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The Game of Life
A Therran Scenario for 6 PCs of level 8

 

Summary:

The PCs have been taken prisoner by the Azotchtla through the betrayal of the hierarch of the Temple of the Sapphire Eidolon. Now they must await their fate while they negotiate the political intrigues of Azotchtla and engage in the sacred ball game of the Azotchtlan people.

Assumptions:

The PCs are all from Jerranq. They have surrendered to the Azotchtla or been captured by them in the scenario entitled A Betrayal of Trust.

Location:

The Highest Temple of the Sun in Haasfiir.

Historical Date:

N.S.33, month of Moon (autumn)

DM's Introduction:

Note: Much of the motivation for this short scenario is provided by events that have occurred in past scenarios. DMs are advised to read or glance through the various Sazhansiir scenarios for this campaign.

When the PCs travelled to Sazhansiir by means of the magical vortex from the Heynosht Archipelago, they temporarily stopped in the inner sanctum of vault hidden in Haasfiir where are kept the final two creation cysts. The PCs' presence in that highly warded chamber set off countless magical alarms and instantly the magically-endowed feathered warrior guardians had burst into the chamber ready to spend their lives repelling the invaders and protecting the creation cysts. Fortunately for the PCs, the vortex swept them away mere seconds after they had appeared in the chamber. Unfortunately, the feathered warriors got a good look at the PCs and noted their features and descriptions.

Needless to say, the guardians of the creation cysts were stunned. That any beings could pierce their magical and physical protections and appear in the vault chamber was beyond belief. And though the attempt apparently failed, the fact that it could even be attempted has raised all sorts of dire concerns. Should the creation cysts be stolen, they could be detonated in the heart of the Azotchtlan Lands and the entire human civilization could be wiped out. Even if that dire circumstance did not happen, the loss of the cysts, should it become known, would allow the Scaled Ones to once again amass armies and possibly Kyuss himself could emerge from Tyrmannion to lead them. Such a thing would likely spell the end of humankind on Sazhansiir and its total domination by Kyuss and his minions.

With this in mind, it is no wonder that while the guardians of the cysts did their uttmost to keep secret the fact that the cyst chamber had been violated (to stop widespread panic, and so that the Scaled Ones, assuming the violators were not in their employ, would not know that the chamber could be penetrated), they also let it be known through the highest veins of power in Azotchtla that strangers were about in the lands. To the nobles and high priests and other powerful folk of the lands, the description of the strangers were made available and these worthies were ordered under the most dire pleas and threats to capture them at all costs, alive at all costs, and notify the proper authorities in Haasfiir. These persons were told that this is a matter of gravest concern regarding the Scaled Ones and that no internecine politics could intervene, lest the wrath of all of the gods be set upon them. In fact, there are several sacred tokens used by the Azotchtlan governments when a matter of such dire concern is set forth such that all politics must be cast aside. Almost always, such matters involve the Scaled Ones. Refer to the section on Sacred Tokens in the Sazhansiir Gazetteer.

The nobles and priests were also instructed to disseminate to their retainers and to the peasantry in general the description of the strangers and to task the populace to keep an eye out for these folk, including anyone suspicious not meeting the description, since they might be in disguise, and to report any such findings to their masters.

In the nine months since the PCs violated the sacred chamber, this "all-points-bulletin" was disseminated throughout the Azotchtlan Lands and reached Valast and Fezen-tir. It had not occured to the powers that be that these strangers, spotted in the sacred chamber in Haasfiir, would have been transported deep into the wilderness in the heart of the continent, and so no word reached the Temple of the Sapphire Eidolon before the PCs arrived.

However, while the PCs were absent from the Temple on a mission to send a githzerai companion back to Limbo, Sister Tara of the Temple used sending spells to inform her superiors in the Ularinn Temple of Mestil-rez of the presence of a group of strangers at her Temple. When the high priest at Mestil-rez heard her report, he knew that she had found the strangers who were wanted by the highest authorities of the Sun God. And so the high priest, named Oromoxco Fire Dancer, used powerful cleric spells to whisk himself and six of his more elite servants to the Temple of the Sapphire Eidolon. There he joined forces with Sister Tara and the Temple minions and when the PCs returned from their mission, they were captured.

Part One - Getting There is Half the Fun

In this section, the PCs are conveyed by magic from the Temple of the Sapphire Eidolon to the Oromoxco Temple at Haasfiir.

Note: In the case of the PCs' equipment during the various teleportation effects described below, these will be placed in thick leather sacks bound closed and tied to each PC in order that each PC may bear his own load but still not have access to his equipment.

While this section is likely to proceed quickly and without much in the way of detailing things out, nevertheless, an effort has been made to explain the means of transport so that it can be shown that such long range travel is entirely possible even to the non-arcane using Azotchtlans and in case the PCs wish to attempt some sort of escape plan during travel. Such means of conveyance might also serve to illustrate to the PCs the urgency of the matters surrounding their captivity and the importance the Azotchtla place on their capture by the high powered magicks and persons they have dedicated to this task.

Temple of the Sapphire Eidolon to Mestil-rez

First, the PCs will be taken to Mestil-rez from the Temple of the Sapphire Eidolon in the following manner:

If the PCs had surrendered to Oromoxco Fire Dancer, then their equipment will be gathered and the PCs will be placed over night under guard. At dawn, the Fire Dancer will prepare word of recall and designate the Temple of the Sapphire Eidolon as his sanctuary. He will then use his divine scroll of word of recall to transport himself and 3 of the PCs back to the Temple of the Sun in Mestil-rez. He will escort the 3 PCs under heavy guard to his dungeon. He will then gather another divine scroll of word of recall from the temple, cast his prepared word of recall to teleport back to the Temple of the Sapphire Eidolon, then then gather the remaining PCs and use the scroll to transport the rest back to Mestil-rez. The whole transport operation will take a minute at most.

If the PCs did not surrender, then after their capture, they will be knocked unconscious and kept unsconscious throughout the night at the Temple of the Sapphire Eidolon and transported to Metil-rez in the above manner, to awaken in the dungeons of the Temple of the Sun God in Mestil-rez.

If there are more than 6 PCs to transport, or if the size of one or more PCs makes the equivalent greater than 6, then the remainder will have to be transported on subsequent days. In this case, the DM should assume that the temple at Mestil-rez has enough scrolls of word of recall to effect the transports.

The Dungeons at Mestil-rez

This is not supposed to be an escape scenario, and so full details of the dungeons of Mestil-rez are not provided. Suffice to say that the PCs will be kept in seperate secure cells. Their hands and feet will be shackled and their mouths gagged so that they cannot mouth spells. They will also be blindfolded. The folk of Mestil-rez have long experience dealing with enemy yuan-ti sorcerers and know how to keep them captive when the need arises. Furthermore, the dungeons are a part of the Temple of Oromoxco, and as such are under the effects of the temple's forbiddance spell, which effectively foils planar travel of any kind as well as summonings. This forbiddance spell is an ancient one cast by a powerful high priest (CL 16). Additionally, the PCs are all kept watch by a contingent of wary and experienced guards and priests (assume, if necessary, that at least one priest and one warrior guard each PC). Oromoxco Fire Dancer is also close by and ready to intervene.

Mestil-rez to the Hanahpu Temple at Haasfiir

The PCs will languish in the dungeons for only a day, after which a priest of Hunahpu (hwa-NAH-pwah), the God of Travel, will arrive (along with a Haasfiiri Oromoxco priest who can be considered similar in statistics to Oromoxco Fire Dancer for these purposes) via greater teleport. The PCs will be brought forth, still bound, gagged, and blindfolded, along with their equipment. The Hanahpu priest will then use teleport to transport himself, the Oromoxco priest and 3 PCs to the Hanahpu Temple at Haasfiir (which is "very familiar"). As the chances of a mishap in this case is very slight, the DM is perfectly within his rights to forego the mishap roll for the teleport spells in this phase of the scenario, out of a desire not to derail the entire scenario on the basis of an unlucky roll. On the other hand, the DM can roll and wing it should a mishap occur.

The Hanahpu priest (Cleric 13, no statistics provided) only has access to these spells by means of his domain, but knows the feat Domain Sponteneity, and as such can convert his prepared spells into domain spells by using a turn undead attempt. This means the priest can use a greater teleport to arrive at Mestil-rez, a teleport to transport 3 PCs to his temple in Haasfiir, another greater teleport (by using his prepared 7th level spells) to transport back with the Oromoxco priest to Mestil-rez, and then convert a 5th level spell into a teleport to take the remainder of the PCs and the Oromoxco priest back to Haasfiir. The entire process should take no more than a minute or so.

If there are more than 6 PCs to transport, or if the size of one or more PCs makes the equivalent greater than 6, then the remainder will have to be transported on subsequent days.

Should the PCs be unwilling to be teleported, they will be once again knocked unconscious and find themselves awakened after a time in the dungeons below the Oromoxco Temple in Haasfiir.

