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C AMP AI GN DE SIG N E R ARTI STS SPEC I AL TH A N K S


AND W R ITE R Zabi Hassan Stephany Jaiquel Baron
J. C. Alvarez Nikola Matkovic Laura Calvo Llorente
PR O D U CE R S Lucas Parolin Aritz Álava
Jon Egia Milan Nikolic Raymond Blair
Helio de Grado Rado Javor Boyd Stephenson
GAM E D E SIG N E R AN D Sebastian Luca Chiffre Indigo
AR T D IR E CTOR Marco Brunelleschi Wojciech Filimonowicz
Carlos G.Q.
Alejandro Olmedo Zac Calderone
GR APH I C DE SIG N E R Andrea Maurizio Medici
MAP ARTI ST
Aleksandra Bilic
Lorenn Tyr Cass Rea
LE AD AR T I S T AN D COV E R Paul Smith
AR TIST
Douglas Jessup
Antonio J. Manzanedo
Adrian Bettridge-Wiese

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IndeX
T h e new daw n 6 ii. The burning of the templE 32

The Adventures 6 PROLOGUE 34


Playing the adventures 7
SCENE 7: THE WHITE CITY 34
What You Need 7
Encounter 6: Temple Guards 35

C am paig n: SCENE 8: THE PEOPLE OF THE SHORE 38

t h e eigh t ome nS 8 SCENE 9: SLAVES OF THE AZTECA 39


Encounter 7:
the characterS 10 A Riot at the Slave Quarters 40

XOCOXÓCHITL 10 SCENE 10:


THE LEFT-HANDED HUMMINGBIRD 41
CUAUHTLI 12 Encounter 8: The Macehual King 42

HIAPSI 14 SCENE 11:


FLIGHT OF THE 400 HUMMINGBIRDS 43
YOSÁ 16 Encounter 9: Beast Garden Guards 44

i. The column of firE 22 SCENE 12: THE SECOND DREAM GATE 44

PROLOGUE 24 SCENE 13:


WAKING FROM THE SECOND DREAM 45
SCENE 1: FOG AND FLIGHT 24
iii. Lightning on
Encounter 1: The Guards 25 the lightning housE 46
Encounter 2: The Drowned Dead 25
SCENE 14: OUT OF THE BLUE 48
Scene 2: The World Beyond the Fog 26
Encounter 3: The Dragon Rider 27 SCENE 15: THE SECOND SUN 49
Encounter 11: Sticks and Stones 49
SCENE 3: A VISIT WITH THE ANCESTORS 28
Encounter 12: The Drowned Valley 50
Encounter 4:
Conversation with Red Serpent 28
SCENE 16: THE APE-MEN 50
SCENE 4: THE LANDING 29
SCENE 17: THE OTHER TRIBE 52
Encounter 5: The Drakkar Ships 29
Encounter 13: Ape Marauders 52
SCENE 5: THE FIRST DREAM GATE 30 Encounter 14: Monkey Dancing 52

SCENE 6: SCENE 18: THE FOREST OF TALL TREES 53


WAKING FROM THE FIRST DREAM 31
Encounter 15: Ambush 53

SCENE 19: THE GREAT STORM 54


Encounter 16: Facing the Storm 55

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Encounter 17: We All Die Together 55


vi. Alas for my childreN 80
SCENE 20: THE THIRD DREAM GATE 56
SCENE 36: THE HAUNTING 82
SCENE 21: Encounter 29: The Child-Stealer 82
WAKING FROM THE THIRD DREAM 56
SCENE 37: GHOSTBUSTERS 82
iv. The three starS 58
Scene 37 Conversation: The Task 82
SCENE 22: NECAHUA 60 Encounter 30: Crying Nights 83
Encounter 17: Wrath of the Witch 61 SCENE 38: BACK TO THE TEMPLE 84
SCENE 23: DREAM EXPLORERS 61 SCENE 39: SPYING ON THE WITCH 85
SCENE 24: NECAHUA’S DUNGEON 62 SCENE 40:
Encounter 18: The Daring Escape 63 THE CHILDREN OF HUITZILOPOCHTLI 85
Encounter 31: The Acolhua War Party 86
SCENE 25: LAIR OF THE WITCH 63
Encounter 32: The Fleeing Tribe 86
Encounter 19: The Rain of Fire 64
Encounter 33:
Stalking Across the Stalks 87
SCENE 26: THE WORLD OF DRAGONS 64
Encounter 34: Walking the Wetlands 87
Encounter 20: Dragon Fight 65
Encounter 35:
SCENE 27: FLIGHT, FIGHT, FLIGHT 66 Rendezvous at the Reeds 88
Encounter 21: The Storm Dragon 66 Encounter 36: The Mere of Acatitlan 88

SCENE 28: SCENE 41:


WAKING FROM THE FOURTH DREAM 67 THE EAGLE AND THE SERPENT 89
Encounter 37: The Founding 90
v. The flooD 68
SCENE 42:
WAKING FROM THE SIXTH DREAM 91
SCENE 29: LAKE PATROLS 70
Encounter 22: Guards of the Pochteca 70 vii. the smoky mirroR 92
Encounter 23: The Witch’s Watchers 70
SCENE 43: AN OMEN IS A WARNING 94
SCENE 30: MAHUITZIN 71
Scene 30 Conversation: SCENE 44: THE RAID ON THE TEMPLE 95
The Merchant Lord 71
SCENE 45: THE PIECES OF THE PUZZLE 95
Encounter 24: Guards and Guards 72
Encounter 38: Actor Assassins 96
SCENE 31: BACK TO NECAHUA 73
SCENE 46: THE MIRROR IN THE MIRROR 97
SCENE 32: THE FLOODED WORLD 74
SCENE 47: A LITTLE BIRD TOLD ME 98
Encounter 25: Fins and Tentacles 74
Scene 47 Conversation: What He Said 99
Encounter 26: The Fish-Folk 74
SCENE 48: PICKING UP THE PIECES 100
SCENE 33: THE WORLD UNDERWATER 75
Scene 48 Conversation:
Encounter 27: The Underwater Tribe 76 Treading on Truths 100
Encounter 28: The Hunt 77
SCENE 49: THE ASSEMBLED PICTURE 102
SCENE 34: THE LIKE CURES THE LIKE 78 Encounter 39:
Of Course, there was a Guardian 104
SCENE 35:
WAKING UP FROM THE FIFTH DREAM 79

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SCENE 50: THE BEGINNING OF TIME 105 SCENE 2: DUTY ROSTER 149
Encounter 3: Guard Duty 149
viii: giants and monsterS 105
Encounter 4: Troublesome Troopers 150
Encounter 40: The First Mortals 106 Encounter 5: Abusive Action 150
Encounter 41: A Light at the End 106 Encounter 6: Stolen Supplies 152
SCENE 51: NECAHUA’S GIFTS 107 SCENE 3: BROTHERS IN ARMS 154
SCENE 52: THE 400 ROADS 108 Encounter 7: the ensign’s errands 154
Encounter 8: Troop Talk 155
EN DING THE ADVENTURE 108
Encounter 9: Free Time 156
Appendix: necahua’s templE 110 Encounter 10: A Clash of Crews 156

SCENE 4: THE GARRISON STORES 157


Encounter 11: The Ordnance Stand 157
Encounter 12: The Quartermaster 158

SCENE 5: THE MEDICAL PAVILION 158

SCENE 6: THE NATIVES 159

SCENE 7: LOOKING FOR THE LEADERS 162


C am paig n: conq ui s -
Encounter 13:
t ador’s golD 118 The Secret of Pedro De Alvarado 162

GETTING STARTED 120 SCENE 8: CAPTAIN DE SANDOVAL 164


Adventure Text 120 Scene 8 Conversation 164
Encounter 14: Arrested 165
ADVENTURE BACKGROUND 120
Encounter 15: Urgent News 165
Pedro De Alvarado 120
The Race 121 SCENE 9: LEAVING VERA CRUZ 169
Enter our Heroes 122 Encounter 16: Where Do We Go Now? 170
Encounter 17: Neighbourly Visit 170
INTRODUCTION 123
cempoallan 172
the characterS 126
MAP OF CEMPOALLAN 174
FRIAR MATEO NAVARRO 126
Chapter II Conversation:
DOÑA CARLOTA DE DUERO Y ROJAS 128 Cempoalteca Communications 176
Encounter 18: A Job Offer 177
DOÑA MARÍA ISABEL MENDOZA 130 Encounter 19:
The City of Many Waters 178
ESTEBAN DE FERES 132
SCENE 10: THE SKULL HOUSES 178
Villa rica de la vera cruZ 142
Encounter 20:
The Captain of the Guard 179
MAP OF VILLA RICA DE LA VERA CRUZ 144
Encounter 21: The Guard’s Gossip 180
Encounter 1: Starting Point 147
SCENE 11: THE MEXICA QUARTER 181
SCENE 1: THE 50,000 DUCADO QUESTION 148
Encounter 22: Tiny Tenochtitlan 181
Encounter 2: The Cold Trail 148

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Encounter 23: The Mexica Temple 182 Encounter 49:


The Cuyuxquihui Garrison 216
Encounter 24: The Place of Accounts 183
Sidebar: Attack on Actopan 217
Encounter 25: The Tlacuilo House 185
Encounter 50: Actopan 218
SCENE 12: THE CENTRE OF CEMPOALLAN 187 Encounter 51: The Attack on Actopan 219
Encounter 26: The Great Temple 187 Encounter 52:
Encounter 27: Actopan After the Attack 220
The Temple of Quetzalcoatl 188 Encounter 53: Soldiers and Scouts 222
Encounter 28: The Tlachtli Court 190
SCENE 17: SECRET SETTLEMENTS 223
Encounter 29:
The Palace of Cempoallan 191 Encounter 54: The Slave Camp 223
Encounter 30: The Lesser Temples 193 Encounter 55: The Razed Villages 224
Encounter 31: Guards! Guards! 194 Encounter 56: Trip To The Thunder 225
Encounter 32: The Three Rings Shrine 195 Encounter 57: The Thunder Hideout 226
Encounter 33: A Call to Arms 196
SCENE 18: THE WILDS 228
SCENE 13: THE MARKET DISTRICT 197 Encounter 59: Pursuing Pedro 228
Encounter 34: The Weapon Masters 198 Sidebar: Secret of Un Takám 229
Encounter 35: Painting the Picture 199 Encounter 60: The Black Skull Ambush 230
Encounter 36: Encounter 61: Wandering the Wild s 231
The Writing’s on the Wall 199
Encounter 37: Chawaná 200 SCENE 19:
THE BATTLE OF TIZAPANCINGO 233
SCENE 14: THE BINI’ZÁ 202 Encounter 62: Dissidents 233
Encounter 38: Zoning the Zapoteca 202 Encounter 63:
The Path to Tizapancingo 234
Encounter 38 Conversation 202
Encounter 64: The Battle 236
Encounter 39: Ni’xye the Trader 203
Encounter 65: The Race 237
Encounter 40: The Zapoteca Zealots 205
Encounter 41: SCENE 20: THE END 238
The Flower Lady of the Bini’zá 205
Encounter 42: NpcS 241
The Black Skull Catacombs 206
Drakkar warrior 241
Encounter 43:
The Secret of the Zapoteca 207 Drakkar berseker 242
Michintecatl 242
SCENE 15: LEAVING CEMPOALLAN 208
Tentacle beast 243
Encounter 44: Don’t Let Them Escape 208
Doña Cristina 243
Encounter 45: Captives of Cempoallan 209
Perez Negro 244
Encounter 46: Chawaná’s Choices 210
Frier Cosmes 244
Encounter 47: Next Stop 211
Sister Kana 245
TotonacapaN 212 Chawana 245
Xtakat Luwa 246
SCENE 16: TOTONACA TOWNS 214 Totonaca warrior 246
Encounter 48: Un Takam agent 247
The Town of Cuetlaxtlan 214
Un Takam leader 247
Encounter 48 Conversation 215
Giant bee swarm 248
Assassin 248
5
T H E B O O K Y O U hold in your hands contains the first two adventure
campaigns for the game Dragons Conquer America. These two adventures,
Conquistador’s Gold and The Eight Omens, are intended to introduce you
to the rich, impressive cultures and nations of preconquest America, which
remain mostly unexplored in modern fantasy – a ‘New World’ indeed, as
European invaders called it at the time.

B UT TH I S I S not a New World, nor is it ‘America’.


This is the Anahuac, site of the Mexica Triple
Alliance – what we know today as the Aztec Empire – and
TH E EI GH T OMENS
The first adventure, dubbed The Eight Omens, takes
place in the legendary Mexica Empire, which ruled
many other great nations, from the peaceful Tutunacu the Anahuac at the time of Spanish arrival. The play-
federation to the fierce Chichimec tribes; from the er characters are all subjects of the Mexica, ready to
brutal Bin’izá city-states to the fabled Tzintzuntzani receive the highest boon in Anahuac society: to die in
Empire. These cultures, and many others, made up a sacrifice to the dragons. However, strange events and
geopolitical landscape that was at least as diverse as portents force the characters to face a hard choice – to
today’s America, Asia or Europe. accept the honour of sacrifice, or else join a shady po-
Dawn of a New World attempts to put you smack in the litical scheme between different factions of the Mexica
middle of this cultural environment – and right in the nobility… to save the nation.
thick of the action – through the eyes of the two main Not all the player characters are ethnic Mexica, and
forces involved in the War of Conquest: The Mexica, or not all, regardless of their nationality, are loyal to the
Aztecs, and the ragtag Spanish expedition that would Aztec Alliance. But their new, mysterious allies are un-
come to conquer them in real history. But this time, reliable at best, and a blatant force of evil at worst.
in Dragons Conquer America, the actual ending of the Should the player characters choose the devil they
story is in your hands. If we have dragons and spells, know and accept honourable death, even those that
we can very well have a world where the Spanish did are there against their will? Or should they risk their
not win the war, and the Aztecs or Maya had time to honour and soul by joining forces with a magical entity
develop their culture and technology to become a su- that may or may not hold the key to save the Mexica na-
perpower. We may have a world where both nations co- tion? Are the strange omens in the sky, in the land and
exist, either in their shared ocean or in the lands of water, truly a sign of the imminent fall of the Anahuac?
either people. We may have a world where the Mexica
develop technology and eventually retaliate against Before making their decision, though, the heroes will
Europe. Or, as it occured in real life, Castille takes over have to undertake an enchanting, potentially deadly
the New World and changes the balance of power in trip through the Dream World, which may yield the
Europe forever. In the real world, history stood on the clues they need to save the Mexica nation… or doom it.
edge of a knife at the dawn of the 16th century, and
PLAYER CHARACTERS
the smallest force could have influenced events in any
other direction. The Eight Omens is intended for four characters from
any culture within the Anahuac region. The adventure
In Dragons Conquer America, the force that tips the
includes four such characters with play-ready stats,
scales is you – your campaign, your players, your ver-
backgrounds and motivations. You may also create
sion of the tale.
your own characters, adjusting the difficulty and en-
counters of the adventure for larger or smaller groups.
The Adventures
Characters from the Mayaab or the Four Regions, or
Each of the two adventures included in this book fea- even from European cultures, are discouraged but not
tures the viewpoint of one of the two rival cultures – forbidden, provided you or your players are convinced
the Mexica and Spaniards – and is intended for charac- they had reasons to be in the Anahuac awaiting sacri-
ters of that culture. fice at the time of the adventure, years before the first
encounter between Spaniards and Mexica.

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C O NQ UI S T ADOR’S G OLD Gold by helping or hindering Spanish forces. You, as


the Game Master, can choose just how much the ad-
As opposed to the previous adventure, Conquistador’s ventures influence each other, and may even wish to
Gold is told from the point of view of the invaders. The rewrite some elements of Conquistador’s Gold depend-
story begins as the Spanish expedition hast just settled ing on what happened to the Mexica Empire during The
on the coast of the Anahuac, a heartbeat before Cortés Eight Omens.
launches his military campaign into Mexica lands.
Regardless how you decide to play it, keep in mind
In Conquistador’s Gold, the player characters are a that the historical timeframe the adventures are set in
motley squad of mercenaries from the Spanish expedi- assumes The Eight Omens takes place a couple of years
tion, charged with finding a cache of Spanish gold, lost before Conquistador’s Gold. You may alter this as well,
during the first expeditions to the New World. Both of course; as we said before, this is your history and
Cortés and the governor of Cuba have their own rea- your timeline.
sons and goals to seek that treasure, and there are at
least two other groups of rival conquistadors racing to You may even choose to play both adventures with
lay their hands on it. Not to mention the treasure may the same characters, although it may be difficult to ex-
be anywhere in native lands, which are under control plain how characters from one culture are present, let
of the mighty Tutunacu Federation – one of the strong- alone motivated to take part, in a mission for their ri-
est vassals of the Mexica Empire. vals, before their nations even met each other.
Upon accepting the mission, the PCs’ motivations As an alternative, you could assume the characters
may vary – perhaps they choose to be loyal to Cortés, in Conquistador’s Gold are ‘spiritual successors’ to the
one of his rivals, or they wish to find the treasure for heroes in The Eight Omens. The ending of The Eight
themselves. Whatever their goal, it will force them to Omens has the PCs travelling to the Dream World one
fend off Spanish spies and Native forces from a half last time; you may tell the players that their conscious-
dozen different organisations, while having a close en- ness, or soul, has travelled to the bodies of a group of
counter with the cultures they are about to invade. Spanish adventurers, which may not share their memo-
ries or personality but have received a bit of the Native
PLAYER CHARACTERS group’s insight. In this case, you may allow the Spanish
adventurers to benefit from character points accrued
Conquistador’s Gold assumes there will be four play-
by the Mexica party, and let their ‘vague dreams and
er characters, from the Spanish expedition force. The
recollections’ of the previous adventure influence their
adventure includes four Spain-born adventurers, each
decision in Conquistador’s Gold.
with their own goals and moral standards, easy to hook
into a treasure search for the good of the expedition.
What You Need
You may create your own member of the Spanish ex-
pedition; Spanish soldiers held the highest rank, but it To play these adventures, you only need the Dragons
is known that Cortés employed thousands of Yokot’an Conquer America core book, currently available in
natives from the southern marshes, and local work- stores and directly through our website.
force from Tutunacu lands, besides his own mercenary
Spanish infantry. You as a Game Master have the final The core book contains all the rules explaining how
world on what cultures, orders and motivations are al- to run encounters, play out combat and other con-
lowed in your version of the adventure. flicts, and how to create and advance characters. It
also includes a detailed description of the Anahuac set-
Remember to adjust the difficulty and encounters of ting and the Spanish force, specifically their Dragons
the adventure for larger or smaller groups. Character Conquer America versions, which are just like the real
creation rules, the full description of the Spanish expe- ones but with dragons and magic spells dropped in for
dition, and guidelines to adjust the adventure, are all good measure.
included in the Core Book.
To play, you will need a deck of cards. You can use the
Playing the adventures official playing card deck, customised with art and text
relevant to the game or a set of common poker cards
(using only cards numbered from 1 to 6). Alternatively,
You may play these adventures separately or run
you may also substitute playing cards for six-sided dice.
them back-to-back as two chapters of the same story;
while the characters and the setting change, the events So, turn the page and begin reading already. Welcome
in The Eight Omens might influence Conquistador’s to the Dawn of a New World!

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Campaign: the
eight omenS

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the eight omens

XocoxóchitL
X O C O X Ó C H I T L I S A noble priestess from Tenochtitlan, trained from
childhood after a birth rife with good omens. She is skilled in teotl magic, and
knows how to pray for rain, lightning and blessings. Due to her great devo-
tion and deeds, Xocoxóchitl was recently chosen for sacrifice in the name of
Chalchiuhtlicue, Saint of the Jade Skirt; she has lived as a mortal incarnation
of the Saint for several months now, enjoying the due privileges and celebrity
of her role, and is eagerly expecting her sacrifice at the end of this Summer.
However, Xocoxóchitl has been getting disturbing dreams and visions of late,
as if the spirits were trying to convince her to flee, to reject her destiny…

t H E Y OLL I F A MI L Y is a long-standing caste of


priests and sages that has worked in the service
of the Tenochtitlan King for many generations. Their
As she was the wisest and most popular priest of the
temple, Xocoxóchitl was given the honour, and she’s
spent the last few months living as an ixipitla (incar-
nation) of Chalchiuhtlicue herself, receiving the re-
blessed descendant Xocoxóchitl was born the same
spect and devotion due her sacred duty, and the local
day that Tlacaelel himself rebuilt the Great Temple
neighbours loving her even more now that she’s a liv-
of Tenochtitlan. Her birth was announced as a great
ing saint. However, a cloud has fallen on Xocoxóchitl’s
blessing and good omen, and she was immediately as-
blessed fate.
signed to the priest school. She grew up working at the
Tlahuizcalli, the Temple of the Dawn in Tenochtitlan’s A few weeks after she was first chosen for sacrifice,
Eastern quarter. she began having strange visions. A presence – perhaps
Chalchiuhtlicue herself, or some evil spirit of the un-
As a priestess of the Tlahuizcalli, Xocoxóchitl is
derworld – manifested in her dreams, occasionally at
charged with conducting rites of spring, life and re-
first, now almost every night. The vision claims the
newal, and even had the chance to oversee a New Fire
sacrifice is wrong, and that she has a mission; a very
ceremony ten years ago. Xocoxóchitl has successfully
important one, so much that the fate of the Mexica
prayed for rains, crops and prosperity for many fam-
people may depend on it. According to her vision, she
ilies of Eastern Tenochtitlan, and is a kind of local
must not die before understanding the omen and what
celebrity.
it means.
When the Column of Fire first appeared over the ho-
If Xocoxóchitl speaks about these dreams, it will be
rizon months ago, Xocoxóchitl was among those priests
seen as a weakness in her resolve, a backing out on her
that believed it to be a natural phenomenon, rather
duty, which would be a monstrous taint on her spotless
than a divine signal; however, as the sign persisted
honour. But if the dreams are right – if they are indeed
and didn’t disappear, even weeks later, she accepted
a message from Chalchiuhtlicue, brought about by her
that the spirits may be trying to say something. She
becoming the Saint’s incarnation – she cannot allow
joined the city-wide sacrifice frenzy, helping in nearly
herself to be sacrificed.
a dozen off-schedule sacrificial rites to seek answers
about the mysterious column of fire. When that didn’t Must she listen to these crazy dream signs? Are they
help either, she conferred with the other priestesses, a test of her faith? Must she ignore them and walk
agreeing that one of their number should be chosen to blindly into her assigned duty? Can she afford to?
represent Chalchiuhtlicue, her temple’s patron saint,
and give herself as one of the sacrifices, hoping to gain
the saint’s counsel on what to do.

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CuauhtlI
C U A U H T L I I S T H E Mexica everyman; a macehualli commoner, a loyal
citizen and a veteran of three wars, with five captives to his name. He has
bravely fought for his people and Tenochtitlan since he can remember, and
he’s always been a faithful and honest follower of the Saints and the Mexica
law. Cuauhtli’s family fell in disgrace when King Moctecuhzoma decreed
that commoners were not allowed to work in the palace and sacred build-
ings; as a result, he fell into debt and then into slavery. After the Column of
Fire appeared in the East and the priests began asking the spirits for answers,
Cuauhtli’s creditor sold him to the Temple of Tlahuizcalli, to be sacrificed
among other slaves and captives at season’s end. Cuauhtli did not think he
would end up like this, having been a war hero and a good citizen; but in a way
it’s a fitting end to a life of contentment and loyalty – to be given in sacrifice
to a greater cause.

C UAUH TLI W A S BO RN a macehualli commoner in


Tenochtitlan, and he has never been more than a
thousand paces away from the city. He was raised in
of shifts as a nightwatch in the palace fields, to repay
that debt.
At that time, King Moctecuhzoma, spurred by his ad-
the Telpochcalli school as a soldier, and he served with visors, decreed that no commoners could work at the
honour and loyalty. He intended to become a land work- palace, and Cuauhtli became unable to pay his debt to
er and end his days at a chinampa parcel with a wife Yauhpilli. The merchant offered Cuauhtli to become his
and kids, but he was called to war barely a year after slave, and the former war hero had no choice but to
leaving school; he fought against a group of Tlaxcallan accept.
raiders that were trying to sneak into the city through
Then the Column of Fire appeared in the East, and
the lake. Cuauhtli brought a living captive from that
many priests took to offering additional sacrifices to
raid, but he didn’t want to advance in military ranks;
ask the spirits for an answer about the terrible omen.
he asked to be returned to his calpolli to live a peace-
Yauhpilli gave many of his slaves, Cuauhtli among
ful life.
them, to be sacrificed at the local Tlahuizcalli temple.
Then there was another battle, and then one more.
Cuauhtli is aware that being chosen for sacrifice is
It seemed that Cuauhtli could never spend a full year
an honor and he is content to do as he’s told; however,
looking for a wife or a house; there was something to
he always expected – and strived for – a different fate.
fight for. And the better he performed in the battle-
Perhaps now, as he awaits his death in the Tlahuizcalli
field, the more they called for him. He brought four
cells, he’s sorry about rejecting the full-time soldier
more captives, and got a recommendation to live as a
life. Or perhaps he prefers to go like this – quietly,
full-time soldier, allowed to wear the jaguar or eagle
quickly and without killing anybody else.
armour. He declined again.
Life was harsh, but Cuauhtli intended to save enough
to raise a family; as he started looking for a suitable
wife, he borrowed many goods from the merchant
Yauhpilli and accepted several jobs, including a couple

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the eight omens

HiapsI
H I A P S I I S N O T Nahua; she is a Yoeme woman from the northern deserts
known as ‘the Great Chichimeca’ to the Mexica. A stoic yoawa warrior with the
ability to summon the abilities of her spirit animal, she is as rough and hard-
ened as they come, having defeated – and purportedly eaten – many a war-
rior throughout her life back in the harsh deserts of her tribe’s homeland. By
summoning Maaso, the deer – her animal spirit – Hiapsi can perform near-
superhuman athletic feats and fight with all the strength a possessed spirit.
Capturing her took seven armed Mexica soldiers, two of which she killed in
the process. Hiapsi’s captors did not kill her because they needed captives to
sacrifice, and now she is tied up in a temple of Tenochtitlan, waiting to be fed
to one of the Mexica’s monstrous dragon-snakes… But she doesn’t plan to go
down easy.

H I APS I WAS BO RN in the roughest part of the


world – the desert of Xunuta, hundreds of kilo-
metres north of Tenochtitlan – and had to learn to sur-
her decision and left her adopted tribe to become a
hermit wanderer and look for her true purpose in life.
For years she walked the wastelands, having long be-
vive in it from the first day of her life. As a baby, she fore learned to survive on her own, getting sustenance
had to endure her nomadic family’s month-long trav- from lizards, water from cactuses and wisdom from
els; as a toddler she had to learn to catch insects and sacred mushrooms. She encountered scattered tribes
lizards for food, and the first time she had to kill to here and there, which told her about the great cities of
save herself was at 7, when a coyote attacked her as she the south; curious to see them, she eventually reached
strayed from the tribe. Nahua territory, and found occasional work as a medi-
cine woman among the local tribes.
Hiapsi discovered her connection with Maaso, the
deer spirit, in her early teens, when she had to run to One fateful day, she chanced upon a small village vis-
escape the Oodam raiders that killed her family. She ited by Mexica raiders. The Mexica were looking for cap-
leaped across a 15-metre wide ravine, leaving her pur- tives to sacrifice, and some volunteers from the village
suers behind, and she knew she had received supernat- were going with them as tribute. Hiapsi was appalled
ural help. at the scene and tried to save the captives; instead she
was caught by the Mexica, and led to Tenochtitlan in
Rescued by Uza Chichimec hunter-gatherers, she be-
fetters – not without first killing a couple of the sol-
came the guardian of her adopted tribe, learning to
diers that subdued her.
summon and focus her Maaso spirit to become a yoawa
totem warrior, using her mystic abilities to help and Now, Hiapsi is a prisoner in Great Tenochtitlan, the
protect her new family. legendary Mexica city she had heard so much about,
ready to be sacrificed. They tell her she will be fed to
Hiapsi adapted well to Chichimec warrior culture,
a dragon – she’s also been told this is a great honour.
and grew into a strong, fierce hunter of men. She killed
dozens of enemies with her bare hands, including the Well, that remains to be seen.
Oodam that had raided her home years earlier.
As she became a full-grown woman, Hiapsi knew her
destiny didn’t lie with the Uza Chichimec. She made

15
16
the eight omens

YosÁ
Y O S Á I S A proud member of the bloodthirsty Bini’zá tribe, neighbours and
rivals of the Mexica. He is a warrior and priest of thunder, with power over
the elements and terrible combat skills. When the Mexica stole his people’s sa-
cred effigy, Yosá embarked on a secret mission, alone, to rescue the idol from
Tenochtitlan. He was seized as he snuck into the city, and prepared for execu-
tion by sacrifice. Now, the Bini’zá priest is plotting to escape the Mexica pris-
on. He doesn’t mind dying – much less with the honour of being sacrificed to
the Mexica dragons – but he needs to rescue his idol first…

T H E B I N I ’ZÁ A RE the Mexica’s southern neigh-


bours and one of the mightiest nations outside
the Triple Alliance. Although both nations coexist in a
body knew that the Mexica ‘jailed’ stolen idols there so
they could not take revenge for the defeat of their wor-
shippers. ‘There’s no need to jail Bzelao’, Yosá thought;
‘He knows I’m here to take revenge in his name’. Thus,
tense semblance of peace, they occasionally raid each
he managed to enter Great Tenochtitlan undetected,
other for territory or captives.
under cover of the darkness he summoned with the
Yosá, born in the Bini’zá city of Gue’la Guiruu, was help of his faith.
a veteran of such raids, having killed dozens of men
Not even terrible Yosá was a match for the entire
from both the Mexica army and rival Bini’zá cities.
Tenochtitlan guard, however, and he was caught and
Even among the fearsome Bini’zá, Yosá is known for his
subdued after sneaking into the city’s temple district.
temper, his fanaticism and his cruelty in battle. He is
also a quick blade and a relentless warrior; many of his Rather than making him a slave or killing him out-
peers remember seeing him, bleeding from a cascade right, the Mexica chose to treat Yosá according to his
of different wounds, still walking towards his terrified elite rank, and prepare him for sacrifice. He under-
enemies, even as they pelted him with darts and sling stood the honour of course, and agreed he deserved it
bullets. – but he intends to escape and postpone his death if he
can anyway.
However, Yosá true calling was not war, but faith. He
sought and – perhaps through intimidation – obtained At least until he can rescue his Saint from the Mexica.
membership among the Gue’dxe priests of Gue’la
Guiruu. He enthusiastically devoted himself to priest-
ly duties, particularly when they involved flaying and
sacrificing enemies.
In short, Yosá is a fearsome man.
That is why, when the Mexica raided Gue’la Guiruu
and stole the city’s sacred effigy – and image of Bdao
Bzelao, the One who is Death and Yosá’s patron saint –
most of the locals considered the Mexica were perhaps
making a mistake.
Predictably, Yosá simply got up and left, without
warning or asking anyone, to Tenochtitlan, intent on
recovering his Saint or die trying.
He knew the Mexica put the idol in the Coacalco, their
precinct for the deities of conquered peoples; every-

17
Noble 22 F Xocoxóchitl Virgin of Mexica
the Sun

2 3
The gods send her visions
0
Beautiful (good)
Wants to be sacrif iced (bad)
0 Doubts herself (bad)
x
Loyal Mexica subject (bad)

3 1
5
900

5 Teotl’s voice
x
3

5x x
0 Teotl’s power

2
x
2

4x

3x

3x The Chosen one

Common spells: Nonotza blessing and penance. Ritual: bloodletting.


Class ability: Holy sacrif ice. Noble: rank 1, montly allowance 60, owned favour 3.
18
Class gear: Sacrif icial decorations. Languages: Nahuatl.
Slave 31 M Cuauhtli Classless Mexica
Soldier
the eight omens
2 4
Wants to start a family
0
Patient (good)
Loyal Mexica subject (bad)
0 Troubled about his place
in society (bad)

x 0

6 2
1
60

7x x
1 x

5x x Powerful, Charge

3
x
0

4x Veteran (conflict)

3
Common spells: Nonotza blessing and penance. Ritual: Sacrif ice.
Languages: Nahuatl.
19
Peasant 26 F Hiapsi Shaman Yoeme

2 5
Looking for her true
0
purpose in life
x
headstrong (neutral)
0 Dislikes mexica culture (bad)

4 1
5
300

4 x
1

3x

1
x
0

5x Tonalli magic

4x

5
x
2 x
x
1

3
Common spells: Nonotza blessing and penance. Ritual: endurance. Tonal spirit: Deer.
Class gear: Godly icon.
20
Languages: Nahuatl, Cahita.
Peasant 41 M Yosá Teotl priest Bini’zá
the eight omens
2 3
Must rescue his sacred eff igy
0
Brave (good)
Cruel (neutral)
0 Prideful (bad)
Understimates the

0 mexica (bad)

x 5

5 1
5
300

5 x
0

3x

1 x
2

4
x
5
x
5x x Tlatlacatecolotl magic, necrophagic magic

2x

3x The sacred ritual of sacrif ice

Common spells: Nonotza blessing and penance. Ritual: sacrif ice.


Class gear: Godly icon.
Languages: Nahuatl. 21
i. The column
of firE
22
23
As the adventure begins, the PCs are all gathered

ProloguE in the Tlahuizcalli courtyard, a few hours away from


death.
The courtyard is a wide, beautiful garden with paint-
ed walls and well-tended vegetation. Several guards
They treat you like nobility. are posted on every exit, and some of the PCs – those
You sleep on pillows and soft clothes, eat food that most likely to attempt to flee – are bound with cords
most people don’t even know exists, and have slaves that tie their neck to their feet. They are otherwise
waiting on your every need. The people cheer when they free to roam and talk to each other, although they are
see you from a distance. Rather than a prison cell, it expected to spend the next few hours in introspection
feels you’re living in a royal palace. and meditation.

Strange days indeed. Some NPC slaves are also in the courtyard awaiting
sacrifice, also bound neck to feet.
They’re also your last. Today is the day of your
sacrifice. There are a few Tlahuizcalli priestesses offering pu-
rification rituals for the prisoners; they form prayer
Any moment now, the guards are coming for you; groups with many of the NPC sacrifices, which have all
they’ ll lead you upstairs to the main temple, where you gladly accepted their fate.
and many other captives will be ritually fed to Xiuhcoatl,
the Patron Dragon of Tenochtitlan. As all the PCs are gathered in the Tlahuizcalli court-
yard, give them a few moments to introduce themselves
Perhaps, after months of uncertainty, your death to each other and understand their situation: they are
will finally be the last offering the spirits need to take a motley group of chosen sacrifices – some native to
away the evil column of fire that’s been appearing in the Tenochtitlan, some foreign captives. They are all a few
East for the past months. Or at least give mortals a clue hours away from death.
about its meaning, or something.
Then again, perhaps not. As the most important PCs are meant to be individually killed and

T
their hearts cut out, the lower-caste PCs and all the NPC slaves will
be thrown off the stairs of the temple.
H E P C S ’ D E AT H will be the latest of a season-long
string of ritual sacrifices, with which the Mexica All Mesoamerican cultures accept and relish death from childhood,
expect to drive away the bad omens that may come so sacrifice is not an inherently bad thing; some of the PCs may be
with the Column of Fire that appeared on the East ear- looking forward to it, while others may know it is acceptable and
still want to escape anyway.
lier in the year.
Since the first days of the current year – 12 House of
the Mexica Calendar – each of the PCs has been living in
a different place across the Eastern quarter of the city
of Tenochtitlan, kept and fed by their captors-masters,
Scene 1: fog
and given the honoured treatment of a sacred celebrity
– as most sacrifice victims are. and flighT
PCs from Mexica or noble birth have received better
treatment and lodged at individual, luxurious rooms,
cared for by high-ranking masters near or in govern- Once the PCs have made their introductions and be-
ment buildings. Foreigners, slaves and war captives are come familiar with their surroundings, let them state
kept together in special courtyards under the watch of actions of intentions.
Mexica guards. Then, when they least expect it, one of the priestess-
Thus it has been for several weeks, but a few days es ignites a censer that begins to spew a torrent of mul-
ago all PCs were moved to the same lodgings at the ticoloured smoke. At first everyone thinks it’s part of
Tlahuizcalli, the Temple of the House of Dawn in the the rite, but then the entire courtyard is covered with
city’s Easternmost neighbourhood. The Mexica chose mist.
this temple for the sacrifice because it’s consecrated to Then, each of the PCs is approached by an unseen in-
the East direction, which is where the ominous column dividual, which unbinds the PC and gives him an itztli
of fire appears. knife.

24
the eight omens

As the smoke fills the courtyard, you be- The PCs can pick up the weapons and ar-
gin to hear voices calling out to each other mour of the defeated enemies: One mac-
and the sound of a warning conch horn. uahuitl or stone spear per PC, and half as
Then, amid the mist, you feel a tug at your many soldier’s armour.
ritual fetters… someone is removing them.
The next instant, a hand puts an itztli knife As soon as the PCs follow the woman’s
in your hand and the voice of a woman talks voice through the dark passage, they ad-
to you. vance in the darkness for a few minutes and
the sounds of confusion begin to die down
‘Come this way!’ behind them. The smoke hasn’t cleared, so
You follow the voice, and are aware that the PCs must continue half-blindly down
you have entered a tunnel; surely one of the the passage.
many passages leading out of the temple The PCs arrive to a flight of descending
courtyard. What’s happening? stairs; the two PCs that run ahead of the
The smoke clears just a bit, barely enough party – or the two fastest ones, as deter-
THEY mined by their Athletic skills – must per-
to make out the silhouettes of a group of
KEEP form an easy Athletic or Perception check
armed guards charging you.
COMING (difficulty: 3(1)) to avoid falling down the
Proceed to Encounter 1. stairs and taking 1 point of unpreventable
If the PCs hesi- damage.
tate or try to go
Encounter 1: The Guards back, a second Once the PCs have reached the bottom of
group of guards the stairs, they hear running water; They
Before they fully realise what’s happen- catches up with are in a kind of underground passage below
ing, the PCs are attacked by the guards. them, this time the temple, perhaps below Tenochtitlan.
Create a -2 encounter using a combination accompanied
of Rank soldiers and Rank spearmen. by a Priestess.
Create a +1 en- Encounter 2: The
■ The guards attack regardless of wheth- counter using a Drowned Dead
er the PCs wanted to escape or not; they Native sky priest
don’t stop to ask questions. They try not and a combina-
You step into a lower passage, wider and
to kill Noble PCs, leaving them only trau- tion of Rank sol-
darker than the passage above. There’s no
matised; but in the case of lower-class PCs diers and Rank
spearmen. Keep sound save for the low splash of a body of
they strike to kill, as peasants and slaves water nearby; the noise of whatever is hap-
creating similar
are more expendable even in a sacrificial pening behind you has long disappeared.
encounters (you
rite. can get creative)
until they follow The fog is somewhat clearer, but still
■ A PC may attempt a Stealth check
the woman or thick; wherever the coloured smoke comes
against the guard’s Perception to take ad- from, it seems to be following you.
die.
vantage of the thick fog covering the area.
If the action succeeds, the PC gains an ad- You realise with a chill that the smoke
vantage to confront any attack during the is the only light source – it is through its
next round. colours that you can dimly glimpse your
surroundings.
A F T E R T H E E N COU N TE R
This passage doesn’t continue straight
As the battle rages on, the PCs hear ahead but left-right instead. On the oppo-
the screams of men and women back site wall you see a great carving of a skull,
at the courtyard – something serious is tall as four men and big enough for you to
happening. fit its mouth.
If the PCs win the fight, the female voice The skull seems to represent
they all heard spurs them on to follow it Mictlantecuhtli, the Lord of Death, and its
into the tunnel. The PCs have very little mouth is indeed another passage, tall and
time to hesitate. You may have the voice wide enough for a human to enter it. The fog
say it outright if needed, calling the PCs seems to travel inside the opening, as if the
with phrases such as ‘quickly! They are Dead Lord was enjoying a smoke.
coming!’ or ‘hurry before it’s too late!’

