches; fine silk cloak; backpack; beacon
DEX 12
lantern; 50’ hemp rope; 3 flasks oil; food for 5
CON 15
meals; signal whistle.
INT 12
WIS 10 Background:
CHA 17 The new world beckons! The lands of Maztica
HP: 14 lies open to the brave! The adventurous! Those
AC: 3 (Plate, no shield) who can take up their future in both hands, and
#AT: 1 explore the new lands!
AL: Lawful Neutral What rubbish!
It sounded so exciting in the courts of Amn,
Proficiencies:
where the pretty young women oohed and
Weapon Proficiencies: Long sword, crossbow,
ahhed over the latest pile of treasure, then flung
dagger, spear
themselves at the heroes who sailed with Cordell.
Non-weapon Proficiencies: Etiquette, Heraldry,
But to a latecomer seeking fame and fortune in
Riding (land-based), Swimming
this new world, the doors were already closed.
Languages: Payit (smattering, enough to make
As a minor noble, Dey Canna could command
himself clear), Common, Orcish
the title of Captain, but after he arrived, he was
put to work as just an overseer, minding lazy

Julia Ravensblood
Wizard Sleep
Human Female Wall of Fog
Level 2 Proficiencies:
STR 10 Weapon Proficiencies: Dagger
DEX 15 Non-weapon Proficiencies: Spellcraft,
CON 15 Navigation, Seamanship, Direction-sense
INT 17 Languages: Payit, Common, Orcish, Dwarvish
WIS 10 Equipment:
CHA 15 Three daggers (1-4/1-3); bracers of defense (AC
HP: 9 6); embroidered robe; soft boots; silk jacket;
AC: 6 (Bracers of defense) breeches; backpack; beacon lantern; 50’ hemp
#AT: 1 rope; 3 flasks oil; food for 5 meals; spyglass;
AL: Lawful Good material components for spells in several
Spells: 2 first level Spells pouches, spell books.
Charm Person
Detect Magic Background:
Feather Fall It began as a lovers’ spat. Allon wanted to go
Hold Portal adventuring while she wanted to finish research
Light on a sleep spell. He stormed off, and by the time
Magic Missile she had finished, he had booked passage to the
Phantasmal Force new world. By the time she arrived at Helmsport,
Read Magic he had been slain by Viperhand orcs deep in the
Shield jungle.

33
natives try to avoid an, honest day’s work. So Calimport, preferably with several chests of gold,
much for “conquering hero." So much for a life and fabulous tales. He has petitioned Lord
of adventure! Drakosa more than once with his desire to lead
Helmsport has been overrun with would-be an expedition into the heartlands, but he has no
adventurers, all seeking horses (a laugh!), smoke reply yet.
powder (a bellow!) and native guides (what a Balismo does not hate the natives. They annoy
jest!). All want to press into the jungle, to find him, and they stand between him and
their own lost cities filled with treasure. The Lord immortality. It’s nothing personal, and he hates
Governor (supported by Lord Drakosa) has them no more than he hates Cormytes or
proclaimed that individual looting will be Waterdhavians. If they would just learn to speak
punished (although wide-scale looting by an common and to follow orders!
army is evidently another matter). Those who
sneak out after their fortune will not be
welcomed back.
Even so, the less-scrupulous leave Helmsport,
some evidently getting to Nexal itself. Tales come
back that monsters have set up their own
domain there, gathering forces to overthrow the
true owners of the new world—the Amnites and
the followers of Helm!
Given half a chance, Balismo would join them,
but a responsible nature holds him back—that,
plus the fact that he wants to return to ©1991 TSR, Inc. All Rights Reserved.

Now, Julia is on a strange shore with a importance of protecting the wizard at all times.
vehement hatred for the creatures of Viperhand, She is not a warrior, and should not be treated as
her primary reason to remain. Another reason, one. Fortunately, the other Faerun natives
though, is her own uniqueness. Back in Murann, understand this, at least.
she is just another spellcaster, one of many Julia Ravensblood would like to increase her
seeking the same treasures, the same spells. This power and the range of spells, in particular spells
continent has no native wizards, most of the that no one else can manage back in the Realms.
natives have never seen a fireball, and she If this means she slays a few of the accursed
competes with only a double-handful of Viperhands, so much the better.
foreign-born spellcasters.
Such opportunity she could not pass up. There
is a wilderness beyond the walls of Helmsport,
with both monetary riches and new types of
magic, magic inaccessible by normal mages. The
pluma and hishna spells are not wielded by
wizards but by artisans. Julia has already talked
with a local plumaweaver to try to convert her
pluma spell-system to her own, but so far their
efforts have failed. She doesn’t know if this is due
to her own limitations or an incompatibility
between the systems.
There is one great disadvantage in this new
world: native folk do not understand the ©1991 TSR, Inc. All Rights Reserved.

3 4
Gontonia of Helm
Specialty Priest of Helm Detect Evil
Human Male Detect Magic
Level 2 Detect Poison
Detect Snares & Pits
STR 13
Endure Cold/Hear
DEX 10
Light
CON 15
Locate Animals or Plants
INT 10
Magical Stone
WIS 17
Protection from Evil
CHA 15
Purify Food & Water
HP: 13
Sanctuary
AC: 2 (Plate and shield)
Shillelagh
#AT: 1
AL: Lawful Neutral Other Abilities As a Specialty Priest
Proficiencies: Can use crystal balls
Weapon Proficiencies: Footman’s mace, club Can turn but not command undead
Non-weapon Proficiencies: Local History (Payit), Can cast glyph of warding lasting 2 days
Religion, Spellcraft, Cooking Is +2 on surprise when alone, +1 otherwise
Languages: Payit, Nexalan, Common, Dwarvish Equipment:
Spells: 4 first level spells Footman’s mace (1-6/1-4); plate armor marked
Combine with the symbol of Helm; open-visored helmet;
Create Water soft boots; breeches; cloak; backpack; 50’ hemp
Cure Light Wounds rope; food for 5 meals; holy symbol; material

Lancilon Seenabuck
Thief (well, acquisitions agent) Find/Remove Traps: 15%
Halfling Male Move Silently: 45%
Level 2 Hide in Shadows: 60%
Detect Noise: 35%
STR 9
Climb Walls: 60%
DEX 18
Read Languages: 10%
CON 15
INT 10 Equipment:
WIS 13 Short sword (1-6/1-8); short bow and 20 arrows
CHA 12 (1-6/1-6); cap; breeches; good cloth cloak; tunic;
HP: 12 vest; backpack; thieves’ tools; paper; ink;
AC: 4 (Leather and dex bonus) starwheel pistol (1-4/1-4); smoke powder for 6
#AT: 1 shots.
AL: Chaotic Good Background:
Proficiencies: It was an unwise move. Okay, it was a stupid
Weapon Proficiencies: Short sword, short bow move. Getting the Lantanese dander up with an
Non-weapon Proficiencies: Tumbling, Jumping, attempted theft in the temple of Gond was one
Juggling thing. Getting out with only one of their
Languages: Payit (enough to make himself holy-of-holy halfling-sized arquebuses was
clear), Common another. Lancilon has lived through that kind a
Thief Proficiencies: pressure before. He just made his way to the
Pick Pockets: 30% docks and stowed away on an outbound ship.
Open Locks: 30% The stupid thing was the ship wasn’t heading

35
components for spells; leather-bound journals. knowledge over glory and gold. By
Background:
understanding these outcast branches of
Gontonia of Helm is one of the Watchers of Realmsian humanity, civilized folk may lift up the
Helm, also called Godseyes (but not to their natives to the real world.
faces). Dispatched to research the ways of this Gontonia takes copious notes of his meetings,
new world, and to convert the heathen, Gontonia and keeps a diary in his mission house. He is
is excited by the first mission, apathetic to the open with his information, feeling that the more
second. For centuries the Realms have gotten by people know about each other, the more likely
with a plethora of deities squabbling over their they will realize that Helm’s is the one true way.
own; why should it be different here? Better that
Helm be incorporated into the local pantheon.
Gontonia excels at research. He has already
taught himself Payit and a smattering of Nexalan.
He has interviewed both natives and new arrivals
to Helmsport, including a desert dwarf named
Stonekiller. The similarities between the dwarf’s
legends and those from the Realms excite
Gontonia, and understanding those links is one
of his goals.
For that, Gontonia has to get into the field. It’s a
feeling that he shares with Captain Balismo, but
the priest’s desire is to win understanding and ©1991 TSR, Inc. All Rights Reserved.

for safety in Memnon or Calimport or Waterdeep. and if someone has it, it is up to Lancilon to
No, it had to be bound for Helmsport, on another relieve them of it.
bloody continent! At least of enough gold so he can buy passage
Lancilon is a good thief but not a great thief, home.
and it was only a matter of time before he was
caught. Very fast verbal tapdancing kepthim
from being fed to the sharks of the Shining Sea,
but now he is trapped on another world, with no
way of getting back.
Lancilon has heard that a lot of adventuring
types have “drifted off” into the jungle looking
for adventure, and the more evil ones have
gathered at Nexal itself, where a mighty and
malevolent empire is growing. Such evil empires
usually have a stockpile of gold, which would
interest the halfling since gold can provide him a
way of for him to get back to civilization.
Lancilon is homesick for a world where doors
have locks, traps are common, and monsters
hang out with tons of treasure in old dwarven
mines, just waiting to be robbed. These savages
of the new world—particularly the bestial
halflings!—are not his cup of tea. But gold is gold, ©1991 TSR, Inc. All Rights Reserved.