SUN GOD PRIEST GUARD CR 6
Male Human Cleric (Ularinn) 6
LN Medium humanoid (human)
Init +1; Senses Listen +3, Spot +3
Aura strong law
Languages Azotlan

AC 16, touch 11, flat-footed 15
hp 39 (6 HD)
Fort +7, Ref +3, Will +8

Spd 30 ft (6 squares)
Melee mwk spear +6 (1d8+1)
Ranged javelin +6 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +5
Special Actions
Divine Vigour, greater turning (1/day), turn undead (9/day, +2 synergy bonus)
Combat Gear masterwork spear, javelins (6), holy water (2), potion of cure moderate wounds (CL 3), potion of aid (CL 3), divine scroll of remove paralysis (CL 3), divine scroll of dispel magic (CL 6)
Cleric Spells Prepared (CL 6, melee touch +5, ranged touch +5):
3rd - channeled divine shield, dispel magic, mace of force (DC 16), searing light
(d)
2nd - deific vengeance (DC 15), hold person (DC 15), resist energy, silence, summon dire hawk
(d)
1st - handfire, impede (DC 14), raptor's sight
(d), remove fear, shield of faith
0 - detect magic (2), light, resistance, summon holy symbol
Domains: Summer (level 1 heat protection, during summer gain +2 on all Wis-based skill checks), Sun (greater turning 1/day)

Abilities Str 12, Dex 13, Con 14, Int 12, Wis 16, Cha 14
SQ spontaneous casting (healing)
Feats Combat Casting, Divine Might, Divine Vigour, Extra Turning
Skills
Concentration +11, Diplomacy +5, Heal +8, Knowledge (history) +2, Knowledge (nobility) +2, Knowledge (planes) +4, Knowledge (religion) +6, Sense Motive +6, Spellcraft +3
Possessions combat gear plus studded leather armour, heavy wooden shield, spell component pouch, gold holy symbol (Ularinn), masterwork potion belt, scroll case

SUN GOD WARRIOR GUARD CR 6
Male Human Fighter 6
LN Medium humanoid (human)
Init +2; Senses Listen +2, Spot +2
Languages Azotlan

AC 18, touch 12, flat-footed 16; Dodge, Mobility, Shield Specialization
hp 45 (6 HD)
Fort +7, Ref +4, Will +2

Spd 30 ft (6 squares)
Melee mwk klanth +10/+5 (1d8+4)
Ranged javelin +9/+4 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +8
Atk Options Power Attack
Special Actions
Combat Reflexes
Combat Gear masterwork klanth, javelins (6), potion of cure moderate wounds (CL 3), potion of shield of faith (CL 1)

Abilities Str 14, Dex 15, Con 15, Int 10, Wis 11, Cha 10
Feats Alertness, Combat Reflexes, Dodge, Mobility, Power Attack, Shield Specialization, Weapon Focus (klanth), Weapon Specialization (klanth)
Skills
Climb +6, Jump +6, Intimidate +4, Listen +2, Sense Motive +2, Spot +2, Swim +4
Possessions combat gear plus studded leather armour, heavy wooden shield, potion belt

OROMOXCO THE FIRE DANCER CR 11
Male Human Cleric (Ularinn) 11
LN Medium humanoid (human)
Init +1; Senses Listen +4, Spot +9
Aura overwhelming law
Languages Azotlan, Celestial

AC 16, touch 11, flat-footed 15
hp 72 (11 HD)
Fort +9, Ref +4, Will +11

Spd 30 ft (6 squares)
Melee +1 flaming burst heavy mace +10/+5 (1d8+2 plus 1d6 fire)
Ranged mwk javelin +9/+4 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +9
Special Actions
amulet of emergency healing, cloak of elemental protection, Divine Metamagic, Divine Vigour, greater turning (1/day), turn undead (10/day, +2 synergy bonus)
Combat Gear +1 obsidian flaming burst heavy mace, masterwork javelins (6), holy water (4), amulet of emergency healing (3 charges), potions of cure serious wounds (2) (CL 5), potion of eagle's splendour (CL 3), potion of aid (CL 3), divine scroll of greater dispel magic (CL 11), divine scroll of greater magic weapon (CL 8), divine scroll of word of recall (CL 11), divine scroll of panacea (CL 7)
Cleric Spells Prepared (CL 11, melee touch +9, ranged touch +9):
6th - heal, sunbeam
(d)(DC 20, 3 beams)
5th - flame strike
(d)(DC 19), parboil (DC 19), spell resistance
4th - fire shield
(d), freedom of movement, summon monster IV, tongues, wall of salt (DC 18)
3rd - dispel magic, energy vulnerability (DC 17), magic circle against chaos, magic vestment
(d), mass resurgence, searing light
2nd - deific vengeance (DC 16), hold person (DC 16), resist energy, silence, spiritual weapon, summon dire hawk
(d)
1st - divine favour
(d), ebon eyes, entropic shield, handfire, impede (DC 15), protection from evil, remove fear, shield of faith
0 - detect magic (2), light, mending, resistance, summon holy symbol
Domains: Nobility (1/day as standard action inspire allies within hearing, +2 bonus on saves, attacks, damage, ability and skill checks for 3 rounds), Sky (+5 ft to fly/glide speed, Spot is class skill), Summer (level 1 heat protection, during summer gain +2 on all Wis-based skill checks), Sun (greater turning 1/day)

Abilities Str 12, Dex 13, Con 14, Int 12, Wis 18, Cha 16
SQ spontaneous casting (healing)
Feats Combat Casting, Divine Metamagic (Silent Spell), Divine Vigour, Extra Turning, Silent Spell
Skills
Concentration +12, Diplomacy +7, Heal +10, Knowledge (history) +5, Knowledge (nobility) +3, Knowledge (planes) +5, Knowledge (religion) +8, Sense Motive +8, Spellcraft +5, Spot +9
Possessions combat gear plus cloak of elemental protection (MIC page 87), masterwork studded leather armour, masterwork heavy wooden shield, spell component pouch, gold holy symbol (Ularinn), masterwork potion belt, infinite scroll case (MIC page 162)

Hanahpu Temple at Haasfiir to the Oromoxco Temple at Haasfirr

The PCs will arrive at the Hanahpu Temple in Haasfiir and met by a very heavy guard of Hanahpu guards and priests, Oromoxco guards and priests, and sacred feathered warriors from the guardians of the vault of the cysts. Most of these priests will have dimesnional anchor spells prepared. Outside, soldiers of Haasfiir also stand ready. There should literally be no chance for the PCs to escape at this point. The entire entourage will be marched from the Hanahpu Temple to the Oromoxco Temple in the capital city of Haasfiir. The temples are not far from each other, and the normal people have been cleared from the area, such that the PCs will pass unmolested and fairly unseen from temple to temple.

Once in the Oromoxco Temple, they will be marched underground into the temple dungeons and imprisoned. At this point, the remainder of the scenario can commence.

Part Two - The Dungeons of the Sun

Escaping the Dungeons

As before, this is not an escape scenario, and now the PCs are essentially in the heart of the Azotchtlan Lands, in the inner sanctum of its power base, and with the full attention of the powers that be focused upon their captivity. There should be almost no way for a party comprised of 7th or 8th level PCs to confound the dungeons designed by epic level and quasi-epic level Azotchtlans and designed to hold even the most powerful Scaled One captives.

Nevertheless, it is the wont of most PCs to attempt to find a way to escape, and all sorts of magical means are likely to be available to the PCs, even despite their lack of equipment, lack of spellbooks, and lack of ability to negotiate verbal or somatic components. For example, an arcane-casting PC might have prepared a Silent Still Eschewed Materials stone shape spell in order to form a hole in the prison walls in order to escape and have some means of seeing through the blindfold to target the spell. The fact is that there are too many possible abilities and spell combinations to easily describe a prison countering all or even most of them, and such an escape is beyond the scope of this scenario. To be certain, the prison walls are considered magically treated by a high level caster (and so any spell affecting them is subject to a saving throw). Furthermore, a powerful forbiddance is cast upon the dungeons, preventing teleportation effects and summoning spells. In addition, a coterie of highly trained and powerful guards watches the PCs in their individual cells day and night.

Should the PCs somehow escape, a general alarm will be raised and the entire temple will be roused against them. Shortly, the guardians of the vault will be roused, as will the centers of power throughout Haasfiir, including couatls and friendly nagas. The escape itself will be seen as proof of the PCs' guilt, and the PCs will be hunted with extreme ferocity and likely killed on sight as they have proven capable of escpaing from even the most secure dungeons. At this point the campaign is likely to take a nasty turn and the PCs might want to consider where their allegiences ultimately lie.

Nevertheless, the entirety of any escape attempt is left to the DM to detail and run as he sees fit.

Dealing with the Dungeons

The dungeons below the Temple of Oromoxco (known as the High House of Oromoxco Triumphant) are fairly extensive, as in times of war the Temple can have a lot of captives here awaiting ritual sacrifice. In addition, many criminals are held here awaiting their eventual judgment and fate. Each prisoner is kept in his own cell, and the cells are aligned in rows facing one another along a common hallways. No doubt there are other rows of similar cells, and the PCs will be able to hear the shouts and sounds of other prisoners in other rows, in additon to the nearby ones.

All of the PCs will be, at all times, shackled by masterwork shackles on their wrists and ankles as well as one around their waists. Their mouths will be gagged, so that they cannot speak or form words to cast spells. In addition, they will be blindfolded. They will be fed twice a day, a mush of corn sprinkled with thin meat gravy and a gourd of water. They will also be helped to sit upon a wooden bucket twice per day to relieve themselves. During feeding and relieving, their cell doors will be briefly opened to allow a single guard to feed or assist them. Most of the time this guard is merely a functionary and will not speak with or acknowledge the PCs in any way whatsoever. Obviously, during feeding time the gag must be removed.

Once per day there will be exercise. This is done at high noon and lasts for an hour. The prisoners are brought up in groups of 20 or so into an enclosed yard (still under the efects of a forbiddance spell) and allowed to walk around. Most prisoners are not shackled during this time, but the PCs will remain shackled though their blindfolds will be removed. They will remain gagged, however.

The PCs will endure this routine for 3 days, during which time the various important persons involved in the fate of the PCs are gathered together at the temple. Even the very fact as to who will be a part of the decision-making process takes a bit of wrangling, so that it will not be until the fourth day that any break in the routine of the PCs occurs. During these three days, the PCs may note that one of the cells across from them seems to be occupied by a prisoner who has a scratchy deep voice and seems to yell a lot and pound his walls with his fists.

Let the Games Begin!

