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Mechica
A Therran Scenario for 5 PCs of level 7-8

 

Summary:

The PCs must investigate reports of jaguars attacking merchants along a trade route near the King's Peaks. There they discover that the ancient city of Tenocatlan has been repopulated by the ancient Mechica people who are transforming captives into jaguar-men to fuel their growing army.

Assumptions:

The PCs have ties to the Hunahpu Temple in Xonochouco (sho-no-CHON-ko). All of the PCs are human or azurin Azotchtla.

Location:

The Hunahpu Temple in Xonochouco (sho-no-CHON-ko).

Historical Date:

702 A.C. Oromoxcoinatl (summer)

A Note to DMs:

This scenario is based in great part on the published scenario entitled Mechica published in Dragon Magazine issue #70. While the scenario has been updated to edition 3.5 of D&D, many other adjustments have been made to the treasure, creatures, and other details of the scenario in order to make the adventure work in the context of Sazhansiir as well as for a party of level 7-8 PCs. Nevertheless, the maps and many of the location descriptions are taken straight out of the published scenario with only a little adjustment. As such, players who have run through the scenario before are likely to have enough knowledge to ruin the adventure, and such players should sit out the adventure.

In addition, it should be noted that this scenario, in essence, presents an entire culture and city within the confines of the text of this advenutre. As such, it is impossible to fully detail the Mechica culture, the settlements, and the city. Purposefully, much has been left vague or roughly sketched, to be filled out by the DM as needed. Were the areas covered by this adventure to be fully fleshed out, it would be a massive undertaking. An example are the settlements of the Mechica (area 7 of the Mountain Trail map). Only a couple of paragraphs are devoted to what are essentially several small villages full of people, therianthropes, and the like, on the assumption that the PCs are likely to bypass this area of concentrated population or sneak through it. Of course, it is entirely possible the PCs will enter into the settlements in disguise, charm or speak with one or more inhabitants, and essentially take a portion of the adventure into the settlements in detail. In this case it will be the task of the DM to flesh out the settlements appopriately.

As a final note, this scenario is one where the PCs are being asked to infiltrate an area where the amount of force available to be brought against them is overwhelming. PCs who are used to marching boldly into the enemy camp and slaughtering all who oppose them are going to be defeated, captured, and likely transformed into jaguars. This scenario is best run for thinking players who plan things out and can creatively manage disguises, sneaking about, role-playing, etc. There is plenty of chance of combat, but such combat must be prepared for well and conducted somewhat discretely.

DM's Introduction:

The Sapotec people are known as the "Hill People" by the Azotchtla. They are an ancient culture of humans who, during the Okothian Empire, settled in the midst of the King's Peaks and built a civilization that at its height was a rival of ancient Tamoachan. Their capital city was called Tenocatlan [ten-OH-cat-lahn], the "City of the Divine Spirits", and was dedicated to the worship of the Olman gods. Their elite warriors were known as Eagle Knights, and they revered the alertness, acuity, and nobility of the eagle (however, they had no power to change into eagles).

The Mechica were a rival culture to the Sapotec, warlike and worshippers of strange powers, especially an entity called Tezcatlipoc [tez-CAT-lee-po-cah] or "The Jaguar Father". Over time this rivalry turned to warfare as the Mechica became jealous of the wealth of the Sapotecs and grew feral in the worship of the Jaguar Father. The Mechica, though less numerous than the Sapotecs, were granted special powers by Tezcatlipoca and over time they managed to defeat the armies of the Sapotecs in a campaign of guerilla warfare and attrition. Demoralized, the Sapotecs retreated to Tenocatlan and there the warriors of Mechica gathered and engaged in the final assault on the city.

The final assault was a vicious battle, and no quarter was given or asked. The Sapotecs lost the city, and fled into the surrounding mountains and hills becoming what they are to this day, a group of somewhat primitive highlanders who maintain tenuous legends of their once ancient glory.

The Mechica did not fare much better, despite winning the day. Although they took Tenocatlan, the entire upper eschelon of their priesthood was killed when a Sapotec hero and his cadre of followers managed to raid into the Mechica camp and destroy the source of their power, the risa stone, a potent magic item dedicated to Tezcatlipoca that was able to turn sacrificial victims into jaguars who served the Mechica and turn willing Mechica warriors into Jaguar Knights and Jaguar Priests. The priests had so much of their power tied to the stone that its destruction, combined with the anger of Tezcatlipoca, resulted in their painful and horrific demise.

Even today in some parts of Xonochouco a phyrric victory is known as a "mechican victory".

With their numbers depleted and their priesthood decimated, the Mechica could no longer hold their old lands and ended up merely occupying the city and the surrounding area around Lake Taxcoco [tash-COH-coh]. The remnants of the priesthood that was left did not have the lore to restore the sundered risa stone. Over time, the Mechica grew more and more distant from the lore of the stone, and it became merely an object of worship as well as used as an altar for the blood sacrifices of the people. The worship of the Jaguar Father receded in signifcance to the Mechica, until he became just a minor spirit amongst the other gods of the Olmans.

The Mechica and the Sapotecs still fought each other in small skirmishes over the intervening centuries, even as great events rocked the rest of Sazhansiir. The Creation Blast, the ascendancy of Tlaloc, the rise of the Fezen, and the overthrow of the Okothian Empire had little effect on the two isolated peoples. Trade occured between the Azotchtla and the Sapotecs and Mechica, though it was sporadic at best, as both cultures were ashamed of their decline in the face of the glory of the Azotchtlan nations and so tended to resent and be aloof from the Azotchtla.

The constant skirmishing and lack of trade with the outside nations left both the Sapotecs and Mechica small, poor, and relatively uncivilized. And so it went for year after year, decade after decade, and century after century.

Just four years ago there arose to rule the Mechicans a priest named Cuactehmoc [KWAK-teh-moke] who was fanatic in his devotion to the Jaguar Father and who spent his young life delving into the lore of the risa stone. He learned of its ancient powers and slowly came to understand the rituals required to use the stone. Cuactehmoc began to rise amongst the Mechica and gained a following that believed in his sermons concerning the rebirth of Mechica as a great nation to one day rival and even defeat the Azotchtlan nations. Always he preached that the way to glory was through Tezcatlipoca and the risa stone.

Eventually Cuactehmoc gained enough power to conduct a coup on the promise that he, alone, could restore the risa stone, and he overthrew the chieftain of the Mechica. Upon restoring the ancient stone and awakening its lost powers, he crowned himself "Emperor" of Mechica and immediately decreed that Tezcatlipoca would be the supreme deity of his people. He then began a program of reinvigorating the cadre of Jaguar Knights and Jaguar Priests, imbuing them with the power of the risa stone and then ordering them to attack the Sapotecs.

For the last two years, the Sapotecs have been fleeing the land around Tenocatlan. While they had, for many centuries, contended with the Mechicans, the return of the Jaguar Knights filled them with dread and, having no heart to face the Mechica in their full glory, they began to flee. Refugees from the mountains and hills came down into the Azotchtlan Lands reporting tales of jaguar warriors that were neither animals nor human.

Even the Sapotec refugees did not disturb the Azotchtla, for this was an affair of the Hill People and not the business of the Five Nations.

But lately merchants plying the trade roads between Xicalanca and Huexotzinga and Xicalanca and Xonochouco have reported raids by jaguars coming out of the hills and attacking their caravans. In some cases terrified merchants have reported that the jaguars were half-men or turned into men with jaguar heads. These creatures are often attributed with dragging hapless persons off into the night or up into the hills, never to be seen again.

At first the authorities at the Hunahpu Temple regarded these tales as fanciful embellishments of bandit raids and tall tales used to excuse the corwardice of caravan guards. But the tales have become more and more frequent and even reliable sources are reporting similar circumstances, so that now the Hanahpu Temple sees the need to form an expedition into the mountains to investigate.

The Mechica are, indeed raiding caravans, both to gain wealth and resources and materials needed to build their army, and to gain captives to turn into jaguars for the glory of Tezcatlipoca. If Cuactehmoc is not stopped, eventually the Mechica will grow powerful enough to pose a real threat to the people of Xonochouco.

A Word About Languages:

Many of the NPCs presented in this scenario speak Olman. Olman is an ancient form of Azotchtlan, and the two are very similar, such that a speaker of one can generally understand a speaker of the other. However, certain subtleties and idioms might be lost to a person who speaks one and not the other. The best comparison is to a modern-day English speaker listening to Shakespeare. The language used is the same, and much of the meaning can be gleaned, but in some cases slang and idioms will be unknown or misunderstood and understanding the other language requires active listening and concentration. Furthermore, a speaker of one of these languages will almost certainly not sound like a speaker of the other. Attempting to sound like a speaker of the other language requires an appropriate Disguise check and can be assumed to be a part of any Disguise checks made to pass off as a Mechican or Sapotec tribesman.

From a technical standpoint, the Mechica and Sapotec speak a hybrid of Olman and Azotchtlan, and even they might have difficulty listening to an actual ancient speaker of Olman from the old Okothian days. Nevertheless, in practical terms, the DM should assume that Azotchtlan speaking PCs can understand Olman speakers in this scenario and vice versa. The only practical effect of the difference is that trying to pass as a Mechican or Sapotec will require that the PC speak Olman and Azotchtlan, or not speak, or make a Disguise check to mimic the proper language.

Part One - Contract

The Hunahpu Offer:

Malinal Ollinxoco, High Priestess of the House of Hunahpu in Xonochouco, has called the PCs to her audience chamber to propose a contract with them. Ideally, the PCs should be those with ties to the Hunahpu Temple, whether as guards, worshippers of the goddes, or adherents of Hunahpu's twin god, Xbalanque, the Lord of Thieves.

Malinal will gather the PCs before her and speak:

I have called you here because of a threat that has arisen in the King's Peaks. Something is happening within the mountains and it has resulted in a disruption of trade along the roads through the hills and mountains between here and Xicalanca. Caravans have been attacked by groups of jaguars that have emerged from the hills. This is unusual, as jaguars do not normally attack groups of men, but tales of these attacks make mention sometimes of jaguars turning into men and men into jaguars during these attacks. At first we regarded these as tall tales, or perhaps bandits dressed in jaguar skins, but the reports have become more and more consistent and some of the sources are quite reliable. They tell of people being taken by the jaguar men and being dragged off screaming into the mountains.

Furthermore, we have had reports for the last several years of Sapotec Hill People fleeing the mountains, and though they are a reticent people, they have sometimes mentioned the Mechica and the return of the jaguars.

The Mechica, as you may know, were the rivals of the Sapotec, and the old tales say that they long ago fought a war against the Hill People and wrested from them the city of Tenocatlan, built on Lake Taxcoco in the heart of the mountains. But the war decimated both sides, and so for these many years little was heard of either the Sapotec or the Mechica. The ancient legends about the Mechica say that they worship jaguars, and that they once had the power to turn into jaguars and fight with the strength and agility of the great cats combined with the intellect and lore of humans. But in the war with the Sapotec they lost that lore, or perhaps all who knew of it were slain. In the centuries since, the city of Tenocatlan has become a legend that few have claimed to have seen, even from a distance, firsthand. We cannot now know if the tales of the great city are even true.

But now, with the Sapotec fleeing their ancestral homeland, and with these attacks on caravans, I fear that the Mechica may have rediscovered their lost lore and are once again sacrificing innocents on the altar of the Jaguar Father.

I would like to contract you on behalf of the Hunahpu Temple. Your contract will be to proceed into the mountains to find the City of Tenocatlan and to determine what is happening there and, if there exists a true threat to the Azotchtlan Lands or to lowland trade, that you put a stop to it if at all possible.

For finding out what is happening, you will be paid 150 gp each. If there is a true threat and you can put a stop to it, then we will make the amount ten times as much.

Will you take this contract?

Assuming the PCs agree, then a stone tablet will be drawn up and the PCs will be required to shed a bit of manatlan (or blood) on the tablet to seal their agreement.

This done, the High Priestess will give the PCs a papyrus map showing the location of a path near the headwaters of the Mestil River that is believed to lead to the Sapotec lands and hopefully the city of Tenocatlan. She will urge them to leave as soon as they can.

Additional PCs:

In the original Creation Cyst campaign, this adventure was run for those PCs (and cohorts) of Azotchtlan ancestry who could not participate in the scenario The Hidden Shrine of Tamoachan. Non-Azotchtlan PCs may have a tougher time in this scenario as the ability to sneak into the enemy city in disguise will be severely reduced unless they have magical means to do so.

As an alternative, players can play one of the below Azotchtlan NPCs for this scenario or the DM can provide some or all of them to bolster a group of PCs that is short-handed.

ATIMOUYAN (Ah-TEE-mouw-yahn) CR 7 (ECL 7)
Female human Rogue 7
CG Medium humanoid (human)
Init +3; Senses trapfinding; Listen +6, Spot +6
Languages Azotlan, Slith

AC 15, touch 13, flat-footed 15; trap sense +2, uncanny dodge
hp 34 (7 HD)
Fort +3, Ref +8, Will +3; evasion, trap sense +2

Spd 30 ft (6 squares)
Melee mwk punching dagger +9 (1d4+1)
Melee mwk punching dagger +7 (1d4+1) and mwk dagger +7 (1d4+1)
Ranged sling +8 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +6
Atk Options sneak attack +4d6, Vexing Flanker
Special Actions Combat Reflexes
Combat Gear masterwork obsidian punching dagger, masterwork dagger, sling, sling bullets (20), potion of cure moderate wounds (CL 3), potion of shield of faith +2 (CL 1), potion of protection from evil (CL 1), oil of magic weapon (CL 1)

Abilities Str 12, Dex 17, Con 13, Int 14, Wis 12, Cha 13
Feats Combat Reflexes, Two-Weapon Fighting, Vexing Flanker, Weapon Finesse
Skills
Balance +10, Bluff +11, Climb +10, Diplomacy +8, Disable Device +10, Disguise +11 (+13 acting), Escape Artist +8, Hide +8, Intimidate +3, Jump +8, Listen +6, Move Silently +8, Open Lock +10, Search +7, Sleight of Hand +11, Spot +6, Survival +1 (+3 following tracks), Swim +6, Tumble +15, Use Rope +3 (+5 to bind)
Possessions Combat gear plus leather armour, cloak of minor invisbility, masterwork potion belt, masterwork thieves' tools, masterwork disguise kit (10 uses), belt pouch, hemp rope (50 ft), flint and steel, backpack, 8 torches, wooden holy symbol of Xbalanque, 157 gp

CLOAK OF MINOR INVISBILITY
Price (Item Level):
4,000 gp (8th)
Body Slot: Shoulders
Caster Level: 3rd
Aura:
Faint; (DC 16) illusion
Activation:
Standard (mental)
Weight:
-

This cloak is made of spider silk woven with small silver feathers.

The cloak of minor invisibility allows its wearer to become invisible (as the invisbility spell, caster level 3rd). The cloak functions once per day.

Prerequisites: Craft Wondrous Item, invisbility.
Cost to Create:
2,000 gp, 160 XP, 180 days

Description: Atimouyan is a lithe, fit woman in her late twenties with a tom-boy appearance. She is a dedicated devotee to the Xbalanque Temple and uses her skills only for the better good, sometimes robbing from the rich to give to the poor. She is an experienced adventurer, having made a living for the past 5 years taking dangerous assignments from the Twin Gods, and she is cautious and methodical in her approach to suspicious locations that may harbour deadly traps.

She has a personal code of honour, and is not bound by her word if she believes harm will come to innocents or if the greater good is served. She will never steal from companions, except perhaps to steal back something that a companion should not have taken in the first place!

ITLACHUINACHT (ee-tlah-CHWIN-acht) CR 7 (ECL 7)
Complete Adventurer page 13
Male human Cleric 1 (Xbalanque)/Spellthief 6
N Medium humanoid (human)
Init +2; Senses trapfinding; Listen +3, Spot +3
Languages Azotlan, Slith

AC 15, touch 12, flat-footed 13
hp 36 (7 HD)
Fort +6, Ref +5, Will +11; +1 competence bonus vs spells

Spd 30 ft (6 squares)
Melee mwk spear +5 (1d8)
Ranged sling +6 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +4
Atk Options sneak attack +2d6, steal energy resistance 10, steal spell (3rd level), steal spell effect (8th level caster), steal spell-like ability (2nd level)
Special Actions turn undead (5/day)
Combat Gear masterwork spear, sling, sling bullets (20), wand of cure light wounds (CL 1, 45 charges), potion of shield of faith (CL 1), potion of protection from evil (CL 1)
Cleric Spells Prepared (CL 5, melee touch +4, ranged touch +6):
1st - bless, command (DC 14), disguise self
(d)
0 - detect undead, guidance, light
Domains: Celerity (+10 ft land speed in light armour/load), Trickery (bluff, disguise, hide are class skills)
Spellthief Spells Known (CL 3, melee touch +4, ranged touch +6):
1st (2/day) - charm person (DC 13), feather fall, shield
Spell-Like Abilities (CL 6):
2/day - detect magic

Abilities Str 11, Dex 14, Con 12, Int 13, Wis 16, Cha 15
SQ spontaneous healing
Feats Combat Casting, Divine Vigour, Eschew Materials, Practiced Spellcaster (cleric)
Skills
Balance +4, Bluff +8, Concentration +12, Diplomacy +4, Disguise +9 (+11 acting), Gather Information +6, Heal +5, Intimidation +4, Jump +7, Knowledge (arcana) +6, Knowledge (religon) +4, Spellcraft +10, Swim +3, Tumble +14
Possessions Combat gear plus masterwork studded leather armour, cloak of resistance +1, masterwork potion belt, spell component pouch, belt pouch, flint and steel, backpack, 8 torches, wooden holy symbol to Xbalaqnue, gold and turquoise spellthief headband (worth 600 gp), 34 gp

Description: Itlachuinacht is a slight, small man in his early thirties with a pinched face but a humourous, easy-going manner. He is a bit of a rake, especially with the ladies. Proud of his membership in the exclusive ranks of the spellthieves, he never fails to prominently display his headband, except when in disguise. He is discrete in his use of his arcane spells, for he knows that indiscriminate use, even by a spellthief, causes problems. However, his abilities as a cleric allow him to let observers assume that all of his spells are divinely given.

Itlachuinacht has come on this mission because the Hanahpu Temple believes that the Mechica may possess strange or unknown magic, and Itlachuinacht wishes to learn of any such powers for his brethren spellthieves.

In combat, Itlachuinacht rarely enters the fray immediately. He will often delay until his opponents have chosen their foes and then will pop in with a sneak attack. Of course, he will go after spellcasters to the exclusion of other foes whenever possible.

MANILUKALKALN (mahn-ee-LOO-kal-kahln) CR 7 (ECL 7)
Male human Fighter 7
N Medium humanoid (human)
Init +2; Senses Listen +2, Spot +3
Aura Shieldmate (adjacent allies gain +1 shield bonus)
Languages Azotlan

AC 19, touch 12, flat-footed 17 (includes Shield Specialization)
hp 57 (7 HD)
Fort +7, Ref +4, Will +4

Spd 30 ft (6 squares)
Melee mwk longspear +11/+7 (1d8+6)
Melee +1 klanth (battleaxe) +12/+8 (1d8+7)
Ranged javelin +9 (1d6+4)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +11
Atk Options Power Attack
Special Actions Combat Reflexes, Hold the Line
Combat Gear masterwork longspear, +1 klanth (battleaxe), javelins (6), potion of cure moderate wounds (CL 3), potion of bull's strength (CL 3), potion of shield of faith +2 (CL 1), potion of protection from evil (CL 1)

Abilities Str 18, Dex 14, Con 15, Int 11, Wis 10, Cha 12
Feats Combat Reflexes, Hold the Line, Iron Will, Power Attack, Shieldmate, Shield Specialization, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Skills
Climb +9, Jump +9, Intimidate +6, Listen +2, Spot +3, Swim +9
Possessions Combat gear plus studded leather armour, +1 heavy wooden shield, masterwork potion belt, belt pouch, flint and steel, backpack, 8 torches, wooden holy symbol to Uemac, wooden holy symbol to Hunahpu, 23 gp, 16 sp, 44 cp

Description: There is not much subtlety to Manilukakaln, a hulking Azotchtlan in his late twenties from the verges of the Irin Forest who enjoys combat for the sheer thrill of the fight. He is prone to occasionally attempt to duel the most powerful foe on the battlefield whether or not the tactical situation calls for it, though he can be reigned in by a capable commander whom he respects. His face is decorated with tattoos and Manilukakaln can tell the story behind each, for each represents a defeated foe of worth.

Manilukakaln is very proud of his magical klanth and shield, both of which he claims he took from a noble in a flowery battle several years ago. He will not name the noble, as he claims that to do so would dishonour the reputation of a worthy opponent. The shield bears no insignia, but has the image of a feathered serpent plainted on it in blood red. Manilukakaln often talks to his shield in battle, though it has no name that he knows of.

Manilukakaln has occasionally served as a caravan guard for the Hunahpu Temple, and he is known for his loyalty to his assignment, his bravery in combat, and his willingness, when not dueling a powerful foe, to aid the defense of others around him with his shield.

