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  BLOOD OFFERING 
   
  TWA3 
  A MAZTICAN ADVENTURE FOR LEVELS 6-7 
   
  
   
   
   
  CREDITS: 
   
  Lead Designer:  Jon Hild 
   
  Cover Art:  Jennifer Mealing 
   
  http://jennifermealing.deviantart.com/ 
   
  Watermark:  Zeezee Canning 
   
  http://zeezeeazc123.deviantart.com/gallery/ 
   
  “Maztica Alive!” Logo:  Cliff Wolter  
   
  http://yardarkwood.deviantart.com/gallery/ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Interior Artists:   
   
  Ricardo Franco 
   
  http://ricardoafranco.deviantart.com/ 
   
  Michael Jones (Cihuateteo) 
   
  http://michael-jones.deviantart.com/ 
   
  Maps:  Jon Hild 
   
  Special Thanks: 
   
  I really need to thank the writers of the movie 
  Dusk ‘til Dawn and the book Obsidian Butterfly, 
  by  Laurell K. Hamilton.  Both served as 
  inspiration and if you really want to get into the 
  mood for this adventure, I highly recommend 
  both!  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BLOOD OFFERING 
  A MAZTICAN ADVENTURE FOR LEVELS 6-7 
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 
  2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
   
  
   
  1 
   
  MAZTICA ALIVE! 
  In the 1990 Maztica Boxed Set, the name 
  “Maztica Alive” was given to the game book 
  designed solely for the dungeon master.  In 
  2010, when a name was needed to represent the 
  legion of remaining fans and the community that 
  they were slowly forming, there was in truth no 
  name that could have been more appropriate.  
  Fittingly, this community began exactly two 
  decades after the introduction of Maztica.  
  “Maztica Alive!” therefore, has come to 
  represent a growing community of game 
  enthusiasts who are determined to see Maztica 
  survive in each new game incarnation.  
  Currently, the group is most active in the Yahoo 
  Group of the same name.  To join the group, 
  simply follow the link provided: 
   
  https://groups.yahoo.com/neo/groups/Maztica
  Alive/info 
   
  Also, discussions are actively growing in the 
  community known as The Piazza: 
   
  http://thepiazza.org.uk/bb/index.php 
   
  Though the intention of this netbook is to draw 
  in new fans, the group itself is always looking 
  for new authors, artists and contributors.  Please 
  feel free to join us at either site and participate in 
  the conversation.  Perhaps your material will 
  shape the events in countless future campaigns 
  for future fans! 
   
  WHAT IS IN THIS BOOK? 
   
  In this book you will find a dark adventure with 
  horror themes and frequent references to 
  sacrifice.  A DM most certainly would want to 
  read it through to see if it is appropriate for their 
  intended players. 
    The Background section describes the nature of 
  the antagonist and her cruel ruse, while the 
  “Character Hooks” can be used to get both 
  native born or foreign characters involved in the 
  adventure. 
    In “Concluding the Adventure,” the DM will 
  be given some leads into future adventures and 
  the players may decide whether or not to take on 
  a far greater evil. 
   
  INTRODUCTION 
   
  This book is the third adventure published for 
  the True World setting of Maztica.  It is 
  recommended that four characters of no lower 
  than 6th level begin the adventure.  Other parties 
  are possible with slight alterations to the 
  encounters, but it should be noted that the 
  cihuateteo (the final encounter) is a CR 9 
  creature and will require a talented group to 
  defeat. 
    The adventure is set in Maztica (specifically in 
  the jungle nation of Far Payit) but it could be 
  easily converted.  There is a significant amount 
  of lore in the adventure’s background section 
  however, and if set in Maztica, the adventure 
  could lead to an entire campaign against a far 
  greater threat. 
   
   
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  BACKGROUND 
   
  A deadly and beautiful type of Maztican 
  vampire known as a cihuateteo has come up 
  with a rather clever way to keep her and her 
  spawn fed.   
   