This portion of the scenario involves the machinations of various factions of the Temple of the Sun and other powers of the Azotchtla as the fate of the PCs is debated. The scenario is divided into episodes reflecting the portions of these machinations that the PCs are able to observe. The DM is directed to the section below entitled Dramatis Personae for a full listing of those involved and thier motivations.

Please note that anyone conversing with the PCs will be doing so under the influence of a tongues spell.

Episode 1 - First Contact (Day 4, morning)

One of the first decisions that had to be reached by the council of decision-makers was who would be responsible for the supervision of the custody of the PCs. After much debate, this honour was passed to Ilhicamina (il-HEE-cah-mee-na), a prelate of the High House of Oromoxco Triumphant (N, Cleric 10). Ihicamina has always viewed the church as a marvelous instrument to promote his favorite cause - the advancement and luxury of Ilhicamina. Careful in his speech, careful in his manner, he is the natural choice to oversee the imprisonment of the party. The fact that he has made a career of steering the middle ground between any and all factions within the High House also makes his choice a natural one.

Ilhicamina, armed with a tongues spell, will make contact with whomever is perceived to be the leader of the PCs. This determination can be a natural one, as in a priest is likely to assume that any PCs cleric would be the leader, or can be from the judgment of Sister Tara at the Temple of the Sapphire Eidolon, such judgment passed onto Oromoxco Fire Dancer and thence to the High House of Oromoxco Triumphant.

Ihicamina will go to just outside the PC leader's cell and attempt to engage him in conversation. He will inform the PC that he has been assigned supervision of the custody of the strangers by the High House and that he wishes to make the PCs' confinement as cordial as possible under the circumstances. He will offer to have the blindfold of the PC removed if he is willing to give his word of honour and swear by whatever gods he deems holy that he will not attempt to escape from his confinement. Should the PC agree, then he will remove the blindfold and will then work his way to each PC, introducing himself and removing each blindfold after the PC so swears. If a PC will not so swear then he leaves the blindfold in place.

From this point on, it will be Ilhicamina who is present when each PC is fed and relieved, though he is not present when they are taken to exercise. He will feed the PC leader (or the most leadership-worthy PC who promised not to escape) personally in order to speak with him in private. Most times he will have little or anything to say, other than the council is debating their fate and that the PCs will likely be called to question shortly.


Ilhicamina is a middle-aged Azotchtlan man with dark, leathery skin and a broken, crooked nose. Despite this his countenance is not fierce or brutish, but one of thoughtfulness. He is dressed in a yellow-feathered cape and golden loincloth with a gold-plated belt and an ornate headdress of gold and blue feathers set into a turquoise, jet, and silver mounting. Leather boots adorned with sea shells and small brass bells cover his feet and leather gloves with red and yellow feathers cover his hands. A wood and bone mace is hung from his belt. Around his neck sits a necklace of ivory beads from which depends a golden sun disk.

Note: From this point on it is assumed that at least one PC has had his blindfold removed. If not, the DM must adjust some of the episodes so that the PCs hear what is happening but don't see what is going on.

During the rest of the day, the PCs can observe that the man in the cell across from them making all the noise is of a large, hulking prisoner adorned with many tattoos on his chest and face and many scars across his back.

Episode 2 - First Treachery (Day 5, morning)

At this time, Amoxtli (a-MOSH-tlee) engages his lackey Tlazopilli (TLA-zo-pee-lee) to enter the dungeons and proceed to outside the cell of Cuetlatchli the Biter (cwet-LATCH-lee), the man who has been making the ruckus across from the PCs. Tlazopilli is dressed in the accoutrements of a priest of Oromoxco, though somewhat less ornately than Ilhicamina (which should be an indication of the differences in their ranks). Tlazopilli speaks in whispers into the cell of Cuetlatchli, and a PC can observe this by simply watching the priest carefully. Nevertheless, a DC 23 Listen check will verify that words are being whispered back and forth. A DC 33 Listen check will allow the listener to pick up a few words being spoken, but unless the PCs can understand Azotlan somehow, the DM can decide if they remember any key words that they can relate to a native speaker (such as Ilhicamina).

Tlazopilli is here at the behest of his master to make Cuetlatchli an offer of freedom for himself and for any of his gang who kills any of the strangers. Cuetlatchli is condemed to die anyways, and given that Tlazopilli has invoked the name of Oromoxco in an oath that he would honour their bargain, the Biter is determined to take him up on his offer.

At exercise that day, Cuetlatchli does not attack, for he needs that period to gather his gang and explain the deal to them. During this exercise period, the DM should allow the PCs a Spot check (DC 15) to notice that Cuetltchtli and a group of tough looking men, most with similar tattoos and scars, are gathered together and speaking to each other. A DC 20 Sense Motive check will give the PC a hunch that the PCs are the subject of the discussion, evidenced by furtive glances in the direction of the PCs.

That night, when Cuetlathcli is fed, the guard who does the feeding has been tasked by Tlazopilli to give Cuetlatchli weapons he can secret in his loin cloth. A total of six daggers made of wood and flint are given to him.As this transfer will be out of sight of the PCs, there is no chance they will be able to see it happen.

Episode 3 - Fight (Day 6, noon)

At the next exercise period, Cuetlatchli again gathers with his five minions. This time he passes them the knives. If the PCs are observing him and his gang closely, then they can attempt a Spot check (modified by the distance away) against Cuetlatchli's Sleight of Hand check (DC 22) to notice the daggers being passed. If they do so and alert the guards, then subtract 1D3 rounds off of the time it will take for the guards to end the fight.

Immediately after passing out the daggers, Cuetlatchli and his men will move to attack the PCs. The exercise courtyard is surrounded by 40 ft high sheer walls and is approximately 60 ft by 60 ft. In addition to the PCs and the Biter and his gang, there are another half dozen prisoners and a half dozen guards present in the yard. The other prisoners will stay out of the way, while the guards will initially be surprised and it will take 1d3+1 rounds for them to intervene. This because the guards will take a couple of rounds to notice anything is amiss and then there will tend to be general panic, with uninvolved prisoners running around and confusing the scene.

The attackers will attack the PCs in pairs, so that they can gain sneak attacks. If a PC seems physically weak, then one will attempt to grapple while the other attacks, gaining sneak attack damage against the grappled PC.

CUETLATCHLI THE BITER CR 6
Male Human Fighter 3/Rogue 3
NE Medium humanoid (human)
Init +3; Senses trapfinding; Listen +6, Spot +8
Languages Azotlan

AC 13, touch 13, flat-footed 10; Dodge, Mobility, trap sense +1
hp 46 (6 HD)
Fort +7, Ref +8, Will +3; evasion, trap sense +1

Spd 30 ft (6 squares)
Melee dagger +8 (1d4+3)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +12
Atk Options sneak attack +2d6
Special Actions
Close-Quarters Fighting, Combat Reflexes, Improved Grapple, Improved Unarmed Strike
Combat Gear dagger

Abilities Str 17, Dex 16, Con 16, Int 12, Wis 12, Cha 11
Feats Combat Reflexes, Dodge, Improved Grapple, Improved Unarmed Strike, Mobility
Skills
Balance +10, Climb +9, Diplomacy +3, Escape Artist +10, Hide +5, Intimidate +10, Jump +13, Listen +6, Move Silently +5, Sense Motive +6, Sleight of Hand +10, Spot +8, Swim +5, Tumble +12, Use Rope +3 (+5 to bind)
Possessions combat gear

BITER'S GANG MEMBERS (5) CR 4
Male Human Fighter 1/Rogue 3
NE Medium humanoid (human)
Init +3; Senses trapfinding; Listen +6, Spot +8
Languages Azotlan

AC 13, touch 13, flat-footed 10; Dodge, trap sense +1
hp 25 (4 HD)
Fort +3, Ref +6, Will +4; evasion, trap sense +1

Spd 30 ft (6 squares)
Melee dagger +7 (1d4+2)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +9
Atk Options sneak attack +2d6
Special Actions
Combat Reflexes, Improved Grapple, Improved Unarmed Strike
Combat Gear dagger

Abilities Str 15, Dex 16, Con 14, Int 12, Wis 12, Cha 10
Feats Combat Reflexes, Dodge, Improved Grapple, Improved Unarmed Strike
Skills
Balance +8, Climb +6, Escape Artist +10, Hide +5, Intimidate +8, Jump +6, Listen +6, Move Silently +5, Sense Motive +6, Sleight of Hand +10, Spot +8, Swim +4, Tumble +10
Possessions combat gear

The gang members are attempting to slay PCs, and as such they will enage in coup-de-grace attacks and other dastardly fighting methods.

Once the half dozen guards respond to the attack, they will enter the fray rather indiscriminately, trying to separate combatants. The PCs can attempt to assault the guards, though if they slay any of them it will hurt their standing at the upcoming tribunal. The PCs can also attempt to disarm a guard and take his weapon.

EXERCISE YARD GUARDS (6) CR 4
Male Human Fighter 4
LN Medium humanoid (human)
Init +1; Senses Listen +5, Spot +5
Languages Azotlan

AC 13, touch 11, flat-footed 12
hp 30 (4 HD)
Fort +6, Ref +2, Will +2

Spd 30 ft (6 squares)
Melee club +7 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options Power Attack, Subduing Strike
Combat Gear club

Abilities Str 14, Dex 13, Con 14, Int 10, Wis 13, Cha 10
Feats Alertness, Power Attack, Skill Focus (sense motive), Subduing Strike, Weapon Focus (club)
Skills
Climb +5, Jump +5, Intimidate +4, Listen +5, Sense Motive +4, Spot +5, Swim +5
Possessions combat gear plus padded armour, light wooden shield, bone whistle

The guards will blow their whistles, and in another 2d6 rounds a mass of guards will enter and end the combat by use of brute force and the magicks of the sun priests. There is no need for the DM to play out the combat after this point in time, unless the actions of the PCs call for it. Instead, the Temple will respond with enough force to quell the uprising.