36
small altar stone stands in the requirements are not met, it will
middle of the platform. When the attack the town, killing people. The
villagers serve the monster, an village has dealt with the thing for a
ahuitzotl, sacrifices are left here. period of time, so when victims
The creature always checks here for must be had, they are chosen by lot
food and, if disappointed, moves from the old and infirm. Most
into the village for revenge. victims willingly wait at the small
The sacbe continues another 50 pyramid, knowing their sacrifice
yards to the cetay. This cetay is a will protect others.
water-filled sinkhole, almost round The heroes may convince the
and about 40’ in diameter. The villagers to help them remove the
water usually reaches about 20’ beast. The villagers know what the
below the edge, and runs 30’ deep. creature can do, but as long as the
Around it is a rim of stone. PCs are doing most of the fighting,
The ahuitzotl has a lair in the they will assist. They will not enter
western side of the bottom of the the cetay themselves, nor will they
cetay. Villagers frequently throw attack the creature in melee if they
pottery and valuables into the water
to appease the beast. Its
accumulated treasure includes 12
pieces of worked gold, 13 polished
pieces of turquoise, and 21 jade
statuettes. These items are worth a
total of 550 gq. There is also a great
deal of pottery. The treasure rests
under a pile of bones except when
the creature is admiring it.
The ahuitzotl has brought several
piranha from a nearby stream to
help guard its lair.
Piranha, Normal (6): AC 8; MV Sw
9; HD 1/2; hp 3 each; THAC0 20; #AT
1; Damage 1-2; SA swarm; ML 6; AL
N
If anyone jumps into the cetay,
they will be attacked by the piranha.
The ahuitzotl will wait until the fish
have killed the intruder (or vice
versa) and then leave its lair for
victims. If the characters attack the
ahuitzotl here, it will use one shot of
its breath weapon (more if
hard-pressed) and its rear claws.
To be kept happy, the ahuitzotl
must be given treasure of some sort
every day, even pottery. Further, a
substantial portion of meat (a deer, a
human, or any equal amount) must
be given every two weeks. If these

37
can avoid it. They will prefer using mentally instruct them to attack
spears at a distance to hurt the whomever they can, unless its life is
creature. They will flee from the threatened. In that case, it will have
breath weirds, and will rout if the the weirds concentrate on the most
PCs flee or are killed. If the heroes dangerous foes, or cover its retreat.
have no detailed plan going in, they If the creature is severely
will be unable to convince more wounded, it will retreat to its lair
than three villagers to stand with and wait to heal. The lair is nearly
them against the creature. spherical, 35’ in diameter. The
If the player characters ambush ahuitzotl can use the bones in its
the creature at the pyramid, it will lair to block the entrance if it feels
try to lure them back to the cetay truly endangered.
where it has the advantage. If they Ahuitzotl (1): AC 2; MV 9, Sw 12;
do not follow, it will attack with HD 10; hp 42; THAC0 11; #AT 4;
claws, bite, and tail, saving its Damage 1-6/1-6/3-18/2-20; SA rear
breath weapon until certain that its claws for 2-5 each, breath weapon;
opponents are truly dangerous. It ML 12; AL CN
will not use its breath weapon more Breath weird (3): AC 4; MV 12;
than twice here, saving one for HD 3+3; hp 18; THAC0 15; #AT 1;
self-defense at its lair. If the battle Damage Nil; SA drowning; SD partial
goes badly for it, it will retreat. immunity to fire-based attacks,
If the player characters attack the takes only 1 hp damage from sharp
monster when it enters the village, weapons; ML 13; AL CN
it will use the same tactics. If it If the player characters choose not
enters the village unchallenged, it to help, the villagers will be sorely
will break through open doorways disappointed but still allow the
and attack people inside houses. It heroes to stay in the village. There is
expects a weak counterattack by the a 10% chance that the villagers will
villagers, and the creature will decide that the PCs should be given
respond to a minor attack with to the creature. If they come to such
three uses of its breath weapon, a decision, the villagers will all
which has sent the villagers fleeing attack to kill. A powerful
in panic in the past. If player counterstrike or any especially
characters launch a big attack, it flashy magic will drive them back.
will breathe twice, saving one for a Villagers (23): AC 10; MV ; HD l-6
possible retreat. hp; hp 2x6, 3x5, 9x4, 3x3, 4x2, 2x1;
If the monster is not attacked THAC0 20; #AT 1; Damage 1-6 (spear
when it enters the village, it will try or club); ML 9; AL N
to shoo the villagers into the open Should the player characters
by entering houses to chase succeed in killing the monster, they
occupants out. Once the scene will be given the reward mentioned.
becomes somewhat chaotic, with Should they wish to retrieve
people running about and anything from the cetay (the
screaming, the creature will attack villagers can ask them to), they may
with claws, bite, tail, and three uses keep one-third of it. If any villagers
of its breath weapon. are slain in the battle against the
The breath weapons animate into ahuitzotl, the villagers demand a
water weirds and attack as the share of treasure as payment to the
ahuitzotl directs. The ahuitzotl will families who suffered the loss.

38
The Valley of Nexal
When the player characters get Maztica Boxed Set, should other
about ten miles from the Lake of (higher-level) adventurers seek to
the Gods, they top a rise and see the dethrone him.
valley before them. Below begins a brief tour of the
valley, followed by a series of events
The valley of Nexal spreads out which should point the PCs to their
before you like rotting wares final encounters on the flanks of
displayed on a cheap blanket in Mount Zatal. If Ironspike is still with
the market. Mount Zatal them, the DM should run Encounter
dominates the horizon, a mighty 1. If Hasoctl is present, and Ironspike
cone of cinder and lava, its peak is dead or missing, the PCs should
lost in clouds of its own making. get Encounter 2. If both are gone,
Those clouds create a deathly then the PCs will have Encounter 3.
grey pall over the valley, as if it Any one of these encounters puts
were still in mourning for the the characters in touch with Chioptl
wonders lost. the Tabaxi, who knows how to find
The smokes of Zatal are joined the Cloak of One Plume.
by other smokes, cooking fires If they remain, both Ironspike and
and sacrificial flames rising from Hasoctl will caution the player
the three surviving cities: Azatl, characters that they are not in a
Tezat, and Nexal itself. Azatl and normal city, but in an area ruled by
Tezat lie nearly in ruins at the dark powers. Acting “good” makes
eastern and western shores of the one suspect; it is likely to get
great Lake of the Gods. everyone killed. They declare that
The Lake of the Gods is a fetid the good gods will understand a
pool of brown water, choked with little lying to save one’s life. If PCs
wreckage of the floating gardens are on their own, the DM must
of the capital city of Maztica. A make clear to the players that there
single road still spans the water are a lot of orcs and evil humans
between Tezat and the city; from around, more than they could fight
your vantage point, you can make in a full month.
out movement along that road. Time begins pressing the
Nexal stands on an island in the characters, although they may not
center of the lake, and much of know it. Four days after the PCs’
the smoke comes from there. arrival, merchants from Ulatos
Only the bloody sides of the city’s arrive in the valley. In addition to
tallest pyramid rise above the their wares, they bring a rumor
black fog. That pyramid is home from Caxal’s court: the Cloak of One
to Hoxitl the Beastlord, the hellish Plume survives and Cordell has sent
master of Nexal. human spies to recover it. The
merchants have a good description
Like Cordell in Helmsport, Hoxitl of both Ironspike and Hasoctl, but
will probably not be seen by the not of the player characters. After
PCs, although his influence will be this, the DM should double the
felt in all they see and do. Hoxitl’s likelihood and number of any
full description is given in the random encounters.

39
between three of Hoxitl’s more
The Cities powerful jagres. Theoretically, their
The valley of Nexal is a wild, lawless task is clearing the ruins around the
place where only the strong survive. pyramids and noble palaces,
Fights to the death are common, sending all the loot to Hoxitl’s own
even between members of the same temple. Hoxitl has let it be known
race. Interracial disputes quickly that the jagre-leader who most
escalate into full-fledged battles impresses him will be made viceroy
between different factions within of Azatl and owner of the humans
the Viperhand armies. Individuals therein. The jagres spend much of
w h o try to preserve human life or their time undercutting each other.
protect the weak are treated as Meanwhile, humans make a
weaklings and traitors. Hoxitl is well prosperous business sifting through
aware that Cordell and others are the ruins before Hoxitl’s creatures
watching his little empire with reach them.
jealousy and hatred, and his 1. The Human Quarter: The
paranoia infects all his troops. If the southern half of Azatl is inhabited
player characters act as savage and chiefly by evil humans: natives who
uncaring as the natives, they will have thrown in with the hordes of
not get more than a second look. Viperhand; those who fled their
Ironspike and Hasoctl both play the own people seeking power in the
part, being as boisterous and “evil” new regime; and foreigners who
as they can. came for plunder but found
If the heroes are carrying the Cordell’s rules too limiting. All
ogre’s medallion acquired in the newcomers are suspect, but they
encounter in the abandoned city, it are accepted into the community if
may be used to bluff some low-level they are ill-mannered and rude. If
opponents. Orcs and evil humans in they act soft and “good,” they will be
the service of other ogres will not turned over to one of the three
bother one with the medallion, jagre-chiefs for sacrifice.
believing that person to be under Around the human quarter, the
the eye of another ogre. Ogres, walls are little more than rubble
jagres, and high-level humans will piled ten feet high between
ignore the medallion, and try to buildings to form a solid obstacle.
take it from the character if The walls are easily scaled for those
prominently displayed. who choose not to take advantage
of the huge number of doorways
and holes that allow anyone to slip
Azatl in and out of the quarter without
Azatl is the easternmost of the three being detected.
cities, and the place humans have The “gates,” north and south, are
the greatest chance of survival. just two openings without barriers,
There is a large human community wide enough for a wagon. The gates
in Azatl, the dregs of humanity but are guarded by the local human
salted with merchants willing to militia—a gang of toughs who shake
deal with the deformed spawn of down any who would pass for a few
Zatal. All gather together here for coins or a quill. There are three
mutual defense. guards on duty, and about ten more
The rest of the city is divided lounging nearby, ready if a fight

40
breaks out. The guards at the sacrificed at any time.
northern gate and the southern gate The human market of Azatl is
are from different gangs, and there similar to the grand market in
is no love lost between them. Ulatos—here you can find almost
Militia Guard: Int Low; AL N; AC anything available in Maztica.
8; MV 12; HD 2; hp 10; THAC0 19; However, unlike their counterparts
#AT 1; Damage 1-8/1-6 (maca); SZ M; in the grand market, these
ML 13 merchants do not display their best
The ruined buildings in the wares. Precious items can too-easily
quarter feature rude mud walls catch the fancy of a passing ogre or
with a single opening. Ownership is jagre, and be seized without
established by clearing out the compensation. Worse yet, the
space (perhaps removing any prior merchant can be dragged off for
occupants) and setting up shop. interrogation and sacrifice, as the
About one building in four still has captors try to learn where the
a whole roof, and those “fine” places interesting piece was found.
are already occupied and the Thus, most of the precious
inhabitants well entrenched. materials available in the human
The typical native of the human market must be inquired for, and
quarter is a fighter of Realmsian or the merchants keep their more
Maztican stock, of levels 1-4. valuable wares inside the walls of
Realmsian and Mazticans distrust the human quarter, under guard of
each other—but they do not trust family and friends. “Precious”
folk of their own race either, so a materials include gold and loot,
form of equality is reached through information... and human lives.
mutual distrust. Information is another valuable
There is no "leader” of the human commodity. Everyone in the market
quarter: the jagre-chiefs have made has their ears open to what is
it clear that anyone attaining such happening about them, so common
status would be immediately news of the current state of the
sacrificed to the gods. Instead, a world can be had for a few cocoa
number of gangs protect certain beans. More interesting matters can
areas in return for food, and a few cost as much as a gold quill—for
merchants have banded together. example, the capture of a group of
Occasionally, there are organized tabaxi far from their homes.
attempts to loot the old pyramids Another gold quill must be added to
and noble quarters, but these prevent the news from spreading
usually fall apart in a flurry of through the market that someone
backstabbing. was asking!
2. The Human Market: The The tabaxi story is a juicy one:
human market lies right outside the they walked in bold as brass, and
walls of the human quarter, and it is expected fine treatment. Ogres in
here that most human-orc trade service to the jagre-chief Jeordos
occurs. Most merchants leave their dragged them off, and the jagre
supplies here before turning about ordered them disemboweled. One
to begin the arduous trip back of the tabaxi escaped and survived,
home. Merchants do not like to but was swiftly recaptured by
remain in the valley of Nexal, where Jeordos’ rival, Michitl. This one will
their bearers can be seized and be sold two days from now in the