25
Before the PCs decide their next doors. Then the fog clears, and the the PCs were to be sacrificed – is
action, they perceive a stench of PCs may have a glance at their sur- nowhere to be seen. Instead, there
humidity and rot. Then, they see roundings. Proceed to Scene 2: The is only the sunset; deep red, bright,
more guards approach from both World Beyond the Fog. ominous, but nothing more than a
sides of the tunnel. sunset, which gives a red glow to
If they follow either of the pas-
the reeds and the sea.
These guards are not living men, sages, they lead to an underground
however. They are walking corpses, pond; it’s a sacred pool below the What is this? Where are they?
their blue skins tattooed with the Temple, leading nowhere, but the
symbols of Tlaloc, the Dragon of PCs may infer it leads into the city Unknown to the PCs, the coloured mist has
Rain and guardian of Tetzcoco City. aqueduct or even to the Great Lake shifted them to the spirit world, where they
They are richly clad and wield shiny surrounding the city, and try to es- are experiencing a dream vision. This spirit
dream is real to anyone inside it, and the
weapons, indicating they were elite cape by diving into it. If they do,
PCs may travel, eat, sleep fight and even die
warriors in life. They are also two the multicoloured fog floats after while dreaming.
or three heads taller than a normal them into the water, and for a mo-
human being. Do they come from ment they become disoriented This specific vision represents the shores
the First Sun, the age of giants and among the water and the colours. of North America, on what will someday
ogres? Were they enhanced by teotl Ask any PC that swims into the be Canada. The PCs are about to experi-
magic? pond to perform an Athletic Action ence a dream version of the first time that
against a TSE that plays two cards Europeans invaded the coast of their world,
Whatever the case, they advance but it falls entirely to them to understand
or suffer 1 point of damage from
to intercept the PCs. Create a fair the vision and what it means.
drowning. After all PCs have made
encounter using Drowned Dead.
the Athletics Check – succeed or Let the PCs wonder about their
They attack mindlessly and with-
fail – they may swim out and take circumstances, where they are and
out strategy, but they are strong
a breath. The fog has cleared, and how they got here. They may state
and very skilled with their ancient
they may look around. Proceed to actions and decisions, or agree on
weapons.
Scene 2: The World Beyond the Fog. what to do.
■ At any moment, a PC may try
There are many ways for the PCs
to flee into the skull-mouth pas- Scene 2: The World to obtain clues about their situa-
sage by using their turn to per- Beyond the Fog
form a running action into it. If all tion. If they wish to investigate, ask
surviving PCs succeed in escaping them to perform one or both of the
As the fog clears, the PCs real- following checks:
thus, proceed to Scene 2: The World
ise they have come out into the
Beyond the Fog. An easy Survival Check (dif-
wilderness.
ficulty: 3(1)) to determine their
A F T E R T H E E N COU N TE R They are on the shore of a large surroundings.
If the PCs defeat the drowned body of water; at first they as-
■ A success with a negative con-
dead, they may take their re- sume is the Great Lake around
sequence confirms this area is fre-
source, weapons and jewellery: Tenochtitlan; however, there’s
quented by hunters and gatherers,
Each drowned dead’s adornments something that doesn’t add up.
but causes the PC making the check
and regalia are worth 20 Gold in the The landscape is different, the to become lost for a while and gain
open market, and each of them car- hills over the horizon are different, Fatigue.
ries a dread knife . the plant life is completely differ-
■ A normal success confirms this
Once the PCs have defeated the ent, packed with tall trees that ob-
area is frequented by hunters and
drowned dead, they may enter the scure long-range vision. The only
gatherers, and also that the tracks
skull mouth passage or take the familiar element are the reed clus-
are reminiscent of Chichimeca
passage left or right, from which ters along the shore.
footwear. It also confirms the PCs
the drowned dead came. And it’s cold. aren’t on the Anahuac Valley; some-
If the PCs follow the smoke into how, they were transported to an-
It’s so cold that the weakest PCs
the skull’s mouth, the fog surrounds other land. This is the seacoast, and
immediately begin trembling.
them and they feel lightheaded for the plant life is far more abundant
a moment. They walk for a while in And then the PCs realise the most – and the temperature far lower –
colour-swirled darkness and then important difference: The Column than in the area near Tenochtitlan.
realise they have reached the out- of Fire, the great sign, the reason

26
the eight omens

■ A success with a positive consequence confirms this Ask each PC to perform a Stealth action, confronted
is the Eastern sea, the one that lies hundreds of kilome- by the Drakkar warriors’ Competent Skill. If every PC
tres to the East of the Anahuac - and that the PCs have succeeds, they can either ambush the Drakkar warriors
also been moved many miles north. or avoid them all together.
A normal Rites Check (difficulty 6 (1)) to understand If they fail or iniciate an ambush, create a fair
the magic that brought them here. Encounter using Drakkar Warriors.
■ A success with a negative consequence missinforms AFTER TH E ENC OUNTER
the PCs they have died and were transported to the af-
terlife. It’s not quite what they expected, really. If the PCs survive the battle, they may take the
Drakkar warriors’ weapons, 25 gold, plus a map.
■ A normal success determines the PCs are in some
sort of dreamscape – an alternate world. The chart is crudely drawn, but it evidently repre-
sents the coast the PCs are currently standing on. It’s
■ A success with a positive consequence confirms the hard to understand, but it seems to reveal these trav-
strange coloured mist brought them here somehow, and ellers have sailed here from another world, a land be-
that it was probably cast by a powerful wizard. They yond the Eastern sea.
also understand they are in a dream-like world, and re-
turning to the mortal world depends on their actions The map is mostly drawn in a kind of black charcoal,
here, and their understanding of the dream message. but a few elements – the water on the sea, the reeds on
the coast, a dragon coming out of the water and a snake
Regardless of the check attempted and its success or waiting among the bushes on the land – are drawn in
failure, after looking around the PCs see the smoke of what seems to be red ink… or perhaps blood.
a nearby campfire to the north of their position – they
are not alone. If the encounter took place at the Drakkar warrior
camp, they may help themselves to the Drakkars’ pro-
If the PCs remain at their position for an hour or visions and camping supplies (enough for four people
more, or as soon as they wander out of their current to live on the wilderness for a week).
location, proceed to Encounter 3.
The PCs have no way to know it, but these strange invaders are a
Encounter 3: The Dragon Rider part of Leif Eriksson’s Viking expedition to their continent, 500 years
ago; the first time that Europeans tried to settle in America.
As the PCs go about their business, they suddenly
sense a shadow passing over them.
As they look up, they notice a winged creature fly-
ing overhead – it is a dragon. The light of the dying sun
gives its shape a strange red glow.
However, the creature doesn’t seem to be a mixcoatl:
it has four legs, like a lizard, and bat wings. As the PCs
stare transfixed at the flying beast, they barely regis-
ter that it begins to fly lower. Then they notice: it has
a rider.
A pale-skinned woman, with long golden tresses and
a metal mask of some kind over her face. She growls at
them and leads her dragon away screaming something
in a crude language.
If the PCs try to follow the dragon rider, she leads
them to a campfire about five hundred paces north. If
they had detected the campfire earlier, they confirm
it’s one and the same.
There is a band of Drakkar warriors at the camp-
fire; their dragon has left, presumably to explore; who
knows for how long.

27
Check (difficulty: 6(1)). If the check is successful, the

Scene 3: PCs confirm these are different stars too, and they are
in a land far away to the North of the Anahuac.

a visit
After the PCs settle in the camp, proceed to Encounter
4: Conversation with Red Serpent.

Encounter 4: Conversation with


with the Red Serpent

ancestorS
The man shakes its snake staff and throws some pow-
ders on the fire, after which the flames increase their
glow and change colour. Then he begins to talk in the
Nahua tongue.

After the encounter with the Drakkar, give the PCs ‘Greetings’, he says. ‘This is a dream. You are dream-
a moment to heal themselves, declare actions or deci- ing. We are not real. The spirits asked me to tell you this:
sions, and reflect on what just happened. you are dreaming’.

Then, a group of men come out of the bushes. There’s Let the PCs react to these words or ask anything.
five of them. They aren’t strange, bearded or gold- Conduct the conversation as you see fit, using all or
haired; in fact, they look very much like the PCs, ex- some of the following as part of the man’s answers:
cept they are slightly taller. ‘My name is Red Serpent. I lead this band’.
They dress like Chichimec warriors, wearing what ‘We are the Bothuk. We are from this land’.
seems to be brown leather or canvas, with red-paint-
‘This is far north. This is far away from you. You are
ed faces, and adorned with feathers and other animal
far away. You are to the South’.
parts. They carry crude spears, hunting bows and stone
axes; one of them, whose feather headdress is larger ‘The Spirits grant me Medicine to talk your tongue,
and more eye-catching than the others, carries a staff to speak your words. They grant me Medicine so I can
with the carving of a snake head on its tip. tell you this. So I can tell you that you are dreaming us’.
These men don’t attack; they say a strange greeting ‘You are dreaming of things that happened many,
and gesture the PCs to follow them. many seasons before your ancestors’ time’.
If the PCs refuse to go with these warriors, the man ‘You are dreaming of an invasion that took place. It is
with the snake staff issues an unintelligible warning a message. A dream message’.
and walks away.
‘We existed. We were the Bothuk. We were real. We
■ If the PCs return to the shore, proceed to Scene 4. were men. Now we are ancestors, but not your ancestors’.
■ If the PCs decide to explore and venture into this ‘We fought the hairy faces of the East. We chased
strange land on their own, turn to Scene 5. them back into the water. We did not befriend them, we
did not welcome them. We fought. We did not give them
■ If the PC follow these men, the warriors lead them
kind words; we gave them screams and darts and stones’.
for about an hour through uneven terrain filled with
bushes and tall trees. This is nothing like the PCs’ ‘Do not show mercy; do not show kind words. Slay
home; the land comes up and down and the cold wind them and drive them back. That is the lesson’.
bites the flesh worse than a sandstorm.
‘Tomorrow night, you return to the shore with us.
Finally, the party arrives to another camp, just after They will land there. We will fight them, we will drive
night has fallen. Three more Chichimec-looking war- them back to the shore. Tomorrow you join us. Tomorrow
riors greet them wordlessly and let them sit around the dream ends. Then you learn the lesson’.
the fire. The man with the snake staff motions the PCs
‘When you learn the lesson, you wake up. The dream
to take a seat on the ground, and takes centre in the
ends, the lesson remains’.
circle.
Let the PCs ask other things if they wish; there’s little
The starry sky is also different to what the PCs know.
more they can learn from Red Serpent and his men, as
Ask the PCs to Perform a normal Survival or Knowledge
they know nothing else about the Viking invaders. The

28
the eight omens

Bothuk are simply re-enacting history, repeating what Encounter 5: The Drakkar Ships
they did 500 years ago: they will harass the Vikings and
drive them away from their coast. Let the PCs specu- Read the following aloud as the PCs stand looking at
late whether this is nothing but a dream, or it all really the Eastern sea:
happened and they travelled back in time, to when the
historic Bothuk truly met strangers to which they told There’s a dragon. A bat-winged, four-legged dragon,
it was all a dream before striking the bearded Drakkar whose silhouette shines red from the light of the setting
warriors. sun.
And then another. Two dragons.
EN D O F T H E CON V E R SATION
And on the water, three ships. Three long, narrow
After their talk with Red Serpent, the Bothuk treat
boats with coatl heads on their prow; a dozen oars on
the PCs as companions for the rest of the night, sharing
each side, and strange canvas blankets pushing them
their rations with them and letting them hunt or for-
ahead. And aboard every ship, a dozen, maybe two doz-
age for more food with them.
en, Drakkar warriors, fully armed and battle-ready.
The next dawn, the PCs are surprised to find that
If the PCs are with Red Serpent’s Bothuk warband,
several more hunting bands have joined Red Serpent’s
they see how the hundred-man force becomes near-in-
group; dozens upon dozens of Bothuk Chichimeca
visible, as every hunter and every warrior crouches be-
sneaking around the bushes, nocking arrows, skulking
hind a bush, a rock or a tree. The PCs have never seen
around, watching from the trees and behind the rocks.
so many people disappear so quickly; it almost seems
A small army, stealthy, on the prowl.
like teotl magic.
The Bothuk army spends all day roaming the shore;
If the PCs are alone, let them decide how to wait for
Red Serpent keeps the PCs close to him, but says very
the ships; if they hide among the bushes, they succeed
little – after last night, he seems to have spent his magic
automatically. Perhaps the Drakkar saw them, but they
and lost all his ability to speak the PCs’ tongue. During
expected to see some natives anyway, and they believe
their scouting, however, he points to several sites
themselves ready for any hostility.
along the shore, indicating places where the Drakkar
men landed days or weeks earlier. The signs are quite If the PCs stand on the beach to wait for the ships, a
clear: Rotting wooden stakes on the sand, the charred few of the Drakkar warriors look at them warily, but
remains of old bonfires. The invaders have landed and nothing else.
camped on these shores many times now.
Regardless of what the PCs do, the three ships drop
As sunset arrives again, when the PCs have almost anchor and the Norse invaders leap to the shore, their
forgot about the invader threat, and have instead be- dragons landing among them. On every dragon’s back
come used to this beautiful land with its cold weather there’s an armoured woman, as fierce-looking as the
and its lush vegetation, Red Serpent suddenly stiffens men on the ships.
and points to the sky. Proceed to Scene 4.
Regardless of what the PCs decide or do, as soon as
the invaders descend from their boats, a hundred na-

Scene 4: the tive warriors leap out of the bushes, giving bloodcur-
dling war cries and falling on the invaders with spears,
stones, arrows, darts and anything they can throw at

landinG
them. The Drakkar are no cowards and they respond to
the aggression by unsheathing their own swords and
charging the natives; it all happens so fast that the PCs
become caught in the middle.

If the PCs reached this scene by exploring the coast If the PCs don’t wish to take part in the battle, ask
on their own, let them spend the day scouting as they them for a Stealth action, confronted by the Drakkar
see fit. When the next sunset approaches, proceed to Warriors’ Mediocre Skill. If all PCs succeed, they may
Encounter 5. disengage and leave the natives and invaders to kill
each other; proceed to Scene 5.
If the PCs reached this scene by joining Red Serpent’s
war band on Scene 3, proceed to Encounter 5 right If a single PC fails the check, they all must fight;
away, as Bothuk sentries point at the first signs of the Create a -2 encounter using a combination of Drakkar
invading force. Warriors and Drakkar bersekers.

29
If the PCs survive this encounter, give them a cou- The Tonalpohualli is the sacred calendar of the Mexica
ple of minutes to get their bearings and heal them- and many other Mesoamerican peoples. According to
selves, or even try to disengage the battle if they so Nahua religion, each of its signs is assigned to a col-
wish (which requires all PCs to succeed on a Stealth ac- our, a season and a cardinal direction, and their mystic
tion as before). auras influence the children born on their correspond-
ing date.
Once the PCs are ready – or forced – to continue
fighting, Create a second -2 encounter. This is the order of the thirteen carved symbols and
the colours they are painted in:
If the PCs survive both enemy groups, they need fight
no more: the Bothuk have successfully routed the re-
maining invaders, who have fled back to their ships NUMBER SYMBOL COLOUR
and abandoned the shore.
The natives loot the bodies of fallen enemies, but let 1 Dragon Red
the PCs have their share: the Drakkar they killed. They
can also obtain 20 gold each. 2 Wind Black
After the battle, Red Serpent walks up to the PCs;
there’s no telling where his red body paint ends and 3 House White
the blood of his enemies begins.
4 Lizard Blue
Red Serpent doesn’t speak the PCs’ tongue anymore,
but he points at a hill among the trees inland; he mo- 5 Snake Red
tions the PCs to go there, and then leaves them. The
Bothuk warband disappears as quickly as it appears, 6 Skull Black
and the PCs are alone once more.
Proceed to Scene 5. 7 Deer White

8 Rabbit Blue

Scene 5: 9 Water Red

the first 10

11
Dog

Monkey
Black

White

dream gatE 12 Grass Blue

13 Reed Red

Let the PCs explore the unknown lands on their own,


resting and healing themselves if they need to.
After they have scouted the lands for a while, the PCs Below the corresponding carving, each pillar has the
encounter a strange structure among the trees: it is phrase ‘blood on the four places wakes up’ written in
a clearing, surrounded by wooden pillars arranged in Mexica glyphs.
a circle. Each of the pillars is carved with a different
symbol. To return from the spirit world, the PCs must show they have un-
derstood the clues from the dream they have just experienced. This
There are thirteen pillars in the circle. Ask the PCs to requires smearing their blood on four of the symbols, but they must
perform an easy Rites or Knowledge Check (difficulty: be the four correct symbols.
3(1)). If the check succeeds, the PCs recognise that the
symbol carved on each of the thirteen wooden totems In this case, the right symbols are Snake (represented by Red
is one of the first thirteen signs of the Tonalpohualli, Serpent’s staff), Water (represented by the Sea), Dragon (which the
the calendar of Nahua peoples. Drakkar were riding when they arrived) and Reed (which surrounded
the shore). A character that has understood the message will recog-
What are the symbols of the Mexica calendar doing in nise them easily.
this strange faraway land?

30
the eight omens

The totems are asking the PCs to bleed themselves and smear the thirteen pillars surround the top floor of the temple,
blood on the right carvings. This should be an easy, straightforward and from here the PCs can see the whole city.
message to any Mesoamerican, to which self-inflicted wounds are a
part of daily life. Most Mesoamericans bleed themselves with pricks All the PCs’ wounds have disappeared; those that fell
and needles as a standard religious practice, and then smear the unconscious during the dream trip are lying on the
blood on idols or collect it in special vessels. Feel free to share this floor and waking up. Those that died during the dream,
information with the PCs if they don’t deduce it on their own. however, remain dead.
A character that smears their blood on a carving Stranger still is the fact that the PCs have kept all the
suffers 1 point of damage. There are no penalties for equipment, weapons and treasure they encountered
choosing the wrong carving, but only the four correct during the dream trip – and they have something else:
carvings will open the gate back to the land of the liv-
ing, so choosing wrong can be potentially deadly. One of the PCs (chosen by you or determined random-
ly) finds himself clutching a broken piece of obsidian.
If the PCs are stumped, let them try an easy Rituals It doesn’t seem to be any kind of useful item, but it
or Perception Check (difficulty 3(1)); for every positive emits a supernatural, enthralling glow.
consequence if any, give the PCs one of the following
clues, or nudge them toward discovering it on their It is then that the PCs realise they are not alone. A
own: woman advances to meet them.

■ Black is the colour of North, White is the colour of She wears a witch’s robes, and several elite Mexica
West, Blue is the colour of South and Red is the colour warriors flank her. Her hand is extended in a gesture
of East. of peace.

■ Perhaps all the right choices have a single thing in ‘Welcome back, sacred warriors’.
common. ‘I freed you from sacrifice, and chose you for a far
■ The Map of the Drakkar showed some symbols greater purpose’.
drawn in blood. ‘I can both save you from your intended death and
■ The sunset made certain objects and things shine return you to your people as honoured heroes’.
with a red outline. ‘Forgive the suddenness, forgive the strangeness. All
The message of this dream was ‘Danger comes from shall be understood, all shall be known’.
the East’; if the PCs smear their blood on the Reed, The PCs may attack the witch, interrupt her or let her
Water, Snake and Dragon symbols, a disembodied wom- talk. Let them declare their actions, words or decisions;
an’s voice says the message in their heads, and sudden- before the witch can respond, however, there’s a flash
ly a thick multicoloured fog covers the scene… in the city, and even the witch looks on in awe.
As the PCs turn to see what’s happened, they realise

Scene 6: the Great Temple of Tenochtitlan – the House of Lord


Huitzilopochtli, the Saint Patron of the City – has just
burst into flames…

waking
from the
first dreaM
As the fog dissipates, the PCs find themselves still
surrounded by the thirteen wooden pillars – except
they are not on a hill in the ancient North anymore,
but atop a pyramid temple in Great Tenochtitlan. The

31
ii. The burning
of the templE
32
the eight omens

33
ProloguE Scene 7: the
Great Tenochtitlan is in turmoil. white citY
The unthinkable is happening; the Great Temple, the
House of Huitzilopochtli, the House of Command, has
burst in a column of black fire. It is exactly like the col- As the fog disperses, you realise you are still on a
umn of fire of the East – the exact same shape, you idly rooftop.
realise, numbed by the sight – brought home to the very The witch is nowhere to be seen. Did she escape…?
centre of this city.
No. Something has changed. Again.
Even here, on a rooftop in the other side of the city,
you can see the fire ascend from the House of Command, It’s the city.
out there at the Great Plaza. This is not Great Tenochtitlan. Great Tenochtitlan is
You even think you hear screams and commands the largest, mightiest city in the known world; a true
from all around the city. There at the Plaza, out of your wonder of military power and architecture, with temples
sight, men and women must be running back and forth and pyramids so tall that dragons live inside them, sur-
with water pails and baskets. The temple is solid stone, rounded by an unbelievable sea of water houses, as thick
can’t be burned. How? Why is this happening? as reeds on the edge of a gigantic Lake.

Before you get your bearings, a second explosion The city surrounding your rooftop is five, ten times
shakes the Great Temple, and an even larger conflagra- larger than that. Ten times greater.
tion flares up from its charred structure, lighting up the The PCs have been transported again; this time to a
night skies. The fire must be getting worse, not better. dream of Aztlan, the city where the ancestors of the
The nahual woman, the witch that claims to have Mexica came from. They should not identify the city
freed you from imprisonment and sent you to the dream right away; however, if a PC explicitly declares (and
adventure you just came back from, stares at the fire succeeds on) a normal Knowledge Check (+3), feel free
and smoke with wide eyes, in a mix of awe and… is that to confirm it.
joy?
Aztlan was the city that ruled over the common ancestors of all
Then the witch whispers. modern Nahua tribes, before their diaspora 500 years earlier. Coin-
cidentally – or perhaps not so coincidentally –, it was at around the
It is so low that you are amazed to hear it so clearly, same time that the Drakkar warriors landed on the continent, miles
so much louder than the faraway screams of the Mexica away from here.
and the soldiers that surely must be yelling out there,
near the burning Temple. But their screams are drowned The dream has taken the PCs to that era again, to the heyday of the
by the whisper of a witch. legendary Aztlan, the White City.

“It is the Second Omen”, she says. “The Second Regardless of whether they identify ancient Aztlan or
Omen!” not, the PCs see they are on an unimaginably immense

L
city, with tall temples and white buildings, surrounded
by a huge lake, much like the one around Tenochtitlan.
ET TH E PC S state their actions and intentions;
There is an otherworldly feel to the place, as if the
whatever they do, after the first round of actions
white buildings gave it an immaterial quality. Not so
the open rooftop begins to fill with the multicoloured
much a real city as its quiet, dignified ghost.
fog they encountered earlier. Soon, everything is lost
from sight under a blanket of swirling colours… The rooftop the PCs are in is almost a mirror of the
one they were on back at Tenochtitlan before the
dream began. There are thirteen columns here as well,
but they have no carvings, images or clues of any kind
– just dull, featureless, white stone.
By looking around a bit, any PC can determine they
are on a kind of temple, but there are no representa-

34
the eight omens

tions of any saint or spirit, and there’s no saint-house, If the PCs haven’t realised they are in ancient Aztlan
no altar, on the rooftop, whose only feature is the cir- yet, you may ask them to perform an easy Knowledge
cle of plain stone columns. There are four stairways Check (difficulty: 3(1)) to deduce it at this point.
that lead down to street level.
After they have walked the streets for a while, the
The only other building that draws the PCs’ attention PCs run across a city patrol; contrarily to the civilians,
is the city’s tallest pyramid – it stands at the centre of these guards do take notice of the PCs; run Encounter 6.
Aztlan, far from the PCs’ position, but even from here
they can see the top is not a temple or saint-house, but Encounter 6: Temple Guards
a tall, white cypress tree. The PCs never saw anything
like that – a tree planted atop a pyramid. It must be a The soldiers that approach you seem to belong to
symbol of the city. the Nahua tribes, but they have painted their face and
body with white dust. Also white are their weapons and
Give the PCs a moment to discuss their situation and decide what to
uniforms, save for some golden adornments and patches
do. If they become stumped, subtly nudge them to explore the city,
reminding them that their past dream ended after they explored the of red ink here and there.
area and understood its clues. They talk in a foreign tongue, but close enough to
If the PCs remain on the rooftop too long, they notice Nahua for you to deduce their meaning.
a patrol walking up the pyramid Give the PCs a chance They want to know where you came from.
to run down the stairs; if they stay on the rooftop, pro-
ceed to Encounter 5. It’s strange to find free-roaming foreigners in the
streets of Aztlan. The city proper is restricted to the up-
If the PCs climb down the stairs, they reach the streets per classes and pure-blooded Azteca people; the many
without incident. The city is quiet as… well, as a dream. other ethnicities under Aztlan’s protection must live in
It’s not only the eerie appearance of the white build- the periphery, from the city to the shore of the great
ings in the night – the city sounds like a ghost, too. lake surrounding it. The guards assume the PCs belong to
one of these ‘ lesser’ tribes, who rarely set foot on Aztlan
There are no cries or calls, no shuffle of feet on the unless it is as slaves.
streets; just a vague rumour at the edge of hearing, like
low whispers and sighs. For a moment, you do believe The guards are indeed demanding to know the PCs’
you are dreaming of the otherworld. ethnicity, and why they are not in their assigned neigh-
bourhoods. Run Encounter 6 Conversation.
The architecture is stunning, like no other you
have seen, perhaps even more beautiful than that of ENC OUNTER 6 C ONVERSATI ON
Cholollan, or Tollan itself. Indeed it looks like some ideal
If the PCs want to use diplomacy or deceit, ask them
city, some mythical paradise…
to perform a Charisma action, confronted by a Temple
Then you start to notice; there are people in the guard’ Mediocre Skill.
streets. Here and there, a richly-robed man or woman
Alternatively, you can let the players do the talking;
slides across the white pavement, alone or talking with
in that case they must convince you, the GM, as their
someone else. Their voices are low, murmuring; their
characters try to convince the guards.
clothes are as white as the buildings, and even their
skins are somewhat ashen – not pale, like the dragon ■ The guards assume the PCs are escaped slaves or
riders you saw on the earlier dream, but flesh-coloured unwanted visitors; unless the PCs convince them oth-
as you… only greyish, dull; like they are sick or something. erwise, the guards escort them out.
None of them notice you as they walk past, but you ■ The guards identify the PCs’ language as just an-
catch snippets of their talk. They don’t speak Nahua, but other of the ‘barbaric’ tongues of the lesser tribes, so
a very close dialect. None you have heard before, that’s the PCs’ accent and difficulty with the Old Aztec tongue
for sure. doesn’t get them in trouble.
These people don’t ignore just you; they don’t give ■ Use a few of the dialogue lines from the Information
a second glance to their surroundings. They care not about Aztlan sidebar as the guards talk to the PCs.
about the beautiful buildings and decorations that sur- ■ If the PCs invent a convincing lie, the guards let
round them. That’s how you know they are not gods or them off with a warning and grudgingly allow them to
spirits, for it is the way of mortals to become bored with remain free in the city.
achievement and jaded with wonder.

35
■ The guards won’t believe the truth – that the PCs ■ People walking down the streets everywhere, with
are dreaming and they come from the future – regard- the same unassuming, careless attitude described ear-
less of how convincing the PCs are. They may take it as lier. This is a city where nothing happens, where no-
a joke or as an insult, depending on the PCs’ tone and body seems to be troubled.
attitude.
■ The city itself and its surrounding area seem like
■ If the PCs blunder the encounter too bad, the guards a replica of Tenochtitlan and the Great Lake around
take them prisoner, unless the PCs resist. it; or perhaps it’s the other way around, and it was
Tenochtitlan that was built to resemble this city.
If the PCs attack, the guards are flabbergasted – no
macehualtin had raised a hand against the elite in their If the PCs are being escorted out by the guards, pro-
living memory – but strike back, to the death. Create ceed to Scene 8.
a -2 Encounter using Temple Guards. The guards are
If the PCs are prisoners, proceed to Scene 9.
so surprised that they don’t know how to retaliate at
first; when they get their bearings, they fight as elite If the PCs don’t have a guard escort, let them choose
soldiers, with elite weapons. their general direction (or pick it randomly); if they
head out of the city, proceed to Scene 8. If they walk
A FT E R T H E E N COU N TE R deeper into the city, proceed to Scene 9.
If the PCs attack the guards and survive, they have Before ending the scene, you may have the PCs come
become outlaws in Aztlan. Any further encounter with across a second patrol guard if you wish, particularly if
Aztec guards will result on combat or imprisonment. they were too careless during the previous encounter.
The PCs may also dress in the guards’ uniforms if they Simply create a -2 encounter using a combination of
wish; this allows them to pass undetected in further Rank soldiers and Rank warriors, but have the guards
encounters inside Aztlan, but they are discovered as act in consequence to the PCs’ previous actions – for
soon as anybody approaches them to talk. example if they are disguised, or resisted arrest.
Regardless of the encounter’s outcome, the PCs find
themselves roaming the streets of Aztlan, perhaps free,
perhaps taken as prisoners; perhaps hiding from the
law, perhaps escorted by Aztec guards.
As the PCs walk through the city, describe the follow-
ing features of the Great City:
■ White buildings and pavement, with better mason-
ry than Mexica or even Tolteca work.
■ Various inscriptions that indicate the city’s glyph
as ‘Aztlan’ (in case the PCs hadn’t deduced it yet).
■ A wall with a large Bas-relief, representing an Aztec
king wrestling a mixcoatl dragon.
■ Several tall temples, blue-orange lights flickering
through their windows.
■ An apparent lack of dragon worship or idols; if this
city has the protection of a dragon, they don’t make a
show of it.
■ The white tree appears in several motifs and glyphs
of the city along the Aztlan name, confirming it’s a
symbol of the city as well.
■ A line of slaves working on a temple. Aztec guards
and nobles whip and order them around. The slaves
seem to belong to some Nahua or Chichimeca tribe.
■ Incredibly beautiful gardens every two or three
avenues.

36
the eight omens

SIDEBAR: INFORMATION ABOUT AZTLAN some that the Mixtecs of the South. But Mexi is
the strongest warrior, stronger and taller than any
At any time the PCs successfully strike conversa-
other macehualtin of Aztlan.”
tion with a local NPC, use one or more of the follow-
ing lines as a part of the NPC’s dialogue or answers, “Mexi is not kind, he is not nice. He is a rough
to let the PCs know important data about Aztlan. man, a violent man. He does not like diplomacy, he
does not like politics. Mexi does not like the Aztlan
“The Azteca own the City. The Azteca are the true
nobility. Mexi is a troublemaker in the city without
citizens of Aztlan.”
trouble; a noise in the harmony. But he is the hero
“There are macehualtin foreigners, chichimeca of the low tribes, he is a hero of the people. The low
from other tribes, that have come to squat around tribes love Mexi, they respect him.”
the lake of Aztlan, to live near Aztlan, to fish and
“Mexi lives in the Slave Quarters of the city, where
hunt and be near the Great City.”
the low tribes send their young to be slaves to the
“The lake squatters are not Azteca, they are not Azteca, to work for the Azteca. Mexi lives there, for
citizens; they are the lesser, they are the low tribes. he rules the slaves, he rules the low tribes. Mexi
They live in Aztlan, but they pay tribute to the lives with the slaves and he sees that they are well
Azteca. They pay with work and food and slaves for and happy, and he cares for them.”
the Azteca, and the Azteca protect them.”
Any PC with at least Knowledge 1 should identify
“The low tribes need the protection of Aztlan, the name of Mexi. He was the legendary founder of
they come to Aztlan to be safe; for the land on the the Mexica tribe; the one that led his people out of
other side of the lake is dangerous. There are wild Aztlan. Furthermore, Mexi was the mortal name of
chichimeca on the other side of the like, and beasts, Huitzilopochtli, patron saint of the Mexica, before
and the Azteca protect the low tribes from all this, he died and became the Spirit of War – precisely
and in turn the low tribes submit to the Azteca.” during the trip out of Aztlan.
“The low tribes have no other land, no other city, A PC might remember that it was precisely the
to live. They live in Aztlan for they have no other temple of Huitzilopochtli which suddenly burned as
place to live, for it is all dangerous.” what the mysterious witch called ‘The Second Omen’
before sending them to the dream world again.
“The white tree of Aztlan, the tree of the Great
Pyramid, is the Cepancuahuitl, the Tree of Union.” This may give the PCs a clue of what they are here
for, and why the dream brought them here.
“The Tree of Union is like the Tree of Tamoanchan.
When the Ancestors brought people to the world, If the PCs hear about Mexi, ask them to perform an
when the Ancestors brought mortals to the world, it easy Knowlede Check (difficulty: 3(1)). If the check
was in Tamoanchan.” succeeds, remind them that, according to Mexica
history, Mexi led the exodus of Aztlan guided and
“The White Tree, the Tree of Union, reminds eve-
helped by four warrior-priests.
rybody that all people, all tribes, all of them belong
together. The Tree of Union says that we all belong To solve the riddle of the Second Dream, the four
under the power of Aztlan.” PCs must find Mexi and help him guide his people
out of Aztlan, re-enacting the origin of the Mexica
“Aztlan has two leaders – Cuextecatl, the King
tribe. This is the conclusion the PCs should ideally
of the City, and Mexi, the leader of the low tribes.
arrive at; if not now, later during this chapter, as
Nobody knows what tribe Mexi belongs to – some
more clues appear in their way.
say he is Chichimeca, some that he is Tolteca. Some
say that he comes from the Olmecs of the East,

37
Some macehualtin look at you from their parcels and
windows as you approach their villages, but they don’t
seem surprised at your appearance in any sense.
If the PCs were escorted out of the city, the guards
leave them here and go back.
Returning to the city now would require the PCs to
perform a Stealth action, confronted by the temple
guard’s Competent Skill. If a single PC fails the action,
run Encounter 6 again, except the guards are much less
patient this time, and the PCs are much more likely to
end up as prisoners.
If the PCs approach the locals, they can easily ob-
tain food and shelter in exchange for work; like in
Tenochtitlan, the calpolli farms of Aztlan are always
willing to take extra mouths in exchange for extra
hands. The macehualtin speak the same strange Aztec
language as the city folk, but it’s possible to communi-
cate with them in the Nahua tongue.

Scene 8: the If the PCs have already visited the Slave Quarters in
Scene 9, the villagers gather among the huts and reeds
to listen to the PCs’ message. Proceed to Scene 10.

people of If the PCs don’t approach the locals, have some NPCs
come to them, asking where the PCs are from and what
they’re doing here.

the shorE Let the PCs conduct the conversation as they wish,
using lines and information from the Information
about Aztlan sidebar.

As the PCs come out of Aztlan, they see the great lake The villagers are friendly at first, and invite the PCs
surrounding the city, and the countless villages along to stay with them under an agreement of work for food
the shore. and shelter.

As you reach the city outskirts, you come across the After the PCs have spent some time among the shore
familiar sight of hundreds of huts, farming parcels and people, some NPCs casually suggest that the PCs should
floating chinampa gardens, like a flowered garland, on go to the city and seek Mexi, the Macehual King.
the shore of a great lake. Dozens of boats are moored Mexi oversees the city’s Slave Quarter. His rank
on the water near the huts, as the last farmers and fish- forces him to live in the inner city, far away from the
ermen return home with the evening catch. The lake is shore tribes. The tribes would like to know Mexi’s will
so wide that the far shore remains beyond sight in most or receive his guidance; if the PCs managed to return
places, just like the Great Lake of Tenochtitlan. to Aztlan and obtain Mexi’s message to his people, the
As you come closer to the first huts, the stark differ- lesser tribes would be very grateful.
ence between the peoples of Aztlan hits you like a sac- This is no official mission and the PCs may refuse,
rificial knife. Where the inner-city dwellers are ashen, staying among the shore tribes for as long as they want
tall and lanky, the macehualtin in the lake are squat, – and never waking from the dream for as long as they
grimy with lakeshore mud and bloody from the thorny do.
bushes. Where the Aztlan nobles look absent and dif-
If the PCs choose to help the macehualtin with their
fident, these people’s faces show pain, worry and the
request, or as soon as they head back to the city any-
urgency of death. This endless expanse of villages and
way, let them walk into Aztlan again, describing a short
farms, confined to whatever edge they can cling to, is a
trip across the city if you wish, and then turn to Scene
sad, painful, living, beating, bloody world; the opposite
9.
of the clean, serene city at your back. And it shows in
the people.

38
the eight omens

city project or war that requires their manpower, or

Scene 9: for a sacrifice that requires their blood.