KLATLINHUAPA (KLAHT-leen-hoo-ahp-ah) CR 7 (ECL 7)
Female human Cleric 7
NG Medium humanoid (human)
Init +1; Senses Listen +4, Spot +4
Aura Good (strong)
Languages Azotlan, Duskling


AC 16, touch 12, flat-footed 14
hp 49 (7 HD)
Fort +7, Ref +3, Will +9

Spd 30 ft (6 squares)
Melee mwk heavy mace +7 (1d8+1)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +6
Special Actions Azure Turning*, Divine Vigour, freedom of movement 7 rounds/day, turn undead (5/day, +2 synergy bonus)
Combat Gear masterwork obsidian heavy mace, orb of blinding (3/day, DC 16), wand of cure moderate wounds (CL 3, 27 charges), divine scroll of dispel magic (CL 5), divine scroll of neutralize poison (CL 7), divine scroll of remove disease (CL 5), divine scroll of remove curse (CL 5), potion of bear's endurance (CL 3), holy water (5), antitoxin (2)
Cleric Spells Prepared (CL 7, melee touch +6, ranged touch +6):
4th - dimension door
(d), panacea, valiant spirit*
3rd - dispel magic, fly
(d), guardian spirit*, magic circle against evil
2nd - elation, enthrall (DC 15)
(d), silence, spiritual weapon, suppress magic
1st - bless, longstrider
(d), magic weapon, sanctuary, shield of faith, wieldskill
0 - detect magic, guidance, light, mending, read magic, resistance
Domains: Herald (intimidate class skill, +4 bonus to diplomacy and intimidate checks), Travel (freedom of movement 7 rounds/day)
Essentia Pool - 2 (Capacity 2)

Abilities Str 13, Dex 12, Con 14, Int 12, Wis 18, Cha 15
SQ spontaneous healing
Feats Azure Turning*, Combat Casting, Divine Vigour, Incarnum Spellshaping
Skills
Concentration +12, Diplomacy +16, Heal +9, Intimidate +11, Knowledge (religon) +6, Spellcraft +6
Possessions Combat gear plus studded leather armour, heavy wooden shield, masterwork potion belt, belt pouch, spell component pouch, scroll case, flint and steel, backpack, 8 torches, silver holy symbol to Hunahpu, gold and silver bracelet worth 120 gp, silver and jet ring worth 45 gp, turquoise clasp worth 50 gp, 140 gp, 35 sp, 33 cp

* These items can have essentia invested in them.

Description: Klatlinhuapa is a mid-ranking priestess of Hunahpu in the temple of Xonochouco and a favoured student of Malinal. She is 30 years old and retains a girlish cast to her face that can disarm even the surliest diplomatic or economic adversary. Her father was an Azurin, and as such she has taken an interest in incarnum and has befriended a clan of dusklings near her temple in southern Xonochouco. She is not yet sure if she will pursue her incarnum studies to an even greater extent, though Malinal encourages it.

Klatlinhuapa is not a battle priestess, though she is capable of holding her own in combat. She will use her magic to aid others, including her incarnum spells. She will invest essentia in her Azure Turning feat unless she believes she will be facing undead that day.

Overall, Klatlinhuapa is a kind soul, who enjoys meeting with people with interesting stories to tell. She is a great conversationalist and prefers negotiation and parley to conflict whenever possible.

Travelling to the Path:

The journey from the Temple of Hunahpu to the foothils of the King's Peaks where the Mestil River emerges from the highlands will be a journey of about 350 miles. On foot this journey will take 20 days or a fortnight (depending upon land speed of 20 ft or 30 ft) through mostly civilized lands of Xonochouco along well-defined pathways and roads.

Towns and travel lodges and shelters will be plentiful, and many citizens and occasional soldiery of the nation will be seen on the roadways.

There is a 1 in 10 chance per day of travel that the PCs will encounter a group of Sapotec refugees heading north. These refugees will appear in extended family groups of 5d4 persons of varying gender and ages carrying their belongings piled on their backs. The refugees are insular and will not even look at the PCs, instead travelling on with downward cast eyes. If stopped and questioned, the Sapotec will speak very little, and appear uncomfortable in the presence of the PCs. If pressured to speak, the boldest amongst them will identify themselves as Sapotec people fleeing their homeland in the mountains to the south. If asked why they are fleeing, they will say the seek to escape the "jaguar plague". But they will only give this information if they have no other choice. Sapotecs mind their own affairs, and they expect the same in return. If there is any way of avoiding contact with strangers, including running away, the tribesmen will do so.

Upon arriving at the Mestil River, the PCs must then turn southwest into the hills and towards the higher peaks. The map provided to the PCs by the Hunahpu Temple indicates that the trail head they seek is about 100 miles into the range. This journey will be along trackless hills and will take between 12 and 8 days depending upon land speed of 20 ft or 30 ft.

If the DM wants, he can check for wandering encounters during the journey into the hills. Actual encounters are checked for each of four periods of the day, morning, afternoon, evening, and night. Assume the PCs travel during the first two periods and are encamped for the last two periods. There is a 10% chance of an encounter each period. If an encounter is indicated for a period, the DM should check again to see if a second encounter is indicated. If so, then a third check should be made and so forth until a check fails for that period. Multiple encounters in a given period can be spaced apart randomly (i.e. roll a d6 for hour in the period) or can be mixed together into a multiple encounter.

Nighttime encounter chances can increase or decrease depending on the type of camp that is set up:

PCs light an unshielded fire = +10%

PCs light a shielded fire = +5%

PCs make no effort to find a secluded or safe campsite or fail a DC 15 Survival check to find such a spot by 5 or more = +5%

PCs make a DC 15 Survival check to find a safe or secluded campsite = -5%

PCs make noise (singing, etc.) = +5%

Of course, PCs of the level appropriate for this scenario likely have magical means to encamp, including the various shelter-spells and the ever-useful rope trick.

The DM should not seek to foil any measures such as rope trick that the PCs have taken to ensure their safety. After all, that means they have forsaken other spells to memorize these magical means of encamping. In general, such means will involve no encounters during the night, but encounters may occur during the evening, as the PCs must still spend time outside washing, eating, cooking, praying, and practicing their skills. Unless PCs ensconced in concealed magical lodgings wish a running account of the various creatures that blunder past them in the night, the DM should simply not even roll for encounters during the night unless there is a chance that a creature encountered could somehow interact with the PCs.

If an encounter(s) is(are) indicated, refer to the table below.

Full statistics and the like are not presented in this scenario in order to save time and space. It is suggested that the DM preroll for wandering encounters and craft interesting situations to accommodate the encounters.

d100

Result

Number

Source
01-02 Amphisbaena 1

Serpent Kingdoms pg 62

03-08 Baric 1d8 Tome of Horrors pg 28

09
Couatl *

1
Monster Manual pg 37
10-16 Deer, Black-Tailed 1d20 Tome of Horrors pg 429
17-21 Dire Hawk 1d2 Races of the Wild pg 189
22-27 Dire Rat 1d20 Monster Manual pg 64
28-29 Dire Snake 1 Monster Manual II pg 74
30-34 Dire Weasel 1d2 Monster Manual pg 65

35-36
Duskling

1d10
Magic of Incarnum pg 175

37-41
Eagle

1d2
Monster Manual pg 172
42-46 Firefly, Monstrous 1d20 Arms and Equipment Guide pg 91
47-50 Fly, Giant 1d12 Tome of Horrors pg 202
51-55 Human, Sapotec * 5d4 Mechica Scenario
56-59 Lion 1d10 Monster Manual pg 275
60-61 Marble Snake 1d4 Tome of Horrors pg 262
62-66 Scorpion, Monstrous * var Monster Manual pg 287
67 Skulk 1d8 Fiend Folio page 154
68-69 Snake, Dung 1 Serpent Kingdoms pg 83
70-74 Snake, Viper * var Monster Manual pg 280
75-78 Spider, Hairy 2d10 Monster of Faerun pg 79

79-83
Swarm, Bat

1d20
Monster Manual pg 237
84-88 Swarm, Rat 1d12 Monster Manual pg 239
89-90 Tusk Terror 1d3 Monster Manual V pg 182
91-92 Witherweed 1 Tome of Horrors pg 368
93-99 Wolf 1d20 Monster Manual pg 283
00 Yrthak 1 Monster Manual pg 262

* = creature encounter divided into subtypes per the tables below or requiring additional explanation

Couatl:

The couatl can only be encountered once. Further instances of this result should be rerolled.

The couatl will be flying on business of its own. If called to, it will approach the PCs. It speaks Azotlan fluently and although it will not volunteer information, it will answer up to three questions concerning the general situation of the Mechica in a very brief manner (preferrably yes-or-no). The couatl knows much of the history of the Mechica and also knows that a new leader has emerged who has reactivated the risa stone and is building his power base. It does not precisely know what the risa stone is, other than the fact that the Mechica warriors and citizens speak of it with awe and reverence.

Human, Sapotec:

These refugees will appear in extended family groups of 5d4 persons of varying gender and ages carrying their belongings piled on their backs. The refugees are insular and will not even look at the PCs, instead travelling on with downward cast eyes. If stopped and questioned, the Sapotec will speak very little, and appear uncomfortable in the presence of the PCs. If pressured to speak, the boldest amongst them will identify themselves as Sapotec people fleeing their homeland in the mountains to the south. If asked why they are fleeing, they will say the seek to escape the "jaguar plague". But they will only give this information if they have no other choice. Sapotecs mind their own affairs, and they expect the same in return. If there is ny way of avoiding contact with strangers, including running away, the tribesmen will do so.

In the Mechica lands, this result will be human, Mechica instead. See "The Mountain Trail" below.

Scorpion, Monstrous:

These will be encountered as follows:

01-30 = 1d8+8 tiny monstrous scorpions
31-60 = 1d12 small monstrous scorpions
61-79 = 1d6 medium monstrous scorpions
80-97 = 1d6 large monstrous scorpions
98-00 = 1d3 huge monstrous scorpions

Snake, Viper:

These will be encountered as follows:

01-30 = 1 tiny viper
31-60 = 1 small viper
61-79 = 1 medium viper
80-97 = 1 large viper
98-00 = 1 huge viper

Arriving at the Path:

Eventually the PCs will reach the beginning of the path indicated on the papyrus map. The path begins at the foot of a steep mountain ridge. The mountains are granite; the terrain is occasionally speckled with some scrub-type plants or trees. The trail is rather wide, and the PCs may travel three abreast on this part of the trail. If the PCs move off of the trail, travel is reduced to trackless rate due to the sharp climbs and drops in the terrain.

General Note:

Unless otherwise stated, all therianthropes encountered in Parts Two and Three will be in human form when encountered. Since these creatures are all humans who have been transformed by the risa stone into therianthropes, they tend to prefer their human forms when not hunting or in combat.

All jaguars encountered are polymorphed humans, usually Sapotec tribespeople but with a sprinkling of merchants and caravan guards and hunters from Xonochouco, Xicalanca, or Huexotzinga. As such, these creatures have a moderate aura of transmutation magic.

Also, the general motivation of all Mechica in combat is to capture foes to bring to the risa stone. This does not mean they won't use lethal combat, but they will not slay downed opponents and will bind the bleeding wounds of those captured, and so forth. Refer to the section entitled "Captured!" below for more details.

The Mechica themselves are fanatically loyal to the Emperor and his dreams of a grand resurgence of Mechican power. They will not betray him or aid the PCs without magical compulsion. If such magical compulsion is employed, every Mechican knows of the rise of the Emperor, the resurgence of the Jaguar Father, and that the risa stone in the Temple of the Jaguar Father in the city of Tenocatlan is used to tranform the most worthy Mechica into Jaguar Knights or Jaguar Priests and that the stone also transforms enemies of the Mechica into jaguars who serve the Jaguar Father and the Emperor.

Part Two - The Mountain Trail

Refer to the map above. The PCs begin at the edge of the trail on the northern edge of the map. On the Sazhansiir continental map this corresponds to the point where the hills turn into mountains on the map just north of the Sandiir River. Travel will be at the road rate through mountainous terrain (12 miles per day at speed 20 ft or 18 miles per day at speed 30 ft).

The encounter locations below correspond to the numbered sites on the map above.

DMs should continue to use the wandering encounter chart presented above. However, any result of Human, Sapotec should be treated as Human, Mechica and be comprised of:

01-15 = 1d4+1 Jaguar Knights
16-35 = 2d4 Mechica Warriors
36-80 = 3d4 Mechica peasants
81-00 = 1d4 Jaguars

In addition, DMs should make an additional set of encounter checks each period with an encounter indicating a Human, Mechica encounter as above. This reflects the endemic population and Mechican activity in the region.

Note: All statistics for the Jaguar Knights of various ranks, as well as Mechica Warriors, Jaguar Father Priests, and Jaguars are noted in the "Roster" section towards the end of this scenario.

1. Empty Sapotec Calpulli

After the PCs clear the first ridge, they will notice a pathway jutting off to the east. If this path is examined, a DC 10 Search check or Survival check will allow the PCs to notice that it has been travelled on recently. A DC 15 Survival check by a person with the Track feat will allow that person to be able to track the footprints of a single barefoot human.

The path can be followed back roughly one-quarter mile into a steep ravine.


At the end of the ravine is a calpulli, or wooden dwelling, in a state of disrepair. It is about 40 ft wide and angles back to a depth of 100 ft. The front entrance is uncovered.


If the PCs enter:

The dwelling is a single room that seems to have been long abandoned. Eight hammocks hang between the wall and a series of posts that run from floor to ceiling. Also in the room are 16 floor mats, some crude stone implements and eating utensils made of gourds, a pile of rotten squash in a corner, and a crude figure of a feathered snake with the feathers made of gold that sits before the first wooden post facing the entrance.


The bowls, clustered in the center of the room, contain food, although their contents now appear to be a fungus growth. If the bowls are examined closely, it may be noted that the markings on the bowls are similar to markings carried by the Sapotec refugees in the north.

The rest of the room appears to have been ransacked, though the feathered serpent figurine is standing in plain sight. The overall impression of this place will be one of the people who occupied this dwelling being interrupted or made to flee in the middle of their daily routine.

Treasure: The feathered snake figure is worth 30 gp. If the PCs search under the floor mats, they will find a total of 27 sp.

2. Alcoman

While descending from the first ridge of the mountains, the PCs will pass by a man hiding behind a low bush watching the PCs. The man has a Hide bonus of +8 and so the DM can assume his Hide check was an 18. The bush is about 50 ft off of the trail.

If the PCs notice the man and call to him in Azotlan, he will look confused more than frightened. He will answer with the words "Please do not kill me." If he is fired on first, he will fight back.

If he is not noticed, he will begin to trail the PCs (unless the PCs appear to be Mechica or use spectacular arcane magic in his sight or are bedecked in metal armour and weapons or do anything else to indicate they might be hostile), essentially allowing them multiple Spot checks until they finally see him.

Creatures: The man's name is Alcoman Ocelotl. His grandfather was a Mechican who was condemned to death for an unnamed crime and who escaped the city and settled in the mountains, where he ended up married to a Sapotec woman. He passed on to his grandson, before he died, an intense hatred of the Mechica.

Alcoman can be befriended with a Diplomacy check. His attitude will begin as indifferent, but if the PCs mention that they intend to oppose the Mechica in any way then his attitude will begin as friendly. If Alcoman's attitude is friendly, he will gladly relate to the PCs what he knows of the Mechica. If his attitude is made helpful, he will volunteer to help the PCs as a scout and information source.

If Alcoman is attacked, he will whistle for his wolf companion, which is hiding out of sight about 100 ft away. If Alcoman agrees to accompany the PCs, then he will also whistle for his wolf to accompany him.

ALCOMAN OCELOTL CR 4
Male human Ranger 4
LN Medium humanoid (human)
Init +1; Senses Track; Listen +6, Spot +6
Languages Olman

AC 12, touch 11, flat-footed 11; Dodge
hp 22 (4 HD)
Fort +5, Ref +5, Will +2; Endurance

Spd 30 ft (6 squares)
Melee 2H klanth (longsword) +6 (1d8+3)
Ranged short bow +5 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options favoured enemy (animal +2)
Special Actions Rapid Shot
Combat Gear klanth (longsword), short bow, arrows (12)
Ranger Spells Prepared (CL 2, melee touch +6, ranged touch +5):
1st - hunter's mercy

Abilities Str 14, Dex 13, Con 12, Int 11, Wis 12, Cha 12
SQ animal companion (link, share spells), combat style (archery), favoured enemy (animal +2), wild empathy +5
Feats Alertness, Dodge, Endurance, Rapid Shot, Skill Focus (survival), Track
Skills
Climb +7, Handle Animal +6, Heal +4, Hide +8, Jump +7, Listen +6, Move Silently +8, Spot +6, Survival +10, Swim +7
Possessions Combat gear plus padded armour, spell component pouch, copper and amethyst bracelet worth 10 gp, marble feathered serpent figurine worth 10 gp, 7 gp

ALCOMAN'S WOLF COMPANION CR n/a
N Medium animal
Init +2; Senses low-light vision, scent, Track; Listen +3, Spot +3


AC 14, touch 12, flat-footed 12
hp 13 (2 HD)
Fort +5, Ref +5, Will +1

Spd 50 ft (10 squares)
Melee bite +3 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Atk Options trip (+1)

Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
SQ animal companion (link, share spells), combat style (archery), favoured enemy (animal +2), wild empathy +5
Feats Track, Weapon Focus (bite)
Skills
Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Tricks Assist Attack, Assist Defend, Attack, Defend, Guard, Heel, Seek

* Wolves have a +4 racial bonus on Survival checks when tracking by scent.

Developments: If Alcoman is asked about the abandoned calpulli (area 1 above), he will explain that the calpulli, where he used to live, was raided and ransacked by Mechica warriors dressed as jaguars, and the residents were carried off. However, Alcoman does not know the fate of the other calpulli members. He was out hunting when the raid took place and it was his Track ability that allowed him to know what had happened as well as a bit of jaguar fur left at the scene. The raiders and his people headed south.

Alcoman will also tell of the profusion of jaguars that has caused havoc in the area. He does not know the cause of the sudden population increase, but he seems to believe that Tezcatlipoca the Jaguar Father is behind it somehow. As far as he knows, all of the rest of the Sapotec families have fled the area, or else they have suffered the same fate as the members of his calpulli. The young man stayed behind and did not flee with the rest of the refugees because of his intense hatred of the Mechia, his youthful pride, and his desire to help other Sapotec who might remain in the area.

Alcoman knows that the great Mechica city of Tenocatlan, which was once Sapotec before it was stolen by the Mechica, exists and is located somewhere along the trail leading south, but Alcoman has never been any further south than this; the Mechica and the jaguars are too numerous for him to risk travelling that far by himself.

If Alcoman is helpful to the PCs, he will show the PCs loyalty beyond all expectations. He will defend any and all PCs against all odds, even to the death if necessary. Should the PCs choose to leave him behind after he has become helfpul, he will follow at a distance, waiting for an opportunity to rush to the PCs' aid. He will, in fact, persist unless bound and left behind. He feels that if he shows himself to be capable, the PCs will eventually accept him.

When the PCs arrive at forks in the road further along the path, Alcoman will not know which path leads toward Tenocatlan since he has never ventured this far.

3. The Dusklings (EL 7)

Should the PCs choose the "wrong" road (the one heading west), they will find that this pathway comes to an abrupt end after about a day's travel (depending on the speed of the PCs). At the end of this trail is a large ditch. Close inspection and a DC 10 Knowledge (architecture and engineering) will show that the ditch was recently dug (within the last week or less).

The excavation is the work of a group of dusklings. The purpose of the ditch is to provide a place for fallen rain to gather, in hopes that the accumulation of water will eventually form a lake (the ditch is presently dry, and is still under construction). The dusklings would then like to form a settlement around the new lake, as their old one has become the hunting area of a nest of yrthaks.

Creatures: When the PCs arrive in the area they will encounter 6 dusklings. Four of the dusklings are warriors. They are led by a barbarian and a totemist. Tulavesha, the totemist, has a mask of blue force hiding her features and glowing claws of blue energy on her hands. During daylight hours, the dusklings always have at least one warrior keeping guard from within the ditch while the others work (or supervise). During night the dusklings are camped in a collection of hide tents about 100 ft away from the ditch.