In the aftermath of the brawl, the PCs will be hustled back to their cells. A while later Ihicamina will arrive and the PCs can explain anything they want to him. If they mention the visit to Cuetlatchtli's cell by Tlazopilli, Ilhicamina will nod thoughtfully and warn the PCs that a great number of forces are swirling around the instance of their capture. If any of the PCs are injured, Ihicamina will cast cure spells to heal them. Cuetlatchtli will no longer be in his cell, and Ilhicamina will not be able to determine what has become of him (in reality, if any PCs were slain then he and some of his men equal in number to the PCs slain will have been spirited out of the dungeons by Tlazopilli and sent to a distant part of Azotchtla; the rest [or all of them if none of the PCs were slain] will have been hastily sacrificed).

Episode 4 - The Tribunal (Day 7, noon)

The next day at noon, the PCs are gathered together by Ilhicamina, who informs them that the day of their tribunal is at hand. He will warn the PCs that as is typical of the Azotchtla, various factions have evolved concerning their fate, and that it is vital that the PCs show respect and answer questions truthfully and withhold nothing. With that, the PCs, still shackled and gagged, will be escorted under heavy guard into a large chamber.


This chamber is round, with a domed ceiling that is comprised entirely of clear crystal. The sun shines down through the crystal and illuminates in an oval (because the sun is shining from the north) that strikes part of a large mosaic of an Azotchtlan male warrior with golden eyes wrestling with a tremendous red snake.

Stone benches flank the chamber, running the circumference of the place except for the end opposite the large brass doors through which the PCs entered. At this end is a tall stone dais, accessed by steps running to either side. Upon the dais sit wooden stools and crouched on the stools are a set of intimidating persons.

Standing guard by the door into the chamber, and near the dais are half a dozen feathered warriors similar to those the PCs observed in the sacred chamber when they were flowing through the vortex to Sazhansiir. These warriors stand almost statue-still and bear stern countenances and fierce miens. The ripple and crackle of magical energies surge up and down their bodies and occasionally glint in the sunlight streaming through the dome.

On the wall behind the dais is a massive carving of a sun with a human face, the carving decorated with glyphs and symbols and pictographs of all sorts. The carving is studded with gems of all kinds and trimmed with gold.



The PCs will be escorted to one of the benches and sat down. Ilhicamina will sit near them, and two of the feathered warriors will move from the dais to stand flanking the PCs.

There are nine persons seated on stools on the dais. These are:

1. Amoxtli, Prelate of the High House of Oromoxco Triumphant in Xicalanca
2. Oromoxco Penaueta, High Priest of the High House of Oromoxco Triumphant in Xicalanca
3. Assingerim Lightlover, Eyes of Okoth
4. Yayauhqui Farseer, Doomsayer
5. Pizotzin Itzollin, High Priest of the House of Xbalanque in Xonochouco
6. Quahtlatoa Miquizuitli, High Priest of the Judge of the Dead in Xicalanca
7. Qualpopoco Centehuaizl, High Priest of the House of Qualpopoco in Chichimenca
8. Malinal Ollinxoco, High Priestess of the House of Hunahpu in Xonochouco
9. Ezhuahuacatl Teyacaicpalli, King of Xicalanca

It is interesting to note that there are at least 7 and arguably 8 priests in the tribunal and only one secular leader. However, this is not unusual in Azotchtlan society, which would regard this imbalance as a sign of secular power rather than of religious power in the kingdom, for it takes 7 or 8 priests on the council to balance the will of a single king. And since the council requires by tradition an eventual consensus, this is not an unrealistic paradigm.

It can also be noted that there is an imbalance of representation amongst the nations of Azotchtlan at this council. Specifically, Ajjiingiir has no representation in this council, nor does Kreenzen. Nine being a sacred and proscribed number for this council and the Azotchtla in general, and there being some urgency to proceed, lest another attempt be made at the creation cysts, there was not enough time to debate and fine tune the composition of the council over the months it would take to hammer out an acceptable composition amongst all of the nations and factions and religions in the land. Furthermore, it is certainly in the interest of the host nation, Haasfiir, to try to wield as much power on the tribunal as possible, and it has been Haasfiir that has consistently urged haste in these proceedings, despite the fact that many months have already passed since the creation cyst chamber was first breached, and no further incidents have occurred. Ajjiingiir has been excluded from the tribunal specifically because of its lack of acceptance of any other worship of any other gods but the Sun God. Such an attitude would make membership on a council populated by high priests of other gods nothing short of unworkable. Krenzeen is also not represented primarily because that nation is so concerned with its own survival that none involved in the formation of this tribunal felt the need to placate that kingdom. That said, technically the Doomsayer is from Krenzeen (nominally) and it was agreed after-the-fact that he was the defacto representative from that nation.

A full description of the nine council members of the tribunal and their motivations are set forth in the section entitled Dramatis Personae below. DMs are encouraged to read aloud to the PCs the description of each council member as they wait for the tribunal to begin.

As the PCs wait, it will be apparent that the assembled are awaiting a specific moment or arrival of some person, as all sit and shuffle and fidget expectantly. Observant PCs may notice that most of the council are watching the oval of light cast by the noontime sun through the crystal dome and onto the snake mosaic. In fact, as time progresses the oval of light moves ever so slightly along the snake's body. When it reaches a yellow diamond scale on the snake's red body, Amoxtli will stand and pronounce in Azotlan that the sacred and most urgent tribunal is at its appointed hour, and that the eyes of Oromoxco are now fully gazing upon this room and these proceedings. He will then proceed to cast tongues spells on himself and the other 8 council members, going to each and intoning a short prayer asking Oromoxco to bless each member of the council with wisdom and understanding as he casts the spell. Once done, Amoztli will sit back onto his stool.

The rest of the tribunal will be presented in the form of stage directions and dialogue. While this is essentially a script, the DM should feel free to deviate as necessary. Whenever anyone speaks dialogue, it should be assumed they rise up from their seats and when finished they sit back down.

This dialogue in some places assumes that the PCs resisted their capture at the Temple of the Sapphire Eidolon and used arcane magic in the process and wore metal armour or wielded metal weaponry. It also assumes that the PCs did not inform Sister Tara of their entry into the creation cust chamber during their journey to Sazhansiir. If these are not the case, then the DM should alter the wording of those portions of the dialogue to conform to the events that occurred.

If at any time the PCs use as their defense that the truth-telling magicks of the tribunal have not indicated any falsehood on their part, then Amoxtli will reply that the strangers may be wielding exotic and unknown magic or means to defy their truthsaying. On the other hand, the spells discern lies and zone of truth will have been cast. Assume the Will save for each is DC 20 for the former and DC 18 for the latter. The latter spell also is one that the PCs can feel being cast just as the tribunal starts, cast by Qualpopoco, and each PC can make a Will save to resist the effects. Similarly, a PC speaking can feel the gaze of Qualpopoco on him as he speaks, as the discern lies spell activiates on him. Of course, the latter allows an initial Will save the first time he concentrates on a given subject.

ASSINGERIM I am Assingerim Lightlover, and here I bear the sacred token that has summoned forth this council in its dire hour of need.

ASSINGERIM (holds forth a large rainbow feather that seems to dance of its own accord and which tips seem to gather and splay the sunlight into a prism of colours) I am the mouth and eyes and ears and tongue of Okoth, who has gone to the Land of Dust but whose great deeds live in our memories and our hearts and are remembered by the gods. Let any who doubt me see my true form.

ASSINGERIM (changes into the couatl that is his true form briefly before returning to his human form) I speak for the couatls and also for the nagim who loved and served Okoth and betrayed their serpent masters.

AMOXTLI I am Amoxtli, Prelate of the High House of Oromoxco Triumphant, may his all-seeing eyes burn through the darkness of deceit and treachery and grant the light of wisdom to this proceeding! I am the speaker of this tribunal, as so appointed by his holiness Oromoxco Penaueta (points to Oromoxco) who is my master and High Priest of the High House of Ormoxco Triumphant, wellspring of manatlan and the voice of Oromoxco on earth.

AMOXTLI and here (pointing to Qualpopoco) is Qualpopoco Centehuazil, High Priest of the House of Qualpopoco in Chichimenca. He is the bearer of the seal of truth and the oathtakers from that house and it he will be the truthsayer here.

AMOXTLI this (pointing to Malinal) is Malinal Ollixoco, High Priestess of the House of Hanahpu in Xonochouco, mistress of the nine winds and keeper of the golden talisman. It is with her blessing that we have gathered worthies from across the land to this place.

AMOXTLI here (pointing to Pizotzin) is Pizotzin Itzollin, Hight Priest of the hidden House of Xbalanque in Xonochouco.

AMOXTLI this (pointing to Yayauhqui) is Yayauhqui Farseer, doomsayer from Huexotzinga and mouth of fate of the land. He has come uninvited and in the place of another who did not arrive. Yet Yayauhqui was here before the one he replaces was summoned.

AMOXTLI sitting here (pointing to Quahtlatoa) is the masked one of Tlatelcuitli who sits in silence here in the place of the High Judge whose seat is properly the King of the Dry Land.

AMOXTLI (bowing to Ezhuahuacatl) and here is our king, Lord of Xicalanca and the vessel for all of his people, most high and mighty Ezhuahuacatl Teyacaicpalli, may your years be exceeded only by your wisdom and may you prosper as your people do!