If the PCs attack the guards at any time, they cause a

slaves of
scene. Play Encounter 7.
If the PCs try to escape their cell during the night,
ask them to perform a Stealth action, confronted by the

the aztecA Rank soldier’s Competent Skill. The PCs’ fetters impose
1 disadvantage on the action.
If all the PCs succeed, they slip past their guards and
may explore the Slave Quarters freely.
Whether on their own or taken by the city guards, the If the PCs are found trying to escape, the guards at-
PCs finally head to Aztlan’s Slave Quarters. tack. Proceed to Encounter 7.
After an hour or so wandering across the city, you ar- As soon as the PCs are free and on their own, they
rive to a large courtyard with low stone walls. There are may explore the Slave Quarters at their leisure.
several entrances, each guarded by one or two armed
soldiers; there are additional guards around two large If the PCs already visited the shore people at Scene 8,
buildings inside the courtyard. they are probably looking for Mexi, the Macehual King;
however, he’s not around, and the guards have no au-
Between you and the buildings, wandering about the thorisation to lead strangers to him. The PCs must keep
open courtyard, are several men and women, bound and exploring on their own for now.
fettered as slaves. They walk around freely, although
the guards prevent them from leaving the courtyard and If the PCs decide to talk with the other prisoners, ask
keep a close eye on their behaviour. them to perform an easy Charisma Check (difficulty:
3(1)). If the check succeeds, the prisoners tell the PCs
If the PCs came here on their own, they may enter the one or more of the facts listed in the Information about
Slave Quarters in two ways: Aztlan sidebar.
■ If the PCs wish to slip inside unseen, ask them to Suddenly, as the PCs are watching or talking to the
perform a Stealth action, confronted by a Rank sol- slaves, some of the slaves begin yelling at a group of
dier’s Competent Skill. guards. There are insults, scuffles, and then the guards
■ If the PCs wish to convince the guards to let them take out their weapons. Other slaves join the fray
in, ask them to perform a Charisma action, confronted against the guards, which raise the alarm. More sol-
by a Rank soldier’s Mediocre Skill. diers start coming in from the courtyard entrance and
out of the barracks. Before the PCs know it, they are
If either check fails, the PCs are arrested. surrounded by a full-scale riot, and some guards attack
If the PCs were arrested, the guards lead them direct- them without giving or asking for a reason. Proceed to
ly to a cell in one of the buildings at the far end of the Encounter 7.
courtyard. The other slaves ignore the PCs; they have
acquired the indifference of their masters during their
imprisonment.
After being shown their cell and bound with slave
fetters – the same neck-to-feet bindings they had at the
beginning of the adventure – the PCs are ordered to go
to sleep and wait for breakfast early in the morning,
after which they’re allowed to wander the courtyard
freely.
The Slave Quarters are nothing but the courtyard
and the two buildings, both of which have several liv-
ing cells and a guard barracks. The slaves live, eat and
sleep in the cells, and may take strolls through the
courtyard as they wait for a noble to buy them, for a

39
Encounter 7: A Riot at the Slave own tongue, too; not the variant Nahua tongue of the
Quarters Azteca.
If the PCs hesitate or try to answer to his words, the
As the fight begins, allow the PCs to run away if they hummingbird replies, albeit in a hurried and demand-
wish, by asking them to perform a Stealth or Athletic ing tone. Use the following as parts of the humming-
action, confronted by the guards’ competent skill. bird’s dialogue, depending on what the PCs say and
how:
■ If all PCs succeed on the check, they may skip the
encounter. ‘Mexi has seen you. You’re not of Aztlan’.
■ Otherwise, create a fair Encounter using a combi- ‘You must go to the lake, to the villages and farms on
nation of Rank soldiers, Rank spearmen, and Ahtlatl the lake, outside of the city, outside of Aztlan’.
throwers.
‘Mexi has a message for the people that live there,
A FT E R T H E E N COU N TE R for the lesser tribes’.
If the PCs win the fight, they may take the guards’ ‘‘Mexi will cover your tracks; Mexi will shroud your
weapons and shields, which are light, beautiful and passage’.
of better quality than any standard weapon they may ‘You shall do this; if you don’t, Mexi shall have your
have encountered outside Aztlan. skin flayed and your flesh fed to dogs’.
Once the PCs have dealt with the guards or avoided ‘The message is this: Tollan shall have a new king.
the encounter, they may disengage from the riot and That’s what you will say to the macehualtin, to Mexi’s
assess the situation from a safe distance, without call- people’.
ing attention to themselves.
‘They will understand. And you will understand’.
After the guards gave the alarm, more slaves joined
the fight, and in a matter of seconds the situation has ‘Go now, run now’.
escalated to a full-blown riot in the Slave quarters. ‘Run!’
Soldiers run out of the barracks, slapping and kicking
slaves in the same motion. Already you can hear more The hummingbird wants the PCs to flee while the
guards coming from the city. Aztec guards are still distracted. If the PCs dawdle too
long, the soldiers find and attack them: run Encounter
Let the PCs state their actions and intentions, and 7 again, except the PCs must immediately flee the city
then read aloud the following: after the fight.
Suddenly, everybody’s silent for a moment. Slaves As soon as the PCs head out of Aztlan and to the city
and soldiers have stopped dead on their tracks. outskirts, let them know they leave the city unim-
Then a flapping… or a humming? peded by guards, alarms or passersby; it appears Mexi
made good on his promise of ‘covering their passage’.
And then the impossible – for an instant the court- Proceed to Scene 8.
yard is obscured as if by a cloud, but it’s not a natural
phenomenon. It’s a swarm. It’s a flock of hummingbirds.
Everybody lays down their arms as they watch the
miraculous bird swarm, either transfixed in awe or cov-
ering their faces and heads from the buzzing wings.
After a couple of minutes, the riot dies down, as the
countless birds flit to and fro between the guards and
rioters. Then a single hummingbird stops and hovers
near you, so close to your face you can almost count its
feathers.
And then it turns its head. At you. And it speaks.
‘Run’.
One of the hummingbirds is indeed looking straight
at the PCs and ordering them to run away. And in their

40
the eight omens

Scene 10: the


left-handed hummingbirD
This scene begins as soon as the PCs have returned without them, as all empires fall without the support
to the lake villages with Mexi’s message. The people of of the common people, and won’t let them leave so
the lake gather around them, waiting to hear the words easily. Some others are afraid of fighting the Aztlan
of their leader. authorities.
When the PCs share the message ‘Tollan shall have a Let the PCs watch, or even participate in, the debate;
new king’, a great murmur breaks out among the vil- their status as Mexi’s messengers gives them a right to
lagers; they seem to know what the message means. be heard and listened to.
To understand the message, let the PCs ask around the The villagers eventually reach an agreement; as their
villagers, or ask them to perform a normal Knowledge women and children pack their things and prepare to
Check (difficulty: 6(1)). If the check succeeds, or the leave their homes, the men will march to Aztlan, to
PCs simply ask about the meaning of the message, let distract the city guard and give the slaves a chance to
them know the following: escape and join them. Then they will all flee the city
together. The PCs’ part is to join the march and accom-
■ Tollan is an ancient city, at least as splendorous
pany the village men to the Slave Quarters.
and advanced as Aztlan, to the Southeast of here.
If the PCs helped inspire or encourage the people dur-
■ During the age of Aztlan, in the era of the PCs’ cur-
ing the debate, they gain an advantage on all Charisma
rent dream, the king of Tollan was Ce Acatl Topilzin.
checks and actions when dealing with any NPC from
■ A few years before the uprising of Mexi, Topilzin the low tribes of Aztlan for the remainder of Chapter II.
was revealed to be a dragon in disguise and left the seat
The PCs may ask for equipment, food, tools, weapons
of government. Tollan has remained leaderless ever
or armour; the macehualtin gladly give what they can,
since, even in the PCs’ future.
although they don’t have much, and most of their items
■ Mexi’s message means that he intends to become are of mediocre quality.
the new King of Tollan, which requires him to leave
As soon as the PCs are ready to leave, read the fol-
Aztlan forever. This in turn means that the lesser tribes
lowing aloud:
around Aztlan must follow him to new lands and a new
kingdom. For the next few hours, the Great Lake of Aztlan be-
comes an anthill of buzzing activity, as people say their
The above facts are all part of well-known Mexica history. goodbyes, load their belongings on barges and back-
packs and messengers run back and forward carrying
King Topilzin was secretly the human form of Quetzalcoatl, the Lord orders and news from one end of the lakeshore to the
of Dragons; when he was discovered, after making Tollan the most
other.
advanced city in the world, he left the mortal plane, leaving the
paradise he had built in chaos. As the village men prepare to march into the city,
they send you ahead to assess the situation in the Slave
At the time of the Mexica exodus from Aztlan, Tollan was a leader- Quarters. Whatever you learn, you should return and
less, decadent city, holding science and secrets from an advanced report to the men that will march right behind you.
civilisation, but with nobody to make use of them. You may allow
any PC with at least 1 point in Knowledge to know this without need Now it’s the PCs’ time to enter the city and finally ful-
of a skill check. fil their destiny – and the Second Dream.
Mexi’s message creates opposite reactions among the
macehualtin. Some argue that it’s madness to leave
the lake and Aztlan’s protection for the harsh waste-
lands to the South; some others are elated at the news
and want to take up arms against the city right away.
Some argue, quite reasonably, that the Azteca will fall

41
Encounter 8: The Macehual King AFTER TH E ENC OUNTER
If the PCs survive the fight, they may take the guards’
As the PCs return to the streets of Aztlan, read the weapons and shields, which are light, beautiful and
following aloud. of better quality than any standard weapon they may
Again you run through the streets of the Great have encountered outside Aztlan.
City. As you wander the streets, you gaze upon the As the fight ends, read the following aloud:
Great Pyramid at the centre of the city, and on the
Cepancuahuitl, the great white tree at its cenit, tower- As the last of the guards fall, you realise the lone
ing above all other buildings and temples. hummingbird warrior just killed the other six men on his
own. He turns to you with a fierce expression, like he’s
Then your attention shifts to a wall to your left, for thinking whether to move on to slaughter you now. Then
you distinctly heard a sound come out of it. he gives out a satisfied snarl and nods in your direction.
The wall depicts the bas-relief of a woman with a ‘You are the strangers,’ he says in a tone of sudden
skirt made of snakes; suddenly the stone image shifts realisation. ‘You are the ones dreaming us’.
and trembles as a stone door slides just under the wom-
an’s skirt, and a man runs out, like a warrior born out of This, of course, is Mexi, the lord of the low tribes of
a mountain. He stops dead on his tracks as he steps out Aztlan. Let the PCs conduct the conversation with him,
into the street, his eyes fixed on you. asking and replying as they wish; use the following as
excerpts from Mexi’s dialog as needed.
He may well be the most formidable man you have
ever encountered. At least a head taller than the tallest ‘You are foreigners’.
among you, His skin is painted red and black; his fine ‘You are the ones that took my message to the
white clothes and gold ornaments indicate he is of noble macehualtin’.
stock. There’s a hummingbird tattoo over his heart, and
hummingbird feathers on his headpiece. His long black ‘I am Mexi, the Left-handed Hummingbird; King of the
hair and most of his body are caked with blood; not a Macehualtin’.
sacrificial bleeding, but the kind of stains of a warrior ‘Yes, I sent you the hummingbird to give my message.
that has killed many enemies. I am a powerful nahual; birds and beasts listen to me’.
As if confirming your suspicions, you notice the man’s ‘I needed to rely on the bird; Cuextécatl and his spies
left hand grips a macahuitl mace that any other warrior are watching me all the time. Well, they don’t watch
would barely lift from the ground with both hands; the anymore, heh heh’.
weapon’s obsidian edges drip fresh blood even now.
‘Yes, I killed the nobles, I killed my guards’.
‘You are not Aztecs’, he blurts out after a heartbeat
in this city’s strange Nahua dialect; however, he’s clearly ‘I slaughtered them, I bathed in their blood. As they
not Azteca either. watched over me I killed them, as they prayed and guard-
ed, as they kneeled and begged I slaughtered them’.
Before you have a chance to reply, you notice the
sound of approaching footsteps, as two guard squads ‘Cuextécatl I did not kill, I spared him; I left him his
turn the corners ahead and behind you, giving out cries life’.
of alarm. ‘But everyone else I massacred, I ate their hearts. I’ve
The PCs can’t be sure whether these men come for had enough of peace, enough of civilisation, enough of
them or for the warrior that has just come out of the all this Toltecatl stuff ’.
wall, but the guards charge without further warning. ‘Long have we lived under the yoke of the Azteca.
The PC must join the fight. The lone warrior attacks Long have we lived among these bloodless, heartless
the guards coming from the left, leaving the PCs to deal weaklings’.
with those on the right.
‘We are blood and dirt, they are milk and water. They
Create a -1 encounter using Rank soldiers, Rank are living death; we want to live and die’.
spearmen and archers. These men are less surprised
and more battle-ready than the other guards the PCs ‘We didn’t dare leave before, but now…’
have encountered in Aztlan, but are otherwise the ‘Let us say your arrival spurred me to action’.
same.
‘Why? Because that’s what you dreamed us for, why
else?’

42
the eight omens

‘Always four spirits, always four wizards; always four


directions and four colours. I knew you were here for
that’. Scene 11:
flight of
‘It’s our destiny; to leave Aztlan and found a new
tribe’.
‘We seek Tollan but never take it. For you it is an-

the 400
cient history; You know this already. We shall become
the warriors and the crafters, the Chichimeca and the
Tolteca’.
‘But that’s all in the future, in the past. This is your
dream now. We will leave the Azteca tonight’.
‘Yes, I know my people are already marching through
humming-
the streets. My children at the Slave Quarter are also
ready to escape’. birdS
‘We only need one last distraction so the guard will
really be too busy to prevent our departure’.
Mexi gives the PCs quick directions to the city pal-
‘Yes, of course you are that distraction’. ace. As they move to the place, they come across sev-
Mexi asks the PCs to go to the palace aviary, the eral guards running in all directions: they pay no mind
bird-house inside the animal gardens of the Azteca to the PCs, as if they were very concerned about some-
King, and release his 400 hummingbirds. These are the thing else.
same birds that appeared to stop the riot at the Slave Then, the PCs spy a large crowd moving across the
Quarters during Scene 9; they are all magical creatures streets of Aztlan. Thousands and thousands of people,
under Mexi’s orders, and will know how to distract the walking peacefully but defiantly towards the centre of
City Guard. the city; a silent demonstration. It’s the parade of the
Mexi would order the birds to leave their cage them- macehualtin, the march of the low tribes.
selves, as he did the other night, but right now time is After running across the city for a while longer,
short and he has other things to do. So, he commands the PCs spy a disturbance over at the Slave Quarters;
the PCs to free his birds. ‘They will help you under- hundreds of guardsmen huddle against the courtyard
stand the dream’, he adds as a final incentive. wall, doing their best to hold a human tide about to
When the PCs are ready to carry out the last mission, burst through the stone enclosure and out in the open.
proceed to Scene 11. That’s how the PCs can reach the palace quarter with-
out incident.
The Mazatlamilpan, the animal gardens of the King,
are in a guarded enclosure a few paces away from the
palace grounds.
If the PCs try to slip into the enclosure, ask them to
perform an Athletic or Stealth action, confronted by
the Competent Skill of a jaguar warrior (see Encounter
9). If even one PC fails, the palace guards discover
them: Proceed to Encounter 9.
As soon as the PCs are free to explore the animal gar-
dens, read the following aloud:
The Mazatlamilpan of Aztlan is a large, beautiful
garden where paved paths and stonework coexist with
beautiful trees and shrubbery. Here and there, a special
enclosure displays a wondrous beast, mostly birds, but
also large snakes, strange-coloured monkeys and even a
great jaguar from the southern jungles.

43
The animals seem oblivious to the chaos in the city, Encounter 9: Beast Garden
cawing and yelling and pacing their cells as if nothing Guards
was happening.
Eventually the PCs find the hummingbird cell – a If at any time the PCs are discovered as they explore
huge, gilded cage the size of a granary, where hun- the beast garden, they gain the attention of the man-
dreds of colourful little birds zoom and whizz among beasts that watch over it: two hulking nahual warriors.
branches and flowers.
Create a fair encounter using a combination of jaguar
If the PCs have not encountered the palace guards warriors and eagle warriors.
yet, ask them to perform a normal Stealth Check (dif-
ficulty: 6(1)) to avoid detection as they free the birds. AFTER TH E ENC OUNTER
If the check fails, the guards discover them and you If the PCs defeat them, they may take their jewellery,
should proceed to Encounter 9. which would be worth a rough total of 30 to 40 Gold in
As soon as the PCs are free to proceed, they need only the open market.
open the cage and the awesome cloud of hummingbirds If the PCs survive the fight, they may continue ex-
leaves the cage as a colourful cloud of chaos, as if it was ploring the beast garden without further incident.
guided by a single mind – which it is.

Scene 12:
Four hummingbirds, however, remain behind; each
of them hovers and flits around one of the PCs, indicat-
ing they want to stay with them.
These four hummingbirds don’t talk like the one
Mexi used as a messenger, but the PCs discover they
somehow know the birds’ names: the hummingbirds
the second
dream gatE
have put the knowledge in their minds. The white one
is called Mixcoatzin; the red one is Apanecatl; the black
one is Texcocoatl and the blue one is called Chimalli.

The PCs don’t know this, but these four hummingbirds are Mexi’s
favourites, and he commanded them to guide and protect the PCs. As the PCs come out of the garden, they notice some-
They are not normal birds, but powerful nature spirits summoned by thing terrible has happened.
Mexi’s spellcraft. Mixcoatzin is a companion of the clouds, a male
air spirit; Apanecatl is a male water spirit and a friend of mortals; The Cepancuahuitl tree, the sacred Tree of Unity of
Texcocoatl is a female fire spirit of death, and Chimalli a female Aztlan, has been split in two, and is now spurting a
spirit of earth and fertility. river of blood that runs like a waterfall down the four
stairways of the Great Pyramid.
Each hummingbird assigns itself to one of the PCs,
chosen randomly. If the PCs are playing with the pre- Perhaps it’s intuition, or perhaps it’s a subtle mes-
made party included with this adventure, Mixcoatzin sage from their hummingbird guides, but the PCs re-
flies with Yosá, Apanecatl with Cuauhtli, Texcocoatl alise Mexi did it. This was what he needed to do; this
with Hiapsi and Chimalli flies with Xocoxóchitl. was why he needed them to release his pets instead of
doing it himself.
As the cloud of hummingbirds covers the streets and
the screams of terror and wonder begin, the PCs’ four And soon his reasons become obvious as well; a crowd
hummingbird companions say ‘Now for the end of your of desperate Azteca run to the temple, crying and la-
dream’ in the PCs’ minds. Proceed to Scene 12. menting and trying to contain the blood flow from
their sacred tree.
By cutting down the oldest symbol of Aztlan, Mexi
has symbolised the breaking of his people with the
Aztec hegemony, and provided their escape with an in-
comparable distraction. He truly is Huitzilopochtli, the
ruthless warfare genius that earned the right for an en-
tire tribe to call themselves after him: the Mexica.
As the PCs look at the destruction of the tree and the
Azteca running to their Great Temple to stop it, the

44
the eight omens

hummingbirds ask into their minds, with the voice of


their own thoughts:
‘What does that remind you of?’
Scene 13:
The right answer is, of course, the burning of the
temple of Tenochtitlan. waking
If the PCs fail to come up with the right answer, sub-
tly nudge them to remember what city was built and
modelled exactly after Aztlan. from the
second
‘Yes’, the hummingbirds say. ‘As one kingdom fell, an-
other kingdom will fall. As Huitzilopochtli cut down the
symbol of the Azteca to go, to leave, to found his own
city, so his own symbol burned in the city he built. Thus
history repeats and the fate of one kingdom mirrors the
fate of the other. That is the message of the dream’. DreaM
Then, the four hummingbirds take to the heavens,
and as they soar they take their true forms: four impos-
ing feathered dragons. A PC versed in Faith or History When the fog dissipates, the PCs are still looking at
may remember, at this very moment, that the legend- the four dragons… as bas-reliefs on the stone walls of
ary parents of Quetzalcoatl were called Mixcoatl and a temple.
Chimalli… The PCs are back in the real world, this time in the
The last thing the PCs see, before the multicoloured very same temple, atop the very same pyramid, where
smoke obscures their vision again, is a long procession they were to be sacrificed so many days ago – the
of freed tribes, following Mexi and the Four Dragons Tlahuizcalli of Tenochtitlan’s Eastern Quarter.
into the wasteland, destined to become the mighti- Again, the PCs are healed of all their wounds, save
est nation in the world, named after their leader: the for any that died, which remain dead; again, they have
Mexica. kept any equipment they looted from their spirit jaunt.
And again, they have obtained a broken piece of ob-
sidian from the trip.
This time, however, no witch comes out to greet
them. By the temple’s two entrances, a group of Mexica
guards breaks into the room, brandishing their weap-
ons at the ‘wizards’ that just appeared out of thin air.
Before the PCs decide what to do now, they see a flash
of light all around them – and then, without a sound,
without a storm or any other warning, a lightning bolt
rips the Tenochtitlan sky… and falls smack dab on the
Tzonmolco – the Temple of Xiuhtecuhtli, the fire saint.
The Third Omen has struck.

45
iii. Lightning on
the lightning
housE
46
the eight omens

47
Scene 14: Out of the Blue
It’s happening again, almost the exact same way. Let the PCs state intentions and actions. Before the
One of the great temples of Tenochtitlan has burst fight begins, someone breaks through the mob and the
into flames. This time it’s the Tzommolco, the House of soldiers, and everybody stops in their tracks.
Xiuhtecuhtli. You saw the lightning bolt that fell on it.
How? The rain had just begun, it was just a light shower. Just as everyone seems ready to strike, a small proces-
There was no warning. sion breaks through the crowd. It’s four soldiers – elite
soldiers, cuahchic, or ‘Shorn Warriors’. There’s just four
It’s another omen, it has to be. of them, but their sight calms the angry peasants and
Was the column of fire from another temple burning, causes the guards to stiffen and lower their weapons.
far away into the distance? Will this keep happening? The Shorn Warriors flank a decorated palanquin,
What are the spirits trying to say? carried by four slaves, that stops on the edge of the
mob. On the palanquin, there is a nobleman tended by
Everyone in the Great Plaza is awestruck for a mo- two richly-clad, beautiful women. As his vehicle stops,
ment; then the Mexica of every condition and profession the man descends slowly, carefully, while the four Shorn
get their bearings and run towards the burning house, Warriors dart glances to all sides, hands on their mace
carrying water pails, baskets, gourds, whatever they handles. You recognise the nobleman’s insignia; he is a
have in hand. You’ve never seen so many people become herald from the Mexica King’s court.
organised so swiftly. Almost without skipping a step, the
guards that were converging on you change direction ‘These people are to be taken to the palace. No harm
and run towards the burning temple. must come to them, no one is to hurt them. Only the

T
Teotl Saints and the King shall decide their fate. Take
them!’
H E PC S AR E caught amidst a frenzy of activity, as
civilians, merchants, soldiers and priests scram- As the elite Shorn Warriors move to escort you – duly
ble to put out the fire at the Temple of Xiuhtecuhtli, flanked by the city guards – you notice one of the wom-
running up and down the stairs to bring water, earth en in the palanquin. Yes, there can be no mistake: She is
and tools. the witch you encountered before, the one that rescued
you from sacrifice and sent you to the spirit world twice.
Let the PCs choose what they want to do. They may It’s her, dressed as a palace concubine. As you look at
try to escape now that the guards are distracted; no- her, she nods at you with a half-smile.
body will chase them for a while. They may also climb
up the stairs and try to help put out the fire. Just like What is happening here?
the first time, the disaster is confined to the Temple; ■ If the PCs resist or try to point out the witch, they
there’s no way to quell it, but it doesn’t spread. suddenly find themselves groggy and dizzy, unable to
Eventually the fire dies down – on its own – and the concentrate or talk, as the witch, even in her concu-
PCs draw attention again. Whether the PCs are escaping bine guise, discreetly summons the coloured fog again.
or helping put the fire out, read the following aloud: Ask each PC to perform a hard Discipline Check (dif-
As the Mexica begin dispersing or forming small ficulty: 9(1)); those that succeed may act during this
groups to organise the rebuilding of the temple, the turn. Otherwise, they are too groggy to do anything.
guards begin gathering as well. Some throw glances in Regardless of the PCs’ actions, the fog will take effect
your direction, but don’t seem to recognise you, until a by the next round: proceed to Scene 15.
man points at you and your strange weapons: ■ If the PCs allow themselves to be escorted out, the
‘There, there! There they are! They appeared in a palace herald and his strange retinue guide them to the
cloud of smoke, they appeared out of thin air! They ap- Great Temple. The herald and the guards ignore the PCs
peared, and then the lightning fell! It was them! There, during the trip, answering no questions. The witch-
there!’ concubine doesn’t even look in the PCs’ direction.

Other bystanders join the screams, and soon you are Once the group reaches the Great Temple, the four
surrounded by soldiers again; but you know the angry Shorn Warriors lead the PCs to a small building on one
mob behind them is far more dangerous. side of the pyramid. Then, they take the PCs across

48
the eight omens

stairs and galleries, until they reach a small shrine, tone of impertinence. This jungle has never seen civilisa-
separated from the rest of the Great Temple. tion; this wind has never blown through cities or roads.
The guards leave you alone in a round stone precinct, The beasts of this world have not learned to fear
with spirits carved on the walls and a sacrificial stone on humans.
the floor. You must be in some hidden chamber below The PCs are in the spirit world once again. Ask the
the Great Temple of Tenochtitlan. There’s nobody else PCs to perform an easy Survival or Perception Check
with you; there’s no sound either. (difficulty: 3(1)) to notice there’s a storm coming. It
Then a voice speaks. will take a few hours for the storm to arrive, but the
signs indicate it will be a big one, as big as any the PCs
‘Three Omens. How many more? Soon there will be have ever witnessed.
answers’…
Give the PCs a moment to explore and interact with
You recognise the voice. It’s the witch, or the concu- the strange environment they are in. When you are
bine, or whatever she is; the mysterious woman behind ready to move on, proceed to Encounter 11.
your escape from sacrifice and your strange dream trips.
Where is she? Why doesn’t she explain herself? Does Encounter 11: Sticks and Stones
she have anything to do with the omens?
As you wonder, the familiar coloured fog begins to As the PCs move across this strange jungle, they hear
fill the chamber… thumps and cries from the bushes. Read the following
aloud when they approach the scene:
Proceed to Scene 15.
As you come closer to the source of the noise, you
witness an unusual scene.
A small band of big apes are throwing stones,
branches and mud clumps to a smaller, scared ape hid-
ing among the branches of a tall tree.
As the larger apes yell at their victim, you get the
strange notion that those are not animal noises, but ac-
tual words – slurs and insults in a kind of primal beast
speech.
A few seconds after your arrival, the big apes stop

Scene 15: the yelling and gape at you, doubting for an instant whether
to stop, flee or turn against you…
Ask the PCs to perform a normal Charisma or

second suN Discipline check (difficulty: 6(1)).


■ If the check succeeds, the apes are intimidated by
the PCs’ presence and disperse into the bushes, leaving
their victim alone.
You know you have been transported to the spirit
world again – the third time in the last few days – even ■ If the check fails, the apes attack the PCs with the
before the fog dissipates. same fury they showed against their previous target.
Create a -1 encounter using apemen.
The chitter of wilderness surrounds you; sounds from
four hundred sources – the rustle of wind on leaves, AFTER TH E ENC OUNTER
a cacophony of birds cawing, the pit-pat of light rain-
If the PCs survive their encounter with the ape-men,
drops. You are outdoors again.
the smaller ape looks at them in fear and, after a while,
When the coloured fog lifts, you confirm you are in climbs down the tree if the PCs don’t threaten him.
a jungle; but this doesn’t look like the wilds south of the
If the PCs try to communicate, the small ape-man
Anahuac. This landscape of trees and shrubbery looks…
doesn’t understand their signs or language, and may
monstrous. Everything is larger; malformed, even. There
even become frightened.
are no flowers, the leaves in the bushes are like canopies;
even the sound of beasts has an unnerving quality, a

49
If the PCs attack the small ape, they kill it easily (au- as it’s been gorging on dead meat for days now. And it’s
tomatic success). still hungry.
Eventually, unless the PCs stop him, the ape-man Create a -1 encounter using a cocodrile.
looks at them, says something that could well be ‘thank
If the PCs survive the fight, they may continue ex-
you’ in his animalistic language, and disappears into
ploring the primeval jungle. Let them declare actions
the bushes.
and intentions, and look around a bit more.
Let the PCs know these apes were like humans in
When the PCs have wandered the jungle for a few
their stance and features; in fact, thinking about it,
more hours, proceed to Scene 16.
they looked and behaved more as very primitive hu-
mans than advanced primates.
Ask the PCs to perform an easy Rites Check (diffi-
culty: 3(1)). If the check succeeds, the PCs may realise
they’re in a dream of the Second Sun, the time when
all mortals were primitive ape-men and the world was
all jungle and rainstorms. If the PCs detected the im-
minent storm, they also understand it will lay waste to
this world, with the PCs on it; unless they decipher the
clues of the spirit journey before it happens.

Encounter 12: The Drowned Val-


ley

After walking through the jungle for a while long-


er – you may simply say a few hours have passed, or
ask them to perform survival actions against a TSE that
plays two cards to spice things up – the PCs come across
a sloped ravine leading to what seems to be a river.
Closer inspection reveals it isn’t a river, however; it
Scene 16: the
was a valley, filled with lush plant life, tall trees and
land animals. Now, though, the plants are drowned, the
trees have fallen, uprooted or broken in half, and the
ape-meN
drowned animals’ corpses float on the stagnant water.
This was dry land; a storm flooded and devastated it. After the PCs have spent some more time making
And judging from the signs, it was as fierce a storm as their way across the jungle, read the following aloud:
any the PCs could think of. Both sides of the valley are As the sun approaches the West horizon, a light
buried in a landslide of mud; some of the trees were drizzle begins and the sounds of nocturnal beasts start
completely lifted into the air before crashing against sounding in the distance. Even the animal noises are
the flooded rocks. This was a cataclysmic event, and wilder, more savage. More threatening.
the damp weather and gloomy sky seem to indicate it
isn’t that rare in this world. The drizzle doesn’t look like it will get worse tonight,
but it’s still a warning of a much larger storm. This prim-
If the PCs approach the slopes of the drowned val- itive jungle feels less welcoming with every hour.
ley, ask them to perform an Athletic or Survival ac-
tion against a TSE that plays two cards to avoid sliding Then, you perceive lights – yes, lights – in the dis-
down and taking 1 point of unpreventable damage. tance. Not from a natural source, but like those from
man-made fires. Are there actual people in this forsaken
If the PCs fall into the bottom of the drowned valley, world?
or walk near it of their own free will, they realise some-
thing stirs amidst the stagnant water. Let the PCs decide what to do on their own time.

It is a huge crocodile, who wasn’t bothered when its When they approach the light source, they may con-
land became water; in fact, it benefitted from the flood, firm it indeed comes from torches – like those made by
men. Or rather, ape-men.

50
the eight omens

It looks like a village, except ape leaders are capable of spirit- fronted by the apeman leaders’
there are no houses but strange speaking – wordless communica- competent skill.
earth mounds, crudely made with tion – and allow the PCs to reply in
If the PCs attacked or scared
mud and clumped tree branches. the same fashion.
the ape-child, they suffer one dis-
A few primitive faces look on from
Let the PCs conduct the conversa- advantage on this action; if they
the dark dwellings.
tion, asking and saying what they saved him, they gain one advantage
It is an ape-man village. wish, using the following excerpts
If the PCs fail on the confronta-
as part of the ape-couple’s replies:
Before the PCs can react, a half- tion, the apemen drive them out of
dozen ape-men appear among the ‘This is Second Sun. There was their village; proceed to Scene 17.
bushes, their yellow eyes glinting first Sun of giant-people, but beasts
If the PCs succeed on the con-
the firelight. Another half-dozen eat them.’
frontation, they earn the trust and
apes start stirring among the mud
‘We are descendants; we are re- goodwill of the apes. The ape-lead-
buildings, all looking menacingly at
mainder. We are normal-people, we ers tell them the following:
the PCs.
live now.’
‘We need escape. These lands
The ape-men don’t attack; they
‘Storms get stronger. Storms kill low. These lands flood. Storms de-
make a few intimidating displays
many.’ stroy here. We must go. Find higher
like growling and beating their
lands.’
chests, and some grip crude weap- ‘You are not Second Sun. You
ons made of sharpened bone, but from after. You from later. You ‘We cannot leave. We cannot
they don’t move against the PCs. dream us.’ explore. Bad-people kill explorers.
It’s like they are waiting for an We try to. Bad-people hunt us. They
‘You are intruder. Our last days.
order. prevent escape.’
We wish peace. Die in peace.’
Before the PCs attack, try to flee ‘Help us escape. Help us explore.
‘Storms kill all. Bad-people kill
or interrupt the waiting, read the Help us find. Find higher land. Safe
all. Soon we die. Soon we end.’
following aloud: from storms.’
‘Bad-people harass. Bad-people
Then, you realise what they were ‘You are stronger. Stronger than
kill. Bad-people eat. Fight for land.
waiting for. Suddenly the threaten- them. You are dreaming. Dreams are
Fight for food. Steal our food. Steal
ing ape-men stand straight, looking tests. Maybe your test. May be this.
our tools. Steal our children. Eat our
back at their village, and from there Help us escape. Find higher land.’
people.’
two figures approach. They stand
If the PCs agree to help, the ape-
perhaps a bit straighter, their gait If the PCs let the smaller ape go
men point them to the East – ‘away
more certain, their eyes kinder; but during Encounter 11, you may add
from the rains’, they say – where
they are doubtlessly ape-men too. the following excerpts to the ape
the terrain gets somewhat higher,
leaders’ dialogue:
They are a man and a woman, to start they search. It’s also be-
with deep black fur covering their ‘You are intruder. Yet you save. cause the great storm is coming
bodies, wearing crude but dazzling May be salvation. May be sent. May from the West.
jewellery. They hold hands as they be good.’
The ape-men can’t offer any
walk towards you. The PCs also see the small ape equipment, but they can give the
Then they talk. In your minds. among the villagers, and realise he PCs food – mostly raw meat, seeds
is a child of this people. and vegetables. The ape-men also
There are no spoken words, no
These ape-men look gentler, warn the PCs that the rains won’t
animal sounds, but you clearly think
more civilised, than the ones that stop; if anything, they will get
of their message as they look at you:
were harassing the child; some stronger. The great storm is still
‘You are dreaming. This is dream-
even wear a semblance of clothing a couple of days away, but it’s still
ing. You are intruders.’
made of leaves or leather straps. too short a time to lead the ape-
Perhaps the other apes were a dif- men to safety. The PCs must hurry.
As other NPCs from previous spir-
it dreams, the ‘royal ape couple’ are ferent tribe. As soon as the PCs are ready to
aware that the PCs are dreaming leave, proceed to Scene 17.
If the PCs didn’t save the ape-
them, and realise they are trespass-
child in Encounter 9, ask them to
ers from the mortal world. These
perform a Charisma action, con-

51
If the PCs survive this encounter, proceed to encoun-

Scene 17: the ter 14.

Encounter 14: Monkey Dancing


other tribE Night falls while the PCs are still exploring. The light
rain hasn’t stopped and may start getting on the nerves
of the fussier PCs; describe how it’s been a constant
As this scene begins, the PCs are wandering the jun- bother for almost a full day now.
gle again, either expelled by the ape-men, or having Then, the PCs see a growing light amid the darkness
promised to find higher ground for the apes to escape – someone has lit a bonfire.
the great storm. Read the following aloud as the PCs
explore: As the PCs approach the light, they hear tom-toms
and guttural chanting. Read the following aloud when
The light rain, while it barely gets you wet, hasn’t the PCs come closer:
stopped for hours now, and the jungle only feels more
dangerous as time passes. Many times, you have to You come across a scene of primal savagery. A dozen
look over your shoulder to make sure you’re not being naked apemen dance around a tall bonfire, while others
watched, only to confirm there is indeed some bizarre slam their fists and palms on hollow tree stumps. All
bird or beast glaring at you before scampering away. the apemen seem possessed by a frenzy; they are such
This world does not want you here, and you can’t help fierce, brutal creatures that it seems they can’t really
but agree – the coming storm will make it even less enjoy what they are doing, becoming instead more and
hospitable. more furious as they leap and scream.
After a few hours of exploration, ask the PCs to per- Amid the dancers, a lanky apeman with a crude head-
form an easy Survival check (difficulty: 3(1)) to analyse dress of leaves and branches makes wild motions and
the environment, or a normal Athletic check (difficul- cries in a shrill, frightening voice. There’s a semblance
ty: 6(1)) to climb a tree and look around. If the check of ritual paintings, made with dried blood, across his
succeeds, the PCs understand the terrain doesn’t show fur. The other apes seem to regard this figure with fear
any sign of elevation or opening soon, and it’s likely and reverence, and give him a wide berth as they dance
there are no highlands anywhere near – at least not around him.
near enough to reach before the storm begins. These are clearly the “other apes”; the savage, more
primitive tribe that the PCs have encountered be-
Encounter 13: Ape Marauders fore, the ones the more peaceful apemen refer to as
‘bad-people’.
Let the PCs discuss what to do, and then tell one of
Ask the PCs to perform a Stealth action, confronted
them there’s something watching them again. As they
by the apemen’s Mediocre Skill.
react, they notice it’s not some small beast this time.
If all PCs win the confrontation, they may continue
It’s an ape-man war party.
watching the scene, slip away unnoticed or surprise
These ape-men are wilder and more primitive than the apemen.
the ones the PCs found previously; in fact, they resem-
If even one PC loses the confrontation, or if the PCs
ble the ones the PCs fought in Encounter 11, devoid of
let themselves be seen, some of the apemen freeze still
any clothes, tools or weapons. They have plenty of ag-
or flee in surprise, but many others advance menacing-
gression, though, and leap on the PCs immediately.
ly as their witch-doctor points at the PCs with blood-
Create a +1 encounter using apemen. shot eyes.
If the PCs survive the encounter, they hear other If the PCs manage to leave quietly, proceed to Scene
apes coming; they may wait for them or escape into 18.
the jungle.
If the PCs try to parley with the apemen, ask them
If the PCs escape, run encounter 14. to perform a Charisma action, confronted by the ape-
men’s Competent Skill.
If the PCs stay or move to confront the ape-men war
party, Create a +3 encounter again, using apemen.

52
the eight omens

If the PCs fail the confrontation or attack the ape-


men, create a fair encounter using apemen. If the PCs
survive the battle, the remaining apemen flee. Scene 18: the
forest of
A F T E R T H E E N COU N TE R
If the PCs win the fight or the Charisma confronta-
tion, the ape-man wizard agrees to talk to them; he can
engage on spirit-talking just like his peers from the
peaceful tribe. tall treeS
Let the PCs conduct the conversation asking or say-
ing whatever they want; use any or all the following ex-
cerpts as part of the ape-man wizard’s answers. Let the PCs explore for a little; then let them know
the rain is becoming stronger. The storm can’t be more
‘We stronger. They weaker.’
than a few hours away.
‘You stronger. You protect. We kill all.’
Ask the PCs to perform a Survival action, confronted
‘We stand ground. We survive storm. They die.’ by a TSE that plays two cards.
‘Storm sweep weak. Strong survive storm.’ If the PCs fail the confrontation, they are defenceless
‘We chant. We pray. We dance. Storm strong. We under the rain; they gain 1 disadvantage on all checks
stronger.’ and cannot rest or draw cards for the rest of the day.

‘Weak climb trees. We no climb trees.’ If the PCs succeed at the confrontation, they have
found shelter or a safe path, and may eat and rest.
Clearly these ape-men believe they will survive the
storm, and despise the other tribe because of their abil- After the confrontation, the PCs may try to make
ity to climb trees, which they see as cowardly. camp in some cave or crevice. If the PCs promised to
help the ape-man village, they should return now to
The ape-man witch-doctor is intimidated by the PCs, warn them there is no higher ground to flee to.
which means his people are intimidated too; they won’t
attack unless provoked. As soon as the PCS head out in any direction, proceed
to Encounter 15.
■ If the PCs attack the apemen, create a +1 encounter
using apemen. If the PCs survive the battle, the remain- Encounter 15: Ambush
ing ape-men flee.
■ If the PCs already defeated the ape-men, the wiz- As the PCs march under the heavy rain, ask them to
ard tries to flee; if the PCs attack him, he dies without perform a normal Perception Check (difficulty: 6(1)).
a fight (no confrontation needed).
If the check succeeds, the PCs notice the ape-men
After the encounter, the PCs are free to continue ex- hiding among the bushes, about to ambush them.
ploring; run Scene 18.
Create a +1 encounter using apeman.
If the PCs failed the Perception Check, they are
ambushed.

AFTER TH E ENC OUNTER


If the PCs survive the ambush, they notice the ape-
men were hiding under the shade of a copse of very
tall, wide trees, whose foliage blocks the rain entirely.
Ask the PCs to perform an easy Knowledge Check (dif-
ficulty: 3(1)). If the check succeeds, the PCs realise that,
had the apemen climbed those trees, they could have
killed the PCs with stones and branches from above
without the PCs ever noticing, yet they chose to launch
a ground assault for some reason. This is yet anoth-

53
er reminder that the ‘savage’ tribe of ape-men doesn’t
have the ability or inclination to climb trees.
Let the PCs know that the tall tree area continues
Scene 19: the
great storM
deep into the jungle behind the ambush spot; the trees
are numerous enough to hold several tribes of ape-
men… if they were tree climbers.
If the PCs promised to help the ape-man village, they
should now deduce these trees would serve as perfect
This scene takes place only when the PCs have real-
replacement for the ‘higher ground’ the apes needed.
ised they must warn the ape-man village about the for-
If the PCs didn’t promise to help the ape-men, or est of Tall Trees, and are trying to reach it before the
don’t reach the conclusion on their own, ask them to great storm arrives.
perform an easy Knowledge Check (difficulty: 3(1))
As the scene begins, it’s clearly too late. Read the fol-
to remember that, according to legend, the world of
lowing aloud:
the Second Sun was destroyed by a great storm, and
that the men of that time survived it by hiding on the Suddenly you notice a far-off howling, like a gale
treetops. wind across thousands of tree branches. Then, the noises
of the jungle increase: screams of rage, panicked chirp-
This is their mission, and the only way to get out of
ing, anguished hollering – the beasts know. As you re-
the dream: it falls to the PCs to find the ape-men and
alise what is happening, a cold air hits your face and
guide them safely to the Forest of Tall Trees.
rain drops begin hitting you even under the waterproof
When the PCs leave the Forest of Tall Trees towards canopy of the Tall Trees: the rain is slanting, hitting al-
the ape-man village, let them know a few hours pass most horizontally. Like it wants to strike you.
under the heavy rain.
Like it wants to strike everything down. The Great
Then, the PCs realise the rain is getting stronger, and Storm is beginning.
an unnatural wind begins blowing through the woods…
This is the PCs’ last chance to reach the ape-men and
The Great Storm has begun. take them to the Forest of Tall Trees in time; they must
hurry, or everybody will die.
Proceed to Scene 19.
During the race, the storm intensifies; leaves are vio-
lently stripped from trees and lash at the PCs’ bodies,
like windborne knives; small mud slides begin appear-
ing on the ground as a rush of water slowly overcomes
the land; smaller trees and branches crack and fall
around the PCs, some dangerously close to their path.
And all the while, the rain gets stronger and stronger,
hitting the PCs’ faces and obscuring their path.
Ask the PCs to perform a Survival action, confronted
by a TSE that plays three cards.
If the PCs lose the confrontation, they become lost
and arrive to the ape-man village drenched, tired and
half-blind from the rain, suffering 1 disadvantage on
any check or action for the rest of the scene.
If the check succeeds, the PCs beat the storm to the
village, but just barely.
Run Encounter 16.