  THE DARK MASTER 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  When Kukul first created mankind he lavished 
  upon these first men and women great gifts – as 
  did all of the gods.  One in particular was 
  favored above all others and his name was 
  Camazotz.  Camazotz first made the gods proud, 
  particularly Zaltec, to whom he had pledged his 
  eternal servitude.  But like any child to whom 
  too much is given too easily, Camazotz became 
  spoiled and sought the one thing he had not yet 
  been given – divinity.   
    After a time, Camazotz no longer sacrificed his 
  enemies to the Eater of Hearts, but rather he 
  forced his many priests to perform their sacred 
  rites in his name instead.  Camazotz would feast 
  not only on the hearts of his enemies during 
  these foul ceremonies; he would drink their 
  blood.   
    It did not take long for Camazotz to lose the 
  favor of his greedy deity.  Zaltec himself smote 
  the mortal on the steps of a grand temple which 
  Camazotz had dedicated entirely to himself.  
    Zaltec’s former lover, a spurned and jealous 
  demoness known as Itzapaplotl, took the body of 
  the would-be-divine human and decided to use it 
  to embarrass her former lover.  She returned the 
  body to life, but whether it was by design or by 
  accident, he did not return unchanged.  When 
  Camazotz awakened he felt a great thirst for the 
  lifeblood of not just his enemies, but of all men. 
    Camazotz killed hundreds before the gods once 
  again took notice.  This time, the deific brothers 
  Azul, Plutoq and Tezca brought an elemental 
  cataclysm upon the entire city which Camazotz 
  had built in his own honor.  Tezca first sent his 
  xiuhcouatl to set the outlying jungle in a great 
  blaze and all of the city’s terrified residents 
  became trapped within the circle of fire.  When 
  the rains came, the inhabitants believed Azul 
  had answered their prayers to curb the fires of 
  his enthusiastic brother; but the rains did not 
  stop for many days.  This made it easier for the 
  stony god Plutoq to move a full mountain of 
  earth in a great mudslide which buried the city.  
  Thousands died that night, suffocating in 
  hundreds of feet of unrelenting mudflow.   
    Camazotz was not heard from again for 
  centuries, but slowly the undying vampire dug 
  himself out once again into the True World night 
  and he has haunted the dark corners of Maztica 
  ever since. 
   
  THE CONCUBINE 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Camazotz is not without desires beyond that of 
  simply feasting on blood, and over the years he 
  has taken a number of concubines to whom he 
  has shared at least a portion of his “gift.” 
    These female vampires are known as 
  cihuateteo and throughout the long centuries 
  Camazotz has created dozens.  These creatures 
  need to feed on the blood of mortals like their 
  master, but unlike normal vampires they are 
  capable of giving birth to awful spawn which are 
  under their command and that of the dark master 
  Camazotz. 
    Yolyamanitzin, whose name means “just and 
  tender,” may not be the first of Camazotz’s 
  cihuateteo, but she is certainly his favored.  
  Yolyamanitzin has given birth to a half dozen 
  hungry spawn over the years.  They have stayed 
  by her side; often sucking blood from her teats 
  like a newborn child would take a mother’s 
  milk.  Her spawn seemed forever hungry and 
  Yolyamanitzin needed to find a way to provide 
  for them, or she too would go hungry. 
   
  THE TRESPASSERS 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  When the mysterious white skinned men from a 
  strange land came to the True World, both 
  mortal and immortal took notice.   
  Yolyamanitzin wondered if they were truly men 
  at all, and she longed to feed upon the creatures 
  whose skin was even paler than her own. 
    It was not long, in the understanding of an 
  immortal at least, before some of these 
  trespassers simply wandered into the clutches of 
  the cihuateteo and her spawn.   
    Yolyamanitzin and her children fed on three of 
  the men and discovered that they tasted even 
  
   
  3 
   
  sweeter than the mortals she had known for 
  ages, yet something stayed her from devouring 
  the fourth so quickly.  Perhaps they were all 
  simply sated for the moment, or perhaps it was 
  curiosity, but she allowed the pale human to 
  survive for some time in her company. 
    She frequently fed on the human, but more 
  often, she compelled him to tell her of his 
  homeland.  For many years she kept the pale 
  faced man hidden in her lair far out of the reach 
  of her spawn and she continued to listen.  The 
  vampire even learned the harsh tongue of the 
  human who called himself “Amnian.”   
    Eventually she forgot all about Amnian and the 
  fragile mortal certainly died of neglect, but what 
  she had already learned proved invaluable to her 
  recent dilemma. 
    Yolyamanitzin took particular interest in what 
  Amnian used to call a “tavern.”  When talking 
  about a tavern, she saw longing in Amnian’s 
  eyes that few other topics elicited.  It was 
  apparently some type of meeting ground where 
  men known as “adventurers” traded stories and 
  shared a meal.  Amnian also described different 
  forms of entertainment that would often 
  accompany the meals.  The clever cihuateteo 
  believed this was something she could use to her 
  advantage. 
     
  THE RUSE 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Not long after the trespassers came to the True 
  World, the god Qotal returned from an age old 
  exile and battled his brother Zaltec.  The titanic 
  battle caused earthquakes and other natural 
  disasters elsewhere in Maztica and one of these 
  earthquakes struck the ancient mud and earth 
  that hid Camazotz’s city; whose forgotten name 
  is Chacobben.   
    An ancient temple to Zaltec atop a still hidden 
  pyramid was exposed by the loosened earth first 
  and unstable lands threaten to uncover greater 
  parts of the city in the near future.   As 
  Camazotz’s favored, Yolyamanitzin claimed the 
  exposed temple as a lair for her and her spawn.  
  She needed only overcome a weakling tribe of 
  werejaguars that had occupied the jungle outside 
  the ruins in order to claim her new demesne.   
    Once there, she remembered Amnian’s lessons 
  and transformed Zaltec’s temple into a “tavern.”  
  Deciding to hide in plain sight, the cihuateteo 
  has named her tavern “Blood Offerings,” and 
  she runs it much like any of the pale-skinned 
  folk might in their homeland.   
    As she had hoped, mortals now come to her 
  and she no longer has travel far to hunt.  Her 
  spawn are well fed and no longer need to feed 
  from her.  The ruse is flawless and sometimes 
  she even runs the tavern as if legitimately.     
    Amnian would be proud. 
   