AMOXTLI (stepping down into the circle of light and spitting on the head of the snake mosaic...not a small distance by the way...before raising his hands into the air) then let us declare this sacred tribunal commenced, and may none dare to speak falsehood, nor to withhold the truth from this chamber, lest the judgement of Oromoxco himself be upon you and you face judgement in the Land of Dust. Let all be assured that this chamber has been blessed by those mighty in the service of Oromoxco, and none without may hear the words said in this chamber. Let us speak boldly and assuredly therefore.

AMOXTLI (returning to the dais and now addressing the PCs) We are here gathered to decide the fate of these persons, who claim to be strangers to this land, from an unknown land far to the north across the endless seas. These strangers have come amongst us uninvited and unwanted, and even had that been all they had done, we would have wished to have questioned them, though likely not by so high a body as this, for who knows but such strangers may be aligned with the Scaled Ones?

AMOXTLI (pointing at the PCs) But these strangers did more than that! They entered the most sacred of sanctums...that chamber where is held the eggs of Okoth, the offspring of his great desire and the remnant of his great sacrifice. Never in the history of these lands, since they were bequeathed by Okoth and the reign of Tlaloc, has the sacred chamber been breached. Even during war and famine and upheaval did the chamber remain inviolate, though palaces fall and temples be abandoned and pyramids dull and crumble, still the chamber remained inviolate. Until these strangers attempted to enter the chamber. This attempt was foiled by the quick and decisive actions of the Sacred Feathered Warriors (pointing to the guards in the chamber) who saw them arrive in the company of Scaled Ones. It was only when these strangers saw that their attempted robbery had been discovered, and the Feathered Warriors were advancing upon them, that they fled back into their magic and disappeared, defying all of our attempts to find them for many months until their presence was dutifully reported by Children of Mishtai who revere Oromoxco in a monastery in the mountains near Upper Valast. There they were confronted by Oromoxco Fire Dancer of Xonochouco and there, instead of submitting to surrender to him to be taken to the tribunal, they fought and used strange magicks, including some that are the magics of the yuan-ti! They wore metal skins of the Scaled Ones and wielded the weapons of the serpents as well!

PIZOTZIN Let us hear what they have to say for their actions.

AMOXTLI Ilhicamina, remove their gags. And let us warn these strangers that the light of Oromoxco shines upon them here. All untruths and half-truths, all dissemblances and ommissions will be found here and to lie in this chamber and to this tribunal is a grave crime and a grave heresy.

ILHICAMINA (ungags the PCs)

AMOXTLI What are your names and titles strangers...and which of you shall speak for your people?

(After the PCs introduce themselves)

AMOXTLI And where is it exactly you come from? This place called Onlor that you have said is far across the northern ocean. What is it like there and who are your masters?

(After the PCs respond)

AMOXTLI And what gods do you worship? Do you venerate Oromoxco as the king of all of the gods in this land?

PIZOTZIN He is not revered as such even in your own land Prelate. That is talk for Azlan.

AMOXTLI Nevertheless, what gods are worshipped and in what manner?

(after the PCs respond)

AMOXTLI And the Scaled Ones...the yuan-ti and the nagim...are they known in your land? Do you venerate them or do you fight them as we do?

(after the PCs respond)

AMOXTLI Tell us precisely how you came to be here. Omit no detail, however small, for this tribunal is patient and discerning.

(after the PCs respond)

AMOXTLI And how is it you have the power to penetrate our most inner of sacred sanctums, which has been warded from the profanation of the Scaled Ones for centuries?

(after the PCs respond)

AMOXTLI And on whose behalf did you penetrate this chamber...and to what end?

(after the PCs respond)

AMOXTLI You proclaim your innocence, yet when you related the tale of your coming to Sister Tara, you completely neglected to mention your entry into the sacred chamber. If you were strangers to this land and presumably knew nothing of our history or of the Scaled Ones in your land, then why would you think to omit that portion of your tale from that which you told the Hierarch? Is that not the action of a guilty man...to omit from any account that which displays his guilt? Why did you dishonour the hospitality of the Eidolon by deceiving her with your ommission? How can those not guilty and unaware of the significance of that chamber think to omit only that single part from their tale?

(after the PCs respond)

YAYAUHQUI Hares may dig a new burrow to avoid the fox. This I know. But tell me of your dreams! Tell me of the one who guided you to your fate! Is your tale writ amongst the stars? This I must know! (and he shakes his gew gaw stick at the PCs and spits at the PCs)

AMOXTLI I fail to understand your meaning doomsayer.

YAYAUHQUI You fail to understand much Prelate, for it is set forth as plain as the daylight you love. It is not the gods to blame because we are too frail and faulty to see what is before our faces! Is not white the colour of purity? Does the flame burn the hand only the first time it is thrust within? Do the blind not see eventually, at the moment of their deaths? I am done.

PIZOTZIN If, as you suggest, this was the doing of the Scaled Ones and you were actually attempting to stop their schemes, what, in your judgment, was their plan? For who here amongst us can know that better than those who not only witnessed their desecration, but were sent there to stop it? Yes, we know you protest your innocence and disconnect with the Scaled Ones...but surely you must have some idea what they were up to and why it ended up that you entered our inviolate sanctum.

(after the PCs respond)

MALINAL Perhaps this vortex that these strangers speak of was meant to pierce the wards of the sanctum. And perhaps the actions of the strangers disrupted the attempt, but some remnant of it remained and this remnant did carry them to the chamber.

AMOXTLI Then how to explain the demise of the Scaled Ones, who were decimated instantly upon entry into the sanctum? This they had to know, that many of our wards are designed specifically to thwart Scaled Ones. This is why it makes sense that the Scaled Ones should employ humans to do their dirty work. And no human in Azotchtla would stoop to such a heinous crime. But strangers from the north...evil or ignorant...could be duped into doing so and perhaps bypass the deadliest of the wards. Whatever the reason, the outcome remains the same. These strangers were able to violate the sanctum, and that makes them the gravest peril we have known since the great ancient wars.

QUALPOPOCO And let us not forget they have used the magic of the Scaled Ones. No human can do so in our knowledge. Perhaps they are snakes in some strange disguise that we cannot fathom. Perhaps they are the souls of snakes enwrapped firmly in human bodies to hide their natures. Possession by demons is not unknown to us. Perhaps this is a form of that.

EZHUAHUACATL Can this be true?

MALINAL There is known such magic that allows a Scaled One to use a human as a sort of vessel or jar to house his soul. But the soul carries its malign taint even then and it is doubtful so many individuals could all be hidden in such a way. Furthermore, such trickery would not bypass the wards of the Sacred Chamber. This seems to suggest they are, indeed, human, though some appear less so than others.

QUALPOPOCO So how do you come to use the Serpent magic then?

(after the PCs respond)

YAYAUHQUI This is mud on the bottom of a stream! How can you decide what is writ in manatlan centuries ago? I pierce my tongue in honour of all of the gods, but the blood within was come from the gods and shall one day return to them. What then are my actions but dreams in the minds of the gods?

ASSINGERIM Have you anything else to say on your behalf? It is our intention to deliberate on what you have said and then to decide your fate. You must understand that, despite your treatment here, we are not a people without honour or hospitality. But these are matters that could decide the fate of millions...humans and otherwise...and their lives far outweigh yours in the balance, though perhaps not to your reckoning. We face a fell and clever foe, and it is only through our diligence, indeed to an outsider perhaps a paranoid preoccupation, against the Scaled Ones that we have managed to persevere. Therefore, I implore you to tell us anything else that might sway our judgment and possibly spare your lives.

(after the PCs respond)

AMOXTLI Then we shall make our decision. If we have further questions for you we will bring you here again. Know that this decision requires this body to come to a consensus, and our deliberation could be swift or slow. Now place their gags upon them and remove them from this chamber.

Episode 5 - Confidences (Day 8, evening)

Ilhicamina comes to the PC leader and questions him briefly as to how the tribunal went. He will confirm that the tribunal is deliberating and that the decision must be unanimous. He will also tell the PC that although this matter is ostensibly above factional considerations, there are still disparate forces at work on the council with differing opinions and differing agendas.

Although Ilhicamina is not, himself, in the deliberations, he talks to many people and keeps his ears open.

Amoxtli, he will say, and his master Oromoxco, argue forcibly that the PCs should be slain. The sun priest seems convinced that the PCs are a part of some Scaled One plot to breach the chamber, and he argues, rather forcefully, that since there is no way to be absolutely certain of the PCs' innocence, can the Azotchtla dare take even the tiniest chance of losing the cysts and thereby losing everything to the Scaled Ones?

Assingerim keeps close council, but seems to favour showing the PCs mercy, as he points to his own appearance and the two friendly Nagim as proof that appearances can be deceiving.

Pizotzin seems to, for some reason, be receptive to the PCs. And the doomsayer merely spouts nonsense and often becomes agitated, especially, it seems, when Amoxtli most fervently argues for the PCs' death.

Episode 6 - Judgment (Day 10, morning)

Ilhicamina comes to the PCs in a very agitated and excited state. He tells the PC leader that the council has reached a decision...a unanimous one. It was reached after much wrangling and it was none other than the doomsayer himself who suggested the solution, though he was immediately supported by Pizotzin and Malinal.

With that, Ilhicamina will explain that the PCs will be judged by the gods themselves, for only they can see the truth behind such an important event. The PCs will take part in the ritual of Yaotzin, a contest that is so pleasing to the gods that they cannot but help to watch it and intervene on the side of those who are innocent.

Ilhicamina will remark that this is good news for the PCs, as at least they now have a chance to avoid an unpleasant fate.

If asked about the contest, Ilhicamina will explain that Yaotzin is also known as the Sacred Ball Game, and is played on a grand court with a solid rubber ball. The PCs will be pitted against a local team, chosen by the council. When a sanctified game is played such as this, if the losers are convicts, then all are, by tradition, sacrificed to the gods, while the winners, if they are criminals or captives, are set free. If the losers are free men, then the captain of the team is sacrificed only.