54
the eight omens

Encounter 16: Facing and half-drowning, and a small Encounter 17: We All
the Storm tree trunk falls on the apes clos- Die Together
est to the PCs. To avoid the falling
When the PCs arrive to the ape- tree and save the apes, perform an As the PCs trudge along under
man village, they find it half-flood- Athletic action, confronted by a TSE the storm leading their haphaz-
ed already, with the mud huts slow- that plays two cards; the PCs suffer ard band of rescued villagers, they
ly melting in the slush and some 1 point of unpreventable damage come across another group – a band
of the villagers hiding among low for every point under the result of from the other tribe.
tree branches. There are 21 living the TSE.
They are drenched and wound-
ape-men when the PCs arrive; from Record which PC suffered less ed too; it seems they haven’t with-
here, keep count of the ape-men damage during the encounter: one stood the storm as well as they be-
that survive the return trip to the of the ape-men dies for every point lieved, and have lost many of their
Forest of Tall Trees. of damage suffered by that PC. number. And they are furious at
■ If the PCs failed the Athletic or AFTER TH E ENC OUNTER seeing their enemies survive.
Survival check to arrive, the village
Regardless of how well the PCs do To avoid combat between the ape-
is almost submerged. Some of the
during the encounter, it ends with man tribes, perform a Charisma
apes have drowned, and the rest
them precariously leading the ape- check, confronted by the ape-men
are scrambling to save themselves
man tribe out of their lands and to- brutes’ Competent Skill.
and their kin, clumsily carrying
their young and elderly and wad- ward the Forest of Tall Trees, under ■ If the PCs win the confronta-
ing through the waist-deep flood. a drenching downpour, with the tion, they convince the ape-men
The number of living ape-men is Great Storm at their heels. brutes to join their band and help
reduced to 16. The storm prevents the PCs from save each other, which adds 8 liv-
resting or recovering from any ing ape-men to the group. Proceed
damage for the rest of the scene, but to Scene 20.
they may attempt Medical actions ■ If the PCs lose the confronta-
(albeit with one disadvantage). tion, they must fight. Create a -2
To return to the Forest of Tall encounter using apeman.
Trees, ask the PCs to perform a ■ Ignore any disadvantages
Survival action against a TSE that incurred by the PC from
plays three cards. wounds or the weather, as
■ If the confronted action fails, their adversaries are sim-
the PCs lead the apes through a ilarly afflicted.
path filled with sinkholes, sharp ■ One of the living ape-men
drifting stones, falling trees, and on the PCs’ side dies for
The PCs must succeed on a perhaps one lightning bolt or two, every round the combat
Charisma action to rally and shep- and the PC who performed the takes.
herd the ape-men away from the check suffer 1 point of unprevent-
able damage for every point under ■ If the PCs win, the re-
area, on a Survival action to help maining enemies have
them find the best ways through the TSE’s result.
died or fled; the peaceful
the flooded terrain, or on an ■ Record which PC suffered less tribe has won the battle…
Athletic action to help them get out damage during the confronted ac- but at what cost?
of the flood. tion: one of the ape-men dies for
Any of these actions are confront- every point of damage suffered by AFTER TH E ENC O UN TE R
ed by a TSE that plays two cards if that PC. If the PCs survive the encounter
the PCs got to the village in time, or After the action, the PCs and the with the ape-men rivals, they have
a TSE that plays three cards if the ape-man tribe are at last on their settled the rivalry between both
storm got there before the PCs. way to the Forest of Tall Trees… tribes for good, and may now pro-
but there’s still an obstacle in their ceed to the Forest of Tall Trees. Run
If the action fails, all the PCs suf-
path. Run Encounter 17. Scene 20.
fer 1 point of unpreventable dam-
age from stumbling, weariness

55
Scene 20: Scene 21:
the third waking
dream gatE from the
After several hours of endless marching under a rag-
ing downpour, hit by lacerating winds, wading against
third dreaM
a waist-deep current of mud, rock and dead animals,
avoiding falling rocks and trees, the PCs finally lead As they climb the last tree branches, the PCs notice
the ape-man tribe – or what’s left of it – to the Forest the strange, multicoloured mist again; they have been
of Tall Trees. brought back to the waking world.
■ If 3 or less living ape-men remain, they are not Read the following aloud:
enough to perpetuate the species and the PCs have
failed their mission; they remain trapped in this dream Then it’s not tree branches climb, but the rungs of a
forever, and the adventure ends here. ladder…

■ If at least 4 living ape-men remain, they can re- A ladder that leads to a temple.
produce and repopulate with other survivors after Again, a stone temple at the top of a pyramid, deco-
the storm has passed. The ape-men begin climbing the rated with carvings of beasts, spirits and demons on the
trees; they will be safe from the storm hitting other walls.
parts of the jungle. Also, from here they will devolve
into arboreal monkeys, but that’s still far into the There is an altar dedicated to Tlaloc, the Storm
future. Dragon, at the far wall of the chamber. Two burning
censers flank the effigy, and kneeling between them is
■ If the PCs haven’t yet deduced it, they realise now a woman.
they were in a dream of the Second Sun, the one inhab-
ited by ape-men and destroyed by storms before there The witch.
were humans. The mysterious woman that has saved your lives
To reach the dream gate, the PCs must climb the trees twice, just to keep sending you on these bizarre dream
too; let them deduce it on their own, or subtly nudge quests.
towards it by making the storm more and more threat- Let the PCs state their actions and decisions, and de-
ening at ground level. scribe their situation.
As the PCs climb the trees (no check required), the Again, the PCs are healthy and recovered, as if the
sounds of the jungle seem to coalesce in five whispered trip didn’t take place; save for any dead PCs, which
words; these words are the message of the Third Dream. remain dead. And again, they have brought back any
equipment gained during the trip. Lost items remain
lost.
Mortals Will Face Extinction Again. Finally, the PCs notice they have a third broken ob-
sidian piece with them; one that matches the others
they have brought back from their dream quests. As
When the PCs finish the climb, they realise they they realise this, read the following aloud:
aren’t on a jungle any more. Run Scene 21.
Your thoughts are interrupted when the Witch talks.
She whispers under her breath, still kneeling, her
back to you.
‘The Storm is angry’, she says. ‘The dragons are angry.

56
the eight omens

That’s the message of the dream’.


As the Witch says these last words, before the PCs
have any chance to act, they see something in the night
sky over Tenochtitlan, barely glimpsed from the tem-
ple windows.
Three fiery comets dart across heaven.
‘It’s the Fourth Omen’, the witch says, finally turning
to face you.

57
iv. The three
starS
58
the eight omens

59
‘Let me be clear, let me talk frankly. If you refuse

Scene 22: me, I will kill you. I will have you dead without a ritual
sacrifice’.
If the PCs try to attack Necahua or refuse to listen to

necahuA her, proceed to Encounter 17.


If the PCs agree to talk to Necahua, it’s time for ex-
planations: Let the PCs conduct the conversation with

T
Necahua at their own pace, asking and replying as they
wish.
H E PC S H AV E just witnessed three comets dart-
ing across the sky right over Tenochtitlan. Use the following excerpts as part of Necahua’s dia-
logue while talking to the PCs:
It is the fourth time they stand on a Temple, look-
ing at a mysterious omen from the sky. And the woman
facing them, the one that has saved them from death
more than once, the one that sent them three times on
deadly dream trips to the spirit world, says there will
be more omens.
Use the above paragraphs as a guideline to get the
PCs up to speed on the story. Then, read the following
aloud.
As you ponder the meaning of the omen you just ‘Necahua the Nahual, that is who I am, that is my
witnessed, the woman stands and walks towards you. role. I am a master of the Spirit World, and have been
It’s the first time since you met her, days ago, that she since I was a child. I was born marked, as the most pow-
comes close enough for you to examine her features. erful wizards are, and I had already accomplished many
miracles, many great portents, even before my family
There is no doubt – she is one of the royal concu-
sold me to the King’.
bines, a companion to King Moctecuhzoma II. But you
know for a fact she’s a bit more than that. ‘I have been two spirits, two faces – the love compan-
ion, the woman, on the right side; the nahual, the witch,
‘Long have we known each other, long have we seen
on the left. I have been day and night, sun and moon, for
each other. Yet we have not met. I salute you. I am
thirteen years now. And I always kept my great powers
Necahua.’
hidden, always conducted my portents in secrecy’.
At last, after days of mystery and danger, it seems the
‘But now, the Column of Fire came in the East. That
time has come for explanations. Make sure your PCs
was the First Omen. I knew even then, there would be
understand this: the mysterious witch that has med-
more. And I was right. Lightning came down in a clear
dled with them so much during the past week is about
sky, fire came down to burn the House of Xiuhtecuhtli.
to finally talk to them.
And now the three stars you just witnessed. These are
‘I am Necahua, indeed one of the Tlatoani’s omens. And there are still more coming.’
concubines’.
‘The Spirits are not pleased, the Saints are not
‘I am also a Nahual witch, as you already know’. pleased. And they are warning us.’
‘Witchcraft is a forbidden practice for a palace wife. ‘There is danger, terrible danger, coming. Our Sun is
I put myself in mortal danger by helping you. You know coming to an end, I have foreseen it. And the defence,
my secrets now’. the shield, is not sacrifice or appeasing the Saints – it’s
not the Saints coming. It is something else. The answers
‘I am helping you. Even if you wish to be good chil-
are not in sacrifice but in the Spirit World.’
dren and let them sacrifice you, the alternative I offer is
a much better way to accomplish your duty to the King ‘Three times now have you travelled to the Spirit,
and the Spirits’. and three times you returned with answers, you brought
back clues. The Spirits want us to understand, they want
‘I didn’t save you for your lives. I need you to save
us to do this.’
the people. Everybody. Not only the Mexica, but all the
Anahuac, maybe the entire world’. ‘I didn’t explain before because there was no time,
there was hurry, there were eyes and ears, there were

60
the eight omens

soldiers. Now I can explain.’


‘I know now, I know the Omens are signals of a great
danger. It remains hidden, it remains obscured, but the
Scene 23:
dream
Spirit World holds the answers; I know it. The Spirit
World Will reveal what the Omens mean.’
‘I cannot go to the King, I cannot go to the priests,

explorerS
with my revelation. I cannot ask the diviners for counsel.
If they discover I am a witch, they will refuse to listen. If
they keep believing I am just a concubine, they will listen
even less.’
‘I cannot ask for their help. But I can send people to As this scene begins, the PCs have agreed to become
the Spirit World, I can ask them to gather clues for me. Necahua’s agents, travelling to the Spirit World to help
Your three dreams, your first dreams, prove I am right.’ her gather clues about the Omens and the doom they
‘Four Omens have we witnessed in the sky; Four are announcing – and more importantly, how to stop it.
Omens will we see on the land. That is the cosmic or- The agreement is that Necahua will send the PCs to
der, that is the manner of things. Brave warriors must the spirit world again every time there is a new omen;
explore the Spirit World, brave ones must dream, to un- they will be fulfilling their sacrificial duty, but dying
derstand the omens, to get the answers.’ will remain optional.
‘Saving the Anahuac. Warning the world against the Their next assignment is, of course, a fourth dream
coming threat. Isn’t that almost as noble, almost as trip, to research the message behind the omen of the
blessed, as sacrifice?’ Three Comets, which Necahua believes to be the last
Necahua plans to keep sending the PCs to the Spirit ‘sky omen’. If she is right, the following omens will
World every time there is a new omen, including the happen on land.
three comets they just witnessed. She believes this will Necahua tells the PCs to rest and prepare for the trip
reveal the threat against the Anahuac and help the as they wish – For the first time! At last! – and guaran-
people stop it in time. tees they are safe and well hidden in her temple.
If the PCs agree to help Necahua, proceed to Scene 23. ■ The PCs may pray, attempt to regain Spirit, draw
If the PCs refuse, or attack the witch, proceed to cards, and any other preparations they come up with.
Encounter 17. Necahua completely heals the PCs, and provides them
with weapons if they so ask; she can provide each PC
Encounter 17: Wrath of the with equipment with a total value of up to 250.
Witch ■ This is also a good moment to clarify some of
the mysteries about the PC’s previous travels. Have
If the PCs refuse Necahua or try to attack her, she Necahua tell the PCs all the information they still
vanishes in a puff of smoke and summons her guards haven’t deduced, or confirm what they have, from the
and acolytes to capture the PCs. Necahua’s Plan Sidebar.
Create a +2 encounter, using a combination of ■ If the PCs want to leave Necahua’s temple, she po-
Cuahchic and native blood priests. The NPCs don’t litely declines, reasoning that they are still wanted
strike to kill; if the PCs are defeated, they are left trau- criminals in Tenochtitlan for escaping their sacrifice
matised, not bleeding out. days ago.

A F T E R T H E E N COU N TE R ■ If the PCs try to slip unnoticed to look around or es-


cape the temple, ask them to perform a Stealth Action,
■ If the PCs win the battle, they may loot the bodies confronted by the Competent Skill of a Cuahchic. If the
of Necahua’s guards, plus a total of 76 Gold in jewellery. PCs win the confrontation, they may freely explore
Then they may explore Necahua’s lair; run Scene 25. Necahua’s Temple; go to Scene 25.
■ If the PCs lose, they wake up in a cell; proceed to As soon as the PCs are ready to go on their next mis-
Scene 24. sion, Necahua summons them to her central chamber,
and calls on the coloured mist again… Run Scene 26.

61
SIDEBAR: NECAHUA’S PLAN ■ Since the Second Dream came after the burning
of the Temple of Huitzilopochtli – the deified ver-
Reveal these facts if your PCs talk to Necahua in
sion of Mexi himself – Necahua believes the dream
Scene 23 or inspect her belongings in Scene 25. means that Tenochtitlan will fall just as Aztlan did.
■ Necahua has built and equipped this hidden ■ The Third Dream was a trip to the age of the
temple on her own, using her magic and resourc- Second Sun, a remote past beyond the memory of
es as a noble concubine. Neither the King nor the the Saints, when the world was young and the spir-
Priest Caste of the city know of this place. its destroyed mortals with storms. According to leg-
end, mortals became monkeys and climbed to the
■ Necahua’s guards are fanatically loyal shorn
trees to survive the destruction of the world.
warriors and apprentice priests and priestess, who
know her secret but would never betray her to the ■ Necahua believes that the Third Dream, com-
other nobles. bined with the Third Omen – the lightning bolt that
fell on the House of Xiuhtecuhtli – means that all
■ Necahua has followed the PCs’ exploits across humanity is in danger – this doom will equal the
the previous dream worlds, and has gathered notes end of a world, the end of an age.
on the subject.
■ Necahua has no notes about the Fourth Omen –
■ The first dream the PCs’ visited was an invasion the three stars – but intends to send the PCs to the
of hair-faced foreigners from beyond the Eastern Spirit World soon for answers.
Sea, which took place far to the North, roughly at ■ Necahua believes there will be a total of eight
the same time as the Mexica’s exile from Aztlan 500 omens – four coming from Above, four coming from
years ago. Below. This matches the Cosmic Order of the Four
■ The First Dream corresponded to the First Omen
Directions and the Upper and Lower Spirit Worlds.
If Necahua is right, after the Three Stars there will
– the Column of Fire on the East. Necahua thinks
be four more omens, all coming from the earth.
the dream, with its red symbolism, combined with
the First Omen, means that a threat will come from ■ Finally, Necahua is sure that the broken obsid-
the East. ian pieces are intended to reveal the full truth once
they are complete, and that they are the final key
■ The Second Dream was a trip to the exile of to all the omens. She thinks there will be a total of
Aztlan, as the PCs’ know, and they played the part eight obsidian pieces, and has begun sketching dia-
of the four sage-priests that accompanied the chief- grams of what shape they will take once they are
tain Mexi on that legendary pilgrimage. gathered.

If the PCs were unconscious, they wake up hurt but

Scene 24: alive. They have been stripped of all equipment, but
are in otherwise normal status.

necahua’s
Let the PCs decide what to do now. If they are injured,
they may try to use Medical actions on each other. They
may also rest and draw cards if they wish.

dungeoN When the PCs have spent a while in Necahua’s pit,


they listen to her voice in the air.
‘You will have to help me. I can’t risk you getting out
and betraying me to the King, I can’t risk looking for
This scene only takes place if the PCs are defeated by more willing subjects… you will help me. You are the only
Necahua’s guards and taken prisoner. hope of the mortal world’.

Necahua’s dungeon is a collection of eight round pits Let the PCs state their actions and intentions.
on the bottom of her secret temple. The guards take ■ If the PCs want to escape the pit, ask them to per-
the PCs and throw them into one of these pits. form an Athletic action, confronted by a TSE that plays

62
the eight omens

three cards. If they fail, they must wait until the multi-
coloured fog comes for them: proceed to Scene 26.
■ If the PCs decide to wait in the dungeon, they may
Scene 25: lair
of the witcH
keep resting and recovering; the guards feed them
twice a day from above. When the PCs sleep in the dun-
geon for the second time, they see the familiar multi-
coloured fog in their dreams; run Scene 26.
■ If the PCs win the Confrontation to climb out of the
This scene only takes place if the PCs manage to de-
pit, run Encounter 18.
feat or slip past Necahua’s guards, getting an unexpect-
ed chance to explore the Witch’s lair. Read the follow-
Encounter 18: The Daring Escape ing aloud as the scene begins:

As the PCs climb out of the pit, a group of soldiers Necahua’s temple resembles the inside of the great
runs at them. temples of Tenochtitlan, except the imagery of the Saints
and Spirits carved on the walls is mixed with other, less
Create a fair encounter, using a combination of identifiable, more monstrous beings. Necahua clearly
Cuahchic and Ahtlatl throwers. The PCs have no weap- worships both sides of the spirit world – the upper and
ons during this fight, but they may take the weapons of the lower realms.
the enemies they defeat.
Let the PCs explore at their own pace. Refer to the
A F T E R T H E E N COU N TE R Necahua’s Temple appendix to guide the PCs’ steps
through the area, describing the section corresponding
■ If the PCs win, they may take the guards’ weapons;
to the code of the chamber they move to.
they have magical maces and shields, plus 41 quachtli
in jewellery. ■ If the PCs defeated Necahua’s guards during the
first encounter, they start the scene at area N1.
■ If the PCs are defeated, the guards don’t leave them
bleeding out, but traumatised instead. While uncon- ■ If the PCs are Necahua’s guests and slipped past
scious, the PCs see the multicoloured fog, and when their guards, they start the scene at area N3.
they wake up they’re someone else… run Scene 26.
■ If the PCs find and inspect area N6, they learn the
If the PCs win the encounter, they may freely explore information contained in the Necahua’s Plan sidebar.
Necahua’s temple and try to escape; proceed to Scene
■ If the PCs escaped from the dungeon, they start the
25.
scene at Area N10.
Every time the PCs reach an area marked X on the
map, ask them to perform a normal Stealth Check (dif-
ficulty: 6(1)). If even one of the PCs fails the check,
the guards have heard something. The PCs must per-
form a Stealth Action, confronted by the Shorn Guards’
Competent Skill.
■ If the PCs lose the confrontation, create a -1 en-
counter, using Cuahchic and native blood priests.
■ If the PCs are defeated, the guards don’t leave them
bleeding out, but traumatised instead. While uncon-
scious, the PCs see the multicoloured fog, and wake up
in the Spirit World again; run Scene 26.
■ If the PCs defeat the guards, let them keep explor-
ing the temple, referring to the Necahua’s Temple ap-
pendix to guide their steps.
■ If the PCs enter and leave area N7, or use the exits
on areas N2 or N11, they activate Necahua’s magical
wards, and the multicoloured mist surrounds them
again; run Scene 26.

63
Scene 26: the world
of dragonS
After the familiar burst of multicoloured mist, the ■ Every PC that gets suffers a negative consequence
PCs know they’re being transferred to the dream world suffers 1 point of unpreventable damage from the heat
again… and flying sparks.
But something’s not right this time. ■ Every PC that gets a normal success is unharmed
for that round.
Read the following aloud as the mist dissipates:
■ If at least one of the PCs gets a critical success, they
As the multicoloured mist lifts, a series of explosions,
have all found temporary shelter under a large rock
hisses, crashes, animal screams and the smell of burnt
formation; proceed to after the encounter after the
wood assail your senses. The first you see is red. Fiery
current round.
red. Then the silhouettes of bushes, trees, vines, dark
against the red background… of fire. ■ If one of the PCs suffers a negative consequence he
suffers Fire and Flames 2.
It’s all burning.
Besides the action to avoid the flames, every round
The world is burning.
the PCs may perform a normal Perception or Survival
It’s like your last dream, except now it’s not water Check (difficulty: 6(1)) to see if they find shelter from
falling from the sky… it’s flame. Flaming meteors, sizzling the flaming projectiles.
comets of burning flame and ash that hit the ground
■ If at least one PC succeeds on the check, they find
with loud crashes, bringing down trees and drowning the
cover under a large rock formation at the end of that
land in flame.
round; proceed to after the encounter when the cur-
Whatever this dream will teach you, you better learn rent round ends.
it quick… because you’ve been brought smack dab in the
■ If a PC suffers a negative consequence e on the
middle of a rain of fire.
check, he suffers a disadvantage against the flaming
Let the PCs declare their actions and intentions, and rain TSE during the next round.
run Encounter 19.
The encounter continues until the characters are all
dead or until they find shelter.

AFTER TH E ENC OUNTER


If the PCs survive the rain of fire, they found a large
rock formation that fits them comfortably; the inferno
outside won’t stop, but at least they may get their bear-
ings and decide what to do now.

Encounter 19: The Rain of Fire The PCs may plan, tend to their wounds, etc. If they
try to rest under the rock, they must perform a nor-
This encounter consists basically in that there are mal Discipline check (difficulty: 6(1)). If the action suc-
playing ball-sized meteors and blazes randomly falling ceeds, the PCs may rest and draw cards normally, even
around the PCs. with a rain of fire a few paces away.

For every round that the PCs remain under the rain If the PCs want to try and learn something about their
of fire, ask them to perform an Athletic or Survival ac- situation, ask them to perform a normal Knowledge
tion against a TSE that plays two cards. Check (6(1)).
■ A success with a negative consequence confirms
■ Every PC that loses the confrontation suffers 2
points of unpreventable damage from flaming debris. the PCs have been transported to the age of the Third
Sun, when the world was destroyed by a rain of fire,

64
the eight omens

but it misleads the PCs into ‘learn- you, other than the constant fiery them… taught us… the secret to es-
ing’ the dream trip failed and they explosions that fall around you, cape… to fly like birds… and escape.’
are now trapped in an inescapable scorching the undergrowth and
‘I can… help you… escape. But
apocalyptic nightmare. making the earth blow up time and
first… a favour. Please… I… Please…
again. Just how long can this go on…?
■ A normal success means the PCs kill me. I am… in pain. Cannot… be
Then, without warning, a deafening
know they have been transported to saved. Please… kill me.’
thump sounds right beside you, and
a dream of the Third Sun; this was a cloud of dust and ash obscures If the PCs agree to kill Mixiuhcatl,
another distant age, the one imme- your vision as a rush of black dirt he explains that when he’s dead,
diately following their last dream invades your makeshift hideout. they should go inside his mouth.
trip – yet millennia apart – where Doing so will allow the PCs’ souls to
the world was destroyed by a rain For a dreadful instant, you think
control the dragon’s body, and es-
of fire summoned by Quetzalcoatl, the shelter is crashing down… but
cape the devastation in none other
the Feathered Serpent… the Lord of then the dust and dirt disperse and
than the shape of a great Mixcoatl
Dragons. you realise what happened. Not
dragon, the most powerful creature
that it’s any easier to swallow.
■ If a PC gets a success with in the world.
a positive consequence on the In front of you, barely a few pac-
■ If the PCs doubt the wisdom
check, he realises the ‘rain of fire’ es from the shelter, its immense form
of such a plan, let them perform a
is nothing but the breath weap- heaving with thunderous wheezes
Normal Rites check (difficulty: 6(1))
ons of thousands of dragons under and slow breaths, a gigantic dragon
to confirm the magic would work
Quetzalcoatl’s command. The PCs has fallen to the ground.
(of course, a failed check could mis-
should be able to escape if they The dragon is badly wounded, re- lead the PCs into mistrusting the
manage to stop one of the dragons cently defeated in a sky battle. dragon even more).
from ‘raining’ on them.
Let the PC declare their actions ■ Killing Mixiuhcatl is relatively
If a PC wants to peek out from and intentions. easy, as the dragon is allowing him-
under the shelter, ask him to per- self to be slain; a single blow to the
form an Athletic or Perception ac- ■ If one of the PCs approaches
head or neck should do the trick.
tion, confronted by a TSE that plays the dragon, it violently coils up and
The action succeeds automatically,
two cards. startles the approaching character,
but a non-magical weapon breaks
but then collapses again, with an-
■ If the character wins the con- from the blow against the dragon’s
other loud crash.
frontation, he manages to see, amid mighty bones. Proceed to after the
the fire and smoke, actual dragons ■ If the PCs try to get away from encounter.
– fighting among themselves. They the dragon, it suddenly calls out,
■ If the PCs refuse to kill the
are not pelting the earth… they are with a booming, cavernous voice
dragon, presently there’s anoth-
battling each other. that still shows signs of dying. The
er boom and crash, and a second
dragon asks: ‘HELP ME…’ in the
■ If the character loses, he fails dragon – also wounded, but in
Nahua tongue.
to see anything and suffers 1 point much better shape – lands and at-
of unpreventable damage from the After the initial fright, the drag- tacks Mixiuhcatl. This dragon is the
fire and heat. on explains the situation as best it one that felled Mixiuhcatl, and it’s
can, among dying gasps and loud, come to finish the job.
Once the PCs have performed their booming grumblings:
declared actions, run Encounter 20. ■ Ask the PCs to perform an
‘I… I am… Mixiuhcatl… the Great Athletic, Stealth or Survival ac-
Encounter 20: Drag- tion, confronted by a TSE that plays
‘We are… fighting for the world.
three cards. Every PC that loses
on Fight Tecciztecatl ruled… the world…
the confrontation suffers 3 points
Quetzalcoatl… wants… to destroy it.
of unpreventable damage from the
Read the following aloud after the To create… a better world.’
fire, flailing claws and tail slaps of
PCs have roleplayed a little under ‘We… are… losing. Quetzalcoatl’s the fighting dragons.
their shelter. dragons… are killing us. Soon… his
Regardless of what the PCs do,
While you have reached tempo- new world… will replace this one.’
this second dragon kills Mixiuhcatl
rary safety, there’s little you can see ‘Our lord Tecciztecatl… had… easily, and then flies away, just as
from under the rock that protects priests… human priests… he taught easily.

65
A FT E R T H E E N COU N TE R body is much better at resisting the falling meteors,
but eventually even a mixcoatl would die under a rain
Once Mixiuhcatl lies dead and the PCs are alone with of fire.
its carcass, the only way to continue is to follow the
dragon’s dying advice and go inside his mouth; other- However, let the PCs agree among themselves how
wise, they remain under the rock with nowhere else exactly to control the dragon and its actions – they are
to go until the whole world drowns in flame and they its soul, its ‘driver’, and must drive it as a team.
burn to death. The act of controlling the dragon is automatic, but
When the PCs enter Mixiuhcatl’s dead body, run resolving the dragon’s actions themselves may require
Scene 27. checks or actions as normal. While inside the drag-
on, the PCs may not talk or interact with the outside
world as their former selves, or use their physical tal-
ents, skills or abilities. In turn, they gain the abilities,
talents and skills of a mixcoatl dragon. The PCs’ new
health and armour stats are that of the dragon, and
when it dies, they die.
When the PCs order the dragon’s body to fly through
the rain of fire, run Encounter 21.

Encounter 21: The Storm Dragon

As the PCs fly up through the fire storm, they real-


ise the dragon battle covers a far wider area than they
dared imagine. It seems like the entire world is covered

Scene 27: with fighting dragons… and that’s probably the exact
situation.

flight,
As they decide what to do now, they come face to face
with another dragon – must be one of Quetzalcoatl’s
army, because it looks hostile.

fight, flighT The other dragon floats and coils among the fire blasts
and burning trees for an instant, and then launches at
the PCs to fight.
Create an encounter using a mixcoatl dragon. The PCs
Read the following aloud when the PCs have gone in- play with the stats of a mixcoatl dragon too; they must
side the dead dragon’s mouth: fight using only the skills and abilities of their current
form. They have only one turn each round, and may not
Instead of the blood and sinews you expected from play more total cards than a single mixcoatl could, but
the insides of a dead dragon, you encounter a warm they may decide together what to do, and share played
darkness – a shroud that surrounds and protects you. cards when resolving actions.
Then there’s a flash bang, and you feel like you’re open-
ing your eyes – only they are not your eyes. AFTER TH E ENC OUNTER
It’s hard to describe. You are not the dragon, but you If the PCs win the battle, they see three shooting stars
can… steer it. Order it to stir, to move… to fly. You can streaking across the sky. They must follow these stars.
ride it from the inside, make it live again, with your soul
When the PCs fly towards the three stars, they hear
as its driving force.
Mixiuhcatl’s voice, saying:
Give the PCs a moment to understand what’s just hap-
‘ it’s all a fight between dragons… it’s always been a
pened. In game terms, they have collectively shape-
fight between dragons… nothing more, nothing less…’
changed into a mighty mixcoatl dragon, and may con-
trol its actions and movements like a team. Go to Scene 28.
Make sure the PCs understand they should hurry to
fly upwards, away from the rain of fire; the dragon’s

66
the eight omens

Scene 28:
waking
from the
fourth
dreaM
Read the following aloud as the PCs fly away into the
sky:
Suddenly, the coloured mist appears around you –
but not about the body of the great dragon you are
driving, which still flies unimpeded towards the rising
sun. Instead, the seems to appear around your mind and
soul, as it lies inside the dragon.
And when it disperses, you have indeed flown far
away… because you are not in Necahua’s temple any
longer.
The PCs are in their physical bodies again, and again
they have kept their equipment and recovered from all
wounds and injuries (except death).
They have also brought a fourth obsidian piece from
the dream.
While the PCs ponder on the meaning of this last – and
so far, shortest – spirit trip, they may look around to
get a sense of their location. Read the following aloud:
You are on the shores of lake Tetzcoco, which touch-
es all the great cities of the Aztec Triple Alliance. The
waters, surrounded by reeds here, and by thriving chi-
nampas and towns all around, look mighty and deep
blue under the morning sky, bubbling and churning as if
they were boiling from below…
Wait.
Bubbling? Churning? Boiling?
What’s happening to the lake?
The whole of the lake is rolling, seething, erupting
with chaotic waves… and spilling over.
Lake Tetzcoco is flooding.

67
v. The flooD

68
the eight omens

69
and be on their own for a few hours. Let them enjoy

Scene 29: their freedom for a while, and then run Encounter 23.

Encounter 22: Guards of the


lake patrolS Pochteca

Some Mexica guards approach the PC with weapons


sheathed, demanding the PC surrender peacefully.
After returning from their last Spirit World trip,
■ If the PCs accept, the guards guide them, also
the PCs were brought not to Necahua’s lair, but to the
peacefully – and without confiscating any of the PCs’
shores of Lake Tetzcoco. Why would the spirits do that?
equipment – back towards the Tetzcoco road. Proceed
Then it becomes clear: Lake Tetzcoco is flooding. If to Scene 30.
Necahua is right, this is the Fifth Omen; the first signal
■ If the PCs resist, create a +1 encounter, using a com-
from the Earth.
bination of Mexica characters.
Read the following aloud as the scene begins:
■ If the PCs win the encounter, reinforcements ar-
You appeared on the shore of Lake Tetzcoco, the rive: create an additional similar encounter.
gigantic lake where Tenochtitlan and the other Triple
■ If the PCs are defeated, the guards leave them trau-
Alliance cities were built. Without an apparent reason,
matised instead of bleeding out, and take them prison-
the lake is bubbling from inside and spilling on every
er; the PCs groggily wake up as they are taken. Proceed
shore, burying the chinampas and drowning the villag-
to Scene 30.
es… omen or no, it’s a catastrophe.
■ If the PCs survive the two consecutive battles, they
Everywhere the water is crashing over towns, coastal
are free to leave in any direction they wish; let them
farms and chinampas; some peasants are forming groups
wander freely through the Mexica territory for a cou-
to help people out of their sinking houses and human
ple of hours, helping flood victims or getting away
chains to bring sinking goods to dry land.
from the Triple Alliance’s lands as they will. Then, run
Let the PCs declare actions and intentions. They may Encounter 23.
want to run to the shore and help the people; some
of them may want to take advantage of the fact they Encounter 23: The Witch’s Watch-
are free and in the open – the first time in days – and
ers
escape.
If the PCs run to help the people of the shore, ask As the PCs wander through the countryside, a group
them to perform an Athletic or Survival action, con- of vultures begin following them. After a while they
fronted by a TSE that plays one card. If the action suc- start circling them, flying ever closer, until they magi-
ceeds, the PCs help save some of the macehualtin of cally change shape into a squad of soldiers and priests
the lake or their belongings, which should give them and surround the PCs. They are the agents of Necahua
an extra 3 experience points as a reward at the end of and they come to bring the PCs back to her temple.
the Session. Let the PCs roleplay their volunteer work
■ If the PCs agree to go with them, they are lead on
and get a sense of helping others, as well as the magni-
tude of the disaster; almost every peasant on the lands foot to Necahua’s presence. Proceed to Scene 31.
of the Triple Alliance will be affected by this for years. ■ If the PCs resist, create a +1 encounter, using a com-
Once the PCs have interacted with the situation for a bination of Cuahchic warriors and teotl priests.
while, run Encounter 22.
■ If the PCs are defeated, the guards leave them trau-
If the PCs try to escape notice, ask them to perform a matised instead of bleeding out, and take them prison-
Stealth or Survival action, confronted by civilians’ me- er; the PCs groggily wake up as they are taken. Proceed
diocre Skill. to Scene 31.
■ If the PCs lose the confrontation, someone spots ■ If the PCs win and refuse to return, the adventure
their suspicious behaviour and warns the local guard; ends here; the PCs have failed to interpret or stop the
run Encounter 22. danger to the Anahuac, which will have consequences
■ If the PCs win the confrontation, they are free and
in the future, but the PCs are free to fight on either side
out in the open; they may rest for a while, draw cards in future adventures when the time comes.

70
the eight omens

Mahuitzin has brought the PCs here to talk – and bar-

Scene 30: gain with them. Let the PCs make the questions or start
the conversation as they wish; Mahuitzin answers and
negotiates in good will.

mahuitziN ■ If the PCs try to resist or escape, Mahuitzin orders


them surrounded; go to Encounter 24.
■ If the PCs are defeated, the guards don’t leave them
bleeding out but traumatised, and reanimate the PCs so
The guards lead the PCs around the flooded lake, fol-
Mahuitzin may talk to them.
lowing the Road to Tenochtitlan, for the better part of
an hour. When the PCs agree – or are forced – to parley with
Mahuitzin, proceed to Scene 30 Conversation.
Everything around is a bustle of activity as the people
of the lake swim, run, make human chains, carry each
other and in the end barely escape the disaster with Scene 30 Conversation: The Mer-
their lives and belongings. chant Lord
Finally, the group reaches the city outskirts, where
Let them lead the conversation as they wish, using
the macehualtin scramble to build stone barricades
the following excerpts as part of Mahuitzin’s dialogue.
against the flood, and run in all directions carrying
goods and tools. “My name is Mahuitzin. I am a Pochteca agent in the
service of King Moctecuhzoma”.
Read the following aloud:
“My network has gotten wind of your… contact with
Avoiding the bustling crowds of the city outskirts, the
the royal concubine, Necahua”.
guards lead you to a house in a small ridge, built some-
what away from the city proper. The house is quiet and “There is no use denying it. I personally remember
unguarded; it looks nice but not luxurious, and a bit out seeing you with her in the Temple Square, a few days
of place amid the boulders and weeds. after you were supposed to be sacrificed”.
As you approach the house, you realise it can’t be “We intend no harm to you. We are aware that she
seen from the city. This may not be a coincidence. took you against your will. In fact, we have been investi-
gating her for some time”.
As the guards lead you inside the house, you come
across a surprising view. The main room is filled with “Necahua is up to something… perhaps dark magic, I
people, also bustling with activity as the peasants out- believe. What would your opinion be on this?”
side, except these men and women give orders to serv-
“Tell me the truth. You escaped sacrifice; I can have
ants, count cacao and other goods on tables and argue
you executed as traitors, with no honour or ceremony. I,
each other about the flood and the means to secure the
of course, prefer you on my side”.
population.
Let the PCs decide what to do.
These people are merchants and calpolli leaders,
working for the city in their own arena. ■ If the PCs tell the truth about Necahua, Mahuitzin
believes them. Proceed to After the Conversation.
At the centre of the commotion, there’s a luxurious
spot filled with cushions and tapestries, surrounded by ■ If the PCs try to lie or bend the truth about their
nervous aides, stoic guardsmen and obsequious syco- dealings with Necahua, ask them to perform a Charisma
phants. Amid the splendid cushions sits a man, dressed action, confronted by Mahuitzin’s competent skill.
as lavishly as his environment, with feathers in his head Give the PCs one advantage if their lies are convincing,
and shoulders, and jade in his sandals. or one disadvantage if they just pull excuses out of no-
where or try to solve it all through the cards.
Some of you recognise this man: he is Mahuitzin, one
of the highest-ranked pochteca, the merchant-spies in ■ If the action fails, or if the PCs refuse to co-
the service of Tenochtitlan and King Moctecuhzoma. operate with him, Mahuitzin orders them impris-
oned. Proceed to Encounter 24.
He lifts his gaze from his pleading entourage and no-
tices your arrival. ■ If the action succeeds, Mahuitzin believes
them; proceed to After the Conversation.
‘Greetings, witch-servants’, he says. ‘You’ve proven
very difficult to locate’.

71
A FT E R T H E C O N V E RSATION encountered city guards but escaped, and to put them-
selves at her service again; go to Scene 31.
Once the PCs convince Mahuitzin, he weighs the pos-
sibility that Necahua might be honestly working for
the good of the Anahuac. Read the following aloud as
Encounter 24: Guards and
Mahuitzin’s answer: Guards
“I believe you. Yet, you have been in contact with
Mahuitzin’s men surround the PCs, demanding they
Necahua somehow, and she is up to something, good or
surrender. If the PCs resist, create a +1 encounter using
bad. I offer you this: a divine pardon for your trespass
Mexica characters.
against the teotl, and a juicy reward for each of you –
but you work for me now”. ■ If the PCs win the encounter, simply create another
+1 encounter, and then another; throwing wave after
■ If the PCs refuse, Mahuitizn has them in clamps;
wave of guards at the PC until they lose – Mahuitzin
proceed to Encounter 24.
works for the king, and has access to a technically end-
■ If the PCs agree, read Mahuitzin’s answer out loud: less supply of soldiers. However, give the PCs an extra
2 experience points for each battle they win.
“You will go back to Necahua now. You will serve
her, or assist her, or help her with whatever she is plan- ■ When the PCs surrender or are defeated, the guards
ning; it doesn’t matter. What matters is, you will watch leave them traumatised, not bleeding out, and carry
her actions, her plans. Closely, you will watch her every them away in fetters, to await execution.
move. And, as soon as her back is turned, you will report
back to me”. AFTER TH E ENC OUNTER
“Congratulations – you are now agents of the Triple When the PCs are defeated or captured, Mahuitzin
Alliance”. picks up two guard squads to take the PCs out of
Mahuitzin’s house and to the road towards Tenochtitlan.
Mahuitzin’s plan is to send the PCs back to work as There, the PCs shall be judged and executed once the
double agents inside Necahua’s lair, to fully understand flood situation is tended to.
the situation before he decides how to proceed. As soon
as the PCs can slip out of Necahua’s sight, they are to After a half-hour of walking down the city road, how-
sneak out of her temple and seek him or his agents at ever, a group of vultures falls on the PCs’ guards, flap-
this house – Mahuitzin’s lair outside the city – and let ping and dashing among the soldiers as if with a will of
him know all they have learned. In return, Mahuitzin their own. Then the vultures magically transform into
offers the following: armed women and men, who quickly defeat and slaugh-
ter Mahuitzin’s guards.
■ A pardon for the PCs’ escape from their sacrifice.
These are agents of Necahua, who have come to res-
■ A divine sanction to be sacrificed again if that’s cue the PCs – and bring them back to the Witch.
what they wish, or to leave Tenochtitlan unharmed,
once the mission is fulfilled. Run Scene 31.

■ 100 gold for each of them.