  OVERVIEW 
   
  The adventure begins when the adventurers 
  travel to the Blood Offering Tavern in order to 
  sample its exotic entertainment, discover what 
  happened to a young woman’s betrothed, or 
  meet a mysterious trader in order to complete a 
  deal he made with a well-known smuggler. 
    The adventurers are exposed to the tavern’s 
  “entertainment” which becomes increasingly 
  perverse as the evening goes on.  Eventually, 
  only the adventurers and a few others are left 
  before the doors are slammed shut and a few 
  vampire spawn appear to feed. 
    The adventurers can deal with the spawn at this 
  point, but an entire tribe of werejaguars try to 
  enter the tavern from its only entrance.  The only 
  way for the players to escape is by going further 
  into the tavern, which is itself, only one of the 
  top layers of an ancient pyramid that goes much 
  deeper. 
    Eventually, after a number of encounters and 
  battles, the party will reach the cihuateteo and 
  hopefully overcome her before escaping through 
  a hidden passage. 
  
   
  4 
   
  ADVENTURE HOOKS 
   
  The following adventure hooks can be useful to 
  attract either native Maztican or foreign born 
  adventurers to the Blood Offering Tavern where 
  the adventure begins.  Each of these events 
  could occur in a city that is located relatively 
  close to Chacobben, but it works best using 
  Tulom-Itzi, the capital city of Far Payit.  Choose 
  the one that best suits the motivations of your 
  players, and read the boxed text out loud 
  depending on your choice. 
     
  EXCITING NEW ENTERTAINMENT 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  This hook is designed for players who are 
  simply looking for adventure.  Taverns were not 
  established in Maztica until Cordell arrived in 
  1361 DR, but they do occasionally arise, and the 
  adventuring type would do well to establish 
  themselves in this type of rumor mill. 
   
   
  Though still exceedingly rare in the True World, 
  the coming of the Faerunians brought the 
  concept of taverns and fest halls to at least the 
  more cosmopolitan cities of Maztica.  Tulom-
  Itzi clings strongly to the old ways, however and 
  none can be found within the city bounds.    
    The elders would never allow such an 
  establishment to exist within the city itself, but 
  word has it that one can be found somewhat off 
  the beaten path in the nearby jungles.  Being 
  only a short trip away, the tavern might be a 
  good place to meet other like-minded 
  individuals.  Adventurers such as yourselves are 
  not common here in the True World, and 
  perhaps this could lead to your next grand 
  adventure! 
   
   
  THE MISSING HUNTER 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Heroic players or those who desire a sizeable 
  reward might be attracted to this hook.  The 
  betrothed of a wealthy orphan has gone missing 
  when he set off to find the Blood Offering 
  Tavern.  This hunter, whose name is Huemoc, 
  noticed that people had gone missing in the 
  region and he believes it has something to do 
  with the legends of the region.  
   
   
  A woman approaches you and identifies herself 
  as Eztli, the only child and orphan of a well-
  known jaguar knight who died defending 
  Tulom-Itzi from a star demon raid. 
    “Please, I worry for Huemoc.  He is a proud 
  man and though he is very strong, his bravery 
  has gotten him into trouble in the past.  He seeks 
  out this ‘tavern’ in the jungle and is convinced 
  that something is amiss; possibly something to 
  do with the legends of jaguars-that-walk-as-men.  
  Many other hunters have gone missing over the 
  years and never returned, I do not want this to 
  happen to my love as well!  Can you find him?  I 
  can pay you well! 
   
  As the only child of a jaguar knight, Eztli is 
  indeed rich.  She could easily part with 100 gold 
  quills (500 gp) per player, but allow them to 
  suggest an amount first.  Eztli is beside herself 
  with grief and hopefully, the players do not try 
  to take advantage of her.  She will not give a 
  single quill until Huemoc is either safely 
  returned, or they bring back proof of his demise. 
   
  SMUGGLER OF HEARTS? 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  The last hook is more appropriate for shadier or 
  greedier characters that need tangible wealth to 
  motivate their “heroism.”  This hook is not 
  appropriate for primarily good parties. 
   
   
  Hishna magic, while well regarded for serving 
  the people of Maztica as a valuable tool, 
  undoubtedly has some dark origins.  Apparently, 
  there is hishna magic that requires the actual 
  hearts of men to gain power.   
    Sacrifice is thoroughly outlawed in Tulom-Itzi 
  and a smuggler named Tlacaelel knows that 
  outlawing a thing does not simply make the 
  demand disappear. 
    Tlacaelel knows of a tavern in the woods where 
  the nightly “entertainment” is said to include 
  actual human sacrifice.  If he could somehow get 
  his hands on the remains, he could make a 
  fortune – and as his emissaries, you would too. 
   