DUSKLING WARRIORS (4) CR 1
Magic of Incarnum page 175
Male duskling Warrior 2
N Medium fey (extraplanar, incarnum)
Init +5; Senses low-light vision; Listen -1, Spot -1
Languages Duskling, Azotlan

AC 15, touch 11, flat-footed 14
hp 11 (2 HD)
Fort +4, Ref +1, Will -1

Spd 35 ft (7 squares; 1 essentia); incarnum speed
Melee mwk battleaxe +4 (1d8+1)
Ranged short bow +3 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +3
Combat Gear masterwork obsidian battleaxe, short bow, arrows (12)
Essentia Pool 1 (Capacity 1)

Abilities Str 13, Dex 12, Con 13, Int 8, Wis 9, Cha 8
Feats Improved Initiative
Skills
Jump +3
Possessions Combat gear plus leather armour, belt pouch, digging tools, 25 gp

HORATHIEL CR 3
Magic of Incarnum page 175
Male duskling Barbarian 3
CN Medium fey (extraplanar, incarnum)
Init +7; Senses low-light vision; Listen +1, Spot +1
Languages Duskling, Azotlan

AC 14, touch 11, flat-footed 14; trap sense +1, uncanny dodge
hp 29 (3 HD)
Fort +6, Ref +2, Will +2; trap sense +1

Spd 45 ft (9 squares; 1 essentia); fast movement, incarnum speed
Melee mwk greataxe +6 (1d12+3)
Ranged mwk short bow +5 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +5
Special Actions Cobalt Rage (1 essentia), rage 1/day (6 rounds)
Combat Gear masterwork obsidian greataxe, masterwork shortbow, arrows (20), potion of cure moderate wounds (CL 3)
Essentia Pool 2 (Capacity 1)

Abilities Str 13, Dex 12, Con 13, Int 8, Wis 9, Cha 8
SQ illiteracy
Feats Cobalt Rage, Improved Initiative
Skills
Climb +7, Jump +11, Survival +7
Possessions Combat gear plus studded leather armour, 17 gp

TULAVESHA CR 4
Magic of Incarnum page 175
Female duskling Totemist 4
CN Medium fey (extraplanar, incarnum)
Init +2; Senses low-light vision; Listen +2, Spot +4
Languages Duskling, Azotlan


AC 15, touch 12, flat-footed 13; totem avatar (1 essentia)
hp 38 (4 HD); rageclaws (-16 hp)
Fort +7, Ref +6, Will +0; +4 vs supernatural abilities of magical beasts

Spd 35 ft (7 squares; 1 essentia); incarnum speed
Melee 2 rageclaws +7 (1d6+4); rageclaws (2 essentia, totem chakra)
Ranged mwk short bow +6 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +5
Atk Options
Special Actions
Combat Gear masterwork shortbow, arrows (20), potions of cure moderate wounds (CL 3) (2), potions of bear's endurance (CL 3) (2)
Essentia Pool 4 (Capacity 1 [2 for totem chakra])
Soulmelds:
great raptor mask*, rageclaws (2 essentia, totem chakra)*, totem avater (1 essentia)*, wolf pelt [worg pelt]*

Abilities Str 14, Dex 14, Con 17, Int 12, Wis 8, Cha 12
SQ chakra bind (totem), wild empathy +5
Feats Alertness, Stealthy
Skills
Hide +6, Knowledge (nature) +6, Listen +2, Move Silently +5, Spot +4, Survival +6 (+8 aboveground)
Possessions Combat gear plus studded leather armour, 17 gp

* These items are included in the above statistics at their current values.

Developments: The dusklings know little of the happenings in the region, having just come here less than two days ago seeking a place to make their home. If the PCs warn the dusklings about the jaguar attacks and the danger in the region, the dusklings will be most eager for this news and ask questions clarifying the PCs' assertions. They will mention that a previous group of their people went missing in this region a few months ago.

The dusklings are initially indifferent to the PCs. If their attitude becomes friendly, they will believe the PCs if warned of the growing danger in this land and will decide not to continue with their ditch. In gratitude they will give the PCs a potion of cure moderate wounds (CL 3). If they are made helpful, they will be very thankful to the PCs for warning them not to settle in this region and will give the PCs a potion of cure moderate wounds (CL 3) and a potion of bear's endurance (CL 3).

Under no conditions except for magical compulsion will the dusklings accompany the PCs.

If the dusklings held in the city of Tenocatlan (area 14) are rescued and returned here, these dusklings will be overjoyed and their attitude will increase by two steps. They will give the PCs a reward as indicated above (even if they received a reward already).

4. Ocelotlacan, Calpulli of the Jaguar Knights

This is where the Jaguar Knights train. It also serves as the staging area for the invasion of the surrounding coutryside. As the PCs come over the ridge above the site (assuming it is daylight and clear weather):


As you crest the jagged ridge, you have a stunning view from the point at which the trail divides. You can see more than 40 miles away from your vantage point atop the high mountain pass. Spread out before you in the valley ahead is a massive lake. On the lake you can see islands with rows of corn, beans, squash, and fruit trees growing as if magically inspired. Dugout canoes hold fishermen with large nets. Near some swamps to the west of the lake canoes carry hunters with short bows in search of ducks and geese.

Just after point where the trail splits, a mile or two from your position to the southeast, is a massive calpulli several hundred feet long and 50 ft wide and surrounded by several outbuildings, and a wooden palisade with wooden watchtowers at the corner. There are sentries on the palisade as well as on the uncovered watchtowers, some of whom are gazing in or near your direction.



Creatures:
There are 120 Jaguar Knights barracked in the calpulli of Ocelotlacan. The sentries have a 33% chance per round (after the first) of spotting the PCs if the PCs are standing on the trail looking at the vista. If the PCs are spotted, either on the vista or at any point near the calpulli, and alarm will be sounded, sending a band of some 60 Jaguar Knights (dispersed in groups of 1d4+3 warriors each) after the PCs. The knights will use their Track ability to locate and apprehend the trespassers. They will scour the countryside until they have found the PCs and captured or killed them.

Similarly, if the PCs do not take precautions to pass out of sight of the calpulli then the alarm will be raised. The DM should decide how many groups of hunting knights the PCs will encounter, depending upon the precautions and actions of the PCs. At least one such group should be encountered, in jaguar form if necessary to catch the PCs. Other groups will be in jaguar form or hybrid form.

In any event, even if the alarm is never raised, the PCs will certainly encounter a patrol of 6 jaguar knights as long as they pass within 5 miles of the calpulli (which will be the case unless they attempt to cross the untracked mountain peaks to either side of the pathway. These will be on a patrol/hunting expedition and will attempt to attack the PCs.

If the PCs are foolish enough to actually assault the calpulli, then all of the Jaguar Knights will respond in force. There is a Jaguar Knight commander and 4 Jaguar Knight captains stationed at the calpulli at all times.

Tactics: The object will always be to capture if at all possible so that the PCs can be sent to the risa stone.

Developments: Should the PCs raid or assault the calpulli, they will find nothing of value within, as the Jaguar Knights do not keep wealth but donate all of their riches and plunder to the priesthood.

5. Teotihuacal, "The City of the Gods"


Ahead you see three structures. The northernmost structure is a pyramid with a temple at the top. To the south and east of this structure is a pyramid three times the size of the first. The third building is a conglomeration of columns, all made in the likeness of a wolf-headed man. In the middle of this column-filled area rises a temple.


If Alcoman is with the PCs, he will recognize the columned temple as one erected to his deity, Yenotchuatl (yeh-no-TCHWAT-al) the god of animals and hunting. He will insist that the PCs enter this temple, as he believes his god may help them on their quest. He has no idea to which deities the other temples are dedicated, but he knows that the sign of the wolf-headed man is that of the Lord of Claw and Fang.

The northernmost structure is the Temple of War, dedicated to Uemac (HWAY-mac), the god of war.

The largest structure is a Pyramid of the Sun, dedicated to Oromoxco (o-ro-MOASH-ka), the god of the sun.

The columned structure is, indeed, the Temple of Yenotchuatl (yeh-no-TCHWAT-al), the god of animals.

5A. The Temple of War


The base of this pyramid measures some 300 ft square with a 60 ft wide stairway rising along one side to the top, which towers 100 ft into the air. On the landing on the top of the second of three tiers of stairs are two 30 ft square temple-like structures each set about 30 ft from the stairs (120 ft from each other). On the top of the pyramid is an ornately decorated temple whose entrance is flanked by 30 ft tall statues of warriors with the heads knocked off.


Western Temple (EL 10):

As the PCs reach the second landing, they will hear the sounds of some sort of ritual coming from the structure on the west side. Alcoman, if he is with the PCs, will not be able to recognize anything at this point. However, a DC 15 Knowledge (religion) check by someone familiar with Azotchtlan religion who speaks Azotlan will reveal the ritual to be dedicated to Uemac, the god of war. Any PC who is a cleric or favoured soul of Uemac and speaks Azotlan will recognize the ritual automatically.


The structure contains a plain stone altar that is covered in rust-coloured stains. Carved into the back wall behind the altar is a fierce-looking warrior whose face has been smashed and scraped out of the stone wall.

Creatures:
Inside the structure are four priests, all wearing headdresses made of hummingbird feathers. Alcoman, on seeing the priests, will know recognize them as devotees of Uemac.

The four clerics will remain deeply involved in their ritual unless the PCs speak or call to each other or make other undue noise when approaching the temple. The priests will attack any non-Mechica on sight, even if any of the PCs worships Uemac.

JAGUAR UEMAC PRIEST ANIMAL FORM CR 6
Tome of Horrors page 398
Male therianthrope jaguar Cleric 3 (Uemac)
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent; Listen +7, Spot +7
Languages Olman (understand only in animal form)


AC 17, touch 14, flat-footed 13
hp 45 (6 HD); DR 10/cold iron
Fort +9, Ref +8, Will +6

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee bite +8 (1d6+3) and 2 claws +3 (1d3+1)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +7
Atk Options improved grab
Special Actions fury 1/day, pounce, rake 1d3+1, strength 1/day, summon animals, turn undead (5/day, +2 synergy bonus)
Cleric Spells Prepared (CL 3, melee touch +8, ranged touch +8)**:
2nd - bull's strength
(d), elation, spiritual weapon
1st - bless, divine favour, enlarge person
(d), shield of faith
0 - detect magic, guidance, no light, resistance
Domains: Fury (1/day +2 attack and damage vs target until new target attacked), Strength (1/day +3 Strength for 1 round)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 14, Cha 14
SQ alternate form, spontaneous healing
Feats Alertness, Combat Casting, Weapon Finesse
Skills
Balance +12, Climb +11, Concentration +6, Hide +8*, Jump +17, Knowledge (religion) +6, Listen +7, Move Silently +8, Spellcraft +2, Spot +7, Tumble +9


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a jaguar charges charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +8 melee, damage 1d3+1.

Summon Animals (Sp) Once per day, the therianthrope can summon a number of animals of its same type whose total Hit Dice do not exceed its Hit Dice. This summoning lasts for 1 round per Hit Dice.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.

** These spells cannot be cast in animal form.


JAGUAR UEMAC PRIEST HYBRID FORM CR 6
Tome of Horrors page 398
Male therianthrope jaguar Cleric 3 (Uemac)
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +7, Spot +7
Languages Olman


AC 19, touch 14, flat-footed 15
hp 45 (6 HD); DR 10/cold iron
Fort +9, Ref +8, Will +6

Spd 30 ft (6 squares)
Melee bite +8 (1d6+3) and 2 claws +3 (1d3+1)
Melee heavy mace +7 (1d8+3) and bite +3 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +7
Atk Options improved grab
Special Actions fury 1/day, pounce, rake 1d3+1, strength 1/day, summon animals, turn undead (5/day, +2 synergy bonus)
Combat Gear heavy mace
Cleric Spells Prepared (CL 3, melee touch +8, ranged touch +8):
2nd - bull's strength
(d), elation, spiritual weapon
1st - bless, divine favour, enlarge person
(d), shield of faith
0 - detect magic, guidance, no light, resistance
Domains: Fury (1/day +2 attack and damage vs target until new target attacked), Strength (1/day +3 Strength for 1 round)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 14, Cha 14
SQ alternate form, spontaneous healing
Feats Alertness, Combat Casting, Weapon Finesse
Skills
Balance +12, Climb +11, Concentration +6, Hide +8*, Jump +17, Knowledge (religion) +6, Listen +7, Move Silently +8, Spellcraft +2, Spot +7, Tumble +9
Possessions Combat gear plus heavy wooden shield, amulet of tears (no charges used), spell component pouch, bone holy symbol to Uemac


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a jaguar charges charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +8 melee, damage 1d3+1.

Summon Animals (Sp) Once per day, the therianthrope can summon a number of animals of its same type whose total Hit Dice do not exceed its Hit Dice. This summoning lasts for 1 round per Hit Dice.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.


JAGUAR UEMAC PRIEST HUMAN FORM CR 6
Tome of Horrors page 398
Male therianthrope jaguar Cleric 3 (Uemac)
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent; Listen +7, Spot +7
Languages Olman


AC 18, touch 14, flat-footed 14
hp 45 (6 HD); DR 10/cold iron
Fort +9, Ref +8, Will +6

Spd 30 ft (6 squares)
Melee heavy mace +7 (1d8+3)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +7
Special Actions fury 1/day, strength 1/day, summon animals, turn undead (5/day, +2 synergy bonus)
Combat Gear heavy mace
Cleric Spells Prepared (CL 3, melee touch +8, ranged touch +8):
2nd - bull's strength
(d), elation, spiritual weapon
1st - bless, divine favour, enlarge person
(d), shield of faith
0 - detect magic, guidance, no light, resistance
Domains: Fury (1/day +2 attack and damage vs target until new target attacked), Strength (1/day +3 Strength for 1 round)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 14, Cha 14
SQ alternate form, spontaneous healing
Feats Alertness, Combat Casting, Weapon Finesse
Skills
Balance +12, Climb +11, Concentration +6, Hide +8*, Jump +17, Knowledge (religion) +6, Listen +7, Move Silently +8, Spellcraft +2, Spot +7, Tumble +9
Possessions Combat gear plus heavy wooden shield, amulet of tears (no charges used), spell component pouch, bone holy symbol to Uemac

Alternate Form (Su) A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Summon Animals (Sp) Once per day, the therianthrope can summon a number of animals of its same type whose total Hit Dice do not exceed its Hit Dice. This summoning lasts for 1 round per Hit Dice.

Developments: If combat ensues, the Jaguar Knights in the adjacent (eastern) temple will come to investigate (see the text below). Similarly, combat in the eastern temple will cause these priests to investigate.

Eastern Temple (EL 9):


The structure contains a plain stone altar carved to resemble a fallen warrior with his wooden shield set on his chest, forming the table top of the altar. The walls are carved with squarish figures of warriors in battle with serpents.

Creatures:
In the eastern temple are 4 Jaguar Knights silently praying for honour in battle. This is a common religious rite in Mechica society, even of devotees of the Jaguar Father. Uemac does not care who participates in a combat, as long as the battle is honourable. The "honour" of Uemac is reflected in a 5% chance that anyone performing the devotions here will gain the benefits of a prayer spell (caster level 13th) at the start of the blessed one's next battle. This effect can be dispelled.

These particular devotees still have several minutes from the time the PCs ascend to the second tier to complete their worship. If they are allowed that amount of time, then the DM can check to see if any of them have been honoured by Uemac.

The Jaguar Knights will attack any non-Mechica on sight. The fact that any of the PCs might worship Uemac will make no difference whatsoever.

Developments: A person who makes a DC 25 Knowledge (religion) check or a devotee of Uemac who makes a DC 20 Knowledge (religion) check will be able to piece together the proper ritual to this temple and after 10 minutes of worship, including offering of manatlan, they will have a 5% chance of being blessed by Uemac as detailed above. This blessing can only be attempted once per month (every 20 days).

Upper Temple:


The upper structure is an ornately decorated temple 60 ft wide by 40 ft deep. The decorations are carvings of feathered warriors in battle against various opponents, both human and serpent. In many cases the heads of the warriors have been obliterated by chipping of the stone. The two statues flanking the 10 ft wide entrance are of warriors decorated in ornate regalia but whose heads have been smashed off and are entirely missing. With the heads, the statues would stand a full 30 ft tall.


The statues were once eagle-headed representations of the Sapotec Eagle Knights. They have been kept in this state to commemorate the victory over the ancient Sapotec.

When the PCs peer within:


Within the upper temple are pastel paintings on the walls depicting great battles.

The west wall shows jaguar-headed warriors accompanied by jaguars attacking warriors in eagle-headgear and decorated in long feathers. Chieftains and priests wearing elaborate headdresses command the eagle warriors and a large humming bird flies over the scene.

The north wall shows a battle between jaguar-headed warriors and jaguars and human warriors who are still ornamented in feathers, but whose regalia is far less ornate than on the west wall.

The east wall depicts a victorious jaguar-headed army returning with scores of prisoners.

In the center of the chamber is a simple stone altar. Standing on the altar is a statue of an eagle-headed warrior holding a small bowl.



The paintings were made by the Mechica to commemorate their victories over the Sapotec.

Treasure: The bowl contains a liquid that is a potion of rage (CL 5) that has been consecrated in this temple by its creator and is now ready to be imbibed or bottled for later use.

5B. The Pyramid of the Sun (EL varies)

This temple was once dedicated to Oromoxco, but is now dedicated to the Jaguar Father.


This is the largest and most spectacular of the three temple areas. Built in five graduated levels, the pyramid measures 500 ft square at the base and is about 175 ft tall with a temple-type structure at the top. The top can be reached by climbing the five sets of steps, all very uneven and steep. The fourth set of stairs looks so steep that the climber would have to use both hands and feet to ascend or descend.


When the PCs reach the top:

The temple at the top of the pyramid is 30 ft square. The walls are decorated with round sun carvings with various faces in the center of each. Almost all of these carvings have been scratched out or smashed. A 10 ft wide entrance faces the stairs.


When the PCs peer into the temple:

On the side opposite the entrance, a row of braziers blocks access to a thin cotton veil covering the wall.


If any member of the PCs looking into the chamber or standing within is wearing metal armour, there is a 33% chance per round that their armour will be reflected by the mirror on the other side of the cotton veil. A DC 20 Spot check will notice this glint.

This is the new temple of Tezcatlipoca, the Jaguar Father, and the surface behind the veil is his "smoking mirror", through which he watches the goings-on of men. The mirror is 10 ft wide and 10 ft tall and its is framed by silver jaguars.

The braziers are non-magical and are burning (they are tended by the Uemac priests from area 5A), and the room is filled with the smell of burning charcoal. The braziers can be moved, should the PCs decide to to so in order to see what is behind the cotton veil.

From the "temple side", the mirror is a mirror of life trapping. If a person lifts or moves the veil to see what is on the other side of it, he will automatically see his reflection. Any other person directly in front of the 10 ft wide mirror when the veil is lifted will have an 80% chance of seeing his reflection in the mirror. Anyone standing off to one side will have a 33% chance of seeing his reflection, regardless of his exact position with respect to the mirror. Anyone seeing his reflection who is within 30 ft of the mirror must make a DC 23 Will save or be trapped within the mirror. The mirror is of divine origin and cannot be broken, detached, or moved. DMs should remember that all of the equipment of those trapped remain in a heap outside of the mirror.

The only way a person who sees his reflection can be saved from the effects of the mirror is by putting living things into it. The mirror has a capacity of six trapped beings (less than the 15 a normal mirror of life trapping possesses), and is currently filled with jaguars when the PCs enter the temple. Thus, one jaguar will be released for each new being that enters the mirror. Unlike a normal mirror of life trapping, beings leave and enter the mirror in order. Thus, the first PC will not be released until the sixth being is put into the mirror. Summoned or called creatures cannot be placed into the mirror, as their forms are astral forms and the mirror will not accept such beings.

If Alcoman is present and does not get trapped in the mirror, but other PCs are trapped inside, he will fear (and say out loud) that those that have gone into the mirror have met their end at the hands of the Jaguar Father.

Creatures: Six advanced jaguars have been trapped within the mirror and each will be released when another victim comes into the mirror.

Developments: The PCs can free trapped PCs by rounding up victims to feed into the mirror. Creatures of size Tiny and larger can be used, as can Mechicans.

5C. The Temple of Yenotchuatl (yeh-no-TCHWAT-al)


This temple is surrounded by pillars in the shape of wolf-headed men. In the middle of the pillars is the smallest of the three pyramids in this area. It measures 100 ft square and is 35 ft tall, including the temple at the top. Six box-shaped layers form this pyramid. Each layer is decorated with wolf-heads peeking out from the center of a daisy-shaped arrangement of feathers. A set of 20 ft wide steps on one side of the pyramid lead up to a 20 ft square temple on top.


When the PC reach the top of the steps:

At the top of the steps is a 20 ft square structure, with its 5 ft wide entrance facing the steps. The entrance is partially blocked by rubble, but can be scrambled through.


When the PC peer into the structure:

Within the place appears long abandoned. Leaves and dust cover the floor and the walls are stained with mud. The roof is missing in many places, and cobwebs cover the corners of the chamber. Across from the entrance is a worn stone altar with a partially battered wolf head peering out from it towards the entrance. Frescoes on the walls are barely discernible, having been weathered severely, and nothing of the nature of them can be discerned.


A DC 15 Knowledge (religion) check by someone familiar with Azotchtlan culture will be able to determine that this is (or was) a temple dedicated to Yenotchuatl, the god of animals.

If the PCs make obeisance at the altar (if Alcoman is with the PCs he will insist upon spending at least 5 minutes doing so, offering his manatlan upon the wolf head of the altar) then after a few minutes the distant sound of a hunting horn will be heard. Suddenly, a ghostly, glowing shape of a wolf will appear atop the altar. The shape will introduce itself in Azotlan as Azilpochtli (ah-zeel-POWCH-tlee), messenger of the Lord of Claws and Fangs. It will ask why the PCs have come to this long abandoned shrine. Assuming the PCs are relatively forthright in their answer, then Azilpochtli will settle onto the altar in a relaxed position and inform the PCs that they may ask of it six questions.

Azilpochtli will answer up to six questions in a yes-or-no fashion with brief explanations of the answers if necessary for clarification or with brief answers to questions that cannot be answered with a simple yes-or-no. The messenger, through his god, knows most of the history of Tenocatlan, as well as the emergence of the Jaguar Father and Cuactehmoc. If asked who leads the Mechica, he will say it is the priest Cuactehmoc. The messenger knows about the risa stone, and if the PCs ask him what the Mechica are doing with captives, he will answer that they are taking them to the risa stone. If asked what the risa stone is, he will say it is the locus of power of Cuactehmoc and it changes people into jaguars. Azilpochtli does NOT know that if the risa stone is destroyed, Cuactehmoc will die.