■ If they perform adequately, a permanent position
as Mahuitzin’s agents in future endeavours.
■ A slow, gruesome death if they betray him or try
to flee.
Once the terms of the mission are agreed upon,
Mahuitzin allows the PCs to rest (draw cards) and pre-
pare themselves as they wish, offering equipment as
needed. As one of the King’s Pochteca, Mahuitzin has
access to nearly any item the PCs might request.
When the PCs are ready, Mahuitzin orders his men to
give them some bruises and cuts, to make it look like
they had to fight their way through, and sets the PCs
loose. Their orders are to seek Necahua, to tell her they

72
the eight omens

This means the balance of Heaven and Earth, of the uni-

Scene 31: verse itself, is threatened! We must hasten to the an-


swer, we must solve this riddle!”

back to
“My champions, my warriors… I have started unravel-
ling the mystery of the omens, the order in which the
messages have reached us, the significance of the clues.
I have consulted the Tonalli and cross-checked the sym-

necahuA bols. It’s slowly becoming clearer. Be ready, for I know


where the Spirit World will send you next time…
“If I am right, you shall dream of the age before ours,
the age of the flood, when the Fourth Sun drowned
This scene takes place when the PCs are allowed to under a world of water! The Great Water that birthed
return, or forcibly taken, to Necahua’s presence. If the our era… that same water of which the majestic Lake
PCs came on their own, Necahua’s agents meet them Tetzcoco before us, yes, even the Great Lake of Aztlan,
just outside the city and discreetly lead them to their which you also had the fortune to witness, are but the
mistress – but not to her temple. meager trickles, the last remaining puddles of that godly
Read the following aloud: sea that drowned the world, when it slowly seeped into
the earth across the millennia!”
Surprisingly, Necahua’s agents lead you away from
the city, and instead into the flooded lakeshore. As you But let us not waste more time talking of this! You
border the city, you can see the streets are filled with have to be ready! We have no time to lose!”
barricades, expertly improvised out of stone, lakeshore
clay and reeds. It looks like most of the houses in the
city were saved, and those that didn’t will certainly be
rebuilt before the next moon. Then, your escort leads
you to the flooded shores, with their thousands and
thousands of ruined calpolli, overturned chinampas and
drowned reed gardens. You cannot help but wonder how As always, Necahua doesn’t seem to be one for wait-
many macehualtin peasants all around the lake, outside ing before doing stuff.
the city’s direct jurisdiction or reach, died or lost every-
thing without hope of rebuilding. Let the PCs state their actions and intentions.

As you think thus, the guards make you wade through ■ If they wish to talk, Necahua shares any details
a shallow mire, surrounded by tall stems and grass, and they still don’t know of her research, as presented in
lead you to an inconspicuous, half-submerged cabin. the Necahua’s Plan sidebar in Appendix: Necahua’s
Temple. As she talks, however, Necahua urges the PCs
On the roof of the cabin stands Necahua herself, to move on and get ready for their next trip.
staring into the horizon as if the rotting building was a
tall reef and the churning lake was a vision of the other ■ If the PCs tell Necahua about their deal with
world. She turns to you, and then looks sideways, mak- Mahuitzin, she is thankful for their honesty and orders
ing you look too: her men to carry the message back to her temple; she
always feared Mahuitzin might be onto her scent, and
A large, ugly, ramshackle boat has been tied to the this proves she must deal with him soon – but first, she
surfacing section of what surely was a pier before the wants to focus on the spirit trips and on deciphering
flood; a group of mighty cuahchicqueh – shorn ones – the omens.
stand to the bare chests in the muddy water, guarding
this creaky, dirty boat as if it was some kind of treasure. When the PCs are ready to leave, Necahua puts them
on the boat and tells them to row into the lake.
When you turn your gaze back to the witch, her ex-
pression betrays a passionate mix of hope, relief and a The boat contains enough supplies and provisions to
flicker of recklessness, of zeal, as she sees you again. keep the boat functional and the PCs fed for a one-week
trip.
“Ah, they are brought safely back; they have been re-
turned. Blessed be Tezcatlipoca, all is not lost.” As the PCs begin to row away from Necahua, the well-
known multicoloured mist surrounds them…
“Do you see? I was right! The first omen from the
Earth… from below the Earth, even! The lake is flooding! Proceed to Scene 32.

73
They don’t attack the PCs, but strike back when at-

Scene 32: the tacked; for every fish-creature the PCs provoke into a
fight, add a michintecatl to the encounter.

flooded
AFTER TH E ENC OUNTER
If the PCs survive the fight, the tentacled beast re-
treats into the depths, while many more fish-men

worlD climb the boat or grab it from underwater; the PCs are
boarded. The fish-men don’t immediately attack; they
just stare at the PCs with curiosity.
The PCs realise that the people of this era have al-
As the PCs row their boat through the coloured mist, ready begun turning into fish. The flood itself must
they lose sight of the lake shores, of the ruined calpo- have happened millennia ago, giving survivors time
lli, of the frantic people trying to rebuild, of the white to adapt to life underwater and become this aquatic-
pyramids of Tenochtitlan… then, as the fog lifts, they humanoid hybrid; they will likely complete their full
are still rowing a boat across the water, only there are transformation into the fish of the PCs’ era in a few
no shores, no land, anywhere in sight. millennia more.
The entire world is water. ■ If the PCs attack these fish-men, create a fair en-
counter, using michinteca. If the PCs survive this sec-
The PCs have travelled to the Spirit World again;
ond encounter, the remaining fish-men flee. Proceed
this time to the Fourth Sun, the age of the flood – the
to Scene 33.
era immediately preceding the current time, when the
people drowned and became fish. ■ If the PCs attempt to communicate with the fish-
men, they reply in an archaic form of the Nahua tongue;
The whole world has been drowned; there’s not a sin-
hard to understand, but close enough to establish rea-
gle spot of solid ground, not one point of reference to
sonable communication. Proceed to Encounter 26.
guide the boat by. The sky is all a uniform, cloudy grey
from one end of the heaven to the next; there is no sun,
no stars. Encounter 26: The Fish-Folk
Ask the PCs to perform an Easy Discipline Check (dif- Let the PCs lead the conversation with the michinte-
ficulty: 3(1)); those that fail the check are so disori- ca, using the following excerpts as part of the michinte-
ented by the maddening uniformity of the landscape ca’s dialogue and answers:
that they suffer one disadvantage on every use of the
Perception or Discipline skills during the rest of the ‘We mi-chin-te-cah’.
scene. ‘An-ces-tors fell off land-world, we des-cen-dants,
Let the PCs state their actions or intentions; as they we off-spring’.
decide on what to do now, a huge tentacle surprises ‘We live on wa-ter-world’.
them and coils around their vessel!
‘This sky-world. This end-of-the-world. You on sky-
Proceed to Encounter 25. world. You from a-bove. You from sky-world. You, sur-
face-be-ings, hea-ven-be-ings, sur-face teo-tli’.
‘We sense you. Great-Thing sense you’.
‘We want to feed you to Great-Thing. But you strong.
Stron-ger than Great-Thing. You migh-ty sur-face teo-tli’.
‘You strong. You come live to wa-ter-world. You guide
us’.
Encounter 25: Fins and Tentacles
In short, the michinteca believe the Surface is a heav-
Some huge, many-tentacled beast is attacking the enly realm where nothing lives, so they think the PCs
PCs. Create a +1 encounter using the tentacle beast. are some sort of divine emissaries, related to their leg-
endary ancestors that ‘fell from the surface’ and ‘into
During the battle, strange creatures, like humanoids the water’.
but with the scaly skins of fishes, board the PCs’ boat.

74
the eight omens

The michinteca are awed by the PCs’ strength and


wish them to move underwater to be their advisors,
or rulers, or whatever similar role the fish-men’s very
primitive mind can conceive of. If the PCs try to ex-
Scene 33:
plain their circumstances or anything related to the
dream, the fish-men get very excited about it: the world
‘You dream us. You make us. You migh-ty’.
‘Come to wa-ter-world. Des-ti-ny. An-swers’.
‘The wa-ter-mark. You be-come like us’.
underwateR
‘We bite you, you can come down to wa-ter-world,
you can swim and breathe and live. We bite you, we give The PCs are again aimless and drifting across the fea-
you the wa-ter-mark’. tureless sea of the flooded world. If the PCs so wish,
let them attempt Knowledge or Perception checks to
What the michinteca are trying to say is, their bite find their position; regardless, there is simply no way
and claws carry an infectious disease that interferes to steer their ship over this unending water, this face-
with the victim’s breathing system; in fact, if any PCs less sky.
lost health during the previous encounter, it’s likely
they are already infected. That’s actually how they The PCs may rest, draw cards or try to regain Spirit
managed to become fish-men and survive underwater during this time. Soon, however, they begin to lose
for so long. track of exactly how long has passed. There seems to
be no time in this desolation.
Ask the PCs to perform a hard Knowledge, Medicine
or Rites check (difficulty: 9(1)). If the check succeeds, If a PC suffered any damage during encounter 26, he
they learn all this whether the fish-men tell it to them begins to have trouble breathing. This condition works
or not. as a temporary but very disabling injury, imposing a
disadvantage on all the Skillsl the PC tries to use.
If the PCs agree to follow the fish-men, proceed to
Encounter 27. If a PC is affected by this condition, or if the michinte-
ca told the PCs about their ‘watermark’, their ability
If the PCs refuse, the fish-men flee underwater, eager to grant water-breathing through their bites, ask the
to tell their brethren about their encounter with the PCs to perform a Normal Knowledge or Medicine Check
divine surface spirits, and leave the PCs alone on their (difficulty: 6(1)):
boat; run Scene 33.
■ A failure with a negative consequence causes the
PC to suddenly become infected – if he wasn’t already
– with the condition, either by accidental contact with
the affected character or by having been too close to
the fish-men during the previous scene.
■ A success with a positive consequence infects the
character that made the check, but also confirms the
fish-men or their pet can spread a condition that ham-
pers the victim’s ability to breathe air, while in turn
giving him the power to breathe water with no problem.
■ A normal success confirms the above information
and it reveals the condition should disappear after a
few days, but prolonged or repeated wounds or contact
with the fish-men would, after a few years, turn the af-
fected character into a fish-man himself. This must be
how the michinteca survived the flood; this disease is
what allowed them to become aquatic creatures, and
what will eventually turn most of them into the fish of
the PCs’ era.

75
■ A success with a positive consequence suggests Encounter 27: The Underwater
that, as the fish-men’s infection altered the affected Tribe
PCs’ ability to breathe, so should the PC’s blood affect
the fish-men too, making them unable to breathe water The michinteca lead the PCs underwater, across
properly. And they would have no defence against such amazing underwater algae forests and scintillating
a disease, or any idea of how to stop it. coral grottoes, through a world that is as dizzyingly
The condition may be cured normally with the full of life as its surface is bare, until they reach a gi-
Medicine skill or Titici magic. gantic underwater cave complex, dozens of fish-men
zipping in and out its myriad entrances.
If an affected PC dives under the water, all disabling
effects from the injury disappear, and he finds he can The michinteca are exceedingly primitive, little more
breathe water as easily as he breathed air, and thus re- than cavemen, and have nothing but the barest hunt-
main underwater indefinitely. The effects of the injury er-gatherer organisation, with no leaders or hierarchy.
return one round after the PC resurfaces. They welcome the PCs as great and mighty beings,
If the PCs, affected or not, wish to dive underwater paying them abject submission (whether the PCs killed
and explore the other side of this strange world, they some of their own or not; among other things, these
discover it is the opposite of the bleak surface. This is a fish-men seem to be devoid of human emotions or
thriving, varied environment with thousands of plant attachment).
and mollusc species of uncounted colours and forms, Some of the michinteca advance to greet the PCs and
moving all around like a spilled watercolour mix under introduce them to the group:
the surface. If the PCs are infected with the fish-men’s
strange condition, they may dive indefinitely with no ‘These great sur-face teo-tli’.
ill effect. The small molluscs and strange plants ignore ‘They dream us. They cre-ate us’.
the PCs, but offer a dazzling spectacle, and most are
safe to eat if the PCs so wish. ‘They spi-rits of the sky, dream our world in-to be-ing’.
If the PCs dive several times, or for several hours, ‘We wor-ship. We o-bey. We hunt for them. We die
they eventually find a group of swimming michinteca, when they say. We go where they say’.
who came to seek the PCs, inspired by the other group’s ‘Wel-come migh-ty sur-face teo-tli’.
tales of the ‘migh-ty sur-face be-ings’. These michinte-
ca also offer to infect the PCs and invite to their under- The michinteca understand the PCs dreamed them
water realm; if the PCs agree, proceed to Encounter 27. into existence through their spirit trip, and that they
somehow have the answer the PCs are looking for, but
If the PCs insist on remaining on the surface and row- they don’t know what that answer is, or how to give it.
ing until something happens on the surface, they begin So, they invite the PCs to stay and guide them for as
losing their sense of time. The maddening, featureless long as they wish, hoping it will benefit both parties.
surface makes it impossible to count hours or distin-
guish between day or night, and after a while even the The michinteca celebrate the agreement with a feast
PCs’ sleep and food cycles begin to become irregular. – consisting of crustaceans, molluscs, underwater kelp,
After unmeasurable hours (or days) of this, a group of and the mangled body of a member of another tribe;
michinteca surfaces and begs the PCs to come under- the PCs receive first choice of every morsel and are
water: their people are dying, and they believe only the generally treated as honour guests.
PCs’ ‘divine power’ can save them. Proceed to Scene 34. Now, their life as the lords of the fish-man tribe has
officially begun.

AFTER TH E ENC OUNTER


During their time with the fish-men, the ‘sickness’
allows the PCs to breathe underwater without trouble,
but they still need to perform Athletic checks and ac-
tions to succeed at complex underwater movements
such as ascending or diving.
The PCs may also rest, draw cards and try to regain
Spirit during this time – except for actions that require
lighting fires, of course.

76
the eight omens

The huge tentacled thing the PCs battled, the ‘Great- During the fight, the Water serpents have an advan-
Thing’ of the fish-men, is a kind of teotl for the tage on all confrontations, as the PCs are less accus-
michinteca, who worship it and give it food. The thing tomed to move underwater.
lives in a different cave complex, near the michinteca,
and serves as a security filter against raids from rival AFTER TH E ENC OUNTER
tribes or incursions from the rare dangerous animal. If the PCs survive the fight, the michinteca come out
The Great-Thing doesn’t attack or register the PCs, so from under every rock and coral formation, bowing to
long as they remain underwater and in the fish-men’s the PCs as their divine protectors.
company.
The wounded michinteca hunter is bleeding out. If
The michinteca mark the place where the PCs’ boat the PCs nurse him back to life, the other fish-men are
is still moored as a sacred spot, and send a few of their silently thankful; but if the PCs let him die, they cheer
own to guard the ‘holy place’. and celebrate, carrying their comrade’s body back to
As new members of the tribe, the michinteca invite the lair for eating. It seems a dead companion is a far
the PCs to gather small snails, shrimps, kelp and other better catch than a couple stinking kelp bulbs.
foodstuffs with them; it’s a straightforward task, as As the hunting party returns to the caves, a group of
there are very few large predators in this underwater michinteca messengers intercept them. They have dire
world created by the flood. There are no fish of any news and plead the PCs for help – two hunters and one
kind either; they will only exist thousands of years child have fallen ill.
from now, when the michinteca evolve into the fish the
PCs know in their era. They are choking, as if they couldn’t
breathe any more…
Let the PCs mingle and interact with the michinteca
as they wish. The michinteca are barely smarter than a Run Scene 34.
monkey – certainly less smart than the ape-men from
the PCs’ first dream – and let the PCs do most
of the talking, teaching or interacting.
If the PCs attack any of the michinteca,
the others show fear but don’t retaliate,
treating the PCs as their absolute masters.
After one or two days of this situation, run
Encounter 28.

Encounter 28: The Hunt

After some time as the michinteca’s spiritual


guides, the PCs are invited to forage with the
fish-men. Today, the PCs are out in a vast kelp
field, helping the michinteca forage a kind of
weird purple bulbs – that happen to taste delicious
– when suddenly one of the fish-men cries out in
pain.
Instead of helping their tribesman, the other
michinteca scatter to the four currents; the hapless
fish-man has been trapped by a water serpent – a vi-
cious undersea predator the size of a chinampa. When
the creature spies the PCs, it decides to try new flesh
and leaves the broken body of the michinteca behind,
dashing at the PCs with jaws open in anticipation.
Create an encounter using one or two Water serpents.

77
‘upper world’, and try to grow food there; but many

Scene 34: the would die in the process, killed by starvation and ex-
posure if not by the sickness. The tribes may adapt and
survive in time, but they may not. Furthermore, after

like cures years of adaptation, this may stop their evolution into
fish and turn them back into humans – humans without
a land to return to.

the likE In short, they need a cure.


Ask the PCs to perform a Normal Medicine, Rites or
Perception Check (difficulty: 6(1)).

When the PCs reach the fish-men tribe caves, they If the check succeeds, the PCs realise the michinteca
see the michinteca have three very ill members. that spent more time with them – those they fought
with or against, those that sought their company or
Two hunters and one child – it’s still hard to the PCs went to forage with them more frequently – were not
to determine whether they are male or female – are affected; the only ones infected were those the PCs
floating limply, coughing and choking, their hands oc- had less contact with. This means the PCs’ presence is
casionally clutching at their throats. Their kin refer as much the deterrent as the source of the fish-men’s
to them as ‘half-dead’, and appear very worried; if the sickness.
tribe loses as many people in such a short time, it will
become much weaker and more vulnerable to preda- The answer is for the PCs to perform a blood sacrifice
tors, rival groups and other illnesses. to cure the michinteca; an infusion of the PCs’ blood,
in a much stronger dose than the light contact that
However, these symptoms are unlike anything the caused the illness, will reverse the effect and cure it.
michinteca had ever seen before. They are at a loss,
and turn to the PCs begging them to help. The PCs know this if both checks succeeded, or if they
got a critical success on either of them. If they don’t
As the PCs declare their actions, suddenly, one of learn this information or deduce it on their own, ask
the michinteca that led them here bends over, begins them to Perform an easy Perception Check (difficul-
choking, and goes limp as well, floating helplessly and ty: 3(1)) for a small clue, such as ‘blood is the answer’,
clutching his throat like the others. ‘similar treats similar’ or ‘what sacred fluid powers all
Ask the PCs to perform a Normal Medicine or magic and all healing?’
Knowledge Check (difficulty: 6(1)). If the check suc- For this is the dream’s message: A sickness comes
ceeds, the PCs confirm the symptoms are the same from the blood.
as the ‘watermark’ that the michinteca carry in their
bites. This means several things: One the PCs understand it, at least one of them must
self-inflict t least 1 point of damage and perform a
■ After receiving the ‘watermark’, the PCs somehow Medicine or Rites action against a Level 1 TSE. The ac-
infected the michinteca back. tion gains 1 advantage if the PC self-inflicts an injury.
■ The affected michinteca may be saved by being If the action fails, another PC must try it; if all PCs fail,
taken to the surface. they have failed to solve this dream, and are doomed to
■ This sickness is not caused by spirits – but by blood remain in the Spirit World forever – or until someone
and close contact. else rescues them during another adventure.

If the check obtains a positive consequence, the PCs If the action succeeds, the PCs have succeeded in
get the idea that if blood was the cause, blood may be turning their blood into a healing mixture that, when
the cure. given to the michinteca, will make them immune to the
effects of the illness.
If the PCs have the michinteca taken to the sur-
face, the remedy succeeds – the affected victims begin Once the michinteca are saved, they escort the PCs
breathing normally again. back to their boat, thankful with the ‘heavenly spirits’
that taught them and saved their lives.
However, the fish-men tell them this is no solution:
they cannot live on the sea surface, where there is no As the PCs swim upwards, the multicoloured mist
land to grow food. They may eventually learn to carry surrounds them…
large amounts of food, move their homes closer to the

78
the eight omens

Scene 35: waking up


from the fifth dreaM
For the first time, the PCs have the fifth piece, which fits snugly ‘You. You have a task, while I do
come out of the dream on the same with the others, showing there is this. You have something to do’.
exact spot from which they left the only one piece missing. The shape ‘The merchant, the spy, the man
mortal world. of the complete object is evident that sought you. Mahuitzin. He is a
now – it will be a mirror. A round great servant to Moctecuhzoma, a
Night has fallen on the world. The
obsidian mirror. great leader of the King’s forces, and
PCs are back in Lake Tetzcoco, near
the shore of Tenochtitlan – except ‘The mirror of Tezcatlipoca. The a great enemy of my plans’.
the Lake is not flooded any more, sign of the moon, of the masked sun. ‘Seek Mahuitzin. Find what he is
and most of the houses have been Now it all makes sense. It is him that looking for. Follow his steps. Warn
rebuilt, the barricades taken down, sends us this message. It is through me of his plans’.
and the glorious white temples of him that we shall face the threat.
Tenochtitlan shine bright under The next dream shall have the an- ‘I will watch the stars, you will
the moon. How long did they dream swer. The next dream…’ watch Mahuitzin. And then…’
this time? Necahua’s words trail off as her
‘But now, now we have to deal
As the PCs come out of the water, with our earthly enemies, we have gaze rests on the near-finished ob-
they realise the aftermath is the to turn our attention to the mortal sidian mirror on the floor of her
same as it has been in all other threats. Before the final answer, we temple. She turns away from the
dreams – all wounds and injuries must have a final reckoning’. PCs and orders them to return to
have disappeared, save for death, Mahuitzin as double agents – the
‘I know the Aztec King. I have exact assignment Mahuitzin in-
and one of them is clutching an ob-
known him closer than most people tended the PCs for – except Necahua
sidian piece.
in the world can claim. And I know, expects them to report to her, not
As the PCs wander searching I have always known, he is not fit to to him.
for either Necahua or Mahuitzin, face this threat’.
a group of Shorn Guards come to Whoever the PCs intend to really
‘The King to face the threat, the side with, it is time for them to seek
meet them and take them to the
tribe to face the threat, must unite Mahuitzin.
witch.
the entire world against it; must ral-
The Shorn Guards tell the PCs this ly all peoples to unite under a sin- Read the following aloud as the
time they were missing for 13 days. gle banner. Moctecuhzoma is many PCs leave Tenochtitlan towards
things, many good things, but he is Mahuitzin’s quarters:
Then, they lead the PCs across
not that King’. As you sneak out under the
back alleys and courtyards, all the
way to the stairway of the small ‘I have to consult the stars, I have moon, heading out of the city and
pyramid that leads to Necahua’s to read the Tonalli. I must cross- into the outskirts where Mahuitzin
Temple. reference the symbols. There is a keeps his secret base, your bones –
king, a king that Moctecuhzoma has no, your very souls – get a frightful
When the PCs finish the ascent, chill as a bloodcurdling shriek pierc-
greatly vexed in the past; one that
the moon is already high in the es the darkness.
is proud of word and pure of heart.
sky, and Necahua stands among the
He would lead the peoples of the ‘Alas for my children… Flee
thirteen columns at the top of her
Anahuac against the coming threat. Tenochtitlan!’, says the voice of a
pyramid, waiting for the PCs.
If denied this, he will side with the woman; an otherworldly, ghastly
When the PCs give Necahua the coming threat and become the great cry...
obsidian piece, she shows them traitor of the world. We must avoid
the other four, arranged in a half- that. He must be the one… but I must ‘Alas for my children! ALAS FOR
completed figure on the ground be- consult the Tonal, first’. MY CHILDREN!’
tween the columns. Necahua adds

79
80
the eight omens

vi. Alas for


my childreN
81
Scene 36: the Scene 37:
hauntinG ghost-
busterS
Encounter 29: The Child-Stealer

W H I L E LE AV I N G T H E city of Tenochtitlan in
search of spymaster Mahuitzin, the PCs hear
the eerie call of a ghostly entity – a woman, crying for
About an hour later, the PCs reach the outskirts of
the city, and the vicinity of Mahuitzin’s headquarters.
As the PCs search for the path that leads to Mahuitzin’s
her children to leave the city… hidden house, a group of Mexica soldiers come out from
the shadows, and lead the PCs to it.
‘Alas for my children! Where Will I find them, now?
Where will I hide them, now?’ Read the following aloud:
‘They are lost, lost! Alas for my children!’ Mahuitzin’s secret headquarters is fancy, yet discreet,
built against the boulders in such a way as to be hidden
Ask the PCs to perform a Normal Rites, Knowledge
from the city’s view. There are torchlights inside, indi-
or Perception Check (difficulty: 6(1)). Success on this
cating the Master of the House is awake.
check confirms the cry comes from a Cihuateotl, a spir-
it-woman; the ghost of a mother that died in childbirth. When the PCs enter the house, they find Mahuitzin
Such spirits tend to haunt the Mexica countryside and indeed awake and working, surrounded as always with
city suburbs, stealing unattended children to take to his sycophants, aides and captains. He beams when he
the Spirit World, but they rarely appear so close to meets the PCs, and invites them to sit with him among
areas as densely populated as Tenochtitlan. the cushions – a rare honour, even for a pochteca’s
close associates. Run Scene 37 Conversation.
■ If the PCs decide to investigate the sound, they en-
counter the Cihuateotl all right, already carrying off
a small boy, a macehualtin peasant kid from the sub-
Scene 37 Conversation: The Task
urban calpolli; create an encounter using a Cihuateotl.
Let the PCs conduct the conversation with Mahuitzin
A F T E R T H E E N COU N TE R as they wish, asking or reporting what they want.
If the PCs defeat the Cihuateotl, the kidnapped kid ■ If the PCs reveal Necahua’s plans and the spir-
wakes up as if from a trance, and helps the PCs find it travels, Mahuitzin looks genuinely surprised and
the way back to his house. The teary-eyed parents have concerned:
nothing to give, but gladly share a corn-and-tortillas
‘By the wind, then she is no charlatan. I almost
dinner as thanks.
hoped… but if her prophecies have proven true, they
Once the PCs have dealt with the Cihuateotl, or if cannot be discarded so easily. Should we let her con-
they ignore its call, proceed to Scene 37. tinue her research?... Yet, she has dabbled in forbidden
magic; it is my duty to oppose her. Tell me, my friends.
She has used you, but she saved your lives. What is your
opinion of her?’
■ If the PCs talk about Necahua’s idea to replace
Moctecuhzoma, he grows somber:
‘Well, however right… however charming… the witch
may be, I cannot allow her to conspire against the King;
prophecy or not, she must be stopped.’
■ If the PCs tell Mahuitzin about Necahua’s orders to
spy on him for her, he gives out a hearty laugh:

82
the eight omens

‘Necahua tries to spy on me?! we are up to our elbows in ghosts’. Encounter 30: Crying
It’s as if I challenged her to a magic Nights
‘Cihuateteo, dead women. They
duel, or to see who fucks the king
are not uncommon; they appear
best! At least I do know my limita-
every few seasons, steal a kid or The PCs are sent to patrol the
tions, mind you!’
two… but this time there are a lot, countryside around Tenochtitlan
■ If the PCs lie to Mahuitzin about hundreds of them’. and the city’s outer calpolli neigh-
their deal with Necahua, ask them bourhoods to find cihuateotl spir-
‘They also have this annoying
to perform a Hard Charisma Check its. The good news is that a cihuate-
new habit of talking. Normally it’s
(difficulty: 9(1)). otl is relatively easy to track from
just frightening cries and moans, but
■ If the check succeeds, now they actually form words, and its trademark bloodcurdling cries;
Mahuitzin believes they are it’s treason to repeat them but eve- the catch is that hearing those
still working for him and wel- ryone’s heard – leave Tenochtitlan, frightening cries is the worst part
comes them back into his they say. Alas for my children that of finding one.
service. stay in Tenochtitlan. Enough to Ask the PCs to perform a Normal
■ If the check is a failure,
make some people rethink their resi- Perception or Survival (difficulty:
Mahuitzin detects the ruse and
dence, I bet’. 6(1)) check.
understands Necahua is trying ‘So, the King put some guards on ■ If the check succeeds, the PCs
to play him at his own game, the case, but I reckon the people are find their way to a cihuateotl after
but pretends the PCs deceived scared enough, what with the com- approximately an hour of roaming
him anyway. Ask the PCs to per- ets and fires and floods; a mobilisa- the countryside. But if the check
form a Hard Perception Check tion of soldiers on the streets will suffered one negative consequence,
(difficulty: 9(1)) to detect that do little to calm things down. So, the character must perform a
Mahuitzin wasn’t fooled. I told the King, why send an army Discipline action, confronted by a
■ If the check is successful
when we have access to a capable, cihuateotl’s Competent Skill; if a
with a negative consequence, it
stealthy, combat-proven team of su- character loses the confrontation,
counts as a failure, but the PCs
pernatural specialists?’ he is spent until the cihuateotl at-
automatically detect Mahuitzin ‘Not just you, really, but it’s best tacks him.
wasn’t fooled. not to flaunt the full number of task ■ If all PCs fail the check, they
forces at one’s disposal. You are the don’t find a cihuateotl during the
AFTER THE best-prepared, however. So, I need current hour of search; repeat the
C O NV E R S AT ION you out there’. check after another hour. If the
Once the first exchange with ‘That’s your task. Every cihuate- next check succeeds, the cihuateotl
Mahuitzin ends, he waves dismiss- otl dispatched is money in your they didn’t find will be added to the
ively at the air and stares into the purse. That’s your assignment for encounter.
PCs’ eyes. now. We’ ll return to your witch and If the PCs found a cihuateotl, cre-
‘All this Necahua business must her omens when this is dealt with’. ate an encounter using one cihuate-
wait, however. Right now, we are ‘If there’s nothing else… welcome otl, o two cihuateotl if all PCs failed
overwhelmed with… a more pressing to the ghost squad’. the previous check to find one.
matter. You have experience with Each cihuateotl has a stolen kid
the spirit world, right? The PCs are to begin their hunt
as soon as they are ready; this very which it intends to eat later, at its
Mahuitzin wants to give the PCs night, if possible. Mahuitzin prom- lair in the spirit world, seeking to
a new assignment. Let the PCs ask ises them 50 gold to share among fill the insatiable void it feels for
questions and make comments, themselves for every defeated its lost children. It falls on the PCs
using the following excerpts as cihuateotl. The PCs may rest and to rescue the child and defeat the
part of Mahuitzin’s dialogue and draw cards first, and ask Mahuitzin thing. The children are enthralled,
answers: for any equipment they think they as in a trance, and don’t take part
need. Once the PCs are ready to in the fight.
‘In the days since we last met,
Tenochtitlan has gone from one start ghost-hunting, run Encounter During the fight, the cihuate-
tragedy to another.We are barely 30. otl keeps screaming its litany with
getting up from the lake going crazy; phrases such as ‘alas for my chil-
now, like the flood washed them up,

83
dren’, ‘please leave Tenochtitlan’, ‘my poor children,
where will I take them…’
Ask the PCs to perform a normal Knowledge or Rites
Scene 38:
back to the
Check (difficulty: 6(1)) to understand that a cihuate-
otl, predatory as it is, gets its power from anguished
empathy - from crying over the very lives it threatens.
The fact there can be so many cihuateotl spirits hunt-
ing at the same time, and their new ability to articu-
late words – these precise words, urging the people to
leave Tenochtitlan – means they have become far more
templE
powerful, worried, and even sentient, than before. This
means the spirits worry that the lives they feed on are This scene begins when, either on their own or at
in more danger than ever. Mahuitzin’s behest, the PCs return to Necahua’s temple
If the check is successful and obtains a positive con- to continue their missions for her.
sequence, the PCs understand that the cihuateotl inva- As the PCs enter the city, a group of Necahua’s agents
sion is, in fact, the Sixth Omen. approaches to lead them to the temple. The PCs are
taken up the temple stairs; Necahua waits at the top of
A FT E R T H E E N COU N TE R the pyramid, ecstatic.
If the PCs defeat the cihuateotl, the stolen children
‘My warriors, my friends, we are on the verge of solv-
wake from their stupor and ask the PCs to lead them
ing the riddle. I’ve consulted the symbols, and have no
back home. Taking a child home to their parents –
doubts that the ghost plague you have been dealing
which show their gratitude by giving the PC something
with is nothing but the Sixth Omen! Are you ready for
to eat, or a few cocoa beans – requires an additional
your next mission?’
hour.
If the PCs wish to prepare first, Necahua allows them
The PCs may also allow the children to return on
a couple of hours to rest, draw cards, regain spirit or
their own; most are able to find their way back home,
anything else they need. As stated in Chapter IV, the
but they might get caught by a cihuateotl again.
PCs’ quarters are on Area N3 of the main temple (see
Once the stolen kids are dealt with, the PCs may re- Appendix: Necahua’s Temple).
sume their search; run this encounter again, until four
If the PCs wish to slip past Necahua’s guards and spy
hours have passed, at which point dawn breaks and all
on her during this rest, ask them to perform a Stealth
cihuateotl spirits return to the Spirit World.
Action, confronted by the Mediocre Skill of Necahua’s
If the PCs wish to go back to Necahua to report on Shorn Guards. If the PCs win the confrontation, they
Mahuitzin’s activities, proceed to Scene 38. may freely explore Necahua’s Temple; go to Scene 39.
When the PCs have spent four hours of game When the PCs are ready to begin their sixth dream
time hunting cihuateotl spirits, they may return to trip, Necahua asks them to meet at Area N1 of her tem-
Mahuitzin’s lair to rest, draw cards and get treat- ple, where she performs the rite to send them to the
ment for their wounds and injuries. If the PCs return Spirit World. Proceed to Scene 40.
to Mahuitzin’s lair, he pays the PCs 50 quachtli for
each defeated Cihuateotl. Then, he lets them rest all
day and sends them to hunt again during the follow-
ing night. Run this encounter again, letting the PCs re-
turn to Mahuitzin during the day and to hunting dur-
ing the night, until the PCs decide to seek Necahua or
have fought and defeated a total of 5 cihuateotl spirits.
When the PCs try to contact Necahua, or when
they return from having fought the fifth cihuateotl,
Mahuitzin sends them to continue their spy work on
Necahua; proceed to Scene 38.

84
the eight omens

Scene 39: Scene 40: the


spying on children
the witcH of huitz-
This scene only takes place if the PCs manage to slip
past Necahua’s guards to spy around the Witch’s lair,
ilopochtlI
either on Mahuitzin’s behalf or by their own initiative.
If the PCs haven’t yet explored Necahua’s temple, Read the following aloud when the scene begins:
read the following aloud as the scene begins: As the multicoloured mist surrounds you again, the
first thing you notice is the silence. Not absolute silence,
Necahua’s temple resembles the inside of the great temples of Teno- but the low noises of the lakeshore – the buzzing of
chtitlan, except the imagery of the Saints and Spirits carved on the
flies, the chirp of crickets, the splash of a water lizard.
walls is mixed with other, less identifiable, more monstrous beings.
Necahua clearly worships both sides of the spirit world – the upper It sounds like a quiet evening in the marshlands outside
and the lower realms. the city; and when the fog lifts, the darkening sky and
the reedy landscape confirm your perception. You are
Let the PCs explore the dungeon freely, referring to somewhere around the vast swamps of the Anahuac.
the Necahua’s Temple appendix to guide their steps,
and describing the section corresponding to the code The PCs have indeed been transported to the shores
of the chamber they move to. The PCs begin at area N3. of Lake Texcoco, back when it was all an endless set-
ting of untamed swamp, just before the founding of
Every time the PCs reach an area marked X on the Tenochtitlan. Their dream has taken them to the year
map, ask them to perform a normal Stealth Check (dif- 2-House of Acamapichtli the Elder’s reign over the
ficulty: 6(1)). Acolhua – the birth year of the Mexica Empire.
■ If even one of the PCs fails the check, the guards Ask the PCs to perform a normal Knowledge,
have heard something. The PCs must perform a Stealth Perception or Survival Check (difficulty: 6(1)) to iden-
action, confronted by the Cuahchic warriors Competent tify the region as the lake area of Tenochtitlan.
Skill.
If the check is success with a positive consequence,
■ If the PCs lose the confrontation, create a -1 en- the PCs realise the city hasn’t been built yet.
counter, using Cuahchic warriors and teotl priests.
Let the PCs state their actions and intentions. When
■ If the PCs are defeated, the guards don’t leave them they have interacted with their environment for a
bleeding out, but traumatised instead. While uncon- while, they hear running and shouting from behind
scious, the PCs see the multicoloured fog, and wake up them; then, they see a group of armed men running
in the Spirit World again; run Scene 40. across the tall grass.
■ If the PCs defeat the guards, let them keep explor- These men have the dress, adornments and weap-
ing the temple, referring to the Necahua’s Temple ap- ons of the early Chichimec Nahua; many of them are
pendix to guide their steps. wounded, with blood curtains gushing from their backs
■ If the PCs enter and leave area N7, or use the exits and foreheads. When they see the PC, they go stiff and
on areas N2 or N11, they activate Necahua’s magical raise their weapons.
wards, and the multicoloured mist surrounds them Ask the PCs to perform a Charisma action, confronted
again; run Scene 40. by the mediocre Skill of the Mexica rank soldiers.
If the PCs win the confrontation, the Nahua realise
they are not their enemies, and approach them with
cautious uneasiness. They speak classic Nahua, indicat-
ing this is a relatively recent past.