  
   
  5 
   
  Tlacaelel does not now any additional 
  information about the tavern or what actually 
  occurs there.  Though completely unscrupulous, 
  he certainly is a risk taker, and is willing to give 
  the players a bag full of uncut jade and turquoise 
  (worth 1,000 gp) simply for them to broker a 
  deal with whomever owns the tavern. 
   
  THE BLOOD 
  OFFERING TAVERN 
   
  Though the nearby jungles are occupied by a 
  tribe of werejaguar, they are under the 
  cihuateteo’s thrall and worship Camazotz as a 
  deity.  They do not interfere with those who seek 
  out the tavern. 
    The tavern itself lies at the end 
  of a well-worn path in the jungle 
  and there are numerous markers 
  pointing in its direction which 
  are written in a number of 
  languages. 
    When the players finally arrive, 
  read the following description. 
   
   
  The path opens up into a small 
  clearing and standing in front of 
  you is no doubt the tavern you 
  have heard so much about. 
    Your first impression is one of 
  revulsion at the pastiche of 
  Maztican artwork that adorns the 
  building.  Images of the gods, 
  well known legends, and even 
  the coming of Cordell are 
  painted haphazardly all about the 
  front side of the building.  A 
  path of mounted torches leads 
  the way to a thick wooden door – 
  the only entrance in sight.  There 
  is also a rather large and 
  unkempt man who stands in 
  front of the door, eying you 
  warily. 
    The sounds of festivities and 
  music emanate from the 
  building. 
   
  The man at the door is a werejaguar “bouncer” 
  named Chicahua who welcomes visitors and 
  eventually seals the door when the vampire 
  spawn begin to feed.  He does not let visitors 
  tarry for long outside, and becomes increasingly 
  hostile if the players try to go behind the tavern. 
    The tavern itself is the topmost portion of a 
  buried ancient pyramid that is half exposed on 
  the rear end of the building.  The jungle growth 
  near the tavern is particularly thick and it takes a 
  DC 15 Wisdom (Perception) check to even 
  notice that there is a cliff behind the tavern.  If 
  the players search the “artwork,” they can also 
  make a DC 13 Wisdom (Perception) check to 
  see that behind the paintings, there are actual 
  carvings that are far more expertly done, though 
  they are quite worn.  
  
   
  6 
   
  1 
  2 
  1 square = 5 ft. 
    Chicahua will not allow the players to tarry for 
  long and will encourage them to enter.  At first 
  he will invite them calmly, perhaps even 
  offering “a free glass of octal” to each player.  If 
  the players become too curious his patience runs 
  out and he whistles a call that summons two 
  werejaguar allies in jaguar form.  At this point 
  battle is inevitable. 
    Should the players kill the werejaguars they 
  may explore the area without fear of further 
  attacks for the moment.  There is an actual 
  temple atop the tavern which is obscured by the 
  jungle and the angle of vision.  If the players 
  want to get to it, it requires they climb the side 
  of the tavern (no Strength check necessary, there 
  are sufficient footholds).  The temple has been 
  converted to a kitchen of sorts where food is 
  prepared and drinks are stored for the tavern.  A 
  hatch leads to a small wooden stairway that 
  leads to the upper right corner of Area 1 in the 
  tavern.  Other than hanging tapir and barrels of 
  fermenting octal, there is nothing of value in the 
  old temple. 
   
  GENERAL FEATURES 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  The tavern is kept clean by werejaguar servants 
  and there is no indication of the slaughter that 
  has occurred.  The vampires do not feed nightly, 
  nor are the ritual sacrifices performed often, so 
  on a typical evening the tavern is exactly what it 
  claims to be. 
    Ceilings, Walls and Doors.  Each floor of the 
  pyramid is 15 feet high.  Walls are at least 10 ft 
  thick and there are no doors below the tavern. 
    Light.  Yolyamanitzin has used continual 
  flame to illuminate the tavern.  Other levels are 
  kept in complete darkness except where 
  indicated in room descriptions. 
    Sounds.  The tavern itself is raucous and wild 
  and the whole floor is permeated with the 
  sounds of conversation and music.  When the 
  main show occurs, however, the place goes 
  silent, and the vampire spawn demand silence 
  for their “performance.”  The lower levels have 
  many feet of solid stone between them and the 
  tavern, so the only sounds on these levels are 
  made by their inhabitants. 
   