Once six questions have been asked and answered or after 10 minutes have passed, the messenger will fade away.

6. La Llorona (your-OWN-ah) (EL 7)

At this point the road crosses the Atlatonco at a ford. The ford is crossable at all seasons, though the passage is much quicker and easier in the summer and autumn.

Creatures: One of the great fears of every Mechica, old and young alike, is called "The Crying Lady". All Mechica know of her and the area she haunts at night. She awaits unsuspecting travelers at this point. Many years ago at this point on the Atlatonco River a young Mechica mother would come to the river to do her laundry on the riverbank. One day as she was beating her clothing against the rocks, her young son fell into the river. The current was too swift for her to save the helpless child. The woman went into a deep depression and eventually died. Since her death, travelers have reported hearing the howls of a wailing woman at the banks of the Atlatonco River. So fearsome are these cries that some people hearing them are said to have died on the spot from fright. No Mechica will approach this area at night, and even during the day they cross this ford only when they have to, and only after saying a prayer and tossing a small offering into the river. Even then they hustle across the ford and leave the area quickly, sometimes with their hands covering their ears and their eyes closed tightly.

La Llorona is in reality an apparition. Should the PCs pass through this spot at night, she will plane shift to the Material Plane and begin to wail in anguish at the point where the PCs must ford the river to stay on the road. She will shriek in Azotlan that no one cares for the anguish that her poor child went through as water filled its lungs. But now, she will say, you will care...for you will know his anguish! And then she will use her spectral strangulation ability on the PCs

If the PCs pass the intersection of the road and river during the day, she will be powerless, and the PCs will simply hear a vague cry as of the far off and distant cry of a child and a nearby indistinct sobbing, as if a woman were weeping somewhere very close to the PCs.

APPARITION CR 7
Tome of Horrors 3.5 page 19
CE Medium undead (incorporeal)
Init +6; Senses Blind-Fight, darkvision 60 ft, sense living 100 ft; Listen +9, Spot +9
Aura unnatural aura 30 ft
Languages Olman


AC 15, touch 15, flat-footed 13; Miss 50% (incorporeal)
hp 52 (8 HD)
Fort +2, Ref +3, Will +7

Spd 30 ft (6 squares), fly 60 ft (12 squares) (perfect)
Melee spectral strangulation
Space 5 ft; Reach 5 ft
Base Atk +4; Grp -
Atk Options create spawn
Special Actions plane shift

Abilities Str -, Dex 14, Con -, Int 10, Wis 13, Cha 16
SQ +2 turn resistance, incorporeal traits, undead traits
Feats Alertness, Blind-Fight, Improved Initiative
Skills
Hide +9, Intimidate +10, Knowledge (local) +6, Listen +9, Search +6, Spot +9, Survival +7 (+9 following tracks)


Create Spawn (Su)
Any humanoid slain by an apparition becomes an apparition in 1d4 hours. Spawn are not commanded by or under control of the apparition that created them. They possess none of the abilities they had in life.

Plane Shift (Ex) An apparition is an ethereal creature. As a standard action, it can plane shift as the spell (caster level 12th) from the Ethereal Plane to the Material Plane or vice versa. An apparition on the Material Plane is incorporeal. Unlike the spell, the apparition will always appear, on either plane, at the sight of its accident or the area of its "haunting".

Sense Living (Su) An apparition notices and locates living creatures within 100 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Spectral Strangulation (Su) An apparition attacks an opponent by implanting a suggestion in the victim’s mind, convincing it that it is being strangled by the apparition’s bony claws. The apparition must be on the
same plane as the target creature to use this ability and within reach of its victim.

The target of the spectral strangulation feels the bony, claw-like fingers of the apparition at its throat - even through armor. The target must succeed on a DC 17 Will save to disbelieve the suggestion. A creature that successfully saves cannot be affected again by the same apparition’s suggestion for one day.

On a failed save, the victim must immediately succeed on a DC 17 Fortitude save or die from fright due to heart failure. If the Fortitude save
succeeds, the victim acts as if affected by a fear spell for 1d4 rounds. A creature protected by magic circle against evil or protection from evil cannot be affected by an apparition’s spectral strangulation. This is a mind-affecting fear effect. The save DCs are Charisma-based.

Sunlight Powerlessness (Ex) Apparitions on the Material Plane are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. An apparition caught in sunlight cannot attack and can take only a single move or attack action in a round.

Unnatural Aura (Su) Both wild and domesticated animals can sense the unnatural presence of an apparition at a distance of 30 feet. They will not willingly approach nearer than that and will panic if forced to do so; they remain panicked as long as they are within that range.

Tactics: The spirit will not pass beyond 300 ft from the ford, for she is tied to the site of her child's accident. She will attempt to use her spectral strangulation on all victims within the area of her manifestation at night.

Developments: If slain, she will wail a cry of both fury and relief and cry out that she is coming to join her beloved child.

7. Causeway Entrances (EL varies)

Tenocatlan will be visible to the PCs in the daytime as they descend to one of the causeway entrances from perhaps 10 miles away.


The sight before you is breathtaking, for there is a "city" on the lake that is radically different from anything you are used to. The island city does not seem to have a sizable population; most of the Mechica seem to live along the banks of Lake Taxcoco in stone or adobe calpullis. In the center of the lake, three golden "ribbons" seem to meet at the island on which the city is located.

The city looks like a grouping of oddly shaped, gold-coloured wedding cakes. From the top of the ridge you are on you can see Mechica crossing the three causeways, looking from your vantage like a well-drilled army of ants.

Fishing and hunting boats dot the lake.

To the south of the city are floating gardens, beautiful flower and vine arrangements that seem to float in the water. Still further to the south, the floating gardens sport fewer flowers and seem to be comprised of crops of various sorts.



The settlements house most of the Mechica population, including some 1000 or more males (including 750 warriors), and a like number of females and 500 children. These dwell in adobe and stone dwellings, interspersed with wooden hovels and calpulli. In general the settlements are thickest along the lakeside between the southern causeway and the northern causeway. A number of Jaguar Knights and a few Jaguar Priests also dwell in these settlements. The settlements are somewhat abandoned during the daytime, as much of the population is busy in the fields or hunting and the like. In the mornings and evenings the settlements are most active, with labourers returning home or preparing to leave. At this time the streets of the settlements are full of Mechica. Later at night the settlements again become deserted as its inhabitants go to sleep. Still, at all times of day and night there are some inhabitants walking the streets of the settlements, and so the PCs will have to be in disguise or wary if they intend to pass through.

The causeways are long stone structures that rise about 20 ft above the level of the lake. They are roughly 30 ft wide and have stone sides that are 4 ft tall. A section of each causeway, some 50 ft wide and within 150 ft of the island, can be opened by means of two stone cranks on the island side of the causeway, one on each side wall. These cranks require a DC 12 Strength check each round to turn and it will take 6 rounds of turning to fully turn each crank. Each crank turner can be assisted each round by another person who can make a DC 10 Strength check to give a +2 to the original Strength check for that round. Each crank must be turned in rough unison, meaning that one crank cannot be more than 1 round ahead of the other in turning in either direction. For each round of turning after the first made by both cranks, the causeway will open 10 ft. Similarly, for each round of turning in the other direction made by both cranks after the first, the causeway will close by 10 ft. The cranks can be locked in place (and normally are) by a metal latch that takes 1 round to remove or reset. These openings in the causeway are ostensibly used during a siege to stop invaders from attacking up the causeways. They are also useful, however, in trapping intruders on the island.

If the PCs watch the causeways for more than a minute, allow a 10% per minute that they will notice 1d6 jaguars suddenly running out of the city, through one of the causeways, avoiding all humans. The jaguars enter the land surrounding the lake and then disappear from view.

The crops in the floating gardens, should the PCs get close enough to view them, are comprised of vast quanitited of corn, beans, squash, and chiles.

Creatures: It is impossible to approach the causeways in the daytime without being discovered by guards or the local populace. If the PCs are disguised as Jaguar Knights, Jaguar Priests, or even normal Mechica peasants and the disguise is well done and logical, then they may be able to infiltrate the city by daytime in that fashion.

At night, however, if the PCs are watching the city from a high vantage point (even including the ridgeline 10 miles from the causeways) on a clear night of a half or greater moon, they will discover that the streets and causeways seem to be deserted. This is for a very good reason, for at night the Jaguar Priests rule the streets, and they are often in a feral state of ecstatic hunger wherein they will take a Mechica for food just as soon as they would an animal or intruder.

Should the PCs attempt to enter the city via a causeway at night, there is a 25% chance of encountering 1d4 roaming Jaguar Father Priests (check every 10 rounds). This chance will increase to 33% once the city is entered. The priests at night will be encountered in animal form roughly 65% of the time (check for each priest) and hybrid form the remainder of the time.

8. Canoes

The road here passes to the north of a short 300 ft long stone causeway that is 20 ft above the level of the lake. The causeway is about 30 ft wide and has stone sides that are 4 ft tall. The causeway leads to Xipe (KSEE-pay) Island. Beyond it, another similar causeway, though much longer, leads to Xico (KSEE-koh) Island.

If the PCs discover the causeways in this area during the daytime, they will find them heavily travelled. There will be a 50% chance per minute of the PCs being discovered if they attempt to use the causeway during the daytime and are not in disguise or somehow concealed from sight.

Xipe Island (EL varies):

If the PCs choose the path that leads to Xipe Island and take the route to the island by night, they will have found the Achilles heel of the Tenocatlan defenses. A long, unguarded causeway leads from Xipe Island to Xico Island. Xico Island is used to grow corn.

The causeway connecting the two islands contains a trap (see below).

Creatures: There is only a 1 in 12 chance initially and per 10 minutes thereafter of an encounter on Xipe Island, and any encounter will be a single jaguar or Jaguar Father Priest (50% for each).

Traps: On the causeway is a span of wood about 20 ft long located halfway across the span. It is set each night so that it will collapse under a load of 170 lbs when that load is in the middle of the structure. Any person standing on the middle 10 ft of the bridge when it collapses must make a DC 17 Reflex save or fall into the lake. Those in the remaining 5 ft area of the wooden bridge on either side must make a DC 12 Reflex save or fall into the lake. Noise from the trap may alert the guard on Xico Island (see below).

The trap is a simple mechanism, the heart of which is a removable beam that supports the center of the bridge. When the trap is set, the beam is moved to the center of Xico Island amongst the cornfields, so it cannot be spotted by the PCs before they cross the bridge.

Falling Bridge Trap CR 1; merchanical; location trigger; repair reset; DC 17 Reflex save avoids (DC 12 on the periphery); 20 ft high (1d6, fall into lake); multiple targets (all on the 20 ft wooden bridge); Search DC 20; Disable Device DC 23.

During the daytime, the beam supporting the wooden bridge portion of the causeway between Xipe Island and Xico Island will have been replaced by Micantle (see below), allowing safe passage to Xico Island.

Xico Island (EL 3 or varies):

If the PCs can get past the bridge (see "Traps" above) and Micantle (see "Creatures" below), they can proceed down the causeway to Xico Island. The island seems to be nothing but cornfields, unless the PCs proceed through the fields to the beach at the south side of the island. Here they will find some 70 canoes used by the Mechica for farming, fishing, and hunting. Each canoe is 1d6+6 ft long and designed to carry one man, although each is large enough to hold two people without any problem.

During the daytime there will only by 1d4 canoes beached here, as the rest are out on the lake being used.

Creatures: Xico Island is occupied at night by a lone Mechica guard named Micantle who is normally at the Xico end of the causeway, about 50 ft from the Xico end. Micantle will investigate the noise he hears if the bridge collapses (see "Traps" above), arriving within 2d8 rounds from the time of the collapse. He may remember to bring his horn (66% chance), and if so he will use it. There is a 60% chance that 1d4 Jaguar Knights will hear the horn and arrive at the scene in 4d4 rounds. Micantle will not light his torches unless absolutely necessary, preferring to approach suspicious noises in the darkness.

No one is permitted on the Islands during nighttime except for Micantle. Nevertheless, he is in no position to argue with Jaguar Knights or Jaguar Priests and will not question such creatures. He will also stay out of the way of any jaguars, even though they do not normally come into the islands.

During the daytime Micantle sleeps in a small hut made of corn husks in the middle of Xico Island.

MICANTLE CR 3
Male human Warrior 4
LN Medium humanoid (human)
Init +2; Senses Blind-Fight; Listen +3, Spot +3
Languages Olman

AC 15, touch 12, flat-footed 13
hp 22 (4 HD)
Fort +5, Ref +3, Will +2

Spd 30 ft (6 squares)
Melee spear +8 (1d8+3)
Ranged dagger +6 (1d4+2)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Combat Gear spear, obsidian daggers (3)

Abilities Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 9
Feats Alertness, Blind-Fight, Weapon Focus (spear)
Skills
Climb +7, Jump +8, Listen +3, Spot +3, Swim +8, Tumble +7
Possessions Combat gear plus studded leather armour, hunting horn (66% of the time), flint and steel, torches (4), belt pouch, leather sack

9. The Swamps of Tepozatlan

This area is a dense swamp. The DM should assume the area is comprised of deep and shallow bogs as described in the Dungeon Master's Guide.

Encounters in the swamp will occur 10% of the time, with a check made each hour. If an encounter is indicated, the DM should continue to check for more encounters in that hour, until a check fails. Multiple encounters can be combined or spaced randomly as the DM sees fit. In addition to the encounters, normal game and animal life can be found in the swamp.

01-25 = 2d4 Elite Mechica warriors (Warrior 4) on a hunting expedition (use Micantle's statistics from area 8 above)
26-35 = 1d6 Jaguar Knights on hunting or patrol (see "Roster" below)
36-50 = 1d4 jaguars (see "Roster" below)
51-60 = 1 ochre jelly (see Monster Manual page 202)
61-70 = 1d10 shocker lizards (see Monster Manual page 224)
71-80 = 1 whipsnake (see Serpent Kingdoms page 87)
81-00 = 1d4 leech swarms (see Stormwrack page 162)

Part Three - The City of Tenocatlan

Getting into the City:

The PCs should be able to reach Tenocatlan by any one of a number of means. Magic, flying, boating, and using a disguise, to name a few, are all possible means of gaining entrance to the city. The DM should rule on particulars with regard to what disguise will work, whether the PCs are spotted while flying in by night, etc. Common sense should prevail and the DM should reward the players if they take the time to come up with a thoughtful, reasonable plan.

The city of Tenocatlan is the center of Mechica activity. Unless the PCs have taken proper precautions, they will stick out like sore thumbs in this environment, even if they are all Azotchtlan humans. The armour and decorations and tattoos are different from normal Azotchtla and the Jaguar Knights and Jaguar Priests have a strange, slightly feral cast to their faces that the PCs will not have. A misjudgment on the part of the PCs concerning this topic should be dealt with severely. Although the city is not overly populated with guards, if the PCs are recognized as strange, or combat ensues, an alarm horn will be sounded by any guard in a position to do so, the causeways will be opened to prevent escape, and the guards in the city will be reinforced by boatloads of Jaguar Knights from the shores of the lake. There are enough enemies available in the surrounding dwellings outside of the city to make escape the only rational priority of the PCs once the general alarm is raised. Refer to the section entitled "General Alarm" later in this scenario for details.

The City Island:

The island of Tenocatlan has several decorative gardens containing fruit trees, delicate flowers, and flowering trees, all planted in locations to enhance the feeling that one is entering a holy place. These areas, except on the pathways show, should be treated as heavy undergrowth (see the Dungeon Master's Guide for details). The areas outside the parallel east-west canals are made up entirely of gardens, as are the shorelines between the canals.

DMs should take immediate note of area 2 of the city. The stone of Tizoc prevents the summoning or entrance of summoned creatures of extraplanar origin of the earth subtype.

Where doors are indicated, they are strong wooden doors (hardness 5, 20 hp, breack DC 25 if locked).


From the center of the island, over a 12 foot high wall, rise a tall pyramid with twin sets of stairs and two temples on top, and a tall pyramid to the south, over 100 ft high, upon which rests a stone structure.


During the daytime, the sounds of continuous drum-beating and chanting mix with eerie flute music can be heard. If the PCs wish to follow the sound of music to its source, they will, with a DC 10 Listen check, track it to area 15 of the city.

DMs should read through the section at the end of the descriptive text of the city entitled 'The Event", which details an important event that should happen the first time the PCs visit the city.

1. Twin Temples


Two broad steps lead up a 50 ft tall pyramid to a pair of identical looking temples at the top. Each temple seems to be about 50 ft square.


When the PCs reach the top:

The north temple and the south temple appear the same, unadorned on the outside and with a linen cloth covering the 5 ft wide entrance that faces the steps.


North Temple (A) (EL 7):

Within the north temple:


Inside the north temple is a 50 ft square room. In the middle of the room is a deer totem on top of a small altar. On either side of the totem, two thin stone poles stand about 5 ft tall and set into the top of each in a small holder like an unlit candle is a stick of wood. The left stick of wood is made of twisted, charred wood and the right is made of bone and carved with runes. Each stick is about 6 inches long and less than half and inch thick. To the side is a fur pallet and a small gourd of water.


This temple is dedicated to Hitzenaxopo (hee-tzen-ah-SHO-po), the god of storms and rain, although there is no real way to discern this from the plain altar or the deer totem (which is an affiliation unique to the Mechia who regard the shape of the deer antlers as representative of a bolt of lightning). Even a high Knowledge (religion) check will not be able to discern this.

Creatures: Seated Indian-style in front of the totem is a priest in deep meditation. He has been ordered by Cuactehmoc to remain in this temple at all times to ensure good weather and an abundance of crops. Examination of his trinkets and tattoos will allow a DC 15 Knowledge (religion) check by someone familiar with Azothctlan religion and culture to surmise that he is a priest of Hitzenaxopo. The priest will be surprised if the PCs enter the place relatively quietly. He will be encountered in human form and will attack intruders calling upon the wrath of the storm god and taking the wand of call lightning for use in battle (see "Treasure" below).

JAGUAR STORM PRIEST ANIMAL FORM CR 7
Tome of Horrors page 398
Male therianthrope jaguar Cleric 4 (Hitzenaxopo)
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent; Listen +7, Spot +7
Languages Olman (understand only in animal form)


AC 17, touch 14, flat-footed 13
hp 53 (7 HD); DR 10/cold iron
Resist electricity 5
Fort +9, Ref +8, Will +6

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee bite +9 (1d6+3) and 2 claws +4 (1d3+1)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +8
Atk Options blinding strike (claws), improved grab
Special Actions pounce, rake 1d3+1, turn undead (5/day, +2 synergy bonus), wrath 1/day
Cleric Spells Prepared (CL 4, melee touch +9, ranged touch +9)**:
2nd - bull's strength
(d), elation, spiritual weapon
1st - bless, entropic shield
(d), obscuring mist, shield of faith
0 - detect magic, guidance, no light, resistance
Domains: Storm (resist electricity 5), Wrath (1/day for 4 rounds subtract up to 4 points of Wis to gain 1 Str for every 2 Wis loss)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 14, Cha 14
SQ alternate form, spontaneous healing
Feats Alertness, Combat Casting, Weapon Finesse
Skills
Balance +12, Climb +11, Concentration +9, Hide +8*, Jump +17, Knowledge (religion) +6, Listen +7, Move Silently +8, Spellcraft +2, Spot +7, Tumble +9


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Blinding Strike (Ex) A therianthrope that rolls a natural 20 with one natural attack, and confirms the critical hit, destroys the opponent’s eyes. An affected creature is permanently blinded (as the spell). A remove blindness or restoration spell restores the victim’s eyesight. A therianthrope selects which natural attack to apply this to (and once it’s chosen it can never be changed). This special attack functions only when the therianthrope is in animal or hybrid form.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a jaguar charges charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +9 melee, damage 1d3+1.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.

** These spells cannot be cast in animal form.


JAGUAR STORM PRIEST HYBRID FORM CR 7
Tome of Horrors page 398
Male therianthrope jaguar Cleric 4 (Hitzenaxopo)
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +7, Spot +7
Languages Olman


AC 19, touch 14, flat-footed 15
hp 53 (7 HD); DR 10/cold iron
Resist electricity 5
Fort +9, Ref +8, Will +6

Spd 30 ft (6 squares)
Melee bite +9 (1d6+3) and 2 claws +4 (1d3+1)
Melee shortspear +8 (1d6+3) and bite +4 (1d6+1)
Ranged javelin +9 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +8
Atk Options blinding strike (claws), improved grab
Special Actions pounce, rake 1d3+1, turn undead (5/day, +2 synergy bonus), wrath 1/day
Combat Gear shortspear, javelins (6)
Cleric Spells Prepared (CL 4, melee touch +9, ranged touch +9):
2nd - bull's strength
(d), elation, spiritual weapon
1st - bless, entropic shield
(d), obscuring mist, shield of faith
0 - detect magic, guidance, no light, resistance
Domains: Storm (resist electricity 5), Wrath (1/day for 4 rounds subtract up to 4 points of Wis to gain 1 Str for every 2 Wis loss)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 14, Cha 14
SQ alternate form, spontaneous healing
Feats Alertness, Combat Casting, Weapon Finesse
Skills
Balance +12, Climb +11, Concentration +9, Hide +8*, Jump +17, Knowledge (religion) +6, Listen +7, Move Silently +8, Spellcraft +2, Spot +7, Tumble +9
Possessions Combat gear plus heavy wooden shield, spell component pouch, copper holy symbol to Hitzenaxopo


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Blinding Strike (Ex) A therianthrope that rolls a natural 20 with one natural attack, and confirms the critical hit, destroys the opponent’s eyes. An affected creature is permanently blinded (as the spell). A remove blindness or restoration spell restores the victim’s eyesight. A therianthrope selects which natural attack to apply this to (and once it’s chosen it can never be changed). This special attack functions only when the therianthrope is in animal or hybrid form.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a jaguar charges charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +9 melee, damage 1d3+1.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.