85
■ The Nahua quickly tell the PCs If the PCs defeated the Nahua fu- and huddle against each other as
that ‘the Acolhua are behind them’, gitives, they must face the Acolhua the warriors nervously stand up
and invite them to join their fight. regiment alone; if the PCs are with to the PCs. They don’t attack, but
Whether the PCs agree to help the the Nahua, they fight the Acolhua the PCs need to perform a Charisma
Nahua or not, the Acolhua catch up together. Create a -1 encounter (or Action, confronted by a rank sol-
with them while they talk, and at- a +2 encounter if the PCs are alone, dier’s Mediocre Skill, to stop them
tack both parties, assuming they to account for the lack of support), from running away.
are allies anyway. Run Encounter using a combination of New World
If the PCs approach in peace or
31. characters.
come with the Nahua survivors, the
■ If the PCs lose the confronta- AFTE R TH E ENC OUNTER group welcomes them and intro-
tion or attack the new arrivals, duces the PCs to their leader, the
the Nahua assume they are ene- If the PCs survive the encounter, young warrior Ocelopan.
mies; create a fair encounter using they may take the Acolhua’s weap-
ons (normal shields, helmets and Ocelopan is one of the Mexica
Mexica rank soldiers. If the PCs
maces). headmen that follow the priest
survive the encounter, they come
Cuauhcoatl – which any Mexica PC
across the Acolhua that were pur- If there are any Nahua or Acolhua should automatically recognise as
suing the Nahua, and they attack survivors, the PCs may interro- the historical figure that found the
the PCs too. Proceed to Encounter gate them to understand the sit- first site of Tenochtitlan – and is all
31. uation. The NPCs confirm this too willing to talk to the newcom-
is year 2-House of the reign of ers. Let the PCs ask the questions or
Encounter 31: The Acamapichtli the Elder – that is, make the comment they wish, using
Acolhua War Party the era of the Mexica-Acolhua con- the following excerpts as part of
flict – and that the Acolhua are run- Ocelopan’s dialogue answers:
After the PCs deal with the Nahua ning the Mexica off everywhere, at
every turn. Any PC with at least 1 ‘I am the one called Ocelopan,
fugitives, they can see who they
point in Knowledge automatically the leader of this clan’.
were fleeing from: a fully-armed
and threatening Acolhua troop, knows the founding of Tenochtitlan ‘We are many leaders, many
relentlessly marching across the should take place any moment now. clans, from many settlements of this
reeds. As opposed to the wounded When the PCs are ready to contin- region, all harassed by the Acolhua’.
and wavering Nahua, the Acolhua ue exploring, proceed to Encounter ‘We all follow Cuauhcoatl; the
are well-equipped, their helmets 32. priest of Huitzilopochtli. He is
and shields glinting in the fad- our Teomama, our Teotl-bearer.
ing sunlight as they march toward Encounter 32: The He speaks with the voice of Mexi
their quarry with no care or hurry.
Fleeing Tribe Huitzilopochtli, and we listen’.
Ask the PCs to perform a normal ‘We used to live in Cuauhmixtitlan;
Knowledge Check (difficulty: 6(1)) About a half hour after their en- we worked as mercenaries, we sold
to determine they are in a dream of counter with the Acolhua brigade, our arms to other tribes, we won
the Acolhua-Mexica war, 200 years the PCs come across a line of ref- wars for them. But we sacrificed the
before their time. ugees – women, children, elderly; daughter of the Acolhua King, so the
all from the Mexica tribe, trudg- Acolhuas don’t want us in the region
The Acolhua army, one of the mightiest in ing along the swampy ground. A
the region, spent years hounding and rout-
anymore’.
few warriors protect the group,
ing the Mexica, an upstart tribe at the time, ‘The Acolhuas strike us in
from every settlement across the Anahuac.
but they are mostly defenceless
civilians. Cuauhmixtitlan, in Azcapotzalco
This forced the Mexica to settle in the
they strike us. They routed us from
reedy shores of Lake Texcoco, which in turn If the PCs are with the Nahua sur-
led to the founding of Tenochtitlan; the PCs
Chapultepec, where we served them
vivors from the previous encoun- as mercenaries, where we sold them
may realise now they are about to witness
ter, they greet these women and our arms’.
history.
children with genuinely affection-
But first they must survive the ate displays: it’s clear they were ‘But that is what Huitzilopochtli
night; the Acolhua are not in the kin. wants; he wants us to be at war. He
mood to parley or discern, and at- wants us to rule over these lords,
If the PCs are wearing Acolhua not to be their allies’.
tack any non-Acolhua on their path.
gear, the Mexica refugees panic

86
the eight omens

‘We, the Mexica, are the children It’s time for the PCs to take part ■ If the check succeeds, the group
of Mexi Huitzilopochtli; he promised in history. If necessary, make sure finds the tracks of a group of Nahua
these lands to us long ago, in the be- they understand that helping the that could well be Tenoch and his
ginning, when we left Aztlan’. Mexica is their way off this dream, people; proceed immediately to
‘These will be our lands; and the path to solving the spir- Encounter 35.
Cuauhcoatl, our Guide, our it-world’s puzzle. They can help
■ If the check is a success with a
Teomama, says these will be our search for Tenoch’s lost group, and
negative consequence, the group
lands. Cuauhcoatl leads us around meet the man that will become the
finds the tracks but also finds a
the region, across the lakes; he leads first king of the settled Mexica, or
party of Acolhua scouts.
us away from the Acolhua attacks’. lead the refugees to safety and meet
Cuauhcoatl, the priest that found ■ If the check fails, the group
‘While Cuauhcoatl leads Huitzilopochtli’s omen and led the doesn’t find the tracks, and the
us, he waits for a signal from Mexica to the site of Tenochtitlan. Acolhua scouts attack during the
Huitzilopochtli, he waits for night.
Huitzilopochtli to say ‘ here, this is Either way, Ocelopan treats them
the place’, so that we know this shall as allies, and allows them a few mo- Create a fair encounter, using a
be our land, there we shall settle’. ments – nothing more – to rest, combination of New World charac-
prepare or gear up as needed. Then, ters. The Mexica scouts accompa-
‘Meanwhile we follow it’s up to the PCs to decide how they nying the PCs don’t need to be ac-
Cuauhcoatl, and we fend off the will help. counted for during the battle; they
Acolhua. But one day we shall stop are assumed to be fighting other
fleeing, and Huitzilopochtli will tell ■ If the PCs choose to help the
Acolhua soldiers (that’s why the
Cuauhcoatl of the right place’. search for Tenoch, run Encounter
encounter is only +1).
33.
Then, the subject turns to what A PC that failed both the Action
the PCs are doing there. Unlike ■ If the PCs choose to help es-
and the Check at the beginning of
other NPCs from the dream world, cort the refugees to the Mere of
this encounter is spent during the
Ocelopan doesn’t seem aware that Acatitlan, run Encounter 34.
first round of this fight.
the PCs are dreaming, or that he is
part of their spirit-trip. However, Encounter 33: Stalk- If the PCs survive the encoun-
he understands the PCs slaughtered ing Across the Stalks ter, the other Mexica also defeat-
his enemies, so he sees the PCs as ed their Acolhua after great effort,
allies – or at least a potential aid and they may continue exploring.
The PCs join Ocelopan’s party
against the Acolhua. Ocelopan does not allow them to
to seek Tenoch, another Mexica
rest, however, as they cannot af-
‘You are no friends of the leader, and his clan, to warn them
ford delays to find Tenoch.
Acolhua; you may march with us’. about the Acolhua movements in
the region. The group consists of Proceed to Encounter 35.
‘We need to reach the Mere of Ocelopan, the PCs and three other
Acatitlan to get these people safe; Nahua scouts; the rest of Ocelopan’s Encounter 34: Walk-
Cuauhcoatl will meet us in the warriors have remained behind to ing the Wetlands
Mere, he asked all tribes to meet lead the civilians to safety. The PCs
him there’. spend several hours with the other
While Ocelopan marches off to
‘However, we also need to find scouts, combing the area looking
find Tenoch and his people, the PCs
Tenoch, another one of our lead- for traces of Tenoch’s group.
agree to help lead Ocelopan’s people
ers who is nearby; we need to find Ask the PCs to perform an Athletic to safety. According to the scouts
Tenoch and his group, we must warn or Survival action, confronted by a leading the tribe, the Mere is still a
them about the Acolhua move- TSE that plays two cards to keep couple of days from the group’s po-
ments. But we also must protect our pace with the Nahua scouts; any PC sition; but after the few first hours
own group’. that fails suffers exhaustion. they should clear Acolhua territory
‘If you want to be of use, you can and enter the Tepanec-dominated
After the first day, ask the PCs
either help escort our women and Acatitlan region, where they will
to perform a normal Perception
children to the Mere of Acatitlan, or have safe passage.
or Survival Check (difficulty: 6(1)),
help find Tenoch’s group and warn representing the search efforts of Ask the PCs to perform a Normal
them of the Acolhua’. both PCs and NPCs. Perception or Survival Check (dif-

87
ficulty: 6(1)), representing the per- armed warriors are Tenoch’s peo- Ask the PCs to perform a Survival
ceptions of both the PCs and their ple… but they are under attack by a Action, confronted by a TSE that
NPC allies. massive Acolhua force. plays 2 cards, to keep the Acolhua
off the trail of Tenoch’s people.
■ If the check succeeds, the group ■ Create a +1 encounter, using
Whether the PCs win or lose the
senses there are Acolhua scouts a combination of New World
confrontation will affect the out-
watching from afar; if allowed characters. Neither Tenoch’s
come of a future encounter.
to leave, they may return with a people nor the Mexica scouts
stronger force. If the PCs wish to accompanying the PCs need to Proceed to Scene 41.
engage the scouts, create a -1 en- be accounted for during the
counter, using a Scouts and Ahtlatl battle, as they are assumed to Encounter 36: The
throwers. If the PCs win the fight, be fighting with other Acolhua, Mere of Acatitlan
they may return to the main group which vastly outnumber the
and continue watching over them. Mexica in this battle.
The PCs have managed to escort
■ If the check is a success with a ■ If the group found the tracks the fleeing Mexica tribe for almost
positive consequence, the PCs am- during Encounter 33, the camp be- a whole night; it’s been hard, but
bush the scouts. longs to the Acolhua; they mobilise they are all hardy people.
immediately when they see the PCs
■ If the check is a success but Then, one of the Mexica scouts
and order pursuit. However, just
with a negative consequence, the from the group returns with re-
when the Acolhua catch up with the
PCs may engage the scouts but one ports of a large Acolhua force in the
PCs, Tenoch’s people appear out of
of them already managed to disen- vicinity.
nowhere and ambush the Acolhua,
gage and warn the larger force.
who were distracted by the PCs’ ■ If the PCs intercepted the
A F T E R T H E E N COU N TE R timely arrival. Acolhua scouts during Encounter
37, the Acolhua haven’t discovered
Once the Acolhua scouts are dealt ■ Create a -1 encounter, using
them yet, but they are very likely
with (or not), the Mexica scouts a combination of New World
to. However, the Acolhua border
decide to lead their people on for characters. Neither Tenoch’s
is very near; if someone distract-
the whole night, so that they won’t people nor the Mexica scouts
ed the Acolhua just enough, the
risk camping in Acolhua lands. This accompanying the PCs need to
Mexica tribe could cross over to
requires the PCs to help the chil- be accounted for during the
Tepanec territory and be safe.
dren and elderly, and to stay awake battle, as they are assumed to
themselves. be fighting with other Acolhua. The PCs are of course expected to
volunteer for the task. If they do,
Ask the PCs to perform an Athletic AFTE R TH E ENC OUNTER they must intercept the Acolhua
action, confronted by a TSE that warriors and lead them away from
If the PCs survive the battle, they
plays two cards. A PC that loses the the Mexica, as the bulk of the tribe
may take the Acolhua’s gear and
confrontation suffers exhaustion. safely crosses the border into the
greet Tenoch, the Mexica warlord
A PC who obtains a positive conse- Mere of Acatitlan.
that will become the lead of his na-
quence can spend it to help another
tion for the next couple of decades. The PCs find the Acolhua party
PC succeed.
Most of the Mexica survived the easily; they were really very near.
As the PCs accompany the tribe’s
fight too, and they spend little time Ask the PCs to perform a Stealth,
forced march across the Acolhua
crying for their few losses; right Survival or Perception Action
marshes, proceed to Encounter 36.
now, the priority is to move on. against the Acolhua rank soldiers’
Encounter 35: Ren- After the battle, Tenoch and Mediocre Skill.
dezvous at the Reeds Ocelopan hold a quick council, de- ■ If the PCs win the confron-
ciding the tribe must proceed to tation, they successfully dis-
the Mere of Acatitlan to meet the tract the Acolhua and must
As dawn begins to lighten the sky,
others; Ocelopan’s scouts and the fight only a few advance sol-
the PCs and their scout companions
PCs are tasked with muddling the diers before running off into
spy a group of armed warriors in
group’s tracks and taking out any the wetlands. Create a -1 en-
the distance.
Acolhua scout that may be on their counter, using rank soldiers,
■ If the group didn’t find the trail. rank spearmen, ahtlatl throw-
tracks during Encounter 33, the

88
the eight omens

ers, and warriors; If the PCs win the fight, their


task is fulfilled, and they may double back to the
Mere of Acatitlan to join the rest of the Mexica,
having successfully delayed the Acolhua force –
Scene 41: the
proceed to Scene 41.
■ If the PCs lose the confrontation, they have all
eagle and
but sacrificed themselves to save the Mexica – the
Acolhua pursue and surround them, forcing them
into a nearly unwinnable fight. Create two fair en-
counters, one after the other, using rank soldiers,
the serpenT
rank spearmen, ahtlatl throwers, warriors, and
temple guards. If the PCs survive both battles, the As the scene begins, the people of Tenoch arrive to
remaining Acolhua retreat, frightened by the PCs’ the Mere of Acatitlan, where the other few Mexica sur-
skill and ferocity. The PCs have not only saved the vivors have haphazardly gathered and remain waiting
Mexica; they have miraculously defeated impossi- for any word from the priest Cuauhcoatl. Ocelopan’s
ble odds and survived to tell the tale. They may tribe arrived almost two days earlier, and were eagerly
now rejoin the Mexica in the Mere of Acatitlan. waiting for their kin to catch up with them.
■ If the PCs don’t volunteer to distract the Acolhua, If the PCs were with Ocelopan’s tribe, they see
or if they failed to stop the Acolhua scouts from warn- Tenoch’s group arrive; his people are diminished, tired
ing a larger force during Encounter 34, the Acolhua and weakened, as they had to fight many Acolhua to
quickly catch up with them and ambush the Mexica get here.
group. The PCs’ only chance now is to help the Mexica
defeat an overwhelming force. If the PCs went with Ocelopan himself to find Tenoch,
they have at last reached the Mexica gathering at the
Create a +2 encounter, using rank soldiers, rank Mere of Acatitlan, and may now rest, draw cards, heal
spearmen, ahtlatl throwers, warriors, and temple themselves and regain spirit.
guards. If the PCs survive the fight, the Mexica have de-
feated the Acolhua force, but only at the cost of heavy The gathered Mexica celebrate the arrival of their
losses, the marshlands drowned with the blood of war- kin, gathering around, distributing food, playing
riors, women and children. Even so, the survivors owe music, singing and telling jokes.
it to the fallen to survive, so the tribe must go on to the Their joy is short-lived, however; suddenly, the
Mere of Acatitlan. sounds of marching soldiers reach them. The Acolhua
have found them.
A F T E R T H E E N COU N TE R
Read the following aloud:
If the PCs survive the encounter with the Acolhua
force, the tribe can finally cross into the Tepanec The first screams take you by surprise, as some of the
marshes, and a few hours later they finally arrive, un- refugees from the outer camp run towards you, only to
disturbed, to the Mere of Acatitlan. fall dead a few paces away, their blood mingling with
the muddy water. Then it’s all a panic as the Acolhua
There are a few Mexica settled there, camping among
soldiers march into the Mexica camp, smashing skulls,
the reeds. They are but a handful, tired and hungry as
throwing children to the water, skewering the men and
Ocelopan’s tribe. Some of them get hopeful looks when
women where they stand.
they see their kin approach and get up to ask about
Ocelopan, but are disappointed to learn that neither ‘Why?’ cry some of the women, ‘why can’t they leave
him nor Tenoch’s people are accounted for yet. us alone? They have killed our men, they have slain our
warriors, they won’t let us stay anywhere! Where will
Also, the priest that summoned the Mexica here, the
we go?’
Teotl-bearer Cuauhcoatl, hasn’t let himself be seen; ap-
parently, he’s performing some rite at a large islet in- The PCs are soon caught up in the attack and must
side the marsh. The scattered Mexica are still waiting fight; if not for the Mexica, for their own survival.
for him to come out and explain what this is about. ■ If the PCs played Encounter 35 and kept the Acolhua
Meanwhile, let the PCs – finally – rest, heal them- off the trail of the Mexica, these attackers are just
selves and regain Spirit as they wish. Then, proceed to a loose band of raiders; create a -1 encounter, using
Scene 41. scouts and archers.

89
■ If the PCs failed to stop the peoples into the swamp, having the a tall, regal man with ritual paint, a
Acolhua scouts, or didn’t play tallest Mexica carry the children, hummingbird headdress and black
Encounter 35, this is a full-fledged the elderly and the ones that can- paint over his arms and face. This
strike force; create a +2 encounter, not wade the marshlands. Thus, is Cuauhcoatl, the Teomama of the
using jaguar warriors, eagle warri- they avoid being tracked by the Mexica, the Voice of Huitzilopochtli
ors and temple guards. Acolhua. and spiritual guide of the refugees.
If the PCs survive this battle, If the PCs fail the check, or if Read the following aloud when
their next step also depends on they don’t suggest the idea, Tenoch the PCs meet Cuauhcoatl:
their previous actions: comes up with it on his own, but
The imposing figure that greets
not before some more Acolhua ap-
■ If the PCs played Encounter 36 everybody as they climb out of
pear and attack the tribe; create a
and volunteered to intercept the the water can be no other than
fair encounter, using rank soldiers,
Acolhua force, there are no more Cuauhcoatl, the God-bearer of
rank spearmen, ahtlatl throwers,
Acolhua soldiers to battle for now; Huitzilopochtli, the Mexica’s Grand
warriors, and temple guards.
proceed to Encounter 37. Priest. As Tenoch, Ocelopan and the
When the plan to ‘hide in the wa- other clan leaders bow to him, he
■ If the PCs didn’t volunteer to in-
ters’ is in motion, all the surviving bows back and intones, loud enough
tercept the Acolhua force, or didn’t
Mexica, women, children and elder- for all the survivors to hear:
play Encounter 36, they still must
ly included, wade into the swamp,
fight a second wave of Acolhua raid- ‘I have talked with Huitzilopochtli
hoping to throw the Acolhua off
ers; create a +1 encounter, using and he has spoken; he has shown me
their scent once and for all.
rank soldiers, rank spearmen, aht- the sign we were waiting for. But first
latl throwers, warriors, and temple The PCs are assigned to guide the we have to mark this place, for here
guards. If the PCs survive, proceed procession; ask them to perform a we were bathed, we were baptised;
to Encounter 37. normal Stealth or Survival Check here the Waters held us and birthed
(difficulty: 6(1)). us again. This place shall henceforth
Encounter 37: The ■ If the check succeeds, the PCs
be known as Temazcaltitlan, and we
Founding have safely lead the Mexica past
shall have burning flags here to re-
member our deliverance from dan-
the Acolhua raiders, and the tribes
ger and mud’.
The Mexica have survived the are now truly safe; proceed to After
Acolhua raid, but there must be the Encounter. The Mexica cheer and cry upon
more of them nearby. Some of the hearing this; Cuauhcoatl answers
■ If the check fails, the Acolhua
Mexica leaders, Ocelopan included, by chanting a heartfelt rite and
sense the Mexica in the water and
suspect the Tepaneca must have al- bleeding himself over the pond. He
wade after them; the PCs must help
lowed the Acolhua into Acatitlan, has thirteen flags planted on the
kill them to the last man, or else
to let two potential rivals take care shore, and orders the Mexica to set
they’ll call reinforcements and all
of each other without taking the them on fire.
will be lost. Create a fair encounter,
blame themselves. Right now, how-
using eagle warriors, scouts, arch- Then, the old priest grows sol-
ever, the most pressing concern is
ers and ahtlatl throwers. If the PCs emn, his eyes glint, and he looks
to get the people to safety.
survive the fight, proceed to After over all his gathered flock.
Ask the PCs to perform an Easy the Encounter.
‘Come now, my children’, he
Knowledge check (difficulty: 3(1));
non-Mexica characters suffer one AFTE R TH E ENC OUNTER says. ‘See what our Teotl has shown
us, what he showed to me, to
disadvantage on the check. If the Once the last Acolhua scouts have Ococoaltzin and to Xohimimitl, see
PCs succeed, they remember this been dealt with, the Mexica are at what we saw. Come!’
episode of Mexica history, and last clear of their pursuers; they
know that the Mexica escaped spend the rest of the night hiding With these words, the priests
the Acolhua by hiding under the waist-deep in the waters, but safe. guide the Mexica – and the PCs –
waters. to a shallow pass, and lead the way
The next morning, a small con- across an islet in the middle of the
If the PCs suggest hiding under tingent of Mexica priests comes out marshland. Atop the islet there’s a
the waters, Tenoch and Ocelopan of the reeds and approaches the rock, and on it grows a Tenochtli
agree that it’s a brilliant idea, and shore to help the Mexica tribes out cactus; standing on the tenochtli,
immediately set out to lead their of the water. Leading the priests is there’s an eagle devouring a ser-

90
the eight omens

pent, the two beasts’ blood mingling with the cactus’ ‘Yet, by giving people a common purpose, we cre-
pricks and pears. ate nations; by giving them symbols, we create worlds.
Whether we flee or fight, what matters is not the place,
‘This is what Huitzilopochtli was waiting to show us. but the people. How funny, how fitting that, for the
We thought we were expelled, we were homeless, we people to survive, they must be given the illusion that
were cast out; we thought we were the ones nobody the place matters’.
wanted. But today our Teotl shows us it was not so; to-
day we know we were being led here, to this place’. ‘This, thus, is my lesson to you: abandon the sacred
place, burn the flag… but always protect the people’.
‘Here we will build, and here we will lay the founda-
tion, and those that run us off today, will end up our As the PCs ponder the priest’s last words, the multi-
slaves; those that demand tribute to let us stay in their coloured mist covers the scene, announcing the end of
lands will beg to pay tribute to us, so we let them live’. the spirit journey. The last the PCs receive is a glimpse
of the eagle on the tenochtli, eating the serpent, sur-
‘The Acolhua despise and chase us now, but they rounded by mist, as if a timeless symbol of…
know our children and lineages are mingled with
theirs; they will agree to give us a King of their blood,
and Azcapotzalco will have to acknowledge us, and
Colhuacan will have to acknowledge, and we shall be an
altepetl of our own, and grow in power, and make alli-
Scene 42:
ances and conquer’.
‘Thus the Empire of Mexico Cuauhmixtitlan, the
domain of the Mexica begins… with a temple to
waking
Huitzilopochtli here, in the place of the Great Omen’.
The Mexica break out in tears after the speech, and
from the
they scramble to touch the cactus, to worship the sym-
bolic eagle - which miraculously does not fly away, or
acknowledge the reverent Mexica, while it continues
its dinner - and to thank the old priest Cuauhcoatl. In
sixth dreaM
the commotion, the priest marches up to the PCs and
smiles at them. Then the fog lifts, and the PCs find themselves in the
‘Ah, the spirit travellers. The ones that dreamed us. mortal world again.
Was the lesson clear? Was the dream satisfactory?’ As always, they feel rested and healed, and may keep
‘You see, Huitzilopochtli did not tell me to seek this any equipment found during the dream; more impor-
place. He told me to make it. I lured the eagle with mag- tantly, they have the sixth obsidian piece. Necahua’s
ic, I lured it with that dead snake; I made the omen, so smoky mirror can be assembled now.
I could inspire the people. Nobody wants us anywhere Then, read the following aloud:
else, so I had to make a desirable place out of this for-
As you realise you now have the final mirror piece,
saken marsh; but it will suffice, and it will inspire, and
you notice you are in the streets of Tenochtitlan, near
from hardship we shall wrest strength.
the Temple of Huitzilopochtli. The dream brought you to
‘I picked the tenochtli, because everyone knows the place where the Mexica found Cuauhcoatl’s omen,
Tenoch will be our leader, and he will want to remember now paved over and built around.
this day, to glorify this site. And we will name the city
Every time you have returned from the spirit world, it
Tenochtitlan when he dies; in his honour, of course, but
has been just in time to witness the next omen. However,
they all shall forever picture the tenochtli, the eagle, the
nothing special happens this time; you’re simply stand-
omen. The eagle, the serpent, cuauh, coatl… well, I can
ing in the streets – some people wander about, but no-
claim Huitzilopochtli gave the order, not me.
body even looks at you. There’s no omen to greet your
‘But in truth there are no sacred places, you know? return.
Not even to the teotl. There are no preordained homes.
Save for the obsidian piece.
Always the Mexica have been wanderers, and wanderers
we shall remain; as we won our home while escaping an It seems to hum, to warn…
enemy, so shall we lose it while escaping another. As we
reached our home by water, we shall leave it by fire’.

91
vii. the smoky
mirroR
92
the eight omens

93
lair. The PCs may rest and prepare as they wish while

Scene 43: an the soldiers organize the strike force; then, Mahuitzin
gives the order. Whether the PCs are on Necahua or
Mahuitzin’s side, they must now go to the temple as

omen is a soon as possible.


When the PCs move to Necahua’s lair, proceed to
Scene 44.

warninG ■ If the PCs successfully deceived Mahuitzin in Scene


37, the mist becomes a flock of vultures, which then
transform into a group of Necahua’s agents. The agents
approach the PCs to bring them back to the witch:
As the PCs wake from the last dream, they notice the Necahua has learned that Mahuitzin intends to attack
obsidian piece in their possession is fuming. There’s the temple, and she needs the PCs by her side for the
actual mist – the multicoloured mist of Necahua’s spell defence.
– coming out of the obsidian piece. If the PCs examine
it closely, they notice the piece is also humming, vi- The guards lead the PCs back to Necahua’s lair, where
brating ever so slightly, as if it wanted something to they are assigned a post at the temple entrance (area
happen. N1 in Appendix: Necahua’s Temple). The PCs may rest,
draw cards, replenish consumables and tend to their
What happens after this depends directly on what wounds; then, Necahua gives them her last instructions:
the PCs said to Mahuitzin, and who they appeared to
side with, during Scene 37 in Chapter VI. ■ Once the battle begins, the PCs must discreetly
fight their way to her chambers in Area N6 of the
■ If the PCs went in search of Necahua, or Mahuitzin map.
detected the PCs tried to deceive him in Scene 37, the
mist carries an urgent message from Necahua, right in- ■ To this end, Necahua tells the PCs how to open
side the PCs’ heads: the door in the Throne Room (Area N5) with the
black dust on the four torches.
‘Warriors! There is no time to lose! The merchant’s
forces, the sneaking spy’s forces, are at my house now! ■ Necahua also gives the PCs the code to open the
They are at my house with stone and fire! Please come! access to Area N7 (1, 3, 7, 11; or 11, 7, 3, 1 if the PCs
The black mirror is all but assembled! If Mahuitzin stops had already cracked the previous code).
us now, everything is lost! The world is lost…!’ ■ Once in Necahua’s secret chambers, the PCs
When the PCs move to Necahua’s lair, proceed to must gather all the obsidian pieces and escape the
Scene 44. temple; what matters above all is for the mirror to
be assembled.
■ If the PCs warned Mahuitzin about Necahua’s plan
in Scene 37, the mist disperses and a group of sol- Once the PCs have understood their duties and are
diers encounter the PCs in the streets, taking them to ready to protect the temple, run Scene 44.
Mahuitzin’s lair.
Once in the spymaster’s presence, he tells the PCs of
his plans to attack on Necahua.
‘My friends, the Nobles have decided, the ancients
have decided. I relayed Necahua’s case to those that
would… understand the situation, and they have given
their command’.
‘The witch Necahua may have the best interests of
the Anahuac at heart, but she cannot go on unsuper-
vised. I’m moving to her lair to bring her in. If she wants
to save the city, she’ ll have to work with the city. I ex-
pect you to back this up’.
Without another word, Mahuitzin dismisses the PCs
and mobilises his forces for an attack on Necahua’s

94
the eight omens

If the PCs enter and leave area N7, or use the exits on

Scene 44: areas N2 or N9, they activate Necahua’s magical wards,


and the multicoloured mist surrounds them again; run
Scene 45.

the raid on
Scene 45: the
the templE
pieces of
the PuzzlE
The Mexica government has decided to deal with
Necahua and ordered a raid on her temple. She has cho-
sen to resist, and it’s time for the PCs to choose a side.
The scene begins when both the PCs and Mahuitzin’s
soldiers have arrived to Necahua’s temple for the Read the following aloud:
attack.
The mist takes you again when you were leaving
■ If the PCs arrive with Mahuitzin’s attacking force, Necahua’s dungeon; she must have cursed all her exits
or after the attack has begun, they must climb the tem- with paths to the spirit world. But before you can give it
ple’s outer stairs. The scene begins when the PCs finish much thought, the mist dissipates, and you are surprised
the climb and reach the top of Necahua’s pyramid. to find yourself in an environment you recognise – a
■ If the PCs were assigned as temple defence, they are court of tlachtli ball.
already at the top of the pyramid, waiting for the rush Two men hold a one-on-one match, before thousands
of invaders. of Nahua onlookers. The crowd, the decorations and the
If the PCs haven’t explored Necahua’s lair before, military presence indicate this is a very important game,
read the following aloud as the scene begins: and the players are very high-ranking people. One of the
players is a strikingly beautiful man, thin and delicate as
Necahua’s temple resembles the inside of the great a woman but spirited and aggressive in his playing style.
temples of Tenochtitlan, except the imagery of the Saints The other one is… by the teotl, it’s King Moctecuhzoma
and Spirits carved on the walls is mixed with other, less II, the Mexica tlatoani. And he doesn’t look that much
identifiable, more monstrous beings. Necahua clearly younger; this must have taken place no more than 10, 20
worships both sides of the spirit world – the upper and years ago. Then, his opponent must be equally noble;
the lower realms. perhaps the lord of a vassal state… You’ve been trans-
Refer to the Necahua’s Temple appendix to guide the ported to a tlachtli match between kings.
PCs’ steps through the area, describing the section cor- Describe the tlachtli game briefly; both players hit
responding to the code of the chamber they move to; as the balls with their hips, knees and elbows, masterfully
the scene begins, the PCs are in area N1. preventing it from falling to the ground while trying to
Wherever the PCs move, they see Mexica warriors put it through a stone hoop in the middle of the court.
fighting each other or dying against the bloodied tem- The PCs have little to do other than watch, but soon
ple walls; neither side gives or asks for any mercy. King Moctecuhzoma’s lithe opponent gets the upper
hand and wins the game. Moctecuhzoma goes livid, but
Every time the PCs reach an area marked X on the
he manages to force a gracious congratulation to the
map, they must fight a small force of enemies.
winner.
■ If the PCs are on Mahuitzin’s side, create a -1 en-
Ask the PCs to perform a Normal Knowledge Check
counter, using Cuahchic and Teotl Priests.
(difficulty: 6(1)); non-Mexica characters suffer one
■ If the PCs are on Necahua’s side, create a -1 encoun- disadvantage.
ter, using rank soldiers, rank spearmen and warriors.
■ If the check succeeds, one of the PCs recalls a
If the PCs defeat the enemy force, let them keep ex- story about a ball game between Moctecuhzoma and
ploring the temple, referring to the Necahua’s Temple King Nezahualpilli of Tetzcoco; a game caused by a bet
appendix to guide their steps. among the two statesmen. Nezahualpilli’s victory was

95
regarded as an ill omen and a slight on Moctecuhzoma’s ers in the Eastern Sea, and discussed them with his
authority. sages. His wizards consulted the stars, and concluded
that the foreigners were a danger to all the Anahuac,
■ If the check is a critical success, the PC also remem-
adding that Tezcatlipoca would soon send omens to
bers the origin of the bet: Nezahualpilli foresaw a for-
confirm it. When Nezahualpilli had tried to convince
eign invasion against the Anahuac, and Moctecuhzoma
Moctecuhzoma of his fears, the Mexica King down-
had derided the prediction, so they’d decided on a
played his fellow’s suspicions; the ball game was a di-
tlachtli game to settle it.
rect consequence of that argument, and is the direct
Meanwhile, the game has ended and the king’s re- cause of this party.
spective courts, retinues and well-wishers have formed
■ If the PCs inquire about Necahua, ask them to per-
lines and crowds to talk to their leaders, or at least
form a Charisma or Perception action, confronted by a
see them more closely. The kings are talking as friends,
TSE that plays one card. If the PCs win the confronta-
laughing at some private joke; then, Nezahualpilli’s
tion, they learn that everyone knows she was one of
voice rises over the crowd and he makes a grand ges-
Nezahualpilli’s illegitimate offspring, unable to inherit
ture, pointing to someone in his entourage.
his noble standing. He favoured her, however, which
A teenaged girl comes forward, and Nezahualpilli everyone knows as well; it’s even rumoured he taught
puts her hand into Moctecuhzoma’s hands, indicating her things forbidden to women.
he will let the girl go to Moctecuhzoma’s palace to live
Once the PCs have learned at least two of the above
with him; presumably as a consolation prize to safe-
facts, let them roleplay their time at the local fair, in-
guard the losing king’s honour. Both courts explode in
vestigating more if they wish or simply having a good
hails and blessings, and the crowd cheers with joy.
time.
Then the PCs recognise the girl. Even at this distance,
Then, run Encounter 38.
even at this age, there can be no mistake.
It’s Necahua.
Ask the PCs to perform a Normal Perception
Check (difficulty: 6(1)) to notice that a member of
Nezahualpilli’s retinue is not happy; a teenage boy,
dressed as a prince, who looks at the kings with anger.
Encounter 38: Actor Assassins
■ If the check is a success with a positive conse-
quence, the PCs notice the kid seems worried about While the PCs wander about the festival, they come
Necahua, and she also quickly glances sideways at him. across a suspicious sight.
Then, the crowd disperses and the peasants begin the There’s a group of masked men, huddling in the shad-
after-game celebration, with music, traditional food- ow of an out-of-the-way building; they are dressed like
stuffs and street performers, as both kings and their street actors, but they talk in hushed tones as they
attendants leave for the palace. Let the PCs realise they sheathe darts and knives. Then, paying no mind to the
are actually in Tenochtitlan, but the seasonal decora- party around them, they slip out of the city square,
tions suggest this festival happened about ten years towards the northern gate – the one that leads to the
before their time. Tetzcoco ferry.
Let the PCs mingle with the local folk and talk about If the PCs ignore this mysterious group, proceed to
the ongoing event and the visit of the Tetzcocan nobles. Scene 46.
■ As soon as the PCs talk or listen to anyone, ask If the PCs follow these suspicious characters, ask
them to perform a Charisma or Perception action, con- them to perform a Stealth Action, confronted by a
fronted by a TSE that plays one card. If the PCs win the Xolotl assassin’s competent skill.
confrontation, they overhear that many people argue
whether Nezahualpilli’s gift was symbolic appeasement ■ If the PCs lose the confrontation, some of the dis-
or a disguised, symbolic insult, since Moctecuhzoma’s guised characters escape, while the rest confront the
sister is one of Nezahualpilli’s ‘lesser’ wives. PCs. Create a -1 encounter, using Xolotl assassins. If the
PCs survive the fight, proceed to After the Encounter.
■ If the PCs ask about the ball game, they con-
firm what’s known from history (no check needed): ■ If the PCs win the confrontation, they follow the
Nezahualpilli got reports about mysterious invad- group for the better part of an hour, until they reach

96
the eight omens

the northern pier of Tenochtitlan and head towards a


moored boat. At the other end of the pier, the PCs no-
tice a large, ornate vessel, protected by many armed
guards – clearly the boat of Nezahualpilli, in which
Scene 46: the
the Tetzcoca King will eventually depart for his city,
perhaps tomorrow. Apparently ignoring the Tetzcoca
boat, the disguised NPCs approach their own dark boat
mirror in
and prepare to leave.
■ If the PCs allow them to leave, nothing else
happens during that night; proceed to Scene 46.
the mirroR
■ If the PC move to intercept them, create a +1
encounter, using a combination of Xolotl assassins As the PCs wander the Tenochtitlan festival, a street
and a indigenous leader. If the PCs survive, pro- wizard, a peddler of magical trinkets, approaches them
ceed to After the Encounter. obsequiously. His hair is tied up in a weird black-and-
white headdress, there’s a black-and-blue line painted
A F T E R T H E E N COU N TE R across his eyes, and his eyes are overly open and bulg-
ing as he talks to the PCs:
If the PCs defeat the assassins, they may keep their
equipment, which includes knives, poisoned darts, ‘The mirror shine on you, good people, the mirror
small atlatl slings, a few poison flasks, their ritual ani- shine! Here it is, your dream, here it is! I am the seller
mal masks and a total of 45 quachtli in jewellery. of your dream, the mirror, the black mirror, the enemy
of both sides, isn’t it?... Here it is! Gaze upon it and pay
Also, the PCs may interrogate one of the assassins if
nothing, because payment reflected amounts to noth-
they left any alive:
ing, and the mirror shows nothing… or does it? Here, here
■ The assassins pretend they are a harmless troupe it is! Your answer and your dream… free or charge… or
of street performers, leaving the festival for a well-de- not… hee hee… mirror shine, mirror shine! Get it? Black
served rest after a day of hard work entertaining the smoke… shine! Heee heee…!’
Mexica children.
■ Ask the PCs to perform a Charisma action, con-
fronted by a Xolotl assassin’s competent Skill.
■ If the PCs win the confrontation, the prisoner
confesses they were paid to ambush Nezahualpilli’s
royal boat on its way back to Tetzcoco, set it on fire
and make it look like an accident, but they don’t
know who the customer was (they honestly don’t
know). Ask the PCs to perform a Normal Knowledge
Check (difficulty: 6(1)) (non-Mexica suffer 1 disad- After saying this, the peddler disappears down a side
vantage) to remember that Nezahualpilli died just alley, having previously given the PCs a round obsidian
a couple of years before the First Omen took place, mirror… one exactly like the one Necahua intended to
and the details of his death were curiously never assemble from the pieces the PCs gathered.
made public. However, this means whoever tried If the PCs examine the mirror, read the following
to kill him during his visit to Tenochtitlan must aloud:
have failed, because this festival took place almost
As you look in the obsidian surface, the familiar mul-
a full decade before the PCs’ time. Does that mean
ticoloured mist swirls in it; not around you, but within
that someone tried to kill Nezahualpilli for years?
the mirror itself. After showing a few ephemeral, fleet-
But who… and why?
ingly familiar shapes, the mist seems to coalesce and dis-
■ If the PCs get a success with a positive conse- perse… and the mirror reveals an image; an image that is
quence, the prisoner spills that their leader should not your reflection.
know the full details of the contract, but he es-
In the mirror you see Necahua; not the adult Necahua
caped as soon as the fight began.
you encountered in the real world, but the young
Once the PCs have dealt with the Xolotl assassins, Necahua, the teenaged girl you just saw used by the
they may return to the festival; proceed to Scene 46. Tetzcoca king as a placating gift. You see this girl in the

97
court of Nezahualpilli, surrounded by the culture, arts
and education of Tetzcoco in its prime. Nezahualpilli
hugs her, loves her… he is her father. And he teaches her;
he teaches her to read the stars, to paint symbols on
paper. And his sages, the great sages of Tetzcoco, teach
her to perform sacrifices, to bleed herself, to beg to the
gods, to consume the mushrooms, to breathe the mist,

Scene 47: a
to read the stars, to paint her body black. Nezahualpilli
raises his daughter to be wise, to be powerful, to be a
mighty priestess…

little bird
Then the mist covers the image again, and when it
disperses, you see Nezahualpilli dead in his bed, sur-
rounded by well-wishers and grieving relatives. Among

told mE
them there’s the teenage boy you saw after the ball
game, the one that didn’t agree with Necahua leaving.
He doesn’t cry; he only squints and tightens his fists. You
are witnessing the death of the Tetzcoca King, which
happened two years ago in your time, but in this dream
is still the future… As the PCs return from their last spirit trip, they find
themselves surrounded by the soldiers of the merchant
Then, the sovereign’s corpse spontaneously bursts in
Mahuitzin, who was ordering a raid on the temple of
flames, as if burned from the inside; some of the wit-
Necahua, the Witch, the last time the PCs saw him.
nesses cringe or step back, but the priests remain stern
Since then, the PCs have learned it was Mahuitzin who
and composed, and cast incantations at the fire, mouth-
killed Nezahualpilli, the King of Tetzcoco, three years
ing something about a curse. The teenage prince turns
ago; and it was probably this job which earned him his
his back on the burning carcass of his father and leaves
high rank in Moctecuhzoma’s secret service. But why?
the room.
And how? So many questions. And yet, right now it’s
Hidden on the palace roof, spying on the prince from his time to ask.
the shadows, there is a Xolotl assassin, just like the ones
‘Where have you been?’
the PCs saw earlier tonight. When the prince disappears
from view, the assassin lifts his mask. Let the PCs reply – or not – as they wish. Mahuitzin is
not in the mood for much talking, anyway.
He is Mahuitzin.
If the PCs were on Mahuitzin’s side during the tem-
Not yet a rich, fat pochteca, but still a lean, efficient
ple raid, he simply orders them escorted to the palace;
killer. Yet there’s no doubt that it’s him. As you feel the
if they were on Necahua’s team, he has the PCs bound,
chill of recognition, he puts the mask back on, and leaps
fettered and dragged to the palace as prisoners.
away into the shadows…
During the trip to the palace, Mahuitzin says nothing
Then the mist covers the mirror again, and you hear
but the following:
the murmur of the wind, taking the shape of three words:
‘While you were… wherever it is that the witch sends
Nezahualpilli was right.
you, the Seventh Omen appeared. Some black mirror,
Then the multicoloured mist really surrounds the with magical images… of all the stupid things…’
PCs, and they are jaunted back to the mortal world.
Regardless of what the PCs say or ask, Mahuitzin re-
They are still in Tenochtitlan, at the exact same spot plies only that all their questions shall be answered in
they were during the spirit dream, in the northeast city the palace.
square; only this time there is no festival, no party, no
If the PCs are led as prisoners, Mahuitzin’s guards
people, no noise… the night is heavy with silence and
strip them of all weapons and gear and throw them into
thick with expectation.
jail. If they are still working for Mahuitzin, he sum-
And Mahuitzin’s men surround the PCs. mons the PCs to his audience chamber inside the palace
– a small, discreet office, curiously smaller and plainer
‘Where… were… you?’
than the spymaster’s lavish field quarters. Either way,
proceed to Scene 47 Conversation.