  1.  BLOOD OFFERING TAVERN 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  In the early evening hours, there are upwards of 
  30 folk eating and drinking in the tavern.  
  Typical fare are glasses of a Maztican drink 
  known as octal (see TWC1 The Maztica 
  Campaign Guide) and food specials includes a 
  delicious roast tapir.  A bar blocks the entire 
  upper right potion of the tavern and behind the 
  bar a wooden stairwell leads upstairs to the 
  tavern’s kitchen.   
    It is important to remember that the vampires 
  do not feed every day and if they were to do so, 
  they would certainly have been discovered long 
  ago.  Yolyamanitzin’s ruse has lasted for some 
  time now and she is careful to control the 
  appetites of her spawn.  On a typical day, the 
  Blood Offering tavern is exactly what it claims 
  to be, and it could be used as a source of rumors 
  for adventure long before the players actually 
  run afoul of the vampires.  This is particularly 
  useful if the players are a bit underpowered and 
  require additional experience. 
    Some of the rumors that can be heard in the 
  tavern include the following, among whatever 
  other bits the DM would like to include. 
   
    The Jaguar-Who-Walk-As-Men.  This is a 
  popular topic of discussion for the tavern’s 
  occupants.  The werejaguar who are involved 
  with Blood Offering have been in this part of the 
  jungles for many generations and sightings or 
  run-ins with the creatures have occurred in the 
  
   
  7 
   
  past.  Discussion of this topic causes the ears of 
  the bar staff to perk up, but they will not act on 
  or contribute to the conversation. 
   
    The Great Worms.  The Itzas have long 
  known of the subterranean network of tunnels 
  and caves that permeate the porous limestone 
  upon which Far Payit stands.  Creatures have 
  rarely ventured from these caverns in the past 
  and they have not been considered much of a 
  threat as long as they were not entered by the 
  foolish.  Recently, however, enormous worms 
  have emerged from the caves and killed and 
  eaten many who venture too close.  Their 
  appearance is said to be reminiscent of the Star 
  Worm H’Calos; who was slain over a century 
  ago.   
   
    The Fountain.  Relations with the Little Folk 
  of the jungles has improved in recent years, but 
  there is no quarter given when it comes to the 
  legendary Fountain of the Gods.  Located deep 
  in the mountains, it is said to impart great power 
  on those who partake of its waters.     
    Unfortunately, a community of hundreds of the 
  Little Folk guard the only pass to the Fountain 
  and in turn, a half dozen jaguar lords guard the 
  fountain itself.   
   
    Music emanates from the theater throughout 
  the day.  It is traditional Itza music usually, but 
  on some days, Faerunian bards are hired as a 
  specialty when the tavern is expecting non-
  native visitors.  As the evening passes on, the 
  musicians (who are normal humans) are 
  dismissed by the werejaguar staff, and the late 
  evening entertainment begins.  There are usually 
  only 5-10 patrons left at this time.  For 
  information on the late night entertainment, see 
  Area 2.  
    The staff, including bartenders, servers and 
  cooks are all normal werejaguars, 5 in total. 
  They exit through the staircase to the kitchen 
  when the tavern “closes.”  
        
  2.  THEATER 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  A stone altar adorns the rear of this room on a 
  stage that is set two feet off the tavern floor.  
  Hired musicians occupy this room until they are 
  released for the evening, but tables and chairs 
  are brought in if the main bar area becomes too 
  crowded.  Chairs are also brought in by the staff 
  just as the entertainment is about to begin. 
    An extremely well hidden trigger behind the 
  altar opens a stone panel in the floor at the 
  northwest corner of the room. A Wisdom 
  (Perception) DC 20 is required to spot the 
  trigger if players search. 
    When you believe the players are ready to truly 
  ready to start the adventure, read them the 
  following out loud. 
   
   
  The bartender makes a last call and a woman 
  steps out from the theater to announce that the 
  evening’s real entertainment will begin 
  momentarily. 
    The woman is stunningly beautiful.  She wears 
  only minimal clothing obviously designed to 
  entice along with a magnificent plumed 
  headdress.   
    There are only three others here with you left in 
  the bar for the evening, but she eyes one of the 
  males hungrily.   
    The tavern staff starts to exit the tavern as they 
  close up the kitchen for the evening. 
     Inside the theater you notice a scene that has 
  already been prepared for the night’s 
  entertainment.  A stone altar rests on a raised 
  dais and a man dressed in traditional hishna garb 
  stands behind it holding a wickedly curved 
  obsidian dagger. 
    To his left stands a well-built, half naked man 
  who has the same feral, yet tamed look that you 
  noticed in the tavern staff. 
    The hishna priest speaks. 
  “At the dawn of mankind, Kukul failed in 
  forging a suitable worshiper on three separate 
  occasions until he realized that in order to give 
  life, blood must flow.  He cut from his own 
  body, and from his divine flesh, mankind was 
  born.  Sacrifice is indeed where the power of life 
  lies, so we give to the gods in order that they 
  maintain their sacred duties.” 
    At this point the feral man steps forward and 
  claims, “I accept my fate, but I only give of 
  myself to the True Lord.” 
    With that the feral man lays across the table. 
   