JAGUAR STORM PRIEST HUMAN FORM CR 7
Tome of Horrors page 398
Male therianthrope jaguar Cleric 4 (Hitzenaxopo)
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent; Listen +7, Spot +7
Languages Olman

AC 18, touch 14, flat-footed 14
hp 53 (7 HD); DR 10/cold iron
Resist electricity 5
Fort +9, Ref +8, Will +6

Spd 30 ft (6 squares)
Melee shortspear +8 (1d6+3)
Ranged javelin +9 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +8
Special Actions turn undead (5/day, +2 synergy bonus), wrath 1/day
Combat Gear shortspear, javelins (6)
Cleric Spells Prepared (CL 4, melee touch +9, ranged touch +9):
2nd - bull's strength
(d), elation, spiritual weapon
1st - bless, entropic shield
(d), obscuring mist, shield of faith
0 - detect magic, guidance, no light, resistance
Domains: Storm (resist electricity 5), Wrath (1/day for 4 rounds subtract up to 4 points of Wis to gain 1 Str for every 2 Wis loss)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 14, Cha 14
SQ alternate form, spontaneous healing
Feats Alertness, Combat Casting, Weapon Finesse
Skills
Balance +12, Climb +11, Concentration +9, Hide +8*, Jump +17, Knowledge (religion) +6, Listen +7, Move Silently +8, Spellcraft +2, Spot +7, Tumble +9
Possessions Combat gear plus heavy wooden shield, spell component pouch, copper holy symbol to Hitzenaxopo

Alternate Form (Su) A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Treasure: The two sticks in the stone holders flanking the deer totem are magic wands. The burnt wood one is a wand of call lightning (CL 5, 16 charges). The other is a wand of gust of wind (CL 3, 23 charges).

South Temple (B) (EL 12):

Within the south temple:


On a stone pedestal in the center of this 50 ft square chamber is a large gold likeness of a hummingbird. Painting of battle are on the walls showing jaguar-headed warriors defeating humans wearing eagle headdresses and eagle-feather clothing and taking them bound in ropes towards a pyramid upon which sits a statue of a reclining human with a jaguar-headed priest standing over it awaiting the captives. To one side is a fur pallet and a small groud of water.


This is a temple to Uemac, whose totem amongst the Mechica and Sapotec is a hummingbird. This totem is not used for the god in Azotchtla, so no amount of Knowledge (religion) will be able to discern the nature of this temple from the hummingbird figure. However, the paintings are similar to those in the Uemac temple in area 5A and the hummingbird featured prominently in one of the painting there, so the connection might be made by observant PCs.

Creatures: A priest of Uemac is here. This priest, like the priest in the north temple (above) is under orders by the Emperor to stay in the temple at all times to ensure victory in battle and a steady supply of victims for Tezcatlipoca.

JAGUAR UEMAC PRIEST ANIMAL FORM CR 12
Tome of Horrors page 398 and Complete Divine page 74
Male therianthrope jaguar Cleric 7 (Uemac)/Warpriest 1
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent; Listen +8, Spot +8
Languages Olman (understand only in animal form)


AC 17, touch 14, flat-footed 13
hp 84 (11 HD); DR 10/cold iron
Fort +131, Ref +9, Will +9

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee bite +12 (1d6+3) and 2 claws +7 (1d3+1)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +11
Atk Options improved grab
Special Actions Divine Vigour, fear, fury 1/day, pounce, rake 1d3+1, rally, strength 1/day, summon animals, turn undead (lvl 8, 5/day, +4 bonus, +1d6 damage)
Cleric Spells Prepared (CL 7, melee touch +12, ranged touch +12)**:
4th - divine power
(d), freedom of movement
3rd - dispel magic, magic circle against good, magic vestment
(d), prayer
2nd - bull's strength
(d), elation, hold person (DC 15), resist energy, spiritual weapon
1st - bless, command (DC 14), divine favour, enlarge person
(d), resurgence, shield of faith
0 - detect magic, detect poison, guidance, no light, read magic, resistance
Domains: Fury (1/day +2 attack and damage vs target until new target attacked), Glory (+2 bonus to turn undead check and +1d6 turn undead damage), Strength (1/day +7 Strength for 1 round)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 16, Cha 14
SQ alternate form, spontaneous healing
Feats Alertness, Combat Casting, Divine Vigour, Weapon Finesse
Skills
Balance +10, Climb +11, Concentration +6, Diplomacy +10, Hide +8*, Jump +15, Knowledge (religion) +6, Listen +8, Move Silently +8, Sense Motive +8, Spellcraft +2, Spot +8, Tumble +6


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Fear (Su) This special attack functions only when the therianthrope is in animal or hybrid form. The therianthrope can, by making a loud sound
appropriate to its natural animal form (roaring, barking, braying, or the like), unleash a frightening blast of sound. All creatures within 30 feet that hear it must succeed on a DC 17 Will save or become panicked for 2d4
rounds. Creatures further away but within 200 feet must succeed on a Will save or become frightened for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected again by the same therianthrope’s fear for one day. A
therianthrope is immune to its own fear effect and the fear effect of other therianthropes of the same base animal type.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a jaguar charges charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +12 melee, damage 1d3+1.

Rally (Ex) A warpriest who currently is not suffering from a fear effect can use this ability as a standard action. Allies within 60 ft who are suffering from any fear effect and who can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level.

Summon Animals (Sp) Once per day, the therianthrope can summon a number of animals of its same type whose total Hit Dice do not exceed twice its Hit Dice

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.

** These spells cannot be cast in animal form.


JAGUAR UEMAC PRIEST HYBRID FORM CR 12
Tome of Horrors page 398 and Complete Divine page 74
Male therianthrope jaguar Cleric 7 (Uemac)/Warpriest 1
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +8, Spot +8
Languages Olman


AC 21, touch 14, flat-footed 17
hp 84 (11 HD); DR 10/cold iron
Fort +13, Ref +9, Will +9

Spd 30 ft (6 squares)
Melee bite +12 (1d6+3) and 2 claws +7 (1d3+1)
Melee mwk heavy mace +12/+7 (1d8+3) and bite +7 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +11
Atk Options improved grab
Special Actions Divine Vigour, fear, fury 1/day, pounce, rake 1d3+1, rally, strength 1/day, summon animals, turn undead (lvl 8, 5/day, +2 synergy bonus)
Combat Gear masterwork heavy mace
Cleric Spells Prepared (CL 7, melee touch +12, ranged touch +12):
4th - divine power
(d), freedom of movement
3rd - dispel magic, magic circle against good, magic vestment
(d), prayer
2nd - bull's strength
(d), elation, hold person (DC 15), resist energy, spiritual weapon
1st - bless, command (DC 14), divine favour, enlarge person
(d), resurgence, shield of faith
0 - detect magic, detect poison, guidance, no light, read magic, resistance
Domains: Fury (1/day +2 attack and damage vs target until new target attacked), Glory (+2 bonus to turn undead check and +1d6 turn undead damage), Strength (1/day +7 Strength for 1 round)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 16, Cha 14
SQ alternate form, spontaneous healing
Feats Alertness, Combat Casting, Divine Vigour, Weapon Finesse
Skills
Balance +10, Climb +11, Concentration +6, Diplomacy +10, Hide +8*, Jump +15, Knowledge (religion) +6, Listen +8, Move Silently +8, Sense Motive +8, Spellcraft +2, Spot +8, Tumble +6
Possessions Combat gear plus +2 heavy wooden shield, spell component pouch, bone holy symbol to Uemac


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Fear (Su) This special attack functions only when the therianthrope is in animal or hybrid form. The therianthrope can, by making a loud sound
appropriate to its natural animal form (roaring, barking, braying, or the like), unleash a frightening blast of sound. All creatures within 30 feet that hear it must succeed on a DC 17 Will save or become panicked for 2d4
rounds. Creatures further away but within 200 feet must succeed on a Will save or become frightened for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected again by the same therianthrope’s fear for one day. A
therianthrope is immune to its own fear effect and the fear effect of other therianthropes of the same base animal type.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a jaguar charges charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +12 melee, damage 1d3+1.

Rally (Ex) A warpriest who currently is not suffering from a fear effect can use this ability as a standard action. Allies within 60 ft who are suffering from any fear effect and who can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level.

Summon Animals (Sp) Once per day, the therianthrope can summon a number of animals of its same type whose total Hit Dice do not exceed twice its Hit Dice

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.


JAGUAR UEMAC PRIEST HUMAN FORM CR 12
Tome of Horrors page 398 and Complete Divine page 74
Male therianthrope jaguar Cleric 7 (Uemac)/Warpriest 1
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent; Listen +8, Spot +8
Languages Olman


AC 20, touch 14, flat-footed 16
hp 84 (11 HD); DR 10/cold iron
Fort +13, Ref +9, Will +9

Spd 30 ft (6 squares)
Melee mwk heavy mace +12/+7 (1d8+3)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +11
Special Actions Divine Vigour, fury 1/day, rally, strength 1/day, summon animals, turn undead (lvl 8, 5/day, +2 synergy bonus)
Combat Gear masterwork heavy mace
Cleric Spells Prepared (CL 7, melee touch +12, ranged touch +12):
4th - divine power
(d), freedom of movement
3rd - dispel magic, magic circle against good, magic vestment
(d), prayer
2nd - bull's strength
(d), elation, hold person (DC 15), resist energy, spiritual weapon
1st - bless, command (DC 14), divine favour, enlarge person
(d), resurgence, shield of faith
0 - detect magic, detect poison, guidance, no light, read magic, resistance
Domains: Fury (1/day +2 attack and damage vs target until new target attacked), Glory (+2 bonus to turn undead check and +1d6 turn undead damage), Strength (1/day +7 Strength for 1 round)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 16, Cha 14
SQ alternate form, spontaneous healing
Feats Alertness, Combat Casting, Divine Vigour, Weapon Finesse
Skills
Balance +10, Climb +11, Concentration +6, Diplomacy +10, Hide +8, Jump +15, Knowledge (religion) +6, Listen +8, Move Silently +8, Sense Motive +8, Spellcraft +2, Spot +8, Tumble +6
Possessions Combat gear plus +2 heavy wooden shield, spell component pouch, bone holy symbol to Uemac

Alternate Form (Su) A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Rally (Ex) A warpriest who currently is not suffering from a fear effect can use this ability as a standard action. Allies within 60 ft who are suffering from any fear effect and who can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level.

Summon Animals (Sp) Once per day, the therianthrope can summon a number of animals of its same type whose total Hit Dice do not exceed twice its Hit Dice

Tactics: The war priest will not leave the temple expect under extremis, as in it is being attacked from outside the temple and the only way to stop the attacks is to emerge from the temple to assault the PCs.

Treasure: The hummingbird figure is some 3 ft tall and exquisitely carved and worth 8000 gp. It weighs 10 lbs.

2. Platform of the Stone of Tizoc [TEE-zoke]


In the center of the city is a 6 ft high block of granite on top of which is mounted a 6 inch diameter stone also of granite. Carvings cover the block of granite.


This stone radiates strong abjuration magic. It is called the stone of Tizoc, and it radiates a ward in a 1000 ft radius that prevents any summoned extraplanar creature of the earth subtype from entering its area of effect as if it were a magic circle of the appropriate type. The carvings along the granite block display the story of the stone.

According to the tales, the Sapotec warriors who defended the city of Tenocatlan were adept in the summoning of "earth monsters" (which any PCs with a DC 15 Knowledge [planes] check can determine are earth elementals), and one summoned was so fearsome that it tore off the leg of Xochipilli, the god of chance (recognizable in the carvings with a DC 15 Knowledge [religion] check from someone who is learned in Azotchtlan religion or culture) who was watching the great battle for the city between the Mechica and Sapotec. After the battle, the gods were so angry that they called a council and, at the direction of the Jaguar Father, collaborated to manufacture this stone in order to protect the Mechica from such "earth monsters".

3. Tzompantli [Tzom-PANT-lee]


This is a display of skulls, embedded into niches in the 200 ft long and 30 ft high stone wall. The skulls have inscriptions carved into the wall beneath them.


The skulls are on both sides of the structure, and the inscriptions are all in Olman and relate the brief name and history of the owner of the skull. Most are Mechica heroes of yore, though a few are of famous Sapotec foes defeated in ancient battles.

4. Ball Court


This grass and dirt playing court is approximately 300 ft long and flanked by stone bleachers. Stone goal post walls are set at the western and eastern ends of the playing field. Set at the center of the inner edge of each of the bleachers is a stone hoop, decorated with glyphs and designs and with a central hole about 2 ft in diameter.


This is where the sacred ball game, or Yaotzin, is played. There is a 1 in 6 chance during the daytime that a game is being played and, if so, the stands will be full of Mechica, Jaguar Knights, and Jaguar Priests making a raucous noise.

Refer to the Sacred Ball Game for more details.

5. House of the War Temple


This large structure is 150 ft square and 45 ft tall. Stone steps lead up 15 ft to a 10 ft square entrance that is screened by a curtain of beads and bones.


This is the place where normally the War Priest of Uemac would dwell. However, he has been ordered to remain in the temple (area 1B of the city) for now by the Emperor, and so is not at home.

Refer to the "Creatures" section below for the guards standing outside of the structure.

When the PCs enter or peer into the chamber:


The entrance leads into a single open room with many pillars that covers the entitrety of the structure. Torches and oil lamps are set in sconces around the place, allowing the entire chamber to be seen. Frescoes on the walls have almost etirely faded away, though from the bits and pieces visible the entire inner walls of the place may have been gloriously decorated at one time.

Despite the size of the place, furnishings are sparse and include a wooden table and chairs, a few barrels, an empty wooden weapon rack and a sleeping mat.



The barrels are empty.

Creatures: 3 Jaguar Knights are present as honour guards for the Uemac priest who doesn't even live here currently. 2 of the guards are standing outside, flanking the entrance, while a third is taking his ease just inside the doorway.

Treasure: On the table is a leather pouch with 12 gp and 23 sp. By the sleeping mat is a bone scroll tube. Within it is a manual of bodily health +1 written in Olman.

6. Platform of the Stone of Sun and Stars


This stone platform is 6 ft tall and steps lead up to it from the four compass points. Atop the platform are two massive stone discs, each a full 15 ft in diameter and a foot thick. The discs are set vertically onto the platform, and are set each into the center of the other so that they form a cross-shape as viewed from above. The discs are covered with a bewildering variety of runes and glyphs on all of their faces and interspersed amongst these are holes of varying sizes that pierce the disc faces.


This is an elaborate calendar and astronomical device fashioned by the Sapotec and now used by the Mechica. Anyone who is versed in Azotchtlan culture can make a DC 15 Knowledge (geography) or Profession (astronomer) to realize the purpose of the structure. Anyone without such Azotchtlan knowledge can still make a DC 20 check on the same skills to realize the structure's significance.

The entire disc portion of the structure is mounted on a metal axis buried within the discs that attach them to the platform. The discs can therefore be turned, though the mechanism and the weight of the stones does not make this an easy task. A DC 25 Strength check is required to turn the discs, though up to four persons can combine their checks and up to an additional 8 persons can each make a DC 10 Strength check to add a +2 bonus to one of the Strength checks.

The structure is known to the Mechica as the "Prophecy Stone", and those learned in such matters can use the device as a calendar and astronomical device.

7. Temple of Vigilance


This pyramidal structure is 200 ft wide and 100 ft long and rises 40 ft into the air in three tiers. Stone steps lead up 10 ft to a 10 ft wide entrance that bears a wooden door that hangs off-kilter. Atop the pyramid is a statue of a stern-looking man holding a klanth in his left hand and his right hand stretched out with palm upraised.


This is the temple of Qualpopoco (qual-puh-POH-coh), the god of oaths and justice, revered by the Sapotec and even by the Mechica before Cuactehmoc rose to power. The interior is run-down and deserted, with leaves and dust everywhere and the stone altar and statue standing over it (similar to the one on the outside) coated in dust and cobwebs.

The interior of the altar is coated in lead, and so a detect magic will not reveal the presence of the magic scroll inside of it.

Secret Doors: A DC 25 Search check will turn up a secret panel of thin stone on the backside of the altar. If this panel is removed, inside will be seen a 3 ft square niche.

Treasure: Inside the hidden niche in the altar are three stone tablets, along with two wooden scroll holders that are covered in leather.

The scroll holders once held parchment scrolls, but the parchment has disintegrated over the many centuries and only a few pieces remain under the leather covers, attached to the wooden holder rollers.

The stone tablets are written in Olman cuneiform. Each tablet weighs 3 lbs.

The first stone tablet details the text of various oaths that are sacred to the Qualpopoco religion. These are solemn oaths reserved for great events of state and the like and the text enumerates any number of horrific punishments to befall the oathbreaker so swearing.

The second stone tablet is actually a divine scroll of summon monster VIII (CL 15) but only usable to summon a greater earth elemental. DMs should remember that the stone of Tizoc (area 2 of the city) prevents use of this spell within 1000 ft of the stone.

The third stone tablet is an account by the ancient Sapotec priests of this temple and reads as follows (words in parentheses to be substituted should the reader speak Azotlan and not Olman or not using magic to translate):

Our time (stage) was desperate, for the jaguar enemies were too powerful (virile) and many an eagle (claw feather) had fallen to their claws (grasp). But in desperation is often born sweet (ripe) fruit, and we determined to sell (enslave) ourselves bitterly. No longer will we remain holed up in our city awaiting the end. We determined to strike back at the enemy ere we fell. The bravest among us who did not despair (weep) were gathered here in this sacred temple and great oaths were sworn...oaths that carried not only in this life but the lives to come. And the brave ones were to sneak (slither) out of the city and raid the camp (house) of the high priests of the Mechica. There they were to find and sunder the Stone of Risa, the vessel (tool) of all of their power. The abomination that Tezcatlipoca himself imbued with his vile essence (evil seed) and that to which the high priests of the Mechica had bound (chained) themselves.

We hoped that doing so, while not hindering the siege, would at least strike a symbolic blow against the Mechica, and possibly hinder their attempts to carry on with their conquests (domination) after we have fallen. None of the heroes who went out that night expected to return in this life, and none did.

But what we did not expect was that when the stone was sundered, a mighty shriek rose up above the din. And this shriek came from the camp (house) of the high priests. All of their voices raised in unison (sang in chorus), and then suddenly cut short. And since then, even as the invaders (rapists) prepare their final assault on our holy city, not one of the high priests has shown himself (reflected the sun).

A reader who speaks Azotlan will experience difficulty with the words given parenthetical substitutes, such that he will know he may be shaky or even dead wrong on those snippets.

8. Temple of Matlalceuitl (mat-lahl-ZSCHUT-il)


At the top of this smallish pyramid, measuring 125 ft square and 25 ft tall, is a 30 ft square temple.


When the PCs reach the top and peer inside:

The temple is a single room, its walls adorned with brightly painted flowers. A granite altar, upon which are some husks of corn, some dried flowers, and deep red stains that appear more like wine than blood, is the only feature of the place.

This is the temple to the goddess of agriculture, Matlalceuitl. The Mechica only worship her during planting and harvest festivals. Otherwise the place is empty except for occasional offerings by individual farmers.

9. Pyre of Iximitchli (ish-im-MEET-shli)


This stone platform is 6 ft tall and steps lead up to it from the four compass points. Atop the platform is a massive stone brazier with a flame 30 ft in diameter burning within, leaping up over 15 ft into the air but releasing no smoke whatsoever.


This is a tribute to Iximitchli, the god of fire and crafts. The fire is magical (moderate evocation), in that it constantly burns without any fuel whatsoever and releases no smoke. Nevertheless, it is as hot as normal fire.

Anyone gazing deeply into the flames can make a DC 25 Spot check to notice something glittering in the very heart of the flame. If the check is beaten by 5 or more, then it will be seen that a ring is lying in the center of the stone brazier, engulfed by flame.

The fire will cause 2d6 points of fire damage per round to anyone who touches it and 8d6 points of damage per round to anyone immersed fully within.

Treasure: The glittering item in the center of the flames is a ring of minor energy resistance (fire).

10. Temple of Tezcatlipoca, The Jaguar Father (EL varies)

If the circumstances described in the section following the descriptive text of the city, entitled "The Event" are taking place, then the DM will have to alter the description of this area to fit what will be unfolding. The description below assumes that "The Event" has already taken place or has not yet taken place.