98
the eight omens

Scene 47 Conversation: What He the people. * sigh *’


Said ‘But the mirror did not disappear, mind you; my men
have it well guarded as we speak. And I have pretty
Whether in a cell or in his office, Mahuitzin meets strong evidence to believe it’s another of Necahua’s do-
the PCs within an hour after their arrival to the palace. ings. So that leaves us with your part in all this’.
Mahuitzin has very specific things to say to the PCs; ■ If the PCs mention their last spirit trip, Mahuitzin
they may answer as they wish and even interject their confirms any information they may have failed to ob-
own questions. In any event, use the following excerpts tain during the dream, as detailed in the Nezahualpilli’s
as part of Mahuitzin’s dialogue. Children Sidebar.
‘While you disappeared, we finished the Temple raid ■ If the PCs confront Mahuitzin about assassinating
and rounded up everyone inside. I foresee a featherful of Nezahualpilli, he holds their gaze, unblinking:
executions by the next moon’.
‘There are things larger, and more important, than
‘Necahua allowed herself to be captured, which any one man, be he a public servant, a murderer, or even
makes no sense; why did she make us fight our way to a king. Peace is one such thing. Peace is far more impor-
her if she was going to turn herself in anyway…? But then tant than the life of any one citizen of the Anahuac.
I thought, of course, she’s planning something. And it Moctecuhzoma may not be the most competent or wor-
involves the guys she just sent to the Spirit World.’ thy ruler; yes, he may even be a coward... but he under-
‘So, I gave the order to watch out for your return. stands that. Nezahualpilli understood that. Ixtlilxóchitl,
And meanwhile, the funniest thing happened’. proud and noble as he is, does not. So… do you under-
stand that?’
‘Some fishermen found this black stork – which, cu-
riously enough, is Necahua’s nahual spirit – carrying a After saying this, Mahuitzin sends the PCs directly to
black mirror. They took the mirror and the bird to King Necahua’s shrine, without speaking with her, even if
Moctecuhzoma… and the mirror had a warning all right. she is alive; he can’t risk the PCs revealing what they
It showed some metal-clad, hairy-faced men… not unlike know to Necahua. Proceed to Scene 49.
our foreigners from the Eastern Sea… just like everyone’s
been warning everyone about, isn’t it?’ AFTER TH E C ONVERSATI ON
‘Well, the king doesn’t want any noise about these When the questioning ends, Mahuitzin’s final orders
foreigners; he feels it could threaten his rule. Paranoid depend on Necahua’s current situation. That, in turn,
little people, politicians are. So, he ordered his sages to depends on the PCs’ professed stance on Necahua, and
state that they couldn’t decipher the omen, and that whether they convinced Mahuitzin of it, during their
the mirror disappeared before we could understand its previous conversations, particularly Scene 37.
meaning. That’s seriously the official story we’re feeding

SIDEBAR: NEZAHUALPILLI’S CHILDREN Nezahualpilli’s son Ixtlilxóchitl was a favour-


Thirteen years ago, Moctecuhzoma of Tenochtitlan ite to succeed him, but Moctecuhzoma pressed the
and Nezahualpilli of Tetzcoco did have a tlachtli bet, Tetzcoco officials into choosing Cacamac, one of
to settle Nezahualpilli’s claims about the hair-faced Nezahualpilli’s illegitimate children, and the son
invaders from the East: he wanted Moctecuhzoma
to take immediate action against them, while of Moctecuhzoma’s sister. To date, Cacamac rules
Moctecuhzoma favoured a moderate approach. Tetzcoco as a puppet of Tenochtitlan.
Nezahualpilli won, which was taken as an ill omen Ixtlilxóchitl didn’t agree to his half-brother’s ap-
for the Mexica.
pointment, claiming – perhaps rightly – that the
To placate the defeated and offended election was rigged by the Mexica, and Tetzcoco has
Moctecuhzoma, Nezahualpilli gave his daughter
Necahua to him as a concubine. been divided between the two brothers for the last
two years.
Everybody in the Anahuac knows that Nezahualpilli
died under mysterious circumstances two years ago.

99
■ If the PCs didn’t specifically convince Mahuitzin of
Necahua’s guilt or innocence, he has kept her impris-
oned to see what he can get out of her: Scene 48:
picking up
‘Necahua is still in her cell. I need you to talk to her…
see if there really is some sense to her predictions.’
■ When the PCs are ready to talk to Necahua, go to
Scene 48.
■ If the PCs convinced Mahuitzin that Necahua is
working for the common good, he has hidden her inside
the PieceS
the palace, and allowed her to continue her research:
‘See, my orders were to execute Necahua… but I have The PCs are led to Necahua’s presence, either in her
been covering up the threat of the Eastern foreigners for jail cell or her new, secret quarters in the Tenochtitlan
far too long not to suspect that there may be some truth Palace. In any case, she looks far less majestic and
to the warnings. So, I kind of… saved her… and gave her a much more down-to-earth than in all their previous
fully-equipped shrine here in the palace’. meetings. It’s even a bit sad to see her without all the
paraphernalia, the followers, the smoke clouds, the
‘Well yeah, she’s officially dead, but… well, she ba- decoration.
sically works for us, now. A witch-spy for the Triple
Alliance’. Necahua cries in delight upon seeing the PCs and ea-
gerly stands up to meet them, even if they sided against
‘Anyway, I need you to debrief her on your last spirit her during the previous chapter.
trip, and work with her to give me some intelligence on
what to do next’. ‘My friends… my warriors! You have returned from
yet another trip… the sixth omen was not the last!’
When the PCs are ready to talk to Necahua, go to
Scene 48. ‘The mirror, the mirror itself was the Seventh Omen…
I was not wrong, and I’m not wrong now: An Eighth
■ If the PCs revealed Necahua’s traitorous plan to Omen will yet come, one from the very Earth!’
Mahuitzin, or actively convinced him that she is dan-
gerous, he had her executed while the PCs were in the ‘But you’re here because Mahuitzin allowed it. So, he
spirit world. wants you to get something from me. What is it?’

‘Necahua’s dead. We put her to death during your


Scene 48 Conversation: Treading
trip. In fact, I think the bird-thing that brought us the
mirror… Did I tell you that was her nahual shape? … on Truths
Anyway, doesn’t matter. I’m pretty sure she’s dead now’.
Let the PCs conduct the conversation with Necahua
‘The point is, now we need you to make sense of her as they wish. Possible subjects, and Necahua’s answers,
ramblings. She left a lot of loose ends, a lot of unfin- depend on the PCs comments and questions.
ished research. You were working closely with her, so if
anyone’s got a chance of getting anything useful out of Most of all, Necahua wants the PCs to tell her about
it… Well, you get my point. I’m giving you access to it all their last trip; she confirms what they saw is what real-
– her notes, her rituals, even that black mirror she, or ly happened, as detailed in the Nezahualpilli’s Children
the bird-thing, showed the King’. Sidebar.

‘You examine the stuff, you learn what you can, you ■ If the PCs ask Necahua about her own findings, she
share it with me. No double-crossing, no half-truths this tells her interpretation of the latest omens, as detailed
time. You do that, you go free, and you get a well-paid in the Necahua’s Final Thoughts sidebar.
job in the bargain’. ■ If the PCs talk about the strange bird that took
When the PCs are ready to comply, go to Scene 49. the complete obsidian mirror to Moctecuhzoma, she
confesses:
‘I gathered the mirror pieces after I sent you on that
last trip. I could not wait’.
‘Then, just before the spymaster’s men destroyed my
temple, I sent my nahual bird with the mirror; to take

100
the eight omens

it to safety, yes… But also to let Moctecuhzoma see the ‘And I believe you are the key to defeat this plague’.
threat, the real threat... and the mirror showed him.
‘When my father gave me to Moctecuhzoma, his in-
It’s the foreign invaders, of course. You knew, I knew,
tention was not really to placate the Mexica King. He
we always knew that. The mirror will show you too, if
let everyone believe so, of course… but he talked to me
Mahuitzin lets you see it’.
first’.
‘But the mirror is not the complete answer, of course.
‘In truth, my father intended me to act as
It fulfilled its purpose as the Seventh Omen, and it
Moctecuhzoma’s influence, to lead him to a greater un-
warned of the coming of these people; but the other
derstanding; my father believed that, if the King could
omens make it clear – these people will destroy the
not be swayed from the throne room, he might be per-
Anahuac’.
suaded from a lover’s bed. He wanted to use me to turn
■ If the PCs question Necahua about what they saw Moctecuhzoma’s mind toward the invaders, to make him
about her in the dream version of the mirror, she also see the need to… take action about them’.
confirms the story:
‘But then my father died, and Moctecuhzoma spit on
‘A man foretold the omens before I did. He knew my family and my people’s sovereignty by bullying the
what Tezcatlipoca would say before it was said. He was council into appointing Cacamac, the son of his sister,
Nezahualpilli, the son of Great Nezahualcoyotl and the over my brother Ixtlilxóchtil’.
greatest statesman the Anahuac has ever seen…’
‘Then I knew Moctecuhzoma could not be made to
‘Nezahualpilli was my teacher and father; the rival see reason, either from the bed or from the throne.
Kings of Tetzcoco are my half-brothers. My father… he Instead, I trained and researched in secret… and then the
gave me to Moctecuhzoma as a gesture for a lost bet’. omens came’.
■ If the PCs reveal that Mahuitzin killed Necahua’s ‘Ixtlilxóchitl, not Cacamac, should be my father’s
father, her expression immediately changes. For a mo- successor. I wanted to conspire to crown him… But that
ment, the PCs see again the Necahua they know – an wasn’t enough, either. I was tired of leaving things to
aloof, theatrical and arrogant Nahual sorceress, full of kings. I was tired of leaving things to politicians. Of leav-
passion… and vengeance. Her air of madness returns. ing things to men’.
‘So it is, is it?... So it is’. ‘Mahuitzin will want you to rummage through my
things, to examine the mirror. I believe the spirit world
‘You… you have told me this. You learned this. The
gave you a way to prevent, or even cure, the coming
mirror… The mirror wanted you to know this, but you
plague. There is a ritual among my stuff… it’s still un-
freely chose to tell me’.
tested, researched only from omens and symbols… but it
‘You have set the vulture of wrath upon Tenochtitlan, should work. Use the ritual. Make the cure’.
my friends. Ah, I’m half-tempted to let those bearded
If the PCs did not reveal that Mahuitzin killed
invaders take this cursed land, its cursed men and their
Nezahualpilli, Necahua is beginning to have doubts:
cursed intrigues, let them all be washed away in an
ocean of black blood… But no. Better a careful revenge. ‘At first, I wanted you to smuggle the cure and the
A surgical revenge. And you will help me with this’. mirror to my brother in Tetzcoco; but now I understand…
other things’.
■ If the PCs mention the eighth omen, Necahua shows,
as always, that she’s not one to wait around. ‘Moctecuhzoma’s inability to see clearly was my fail-
ure. Turning the king was my duty, not as a wife, but as
‘When the Eighth Omen appears, we’ ll think about it.
a daughter. I failed my father. I should have been there
Who knows if we’ ll still be alive when it comes?’
to convince the King, to appeal to his heart… but I aban-
‘No, we must think about what we already know. Let doned him, I made my own plans’.
us move; let us get things done’.
‘I was angry, I was vengeful… And I did not want to be
A F T E R T H E CON V E R SATION the great woman behind the great man. It was the best
I could ever hope to get from Moctecuhzoma, and I was
Regardless of the rest of their conversation, Necahua raised to be more than that’.
makes sure to tell the PCs the following:
‘I had always intended to use my wisdom to favour
‘The real danger, as the fifth dream suggested, as the Ixtlilxóchitl. But now, after the omens… I don’t know’.
flood warned, is an illness. The invaders will bring metal
weapons, will enforce new gods and death penalties, but ‘I… I leave the decision in your hands. Make the cure…
they will also bring a deadly plague’. take the mirror… and save us’.

101
If the PCs did reveal Mahuitzin’s involvement in the There are men. Countless men, a sea of men, march-
assassination of Nezahualpilli, Necahua’s last instruc- ing across the jungles. Are these the Eastern jungles, the
tions are for the PCs to contact Ixtlilxóchitl: Southern realms?... You’ve never been there.
‘Once you make the cure, retrieve the mirror, and my The strangest thing is, these men are clad in silvery
nahual will take it to Ixtlilxóchitl; he shall win the war metal, and ride on the backs on deer; their faces, sick-
and return Tetzcoco to sanity; he shall shake the yoke of ly pink like illness victims, like nails and tongues, are
the Mexica and unite the Anahuac against the invaders’. full of hair, as the dragon warriors in your first dream…
Are these the invaders? Are these metal-clad spooks the
‘Meanwhile, I will deal with Mahuitzin. Mahuitzin coming ruin of the Anahuac…?
first, and then Cacamac. But first… make the cure’.
As you wonder, you see these men begin to fight;
When the conversation with Necahua ends, the PCs they have long metal knives that don’t bend when they
are taken to her cache of tools, notes and treasures. hit, and twisted wands that spit thunder and smoke…
Proceed to Scene 49. their gigantic, monstrous deer emit chilling cries, like the
cihuateotl spirits… and there’s blood… yet the smoke, the

Scene 49: the mud, the fog… you can’t see who they are fighting. Why
can’t you see who they’re fighting? Why are they fight-
ing? Is this what will happen to Tenochtitlan, what will

assembled
come to the Anahuac? Is this the war that will lay waste
to the world?
Then the vision ends, the coloured mist covers the

picturE surface, and the mirror goes dormant again. This is


what King Moctecuhzoma saw, what he chose to down-
play via an official statement that it was some ‘undeci-
pherable omen’.
This scene begins when the PCs are led to Necahua’s ■ If the PCs examine Necahua’s notes, they learn all
cache of notes, research and magical trinkets, with the the information given in the Necahua’s Final Thoughts
approval of spymaster Mahuitzin, whether Necahua is sidebar.
still alive or not, to make use of her investigations. After reading Necahua’s notes, the PCs may perform
After ransacking Necahua’s Temple, Mahuitzin’s men the ritual as described in the instructions and make
gathered her stuff in a single chamber, organising it as themselves carriers of the cure. If they wish to do so,
best as the palace sages could. The PCs may take and have them repeat to you the steps they follow; if they
study anything they need, but they cannot remove an- correctly carry out the instructions described, the rit-
ything from this room. To make sure of it, Mahuitzin ual succeeds automatically. If they want to solve this
has assigned a detachment of Shorn Guards – these are through the cards, ask them to perform a Rites action,
in the King’s service, not Necahua’s – to watch the PCs’ confronted by a TSE that plays two cards.
every movement while in the chamber. If the ritual succeeds, the PCs only need one last cata-
When the PC examine the room, they find Necahua’s lyst to trigger the cure – the eighth spirit dream.
personal notes and research on the omens and their
meaning, plus the complete obsidian mirror that car-
ries the Seventh Omen.
■ If the PCs examine the mirror, read the following
aloud:
There it is, the real mirror… well, if it can be consid-
ered real, being made from six pieces of spirit stuff and
all. Feels solid enough, anyway. And cold… eerily cold,
in fact.
As you look at the polished surface, the multicol-
oured mist swirls and coalesces inside it just like its
dream version; then, when the mist disappears, you see
something you’ d never seen.

102
the eight omens

SIDEBAR: NECAHUA’S FINAL THOUGHTS ‘Still he managed to deny the evidence! To dis-
card the signals! Has there been a more undeserv-
The PCs may learn the following directly from
ing, infuriating…?’
Necahua as she tells it to them, or by reading her
personal notes: ‘The last omen will come from earth too,; but I
may well die first, executed for trying to save the
FOURTH DREAM:
Anahuac. Dead at the hands of the clueless, the stub-
‘Dragons? Then it’s true, and the foreigners mount born, the fools, as my father was. Is that my desti-
dragons as easily as they mount deer?... Should be ny? To abandon all hope, abandon my brother…?’
try to dominate our dragons…? But that’s not pos-
sible… Nobody can truly control the cosmic beasts, ‘Better focus on the cure. My warriors have the
how do the foreigners…?’ solution, and evidently the eighth dream trip will
give their blood the last ‘evil spirit’ needed to make
FIFTH DREAM: the medicine. No time to wait, though. We need to
‘If the fifth dream means what I think it does, start with the cure, for we don’t know how long the
then the greatest threat to our people is the plague: Eighth Omen will take…’
a deadly plague that the invaders will bring with THE CURE FROM THE INVADERS’ PLAGUE
them to the Anahuac. Like my warriors experienced
among the michinteca, this illness is not deadly to ‘If my divinations are right and the spirit journeys
the foreigners, only to those not of their kind. This have prepared my warriors’ blood to carry the cure
means their blood carries the sickness but can’t be from the plague, then we need to make a potion to
hurt by it, as my father taught me’. trigger its healing ability. What we need is:

‘My father said that, once an illness is gone, the Sap from the Tollan Tree – rare, but I took the
spirits remain in the body and actually protect it precaution of gathering a few samples decades ago.
against new spirits invading the body. If that’s the Milk of the Tenochtli – easy to acquire; have al-
case, then the warriors’ spirit dreams, where they ready gathered some flasks.
met foreign peoples of every era and every stock,
were for one purpose and one only: For their blood Blessed water – must be blessed just before en-
to gather evil spirits and make them immune to the chantment; any Nonotza charm should work
sickness – to the specific sickness of the foreigners Mix the sap, milk and water over a brazier lit with
from the East’. three balls of copal, and pronounce the Tizitl prayer
‘Then the cure must be made from the blood of my from the Lost Book of Topiltzin.
warriors!... But first we need to concoct the cata- When it’s boiling, each warrior must take three
lyst, we have to drink the potion that will make it sacred Tenochtli needles and bleed himself from
work…’ tongue and both thumbs over the mix.
SIXTH DREAM: Then they must drink the medicine.
‘A warning to leave, a reminder of how they ar- If my divinations are right and the ritual is per-
rived… now, the Mexica must leave Tenochtitlan… formed correctly, any warrior that has made the
But must them leave by escaping… or by being de- Eight Spirit Trips and drunk the medicine will now
posed…? Is it their choice to make? Is it mine?’ have the cure in his blood.
‘The mirror, the mirror itself is the Seventh Omen.
That warrior need only bleed himself over any
It was so obvious. I should have known’.
meal, or any gourd of water, and whoever partakes
‘The threat are the foreigners. The mirror said of that meal, of that water, shall have the cure in
as much, with no parable or hidden meaning. And their body, and their blood shall be a cure for oth-
Moctecuhzoma won’t help. Or will he?’ ers, and so shall the cure spread; like an inverse
sickness, like a plague of health, of life. Oh, I so pray
‘I have sent my bird form to the King with the mir-
that this works…’
ror. Let him see and deny that. If we shall all die, let
him at least know…’

103
When the PCs have activated the mirror, and read ‘The wind does not listen anymore; the deer does not
Necahua’s notes, proceed to Encounter 39. acknowledge you anymore. You smell like human, you
smell like city… and that smell never comes off!’
Encounter 39: Of Course, there ‘This noise in your head, in the air… Can you even
was a Guardian manage two straight thoughts? I don’t need to talk to
you… You’re not worth talking to. Your totem does not
Suddenly, as the PCs examine Necahua’s things, they talk to you. You’re a husk, stuffed with noise. Killing you
trigger one of her many magical wards, and black mist will be a blessing’.
begins to come out of the mirror. Soon, the black fog Xocoxóchitl:
fills the entire chamber, and in the middle of it, some-
thing takes shape. ‘You were chosen… and you ran off at the first chance
you were offered… you were afraid to die, afraid to be a
It is a black jaguar, with a white skull painted on saint, afraid of purity! You act all dutiful, but deep down
its face and a fleshless bone protruding where its left you are so relieved that you didn’t have to die to help
hindpaw should be. He’s Necahua’s guardian and pro- the people!’
tector, her friend. And any Mexica character can im-
mediately recognise that he’s Tezcatlipoca, supreme ‘You are no worthy avatar of a Teotl… you fled sac-
protector – and trickster – spirit of the Nahua peoples. rifice… you became impure! Your body is beautiful, but I
Before the PCs decide what to do, he talks: see your soul… ugly… corrupted… deformed!’

‘Four warriors. Four champions. I myself was once di- Yosá:


vided in four pieces. Or was it six? Eight? I’m always two, ‘You filth! You shame! You consort with blasphem-
but also two, but also three, but also four’. ers… You lied! You didn’t come to skin them alive but to
‘Are you me? Are you so arrogant as to pretend to do help them! You didn’t come to bleed, but to hug and kiss,
my job?’ to sow little flowers!

‘To do my works on Earth, you must prove you can ‘You didn’t come to rescue your saint, but to leave
face the smoky mirror’ it to rot in the Mexica dungeon! You are a coward and
a turncoat! What will you do next? Break your weapon
Then, the black jaguar breaks in four pieces, like and use the pieces to make a stool for Moctecuhzoma?’
glass, as if he was only a reflection in a mirror; and
each of the four pieces takes the shape of one of the If the PCs survive the encounter, the black mist be-
PCs. comes multicoloured, and the PCs are transported…
taken to the spirit world again.
Create a fair encounter, using the PCs’ Mirror
Doubles. They are exact copies of the PCs, but play
cards like regular NPCs.
During the fight, the Mirror Doubles taunt the PCs
with their greatest fear and guilt, showing they ‘know
their dark side’; you should use what you know about
the PCs to develop good taunts. If you’re using the four
pre-made characters included in this adventure, these
are a few suggestions:
Cuauhtli:
‘Who do you serve? While your people drowned in
the flood, you were acting as errand boy for the no-
bles… While your neighbour’s children were stolen by
the ghosts, you were licking the sandals of the king’s
servants!’
‘You’re a dog at the heels of the nobles… of those
that didn’t even think you worthy of sacrifice! And now
look at you! Once a lackey, always a lackey!’
Hiapsi:

104
the eight omens

viii: giants and


monsterS

Create a fair encounter using Obsidian jaguars. During

Scene 50: the this encounter, any PC that doesn’t have the ability or
means to see in the dark suffers one disadvantage on
any check or action requiring sight.

beginning If the PCs survive the battle, they have a few mo-
ments to explore their environment.

of timE ■ Ask the PCs to perform a Hard Perception or


Survival Check (difficulty: 9(1)) to get a sense of their
surroundings. They are in a volcanic region, with a
hard stone ground and sharp shifts from high to low

A
terrain; a misstep could result in falling to one’s hor-
rible death in the darkness. Vegetation is dark, huge
FTE R FI G H T I N G T H E avatars of Tezcatlipoca that
and misshapen, as in other primal environments the
protected Necahua’s possessions, the PCs are sur- PCs have visited during their dream trips.
prisingly jaunted to the spirit world an eighth time…
but they didn’t witness or hear of any omen. They ■ Ask the PCs to perform a Normal Knowledge or
should be wondering; what triggered this trip? Rites Check (difficulty: 6(1)) to recognise this world as
the time of the First Sun. This is the origin of the world,
Read the following aloud as the scene begins: the beginning of all things, when Tezcatlipoca creat-
As the multicoloured mist dissipates, you sense some- ed the first creatures – misshapen giants and ogres, to
thing is changed… something is… off, this time. This is not populate the world, and set himself as the First Sun.
the same as the previous trips. You feel it with your gut, But Tezcatlipoca himself was incomplete, having lost a
your intuition. Then, your more earthly senses are as- foot to the First Dragon, Cipactli. Thus, his world was
sailed from multiple sources: fierce growls, fresh blood flawed and incomplete as well, and he didn’t give prop-
and animal cries of pain and terror. er light. So, He came down from Heaven, leaving the
world in darkness, and sent monsters to eat the giants
You look around: Again you are in some kind of jun-
so that he could start creation anew.
gle, of primal environment with monstrous vegetation
and hard, rocky soil. There is no light in the sky, no sun What was the purpose of Necahua, or Tezcatlipoca or
or moon; you need to imagine most of the details about whoever brought them here? There’s no way to know
the environment – but the shrieks and howls are clear for sure. Are they to remain here forever? Are they to
enough. Out there, something is killing something else. die here, at this doomed failure of a world?
Then you see two red points of light among the shad- ■ Finally, ask the PCs to perform a Hard Knowledge,
ows, and before you can register it, a dark, monstrous Perception or Rites Check (difficulty: 9(1)) to under-
thing leaps at you with a bloodcurdling roar… stand what’s wrong and how they were transported to
the spirit world this time.

105
If the check is successful, the PCs realise these are ■ If the PCs get a critical success, the ogres flee,
their physical, whole selves; they are not dreaming. scared of the PCs’ piercing light and commanding pres-
Usually, a trip to the spirit world requires the trav- ence. Proceed to after the encounter.
eller’s mortal body to transform into spirit-stuff be-
■ If the PCs fail the confrontation, or if they attack
fore leaving the solid plane; this time, they are here in
the ogres, they must fight. Create a +1 encounter, using
her true, physical, mortal bodies. They were physical-
Ogres.
ly transported to the dream world. In practical terms,
this means that any wounds or injuries suffered this AFTER TH E ENC OUNTER
time will carry over when they return. If they return;
as this is not a dream, there’s no guarantee they’ll find Once the PCs have dealt with the group of ogres,
their own path back to the real world. And since, they they notice others are coming; the light is still draw-
are fully here, in both their physical and soul selves, ing them in. However, something interrupts their ar-
dying won’t take them back either – they must find an- rival – a pack of jaguar things jumps at them and begins
other way. slaughtering them mercilessly.

Regardless of the result of the previous checks, the If the PCs wish to take part in the battle, create a
PCs realise they have the obsidian mirror; somehow it +1 encounter using a combination of Ogres and one
travelled with them to the Spirit World. Obsidian Jaguar.

■ Ask the PCs to perform an Easy Perception Check


If the PCs survive the fight or wish to slip away while
(difficulty: 3(1)) to notice that here, in this lightless the beasts feast on the ogres, they clear the area with
world, the mirror does emit some light – a pale, gloam- no trouble: run Encounter 41.
ing beam, but enough to make a huge difference against
total darkness. Encounter 41: A Light at the End
But before the PCs decide what to do with it, they are
The PCs can get away from the carnage between ogre-
surrounded – others were drawn to the light.
things and jaguar-things by walking up an elevation in
Run Encounter 40. the treacherous terrain, their mirror serving as a port-
able moon to illuminate this darkness.
Encounter 40: The First Mortals In fact, what the PCs must do to escape this hellish
dark world is point the mirror to the sky, giving the
A group of misshapen humanoids, ranging from two dark heavens a semblance of their lost sun; after all,
to five metres tall, approach the PCs, slowly, from the smoky mirror is the symbol of Tezcatlipoca, and he
every direction. They are huge, malformed ogre-like used to be the Sun of this world, however imperfect.
things; some have two heads, other two bodies, others
are limp or lame. Some walk hunched and drool instead If the PCs don’t deduce it on their own, ask them
of speaking, others seem blind or sick. Some are naked to Perform a Normal Knowledge or Perception Check
and unarmed; others have crude clothing made of ani- (difficulty: 6(1)); if the check is successful, give them
mal skin, or cumbersome clubs made from tree trunks. some clue, such as sarcastically commenting that ‘what
These must be the flawed creations, the first mortals this world needs is a sun’, asking something like ‘what
that Tezcatlipoca created when he first experimented would Tezcatlipoca do?’, or reminding them that ‘the
with giving life to a world. sun cycle happened when the teotl saints cast down the
sun of their predecessor and replaced it with their own
The giant-things look aggressively at the PCs and sun’.
their light source; they seem undecided whether to re-
coil from the mirror or take it from them. If the PCs don’t get the idea of pointing the mirror
to the sky, the ogres will keep on following the PCs, at-
If the PCs try to parley with or intimidate the ogres, tracted by the light, or randomly stumbling onto them
ask them to perform a Charisma action, confronted by in the dark; repeat Encounter 40 until the PCs die or
the Ogre’s mediocre skill. think of pointing the mirror at the sky.
■ If the PCs win the confrontation, the ogres are AFTER TH E ENC OUNTER
cowed; they can’t communicate intelligibly, and even
if they could they would be too frightened to try. If the PCs point the Mirror of Tezcatlipoca to the dark
sky of the First Sun, the pale light splits the night open,
creating a crack; a rift from the point the PCs aimed the
mirror at, all the way to the ground. This crack is no

106
the eight omens

less than an opening; a door back to the mortal world, ■ If the ritual succeeds, the PCs are now carriers of the
and the PCs have but to walk to it to return. Now they cure for the plague. From now on, any PC that bleeds
have encountered the ogre-things, they have collect- himself over a meal or drink transmits his immunity to
ed all the antibodies they need to develop immunity to any other character that partakes of that meal of drink.
the coming plague, and don’t need to stay in the Spirit A simple flask of water, mixed with blood from that PC,
World any longer. is now a dose of medicine against the plague. This can
be used to produce large amounts of medicine, easy to
When the PCs walk up to the rift, they realise some
spread.
– not many – of the ogre-things are fleeing towards it
as well, frightened by the jaguars. If the PCs wish to in- ■ If the PCs wish to return to Mahuitzin – or to
tercept these ogre-things, create a -1 encounter using Necahua, if she still lives – proceed to Scene 52: it’s
Ogres. time to end the adventure.
If the PCs survive the encounter, they may exit the ■ The PCs may also examine Necahua’s shrine fur-
spirit world for the last time; proceed to Scene 51. ther before the end. Mahuitzin’s guards don’t allow the
PCs to take anything from the chamber, but a character
may hide or palm one of the items by succeeding on a

Scene 51: Stealth action, confronted by a Cuahchic’s Competent


Skill. If the PC gets a critical success, he may smuggle
two items. See the Necahua’s Stash sidebar for a full

necahua’s list of items.


■ Besides her notes, Necahua owned a vast collection

giftS
of codices and notes, which may grant one advantage
to any Knowledge or Rites action performed in this
chamber.
■ Besides the cure for the plague, there are countless
alchemical reagents and ingredients in the chamber;
Read the following aloud when the Scene begins:
these allow the creation of any potion or other con-
As you cross the rift into the mortal world, you are sumable magical item. Any character that uses these
in Necahua’s chamber again; there’s no trace of the components may create a single consumable that imi-
few ogres that crossed before you – perhaps they were tates the effects of a single New World Spell, simply
whisked to a different point of the physical realm. by knowing that spell (having it available as part of a
magical school talent) and working in this chamber for
When the last of you steps back into the physical
an amount of days equal to the spell’s spirit point cost.
world, the rift disappears, and then you realise; the mir-
ror has disappeared as well, for whatever mysterious ■ The chamber is filled with ritual paraphernalia
purpose Tezcatlipoca may need it for in the future. such as candles, dry seeds, conch shells, blessed cac-
tus needles, jewellery, feathers and other animal parts,
Then you lift your gaze… Mahuitzin’s Shorn Guards
which can be used as consumable additions when per-
are still here.
forming a ritual, spell or Transcend attempt within the
The guards look at the PCs with surprise, but they chamber. These trappings give one advantage to the
don’t ask any questions: they are used to the unusu- action, spell or ability performed.
al, and simply let the PCs continue their research as
■ There are also several idols and religious symbols
desired, although one of them leaves to tell Mahuitzin
of the Four Cardinal Dragons and the various avatars
what just happened.
of Tezcatlipoca, from the skull-headed wizard to the
It is now time for the PCs to decide what to do. black jaguar, from the smoky mirror to the beautiful
■ If the PCs haven’t yet created the medicine potion,
prince.
they may do so now: it only requires them to follow ■ Finally, Necahua owns a vast cache of magical
the instructions given in the Necahua’s Final Thoughts items; see the Necahua’s Stash Sidebar.
sidebar. Let them tell you what they do; if it matches
the instructions in the sidebar, they succeed automati-
cally. If they wish to let the cards resolve it, ask them
to perform a Rites or Medical action, confronted by a
TSE that plays two cards.

107
■ If Mahuitzin survived, he tries to convince

Scene 52: the Moctecuhzoma of standing up to the Spaniards, but the


King is stubborn in his policy of trying to placate them;
thus, Mahuitzin betrays the king and sends the PCs (or

400 roadS his own assassins) on a mission to poison Cacamac, just


like he poisoned Nezahualpilli three years ago, so that
Ixtlilxóchitl becomes ruler of Tetzcoco. If Mahuitzin
sent the PCs on a mission to spread the medicine, they
may ‘do the dirty deed’ when they make their stop in
The ending of the adventure depends entirely on the
Tetzcoco.
PCs’ decisions up to this point.
■ If the PCs are not available to perform the assas-
Ask them to perform a Normal Knowledge or Rites
sination, Mahuitzin’s assassins fail, he is executed and
Check (difficulty: 6(1)). If the check is successful, they
Tetzcoco and Tenochtitlan remain at odds when the
have learned the meaning of all Eight Omens and their
Spaniards arrive.
associated Spirit Dreams:
■ If the PCs are available, they succeed, and Tetzcoco
■ First Omen: The enemies will come from the East
becomes unified against the Spanish – and against
(column of fire); Be aware!
Tenochtitlan. This forces Moctecuhzoma to finally op-
■ Second Omen: They will burn our temples, the cit- pose the Spaniards, lest he risk civil war against the
ies will fall (temple burning); stop them before they Triple Alliance.
come!
■ If the PCs told Necahua that Mahuitzin killed her
■ Third Omen: Saints and Spirits will strike the earth father, she has Mahuitzin assassinated and returns
(lightning bolt); it will be a war of dragons! to Moctecuhzoma, finally seducing him into deposing
■ Fourth Omen: We must strike back at them (three
Cacamac, allowing Ixtlilxóchitl to rule Tetzcoco, and
comets towards the East); three comets, three peoples, forming a common front against the Spaniards.
the triple Alliance! ■ If the PCs wish to turn their back on the Mexica
■ Fifth Omen: They will bring a plague (the flood);
and the Tetzcoca and return to their respective peoples
your blood is the cure! to rally them against Tenochtitlan, their tribes follow
them against both the Spaniards and the Mexica, which
■ Sixth Omen: Tenochtitlan will fail to stop them (the forces them to join Ixtlilxóchitl’s separatist league;
Cihuateotl); the triple alliance needs to unite under this allows Ixtlilxóchitl to defeat Cacamac and unify
one leader! Tetzcoco, but it splits the Triple Alliance in two, with
■ Seventh Omen: They are the Spaniards (the black the Tenochtitlan half being an ally of the Spaniards and
mirror); Don’t be their Friends! the Tetzcoco half being their enemy.

■ Eight Omen: A war of race, of caste, will come, we


will be lesser beings (the monstrous humans); Every
tribe of the world must join against the foreigners! Ending the
adventurE
It is now time to choose what to do:
■ If the PCs return to Mahuitzin with the cure, he
will hire the PCs as permanent agents, and charge them
with going to the four corners of the Anahuac and be-
yond, each with a retinue of similarly immunised
Depending on the PCs’ choices and their consequenc-
agents, spreading the cure as far and wide as possible
es, the ‘Native Side’ of the Conquest War gets the fol-
- to anyone that swears fealty to the Mexica, of course.
lowing Goals:
■ If the PCs return to Necahua (and she is alive), she
■ +1 Goal If Mahuitzin is alive at the end of the adven-
escapes the palace in her bird-form to take a sample of
ture, as he will use his spy network to promote unity
the medicine to Ixtlilxóchitl in Tetzcoco, so that he or-
between the Mesoamerican peoples.
ders its distribution throughout his domain.
■ +1 Goal if Necahua is alive at the end of the ad-
■ If the PCs keep the medicine for themselves and es-
venture, as she will use her magic and knowledge to
cape Tenochtitlan, they must decide whether to spread
it on their own or not.

108
the eight omens

NE C AH U A ’S STASH POCHTECA GOLDEN BRACELET


The lab that Necahua left is filled with magical ACTION: Discard one card to ‘find’ an amount of
treasure, including the following: gold in your purse equal to the discarded card’s
MAGICAL SILVER MIRROR value. This ability may only be used once, but it’s re-
plenished whenever the wearer rests (draws cards).
It allows any character that sees his reflection in
it to perform an Easy Rites check (difficulty: 3(1))
to learn whether there’s any active, undiscovered CONDOR SKULL BRACELET
magical effect currently on his person. The mirror REACTION: After consuming one raw bird, gain one
reveals the number of active effects on the char-
Spirit. If the bird was a condor, you can Transcend.
acter and the magic school they belong to, but not
their exact nature. Limited to once per Scene.

CLAY IDOL OF TEZCATLIPOCA XIHUITL FEATHERED STAFF


INSTANT: Gain two magical resistance against New While wielding this staff, when you cast a Xihuitl
World magic until the end of the round. Limited to
spell, its Spirit cost is reduced by one.
one use.

BLOOD OF THE CHOOSEN VIRGIN FOUR SPIRIT WORLDS MATS

Apply to the skin, to gain one advantage towards A set of four ornate coloured mats that, when ar-
unarmed Melee actions. The effects last for 24 ranged on the floor in a certain way in a 2x2 meter
hours; there is enough paint to cover two persons,
pattern, give any character standing on them:
or to give one person two successive coats.
REACTION: After taking damage, lose one Spirit to
TEZCOCO’S JADE BRACELET
reduce the damage taken by two.
A jade bracelet that grants its wearer one advan-
tage on any checks and actions made to resist or When the PCs are ready to leave to report to
confront the effects of supernatural illnesses. Necahua or Mahuitzin, proceed to Scene 52.

prepare either the Mexica or the Tetzcoca against the Tetzcoco remains divided, and when the Spanish ar-
Spanish invasion. rive they find Anahuac just as they found it in the real
world.
■ +2 Goals if Tetzcoco and Tenochtitlan form a com-
mon front against the Spanish invasion. Don’t forget to send us your group’s results, as we
will tally the goals of all players worldwide, and the
■ +1 Goal if Tetzcoco is unified under Ixtlilxóchitl,
outcome will define the official setting of Dragons
with or against Tenochtitlan.
Conquer America!
■ +1 Goal if the PCs spread the medicine on their own.
■ +1 Goals if the PCs spread the medicine with
Mahuitzin’s or Ixtlilxóchitl’s help.
■ +3 Goals if the PCs take the medicine to both
Necahua and Mahuitzin (unless one of them is dead).
■ -2 Goals if Tetzcoco remains divided at the end of
the adventure, as one of the two forces will take the
Spanish side.
■ -3 Goals If the PCs didn’t succeed in the adven-
ture, either because they died, became lost in the spirit
world or abandoned the mission halfway. In this case,
Tenochtitlan remains decided to appease the invaders,

109
Appendix:
necahua’s templE
U S E TH I S D O C U ME N T as a reference when the
PCs are exploring the lair of Necahua the witch.
There are several moments throughout the adventure
This section is intended for use with the Necahua’s
Temple Map, where the chambers and relevant loca-
tions are coded for easy reference. The text herein de-
scribes the content and events of each location.
in which the PCs could be free to explore Necahua’s
lair, particularly in Chapters IV, VI and VII.

110
the eight omens

X-MARKED SPOTS If the PCs are defeated during Chapter IV or VI,


Every time the PCs reach an area marked X on the the guards don’t leave them bleeding out, but trau-
map, create a -1 encounter, using Mexica characters matised instead. While unconscious, the PCs see the
(if the PCs are protecting the lair) or a combina- multicoloured fog, and wake up in the Spirit World
tion of Temple guards, temple protectors and Teotl again.
priests (if the PCs are sneaking around or attacking
■ If you’re playing Chapter IV, run Scene 26.
the lair).
If you’re playing Chapter IV or Chapter VI, the PCs ■ If you’re playing Chapter VI, run Scene 40.
may avoid the encounter by performing a Stealth If the PCs win the fight, they may continue their
Action, confronted by the Guards’ Competent Skill. exploration, referring to the Necahua’s Temple ap-
If the PCs win the confrontation, they may contin-
pendix to guide their steps.
ue their exploration, referring to the Necahua’s
Temple appendix to guide their steps.