   
  
   
  8 
   
  Depending on the player’s sensibilities, the 
  battle might indeed begin at this point in time.  
  Sacrifice, however, particularly when offered 
  willingly – is sometimes still an accepted 
  practice in Maztica, and the players might in fact 
  be used to it.  It is outlawed in Tulom-Itzi 
  however, and generally frowned upon by all 
  Itzas. 
    If the players attempt to stop the sacrifice, they 
  not only have to deal with the two vampire 
  spawn – the intended sacrifice will also rise to 
  defend his executioner.  The feral man, like the 
  tavern staff, is another werejaguar. 
    The other patrons of the bar are mostly men 
  from Tulom-Itzi.  There are 9 in total, all 
  commoners.  The commoners will become 
  aggravated by any interference in the night’s 
  festivities, but they will not get involved in 
  battle. 
    Watching the actual sacrifice occur might be 
  difficult for the players, particularly for foreign 
  characters.  If the DM wishes, he may describe 
  the “performance” as he sees fit, but the 
  adventure itself assumes that the players have 
  interfered. 
   
  When the players intercede, read the following. 
   
   
  You have seen pretty much all you can stand to 
  see and your displeasure is quickly noted by the 
  beautiful female. 
    “Do you seek to deny True God his 
  sustenance?  Perhaps you do not understand that 
  his will is not meant for mortals such as 
  yourselves to be questioned! 
    The crowd boos and jeers at you as she 
  continues.   
    “Perhaps we err in offering you the honor in 
  witnessing our greatest offering…the Blood 
  Offering!” 
    With her last word, you hear the doors shut and 
  lock back inside the tavern.  The woman hisses 
  and her mouth reveals previously hidden dagger-
  like fangs as she tears in to the nearest patron.  
  The poor man’s neck opens and blood covers 
  her face as the hishna-garbed priest jumps onto 
  yet another patron.  Even the once–intended 
  sacrifice stands and changes forms into that of a 
  feral jaguar and pounces in your direction. 
   
   
  Roll intiative as normal, but give the werejaguar 
  advantage on the roll unless the players expected 
  this attack.  The vampire spawn roll normally as 
  they have just attacked two of the commoners. 
    The door to the outside has been bolted with a 
  large wooden plank, and it would take a 
  successful Strength check with a score of 18 to 
  force open. 
    The general sense of the battle is one of pure 
  chaos.  The remaining patrons (two were killed 
  almost instantly) are in a state of pure panic, 
  trying to find a way out of the resulting carnage.  
  after the first attack, the vampires turn their 
  attentions towards the PCs. 
    Players should be careful when using area 
  spells, as there will always be at least one patron 
  within 10 feet of a vampire spawn. 
    The female vampire spawn fights until she is 
  destroyed, but the hishna garbed vampire is a 
  known coward and “mommas boy.”  If the battle 
  turns against the vampires and the werejaguar, 
  he will flip the trigger that opens the stone 
  paneling and attempt to flee.  He will scream as 
  he attempts to flee calling for “mother” 
  repeatedly.   
    Whether or not the vampire escapes, the echoes 
  of his calls have traveled well into the depths of 
  the pyramid despite its thick walls, and mother 
  has awakened. 
    The PCs may evacuate the tavern at this point 
  if they so choose; or they might continue into the 
  dark depths of the pyramid.  Chicahua stands 
  outside the tavern and he has brought twenty 
  other werejaguar to prevent anyone from 
  leaving.  They stand roughly in an arc outside 
  the door in a variety of forms.   
    The remaining commoners represent another 
  problem, and are best left within the tavern until 
  the bottom levels are cleared out.  It will be 
  nearly impossible (Disadvantage on all Dexterity 
  (Stealth) checks) to bring them along as they are 
  panicked and useless in a battle. 
     
  PYRAMID LEVEL 1 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  A steep staircase leads downwards into the dark 
  chambers of the pyramid.  If the characters lack 
  a light source for whatever reason, the various 
  continual flame torches found throughout the 
  tavern can be taken off the walls and used. 
  
   
  9 
   
    A foul smell wafts from the dark stairwell 
  below and the staircase continues downwards 
  for 30 feet.   
    
  LEVEL 1 – ROOM 1 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  The source of the foul smell becomes obvious 
  the moment the characters make it down the 
  stairs.  The base of the staircase is littered with 
  dozens of corpses.  The vampire spawn simply 
  dump the bodies down the staircase when they 
  finish feeding at the end of an evening.  Though 
  it is gruesome work, the party could search the 
  bodies and find a total of 600 gp worth of cocoa 
  beans, chunks of rough turquoise, and some 
  small gemstones.  There is no metal of any sort 
  present on the bodies (characters may notice this 
  if they make a successful Wisdom (Insight) 
  check with a DC of 13). 
    The bodies obviously show the marks of the 
  vampire feedings, and unfortunately, Huemoc’s 
  body (the Missing Hunter) can be found here. 
    If the players make too much noise they may 
  start to feel a slight tug on any metallic items 
  that they might hold.  This is because the 
  lodestone ooze found in Room 3 has become 
  aware of their presence and within a turn, it will 
  enter the room and attack.  
    There is a staircase downwards in the middle of 
  the floor here in addition to the one heading up 
  into the tavern. 
  