41
hellmarket, as Michitl flaunts tract of land in Azatl ruled by a
Jeordos’ failure. jagre-chief belongs to Jeordos, who
Human lives are the last also happens to be the largest of the
commodity available to buyers. jagre-chiefs in Hoxitl’s service. He is
Captured foes are being sent to a full 18' tall, towering over his
Nexal in increasing numbers to feed servants. He has a pair of other
the ravenous maw of Hoxitl, so a jagres in service, and dreams of the
steady stream is diverted through day when he can challenge Hoxitl.
the human market as well. Slavers Meantime, he concentrates on
are normally seen buying from clearing out Azatl, and sending gold
merchants from outside the city, and slaves to Nexal.
and selling to ogres and trolls Jeordos’ faction is the most
picking up supplies for their own fanatical about clearing out the
masters. The slave-runners are ruins, and the jagre hopes to control
middlemen, and rarely even know the sacred square of Azatl when the
the quality of their stock-slaves are task is done. Any humans found
shipped into small rooms in the near the square, or in the palaces
human quarter, then taken to the surrounding it, are immediately
hellmarket for resale or sacrifice. captured and sent to the hellmarket
3. Michitl’s Territory: This area is as slaves, without exception.
under the command of Michitl, one Jeordos feels that all the humans in
of the three important jagre-chiefs, Azatl are thieves, and he intends to
although presently the weakest of get them all. He has been
them. He feels it is a major coup that embarrassed by the loss of the
he captured a tabaxi that Jeordos tabaxi, and is taking out his rages on
had declared dead, and is making the human community... although
sure the story spreads so his status he first took it out on the servants
will increase. who failed him!
Michitl is always accompanied by Jeordos has straight black hair
three troll bodyguards, and he and noble features in his jagre form;
commands a motley group of ogres his hair is just beginning to turn
and orcs to perform his bidding. silver. When in displacer beast form,
Michitl has dark reddish hair. When his dark fur is dotted with spangles
appearing as a displacer beast, his of white, like stars.
fur has a reddish tint to it. Jeordos the Jagre-Chief: Int Low;
Michitl lives in a ruined palace in AL LE; AC 5; MV 12; HD 12; hp 95;
the center of his realm. He has THAC0 9; #AT 1; Damage 1-6 + 7 or
reinforced its walls in Amnite 2-12 + 7 (giant-sized maca); SA & SD;
fashion, using slaves captured from can shapechange into a huge
previous parties. Now the palace is a displacer beast, with that creature’s
small fortress. special abilities; SZ H; ML 18
Michitl the Jagre-Chief: Int 5. Priatl’s Territory: Priatl is the
Average; AL NE; AC 5; MV 12; HD 12; jagre-chief who claims the territory
hp 72; THAC0 9; #AT 1; Damage 1-6 alongside the human quarter and
+7 or 2-12 + 7 (club); SA & SD; can the human market. As a result,
shapechange into a huge displacer Priatl has a better understanding of
beast, with that creature’s special the newcomers, and of Nexal’s
abilities; SZ H; ML 18 emerging place in the
4. Jeordos’ Territory: The largest transformation of the True World.

42
He believes Nexal is fated to rule treasures remain.
these weak humans. Each of the lesser pyramids is
Priatl is a religious fanatic. He continuously guarded by one or
believes that the old world has more factions, although during the
ended and a new one, one where day guards do little more than sleep
creatures such as he are destined to under temporary awnings. A typical
thrive, has begun. Humans are not guard contingent at a pyramid is
to be enslaved—they are to be killed one ogre leader with ten orcs. At
outright. Any found in the palace night, slaves are beaten to dig faster
and sacred areas of Azatl are to be than their competition, a rivalry that
killed immediately. (Humans found occasionally incites open battle
by orcs and ogres may be able to between the guards.
save themselves; those creatures Ogre: Int Low; AL NE; AC 5; MV 9;
can be bribed.) HD 4 + 1; hp 25; THAC0 17; #AT 1;
Priatl is a long-haired giant of an Damage 1-10; SZ L; ML 11
ogre who keeps his long locks Orcs: Int Average; AL LE; AC 10;
twisted with ornate beads. When in MV 12; HD 1; hp 5 each; THAC0 19;
displacer beast form, he appears #AT 1; Damage 1-8; SZ M; ML 11
shaggy, with deep black fur. He has The temple of Zaltec is one of the
an honor guard of four trolls in full few fully restored, mainly through
Jaguar Knight armor (AC 3). Priatl’s efforts. The carvings are
Priatl believes that Jeordos is a regularly repainted with fresh
toadying fool and that Hoxitl is well blood, giving the pyramid a dark
aware of that fact. He knows Michitl ruddy hue. Priatl has stationed four
does not command enough power trolls at the pyramid to protect it,
to compete with him. Priatl both from humans and the other
sincerely believes he is the best factions. These trolls wear fitted
candidate to take command of Azatl Jaguar Knight armor. Priatl has
and remove the human stain from it declared this force neutral, so it will
forever, sending the blood flowing not get into battles over other sites.
to Hoxitl’s greater glory. Troll: Int Low; AL NE; AC 3; MV
Priatl the Jagre-Chief: Int High, 12; HD 6 + 6; hp 30; THAC0 13; #AT
AL CE; AC 5; MV 12; HD 12; hp 80; 3; Damage 5-8/5-8/5-12; SA & SD
THAC0 9; #AT 1; Damage 1-6 + 7 or Regeneration, SZ L; ML 14
2-12 + 7 (maca); SA & SD; can 7. The Noble District: Formerly
shapechange into a huge displacer an area of rich palaces surrounding
beast, with that creature’s special the sacred square of Azatl, the noble
abilities; SZ H; ML 19 district is now reduced to rubble,
6. The Sacred Square of Azatl: with an occasional wall left standing
Even at the height of the empire, as mute testimony to the
the pyramids of Azatl were never destruction of the Night of Wailing
comparable to those in Nexal. But and the power of the Viperhand
now the once-proud pyramids of cult. During the day, the nobles
Qotal, Azul, Plutoq, Iezca, Watil, and district solitary human looters
Kiltzi are piles of rubble, their paints search for something to sell. At
blasted away, their carvings pried night, humans and orcs battle for
off to be sold. These pyramids have what treasures remain.
become riddled with burrows and The district was rich when the city
tunnels as the looters seek what thrived, and most of that wealth

43
remained after it was abandoned. In any of the areas controlled by
Digging for a half-hour in one spot the jagre chieftains:
will turn up gold, gems, 1 Human Brawl
pluma-woven objects of art, pottery, 2 Human Thief
and other valuables. In that time, 3 Orc/Ogre Patrol
check for a random 4 Orc/Ogre Patrol
encounter—another looter or the 5 Orcish Brawl
orcs. After the first half hour, and 6 Orc/Ogre Patrol
for every hour thereafter, roll on the 7 Jagre and Company
following table for loot: 8 Orcish Brawl
d10 Result In the nobles’ district and sacred
1 1 gold quill square areas:
2 1 golden item (2-12 gq) 1 Human Looter
3 Fine pottery (10-20 cb) 2 Human Looting party
4 Maca or other weapon 3 Orc/Ogre Patrol
5 Tapestry or blanket (5-10 cb) 4 Orc/Ogre Patrol
6 Beadwork (1-6 gq) 5 Human Looting party
7 Copper statue (1-2 gq) 6 Human Looter
8 2 gold quills 7 Orc/Ogre Patrol
9 Shield or other armor 8 Orc/Ogre Patrol
10 Treasure haul: roll twice on
table or offer some magic Notes
item. Human Brawl: A battle between
two human fighters for reasons
unknown to the PCs. Fight can be
Encounters in Azatl between a Realmsian and a
Azatl is a rough, nasty city where Maztican, two Realmsians, or two
brawls are common and life is Mazticans, at the DM’s option.
cheap. The place runs both day and Brawlers fight bare-handed or
night, with the hours of light being armed with macas. (A steel weapon
primarily human time, and the dark would be very rare on a brawler,
hours on orcish time. but might encourage the players to
If the characters are on the get involved.)
streets, there is a 1 in 6 chance per Human Brawlers: Int Low; AL
hour they will have some type of NE; AC 10; MV 12; HD 1; hp 5 each;
encounter, depending on location in THAC0 20; #AT 1; Damage 0-2 (fists)
the city. Roll 1d6 to determine the or 1-8 (maca); SZ M; ML 9
type of encounter. Add two to the Human Fighter: Similar to the
die roll if the encounter takes place brawlers, but the PCs are directly
in the evening. challenged by a bravo, either native
or Realmsian. The fighter may be
In the human quarter and market:
strung out on octal (or worse,
1 Human Brawl
whiskey), or he simply does not like
2 Human Fighter
the character’s looks. Failure to
3 Human Merchant
stand up to someone in Azatl brings
4 Human Body
on three similar fighters looking for
5 Human Thief
an easy mark.
6 Human Merchant
Human Fighter: Int Low; AL NE;
7 Orc/Ogre Patrol AC 10; MV 12; HD 1; hp 6; THAC0 20;
8 Human Brawl

44
#AT 1; Damage 0-2 (fists) or 1-4 THAC0 20; #AT 1; Damage 1-8
(obsidian knife); SZ M; ML 9 (macas); SZ M; ML 10
Human Thief: A native or Orc Brawl: Set up is similar to the
Realmsian sneak-thief who comes human brawl, but with orcish
across the party. The thief may try participants. Again, if PCs avoid the
to pick a pocket if the group is battle it will be noted, and the
together, or to get one person alone characters risk being challenged
and waylay him or her. themselves. Then again, they might
Human Thief: Int Average; AL CE; also be challenged if they get
AC 10; MV 12; HD 2; hp 7; THAC0 19; involved in the fight, for “messing
#AT 1; Damage 1-4 (obsidian knife); with orcish business."
SA Thieving abilities SZ M; ML 9 Orcs: Int Average; AL LE; AC 10;
Human Merchant: This slimy MV 12; HD 1; hp 6 each; THAC0 19;
individual traffics in loot, #AT 1; Damage 1-8; SZ M; ML 10
information, or slaves. He will try to Orc/Ogre Party: Ten orcs led by a
single out newcomers, either to sell single ogre are on a mission in the
something to them, or get them area. DM may decide whether they
alone for capture. In the latter case, are merely walking guard, looking
he will ask to meet with one for trouble, out to recruit more
member, later and alone, and direct sacrifices for Zaltec, etc. Regardless
him to a location with five human of the situation, anyone who crosses
fighters (stats as above). their path or looks at them funny is
Human Merchant: Int Low; AL in for a battle.
NE; AC 10; MV 12; HD 1; hp 6; Ogre: Int Low; AL NE; AC 5; MV 9;
THAC0 20; #AT 1; Damage 0-2 (fists) HD 4+1; hp 25; THAC0 17; #AT 1;
or 1-4 (obsidian knife); SZ M; ML 9 Damage 1-10; SZ L; ML 11
Human Body: Just what it says. Orcs: Int Average; AL LE; AC 10;
The characters stumble over the MV 12; HD 1; hp 3 each; THAC0 19;
inert form of a former fellow #AT 1; Damage 1-8; SZ M; ML 11
human, killed in some mindless bit Jagre Company: A jagre and his
of fun. The body was stripped of ten ogre bodyguards are passing
valuables soon after death. through. The jagre is not meant to
Human Looter: A lone looter, he be one of the ruling three, but the
will attempt to avoid a large party DM may choose to make it so.
on the move. If he surprises the Jagre: Int Low; AL NE; AC 5; MV
adventurers digging, he will try to 12; HD 12; hp 60; THAC0 9; #AT 1;
slip off and return in 1-3 turns with Damage 1-6 + 7 or 2-12 + 7 (club); SA
a human looting party (below). & SD; can shapechange into a huge
Human Looter: Int Average; AL displacer beast, with that creature’s
CE; AC 10; MV 12; HD 1; hp 6; special abilities; SZ H; ML 14
THAC0 20; #AT 1; Damage 1-4 Ogre: Int Low; AL NE; AC 5; MV 9;
(obsidian knife); SZ M; ML 8 HD 4 + 1; hp 20 each; THAC0 17; #AT
Human Looting Party: 3-12 1; Damage 1-10; SZ L; ML 12
human looters relying on strength
in numbers. They will attack parties
they outnumber. They will flee from
The City Of Tezat
orcs and other evil nonhumans. Tezat is slightly smaller than Azatl,
Human Looter: Int Average; AL but no less devastated. The city has
NE; AC 10; MV 12; HD 1; hp 6; more humanoids and fewer