The pyramid that supports this massive temple rises some 120 ft above the ground and is 200 ft wide by 125 ft deep. At its base, a 10 ft tall granite wall surrounds the structure, though at least one point of entry is visible as a 20 ft wide gap in the wall. Extremely steep 30 ft wide steps ascend to the top of the pyramid upon which rests a wide stone structure.


This is possibly the final destination of the PCs, in the context of this scenario.

The wall surrounding the temple has three 20 ft wide gaps that allow entry into the counrtyard and temple proper.

Creatures: Each of the three gaps in the wall is guarded by 4 jaguars that sit atop the wall and lazily watch people pass by. They serve as sentries just as if they were human warriors. If osne of them detects anything suspicious about anyone entering through one of the three entances, it wil stand up slowly while keenly eyeing its intended victim, and then suddenly spring down on the intruder, snarling in rage as it pounces. The other cats at that entrance, upon seeing one of the guards rise and pounce, will join the fray themselves with a pounce attack.

Developments: Once the PCs are past the jaguar guards, they may climb the steps, needing to use their hands and feet in a crawling position in order to maintain balance. Bipedal creatures will progress up or down these steps on their hands and knees at one-quarter speed, while multi-legged creatures and creatures with no legs (e.g. snakes) can ascend or descend at half speed.

Once at the top, they will see a 40 ft wide and 20 ft deep structure with a 10 ft wide opening facing the steps.

When the PCs look within:


In the center of the single-room structure is a 10 ft long stone carved in the form of a man reclining on his back, arms bent in as though supporting his ribcage. His head is tilted up and turned to face you, and there is a hideous grin on his face.

The walls are decorated with frescoes of jaguars and jaguar-headed men and many of these show jaguar-headed priests throwing bound captives onto a reclining stone figure similar to the one in the center of this chamber. In one such painting a captive thrown onto the stone is seen transforming into a jaguar and then bursting his rope bonds and leaping off of the stone and into the waiting arms of another jaguar-headed priest.

At least a dozen grey faced mirrors with silver jaguar frames line the walls of the chamber between the frescoes.

Two bronze braziers flank the reclining stone figure, and these burn a sweet musty incense that wafts towards the ceiling. Several oil lamps light the chamber in a flickering glow.



This is the sanctum of Tezcatlipoca, the Jaguar Father. At one time it was the temple of Chalchihuitlicue (chal-CHEE-hweet- lee-CUE-eh), the goddess of Lake Taxcoco, but the Mechica converted it into worship of Tezcatlipoca in ancient times and though the temple later fell into disuse, with the reassembly of the risa stone, the temple has flourished once again.

The reclining stone figure is the risa stone. A full explanation of the stone and its powers can be found in the section later in this scenario entitled "The Risa Stone".

Creatures: At all times, there are 1d4 Jaguar Knights and 1d4 Jaguar Father Priests stationed here, protecting their most sacred temple. All of them will be in human or hybrid form (50% chance of either) and all will be carrying alarm horns made of bone.

There is also a 65% chance that Cuactehmoc is here if the PCs have not yet entered area 18A, B, or C of the city. If the PCs have entered those areas and the Emperor is not there, then he will be here 100% of the time. If here, he will be kneeling before the risa stone praying to Tezcatlipoca and meditating in order to receive one of his many visions from the Jaguar Father.

Tactics: The guards here will blow their horns the first chance they get. They will fight to protect the risa stone with their lives. Cuactehmoc is extremely arrogant, and will be calling for his guards to make sure they do not slay the intruders, as he wishes to enjoy their service to him and the Jaguar Father after transformation on the risa stone. From his words (in Olman, of course) it will be clear to the PCs what the stone's power is.

More importantly, if Cuactehmoc is here when a fight breaks out with the PCs, he will order any Jaguar Knights and Jaguar Father Priests here to "guard the sacred stone!" out loud. Observant PCs should be able to take this as a very good clue that the stone can and should be destroyed.

Developments: When a horn is sounded, there is a 75% chance per round of blowing that the sentry jaguars on the wall below (see above) will hear the alarm. If they do hear the alarm, they will all come running and arrive on the fifth round after they hear the horn (1 round to leap off the wall and get to the steps, and 3 rounds to climb the steps at half speed).

There is a 60% chance per round of blowing that other Jaguar Knights or Jaguar Priests nearby will also hear the alarm. If the alarm was heard by these other knights or priests, the defense plan for the city will go into effect (see "Getting into the City" above). It will take some time for the city defenses to rouse.

The DM should make one percentile roll for both of the above chances. On a 01-60 both the jaguars and the other knights/priests hear the alarm. On a 61-75 only the nearby jaguars do, and on a 76-00 no one hears the alarm on that round.

If the alarm roll is a 01-60, then the PCs will certainly hear the general alarm being raised.

Refer to the section below entitled "General Alarm" for details.

11. Old Temple of Tezcatlipoca


This small pyramid is built in the shadow of the twin temples to the west. The pyramid is 75 ft square and 20 ft high and a set of 10 ft wide steps climbs to the top where a 20 ft square structure is set. A 5 ft wide entrance gaces the stairs.


This was the shrine to the Jaguar Father before Cuactehmoc rose to power and placed Tezcatlipoca to preeminent status amongst the Mechica.

When the PCs peer into the temple:


The interior of this 20 ft square room appears to be in the process of renovation. Along the south wall is a fresh-looking mural painting of jaguar-headed warriors and priests attacking the city and defeating the defending warriors who are bedecked in eagle headdresses and eagle-feather cloaks. The other walls have been covered over in a grey coat of primer, awaiting repainting.


There is nothing of interest herein. Before Cuactehmoc, the risa stone shards were housed here, but all trace of the altar that once held them has been removed.

12. Feathered Snake Wall


This 12 foot high stone wall is carved with bas-reliefs of feathered serpents and surrounds the city, except for where the causeway entrances reach the island.


The wall is 2 ft thick reinforced masonry (hardness 8, 360 hp, break DC 45, Climb DC 15) and is easy to climb because of the carvings on both sides of the structure.

There is no room to walk along the top of the walls and no platform from which to fire from inside the walls.

13. Black House of Coatlicue (KWAT-lee-kwe)


This large adobe calpulli is 200 ft long by 100 ft wide and 25 ft tall. It abuts the canal and has no windows visible.


The entrance to the structure is a 10 ft wide wooden door that faces west. The door is unlocked.

This is a shrine to the goddess Coatlicue, mother of the moon and the stars.

When the PCs look within:


Inside the structure, amongst the stone pyramids and wooden beams that support the place, are an amazing number of candles of various sizes held in wooden and stone holders. A good number of them are lit and burning, but at least half are unlit. In the center of the chamber, a 10 ft wide circle has been carved into the floor and within this circle is a diagram consisting of many small holes gouged into the stone floor connected by a series of lines carved into the same floor.


The diagram within the circle is a star chart showing the major constellations of the Sapotec and Mechica peoples (these are, for the most part, similar to the Azotchtlan contellations, though not preciesly so). Anyone who makes a DC 15 Knowledge (geography) or Profession (astromoner) check can identify the diagram. If the person is native to or familiar with Azotchtlan culture, then allow a +5 circumstance bonus to the check.

Treasure: Of the many unlit candles, two are magical. There is nothing to distinguish these from the other candles (except by way of a detect magic spell, and there are so many candles in the chamber that random picking of unlit candles will have a 1% chance per candle of picking one of the magical ones).

One of the candles is a candle of truth, and the other is a candle of invocation of neutral (neither good nor evil) alignment that can be used to call forth any creature native to the Plane of Shadow if its gate function is used. The user of the candle (assuming he is neutral), will know this fact. Even if called from the Plane of Shadow, the creature must still be neither good nor evil to be called by the candle's power.

14. Palace of the Short Ones


This is a massive wooden calpulli, whose slanted roof rises to a height of 50 ft.


The only entrance to the place is facing the causeway to the north. The entrance is comprised of a set of stout wooden double doors that are barred by a thick wooden bar from the outside.

Within the place is filled with iron cages. There are well over 50 such cages, each about 10 ft high and of varying dimensions otherwise. The cages have iron barred ceilings and stone floors. Most of the cages are empty and open.

Creatures: 7 of the cages contain duskling captives, members of the group that went missing (see area 3 of the Mountain Trail Map). Their cages are closed and locked (Open Lock DC 25) and the key is on the person of the Emperor. Within these cages are some rushes, a small gourd of water, scraps of food, and another gourd for waste.

The 7 dusklings include 5 warriors, 1 barbarian and 1 totemist. For their statistics, use the statistics of the dusklings presented in area 3 of the Mountain Trail Map (without armour and equipment of course). The totemist is bound hands and ankles by a hemp rope.

These prisoners were captured by the Mechica. As of now, the Emperor has not decided what to do with them, as the risa stone will not function on them.

Developments: The dusklings will be grateful to be freed, and will wish to either escape the city or, if the PCs ask, fight on their behalf.

If the dusklings are set free, their absence will be noticed in 1d8 hours when a Mechica warrior comes to feed them. Missing prisoners will cause a general alarm to be sounded (see "General Alarm" later in this scenario).

15. House of Songs

If the PCs come near this building during daylight hours, they will be able to identify it as the source of the drumming, chanting, and flute playing they have been hearing.


This large wooden structure is formed like a massive lean-to. Wooden planks form 3 walls that rise nearly 20 ft into the air to meet a roof that slants slightly upward to the east where they meet a set of massive linen cloths that dangle down to the ground, forming a curtain the closes off the structure.


Within the structure, wooden pillars rise to support the roof.

Creatures: If the PCs look into the building during the daytime, they will see approximately 15 Mechica musicians, both male and female, playing various instruments. The musicians are esctatic worshippers of Quihuatametl (kwee-HWA-ta-metl) and are forbidden by their god from interrupting their music unless attacked. Even if the musicians see the PCs and know they are do not belong in the city, they will wait until sundown before raising the alarm and reporting the intruders to the Jaguar Knights and Jaguar Priests in the city. If attacked, the DM can assume that these are all Chaotic Neutral level 2 Experts with obsidian daggers and no armour or exceptional physical abilities.

At night, the house is empty and the instruments are laying on the ground.

Treasure: One of the drums is a set of drums of marching.

16. Palace of Axayacatl [Aysh-EYE-ah-cath-il]


This is a massive wooden calpulli, whose slanted roof rises to a height of 50 ft.


The only entrance to the place is along the west wall. The entrance is comprised of a set of stout wooden double doors that are barred by a thick wooden bar from the outside.

Within the place is filled with iron cages. There are well over 70 such cages, each about 10 ft high and of varying dimensions otherwise. The cages have iron barred ceilings and stone floors. Most of the cages are empty and open.

Creatures: 14 of the cages contain human captives, members of the Sapotec tribe or captured merchants and the like from Xonochouco and Huexotzinga. Their cages are closed and locked (Open Lock DC 25) and the key is on the person of the Emperor. Within these cages are some rushes, a small gourd of water, scraps of food, and another gourd for waste.

The 14 humans are comprised as follows:

4 female Sapotec tribeswomen (N Commoner 2)
2 male Sapotec tribesmen (N Warrior 2)
4 male Azotchtlan merchants (LN Expert 3)
4 male Azotchtlan caravan guards (N Fighter 3)

SAPOTEC TRIBESWOMEN (4) CR 1
Female human Commoner 2
N Medium humanoid (human)
Init +2; Senses Listen +4, Spot +4
Languages Olman

AC 12, touch 12, flat-footed 10
hp 9 (2 HD)
Fort +2, Ref +2, Will +1

Spd 30 ft (6 squares)
Melee unarmed strike +2 (1d3+1 nonlethal)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2

Abilities Str 12, Dex 14, Con 14, Int 10, Wis 12, Cha 12
Feats Alertness, Skill Focus (craft or profession)
Skills
Craft (various) +3, Handle Animal +5, Listen +4, Profession (various) +4, Spot +4, Use Rope +5

SAPOTEC TRIBESMEN (2) CR 1
Male human Warrior 2
N Medium humanoid (human)
Init +2; Senses Listen +4, Spot +4
Languages Olman

AC 12, touch 12, flat-footed 10
hp 11 (2 HD)
Fort +4, Ref +2, Will +1

Spd 30 ft (6 squares)
Melee unarmed strike +5 (1d3+3 nonlethal)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +5

Abilities Str 16, Dex 14, Con 12, Int 10, Wis 12, Cha 9
Feats Alertness, Weapon Focus (spear)
Skills
Climb +6, Jump +6, Listen +4, Spot +4, Swim +8

AZOTHCTLAN MERCHANTS (4) CR 2
Male human Expert 3
LN Medium humanoid (human)
Init +0; Senses Listen +3, Spot +3
Languages Azotlan

AC 10, touch 10, flat-footed 10
hp 9 (2 HD)
Fort +2, Ref +1, Will +4

Spd 30 ft (6 squares)
Melee unarmed strike +2 (1d3 nonlethal)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2

Abilities Str 11, Dex 10, Con 12, Int 15, Wis 12, Cha 14
Feats Alertness, Skill Focus (appraise), Skill Focus (profession [merchant])
Skills
Appraise +11, Bluff +8, Decipher Script +5, Diplomacy +10, Gather Information +9, Knowledge (geography) +7, Knowledge (local) +7, Listen +3, Profession (merchant) +10, Search +6, Spot +3, Survival +1 (+3 to avoid natural hazards or getting lost), Use Rope +2

AZOTCHTLAN CARAVAN GUARDS (4) CR 3
Male human Fighter 3
N Medium humanoid (human)
Init +1; Senses Listen +3, Spot +3
Languages Azotlan

AC 12, touch 12, flat-footed 10; Dodge
hp 11 (2 HD)
Fort +5, Ref +2, Will +2

Spd 30 ft (6 squares)
Melee unarmed strike +6 (1d3+3 nonlethal)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +6
Special Actions Combat Reflexes

Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 9
Feats Alertness, Combat Reflexes, Dodge, Shield Specialization, Weapon Focus (shortspear)
Skills
Climb +7, Jump +7, Intimidate +5, Listen +3, Spot +3, Swim +7

These prisoners were captured by the Mechica. They are awaiting their turn at the risa stone, though they do not know this and assume they are to be eventually sacrificed.

Developments: The humans will be grateful to be freed, and will wish to either escape the city or, if the PCs ask, fight on their behalf.

If the humans are set free, their absence will be noticed in 1d8 hours when a Mechica warrior comes to feed them. Missing prisoners will cause a general alarm to be sounded (see "General Alarm" later in this scenario).

17. The Royal Aviary

Bird calls of many sorts will be much in evidence during the daytime as the PCs approach this area.


This is area is a set of massive wooden frames some 35 ft high across which netting has been set. Within are a number of brightly plumed birds of all sorts, ranging from peacocks to macaus and everything in between.


There is little in the way of value here. Even if spoken with (using speak with animals), the birds have no information to give.

18. The Palace of Cuactehmoc (EL varies)


A 10 ft high stone wall surrounds this place. Beyond the stone wall can be seen a 20 ft tall long stone building with an adobe roof of curved tiles.


The wall is broken by a 200 ft wide opening set into the east end. Beyond is a lush garden with several pathways wending their way through it towards the building proper. The DM should assume that anywhere off the path is considered heavy undergrowth.

Creatures: At any given time 3d4 jaguars patrol the wall and grounds. Half will be lounging on the wall and the rest will be in the courtyard, some possibly up in trees. If the jaguars note anyone suspicious or who does not belong, they will attack. The growl of one jaguar will bring all of the rest in 1d3 rounds.

Developments: When the PCs pass by or defeat the jaguars and emerge from the garden, they will see the building.


The long building runs north to south from wall to wall. The face is pierced by two wooden doors at ground level and several small windows at a height of about 10 ft. The windows are unglazed and unshuttered.


18A. Keep of the Jaguar Priests (EL varies)

The door from the courtyard into this chamber is unlocked.


Torches and oil lamps burn in the chamber, illuminating it.

Within this pillared chamber are many fur pallets and several wooden tables and chairs. The tables have crude utensils and services fashioned from gourds and fired clay. Several skinned carcasses of what appear to be venison hang from ropes thrown over wooden beams across the ceiling. Three large barrels are here as well.

The pillars are stone and are carved to resemble leering faces with jaguar headdresses. A few of the faces have their tongues sticking out in an almost obscene gesture.

Along the south wall is a closed wooden door.



This is the Jaguar Father Priests' quarters. These creatures serve the Emperor as his minions. The carcasses are, indeed, venison, and the barrels hold water from the lake.

The door to the south is unlocked if the Emperor is not present, but will be barred from the other side if he is present (see below).

Creatures: If the Emperor is at the temple (area 10 of the city), there wll only be 1d4 Jaguar Father Priests here. If the PCs have not entered the temple yet, then there is a 35% chance that Cuactehmoc will be in 18B (see below). If the PCs have already visited area 10 of the city and the Emperor was not there, then he will be in 18B 100% of the time.

If the Emperor is present in 18B, then there will be 3d4 Jaguar Father Priests here guarding their master.

Developments: If the Emperor is here and the PCs have not destroyed the risa stone, then sounds of combat in this room will bring the Emperor out to aid his minions. Likewise, any sounds of trouble in 18B will bring any priests in this chamber into 18B to aid their master.

18B. Sleeping Quarters (EL varies)

Note that the door to this chamber from 18A will be barred from this side if the Emperor is present (see above).


Torches and oil lamps burn in the chamber, illuminating it.

A simple sleeping mat is set against the far wall of this pillared chamber. The pillars are stone and are carved to resemble leering faces with jaguar headdresses. A few of the faces have their tongues sticking out in an almost obscene gesture.

Set in the middle of the place is what looks like a stone altar that has been possibly lifted from somewhere else as the colour of the stone does not match the rest of the interior of the room. The altar is being used as a table, with wooden chairs set against it and plain services of gourds and glazed pottery set upon it.

Two bronze braziers in the shape of eagle heads sit near the sleeping mat, with coals burning within them.

Set upon the wall above the sleeping mat is a large vellum map of the surrounding countryside, including various places marked in Olman.

Painted onto the wall under the map in what may be blood is a crude rendition of a human figure lying on its back with its hands bent inward as if supporting the rib cage. The figure's face looks out towards the viewer with a lewd grin on its face.



For all of his power, this room is quite modestly furnished to serve as the quarters of Cuactehmoc. This fact should lend legitimacy to his persona as a religious fanatic and Mechican zealot who is not interested in material wealth as much as he is Mechica pride and conquest.

The map basically covers the area shown on the Mountain Trail Map earlier in this scenario, and the locations on the map are noted in Olman with the exception of locations 2 and 3.

The crude painting in blood is the Emperor's rendition of his beloved risa stone.

Creatures: As indicated in the description of area 18A above, there is a chance that the Emperor is here. If the Emperor is here, but the risa stone has been destroyed, then he will be found dead, sprawled over his "table" gouged to death by what look to have been massive sharp claws. If he is here and still alive, then he will be sleeping on his mat 50% of the time or else sitting at the table eating or studying the map on the wall.

Traps: On the inside of the secret door (see below) is inscribed a greater glyph of warding, set there by Cuactehmoc himself. The glyph will be protected from detect magic spells when the secret door is closed because it is inscribed on the inside of the door, which is over 1 ft thick.

When the door opens, the glyph becomes activated. Anyone who then enters the chamber beyond will trigger the spell.

Greater Glyph of Warding (Blast) CR 5; spell; spell trigger; no reset; spell effect (greater glyph of warding [blast], 13th-level cleric, 6d8 sonic, DC 19 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 31; Disable Device DC 31.

Secret Doors: A secret door is located in the middle of the south wall, next to the map and blood painting. A DC 30 Search check is needed to locate it, and the door is opened by means of a stone set into the floor below the sleeping mat (Search DC 30). Twisting and stone and pushing in on it will open the secret door.

Treasure: In a small pouch next to the sleeping map are 10 uses of incense worth 250 gp per use that can be used for the stalwart pact spell.

18C. The Emperor's Treasure (EL 8)


This large pillared chamber is not lit. Within is a massive pile of coins of all types, copper, silver, and gold. Interspersed amongst these are gems and jewelry, as well as statues, figurines, goblets, combs, and all sorts of objects made from precious and semi precious metals and stones.


Traps:
The treasure within is warded by a powerful trap. A greater glyph of warding has been cast by Cuactehmoc on the 20 ft high ceiling above the treasure. Anyone but Cuactehmoc who touches any of the treasure in any way will set off the glyph.

Greater Glyph of Warding (spell) CR 8; spell; spell trigger; no reset; spell effect (greater glyph of warding [spell], 13th-level cleric, monster summoning VII), bone devil; Search DC 31; Disable Device DC 31.

The glyph will summon a bone devil, who is charged with protecting the treasure and slaying any who defile it.

SUMMONED BONE DEVIL CR n/a
LE Large outsider (evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft, see in darkness; Listen +17, Spot +17
Aura fear (5 ft radius, DC 17)
Languages Infernal, Celestial, Draconic, telepathy 100 ft


AC 25, touch 14, flat-footed 20
hp 95 (10 HD)
Immune fire, poison
Resist acid 10, cold 10; SR 21
Fort +12, Ref +12, Will +11

Spd 40 ft (8 squares)
Melee bite +14 (1d8+5) and 2 claws +12 (1d4+2) and sting +12 (3d4+2 plus poison)
Space 10 ft; Reach 10 ft
Base Atk +10; Grp +19
Special Actions summon devil *
Spell-Like Abilities (CL 12):
At will - greater teleport * (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 15), wall of ice

Abilities Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14
Feats Alertness, Improved Initiative, Iron Will, Multiattack
Skills
Bluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks)

Fear Aura (Su) Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Poison (Ex) Injury, Fortitude DC 20, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Summon Devil (Sp) * Once per day a bone devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

* A summoned creature cannot summon other creatures or use teleport or plane travel abilities.