The game is to be a public spectacle, for the people of the land were warned to look out for the strangers, and so some resolution must be given to them. And it will take place on the next holy day of the Sacred Twins, which is in 11 days' time. The PCs will be playing against, at the behest of Amoxtli, the Blood-soaked Snake-Killers, an especially brutal and proficient team of Yaotzin players from a local club.

In the meantime, Ilhicamina has arranged to have the PCs have their own exercise time by themselves in the courtyard with a Yaotzin ball and he will accompany the PCs and explain the game to them. They can then practice during their exercise time each day.

Episode 7 - Practice (Day 10, noon)

Ilhicamina will meet the PCs in the courtyard and explain the rules of the game to the PCs and provide them with a Yaotzin ball with which to practice. The PCs will be allowed to practice every exercise period each day should they wish to do so. Ilhicamina will point out to the PCs that magic use of any sort on the Yaotzin court is punishable by death.

Episode 8 - Help from Afar (Day 12, morning)

Ilhicamina will bring with him Yayauhqui, the doomsayer. He will allow the doomsayer to meet briefly with the PC leader in his cell, while Ilhicamina waits outside. Yayauhqui will wave off any questions the PC has. Instead, he will say that a Yaotzin team must have 6 players on each side. If the PCs are less than 6, then he will tell them that the difference will be made up of other convicts. He tells the PCs that he has been in contact with a convict named Achcuatli who, in addition to being a fearsome warrior and a convict was once captain of the Ever-Victorious Jaguars, the champion Yaotzin club of Tenochitza. Yayauhqui tries to convince the PCs to accept Achcuatli as the captain of the team. If there are already 6 PCs present, then Yayauhqui will urge one of the PCs to claim an unwillingness to take part and request a proxy. The council will allow the PCs to substitute a single PC with a proxy. Any more substitutions will not be allowed, for then the judgment of the gods might be upon the substitutes and not the PCs.

If there are fewer than 5 PCs, then any deficiency in players will be made up by other convicts (use a non-elite team member as presented below).

If the PCs accept Achcuatli, then that exercise period he will be placed with the PCs in the courtyard and he will lead them in practice and explain the finer points of the game. If asked why he is offering his services, he will say that if the PCs win the game, he will be released. If asked how he knows Yayauhqui, he will say that he is originally from Huexotzinga and knew of the prophet in his youth in that land.

If the PCs reject Achcuatli's help, then the PCs will have to go it by themselves or with non-elite team members to make up any deficiency in numbers.

Episode 9 - Cheaters Sometimes Prosper (Day 14, evening)

Ilhicamina brings with him a man in a dark cloak, whom he leaves with the PC leader. The man says that his name is Chipahua and he serves the Shadowed One. Chipahua will tell the PCs that his masters have a very dangerous task that needs to be done, and he will offer them aid to help them win the game if the PCs will agree, should they survive, in retrieving an item from a very ancient tomb. If asked why he needs to PCs to do this task, he will simply say that it has been determined that no one else has any hope of success.

If the PCs agree, then Chipahua will say that his aid will not immediately be apparent, but will likely be critical to the success of the PCs. If questioned as to why he is going against the will of the gods, especially his own, to change the outcome of the game, he will smile and say that the Shadowed One does not consider it cheating if it is done before the game begins.

Should the PCs agree to the deal, then Chipahua will take a small knife and cut his wrist and then reach for the PCs' hand to do the same, then mingling the blood in a ritual that he will say binds their deal.

With that, over the next week, Ilhicamina will bring word that various accidents have happened to the Blood-Soaked Snake-Killers' best players, and that the lesser ranked players will now have to take part in the game.

Episode 10 - Herbs (Day 20, noon)

Ilhicamina will escort to the PCs during their practice in the courtyard a plain looking man whom the PCs have seen in the prison from time to time as some sort of administrator or functionary. Ilhicamina will introduce the man as Ilhuitl and allow him some time with the PCs. Ilhuitl will explain to the PCs that he yearns for the hand of the beautiful Etalpalli. Unfortunately, she and her family have ignored his suit, preferring instead the handsome and dashing Nopaltzin. Among his many accomplishments, Nopaltzin is the captain of the Blood-soaked Snake-Killers. Should they lose to the PCs, Nopaltzin will be in the Lands of Dust, and Ilhuitl will be free to console Etalpalli.

Ilhuitl will offer the PCs small flasks that boost Str and Con by 1d4+4 each for 1 day. These are non-magical, but after 24 hours they wear off and the drinker is fatigued for 1d3 days. Furthermore at the end of the fatigue, the imbiber must make a DC 10 Fort save or suffer 1 point of Str drain and Con drain. Each time this medicine is imbibed, the Fort save DC increases by +4. Ilhuitl will not explain the drawbacks to the PCs, for he is afraid that they will refuse the draughts should he tell them.

DRAMATIS PERSONAE:

ACHCUATLI (Atch-CWAT-lee): [see below for statistics]


A muscular and handsome man in his late twenties, his eyes are alert and always scanning his surroundings. His hair is closely shaved, almost bald, and through his nose is a single sliver of bone.

An Xonochocuan and experienced warrior captured and waiting in the prison for his eventual sacrifice. Partially because of faith, partially mutual desperation, Achuatli will convince Yayauhqui that he is the key to saving the PCs' lives. How? Because in addition to his skills as a fighter, Achcuatli was once the captain of the Ever-Victorious Jaguars, the champion Yaotzin club of Tenochitza. Yayauhqui will press upon the PCs the need to accept Achcuatli into their team. If they do, he will provide them with very valuable training and advice. And should the PCs win the Yaotzin game, he too will escape prison and likely be an ally of the PCs in the future.

AMOXTLI (Ah-MOSH-tli): [Male LN Cleric 12]


This middle-aged man's skin is well tanned and somewhat leathery. He is dressed in high boots covered in golden feathers, a decorative loincloth emblazoned with golden cuneiform runes, and resplendent tunic of white decorated with yellow suns and purple runes, and a feathered headdress of yellow and red feathers set into a band of gold. A large sun disk of gold depends from a golden chain around his neck.

Prelate of the High House of Oromoxco Triumphant in Xicalanca. Amoxtli is an ambitious, driven individual who nonetheless has a genuine faith in his god and church. He is convinced that the PCs represent a threat to the Azotchtla and will do what he can to hasten their demise. Much to his dismay, he is not the High Priest, so he cannot act directly, instead using his agents, including Tlazopilli.

ASSINGERIM LIGHTLOVER: [couatl, see Monster Manual page 37]


This youngish man is dressed in a plain golden tunic that stretches from shoulders to feet. His feet are bare, and his arms and head are entirely unadorned.


Eyes of Okoth, a title given to a member of one of the goodly serpent races favoured by the Azotchtla for their loyalty to Okoth. These are couatls and two families of nagas. Assingerim is a couatl, who uses human form to fit in with human society and because even the form of a couatl tends to unease the Azotchtlans. He is, like most of his race, compassionate and just, but he also realizes that he lives in a land that his master bequeathed to the humans, and as such he, like most of his kind, tend not to meddle in human affairs, even if humans can be misguided and sometimes downright vicious. That said, he does offer his advice freely. He tends to presume people are innocent until proven guilty, and is viewed as naive and out of touch of human affairs by such as Amoxtli.

CHIPAHUA (Chee-PAH-hwa): [Male N Rogue 7]


This person's hood is pulled well over his face, hiding his features. However, you can tell that this is a tall and somewhat lanky Azotchtla male, probably in his late twenties or early thirties.

Of the Hidden House of Xbalanque in Xonochouco would seem to be an unlikely ally. After all, he is a servant of one of the Sacred Twins to whom the game of Yaotzin is consecrated. But he and his masters have a very dangerous task that needs to be done, and Chipahua sees this as an opportunity to recruit the strangers to do it. He will offer the PCs a deal. Aid to help win the game in return for cleaning out an ancient tomb. Should the PCs accept, a number of "accidents" will happen to the key players on the opposing club, which will require that they substitute less skillful players instead. Since this is done before the match, it is not considered cheating...as least to the way of thinking of the Shadowed One.

CUETLATCHLI (Cwet-LATCH-lee): [see above for statistics]


A hulk of a man, at least 6 feet 2 inches tall and weighing over 250 lbs, his chest and face are covered with all sorts of tattoos depicting a variety of stylized creatures, pyramidal structures, and geometrical patterns. His back is a spider web of scars, likely from lashings.

The Biter, currently the toughest thug in the prison. Tlazopilli has offered him his freedom, and that of any of his gang who kills one of the PCs. When the time is right, Cuetlatchli and his dirty band will attack. After all, they are dead if they don't anyways.

EZHAUHAUCATL TEYACAICPALLI (Ez-HWA-hwa-catl Tay-AK-ayk-pahli): [Male LN Fighter 2/Aristocrat 8]


This man is in his late forties or early fifties and possesses a thoughtful demeanour. His movements seem calculated and somewhat cautious, and his face shows understanding and intelligence. While his frame may have, at one time, borne the body of a warrior, his body is now a bit flabby as if from a life of leisure. The man is dressed in a long tunic/robe of purple decorated with a variety of silver and gold images of warriors, battles, and pyramids. Red and black cuneiform runes also cover the robe. Ornate jewelry of turquoise, jade, and amethyst cover his wrists, fingers, and arms and dangle from his earlobes. In his left hand is an obsidian rod topped with a silver image of a couatl with ruby eyes. Atop his brow is a silver and jade crown shaped like two couatls upholding two large egg-shaped crystals that seem to catch and refract the light into small rainbows.