45
humans than Azatl, and the humans There are humans among the
keep very quiet. There is no human bidders as well, evil men who are
quarter here, and merchants from little better than the fell beasts.
other areas in Maztica prefer to let Often these are investors who keep
Azatl’s middlemen risk direct an eye out for good purchases that
contact with the ogres, trolls, and Hoxitl and the others have missed.
jagres of Tezat. They watch particularly for those
Tezat’s power lies in the fact that it who may bring a large bounty if
is on the one surviving roadway into returned to their homeland.
Nexal. Hoxitl’s most powerful jagre, A typical slave will sell for a gold
Durkotl, was made master of this quill, while those of special interest
town, and as long as fealty is paid, or value can summon up to five
and tribute flows in, the Beastlord times that much. The tabaxi that has
leaves him to do as he sees fit. For been captured will go for ten gold
his part, Durkotl is fanatically loyal quills, at least.
to his lord, and would not dream of 2. The Pens: Immediately around
plotting against him. the hellmarket are orc warrens and
In one aspect Tezat closely tumbled buildings, with many of
resembles Azatl: the streets are the larger buildings used to
dangerous, even those that have warehouse slaves. Slaves are bound
been cleared of debris. The city together in sealed quarters, often 20
comes to life in the evenings, when or so to a room, where they are
drinking and brawling are the guarded by two orcs or an ogre.
major entertainments. Sensible In addition to the slave quarters,
humans hide behind shuttered the district near the pens also
windows and doors. Orcs are on top includes most of the would-be
here, and claiming the Realms as taverns in Tezat. Barkeepers push
one’s birthplace offers no safety. octal and watered whiskey.
1. The Hellmarket: The 3. The Ruins of Tezat: The area
hellmarket is a wide pavilion near beyond the pens not claimed by
the main road to Nexal, originally Durkotl is a tangle of ruins, scouted
used for pageants and great shows by orc and human looters but not
of magic. Now it is a market where patrolled by the orc/ogre guard
most merchants sell slaves. units. It is a wild area, and no
The slaving trade is wide open human or orc would live there
here, and the slaves are primarily unless they were hiding from
human. Hoxitl (or rather his agents) someone. If a slave of some value
get the best slaves for sacrifice, but escapes into the area, a patrol may
the others wind up available for pursue perfunctorily, what with so
purchase here. Slaves are stripped many slaves available.
to their loincloths and bound with 4. The Court of Tezat: There are
heavy ropes. The most dangerous three chief pyramids of Tezat. The
slaves are drugged to prevent them largest was once dedicated to Azul
from escaping. Bidding usually but is now claimed by Zaltec.
begins around dusk, when most of Durkotl apes his master by making
the inhabitants are in the pavilion. his home atop the Zaltec pyramid in
An ogre or group of orcs may buy a Tezat, and he personally oversees
slave, then amuse their fellows by sacrifices made in Zaltec’s name.
immediately torturing it to death. Durkotl is a big scarred jagre who

46
fought beside Hoxitl in his conquest Encounters in Tezat
of Nexal, and received Tezat as a
reward. He wears Jaguar armor Random encounters in Tezat are
tailored to fit, augmenting his fewer than in Azatl, but deadlier.
mighty looks and abilities. Even There is only a 1 in 8 chance of an
more imposingly, Durkotl’s armor is encounter during the day, 1 in 6 at
made from the hide of a fellow night. Roll 1d6 to determine which
jagre, taken while his foe was in encounter, and add +2 for
displacer beast form. In addition to nighttime occurrences (except in
enjoying the armor’s protection, the ruins).
Durkotl uses it to send a message to Everywhere in Tezat (except
any who might think to oppose him, ruins):
regardless of race. 1 Human Merchant
Durkotl has a personal guard of 2 Orcish Fighter
three other jagres, who in turn each 3 Orc/Ogre Patrol
command a unit of three trolls and 4 Orcish Fighter
five ogres. He will always be 5 Orcish Brawl
accompanied by at least one jagre 6 Ogre Fighter
and the honor guard at any time. 7 Troll Fighter
Durkotl, Master of Tezat: Int 8 Orc/Ogre Patrol
High; AL LE; AC 3; MV 12; HD 12; hp
In the ruins
90; THAC0 9; #AT 1; Damage 1-6 + 7
(no modification regardless of
or 2-12 + 7 (maca); SA & SD; can
time):
shapechange into a huge displacer
1 Human Looter
beast, with that creature’s special
2 Human Looting Party
abilities; SZ H; ML 19
3 Lone Orcish Looter
The other two major pyramids in
4 Orcish Looting Party
the complex are those of Tezca the Orc/Ogre Patrol
5
Fire God, and Eha. Priests of Tezca
6 Lone Ogre Looter
sacrifice each evening to ensure the
sun rises the next day. The pyramid Notes apply as for Azatl (above),
to Eha is the least of them all, no with these additions.
more than 20’ high, and Eha’s Human Merchant: Will always be
worshippers are few in Tezat. a slaver. If the PCs do not look
All three pyramids are ringed by tough, he will try to have them
low, square mounds, upon which captured by four human fighters
duelists battle to settle arguments. later in the evening.
The location was provided to offset Orcish Fighter: As for human
brawling in the streets, but it has fighters, but an orc instead. Will try
only added another venue of to single out one human for
bloodshed. There are usually two or challenge and attack. Beginning the
three battles going on at any time third round, and every round
on the platforms, with mixed race thereafter, another orc will join the
combats (such as orcs fighting fight. Another orc will also join the
human slaves) as the biggest draws. fight for every additional player
character involved.
Orc: Int Average; AL LE; AC 10; MV
12; HD 1; hp 6 each; THAC0 19; #AT 1;
Damage 1-8 (maca); SZ M; ML 12

47
Ogre Fighter: As for human Night of Wailing mostly intact, its
fighter, but an ogre this time. No solid pyramids resisting the
additional ogres will come to his aid, destruction that ruined most of the
but for every additional player city. The Beastlord Hoxitl makes his
character involved, an orc fighter lair in the great pyramid of Zaltec,
will join in. piled high with treasures looted
Ogre: Int Low; AL NE; AC 5; MV 9; from the three cities. The pyramid
HD 4 + 1; hp 18; THAC0 17; #AT 1; is also the site of ritual sacrifices,
Damage 1-10; SZ L; ML 14 and blood flows down the sides of
Troll Fighter: As for ogre fighter, the pyramid as he slays tens and
but using a troll. No one will assist hundreds of slaves.
the troll, although a large crowd will Hoxitl is always accompanied by
gather to bet on how long the 2-8 jagres, and he has companies of
characters survive. orcs, ogres, and trolls at his
Troll: Int Low; AL NE; AC 3; MV command. It is said no human may
12; HD 6 + 6; hp 30; THAC0 13; #AT look upon him and live—Hoxitl
3; Damage 5-8/5-8/5-12; SA & SD himself is seeing to it that dread
Regeneration, SZ L; ML 14 threat spreads throughout the land.
Lone Orcish Looter: As for Hoxitl: Int Very; AL LE; AC -3; MV
human looter in Azatl, but this 18; HD 16; hp 89; THAC0 3; #AT 3;
fellow will return with an orcish Damage 1-12/1-12/2-20; SA Spells as
looting party if he sneaks off. 16th level priest of Zaltec; SZ M; ML
Orcish Looting Party: Four to 20
sixteen orcs looking for treasure in The square is left much as it was
the debris. They are not particular soon after Hoxitl took power—only
about whether they take it off living now, more bones and bloodstains
bodies or dead ones. have been added to the debris
Orcs: Int Average; AL LE; AC 10; throughout the pavilion. Pyramids
MV 12; HD 1; hp 5 each; THAC0 19; to Azul, Tezca, and Eha stand east of
#AT 1; Damage 1-8; SZ M; ML 10 the great pyramid. To the south is
Lone Ogre Looter: As for the the Palace of Skulls, now a great
orcish looter. This ogre will not warehouse filled with the heads of
bring others, but simply attack. those sacrificed.
Ogre: Int Low; AL NE; AC 5; MV 9; The palaces closest to the square
HD 4 + 1; hp 18; THAC0 17; #AT 1; have been leveled, and even the
Damage 1-10; SZ L; ML 14 great palace of Naltecona is partially
collapsed. Hoxitl has forbidden
anyone to loot the palace, and it
Nexal remains untouched.
Nexal is detailed in the Maztica 2. The Market: At the foot of the
Boxed Set, and is covered only sacred square, the market struggles
briefly here. As far as the player on, a shadow of its former self; most
characters are concerned, they business is now done in Azatl and
should never reach Nexal itself—the Tezat. The market has its slaves
only humans permitted within its penned here, waiting for their
boundaries are those to be eventual destruction, and food is
sacrificed to Zaltec. dumped here, awaiting eventual
1. The Sacred Square of Nexal: consumption. Patrols of orcs and
The sacred square survived the ogres pass regularly.