Tactics: The bone devil will use its wall of ice ability to immediately seal off the treasure chamber from the outside. It will then deal viciously with anyone inside, and will make sure it kills anyone who falls before turning to other foes. If no foes are left in the chamber, it will leave the chamber and hunt the treasure defiler and his allies until the spell runs out in 13 rounds.

Treasure: Most of this treasure was looted from Tenocatlan itself when the fanatic Cuactehmoc rose to power or else was stolen from Sapotec tribes or, more recently, gained from Azotchtlan caravans.

There are 260000 cp, 127000 sp, and 14000 gp here, along with 135 gems of all sizes, cuts, and types worth a total of 9000 gp (including a single diamond worth 5000 gp) and a total of 40 pieces of jewelry and objects of art (statues, figurines, and the like) worth a total of 8500 gp. The total value of the trove is worth 46800 gp.

The Event:

When the PCs first arrive in the city, whether day or night, an event will be taking place. Specifically, Cuactehmoc will be gathering a group of prisoners to transform at the risa stone. This event is a very important one for the PCs to witness, as it will introduce them to what is going on in the city.

The event will begin as a crowd gathering in the city center inside the walls of the Jaguar Father temple (area 10 of the city). Any PCs in the city will note people hurrying towards the temple and should they proceed there they will see the crowd entering the three gaps in the outer wall and into the temple courtyard. The jaguar guardians are there on the walls watching everyone closely. There will be a total of 35 Mechica Warriors, 25 Jaguar Knights, and 6 Jaguar Father Priests gathered in the courtyard.

While this happens, Cuactehmoc and an honour guard of 4 Jaguar Father Priests and 6 Jaguar Knights will head from the palace at area 18 of the city to the cages at area 16 of the city, where 3 persons will be gathered (the DM can assume that these 3 people are not included in the 14 described there, unless somehow the PCs have already visited area 16, in which case the 3 will be removed from the 14 present randomly). The Emperor, the honour guard, and the 3 victims (bound by hemp ropes held by the Jaguar Knights) will be led to the Tezcatlipoca Temple (area 10) and to great fanfare led up the steps and into the temple.

There Cuactehmoc will begin the ritual of transformation, at which time those in the courtyard below will hear snippets of chants and exhortations in Olman by the Emperor for Tezcatlipoca to accept this sacrifice as worthy proof of the devotion of the Mechica people to his cause. This will continue for close to an hour, when a crescendo will be reached and Cuactehmoc will announce:

By the power given to me by the Jaguar Father and invested in this stone, I now make you sacrifice to his glory! Your sacrifice shall be to his gain. Your strength shall be his strength!

The PCs will then hear a human scream, and no doubt they will envision that Cuactehmoc is about to cut out the victim's heart or something equally gory. However, in the midst of this human scream Cuactehmoc will yell:

You are transformed!

And the scream will morph into the ferocious growl of a jaguar!

The crowd will cheer, and Cuactehmoc will revel:

And so has your sacrifice been accepted! You are now one with the Father! You are now one with us! Your sins are cleansed and you are now an instrument for the greater glory of the Mechica! Begin your new life! Go!

And a jaguar will come bounding down the steps of the temple and flee the courtyard and dash through the city and in the gardens of the island, eventually to swim to shore and become yet another jaguar haunting the land. The crowd will part for the beast, cheering all the while.

This ritual will then be repeated twice more, as the other two victims are transformed into jaguars. Once this is done, Cuactehmoc will return to his quarters (area 18B of the city) and the honour guard will disperse.

The purpose of this event is to show the PCs how the jaguars are being "bred", and to introduce the risa stone as an item of power for the Emperor and Tezcatlipoca.

General Alarm:

Within 5 rounds of a general alarm being sounded, the causeways will start to be opened (they will be fully opened 6 rounds later as described in area 7 of the Mountain Trail map). Within 1d10+10 rounds a group of 2d4 Jaguar Knights (50%) or Jaguar Priests (50%) will arrive at the risa stone chamber or wherever else there is trouble. When that group arrives, the DM should roll 1d10 to see how many rounds before another such group arrives. Once 4 groups have arrived, the generally available forces in the city will be depleted. However, after 30 rounds, boatloads of knights and priests as well as normal Mechica warriors will begin arriving from the mainland in sporadic groups. For all intents and purposes the DM can assume there is an unlimited number of these. If a census is needed (and this only includes the warriors, not the women and children left behind in the mainland settlements), assume there are over 750 Mechica warriors, 250 Jaguar Knights (led by 25 Jaguar Knight Captains and 3 Jaguar Knight Commanders) and 25 Jaguar Father Priests. Assume each group arriving by boat will consist of 2d12 Mechica warriors, 1d8 Jaguar Knights, and 1d4-1 Jaguar Father Priests. For every 10 Jaguar Knights that arrive, assume a captain arrives as well and for every 75 Jaguar Knights that arrive assume a commander arrives as well.

Needless to say, the PCs stand almost no chance of fighting off the entire horde of enemies. Instead, a general alarm is meant as a sort of countdown clock by which the PCs need to accomplish whatever they intend to accomplish or get the heck out of the city!

Fighting the Emperor:

It should be apparent that the Emperor will be a very tough fight for the PCs. This is intentional. The best way for the PCs to defeat Cuactehmoc is to destroy the risa stone. There are enough clues given throughout the scenario that an astute group of players should come to this conclusion. Nevertheless, the DM should remember that the Emperor will wish to capture the PCs, both to find out who they are and why they have come, and to eventually transform them into jaguars. Because of this, he will not use his death-dealing magics like slay living until absolutely necessary.

The Risa Stone:

The risa stone is an artifact that radiates overwhelming transmutation magic. It was created by the first priest of Tezcatlipoca who was a renegade Mechican cleric of Yenotchuatl in the ancient times before the Creation Blast. This cleric, whose name is lost to history, imbued much of his own soul and a myriad of jaguar souls as well as the sacrificed souls of many of his own adepts and initiates into the stone, and dedicated it to the glory of the Jaguar Father. In reality, the Jaguar Father is simply an aspect of Yimik, the god of animals. But to the Mechica, he is a separate, sentient deity.

The stone has two functions. Neither function can be activated unless a cleric of Tezcatlipoca performs the sacred rituals to attune himself to the stone. The ritual's specifics are not well known, and after the destruction of the stone during the final siege of Tenocatlan that lore was lost entirely until Cuactehmoc rediscovered it through long years of prayer, devotion, and research. In addition to the ritual, the attuner must make a DC 25 Knowledge (religion) check as well as a DC 24 caster level check. In order to finish the attunement, the attuner must sacrifice 1 level of clerical ability to the stone (this is treated just as if the attuner had failed a Fortitude save to regain a negative level). Once this attunement is complete, the attuner becomes bound to the stone and to Tezcatlipoca.

Currently, only Cuactehmoc is bound to the stone. He has no plans to share this knowledge, as he regards it as the basis of his power.

The first function of the stone is to transform willing humans into Jaguar Knights or Jaguar Priests. The subject must have at least 1 level of Ranger to be transformed into the former and 1 level of Cleric to be transformed into the latter. The ritual takes 1 hour and costs the attuner and the subject each 50 XP. At the end of the ritual, the subject becomes a therianthrope with jaguar (leopard) as the base creature. The attuner may lose levels by this experience point expenditure, but the subject cannot undertake the transformation if the loss of XP would lower him to a lower level of experience.

Because this procedure costs Cuactehmoc XP, he only performs it on those he deems worthy. Nevertheless, he has expended more than 17000 XP over the last several years transforming his most worthy minions into therianthropes, at the cost of several levels of his clerical prowess (in addition to the level he lost attuning the stone it the first place).

The second function of the stone is to transform an unwilling human into a jaguar. If the victim is 3rd level or less then the jaguar will be a normal jaguar. If the victim is 4th level or greater, then the victim will be an advanced jaguar with 5 Hit Dice. This transformation takes an hour and costs the attuner 13 XP. At the end of the ritual, the victim must make a Will save equal to 10 + 1/2 of the attuner's HD + attuner's Cha bonus (in the case of Cuactehmoc, a DC 19 Will save) or be transformed into the new form as if affected by a baleful polymorph spell (caster level equal to the attuner's cleric level) and 24 hours had passed and the subsequent Will save had been failed. This effect can be dispelled as normal. A transformed jaguar will have a helpful attitude towards the attuner.

Destroying the Stone:

The risa stone can be destroyed by simply breaking it into pieces. The stone has a hardness of 8 and 60 hp. If is is broken, the Jaguar Father will suffer immense pain, as he has a direct bond to the stone. His anger will redound to the attuner, who will also be ravaged by that portion of his soul that was housed in the stone and which is now torn asunder. The combination of both will result in the death of any and all those attuned to the stone. Their deaths will manifest and massive invisible claws gouging the attuned to death. The deity will claim and consume the soul of the attuned, and they cannot be returned to life by any means whatsoever.

Destroying the stone will not reverse the transformation of the Jaguar Priests, Jaguar Knights, or the polymorphed jaguars.

If the stone is destroyed, all of the Jaguar Knights, Jaguar Priests, and jaguars in the city will flee in terror, afraid of the Jaguar Father's wrath and feeling a piece of their own souls shattered with the stone. The Mechica warriors will stand in awe of the PCs who have destroyed the stone and survived the Jaguar Father's wrath. They will take no actions against the PCs and will simply stare at them or flee from their presence. Once destroyed, the process of piecing together the stone is a long and epic one beyond the scope of this scenario.

There will be no further Human, Mechica encounters in the Mountain Trail map region for several weeks.

Reaction of the Mechica:

The DM will have to use his discretion if the PCs raid the Mechica and then retire (and possibly repeat this process multiple times). Certainly, once the alarm has been raised, the Mechica will be on a heightened state of alert for some time. Patrols from the Ocelotlacan (area 4 of the Mountain Trail map) wiill increase in frequency and range, as will patrols from the settlements at area 7 of the Mountain Trail map. As such, the DM should increase the chance of a special Human, Mechica encounter (see the beginning of "The Mountain Trail" section earlier in the scenario) from 10% per period to 25% per period. In addition, encounters with Mechica Warriors or Jaguar Knights should be double the numbers encountered.

In addition the level of guards in the city will be increased so that frequency and number of encounters on the causeways or in the streets of the city will both be doubled.

This increased activity will last for a week. If after 7 days no sign of the PCs or their activities has been in evidence, then the Mechica will settle back to normal, assuming the PCs have fled.

Continued raids and general alarms will eventually cause the Mechica to adopt a war stance and begin to take proactive steps to find and attack the raiders and to set up traps for the raiders. The details of these must, of necessity, be left to the DM. But suffice to say that the Mechica will not sit back and allow the PCs to simply raid and retire and raid again with impunity. They will react accordingly.

For example, should the PCs attempt to destroy the risa stone and fail, then the guards in the Temple of the Jaguar Father in the city will be doubled. The Emperor is fully capable of using his treasury and planar ally spells to summon special guardians to find, attack, or ward against the PCs. Similarly, the Emperor can expend some of his treasury to cast more glyphs of warding or greater glyphs of warding to protect key areas (such as the risa stone).

Aside from general alarms in the city, actions such as a direct assault on the Ocelotlacan or assaults on important persons within or without the city will cause the heightened state of alert as outlined above. Minor raids and actions will not necessarily provoke such a response unless conducted multiple times over a relatively long period of time.

In any event, the DM should strive, at all times, to make sure the Mechica are not portrayed as impotent.

Captured!

If the PCs are captured, they will be stripped down to loin cloths and taken to the cages in areas 14 or 16 of the city (as appropriate, area 14 for non-humans [or at least those the Mechica perceive as non-humans] and area 16 for humans [or those the Mechica perceive as humans]). The non-human PCs will be fed and given water by a Mechica warrior 3 times per day and basically ignored for a time until, at the DM's discretion, a holy day arrives and the non-humans are sacrificed. Presumably, the captured PCs will escape before then.

Human PCs are in much more serious danger. The DM can assume that every month 1d6 humans are taken from the cages in area 16 and sent to the risa stone to be transformed into jaguars. The DM should have the 14 current captives (if they are still there) be taken away first, allowing the PCs plenty of time to try to effect an escape. Like the non-humans, human captives will be fed and given water thrice per day by a Mechica warrior. When the time comes to take away humans to the stone, the Emperor and a guard of 4 Jaguar Father Priests and 6 Jaguar Knights will come to take the victims, bound with ropes, to the risa stone where the ritual will be performed on the 1d6 chosen victims.

The Mechica warrior that feeds and waters the prisoners does not have the keys to the doors. Instead, he merely has gourd bowls that he slips into the cages. The Emperor is the only one with the keys.

PCs that are transformed are essentially NPCs until such time as they are freed by a dispel magic.

Roster:

Cuactehmoc (KWAK-teh-moke):

The Emperor will generally be found in the Temple of the Jaguar Father (area 10 of the city) or in his quarters (area 18B of the city). If the PCs wish to keep an eye on him, the DM should indicate that he travels between these two places somewhat regularly. In addition, should the PCs encounter him in one of the two places indicated in the city descriptive text above, they have the option of, should they be hidden or in disguise, of waiting until he leaves. No precise schedule has been drawn up for the Emperor, and he does not keep normal hours, so that he is just as likely to be in the Temple at midnight or alseep in his quarters at noon as the other way around.

However, it can be assumed that if he is encountered in the temple, then he will be there for 1d12-1 more hours (treat 0 as 1d100 rounds) before leaving. If encountered in his quarters, then he will be there for 1d6-1 more hours (treat 0 as 1d100 rounds) before leaving.

Except when with an honour guard to perform the transformation at the risa stone, Cuactehmoc does not travel with a specific entourage around the city. He is more than capable of taking care of himself, and he enjoys being seen as unafraid and having the protection of the Jaguar Father himself. However, there is a 50% chance that some persons are with him while he travels to and from areas 10 or 18B in the city. These will be:

01-40 = 1d4 Jaguar Father Priests
41-65 = 1d4 Jaguar Knights
66-00 = 1d4 jaguars

All such "escorts" will leave him when he enters area 10 or 18B.

CUACTEHMOC CR 13
Male human Cleric 13 (Tezcatlipoca)
LE Medium humanoid (human)
Init +2; Senses low-light vision^, scent; Listen +7, Spot +7
Languages Olman, Infernal


AC 19, touch 12, flat-footed 17; Mobility (from mobility armour)
hp 85 (13 HD); stalwart pact*
Fort +10, Ref +6, Will +12; liberation domain power

Spd 40 ft (8 squares)
Melee claws of the leopard (+2 spiked gauntlets) +12/+7 (1d4+3)
Space 5 ft; Reach 5 ft
Base Atk +9; Grp +10
Special Actions pounce^, speak with animals 13/day, turn undead (6/day, +2 synergy bonus)
Combat Gear claws of the leopard
Cleric Spells Prepared (CL 13, melee touch +10, ranged touch +11):
7th - pulse of hate (DC 21), whirlwind of teeth (DC 21)
(d)
6th -greater dispel magic, hold monster (DC 20)
(d), spiritual guardian**
5th - animal growth
(DC 19)(d), flame strike (DC 19), slay living (DC 19), zone of revelation
4th - death ward, freedom of movement, haste
(d), mystic aegis, pronouncement of fate (DC 18), sound lance (DC 18)
3rd - blur
(d), dispel magic (2), energy aegis, magic circle against good, prayer
2nd - animalistic power, bull's strength
(d), elation, hold person (DC 16), resist energy, silence, wave of grief (DC 16)
1st - command (DC 15), divine favour, entropic shield, expeditious retreat
(d), obscuring mist, sanctuary (DC 15), shield of faith
0 - detect magic, detect poison, guidance, light, read magic, resistance
Domains: Bestial (gain scent ability), Beastmaster (speak with animals 13/day), Celerity (+10 ft land speed if in light armour and light load), Liberation (second save vs charm, compulsion, or fear 1 round later)

Abilities Str 13, Dex 14, Con 14, Int 13, Wis 19, Cha 17
SQ spontaneous healing
Feats Combat Casting, Divine Metamagic (silent spell), Divine Metamagic (still spell), Divine Vigour, Silent Spell, Still Spell
Skills
Bluff +6, Climb +11^, Concentration +18, Diplomacy +15, Heal +9, Knowledge (religion) +11, Sense Motive +9, Spellcraft +11
Possessions Combat gear plus +1 mobility studded leather, +1 heavy wooden shield, spell component pouch, ivory (tooth) holy symbol to Tezcatlipoca, keys to the cages in areas 14 and 16 of the city

* A stalwart pact spell has been cast previously by Cuactehmoc on himself. This spell activates when his hit points are reduced to half or lower and provides him with 30 temporary hit pounts, DR 5/magic, and +2 luck bonus on saves. Refer to Spell Compendium page 204 for details.

** This spell's effect appears as a mighty jaguar knight with a klanth and a wooden shield.

^ These come from the claws of the leopard.

Jaguar:

Note: All jaguars encountered are polymorphed humans, usually Sapotec tribespeople but with a sprinkling of merchants and caravan guards and hunters from Xonochouco, Xicalanca, or Huexotzinga. As such, these creatures have a moderate aura of transmutation magic.

ADVANCED JAGUAR CR 3
N Medium animal
Init +4; Senses low-light vision, scent; Listen +7, Spot +7


AC 15, touch 14, flat-footed 11
hp 37 (5 HD)
Fort +6, Ref +7, Will +2

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee bite +7 (1d6+3) and 2 claws +2 (1d3+1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +6
Atk Options improved grab
Special Actions pounce, rake 1d3+1

Abilities Str 16, Dex 19, Con 16, Int 2, Wis 12, Cha 6
Feats Alertness, Weapon Finesse
Skills
Balance +12, Climb +11, Hide +8*, Jump +11, Listen +7, Move Silently +8, Spot +7


Improved Grab (Ex) T
o use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a jaguar charges charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +7 melee, damage 1d3+1.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.

Jaguar Father Priest:

JAGUAR FATHER PRIEST ANIMAL FORM CR 6
Tome of Horrors page 398
Male therianthrope jaguar Cleric 3 (Tezcatlipoca)
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent; Listen +7, Spot +7
Languages Olman (understand only in animal form)


AC 17, touch 14, flat-footed 13
hp 45 (6 HD); DR 10/cold iron
Fort +9, Ref +8, Will +6

Spd 50 ft (10 squares), climb 20 ft (4 squares)
Melee bite +8 (1d6+3) and 2 claws +3 (1d3+1)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +7
Atk Options blinding strike (claws), improved grab
Special Actions pounce, rake 1d3+1, turn undead (5/day, +2 synergy bonus)
Cleric Spells Prepared (CL 3, melee touch +8, ranged touch +8)**:
2nd - bull's strength
(d), elation, spiritual weapon
1st - bless, divine favour, magic fang
(d), shield of faith
0 - detect magic, guidance, no light, resistance
Domains: Bestial (gain scent ability), Celerity (+10 ft land speed if in light armour and light load)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 14, Cha 14
SQ alternate form, spontaneous healing
Feats Alertness, Combat Casting, Weapon Finesse
Skills
Balance +12, Climb +11, Concentration +6, Hide +8*, Jump +17, Knowledge (religion) +6, Listen +7, Move Silently +8, Spellcraft +2, Spot +7, Tumble +9


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Blinding Strike (Ex) A therianthrope that rolls a natural 20 with one natural attack, and confirms the critical hit, destroys the opponent’s eyes. An affected creature is permanently blinded (as the spell). A remove blindness or restoration spell restores the victim’s eyesight. A therianthrope selects which natural attack to apply this to (and once it’s chosen it can never be changed). This special attack functions only when the therianthrope is in animal or hybrid form.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a jaguar charges charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +8 melee, damage 1d3+1.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.

** These spells cannot be cast in animal form.


JAGUAR FATHER PRIEST HYBRID FORM CR 6
Tome of Horrors page 398
Male therianthrope jaguar Cleric 3 (Tezcatlipoca)
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +7, Spot +7
Languages Olman


AC 19, touch 14, flat-footed 15
hp 45 (6 HD); DR 10/cold iron
Fort +9, Ref +8, Will +6

Spd 40 ft (8 squares)
Melee bite +8 (1d6+3) and 2 claws +3 (1d3+1)
Melee heavy mace +7 (1d8+3) and bite +3 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +7
Atk Options blinding strike (claws), improved grab
Special Actions pounce, rake 1d3+1, turn undead (5/day, +2 synergy bonus)
Combat Gear heavy mace
Cleric Spells Prepared (CL 3, melee touch +8, ranged touch +8):
2nd - bull's strength
(d), elation, spiritual weapon
1st - bless, divine favour, magic fang
(d), shield of faith
0 - detect magic, guidance, no light, resistance
Domains: Bestial (gain scent ability), Celerity (+10 ft land speed if in light armour and light load)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 14, Cha 14
SQ alternate form, spontaneous healing
Feats Alertness, Combat Casting, Weapon Finesse
Skills
Balance +12, Climb +11, Concentration +6, Hide +8*, Jump +17, Knowledge (religion) +6, Listen +7, Move Silently +8, Spellcraft +2, Spot +7, Tumble +9
Possessions Combat gear plus heavy wooden shield, spell component pouch, ivory (tooth) holy symbol to Tezcatlipoca


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Blinding Strike (Ex) A therianthrope that rolls a natural 20 with one natural attack, and confirms the critical hit, destroys the opponent’s eyes. An affected creature is permanently blinded (as the spell). A remove blindness or restoration spell restores the victim’s eyesight. A therianthrope selects which natural attack to apply this to (and once it’s chosen it can never be changed). This special attack functions only when the therianthrope is in animal or hybrid form.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a jaguar charges charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +8 melee, damage 1d3+1.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.