King of Xicalanca, though the position is an elected one amongst the noble houses of the land. Nevertheless, the King holds the voice of the nobility in the council, and this is a very powerful voice. Because the Sacred Chamber is located within Xicalanca, Exchauhaucatl has primacy over this tribunal as compared to secular authorities from other lands. Nevertheless, he represents all such authorities on this council and is meant as a secular counterweight to the many religious figures present. Because of his status as ruling at the behest of the other nobles, it is tradition of the kings of Xicalanca to act carefully and to tend to persuade rather than dictate. Ezhauhaucatl is admirable in this respect in that he rarely pronounces judgment rashly. He is also a good listener and speaks only occasionally, but by doing so his words take on a full force and effect.

ILHICAMINA (Ill-HEEK-a-meen-ah): [N Male cleric 10]


This middle-aged man's skin is somewhat pale for an Azotchtlan and his face is scruffy with a slight beard. He is dressed in high boots covered in golden feathers, a decorative loincloth emblazoned with golden cuneiform runes, and resplendent tunic of white decorated with yellow suns and purple runes, and a feathered headdress of yellow and red feathers set into a band of gold. A large sun disk of gold depends from a golden chain around his neck.

Prelate of the High House of Oromoxco Triumphant in Xicalanca. Ilhicamina has always viewed the church as a marvelous instrument to promote his favourite cause...the advancement and luxury of Ilhicamina. Careful in his speech, careful in his manner, he is the natural choice to oversee the imprisonment of the PCs. As a result, he allows all parties some degree of access ot the strangers...you can never do too many favours for other influential people, even ones as eccentric as Yayauhqui.

ILHUITL (Ill-HWEE-tl): [Male N Expert 4]


An unremarkable man in his twenties, adorned in rather plain tunic and cloth with leather sandals.

A minor functionary at the prison, he yearns for the hand of beautiful Etalpalli. Unfortunately, she and her family have pretty much ignored his suit, preferring instead the handsome and dashing Nopaltzin. Among his many accomplishments, Nopaltzin is the captain of the opposing Yaotzin team. Should they lose to the PCs, Nopaltzin will be in the Lands of Dust, and Ilhuitl will be free to console Etalpalli. So he will offer the party flasks that contain medicinal herbs that will give a boost to strength and endurance.

MALINAL OLLINXOCO (MAL-in-al Al-in-SHO-ko): [Female NG Cleric 13]


Malinal is a middle aged woman, short and somewhat stocky, but with a cherubic mein and a ready smile. She is dressed in a long cerulean robe cinched at the waist with a belt of silver studded with sapphires, and carries an ornate wooden staff ornately carved with faces and designs and topped with a wooden hand clutching an egg of gold. She wears a headband of silver studded with jade and a large gold ring on her right hand that bears a large diamond set into it.

High Priestess of the House of Hunahpu in Xonochouco. She is nominally allied with Pizotzin, and since she finds Amoxtli's overbearing attitude off-putting, she and Pizotzin share a dislike of the Prelate. In addition, of all of the factions in Azotchtla, the priests of the God of Travel are the least xenophobic, and she is somewhat intrigued by the PCs and the idea that they come from some far off and exotic land that no doubt holds many wonders.

OROMOXCO PENAUETA (O-ro-MOSH-kah Pen-aw-WAY-tah): [Male LN Cleric 16]


This elderly man wears a longish silver beard. He is dressed in high boots covered in golden feathers, a golden robe decorated with yellow suns and purple runes, and a feathered headdress of yellow and red feathers set into a band of gold. A massive sun disk of gold depends from a golden chain around his neck and covers most of his chest, this disk being studded with orange sard and fiery rubies. In his hand he bears a rod of twisted wood surmounted by a massive diamond set into a golden sunburst. The diamond seems to radiate sunlight.

High Priest of the High House of Oromoxco Triumphant in Xicalanca, and one of the key religious figures in all of Xicalanca. Oromoxco is old, and somewhat past his prime, and tends to allow himself to be manipulated by his underlings, the most assertive at this being Amoxtli, who claims most important activities are beneath the High Priest and should be handled by unworthy lackeys like himself. Nevertheless, Oromoxco commands great respect for his years of dedicated service to the church, and while he says little, he slow and sure when he does deign to make a decision.

PIZOTZIN ITZOLLIN (Pee-ZOHT-zin EET-zoh-lin): [Male CG Cleric 12]


This figure is slight enough to be a woman or a smallish man. He or she is covered in an olive green hooded robe which hood is so deep that his or her face is covered in shadow. The figure holds an unadorned staff.

High Priest of the House of Xbalanque in Xonochouco, and master of Chipahua. It is he who sends Chipahua to make a bargain with the PCs, for his church seeks an item hidden in an ancient tomb that is said to be protected by a curse against both Azotchtlans and Scaled Ones. But the PCs fit neither category and represent an unusual chance to retrieve the artifact. As such, it is in his interest to strike a deal with the PCs and, if they agree, to see them saved. It is Pizotzin who initially suggests the Yaotzin game as a means of judging the PCs, which is natural considering the sacred game is the province of his god (and the god's twin). Pizotzin's suggestion is then picked up by Yayauhqui for his own reasons and by Malinal as her god also reveres the pelota game. In addition to his church's interests, Piztozin dislikes Amoxtli immensely for his overbearing ways and aorrogant demeanour.

QUAHTLATOA MAQUIZUITLI (QWA-tla-tow-ah MAH-kwee-zwee-tlee): [Male N Cleric 12]


This dour man sits ramrod straight and barely moves. He is dressed in a dusty grey tunic and grey loincloth and upon his head is a large humanoid skull that he wears as a helm or cap. Bracers of bone cover his wrists and in his hand is a rod of bone.

High Priest of the Judge of the Dead in Xicalanca is present on the tribunal merely as a matter of formality. The impervious judge of the dead presides over the tribunal but says no word and makes no motion and has no opinion.

QUALPOPOCO CENTEHUAIZL (Kwal-PO-po-ko Cent-eh-HWA-izl): [Male LN Cleric 14]


An older man, probably in his fifties, with a bald shaved head who wears a clean white wrap around his legs and polished ivory bracers. His chest is bare and reveals a variety of tattoos and ritual markings, and set into his sagging earlobes are what appear to be cones of ivory. In each hand he holds a rod, one pure white and probably of ivory and another of pure black and probably of jet or obsidian.

High Priest of the House of Qualpopoco in Chichimenca, it is customary to have a priest of Qualpopoco at any important judgment or tribunal. A master of both divinatory spells and with an uncanny ability to discern body language and inflections in people's voices and mannerisms. Qualpopoco is concerned only with what is good for the five nations as a whole, and has little concern for the plight of the PCs as individuals.

TLAZOPILLI (TLAZ-o-pee-lee): [Male LE Cleric 7]


This man in his early thirties is dressed in high boots covered in dun feathers, a decorative loincloth emblazoned with silver cuneiform runes, and resplendent tunic of white decorated with yellow suns and green runes, and a feathered headdress of yellow and red feathers set into a band of silver. A small sun disk of gold depends from a silver chain around his neck.

Honoured Brother of the High House of Oromoxco Triumphant in Xicalanca and hatchet-man to the Prelate Amoxtli. It is he who travels to the dungeons where the PCs are held and makes a pact with Cuetlatchli.

YAYAUHQUI (Yay-YAW-kwee): [Male N Cleric 5/Divine Oracle 10/Loremaster 5/High Proselytizer 2]


A ragged man of obviously advanced age, with a scraggly white beard and shocks of white hair that erupt from his pate. He is dressed in what can best be described as sackcloth, dusty and torn, and he leans on an unremarkable staff. Around his neck is a leather thong holding a variety of small bones and other trinkets.

A mysterious prophet also called Farseer or Doomsayer. A former hermit and itinerant preacher, he has come back from the howling wilderness to pronounce his visions. He is convinced that the coming of the PCs is consistent with ancient prophecy. Unfortunately, the prohpecies, though ancient, are some of the more obscure ones. Hampered by the need to describe the creation cysts using only vague metaphor, the language of these prophecies is open to many interpretations. Yayauhqui is convinced, however, that the PCs are related to the strange and mysterious Karsus, and he is determined to save them from the sacrificial knife. Unfortunately, his rustic style is coupled to a brusque manner and a rather addled sensibility gained from living by himself for many years. He has made one convert however, in the form of Achcuatli.

Part Three - The Game

DMs should now refer to the Sacred Ball description at http://www.devinweb.com/sacredball.htm. This document gives detailed rules on how to play the game in D&D terms.

On day 21 at noon the PCs will be escorted to the Yaotzin field. Before they enter the field they will be fitted with the thick belt required by the game.

The stands will be filled with Azotchtlans, including a sprinkling of rilkans and skarns and even a duskling or two. In the upper boxes will be high functionaries of the temples and the various nobles and their retinues. If the PCs wish, they can spot all of the various members of the tribunal present, though not sitting together as a group.

The opposing team is already on the field and they are six strong looking men whose face and back are covered in tattoos. If the PCs accepted the deal with Chipahua, then only the captain of the team looks calm, fierce, and confident. The rest will be fidgety and look a bit overwhelmed. If the PCs did not accept the deal, then the entire team will look fearsome and ready for action.

The crowd will be cheering the opposing team when the PCs are marched onto the field. The crowd will immediately fall silent, with only an electric murmuring buzzing across the stands.

A man in a ceremonial robe and a twisted wooden staff topped by a stone circle will come forth and, in Azotchtlan, announce that this Yaotzin match was sanctified by the manatlan of the priests and priestesses of the the Sacred Twins, and that the blood of a loser would be spilled on the sacred field.

The man will then announce first the Blood-soaked Snake-Killers each member by name (though only Nopaltzin's name is given here). The crowd will cheer heartily when each is announced.