48
Food and supplies are not equip his forces to battle the
guarded, although the slaves are, humans. For that he needs the
usually by ogres assisted by trolls. ability to forge steel, a skill which
Occasionally the ogres will feed one has so far been denied him. He
slave to the trolls to keep the other assumes that steel-making is
slaves in line. magical to some degree, and he
3. The Palace District: The region targets wizards for capture and
closest to the market and the sacred torture in his quest to learn the true
square was home to Nexal’s nobility, secret.
its priests, and its scholars. Now the 5. The Wreckage: The rest of
district is little more than a field of Nexal is a hodgepodge of collapsed
rubble; massive desolation extends buildings and overturned
from the square to the outlying stonework. The city has been
areas. Thus, any who approach the stripped bare and abandoned. Only
sacred square will be spotted well in a few outcast orcs live in the barren.
advance of their arrival unless they 6. The Lake of the Gods: The
are protected by darkness or magic. Lake of the Gods has become a
4. The Army Camps: There are foul-smelling, shallow, brackish
three army camps on the island, pool. Aside from some
each commanded by an associate of bottom-feeders, it also supports a
Hoxitl. These monstrous small colony of freshwater scrags
commanders appear as stone giants (water trolls), one dozen in all. The
with beast heads: vulture, jaguar, scrags protect the island from
and shark. Each encampment aquatic assault
numbers a thousand creatures, Scrags: Int Low; AL CE; AC 3; MV
mostly orcs with ogre commanders 3 SW 15; HD 5 +5; hp 30 each;
and a few troll associates. THAC0 15; #AT 3; Damage
Beast Leaders: Int High; AL LE; 2-5/2-5/3-12; SZ L; ML 14
AC 2; MV 12; HD 14; hp 79 each;
THAC0 7; #AT 1; Damage 1-8 +8 or
2-12 +8 (great golden maces); SA Random Encounters in Nexal
Spells as 12th level priests of Zaltec, Any random encounters in Nexal
regenerate as Trolls; SZ H (18' tall); will be with a patrol of ten orcs led
ML 20 by an ogre (a 1 in 6 chance each
The army commanders are turn). They challenge all
charged with protecting the city unsupervised strangers (those not
from invaders, in particular from controlled by an ogre or
Cordell and his foreigners. Hoxitl higher-ranked creature), and attack
recognizes that there are many all uncaptured humans on sight.
expatriate Amnites and other Ogre: Int Low; AL NE; AC 5; MV 9;
Realmsians in his cities, and he HD 4 + 1; hp 25; THAC0 17; #AT 1;
plans to wipe out all the humans. Damage 1-10; SZ L; ML 11
Hoxitl’s other great desire is to Orcs: Int Average; AL LE; AC 10;
acquire large numbers of steel MV 12; HD 1; hp 3 each; THAC0 19;
weapons for his warriors. Some #AT 1; Damage 1-8; SZ M; ML 11
weapons are smuggled in, or looted
from the bodies of the dead, but
Hoxitl lacks enough swords,
metal-tipped arrows, and armor to

49
Hanovar knows Millos found out
Set Encounters In the Nexal something about the cloak. (He
Valley refers to it only as “a certain item.")
Encounter 1. The Contact “Didn’t tell me. But he told a group
This encounter occurs if Ironspike of cat-men who showed up. First
is still with the party. He leads the time anyone seen the cat-men in
PCs to the human quarter, and asks Azatl! Millos got gold but the
for directions to a bar called The cat-men got nailed by the orcs. The
Death’s Head. He brings his keg of cats must have let out something
rum, if it has made the trip. about Millos. Orcs came for him,
and they sacrificed him."
The Death's Head isn’t much of Hanovar knows one of the tabaxi
a bar. A toppled monument survived and was taken by Michitl,
serves as the counter, and at low and held in Tezat’s pens. “Be sold at
tables are assorted humans who auction, then probably killed, night
smoke and drink somberly. A sun- after this."
burned Realmsman tends the bar. After Hanovar spills his guts, he
Ironspike strides over to the
man, “I’m looking for a man
named Millos. He runs this place."
The Realmsman spits, and says,
“Not any more he don’t."
Ironspike tilts his head. “And
where can I find him now?”
Another look. Another spit.
“You can find what’s left of him in
the Palace of Skulls on Nexal.
They killed him two weeks back."

Ironspike is surprised; he didn’t


expect his contact to die before he
arrived. Everyone sits, and several
drinkers nearby leave, steering clear
of the party. (They are going to fetch
the guard.)
Ironspike says that Millos had
information for him. The barkeep,
Hanovar of Ruathym, knows
something about it—for a price.
The DM should let the players
handle the haggling. The barkeep is
tight-lipped and cryptic until he’s
bought off. (“Might be I know a bit.
Maybe not. Millos knew, and they
ripped his heart out.") Hanovar
wants the rum, if possible, plus two
gold quills or the equivalent. If the
rum is gone, he’ll settle for three
gold quills.

50
looks up to the door of his bar and
his face goes white. In the doorway seems to be a brisk trade.
is an ogre with ten orcs. The ogre Hasoctl suddenly shouts “Aha!”
points at the barkeep and snarls in and strides over to an ancient,
Nexalan, “Kill them all." worn merchant, smiling broadly
Hanovar: Int Low; AL N; AC 10; like he’s long-lost kin. They begin
MV 9; HD 2; hp 12; THAC0 19; #AT 1; to converse rapidly in Payit.
Damage 1-4 (obsidian knife); SZ M;
ML 11 The old man is Golotl the
Ogre: Int Low; AL NE; AC 5; MV 9; Merchant, a native of Ulatos, a thief
HD 4 + 1; hp 15; THAC0 17; #AT 1; of modest ability, and an old friend
Damage 1-10; SZ L; ML 17 of Hasoctl. Hasoctl and Golotl make
Orcs: Int Average; AL LE; AC 8; MV casual conversation, and when
12; HD 1; hp 3 each; THAC0 19; #AT Golotl finally asks Hasoctl his
1; Damage 1-8; SZ M; ML 13 business in the area, Hasoctl says
The other patrons in the bar will the group is on a mission for a
avoid the fight. If the DM needs to mutual friend Caxal, to recover the
even the odds, add 1-4 human Cloak of One Plume.
fighters to balance the mix. Hanovar Golotl hisses him quiet. “Speak not
and Ironspike will fight for their of that in the open. I have a small
lives. Hasoctl will dive for the floor home along the south wall, marked
and deny everything. with a red banner by the door.
Battle is to the death, and the orcs Come after the moon rises and I can
will not retreat while the ogre lives. tell you what you need. Bring
If the ogre captain dies, there will money." Golotl will say no more.
be no further pursuit. If the ogre If the PCs follow Golotl, they will
escapes, every patrol in Azatl will be see him talk to many other
hostile. If the heroes defeat this merchants, using a number of
patrol, Hanovar or another patron languages, then wearily retire to his
will get them to a healer (not a hut at day’s end. Talking to the
priest, but someone with healing merchants, he tells others to meet
skills). The hubbub will die down. him later at his home also.
Go next to Encounter 4. Golotl’s hut is just two rooms
along the south wall of the human
Encounter 2: The Source quarter. A wooden barricade covers
Run this encounter only if the PCs a hole in the wall leading outside.
arrive in Azatl with Hasoctl but not This is Golotl’s escape route.
Ironspike. Hasoctl will be very On the PCs’ arrival, Golotl asks a
nervous about the Viperhand orcs modest fee (a gold quill) and tells his
everywhere, and he will advise tale, a tale bought and sold among
seeking out humans in the market. the merchants. A rumor floats that
many of the magical items of
The market of Azatl is no threat ancient Nexal survived the Night of
to the grand market of Ulatos. An Wailing. The Cloak of One Plume
expanse of broken stone, it has was said to have been rescued and
just a few stalls around the hidden by priests of Azul, who died
perimeter. The wares displayed rather than reveal the cloaks hiding
will not turn any heads, but there place. Many a looter hopes to find
the magical cloak in the ruins.

51
losing the prisoner, and make a
good profit selling the captive. This
tabaxi, named Chioptl, is being held
in the pens in Tezat, awaiting sale at
moonrise the next night. “Your
answer is there,” Golotl ends.
As Golotl speaks, from outside
comes the sound of sandals on dirt.
Turning, the characters see a large
Realmsian human standing in the
doorway with a steel sword drawn.
He is flanked by two Nexala. Golotl
shrugs, backing off and explaining,
“In Azatl, everything is for sale."
The Realmsian leader is Candoria,
a 4th level fighter, accompanied by
two second-level thieves. Candoria
is wearing chain mail. Their orders
are to prevent others from finding
out about the tabaxi’s potential
knowledge, so that their client can
more easily buy the cat-man.
Candoria: Int Average; AL CE; AC
5 (chain mail); MV 12; HD 4; hp 25;
THAC0 17; #AT 1; Damage 1-18; SZ
M; ML 15
Thieves: Int Low; AL CE; AC 10;
MV 12; HD 2; hp 7 each; THAC0 20;
#AT 1; Damage 1-8; SZ M; ML 11
Candoria has been ordered to
leave no one alive, including Golotl.
He offers no quarter and expects
none. The thieves are Candoria’s
About two weeks ago a group of hirelings; they will not retreat while
tabaxi, true jaguar-men, arrived in he lives. If the attackers are slain, it
the city, creating a stir because they is nothing special in Azatl. If the
had not been seen since long before thieves flee, their tale is of victims
the city’s fall. Claiming they were who turned the tables on their foes.
emissaries sent by their lords to Golotl will try to bolt out through
recover the Cloak of One Plume, the wall. If Golotl is spared but
they said they knew where the cannot flee, he will express surprise
cloak lay. But the tabaxi were that Candoria turned on him. He
captured and killed by Jeordos’ can help get the party healed by a
servants, and Hoxitl never even local priest of Eha. He can give
learned they had come. directions to the pens where the
But one of the tabaxi escaped and tabaxi is kept, but he won’t join up.
survived, only to be captured by the Go next to Encounter 4.
jagre-chieftain Michitl. Michitl cared
nothing for the legend. He would
embarrass his rival Jeordos for

52
Encounter 3: Into Their Laps This is Chioptl the Tabaxi, the last
Run this encounter if the heroes survivor of the expedition; she
arrive in the Nexal valley without knows where the Cloak of the One
Hasoctl or Ironspike. The PCs Plume is. She was being moved by
should suspect that the Cloak of Michitl’s forces when Jeordos’
One Plume is somewhere in the guards ambushed them, intent on
valley, but not know how Ironspike stealing the prisoner to restore their
or Hasoctl planned to locate it. master’s damaged reputation. In the
Let them get a handle on things in confusion, Chioptl managed to
Azatl, seeing the sights, coming to escape both groups. No guards are
understand the area. Have a few to be seen here on the street.
random encounters, then point Three rounds after Chioptl comes
them toward the human market. If around the corner, the survivors of
the DM desires, Maztican-born the battle (Michitl’s unit) come after
players may discover Golotl there, her: four orcs and a wounded ogre
allowing a switch to that plotline. leader. If Chioptl is trying to escape
Otherwise, the PCs get little except alone, or if she is abandoned by the
rumors about a number of magical player characters, she will be
items. If PCs offer in trade a recaptured. Then the PCs will have
valuable item like a metal sword, to rescue her from the pens
magical item, or keg of rum, they (Encounter 4).
will learn that the tabaxi who came If the heroes try to help Chioptl
to town knew more, but now there escape, she moves at half-speed
are no tabaxi alive. Perhaps they until the shackle is broken (one
should search the ruins with the round to do so with any weapon).
other looters... The heroes can try to misdirect the
Once the characters are on the orcs and ogre, or do battle with
move again, run this encounter. Roll them. They will receive no further
as if it were a “random” encounter, reinforcements.
then read the following: However, once the word gets out
that the tabaxi is loose, there will be
You hear the shouts of a battle an increased number of searchers:
up ahead—yet another brawl, no all encounters in the city will be
doubt. But this time, you see some- orc/ogre patrols. Anyone who sees
one running away from the din. the tabaxi will sell the information
She is a humanoid jaguar, to one of the jagre forces. Chioptl
cat-like in appearance but with recommends that the player
the basic form of a human characters get clear of the city as
female. She abruptly stops upon soon as possible. Once they get her
seeing you. Her hands are tied outside to relative safety, she will
behind her, and she wears tell her tale (see Encounter 5.)
wooden leg-shackles. She has Chioptl: Int High; AL CN; AC 6;
slipped free from one shackle, MV 15; HD 2; hp 16; THAC0 19; #AT
but the other drags behind. She 3; Damage 1-3/1-3/1-3; SA Rear
looks back towards the sounds of claws, 2-5 each; SD Surprise,
battle, then back at you. “Help surprised on a 1; SZ M; ML 12
me,” she says in oddly-accented Ogre: Int Low; AL NE; AC 5; MV 9;
Payit, “You will be rewarded if HD 4 + 1; hp 10; THAC0 17; #AT 1;
you do." Damage 1-10; SZ L; ML 9