   
  10 
   
  LEVEL 1 – ROOM 2 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Two sarcophagi sit side by side in this room.  If 
  the male vampire spawn manages to escape 
  pursuit he will head here and rouse another 
  vampire spawn that sleeps beside his own 
  sarcophagus.  The two vampire spawn will make 
  a final stand here. 
    After the players finish their third turn of battle, 
  the lodestone ooze from Room 3 will enter the 
  fray.  The vampire spawn have carry nothing 
  metallic, and therefore are not of interest to the 
  ooze. 
    The second vampire spawn’s sarcophagus has a 
  hidden latch which reveals a small compartment 
  in its base (Wisdom (Investigation) DC 14 to 
  find).  In it, the players can find some treasure 
  that the vampire spawn have collected.  A heavy 
  featherwoven pouch contains 5 pieces of jade 
  that are worth 120 gp each, an obsidian jeweled 
  dagger worth 400 gp and a single ring which is 
  actually one of Kiltzi’s ring of eternal love (see 
  TWC1 The Maztica Campaign Guide).   
   
  LEVEL 1 – ROOM 3 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  The lodestone ooze remains in this area until it 
  detects movement elsewhere on the level 
  (usually bodies being tossed down the staircase 
  from the tavern).  The vampire spawn and the 
  ooze mutually leave each other be, and 
  Yolyamantzin understands that the creature is an 
  effective guardian.  It is not permitted on other 
  levels, however. 
   
  PYRAMID LEVEL 2 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  A similar staircase heads down from Level 1 to 
  Level 2, and the stench clears a bit halfway 
  down the staircase. 
    This level is the primary resting place for the 
  remaining vampire spawn and once the PCs 
  arrive on the landing and look around, they 
  should quickly become aware of just how 
  strange the relationship is between the vampire 
  spawn and their cihuateteo mother. 
   
  LEVEL 2 – ROOM 1 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  When the PCs reach the bottom of the staircase, 
  read the following. 
   
   
  When you reach the landing and your light hits 
  the walls, you see the last thing you ever would 
  have expected in this setting.   
    The walls are painted with scenes of rainbows 
  and caricatures of young children playing in a 
  bright and sunny meadow with hare and other 
  small creatures.  There are finer details that you 
  can’t quite make out from the landing. 
   
   
  The cihuateteo is undoubtedly an evil creature, 
  but it is certainly a tragic being as well.  Having 
  died during childbirth, and denied paradise by 
  the evil of the First Vampire, it is difficult not to 
  sympathize. 
    Cihuateteo hold onto their motherly instincts 
  and Yolyamanitzin certainly loves her spawn.  
  she also eternally thinks of them as young 
  children – the children that she had been denied 
  during life.  She painted the walls of this room in 
  order to turn it into some form of “play room” 
  for her children. 
    If the PCs get closer to the walls and inspect 
  further, they will notice there are subtle horrors 
  painted among the scenes of beauty.  The 
  children are not playing with animals, but rather 
  torturing them and their fangs show prominently 
  from up close. 
    There is nothing else of note in the room except 
  for yet another staircase leading downwards to 
  Yolyamanitzin’s lair. 
   
  LEVEL 2 – ROOM 2 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  The childrens “pet” remains chained and asleep 
  in this room.  A hakuna remains chained in the 
  chamber.  It was taken in by one of the vampire 
  spawn when it was young and has lived its entire 
  adult life within these walls.  It is not well 
  treated, and is terribly violent.  If the PCs 
  attempt to slay it from a distance, it will hide 
  itself around a corner, keeping itself out of sight. 
    It would be an act of mercy to slay the poor 
  creature, seeing as its wings are hopelessly 
  crippled and it has developed an abject fear 
  (agoraphobia) of the world outside of this 
  chamber. 
  
   
  11 
   
   
  LEVEL 2 – ROOM 3 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  This hallway contains more paintings like the 
  ones in Room 1, but depictions of “mother” are 
  present as well.  If the PCs do not walk in a 
  precise pattern, they trigger a trap designed to 
  injure the party and awaken the sleeping 
  vampire spawn in Room 4.   
    Walking on the stone slabs causes jets of fire to 
  spew from hidden holes along the side walls.  
  The PCs must make a DC16 Dexterity 
  (Acrobatics) check.  If they fail they take 22 
  (4d10) fire damage and only take half if 
  successful. 
    Once the traps go off, they also hear the sounds 
  of sliding sarcophagi lids coming from Room 4.  
  At the end of their next turn, the remaining 3 
  vampire spawn enter from Room 4. 
    The fire trap needs to be manually reset by one 
  of the pyramid’s residents and it does not fire 
  again if the PCs remain in the room, even if the 
  battle with the vampire spawn occurs here. 
   