JAGUAR FATHER PRIEST HUMAN FORM CR 6
Tome of Horrors page 398
Male therianthrope jaguar Cleric 3 (Tezcatlipoca)
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent; Listen +7, Spot +7
Languages Olman

AC 18, touch 14, flat-footed 14
hp 45 (6 HD); DR 10/cold iron
Fort +9, Ref +8, Will +6

Spd 40 ft (8 squares)
Melee heavy mace +7 (1d8+3)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +7
Special Actions turn undead (5/day, +2 synergy bonus)
Combat Gear heavy mace
Cleric Spells Prepared (CL 3, melee touch +8, ranged touch +8):
2nd - bull's strength
(d), elation, spiritual weapon
1st - bless, divine favour, magic fang
(d), shield of faith
0 - detect magic, guidance, no light, resistance
Domains: Bestial (gain scent ability), Celerity (+10 ft land speed if in light armour and light load)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 14, Cha 14
SQ alternate form, spontaneous healing
Feats Alertness, Combat Casting, Weapon Finesse
Skills
Balance +12, Climb +11, Concentration +6, Hide +8*, Jump +17, Knowledge (religion) +6, Listen +7, Move Silently +8, Spellcraft +2, Spot +7, Tumble +9
Possessions Combat gear plus heavy wooden shield, amulet of tears (no charges used), spell component pouch, ivory (tooth) holy symbol to Tezcatlipoca

Alternate Form (Su) A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Jaguar Knight:

JAGUAR KNIGHT ANIMAL FORM CR 4
Tome of Horrors page 398
Male therianthrope jaguar Ranger 1
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +6, Spot +6
Languages Olman (understand only in animal form)


AC 17, touch 14, flat-footed 13
hp 30 (4 HD); DR 5/cold iron
Fort +8, Ref +9, Will +2

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee bite +7 (1d6+3) and 2 claws +2 (1d3+1); favoured enemy (humanoid [human] +2)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +6
Atk Options improved grab
Special Actions lethargy, pounce, rake 1d3+1

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 12, Cha 14
SQ alternate form, favoured enemy (humanoid [human] +2), wild empathy +3
Feats Alertness, Track, Weapon Finesse
Skills
Balance +12, Climb +11, Hide +8*, Jump +17, Listen +6, Move Silently +8, Spot +6, Survival +8, Tumble +9


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Lethargy (Su) By speaking or singing (or making a sound normal to its base animal form), the therianthrope can slow all creatures within 60 feet
that hear it if they fail a DC 14 Will save. The slow effects last 1d4 rounds, + 1 round per HD of the therianthrope (maximum +6). A bard’s countersong ability allows the creature to attempt a new Will save. This is a sonic mind-affecting effect. A creature that successfully saves cannot be affected again by the same therianthrope’s lethargy ability for one day. A therianthrope is immune to its own lethargy and the lethargy of other therianthropes of the same base animal type.

Pounce (Ex) If a jaguar charges charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +7 melee, damage 1d3+1.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.


JAGUAR KNIGHT HYBRID FORM CR 4
Tome of Horrors page 398
Male therianthrope jaguar Ranger 1
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +6, Spot +6
Languages Olman


AC 19, touch 14, flat-footed 15
hp 30 (4 HD); DR 5/cold iron
Fort +8, Ref +9, Will +2

Spd 30 ft (6 squares)
Melee bite +7 (1d6+3) and 2 claws +2 (1d3+1); favoured enemy (humanoid [human] +2)
Melee klanth (battleaxe) +6 (1d8+3) and bite +2 (1d6+1); favoured enemy (humanoid [human] +2)
Ranged javelin +7 (1d6+3); favoured enemy (humanoid [human] +2)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +6
Atk Options improved grab
Special Actions lethargy, pounce, rake 1d3+1
Combat Gear klanth (battleaxe), javelins (6)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 12, Cha 14
SQ alternate form, favoured enemy (humanoid [human] +2), wild empathy +3
Feats Alertness, Track, Weapon Finesse
Skills
Balance +12, Climb +11, Hide +8*, Jump +17, Listen +6, Move Silently +8, Spot +6, Survival +8, Tumble +9
Possessions Combat gear plus heavy wooden shield


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Lethargy (Su) By speaking or singing (or making a sound normal to its base animal form), the therianthrope can slow all creatures within 60 feet
that hear it if they fail a DC 14 Will save. The slow effects last 1d4 rounds, + 1 round per HD of the therianthrope (maximum +6). A bard’s countersong ability allows the creature to attempt a new Will save. This is a sonic mind-affecting effect. A creature that successfully saves cannot be affected again by the same therianthrope’s lethargy ability for one day. A therianthrope is immune to its own lethargy and the lethargy of other therianthropes of the same base animal type.

Pounce (Ex) If a jaguar charges charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +7 melee, damage 1d3+1.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.


JAGUAR KNIGHT HUMAN FORM CR 4
Tome of Horrors page 398
Male therianthrope jaguar Ranger 1
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +6, Spot +6
Languages Olman


AC 18, touch 14, flat-footed 14
hp 30 (4 HD); DR 5/cold iron
Fort +8, Ref +9, Will +2

Spd 30 ft (6 squares)
Melee klanth (battleaxe) +6 (1d8+3); favoured enemy (humanoid [human] +2)
Ranged javelin +7 (1d6+3); favoured enemy (humanoid [human] +2)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +6
Special Actions lethargy
Combat Gear klanth (battleaxe), javelins (6)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 12, Cha 14
SQ alternate form, favoured enemy (humanoid [human] +2), wild empathy +3
Feats Alertness, Track, Weapon Finesse
Skills
Balance +12, Climb +11, Hide +8, Jump +17, Listen +6, Move Silently +8, Spot +6, Survival +8, Tumble +9
Possessions Combat gear plus heavy wooden shield

Alternate Form (Su) A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Lethargy (Su) By speaking or singing (or making a sound normal to its base animal form), the therianthrope can slow all creatures within 60 feet
that hear it if they fail a DC 14 Will save. The slow effects last 1d4 rounds, + 1 round per HD of the therianthrope (maximum +6). A bard’s countersong ability allows the creature to attempt a new Will save. This is a sonic mind-affecting effect. A creature that successfully saves cannot be affected again by the same therianthrope’s lethargy ability for one day. A therianthrope is immune to its own lethargy and the lethargy of other therianthropes of the same base animal type.

Jaguar Knight Captain:

JAGUAR KNIGHT CAPTAIN ANIMAL FORM CR 7
Tome of Horrors page 398
Male therianthrope jaguar Ranger 3
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +10, Spot +10
Languages Olman (understand only in animal form)


AC 17, touch 14, flat-footed 13; Dodge
hp 45 (6 HD); DR 10/cold iron
Fort +9, Ref +10, Will +3

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee bite +9 (1d6+3) and 2 claws +4 (1d3+1); favoured enemy (humanoid [human] +2)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +8
Atk Options improved grab
Special Actions fear, pounce, rake 1d3+1

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 12, Cha 14
SQ alternate form, favoured enemy (humanoid [human] +2), wild empathy +5
Feats Alertness, Dodge, Endurance, Rapid Shot, Track, Weapon Finesse
Skills
Balance +12, Climb +11, Hide +10*, Jump +17, Listen +10, Move Silently +10, Spot +10, Survival +8, Tumble +10


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Fear (Su) This special attack functions only when the therianthrope is in animal or hybrid form. The therianthrope can, by making a loud sound
appropriate to its natural animal form (roaring, barking, braying, or the like), unleash a frightening blast of sound. All creatures within 30 feet that hear it must succeed on a DC 15 Will save or become panicked for 2d4
rounds. Creatures further away but within 200 feet must succeed on a Will save or become frightened for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected again by the same therianthrope’s fear for one day. A
therianthrope is immune to its own fear effect and the fear effect of other therianthropes of the same base animal type.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a jaguar charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +9 melee, damage 1d3+1.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.


JAGUAR KNIGHT CAPTAIN HYBRID FORM CR 7
Tome of Horrors page 398
Male therianthrope jaguar Ranger 3
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +10, Spot +10
Languages Olman


AC 19, touch 14, flat-footed 15; Dodge
hp 45 (6 HD); DR 10/cold iron
Fort +9, Ref +10, Will +3

Spd 30 ft (6 squares)
Melee bite +9 (1d6+3) and 2 claws +4 (1d3+1); favoured enemy (humanoid [human] +2)
Melee klanth (battleaxe) +8 (1d8+3) and bite +4 (1d6+1); favoured enemy (humanoid [human] +2)
Ranged shortbow +9 (1d6); favoured enemy (humanoid [human] +2)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +8
Atk Options improved grab
Special Actions fear, pounce, rake 1d3+1
Combat Gear klanth (battleaxe), shortbow, arrows (20)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 12, Cha 14
SQ alternate form, combat style (archery), favoured enemy (humanoid [human] +2), wild empathy +5
Feats Alertness, Dodge, Endurance, Rapid Shot, Track, Weapon Finesse
Skills
Balance +12, Climb +11, Hide +10*, Jump +17, Listen +10, Move Silently +10, Spot +10, Survival +8, Tumble +10
Possessions Combat gear plus heavy wooden shield


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Fear (Su) This special attack functions only when the therianthrope is in animal or hybrid form. The therianthrope can, by making a loud sound
appropriate to its natural animal form (roaring, barking, braying, or the like), unleash a frightening blast of sound. All creatures within 30 feet that hear it must succeed on a DC 15 Will save or become panicked for 2d4
rounds. Creatures further away but within 200 feet must succeed on a Will save or become frightened for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected again by the same therianthrope’s fear for one day. A
therianthrope is immune to its own fear effect and the fear effect of other therianthropes of the same base animal type.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a jaguar charges charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +9 melee, damage 1d3+1.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.


JAGUAR KNIGHT CAPTAIN HUMAN FORM CR 7
Tome of Horrors page 398
Male therianthrope jaguar Ranger 3
NE Medium magical beast (shapechanger)
Init +4; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +10, Spot +10
Languages Olman

AC 18, touch 14, flat-footed 14; Dodge
hp 45 (6 HD); DR 10/cold iron
Fort +9, Ref +10, Will +3

Spd 30 ft (6 squares)
Melee klanth (battleaxe) +8 (1d8+3); favoured enemy (humanoid [human] +2)
Ranged shortbow +9 (1d6); favoured enemy (humanoid [human] +2)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +8
Combat Gear klanth (battleaxe), shortbow, arrows (20)

Abilities Str 16, Dex 19, Con 16, Int 13, Wis 12, Cha 14
SQ alternate form, combat style (archery), favoured enemy (humanoid [human] +2), wild empathy +5
Feats Alertness, Dodge, Endurance, Rapid Shot, Track, Weapon Finesse
Skills
Balance +12, Climb +11, Hide +10, Jump +17, Listen +10, Move Silently +10, Spot +10, Survival +8, Tumble +10
Possessions Combat gear plus heavy wooden shield

Alternate Form (Su) A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Jaguar Knight Commander:

JAGUAR KNIGHT COMMANDER ANIMAL FORM CR 10
Tome of Horrors page 398
Male therianthrope jaguar Ranger 6
NE Medium magical beast (shapechanger)
Init +5; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +13, Spot +13
Languages Olman (understand only in animal form)


AC 18, touch 15, flat-footed 13; Dodge, Mobility
hp 67 (9 HD); DR 10/cold iron
Fort +11, Ref +13, Will +4

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee bite +13 (1d6+3) and 2 claws +8 (1d3+1); favoured enemy (animal +2, humanoid [human] +4)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +11
Atk Options improved grab
Special Actions fear, pounce, rake 1d3+1
Ranger Spells Prepared (CL 3, melee touch +9, ranged touch +9)**:
1st - longstrider, resist energy

Abilities Str 16, Dex 20, Con 16, Int 13, Wis 12, Cha 14
SQ alternate form, animal companion (link, share spells), favoured enemy (animal +2, humanoid [human] +4), wild empathy +8
Feats Alertness, Dodge, Endurance, Manyshot, Mobility, Rapid Shot, Track, Weapon Finesse
Skills
Balance +15, Climb +11, Hide +14, Jump +19, Listen +13, Move Silently +14, Spot +13, Survival +11, Tumble +14


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Fear (Su) This special attack functions only when the therianthrope is in animal or hybrid form. The therianthrope can, by making a loud sound
appropriate to its natural animal form (roaring, barking, braying, or the like), unleash a frightening blast of sound. All creatures within 30 feet that hear it must succeed on a DC 16 Will save or become panicked for 2d4
rounds. Creatures further away but within 200 feet must succeed on a Will save or become frightened for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected again by the same therianthrope’s fear for one day. A
therianthrope is immune to its own fear effect and the fear effect of other therianthropes of the same base animal type.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a jaguar charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +13 melee, damage 1d3+1.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.

** These spells cannot be cast in animal form.


JAGUAR KNIGHT COMMANDER HYBRID FORM CR 10
Tome of Horrors page 398
Male therianthrope jaguar Ranger 6
NE Medium magical beast (shapechanger)
Init +5; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +13, Spot +13
Languages Olman


AC 20, touch 15, flat-footed 15; Dodge, Mobility
hp 67 (9 HD); DR 10/cold iron
Fort +11, Ref +13, Will +4

Spd 30 ft (6 squares)
Melee bite +13 (1d6+3) and 2 claws +8 (1d3+1); favoured enemy (animal +2, humanoid [human] +4)
Melee klanth (battleaxe) +11/+6 (1d8+3) and bite +8 (1d6+1); favoured enemy (animal +2, humanoid [human] +4)
Ranged shortbow +13/+10 (1d6); favoured enemy (animal +2, humanoid [human] +4)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +11
Atk Options improved grab
Special Actions fear, pounce, rake 1d3+1
Combat Gear klanth (battleaxe), shortbow, arrows (20)
Ranger Spells Prepared (CL 3, melee touch +9, ranged touch +9):
1st - longstrider, resist energy

Abilities Str 16, Dex 20, Con 16, Int 13, Wis 12, Cha 14
SQ alternate form, animal companion (link, share spells), combat style (archery), favoured enemy (aninmal +2, humanoid [human] +4), wild empathy +8
Feats Alertness, Dodge, Endurance, Manyshot, Mobility, Rapid Shot, Track, Weapon Finesse
Skills
Balance +15, Climb +11, Hide +14, Jump +19, Listen +13, Move Silently +14, Spot +13, Survival +11, Tumble +14
Possessions Combat gear plus heavy wooden shield


Alternate Form (Su)
A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Fear (Su) This special attack functions only when the therianthrope is in animal or hybrid form. The therianthrope can, by making a loud sound
appropriate to its natural animal form (roaring, barking, braying, or the like), unleash a frightening blast of sound. All creatures within 30 feet that hear it must succeed on a DC 16 Will save or become panicked for 2d4
rounds. Creatures further away but within 200 feet must succeed on a Will save or become frightened for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected again by the same therianthrope’s fear for one day. A
therianthrope is immune to its own fear effect and the fear effect of other therianthropes of the same base animal type.

Improved Grab (Ex) To use this ability, a jaguar charges must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a jaguar charges charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +13 melee, damage 1d3+1.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +16.


JAGUAR KNIGHT COMMANDER HUMAN FORM CR 10
Tome of Horrors page 398
Male therianthrope jaguar Ranger 6
NE Medium magical beast (shapechanger)
Init +5; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +13, Spot +13
Languages Olman

AC 19, touch 15, flat-footed 14; Dodge, Mobility
hp 67 (9 HD); DR 10/cold iron
Fort +11, Ref +13, Will +4

Spd 30 ft (6 squares)
Melee klanth (battleaxe) +11/+6 (1d8+3); favoured enemy (animal +2, humanoid [human] +4)
Ranged shortbow +13/+10 (1d6); favoured enemy (animal +2, humanoid [human] +4)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +11
Combat Gear klanth (battleaxe), shortbow, arrows (20)
Ranger Spells Prepared (CL 3, melee touch +9, ranged touch +9):
1st - longstrider, resist energy

Abilities Str 16, Dex 20, Con 16, Int 13, Wis 12, Cha 14
SQ alternate form, animal companion (link, share spells), combat style (archery), favoured enemy (animal +2, humanoid [human] +4), wild empathy +8
Feats Alertness, Dodge, Endurance, Manyshot, Mobility, Rapid Shot, Track, Weapon Finesse
Skills
Balance +15, Climb +11, Hide +14, Jump +19, Listen +13, Move Silently +14, Spot +13, Survival +11, Tumble +14
Possessions Combat gear plus heavy wooden shield

Alternate Form (Su) A therianthrope’s natural form is that of the base animal. It can assume the form of a feral-looking human or a bipedal hybrid creature with prehensile hands and animalistic features. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

JAGUAR KNIGHT COMMANDER'S EAGLE COMPANION CR n/a
N Small animal
Init +2; Senses low-light vision; Listen +4, Spot +16

AC 14, touch 13, flat-footed 12
hp 5 (1 HD)
Fort +3, Ref +4, Will +2

Spd 10 ft (2 squares), fly 80 ft (16 squares) (average)
Melee 2 talons +3 (1d4) and bite -2 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -4

Abilities Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
SQ animal companion (link, share spells)
Feats Alertness, Weapon Finesse
Skills
Listen +4, Spot +16
Tricks Assist Attack, Assist Defend, Attack, Come, Fetch, Hunt, Seek

Mechica Warrior:

MECHICA WARRIOR CR 1
Male human Warrior 2
LN Medium humanoid (human)
Init +2; Senses Listen +3, Spot +3
Languages Olman

AC 17, touch 12, flat-footed 15
hp 11 (2 HD)
Fort +4, Ref +2, Will +1

Spd 30 ft (6 squares)
Melee klanth (longsword) +6 (1d8+3)
Ranged javelin +4 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +5
Combat Gear klanth (longsword), javelins (6)

Abilities Str 16, Dex 14, Con 12, Int 10, Wis 12, Cha 9
Feats Alertness, Weapon Focus (longsword)
Skills
Climb +6, Jump +6, Listen +3, Spot +3, Swim +8, Tumble +4
Possessions Combat gear plus studded leather armour, heavy wooden shield

Part Four - Completing the Mission

The minor part of the contract, to find out what is going on in the city, can be accomplished if the PCs determine that an Emperor has arisen to lead the Mechica and that he has made worship of Tezcatlipoca paramount. Also, the PCs must determine the existence of the risa stone and know what its general properties are (i.e. the Mechica are not simply sacrificing those they kidnap, but are transforming them into jaguars).

The major part of the contract will be fulfilled if Cuactehmoc is slain or the risa stone is destroyed.

Upon returning to the Hunahpu Temple, the PCs will be paid their contract price as enumerated above.

What happens with the city of Tenocatlan, should the PCs have defeated Cuactehmoc, is up to the DM. It is quite likely that, once word spreads that the Emperor has been defeated, the Sapotec will return to their homes and may, over time, raise themselves up into an army to try to retake the city. In this case, it is to be expected that the Sapotec might make an offer to the PCs to lead the army in the assault on the Mechica. Whether the assault succeeds (even if the PCs do not participate), is up to the DM. In the historical campaign, the Mechica rally enough before the Sapotec can return and reorganize, so that the situation pretty much reverts to the state of skirmishing and hostility that existed prior to the rise of Cuactehmoc. The threat to commerce and the Azotchtla, however, will be ended.

The Mechica will be in a state of disarray for several weeks, before whichever priest is the highest level takes control of the tribe and rallies the inhabitants of the city. If the PCs remain in the area after this time, the Mechica will likely begin to attempt to take their revenge upon the PCs.

It is also within the realm of possibility that the PCs might attempt to take over leadership of the Mechica. This is certainly a possibility if the DM is prepared to take the campaign in this direction. The PCs will have to act quickly after slaying the Emperor or destroying the risa stone, and may have to make several Diplomacy checks and/or Intimidate checks to convince important segments of the Mechica populace to accept their mastery. Displays of brutality and of power will aid in the PCs accomplishing this goal.

If the PCs merely return with information (but have not slain the Emperor or destroyed the risa stone), then Malinal will accept the PCs' intelligence gravely, and then propose that the PCs make the attempt to return and defeat the Emperor. Should they refuse, then the DM can either assume that the Mechica rise to power unchecked and eventually become a bonafide rival to the Azotchtla (this will take many years yet), or that the Azotchtla of Xonochouco eventually raise an army and, with much loss of life, defeat the Mechica and destroy the risa stone.

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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