53
Orcs: Int Average; AL LE; AC 10; beaten path, the heroes must get
MV 12; HD 1; hp 3 each; THAC0 19; specific directions to it (such as
#AT 1; Damage 1-8; SZ M; ML 8 provided by Golotl), or they must
get fairly lucky searching the area
Encounter 4: The Pens of Tezat (sure to raise suspicion), or they
The PCs will realize that the tabaxi must ask around. A gold quill buys
Chioptl holds the key to the quest, the location of the tabaxi’s pen, and
and it is likely they must free her it also buys silence until dusk.
from the pens in Tezat. Most buildings in the district are
The pens are an open and busy guarded by orcs. The building
area, even busier at night than in holding the tabaxi is guarded by a
day. The tabaxi is kept in a single pair of ogres instead, members of
building removed about 20’ from Michitl’s personal guard. Both ogres
the street, hidden from the main are dressed in tabards and cloaks of
flow of traffic. A small battle could yellow and black, the colors of
occur here without anyone noticing. Michitl, and they carry spears
Because the pen is well off the (although they will continue to
inflict normal ogre damage).
Ogres (2): Int Average; AL LE; AC
5; MV 9; HD 4 + 1; hp 33 each;
THAC0 17; #AT 1; Damage 1-10; SZ
L; ML 14
The ogres have specific orders
that only those showing a medallion
with Michitl’s symbol can see the
tabaxi prisoner. Moreover, no one is
expected before the auction the
next night. They will be suspicious
of anyone who attempts to come up
and make conversation; they will
use their spears to convince such
folk to move along. They know they
are allowed to eat what they kill.
The ogres will fight until one falls,
then the other will try to escape to
summon more help—going through
the attackers if need be. From the
time he escapes, the adventurers
have four rounds before pursuit
arrives. The pen door is bolted on
the outside. Inside, the tabaxi is
hobbled with leg-shackles; her
hands are bound behind her. The
same circumstances apply for
Chioptl’s escape here as in the
previous encounter: all encounters
are patrols, all patrols will attack if
the tabaxi is obviously with the
party, and the patrols will try to kill

54
everyone except the tabaxi.
Away from the city, the tabaxi will know the cave where the blanket
resides, and how to appease its
talk. Go to Encounter 5.
guardian.
Encounter 4.5: Purchase “The great mountain must be
The PCs may try to buy the tabaxi Zatal,” she finishes, waving at the
at the auction. They will face five flaming mountain. “Will you aid
bidders: one group of ogres, and me in the blanket’s recovery?”
four brokers for various jagre.
Chioptl will sell for 30 gold quills to Chioptl will be willing to defer the
Durkotl of Tezat. The PCs may question of ownership of the Cloak
outbid Durkotl, but they will be of One Plume until after it is
marked by patrols for attack and recovered. She knows she needs
sacrifice. manpower to defeat the creature
within, and is willing to bargain
Encounter 5: Chioptl’s Tale now and argue later.
When the group gets clear of the She has not told the whole truth,
city (whether it is Tezat or Azatl), however. The vision that appeared
Chioptl will demand to be fully to her village elder was from Tezca,
freed (assuming she isn’t already), god of fire. Tezca knows the affront
offering what she knows in Azul, god of rain, has committed
exchange for her freedom. The tale hiding the cloak in his volcano, and
that follows assumes that the player wants to have it and its guardian
characters have treated her well. removed without letting the cloak
She will leave out details (such as fall into the hands of the
clues to the cave’s location) if she is already-powerful Zaltec. Further,
threatened, and will demand that the village elder is a Jaguar Lord, a
the players help her recover the follower of Azul. If Chioptl returns
Cloak of One Plume. with the cloak, she will become the
Jaguar Lord’s bride.
“My people are ruled by a wise The cave she seeks is marked by
elder who had a vision in which the symbol of the two-headed
Qazizio, whom you call Qotal, serpent, and breathes with cool air
appeared to him. The god said the instead of hot, as do other caves in
twisted humans of Nexal had the flaming mountain. To gain the
squandered their heritage, and character’s trust, Chioptl will tell the
that our people should travel to latter bit of information.
Nexal and recover the Feather- She knows that the guardian is a
Blanket. Two moons have passed rain dragon, which must be slain
since my compatriots and I left to before the cloak can be recovered.
seek the Blanket-made-with-one- The dragon is young, and can be
feather—your Cloak of One gulled briefly with offerings of
Plume. cocoa beans and jade. The PCs may
“The blanket was said to be have to reenter the city to acquire
hidden in the burning earth, in these items, risking patrols.
the greatest mountain in the If the characters agree, Chioptl
world. The great mountain is will accompany them to recover the
riddled with caverns, and the Cloak of One Plume. If they attack
Feather-Blanket is within one of her she will flee. If possible, she will
those. The elder told me how to return later if to ambush them after
they have fought the dragon.
55
Fires of Zatal
Mount Zatal is the highest mountain but the lizards and newts will
in the True World, an active volcano provide a warm welcome.
still growing. Unchecked, it will Fire Lizard (1): Int Animal; AL N;
consume the Lake of the Gods and AC 3; MV 9; HD 10; hp 60; THAC0 11;
Nexal itself within a century. Lava #AT 3; Damage 1-8/1-8/2-16; SA
still flows from its peak and from a raking claws, fire breath; SD
vent in the western face (Cavern A). resistance to fire; SZ G; ML 11
The most recent eruption was Fire Newts: Int Low; AL NE; AC 5;
prompted by the gods—and it may MV 9; HD 2 + 2; hp 7 each; THAC0
take the intervention of the gods to 19; #AT 1; Damage 1-8 (maca); SA
quiet it again. Breathe fire; SD fire resistance; SZ
Inside Mount Zatal are a huge M; ML 11. The fire newts of Mount
number of chambers and caves Zatal do not have giant strider
formed as lava tubes during mounts.
eruptions. Many of these are On the surface of the volcano,
inhabited, although not by creatures there is a lesser chance of facing
who are affected by heat. This hostile creatures: a 10% chance per
adventure mainly deals with one hour of encountering a fire lizard.
cavern unlike the other caves, but The creature is not hostile as long as
the others must be described briefly the adventurers do not attack, and
because the PCs may explore them. they stay out of its cavern.
The caverns marked B-E are
openings into the heart of Mount The Odd Cavern
Zatal. Cavern A is an opening
half-filled with molten lava. Any Cavern F greatly differs from the
creature not protected from heat others. First, it does not radiate heat;
suffers 1-4 points of damage per in fact, cool breezes issue from its
round if within 10' of the lava. depths. Second, the smoke
Those immersed in lava suffer 4-24 streaming from its opening is moist
points unless protected. and pleasant, like fog. Last, above
Similarly, the air in the caves the cavern is a carving where a lintel
leading from A-E is superheated. would be above a door. The
Those without natural or magical depiction is of a serpent with a
protection suffer 1-3 points of snake’s head at one end, a jaguar’s at
damage per round in the caves. the other. Mazticans recognize the
Unprotected creatures will be well symbol of a tlalocoatl, a rain dragon
aware of the heat before entering, and servant of Azul, god of the rains.
and most will not even attempt it. Cavern F is the home of a
The caves are the lairs of fire tlalocoatl, the Maztican dragon
lizards and fire newts. After 2-8 detailed in the appendix (pg. 63).
turns within the cave complex, the The tlalocoatl is 80 years old (very
explorers will encounter either a young, age category 2).
group of 2-20 fire newts or a single Hokioptl the Tlalocoatl: Int
fire lizard. All will be hostile to Average; AL LE; AC 2; MV 3 FL 30
interlopers. There may be even (B); HD 8; hp 60; THAC0 XX; #AT 3 +
more deadly creatures farther in, special; Damage 3-24/3-18/2-8; SA
Breathe fog (obscure vision) or

56
steam (3-18 +3) or ice crystals only that long to load up and get
(3-18 +3), poison, constrict one away.
opponent; SD waterbreathing, Priest In the treasure level, the Cloak of
spells; SZ L 12’ long; ML 17 One Plume hangs over the
The cavern floor slopes down to a shoulders of a warrior statue. In
wide landing, then continues down addition, there are the following:
to the main lair. On the landing is an 20 quills of gold
altar marked with the symbols of 10 copper statuettes of
Azul and of the two-headed serpent. jaguar-spirits (worth 1 gq each)
Priests of Azul from the Nexal valley A chain shirt +2
make monthly pilgrimages to the A maca +2
lair to leave sacrifices for the rain A long sword +1
dragon at this altar. A scroll containing the Realmsian
The rain dragon will leave its spells fireball, dimension door,
lower lair to get the sacrifices. and fear
Otherwise, it will fight from its
burrow if individuals attempt to Moreover, the rain dragon’s upper
come beyond the altar uninvited. To
take the sacrifices, the dragon will
breathe a cloud of normal fog
through the cave, obscuring vision.
In the narrow confines, individuals
will still see the dragon, but only as
a grey shape. Chioptl recommends
that PCs attack when the creature
comes to get the sacrifice. If they
surround the creature, the PCs get
one free round against it.
In combat, the tlalocoatl will bite
and constrict, breathing only when it
has a clear shot toward the doorway
(it does not wish to damage its
treasure). If its morale is broken, the
dragon will try to flee to its lair, cast
two cure light wounds on itself, and
wait for the others to follow. If its
morale is broken again, it will flee to
the lower caves. If it cannot retreat,
it will fight to the death.
With the death or retreat of the
rain dragon, the cavern will no
longer be shielded from the
heat—the dragon’s breath weapon is
all that had kept the lair habitable.
In one turn (ten minutes) the air will
become uncomfortably hot. In
another turn, the air will become
superheated, which causes damage
as noted above. The heroes have