  LEVEL 2 – ROOM 4 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Read the following when the players enter the 
  vampire spawn “bedroom.” 
   
   
  When you enter the chamber you immediately 
  recognize the same smell of death that 
  permeated the upper level of the pyramid.  
  Besides the three open sarcophagi, you also 
  notice a large stone dais and bowl.  In the bowl 
  you notice what can only be human hearts.  
  They are all remarkably fresh even though a 
  veritable cloud of black flies swarms around the 
  gruesome scene.  
   
   
  Depending on how quickly the PCs evacuated 
  Room 3, they may encounter the remaining 
  vampire spawn here. 
    This time, the sarcophagi do not contain any 
  treasure, but the stone bowl itself is slightly 
  magical.  It keeps fresh any food item that is 
  
   
  12 
   
  placed within it indefinitely.  Should the PCs be 
  of the unscrupulous sort, the bowl should satisfy 
  Tlacaelel from the Smuggler of Hearts hook.  He 
  will add an additional 100 gold quills (500 gp) if 
  the players manage to bring the hearts to him as 
  well. 
   
  PYRAMID LEVEL 3 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Halfway down the staircase, the characters will 
  hear a gentle whimper in the darkness.  
  Yolyamanitiz is sometimes cursed with 
  memories of the life she once had, and she is 
  prone to long bouts of melancholy.  Her spawn 
  know to steer clear of her during these moments.  
  Yolyamanitzin resides in Room 2, and she is 
  aware of the PCs presence, but she will choose 
  to stay in her chamber.   
   
    LEVEL 3 – ROOM 1 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  Read the following text to players whose 
  characters look around after reaching the bottom 
  of the steps.  
   
   
  While the floor above was darkly reminiscent of 
  the life of a young mother, the paintings and 
  markings on the walls here remind you more of 
  a young woman in love.  Depictions are of a 
  semi-nude woman lying wistfully on a bed of 
  plumage and in one case even holding hands 
  with a dark figure that you cannot quite make 
  out.   
    You may have been fooled into believing there 
  was a sweetness to the paintings in the nursery 
  above, but the macabre nature of the actual 
  hearts painted all over the wall make their dark 
  nature obvious. 
    The whimpering you heard on the way down 
  the staircase has subsided. 
   
   
  The dark figure in the painting is of 
  Yolyamanitzin’s “husband” Camazotz and the 
  female figure is of course herself.  Getting closer 
  will show some details that the characters would 
  otherwise not be able to see.   
    Camazotz may indeed be interesting to the 
  characters and if there are native born characters 
  
   
  13 
   
  in the party, allow them to make a DC 12 
  Intelligence (History) or Intelligence (Religion) 
  check to recall stories of the First Man. 
   
  LEVEL 3 – ROOM 2 
  ________________________________________________________________________________________________________________________________________________________________________________________________________________________ 
   
  This is Yolyamanitzin, the cihuateteo and 
  favored wife of Camazotz’s lair.  She sits quietly 
  awaiting either her doom, or that of the intruders 
  who have destroyed her precious family. 
   
   
  A tattooed, nude woman sits in the center of 
  what you could only describe as a nest in almost 
  a fetal position.  She has the belly of a woman 
  who is with child, but she is undoubtedly the 
  same as the undead spawn you have already 
  encountered.   
    It seems as if you have finally met “mother.”  
   
   
  The battle with the cihuateteo is as 
  straightforward as one may get.  She was able to 
  feel the destruction of her children and is 
  obviously infuriated.  The cihuateteo desires her 
  own destruction as well and she will fight with 
  reckless abandon.  Occasionally during battle, 
  she will hiss phrases about how “father with 
  come for you all,” but she otherwise remains 
  silent. 
    Yolyamanitzins nest contains seven pieces of 
  jewelry that  is worth a total of 11,000 gp.  She 
  also holds a single rwoven doll in the shape of a 
  female child.  It is dirty and crudely made, but it 
  is all that she had to remind her of the life she 
  was meant to have.  When the cihuateteo is 
  destroyed, she will leave behind part of her spirit 
  within the doll itself as a gift to those who 
  released her. 
   
   
  THE DOLL OF YOLYAMANITZIN 
  Wondrous item, legendary (requires attunement) 
   
  The Doll of Yolyamanitzin is a gift left to the one 
  who released the spirit of the tragic mother 
  Yolyamanitzin to find her final reward.   
    Once per week, as a reaction, an attuned owner 
  may call upon the mother’s spirit when they fail a 
  saving throw and may choose to succeed instead. 
    The attuned owner of the doll may cast a single 
  wish spell.  Once used, the doll forever loses all of 
  its magic. 
    Only the characters who actually released 
  Yolyamanitzin or their heirs may attune to the doll. 
  
   
  14 
   
  NEW MONSTERS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  *Credit to the Maztican Bestiary by Leonaru for 
  Hakuna and Werejaguar. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Maztica 5e/TWA3 - Blood Offering [5e].pdf