Then the man will announce the strangers, each by name, to hissing sounds that are significant of a snake's hiss and a sign of immense displeasure in Azotchtlan society. If Achcuatli (and other Azotchtla) are on the PCs' team, then they will be hissed at as well.

The man will, finally, raise his hands to the heaven in the center of the court and cut his arm with a knife, allowing blood to spill onto the court. He will abjure all of the gods to watch this match, to sanctify it, and to favour the worthy to win the match.

With that, the ball will be brough out into the center of the field. The teams will begin behind their goals, and the man will walk up to a stone platform along the side of the field and blow a conch shell, signifying the start of the game.

The DM should then run a Yaotzin game in accordance with the rules presented in http://www.devinweb.com/sacredball.htm. The opposing team will play to the best of its ability, and specializes in brutal tackles and grappling, but will in no way cheat. The DM should assume that the assembled crowd has ways of detecting magical use, but if a PC comes up with a particularly subtle and clever way to use an ability or magic to his advantage, the DM should allow it. According to the Azotchtla, anything that is extraordinarily strange is magic. So a druid attempting to wild shape is practicing magic. However, a cleric who uses his Divine Vigour or other Divine Feat is not using magic if the effects are not visible. There is no hard and fast rule here. The DM should basically adjudicate what appears to be magic and cheating to the Azotchtla.

Normally a Yaotzin game is played for 10 minutes or until 9 goals are scored (or until a ball is put through one of the hoops). However, even for players familiar with the Yaotzin rules and organized and ready to run such a game, it can take a lot of time to play out. If the DM does not wish to spend a full session or two just playing the Yaotzin game, then he can rule that this particular game lasts a shorter amount of time or a shorter number of goals.

It is highly recommended that the DM and players play a practice game or two (or part of such games) to get used to the Yaotzin rules. This practice can simulate, to some extent, the practice the PCs gain in the courtyard in the days leading up to the Yaoztin game.

Allies:

If the PCs have agreed to accept Achcuatli onto their team, then they will have a fairly powerful player on their side. His statistics are presented below.

ACHCUATLI CR 7
Male Human Fighter 7
N Medium humanoid (human)
Init +2; Senses Listen +4, Spot +4
Languages Azotlan, Celestial

AC 12, touch 12, flat-footed 10
hp 53 (7 HD)
Fort +7, Ref +4, Will +2

Spd 30 ft (6 squares)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +9
Atk Options Improved Bull Rush, Point Blank Shot, Power Attack, Precise Shot

Abilities Str 15, Dex 14, Con 15, Int 13, Wis 11, Cha 14
Feats Combat Reflexes, Exotic Weapon Proficiency (pelota), Improved Bull Rush, Skill Focus (bluff), Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (pelota)
Skills
Bluff +7, Intimidate +5, Jump +7, Listen +4, Sense Motive +3, Spot +4, Tumble +7

Achcuatli is best run by one of the players. He is adept at the game and will attempt to function as a leader on the field of play, directing the PCs and aligning their formations and tactics.

Any deficiency in PCs available (for example, if fewer PCs were captured during the previous scenario) will be made up with the following players:

NON-ELITE TEAM MEMBERS CR 4
Male Human Fighter 4
N Medium humanoid (human)
Init +2; Senses Listen +4, Spot +4
Languages Azotlan

AC 12, touch 12, flat-footed 10
hp 30 (4 HD)
Fort +6, Ref +3, Will +1

Spd 30 ft (6 squares)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options Improved Grapple, Improved Unarmed Strike, Point Blank Shot, Power Attack, Precise Shot

Abilities Str 15, Dex 14, Con 15, Int 11, Wis 11, Cha 10
Feats Improved Grapple, Improved Unarmed Strike, Point Blank Shot, Power Attack, Precise Shot
Skills
Bluff +2, Intimidate +5, Jump +7, Sense Motive +4, Tumble +6

These are convicts with some moderate experience playing Yoatzin. They will tend to defer to Achcuatli if he is on the team, or to a strong PC leader. It is recommended that the players run these team members.

Opposition:

NOPALTZIN CR 7
Male Human Fighter 7
N Medium humanoid (human)
Init +2; Senses Listen +3, Spot +3
Languages Azotlan

AC 12, touch 12, flat-footed 10
hp 53 (7 HD)
Fort +7, Ref +4, Will +2

Spd 30 ft (6 squares)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +10
Atk Options Improved Bull Rush, Point Blank Shot, Power Attack, Precise Shot

Abilities Str 16, Dex 14, Con 15, Int 10, Wis 11, Cha 14
Feats Combat Reflexes, Exotic Weapon Proficiency (pelota), Improved Bull Rush, Skill Focus (bluff), Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (pelota)
Skills
Bluff +5, Intimidate +4, Jump +5, Listen +3, Sense Motive +3, Spot +3, Tumble +3

Nopaltzin is the captain of the Blood-soaked Snake-Killers. These are not necessarily the best team in the land, but are a particularly brutal team and one loyal to Amoxtli. Nopaltzin knows his head is at stake should his team lose, but he accepts that with great honour comes great risk.

ELITE TEAM MEMBERS (5) CR 6
Male Human Fighter 6
N Medium humanoid (human)
Init +3; Senses Listen +0, Spot +0
Languages Azotlan

AC 13, touch 13, flat-footed 10
hp 45 (6 HD)
Fort +7, Ref +7, Will +2

Spd 30 ft (6 squares)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +8
Atk Options Improved Grapple, Improved Unarmed Strike, Point Blank Shot, Power Attack, Precise Shot

Abilities Str 15, Dex 16, Con 15, Int 11, Wis 11, Cha 10
Feats Combat Reflexes, Exotic Weapon Proficiency (pelota), Improved Grapple, Improved Unarmed Strike, Lightning Reflexes, Point Blank Shot, Power Attack, Precise Shot
Skills
Bluff +2, Intimidate +6, Jump +7, Sense Motive +4, Tumble +7

If the PCs have not made a deal with Chipahua, then they will face the first-string of the Blood-soaked Snake-Killers. These are tough, experienced Yaotzin players and, with Nopaltzin leading them, are apt to provide quite a tough time for the PCs, even with Achcuatli and the use of the drugs provided to them.

NON-ELITE TEAM MEMBERS (5) CR 4
Male Human Fighter 4
N Medium humanoid (human)
Init +2; Senses Listen +4, Spot +4
Languages Azotlan

AC 12, touch 12, flat-footed 10
hp 30 (4 HD)
Fort +6, Ref +3, Will +1

Spd 30 ft (6 squares)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options Improved Grapple, Improved Unarmed Strike, Point Blank Shot, Power Attack, Precise Shot

Abilities Str 15, Dex 14, Con 15, Int 11, Wis 11, Cha 10
Feats Improved Grapple, Improved Unarmed Strike, Point Blank Shot, Power Attack, Precise Shot
Skills
Bluff +2, Intimidate +5, Jump +7, Sense Motive +4, Tumble +6

If the PCs have agreed to Chipahua's terms, then Nopaltzin's teammates will instead be the second-stringers, considerably less talented than the elite team members and much more likely to allow the PCs to prevail.

Outcome:

Should the PCs prevail, then they will have been adjudged free by the gods. The PCs will notice Amoxtli and his allies from the Sun Temple will be quite unhappy with this turn of events and their retinue will storm out of the stadium. Meanwhile, Malinal and Pizotzin will be quite happy with the outcome. The populace as a whole in the stands will now cheer the PCs, throwing them feathered bundles as a token of their new esteem.

It should be noted that, technically, the PCs have not been judged innocent by the gods. Rather, it is simply the will of the gods that the PCs not be imprisoned or executed for their breach of the creation cyst chamber. Nevertheless, upon the outcome of the contest, no reputable member of Azotchtlan society would consider punishing or enacting reprisals against the PCs for the specific matter of the creation cyst. That said, should the PCs commit future crimes against the Azotchtla, they can and will be punished accordingly. The will of the gods only extends to the immediate question decided by the game.

Nopaltzin will be sacrificed immediately following the end of the game, in a short ceremony whereby a priest of Xbalanque cuts out his heart with an obsidian dagger and burns it in a stone bowl in the center of the playing field.

Followingf the sacrifice, the PCs will be taken by Malinal and Pizotzin to the nearby temple of the Sacred Twins, to rest and debrief.

Should the PCs lose, then a cadre of guards will begin to descend upon the field. Immediately, appearing in the midst of the PCs, will be Yayauhqui. He will cry out:

This is not the judgment of the gods! This is the folly of man! Look you upon these and then search the ancient records of Karsus. There you will have you answer, and there you will see why I do what I must!

And with this he will cast a word of recall spell and spirit the PCs away to his cavern refuge of karsites north of Upper Valast.

Should any PCs refuse to be transported with the Doomsayer, they are likely in deep trouble, as the entire assembled audience of powerful priests and soldiers will descend upon them in order to complete the sacrifice. It is the DM's choice as to whether the PCs have a chance to escape their fate, but in doing so, they will now be wanted fugitives and unwelcome in the Azotchtlan Lands.

Should any PC not have taken part in the sacred game (most likely to make room for Achcuatli on the team), they will have watched the game from the stands under guard and, should the PCs lose, will be immediately ushered onto the field to take part in the sacrifice. This will allow Yayauhqui to teleport this PC away when he makes his appearance.

Part Four - Denoument

There are really two general outcomes to this scenario, and they can have a great effect on the PCs' course going forward. If the PCs have won the sacred game, then they are able to operate openly in Azotchtla, integrate into Azotchtlan society, and avail themselves of its resources. On the other hand, should they lose and escape with Yayauhqui, then they will be wanted outlaws and will have to enter the Azotchtlan Lands in disguise. However, Yayauhqui will offer to house the PCs in his secret cavern refuge of karsites north of Upper Valast and the PCs can then use that as a base of operations.

Experience Points:

In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:

 

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