57
body scales are turquoise, worth 1 where Drakosa presents the cloak to
gq each. There are about 50 of them Cordell. Caxal will treat fellow
on the body, but each scale takes a Mazticans honestly, but try to cheat
round to remove. newcomers out of the promised
rewards. DaNosta will do the
All Together Now... reverse, honoring promises to
Realmsians, but not to natives.
Throughout the adventure, many Chioptl will try to take the cloak to
people have expressed a desire for gain power with the Jaguar Lord. If
the Cloak of One Plume. Once they she cannot get the PCs to give it to
acquire it, the heroes must decide her, she will fight for it, or steal it,
who, if any, should get the cloak. and escape using its flight capability.
Ironspike wants the cloak for If she convinces the players to come
DaNosta. If present, he will take the to her village, they will travel to the
cloak and use the word of recall foot of Mount Pulloq, and enter a
stick to go immediately to the village of about 12 tabaxi led by a
temple of Helm in Ulatos. The stick Jaguar Lord. The Jaguar Lord will
will teleport him, the cloak, and take the cloak and reward the PCs
anyone hanging onto the cloak. If by letting them live.
Ironspike is merely driven off, he
will follow the PCs and, after they
battle the rain dragon, grab the
Getting Home
cloak. Ironspike will try to kill Even allowing for a quick return
anyone who tries to stop him from using the wand with the word of
giving the cloak to DaNosta. Once he recall, the players may have a long
has the cloak in hand, DaNosta will walk back. The DM should roll for
smuggle Ironspike and it onto a random encounters, but the first
boat bound for Amn. “Native” encounter should be a
Hasoctl wants the cloak for Caxal, merchant caravan of about 50
to give to Cordell. Hasoctl has a bearers. Traveling with caravans is
small pluma item hanging around less risky: encounters occur only on
his neck which can send a signal 20 1 in 8. However, the PCs should hide
miles. He will activate the signal the cloak to foil thieves.
when the party nears Ulatos. Caxal Finally, the PCs may decide that
will send a dozen first-level warriors they are the ones to keep the cloak.
with bows and arrows to This is a viable option, and the
“accidentally” ventilate the heroes players can command the respect of
from ambush (including Hasoctl, to many native Mazticans with it.
his surprise). Then the warriors will However, Helmsport-Ulatos will
take the cloak to Caxal. If Hasoctl become dangerous, since Drakosa,
was only driven off, he will return DaNosta, and Caxal will all want to
to Ulatos in disgrace, nursing a punish them for violating their
grudge against the PCs but taking trust. Once word gets out about the
no other action. cloak, Hoxitl will also want it, as a
Drakosa, who first hired the symbol of his domination, and his
characters, will honor his deals as agents will come after it. If the
long as he gets the cloak. Drakosa heroes keep the cloak, their lives
will be honest regardless of the PCs’ will become much more interesting.
nationalities, but only Realmsians
will be invited to the court dinner

58
Appendices
the civilized races and, at worst,
The NPC “Minders” savages little better than orcs. He
Kuri Ironspike deals with natives by speaking
5th Level Fighter, Native of Amn commonspeech loudly and slowly
Armor Class: 4 (chain & dexterity to make himself clear. He
bonus) understands Payit, but does not let
Move: 12 on.
Hit Points: 48 Ironspike knows that the cloak
No. of Attacks: 1 exists, but does not know its
Damage/Attack: 1-8/1-12 (sword) or location. He knows that Millos,
1-6/1-8 (spear) (both +1 to hit and proprietor of the Death's Head
damage) Tavern in Azatl, does have this
Special Attacks: None information. Ironspike will tell the
Special Defenses: Word of Recall party they must visit Azatl first, but
Magic Resistance: Standard he will not mention the Death's
Size: M (6'1") Head.
Alignment: NE In addition to his listed equipment
S I W D CH CN and armor, Ironspike carries a small
keg of rum to bribe his contact
17 14 10 15 10 12
Millos in Azatl, and a wand
Kuri Ironspike is an Amnite enchanted with a word of recall
warrior in the service of Lord spell. When the wand is snapped,
Drakosa, but secretly working for the holder (and those hanging on)
Captain DaNosta of Helmsport. He is are teleported immediately back to
a tall, broad native of the Realms the temple of Helm in Ulatos.
with short black hair, and a stubby If Ironspike gets the cloak, he will
beard and moustache. He normally turn it over to DaNosta and then
wears chain mail in the field, but attempt to leave Maztica.
occasionally half-plate when on
official business for His Lordship. Hasoctl
Ironspike is an adventurer who 2nd Level Fighter, native of Payit
cut his teeth fighting wyverns and Armor class: 6 (dexterity bonus)
gnolls in the Snowflake Mountains, Move: 12
and takes that sensibility when Hit Points: 16
adventuring in the True World. No. of Attacks: 1
Every situation is a potential trap, Damage/Attack: 1-8/1-6 (maca),
and every creature a potential 1-4/1-3 (knife)
danger. His way of handling danger Special Attacks: None
is to hit it before it hits him. He sees Special Defenses: Pluma item
himself as an excellent tactician, Magic Resistance: Standard
and will bellow orders to others in Size: M (5’ 6”)
battle, expecting them to snap to Alignment: N
and follow them without question.
S I W D CH CN
Ironspike believes the native
population of Maztica are, at best, 13 14 10 18 12 14
children in need of leadership from Hasoctl is a weaselly little man,

59
who owes most of what he has to
his connections, particularly to his The Cloak of the One
great-uncle Caxal, the Revered Plume
Counselor of Ulatos. He is slender
and slightly stooped, and always The cloak is a great item of
worried about something: his pluma-magic, apparently crafted of
health, his wealth, the respect of a single great multi-colored feather.
others, the place of the gods in the Worn as a cape, it gives its user a
universe, etc. He considers himself a number of unique abilities.
practical philosopher, particularly The chief ability of the cloak is to
dealing with others. enhance one’s charisma and
He is also a coward. His tactics in leadership. It raises the user’s
battle are to flee in terror, or drop to charisma to 18, and allows that
the ground and hope he is ignored. individual to function as if using the
He will not sell out friends and allies 2nd level priest spell enthrall. For
but, by the same token, he will not BATTLESYSTEM™ rules, the
fight for them either. Only when his command radius of a cloak-user is
own life is endangered will he act. doubled. This ability only functions
In addition to the weapons noted for natives of Maztica, those born in
above, Hasoctl carries a pluma the True World.
talisman given him by his great The cloak can also function as a
uncle. The talisman can be used fly spell, but only with a movement
once, and then disappears of 3 and MC of A, once per day. The
afterwards. If they are within 20 cloak also provides fire resistance as
miles of each other, the talisman with the ring of the same name.
will warn Caxal that Hasoctl is This protection can extend to not
coming. Caxal has no real love for only the wearer, but one other
his grasping, greedy, grand-nephew, covered by the cloak. These abilities
but he tolerates him for the sake of may be used by anyone wearing the
family ties. cloak, regardless of birthplace.
Hasoctl knows that the cloak Following the destruction of Nexal
exists, and a clue to its whereabouts and re-eruption of Mount Zatal, the
lies in Azatl. He does not know cloak was believed destroyed.
Ironspike’s contact. However, it was saved from
If Hasoctl acquires the cloak, he destruction by certain priests of
will try to get it to Caxal. Caxal tells Azul, who hid it in a cave on the
everyone he will keep it for the side of the volcano. They asked
people, but he will really give it to their god for a guardian and a
Cordell to curry favor with the young rain dragon was sent to be
governor-general. that guardian. The priests who hid
the garment died soon afterwards,
but other priests of Azul maintain
regular tribute to the rain dragon,
unaware of what he guards.

60
Ahuizotl
CLIMATE/TERRAIN: Tropical and subtropical waters
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: Average (8-10)
TREASURE: I, Ux10
ALIGNMENT: Chaotic Neutral
NO. APPEARING: 1 (2-5)
ARMOR CLASS: 2
MOVEMENT: 9, Sw 12
HIT DICE: 10-12
THAC0: 10 Hit Dice: 11
11-12 Hit Dice: 9
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 1-6/1-6/3-18/2-20
SPECIAL ATTACKS: Breath weapon
rear claws for 2-5 (1d4 + 1) each
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: H (18’ long + 9’ tail)
MORALE: Steady (12)
XP VALUE: 10 HD: 9,000
11 HD: 10,000
12 HD: 11,000

Ahuitzotls are dangerous water beasts found in Maztica.


They look something like alligators with long, feather-like
blue-green scales. Their bodies are perched over compara-
tively long legs, rather than slung between them like an al-
ligators. They have sharp teeth and long claws, and can Habitat/Society: Ahuitzotls are able to breathe air but
breathe both water and air. greatly prefer staying in water. They may make lairs in any
body of water, although they prefer fresh water and will
Combat: When attacked or when hunting, an ahuitzotl most often be found in a cetay (a water-filled sinkhole). An
rushes into melee combat using its claws and teeth. It may ahuitzotl that lives in a cetay will often menace local na-
also slap with its long tail for 2d10 damage. When fighting tives until they appease him by dumping treasure, art ob-
underwater, if an ahuitzotl hits with both front claws, it jects, and food (preferably living animals) into the cetay. If
may follow up that attack with its rear claws for 1d4 +1 an ahuitzotl must raid natives several times before they get
damage each. In addition, the ahuitzotl has a much-feared the message, it may acquire a taste for human flesh, de-
breath weapon which it may use three times per day. manding that as well. Fortunately, ahuitzotls seem to be
If in danger (or simply on a rampage), an ahuitzotl will dying out, and they demand regular sacrifice in only a few
forego other attacks to spit a stream of water 15’ long and places.
5’ wide. It does 1d6 damage to anyone it hits. The water Although normally solitary, a male and a female come to-
stream then becomes animate, with most of the abilities of gether briefly to mate and raise young. The female lays
a water weird (Monstrous Compendium Volume 2). The 1d4 eggs about 2 weeks after mating, and they hatch in
weird has 3 + 3 Hit Dice, AC 4, movement 12, and hit points about 12 weeks. The parents jealously guard the eggs and
equal to 1/3 of the ahuitzotl’s (round up). It attacks as a 6- young, often trying to build a small hoard for them. Preda-
Hit Die monster (THAC0 15), and victims may be pulled in- tors, and parents irritated past endurance, usually account
to the water to drown (save vs. paralyzation each round or for the fact that rarely do more than one or two offspring
die). It attacks once per round and may affect only one vic- reach maturity.
tim at a time. It is directed mentally by the ahuitzotl. Newly hatched young have five hit dice and attack for
This animated breath weapon can be slain by a purify 1d3/1d3/ 3d3/1d10. They achieve full growth in one year.
water spell. Cold-based attacks slow the water weird, and Ahuitzotl mates seldom stay together after their off-
fire-based attacks do half or no damage, depending on the spring reach the end of their first year. They tend to argue
creature’s saving throw (made at the ahuitzotl’s level). Al- and fight terrible battles with one another.
though it takes only 1 point of damage from sharp weap-
ons, the weird will not re-form if reduced to 0 hit Ecology: Ahuitzotls are one of the most feared aquatic
points-in such an event, it becomes a large puddle of ordi- predators, and they have few natural enemies. Alligators
nary water. Slayers earn 420 xp for killing the breath- and crocodiles, which often compete for the same territo-
weird. ry, are seldom a match for an ahuitzotl’s intelligence and
These weirds may not usurp control of water elemen- strength.
tals. They stay animate for only 5d4 rounds, even if the Ahuitzotl treasure should be converted to Maztican val-
ahuitzotl is slain before this time expires. ues. When coins are indicated using the above treasure
If the battle is going badly, the ahuitzotl may seek to es- types, substitute coral buds.
cape while the weirds cover its retreat. Ahuitzotl scales may be fashioned into decorative armor
that protects as scale mail.
Tabaxi
Tabaxi Jaguar Lord
CLIMATE/TERRAIN: Tropical and subtropical jungles
FREQUENCY: Rare Very rare
ORGANIZATION: Clan Clan or solitary
ACTIVITY CYCLE: Any Nocturnal
DIET: Carnivorous Carnivorous
INTELLIGENCE: Average to Highly Highly to Genius
(8-14) (13-18)
TREASURE: U U
ALIGNMENT: Chaotic Neutral Chaotic Evil
NO. APPEARING: 2-8 1
ARMOR CLASS: 6 3
MOVEMENT: 15 15
HIT DICE: 2 8
THAC0: 19 13
NO. OF ATTACKS: 3 3
DAMAGE/ATTACK: 1-3/1-3/1-3 or 1-4/1-4/1-10
by weapon
SPECIAL ATTACKS: Rear claws, 2-5 Magic use, rear claws
(1d4 + 1) each 2-7 (1d6 + 1) each
SPECIAL DEFENSES: Surprise, surprised Surprise, surprised
only on a 1 only on a 1
MAGIC RESISTANCE: Nil Nil
SIZE: M (6’-7’ tall) L (10’-12’ long)
MORALE: Steady (11-12) Average (8-10)
XP VALUE: 420 5,000
Clan leader 975
Shaman, 3rd 975
Shaman, 5th 3,000

Also known as jaguar-people, tabaxi have spotted coats


ranging in color from light yellow to brownish red. These
graceful feline humanoids are tall and slender, with re-
tractable claws, and eyes of green or yellow. demeaning, but they may have agents who trade for them
in rare instances.
Combat: Tabaxi are extraordinary hunters, combining The jaguar-people speak their own language, an ancient
their quick, stealthy movements with their natural camou- form of the Payit tongue. Modern Payit-speakers who real-
flage to surprise most prey. Opponents suffer a -2 to sur- ize what they are hearing will understand about 50% of
prise rolls. Tabaxi often use weapons of wood, bone, and what is said.
stone, including bolas, slings, macas, and javelins with
Ecology: Tabaxi have few natural enemies. For food, they
atlatl. They are as likely to use claws and teeth as any weap-
on. If both forepaws hit, a tabaxi may rake with its rear prefer the boar-like peccaries and huge rodents called capy-
baras; only a very degenerate clan will attack members of an-
claws.
A group met in the wild will include a Hunt Leader with other intelligent species for food. They are sometimes hunted
maximum hit points, and may (50% chance) include a 3rd- for their pelts, worth up to 50gq each. Their skins and claws
level shaman (priest) with appropriate Hit Dice and spells. are useful to hishnashapers as strength enhancers.
Tabaxi are clever and organized in combat, often driving Jaguar Lord
prey into an ambush. They may, though, decide to play A Jaguar Lord appears as a huge jaguar with an evil dispo-
with wounded prey for a time before closing for the kill. sition. They are among the supreme residents of the jun-
The jaguar-people climb and swim, and use those abili- gle. They are intelligent, and speak tabaxi and any
ties to advantage over their enemies. Because of their clev- languages commonly used by nearby societies. The antith-
erness and acute sense of smell, the chance of trapping esis of the couatls, Jaguar Lords hate them (a feeling that is
tabaxi is practically nil. mutual) and attack on sight.
These cunning creatures will use trickery, ambush, al-
Habitat/Society: Tabaxi clans contain equal numbers of lies, and spells to weaken foes before closing for combat.
males and females, and a full clan will have 2-7 Hunts of 2-8 Some 55% can wield magic as 7th level hishnashapers,
individuals. The Hunts work the area around the clan lair. while 40% are 7th level priests of Zaltec. Five percent are
Sometimes the lair is temporary, but it is often a small vil- both hishnashaper and priest. In addition, they can use the
lage of ramadas, constructions of grass roofs supported by following powers at will: detect good/evil, detect invisibili-
tall poles, with no walls. In a lair, 3-12 young with 1 Hit Die ty, bind, and hypnotism. The bravest and cruelest Jaguar
will be found. An elder with 4 Hit Dice acts as clan leader, Lords can also use dimension door.
and 50% of the leaders are aided by a 5th-level shaman. A Jaguar Lords are closely related to tabaxi, perhaps a
clan also has a 10% chance of owing allegiance to a Jaguar blessed (or cursed) version. All Jaguar Lords are male, and
Lord. A 5th-level shaman of Zaltec will always be present must take a tabaxi mate to produce offspring (always a
in a clan of this type. Shamans of other clans worship Tez- male Jaguar Lord). Although usually solitary, a Jaguar Lord
ca, Nula, or (rarely) Azul. will sometimes take leadership of a tabaxi clan for the pur-
Tabaxi are very reclusive, avoiding other intelligent be- pose of mating and insuring offspring. Some choose to stay
ings who often mistake them for chacs, the jaguar-spirits with a clan even after the offspring is born and sent off to
who help control the rains. Clans also tend to avoid other make its way in the jungle.
clans. Tabaxi will not engage in trade, which they consider
Dragon, Maztican (Tlalocoatl, Rain Dragon)
CLIMATE/TERRAIN: Tropical clouds and mountain
caves
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Average (8-10)
TREASURE: Special
ALIGNMENT: Lawful evil
NO. APPEARING: 1
ARMOR CLASS: 0 (base)
MOVEMENT: 3, Fl 30 (B)
HIT DICE: 12 (base)
THAC0: 7 (base)
NO. OF ATTACKS: 3 + special
DAMAGE/ATTACK: 3-24/3-18/2-8
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (30' base)
MORALE: Fanatic (17 base)
XP VALUE: Variable

Also called rain serpents, tlalocoatls are limbless and ser-


pentine, with a head at each end. One head is snake-like;
the other resembles a reptilian jaguar head. A tlalocoatl is
bluish in color, ranging from sky blue on its underside to
turquoise blue on top.
Tlalocoatls help dispense rain in Maztica. They will aid
an arid area with moisture if properly appeased, but they
sometimes act capriciously, causing floods or allowing Breath Weapon/Special Abilities: A tlalocoatl has two
droughts. breath weapons, each usable once every three rounds.
They have the standard dragon characteristics, except The jaguar head breathes a cloud of water vapor 90’ long,
for age categories, maneuverability class, and attacks, as 30’ wide, and 30’ high. The cloud may be scalding steam,
noted herein. doing damage as indicated above, or cool fog which does
no damage. Either form lasts for 1d4 + 4 rounds, obscuring
Combat: Tlalocoatls fly using natural magical ability and vision as does normal darkness. The serpent head
are more maneuverable than most other dragons. breathes a cone of ice crystals 75’ long, 5’ wide at the
They prefer to use spells and special abilities before me- mouth, and 25' wide at the base. Damage indicated is
lee. In melee, they may bite once per head, constrict, caused half by cold and half by abrasion. If used together,
snatch (using a mouth), or plummet, but may not use other the breath weapons cause normal damage, then cause
special dragon attack forms. The fanged snake head bites rain, making as much water as a create water cast by the
for 3d6 points of damage and injects poison, against which dragon. The rain continues for one round per four gallons
victims must make a saving throw or die. The jaguar head of water. Creatures take 1d4 points of drowning damage
does 3d8 points of damage. A constriction attack causes for each round they stay within the storm, which has the
2d4 points of damage per round until the victim or the same dimensions as the original vapor cloud.
dragon is slain. A tlalocoatl can constrict one victim for A tlalocoatl casts spells and uses magical abilities at 5th
each 8’ of body length. level plus its combat modifier. Rain dragons are immune to

Body
Age Lgt. (') AC Breath Weapon Priest Spells MR Treas. Type XP Value
1 (0-51 yrs) 5-8 3 2d6+2 1 20% Nil 10,000
2 (52-103) 9-12 2 3d6+3 2 25% Nil 12,000
3 (104-155) 13-16 1 4d6+4 2 1 30% Nil 14,000
4 (156-207) 17-20 0 5d6+5 3 1 35% B 17,000
5 (208-259) 21-24 -1 6d6+6 3 2 40% B 18,000
6 (260-311) 25-28 -2 7d6+7 3 2 1 45% B 20,000
7 (312-363) 29-32 -3 8d6+8 3 3 1 50% B, U 21,000
8 (364-415) 33-36 -4 9d6+9 3 3 2 55% B, U 22,000
9 (416-467) 37-40 -5 10d6+10 3 3 2 1 60% B, U 23,000
10 (468-519) 41-44 -6 lld6+11 3 3 3 1 65% Bx2, U 24,000
11 (520-571) 45-48 -7 12d6+12 3 3 3 2 70% Bx2, U 25,000
12 (572-675) 49-52 -8 13d6+13 3 3 3 2 1 75% Bx2, U, Yx2 26,000
Dragon, Maztican (Tlalocoatl, Rain Dragon)

electricity and cold. As they age, they gain the following


additional powers:
Very young: water breathing three times a day.
Young: obscurement twice a day.
Juvenile: solid fog twice a day.
Adult: call lightning twice a day.
Mature adult: transmute water to dust twice a day.
Old: weather summoning twice a day.
Very old: transmute rock to mud once a day.
Venerable: control weather once a day.

Habitat/Society: Rain serpents lair in caves in cloud-


shrouded mountains, sometimes accompanied by chacs
(jaguar-like rain spirits). Every tlalocoatl is a priest of Azul,
and is both male and female, producing offspring when
Azul gives permission. Many die young because they ma-
ture so slowly. However, they age rapidly in later years.
They have a maximum age of 676 years.

Ecology: Tlalocoatls are not as greedy as other dragons,


but they do collect treasure. Substitute Maztican valuables
for coinage: cocoa beans for copper pieces, copper blades
for silver pieces, coral buds for electrum, jade or turquoise
for gold, and quills of gold dust for platinum. Magical
items will also be Maztican.
Tlalocoatls are especially fond of cocoa beans, turquoise,
and jade, which they consume. They also drink a great
deal of water, possibly increasing the dangers of a local
drought. They are fond of meat, particularly that of young
animals or human children.
The scales from the tops of their bodies are beautiful tur-
quoise, worth up to 1 gq each. A skilled craftsman can
shape them like rock, but they are as tough as metal. Weap-
ons made with the scales do not break like bone or stone
weapons.

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