111
Area n1. Area n2.
main templE open courT
This is a square chamber at the top of a small pyramid. This is a square, open stone court with no walls or
There are four open doorways, two on the north wall ceiling, and a view to the whole city. There are thirteen
and two on the south, from which the PCs have an open carved wooden columns, each marked with one of the
view of the city. Judging from the sight, Necahua’s tem- 13 tonal symbols of the Mexica ritual calendar. The PCs
ple is not far from the royal palace, but far enough to have been here before; these columns were here when
remain unnoticed as one of the city’s smaller temples. they returned from their first dream trip, all those
days – feels like years – ago.
■ If the PCs are playing Chapter IV, daylight illumi-
nates the chamber. Judging from the sight, Necahua’s temple is not far
from the royal palace ward, but far enough to remain
■ If they are playing Chapter VI or Chapter VII, it’s
unnoticed as one of the city’s smaller temples.
night time and the chamber is lit with eight fire sconc-
es in the corners. ■ If you’re playing Chapter IV, the area is under open
daylight.
At the centre of the chamber there’s an altar dedi-
cated to the four cardinal dragons; a 3-metre tall, four- ■ If you’re playing Chapter VI or Chapter VII, it’s
faced stone idol with one dragon head looking out each nighttime and there are four standing torches lighting
of the four cardinal directions. There are several de- the courtyard.
pressions and receptacles around the idol, meant for
The thirteen columns are a powerful ritual focus; any
blood and burning offerings.
character trying to use a magical talent, regain Spirit
There’s a stone portcullis on the floor near the idol; or transcend does so with one advantage while in this
it covers a descending staircase that leads to Area N3. room.
The four open doorways lead to a boardwalk around There’s a small building to the South, accessible via
the pyramid top; the north side of the boardwalk leads two open doorways. If the PCs enter this building, de-
straight into Area N2. scribe Area N1.
If you’re playing Chapter VII, or if the PCs caused The courtyard’s North side leads to a descending
an unusual amount of noise or mayhem getting to this staircase that leads out of the temple, away from the
chamber, there may be guards patrolling the walkway. pyramid and into the open street.
If you’re playing Chapter IV or VI, ask the PCs to per- If the PCs take this exit, they’re leaving the witch’s
form an Easy Stealth Check (difficulty: 3(1)), with 1 dis- lair, which activates Necahua’s magical wards, and the
advantage if they made noise or a disturbance recently. multicoloured mist surrounds and transports the PCs
to the spirit world.
If you’re playing Chapter VII, or if at least one PC
fails the Stealth check, it means there are guards com- ■ If you’re playing Chapter IV, run Scene 26.
ing around the boardwalk. The PCs have exactly 2
■ If you’re playing Chapter VI, run Scene 40.
rounds (1 round if the check was a critical failure) to
vacate the chamber; if they remain on Area N1 after ■ If you’re playing Chapter VII, run Scene 45.
that, create a fair encounter, using a combination of
Temple guards, temple protectors and Teotl priests (if
the PCs are wandering the temple against Necahua’s
wishes) or a combination of rank soldiers, rank spear-
men and jaguar warriors (if the PCs are defending the
temple on Necahua’s behalf).

112
the eight omens

Area N3F has a hidden stash by one of Necahua’s fol-

Area n3. lowers. If the PCs explore this chamber and they haven’t
found the hidden stash in a previous exploration, ask
them to perform a Hard Perception Check (difficulty:

common 9(1)). If the check is successful, the PCs find a loving-


ly wrapped bundle, containing a beautiful dried flower
and a magical shield.

quarterS There are five exits from Area N3:


■ On the main hall’s southern wall, there’s a flight of
stairs that lead up to Area N1.

This is the largest and most frequently used sec- ■ The ascending staircase on the East hallway leads
tion of Necahua’s lair. It consists of a central chamber up to Area N4.
where Necahua’s priests and soldiers can eat, relax and ■ The descending staircase on the West hallway leads
engage in ritual activities or training, plus several ad- down to Area N8.
joining chambers (marked N3A, N3B and so on) with
open doorways. Necahua’s priests and acolytes live in ■ The exit from the South hallway leads to the stairs
most of these chambers, but a few are vacant. If the that descend into Area N9.
PCs became agents of Necahua during Chapter IV, their ■ The descending staircase on the north hallway
lodgings are in chambers N3C and N3D. leads to the outside and the temple’s outer North wall.
If you’re playing Chapter IV or Chapter VI, the cham- Leaving this way activates Necahua’s magical wards,
ber is full of bustling acolytes and distracted guards; and the multicoloured mist surrounds and transports
the PCs may leave unnoticed by any of the chamber the PCs to the spirit world.
exits. ■ If you’re playing Chapter IV, run Scene 26.
■ If the PCs wish to talk to the acolytes, ask them ■ If you’re playing Chapter VI, run Scene 40.
to perform a Charisma action, confronted by a Teotl
priest’s mediocre skill. ■ If you’re playing Chapter VII, run Scene 45.

■ If the PCs win the confrontation, they learn a


few facts (you decide which and how many) from the

Area n4.
Necahua’s Plan sidebar on Chapter IV.
■ If the PCs win the confrontation with a critical suc-
cess, they overhear one of the acolytes talking about
how ‘Sister Xitli hid Talaoc’s gift in her quarters to
avoid punishment’, while vaguely pointing at the
Eastern chambers. This gives the PCs one advantage to
sacred
find the treasure on Area N3F if they explore it.
If you’re playing Chapter VII, this is where the main
battle between Mahuitzin’s men and Necahua’s forces
hallwaY
is taking place, and the PCs are swept into the fight.
■ If the PCs attack Mahuitzin’s men, create a fair en- This chamber is the entrance to Necahua’s personal
counter, using a combination of Cuahchic warrios and quarters, and as such is heavily guarded. As soon as the
archers. PCs approach the entrance, they encounter a squad of
shorn guards at the ready.
■ If the PCs attack Necahua’s guards, create a -1 en-
counter, using a combination of Temple guards, temple ■ If you’re playing Chapter VII and the PCs sided with
protectors and Teotl priests. Necahua, the guards allow the PCs through; Mahuitzin’s
forces haven’t reached this area yet.
■ If the PCs survive the encounter, they may leave or
explore the chamber while the fight continues around ■ If the PCs are exploring the dungeon without
them. Necahua’s permission, the guards don’t waste an in-
stant attacking: Create a +1 encounter using Temple
guards, temple protectors and Teotl priests.

113
Once the PCs come past the shorn guards, they gain ■ If the PCs sprinkle a pinch of dust over the torch,
access to a wide stone passage, its walls marked on the fire will turn the colour of the dust used – sprin-
each side with a succession of ten square engravings. kling the red dust turns the torch red, the blue dust
Each of these engravings represents one of the 20 nu- turns it blue and so on.
meric symbols of the Mexica count.
■ If the PCs turn all four torches black – as indicated
■ Ask the PCs to perform a Hard Perception or by the square of black stars on the throne – the black
Knowledge Check (difficulty: 9(1)). light gives an ultraviolet, neon-like glow to the cham-
ber, revealing a door that wasn’t visible before on the
■ If the PCs actively declare they are inspecting the
north wall.
symbols, they gain 2 advantages on the check.
The secret door opens into a hallway that leads to
■ If the check succeeds, the PCs notice the symbols
Area N6.
representing numbers 1, 3, 7 and 11 are slightly mis-
aligned, as if by an architectural mistake – a rare oc- ■ If the PCs don’t decipher the clue of the four black
currence in Mexica construction. There’s no special stars on their own, you may let them perform a nor-
way to interact with the carvings, but this may give the mal Perception, Knowledge or Rites Check (difficulty:
PCs a clue to solve the riddle in Area N6. 6(1)) to give them some clue, like suggesting they look
around the chamber with utmost attention, indicating
At the end of the Hallway, there’s a grand staircase
that stars represent fires according to Mexica symbol-
that opens into Area N5.
ism, or suggesting that there is less black than other
colours in all the dust racks.

Area n5.
Area n6.
throne
necahua’s
rooM
chamberS
This grand chamber is the most impressive of the
complex, with gilded tapestries, lavish ornaments and
This small, square stone chamber contains very well-
great painted carvings of the Four Cardinal Dragons.
furnished, ornate living quarters. There are good qual-
The chamber is always lit by four candle sconces, with
ity draperies, a niche with a nice, clean washing basin,
flames of wondrously varying colours – one black, one
and a beautiful bed with expensive sheets.
blue, one red and one white. This combination of light
colours gives the chamber a dizzying, otherworldly There are two straw chests on a corner. One contains
ambience. a very well-stocked wardrobe of fancy dresses, gold-
en jewellery and feathered ornamentations; the other
Necahua’s throne, a tall carved chair, rests on a stone
a collection of luxury pigments and body paints. The
dais against the far wall. The throne has a carving of
contents of both chests could be worth a total of 500-
four black stars forming a square – a symbol of black
600 quachtli in the open market.
sorcery.
■ Necahua has put a poison curse on both chests. If a
Such trappings are in stark, brazen defiance to
character other than Necahua touches any of the items
Mexica law; no wonder Necahua wants to keep these
in either chest, ask him to perform a hard Athletic
holdings secret.
Check (difficuly: 9(1)).
The chamber is empty and there seem to be no exits.
■ If the PCs already faced this trap in a previous
■ If (and only if) the PCs declare they examine the chapter, it has been replaced and they must perform
room, let them know each of the four coloured torches the check again.
has a container rack just below the fire sconce; on this
rack, there are powders of four colours – red, white,
blue and black, on separate containers.

114
the eight omens

■ If the check fails, the character is afflicted with a lowers even know this room exists, and none that do
deadly, supernatural illness that may only be cured by live very long.
the applicable spells of the Titici School.
The chamber is a small square room, with relatively
■ The illness won’t manifest until 13 hours after con- bare and plain walls, to encourage a quiet environment
tagion, so an afflicted victim should not immediately for mediation. There’s a calendar circle engraved on
notice they have been infected. the floor, with four small depressions on each of the
four cardinal corners. These hollows are intended to
There seems to be no exit from this chamber, but
receive sacrifice – either burnt offerings or blood – and
there are 20 small square carvings, each a bit smaller
the calendar carvings are, in fact, small canals to lead
than a human palm, on the East wall.
the blood or burning oil from the centre of the carving
Each of the carvings represents one of the 20 sym- to the four basins.
bols of the Mexica numeral system. The carvings may
There are stone pedestals and shelves on the walls,
be pressed into the wall, as if they were buttons.
containing Necahua’s personal notes and records.
■ If a PC presses the four correct carvings –the ones Examining these codices reveals all the facts listed in
representing numbers 1, 3, 7 and 11 – a section of the the Necahua’s Plan sidebar in Chapter IV.
wall slides to one side, giving access to Area N7.
■ There’s a small jade box on one of the shelves, con-
■ If the PCs want to examine the buttons before taining any of the obsidian pieces the PCs may have
pressing them, ask them to perform a Hard Perception, discarded, lost or given to Necahua. The PCs may pick
Knowledge or Rites check (difficulty: 9(1)). If the check them up with no risk or penalty.
succeeds, let them know some buttons open a lock and
If any character other than Necahua stands at the
some others spring a trap, but nothing else.
centre of the ritual carving on the floor, it activates
■ The clue to find the right buttons is on the carvings her magical guardian – a monstrous, nameless creature
of the hallway at N4. from the Spirit World.
■ If the PCs already used the correct combination ■ If any PC steps at the centre of the calendar cir-
in a previous chapter, Necahua has replenished the cle engraving, the room fills with black mist and the
trap and changed the code so that the buttons must be demon crosses into the mortal realm, immediately at-
pressed in inverse order (11, 7, 3, 1); pressing them in tacking anyone in the chamber. Create an encounter
any other order will spring the trap as if the PCs had using the Chivo.
pressed the wrong buttons.
■ If the PCs already defeated the Chivo in a previous
■ If a PC presses any button other than the correct chapter, it doesn’t appear this time - Necahua has had
four, the wall remains closed and a trap activates, fill- no time to summon a proper replacement.
ing Area N6 with poison gas. Any character inside the
Once the PCs have defeated Necahua’s guardian, they
chamber must perform an Athletic action, confronted
may freely use the floor carving for meditation or ritu-
by a TSE playing two cards, or suffer 1 point of damage
als. The room is a powerful sacrificial chamber, confer-
for every point of difference between his result and the
ring the following benefits:
TSE’s result.
■ Anyone trying to transcend by sacrifice on this
chamber receives one advantage on the attempt.

Area n7. ■ Any spell that requires a sacrifice to activate gains


one positive consequence to its overall effectiveness if

the secret
cast here.
■ Any Mesoamerican character that rests (draws
cards) by meditating on this circle automatically gains

templE 1 Spirit in addition to any other Spirit points obtained


normally.
As soon as the PCs leave this chamber, they activate
Necahua’s magical wards, and the multicoloured mist
This is Necahua’s safest and best-hidden retreat, her surrounds them.
magical study and personal temple. Very few of her fol-
■ If you’re playing Chapter IV, run Scene 26.

115
■ If you’re playing Chapter VI, run Scene 40. ■ If the PCs attack Necahua’s guards, create a +0 en-
counter, using a combination of Temple guards, temple
■ If you’re playing Chapter VII, run Scene 45.
protectors and Teotl priests.
If the PCs go past the guards in the central cham-

Area n8. ber, they may inspect the guard’s rooms, marked N8A
to N8F. Some are empty, while some are X-Marked, in-
dicating guards may come if the PCs rummage through

guard them.
There’s a hidden cache in Area N8D. If the PCs ex-

quarterS
plore this chamber and they haven’t found the treasure
during a previous exploration, ask them to perform a
Hard Perception Check (difficulty: 9(1)). If the check is
successful, the PCs find a carefully wrapped and scent-
ed bundle, containing a beautiful dried feather, a set of
This area is very much like Area N8, only a bit small-
er, and confined to barracks and long-term living
quarters.
If you’re playing Chapter IV or Chapter VI, the cen-
tral chamber is full with off-duty soldiers; they are re-
laxing or practising, and take little notice of the PCs.
■ If the PCs try to enter further into the chamber,
some of the guards may block their path; treat as an
X-Marked Section (see page 111) regarding Stealth and
possible combat, except the encounter is +1 instead of
-1 (there are many guards here).
■ If the PCs wish to act nonchalant and talk to the
guards, ask them to perform a Stealth or Charisma ac-
tion, confronted by a Mexica guard’s mediocre skill.
mystical reagents and a magic amulet.
■ If the PCs win the confrontation, they learn a
few facts (you decide which and how many) from the The only exit from this chamber is the large stairway
Necahua’s Plan sidebar on Chapter IV. leading back to the temple’s hallways and to Area N3.

■ If the PCs win the confrontation with a critical suc-


cess, one of the guards tell them that ‘Talaoc reported
sick, but in truth he’s hiding from his superior offic-
er, because everyone knows of his forbidden fling with
Area n9.
Sister Xitli of the priest quarters. They think I didn’t
notice, but I saw him hide some jewels in his bedroom’.
When he says this, the soldier points at a room on the
dungeoN
South side; this gives the PCs 1 advantage to find the
treasure on Area N8D if they explore it. A large, dismal area below Necahua’s temple, the
If you’re playing Chapter VII, Necahua’s guards are dungeon is a stifling maze of narrow stone corridors,
fighting off the agents of Mahuitzin. The PCs may turn ill-lit with small, flickering sconces. The place invites
around and explore other areas without calling atten- claustrophobia and a feeling of being chased.
tion to themselves, but if they enter the chamber they The areas marked N9A to N9H are the cells where
must fight. Necahua keeps her prisoners – five-metre deep stone
■ If the PCs attack Mahuitzin’s men, create a -1 en- pits, where prisoners are left to languish and die unless
counter, using a combination of Cuahchic warriors, Necahua pardons them. Most pits are empty, but a few
eagle warrios and ahtlatl throwers. have dried bones or unidentifiable refuse.
If you’re playing Chapter IV and the PCs escaped the
dungeon, they have just come out of the pits at N9B.

116
the eight omens

As soon as the PCs try to move anywhere else in the N9H


dungeon, a hulking brute charges them – he’s Necahua’s
jailor, a gigantic thug that has received so many magi- If the PCs haven’t met her in a previous chapter,
cal enhancements from his mistress over the years that there’s a languishing, disconsolate woman in this jail.
he is more ogre than man now. Her name is Xitli, and she used to be a proud member
Create an encounter with Necahua’s jailor (use the of Necahua’s trained priestess, but she fell in love with
stats of an Ogre), unless the PCs have already defeated Talaoc, one of the guards. Xitli’s mistresses ordered
him in a previous chapter. her to confess that Talaoc had seduced and abused her,
but she didn’t betray her love, and was thus cast out of
If the PCs survive the encounter, or if they defeated the order and thrown in a pit. Her mistresses were to
the jailor previously, they may inspect the dungeon, or take her case to Necahua to decide whether she lives or
leave it to explore the rest of Necahua’s lair. dies, but Xitli fears for the life of Talaoc whether she’s
There’s nothing of interest in the pits, except for found guilty or innocent.
three prisoners. If the PCs give Talaoc’s gift (the magic shield found at
If the PCs have already met any of the three prison- N3F) to Xitli, or let her know that Talaoc is a prisoner
ers in a previous chapter, that prisoner is not present here too, she decides to escape; otherwise, she refuses
this time; they have escaped or been executed by now. to leave her jail for fear of what will happen to Talaoc.
If the PCs help free both Xitli and Talaoc and return
N9A their respective gifts to them, the lovers let the PCs
keep the items, with their extra thanks: Xitli uses her
If the PCs haven’t met him in a previous chapter, magic to weave the reagents into both the amulet and
there’s a young warrior inside one of the pits. His name the shield, giving both items a permanent bonus of 1
is Talaoc, and he was thrown here for ‘seducing’ one of advantage when the user attempts to Transcend or re-
Necahua’s priestesses called Xitli. Talaoc refused to re- gain Spirit in any way.
nounce Xitli, and thus was imprisoned as penance for If the PCs let Xitli and Talaoc escape the temple, they
his impure love. He expects to get out in a couple of may find them in later adventures as enemies or allies.
days and resume his secret affair with Xitli anyway.
The only exits out of the dungeon are the staircase
If the PCs give him Xitli’s gifts (the mystical reagents that leads back up and to Area N3, and an old sewer
and the amulet from N8D), or let him know that Xitli chute that leads outside of the temple through the
is imprisoned here too, he resolves to free his beloved drain.
and escape Necahua’s service.
If the PCs decide to leave the area from the sewer
N9C exit, they activate Necahua’s warding spells and the
multicoloured mist seizes them again.
If the PCs haven’t met him in a previous chapter, ■ If you’re playing Chapter IV, the mist takes the PCs
there’s a captive man in one of these pits. His name to Scene 26.
is Xantolli, and he’s a spy and assassin in the employ
of the master spy Mahuitzin. Xantolli was caught spy-
ing, and is awaiting execution for threatening to ex-
pose Necahua to the King. If the PCs help him escape,
Xantolli offers to join them during their exploration.
If the are in the dungeon without Necahua’s sanc-
tion, Xantolli offers to join the party as an assistant
NPC; he’s a skilled warrior and spy, but won’t fight
Mahuitzin’s men.
If you’re playing Chapter VII and the PCs took
Necahua’s side, Xantolli attacks them instead; create
an encounter using Xantolli the Spy.

117
Campaign:
conquistador’s
golD

118
119
Green small informative text contains data that doesn’t directly
pertain to the player characters’ actions or knowledge, but the
‘The settler-conquistadors knew the fury GM should keep in mind as she narrates and organises the current
of the aroused Indian lords; voyagers, encounter.
explorers, and the friars did not’.
Inga Clendinnen, Ambivalent Conquests
Adventure
T H E C O N Q UI S T A DO R’ S G O L D is a campaign for the
Dragons Conquer America RPG. In it, you take the
part of a member of Hernán Cortés’ expedition, caught
backgrounD
in a race to find a lost cargo of Spanish Gold in the New
World, all the while avoiding the raging tribal war in
In 1513, Diego Velázquez de Cuéllar was appointed
the territory, which your own boss, Cortés, is doing his
governor of Cuba, and granted a few dragons and a
best to fuel and intensify.
royal encomienda to manage the affairs and the many
The adventure takes place in several locations across Spanish settlements of the island.
the Mexica-Totonaca region of Mesoamerica. What the
Although the conquest of the West Indies was carried
player characters (PCs) accomplish during their inves-
out in the name of the Spanish Crown, many governors
tigation in these locations will not only decide their
and captains of the dragon fleet did as they wished
success, but also affect the fate of the entire expedition
with the first conquered territories, abusing the local
– and ultimately decide the war of conquest.
population and keeping as much gold as they could to
themselves. Velázquez was no exception; a few years

Getting into his governorship, he’d amassed a small fortune in


bribes, stashed funds and little amounts skimmed off
the crown’s money.

starteD When the crown sent inspectors to ensure the royal


money was being put to good use, Velázquez became
desperate to hide his ill-gained funds. He decided to
bury most of his stolen wealth in the unexplored
The Conquistador’s Gold is intended for 4 to 5 start- Western continent, away from royal inspectors, native
ing player characters, belonging to the Spanish or malcontents and jealous peers. Thus, Velázquez fund-
Portuguese culture. The adventure includes four pre- ed an expedition, ostensibly to search for treasure or
made characters with built-in motivations to take part Indian communities that could be used for labour, and
in the mission; If you wish to use other characters, just sent one of his agents, the shrewd nobleman Francisco
make sure they have a reason to accompany Hernán De Montejo, aboard one of the ships, with 50,000 duca-
Cortés’ expedition into mainland America in 1519. dos in gold. Montejo’s mission was to oversee the burial
of the gold in a remote continental location, without
Before play, the Game Master should read the the knowledge of the crew, and then return.
Adventure Background section at least once. Then, she
should read the first section of the Introduction sec- However, the expedition clashed with the powerful
tion aloud to her players, to begin the adventure. native tribes; only a few survivors, including Montejo
and the captain, Francisco Hernández de Córdoba,
Adventure Text made it back, barely alive, to report on their failed
mission. The chest with Velázquez’ fortune was indeed
left behind at the mainland, but abandoned; lost to the
Most of the text in this adventure is descriptive natives.
text, which directly details what happens on every en-
counter. Descriptive text is written in normal type, no
shading.
Pedro De Alvarado
Green italit is read-aloud text is meant to be told to Distressed, Velázquez sent a second expedition, led
your players as it is written, as it contains information by his cousin Juan De Grijalva, with the same mislead-
as their characters experience it. ing orders – to find gold, natives to enslave, and new
territories. Aboard the mission he sent Montejo again,

120
conquista dor’s gold

urging him to recover the gold behind Grijalva’s back. tried to stop the mission. This almost aborted Cortés’
Velázquez also sent another of his relatives, the violent expedition, and soon some soldiers spread the rumour
murderer Pedro De Alvarado, with instructions to help that there was a stash of Spanish gold hidden in the
Montejo with his ‘special mission’, no questions asked. New World. When Cortés got wind of it, Montejo and
De Alvarado told him about the treasure, thus earning
During Grijalva’s expedition, Montejo confided in
his trust. By now, Montejo had the favour of Velázquez,
Alvarado, revealing the existence of the lost gold. He
Cortés and De Alvarado, and all three believed him to
proposed he and Alvarado made common cause against
be secretly on their side.
Velázquez, looking for the gold but reporting the mis-
sion as a failure whether they succeeded or not. If they Under Montejo’s advice, Cortés and De Alvarado re-
found the gold, they’d divide it among themselves and solved to depart even without the blessing of Velázquez,
tell Velázquez the natives had stolen it forever. and seek the treasure together, if they could. Meanwhile,
Montejo secretly told Velázquez about Cortés’ rebel-
Enticed by the fabulous treasure, De Alvarado gladly
lious plan, and promised the Governor that he’d work
fell in with Montejo, and even mounted an expedition
against Cortés from within the expedition. Spurred by
on his own, following a native river inland with his own
Montejo, Velázquez tried to stop Cortés’ ships at the
ship, in search for the lost gold. Alvarado’s independ-
very pier, but the expedition, also spurred by Montejo,
ent venture found nothing, and Montejo sent him back
left before the Governor could stop it.
to Velázquez under the pretense of insubordination; in
fact, he intended Alvarado to sweeten the governor’s Once Cortés’ ships set sail, Montejo made his next
ear and convince Velázquez of financing yet another move. He had one of the other ships sabotaged, which
expedition. forced the remaining vessels to stop and help with
repairs; meanwhile, he had Alvarado’s ship press on
They succeeded; when Montejo returned with the
ahead, arriving to New World territories two days be-
rest of the expedition, a short while later, Montejo and
fore Cortés did. De Alvarado interrogated the locals,
De Alvarado convinced Velázquez to dismiss Captain
but they knew nothing about the lost gold – except that
Grijalva without honours, and to order a third incur-
they babbled about some ‘rich kingdom on the West’.
sion into the new territories, this time under the com-
mand of the well-known hidalgo, Hernando Cortés. When the expedition caught up with him, De Alvarado
blamed his pilot for speeding ahead; Cortés pretend-
When Cortés was gathering his crew – hand-picked
ed to believe his story and punished the pilot. By this
soldiers, adventurers and veterans from Indian cam-
point, Cortés had realised something was up, though he
paigns and dangerous expeditions – Montejo and De
believed De Alvarado was the only traitor. He kept his
Alvarado were quick to insinuate themselves among
suspicions to himself, and began to pay more attention
the crew. Cortés even asked for De Alvarado’s help re-
to taking the new lands.
cruiting more men, as he was an experienced soldier of
many battles. Thus the weeks went on, and Cortés kept conquering
local tribes and advancing through the New World, and
De Alvarado wasted no time in gathering a team of
his focus seemed to shift from the search to the con-
murderers and cutthroats, mostly personal friends or
quest. Meanwhile, Montejo and Alvarado kept by his
survivors from Hernández De Córdoba’s first expedi-
side, with an eye open for any clues for the gold; they
tion. Alvarado told these men their mission was to as-
reasoned the chest must have been taken in a direction
sist Cortés in whatever endeavour… and look for the
they hadn’t explored yet.
rest of the gold when the Captain wasn’t looking.
And so the expedition continues to this day.
Unknown to Cortés, Velázquez and even De Alvarado,
Montejo already had a plan: a scheme to put all three Now, the more Cortés learns about the ‘golden king-
of them at each other’s throats, and keep the lost gold, dom’ in the West, which locals called Culua, or Mexica,
plus the glory of the upcoming expedition, to himself. the less he seems to care about the treasure search.
Conversely, De Alvarado keeps his own agents busy,
The Race clandestinely inquiring about the lost gold, often kid-
napping and torturing natives to get information, to no
As soon as the expedition was set up, Montejo filtered avail. Velázquez, outraced, scrambles to gather coin,
rumours of the lost gold among the crew. Then, he told men and ships for another expedition to chase after
the governor that the secret was out, and the other Cortés.
captains would try to secure Velázquez’ gold for them- Montejo just watches from the sidelines, letting his
selves. Hearing this, Velázquez changed his mind and scheme unfold itself.

121
Enter our Heroes

It is now the second half of the Year of our Lord


1519, and Cortés has encamped in the native region of
Quiahuiztlan, hoping to establish a power base from
which to investigate the fabled Mexica inland empire.
He’s renamed the settlement to Villa Rica de la Vera
Cruz, and established an armed garrison to operate
from there. The garrison has received some reinforce-
ments from other conquered sites and small outposts
that Cortés left behind, and is now ready to begin ex-
ploring the mainland.
The PCs are among these reinforcements, who had
been left behind at the start of the expedition. Now,
they are called to the presence of Guiomar De Sandoval,
the youngest of Cortés’ captains. The Captain has a
mission for them; a mission that, unknown to any of
the people involved, will change the course of history
and decide the War of Conquest…

PLAYER CHARACTERS
After you’ve become familiar with the
adventure background, give each player
one of the four pre-made characters in-
cluded with the adventure, or let them
create their own characters, who
must have a reason to join Cortés’
expedition.
Once every player has a character,
proceed to the Introduction section to
begin the game.

122
conquista dor’s gold

IntroductioN
They treat you like beggars. the needs of Cortés’ new settlement – the outpost that
When Captain Cortés arrived to the village, calling he’s named Villa Rica de la Vera Cruz.
for able women and men to join an expedition to the Read the following as the PCs climb off the boat and
New World, you volunteered eagerly, hoping to make reach the coast.
your luck in an adventure for the glory of the Empire.
This had been exactly what you hoped for when you first Vera Cruz is a small outpost, but it’s as well defended
came to the uncharted lands so long ago. as Cortés could manage. The palisades are sturdy and
well-built, and the soldiers are ready and organised. In
But this – huddling in a clammy cellar, among the fish fact, three out of four expedition members are soldiers,
barrels and coal sacks, after being left behind for the although at present most of them are walking around
Lord knows how many weeks in that godforsaken islet camp, chatting away, cleaning their guns and shaking
with the reinforcement garrison – is a far cry from the sand from their boots.
glorious quest you imagined. It borders on insult, you
think, as you wipe the dripping water from your face and Let the PCs wander the camp or ask around, so they
wonder if everyone ended up sitting right below a cellar may roleplay a bit before things get moving. Most of
leak or it was an honour reserved for you only. the camp is made of tents and blankets set up over an
old native village, save for some wood and stone quar-
While you are thinking thus, the ship gives a little ters that have been built for, or taken by, the expedi-
lurch and Octaviejo, the third shipmate, climbs down the tion’s senior officers. Soldiers come up and down the
cellar ladder, beaming with his toothless smile. area, as well as some near-naked natives that appear to
‘We have arrived! There’s the Captain! We’ve seen the be submissive, or at least tolerant, towards the intrud-
Captain’s flag!’ ers. There’s also an ordnance stand where the PCs may
request ammunition or food rations.
Quickly you all scramble up to the deck; the rain has
mostly abated, the sun is high on the sky… and there it While the PCs get acquainted with their new sur-
is. A wide streak of land to the West – real land, with roundings, a guard approaches them, with orders from
jungle and beaches and rocks, with hills and forests, with Captain Guiomar de Sandoval, one of the expedition of-
cliffs and reefs and inlets. ficials, to bring the newcomers to her presence. The
guard leads the PCs to Sandoval’s office – a flapping
And just ahead of you, in a palisade on the headland, tent at the edge of camp.
you see Spanish soldiers, and the flag waving to the mid-
day coast breeze. You’ve seen it before; it’s the standard Read the following aloud when the PCs go to the
Cortés ordered made on the eve of the trip. You can meeting:
barely read the inscription from here, but you remember Guiomar de Sandoval is the youngest and most stoic
what it says: of Cortés’ captains; that may be why she does not have
Brothers and sisters, let us followeth ye sign of ye wood or stone quarters yet. Nonetheless, the inside of
Holy Cross with true faith, for it shalt leadeth us to her tent is as clean and well supplied as the quarter-
victory. master’s store. When you enter, she’s hunched over a
long box, trying to fit three arquebuses inside; then she
This is the New World. You have arrived. straightens up and turns to face you.
The PCs are part of a garrison that was left behind ‘God and the Crown, recruits. Welcome to Spain!’
near Santa María de la Victoria, a conquered native site,
before Cortés and Alvarado pressed on to the mainland. Sandoval laughs as she says the last phrase, and in-
The PCs and their dragon had been assigned to a nearby vites the PCs to sit as they wish on the benches and
islet for the better part of three months, until Cortés boxes arranged around her tent.
could safely send for them – or ask for reinforcements. Let the PCs lead the conversation with De Sandoval,
A few days ago, the request finally came, and the PCs, using some or all the following excerpts as parts of her
along with their dragon and a few other soldiers and orders and replies:
supplies, were brought to the main coast to replenish
‘You are the reinforcements from Santa María, right?

123
I say, you have the look as I did right by summoning you, ‘The Captain has no use for Spanish gold, not with
by my faith’. a kingdom’s worth of plunder waiting ahead of us.
However, sending the stash back to Velázquez could pla-
‘We are beset by special worries and have special
cate him, and maybe stop his senseless opposition of our
needs, of which I shall talk presently; so, sit and listen,
Holy Quest. Instead of having an enemy hounding us, we
and you will see it is much to your interest and a good
would have a thankful benefactor covering our backs’.
fit for your skills’.
‘That’s where you come in’.
‘After we left you at Santa María, the Captain en-
countered emissaries from the fabled kingdom the na- ‘You are not with the main troop, but you are loyal
tives call Culua, or the Mexica empire. They exist, I have to the Captain – or so I want to believe’.
seen them with my very own sinner’s eyes’.
‘As I said, many soldiers here, among them Captain
‘It is understandable, thus, that now the Captain Pedro De Alvarado himself, are of a mind to go off after
needs to focus all his thought on finding a way into their that treasure and then flee back to Cuba, instead of du-
lands, and so cannot look to… other issues’. tifully following their Captain as they swore to do’.
‘More to the point; there’s a chest, a load of gold, lost ‘I need a team to find Velázquez’ gold, if it still exists,
on these lands. Spanish gold, which Governor Velázquez before anyone else gets their hands on it. A team that
intended to stash here during the first expedition, the will not keep the gold to themselves, or call attention to
one led by Hernández de Córdoba’. their search, and instead will, with much discretion and
skill, ensure it makes its way back to its rightful owner,
‘As you might remember, the first expedition fell to
with the compliments of our Captain. Do you by good
the indians. Well, apparently this forced the crew to
fortune know of a team that may be suited for such a
drop the chest God knows where’.
task?’
‘Many of the soldiers here were at that expedition
‘Such a team would have to roam the vicinity – to
and don’t even know there was a secret chest aboard
travel back and forth between here and the natives’
one of their ships, much less what happened to it after
towns – and collect any clues they can find. They should
the natives dispersed them’.
also watch out for what our troops, what the other cap-
‘But the chest remained here all right, or Velázquez tains, intend’.
would not have sent this mission, by my faith. It’s lost
‘It won’t be an easy task – Cortés has begun to pit the
somewhere in these lands. Someone took it’.
local tribes against one another, and the land is falling
‘So, while our Captain and his lieutenants seek the to war and conflict; or about to fall’.
fabled treasures of the native empires, we have the task
‘Regardless, I trust you can do it. Should you find the
to find 50,000 ducados in Spanish gold’.
loot I’ve referred to, or learn of any trickery or plot from
‘Of course, a stash of hidden gold would fire up the any of the soldiers under the Captain’s command, or De
greed of most of the men, who perhaps feel they are get- Alvarado, or any of the other Captains, even if he were
ting the short stick of the plunder so far. But there’s even of a higher rank than me, you should endeavour to re-
a few captains that have given at least some thought to port it back to me as soon as possible’.
that loot’.
‘If you agree with what I have just said and stated,
‘In any case, whoever finds the gold’s trail will not please say it is so. And if not, let us go on as if these
care who it belonged to; they will keep it to themselves’. words were unsaid, for I shall deny that I ever talked
‘That is, unless the gold was returned to Velázquez’. about the subject, and neither the Captain nor me will
regard you any the worse for it’.
‘As you know, Governor Velázquez seemed to take of-
fence at the way the Captain organised the expedition, Let the PCs react as they wish to these news. You may
and has been hounding our steps from the first day’. tell the PCs they’ve heard rumours about this treasure;
some of the premade characters were already hoping
‘The Captain told us that Velázquez changed his to find it.
mind out of jealousy… but I think the Governor wanted
to stop the Captain because he thinks we intend to find If the PCs doubt De Sandoval’s sincerity, ask them to
and keep his lost gold’. perform an Easy Charisma or Perception check (diffi-
culty: 3(1)).
‘And of course, there are many brigands and ne’er-
■ If the check is successful, the PCs confirm Sandoval
do-wells that would like to get their paws on the stash…
is sincere; she honestly thinks the Captain needs no
but I think it would be better, in fact, to give it back’.

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conquista dor’s gold

other gold than what he’s set to get from the com- Sandoval gives the PCs a medallion with the image of
ing campaign. De Sandoval truly hopes to return the Saint Jerome; she looks a bit uncomfortable about han-
gold to Velázquez, expecting to take the Governor off dling the item.
Cortés’ back.
‘Doña Marina, the Captain’s native witch-consort,
■ If the check is a success with a positive conse- made a few of these amulets when she was converted
quence, the PCs also detect Sandoval has not consulted to the Faith. They allow our troops to understand the
with Cortés in this matter, and decided to send the gold tongues of the local peoples’.
away for the Captain’s own good, whether he agrees or
Make sure the PCs record that they now have a Charm
not.
of Saint Jerome, which will allow them to communicate
If the PCs confront Sandoval about her plan, or ask to in other tongues as well as Doña Marina, Cortés’ fa-
talk to Cortés directly, she politely avoids the subject, mous native witch lover. Some Christians, Captain De
saying the Captain is too busy to deal with the issue, or Sandoval included, are somewhat uneasy about using
with the PCs (which is also completely true). a blessed amulet that involves native pagan magic, but
the image of Saint Jerome and the fact that Marina was
De Sandoval assumes the PCs accept the mission un-
already baptised when she made the amulets may calm
less they explicitly state otherwise, and regardless of
their concerns. In any event, a Christian character suf-
whether they honestly wish to help or intend to steal
fers no corruption from wearing this amulet.
the money for themselves.
Captain Sandoval also gives the PCs a map of the sur-
Unless the PCs plainly reject the task, De Sandoval
rounding region. The map’s badly drawn and incom-
tells them what she knows so far:
plete, but it allows the PCs to travel between Vera Cruz
‘I do believe that most of the soldiers must have been and the nearest two native settlements: Quiahuiztlan
ignorant about Velázquez’ Gold during the first expedi- and Cempoallan.
tion; I swear I do. However, maybe I’m wrong. Maybe one
After giving the PCs these things, Captain De Sandoval
of them has kept the secret. Maybe someone here knows
nods, wishes the PCs good luck, and then dismisses
more than they’re telling about the gold and where it
them as if nothing had happened, with no further in-
disappeared to. So, I’ d start by making discreet inquiries
structions save to report back to her if they find out
around the garrison’.
anything about the stolen gold.
‘Then, there’s this other thing… well, it could be noth-
Once the PCs leave Sandoval’s presence, regardless of
ing. But it could be our best lead, too’.
their decision or sincerity, proceed to Chapter I.
‘There’s a native town nearby, a town by the name of
Cempoallan’.
‘The Captain was there a few days ago; he talked with
the town principals. There was some unexplained busi-
ness, where the Captain interrogated some native tax
collectors and then set them free’.
‘Nobody knows why the Captain risked the wrath of
the natives to capture these men, nor why did he ar-
range for their escape later. He says it was some plot to
put the local tribes against each other’.
‘But… Well, If anyone in these lands knew some-
thing about Velázquez’ lost gold, it would be local tax
collectors’.
‘So, you can go to Cempoallan, ask around there’.
‘Even if you can’t find these native taxmen,
Cempoallan is a very big town, some say bigger than
our own cities back home. If there’s been news of foreign
gold lost around these parts, chances are someone at
that town has heard of it’.
‘You’ ll need this’.

125
126
conquista dor’s gold

Friar mateo navarrO


O N E O F T H E most experienced men in the expedition, Friar Navarro is
a veteran soldier from the deepest Spanish country, with service credentials
from the wars of Flanders and Italy. Later in life he became ordained as a mis-
sionary, although he’s retained the rough manner and discipline of a trained
soldier. Contrary to the inquisitor stereotype, Friar Navarro is very interested
in the Indians, has learned much of their ways and maintains they are not sav-
ages, having often defended them from his own Church.

F R I AR M ATE O N A V A RRO had already lived his full


life, and a full life it was, before even sailing to the
New World. He would have never believed a life as long
out to live. But the contact with these people changed
him as much as he changed them. he’d begun seeing,
questioning, wondering.
as his could begin again with such force, with such new When Columbus discovered the West Indies, Friar
purpose. Mateo finally understood what had happened inside
him. His old life, his pious life, didn’t continue. It had
Mateo Navarro couldn’t remember a single day that
began anew. He had become a missionary, a traveller.
he did not serve the Holy Church. As a child he was an
The Inquisition had turned him from a young unambi-
altar boy, as a youth he was a sacristan and he preached
tious parish priest to an old man with a wanderlust,
to the neighbourhood with his fellow students. and
with a yearning to see the World and its people.
even then he was pious and chaste; he didn’t join the
goliardos in their revelry, he sought not the love of So he signed up to join the Holy Office’s operations in
women. He didn’t seek the consolation of other men, Hispaniola, wondering at the people, cultures and cus-
as many of his peers ended up doing; he was utterly de- toms he would encounter in a wholly New World.
voted to God, his only love the Church.
To date, Friar Mateo has lived ten years among the
When he was fully ordained as friar, he saw it simply Carib Indians, bringing them salvation as the Church
as a continuation of the straight, unerring path he had dictates, yes; but also bringing them what sciences
chosen since he had begun walking, and he gave him- and arts he’s learned from his own church and those
self to it without a second thought. He kept a modest of the other peoples he’s encountered in his travels.
parish, and was well-loved by his congregation. He had He shares the Word of God, but also solace from the
lived a good, pious life, and had nothing more to ask of abuses of laymen. And most importantly, he’s learning
God. He expected to spend the remainder of his years from them. They have given him a new life, one that
tending to his flock, and die content. had barely begun when he left for the New World; the
life of a traveller.
Then the Inquisition was created, and Friar Mateo
was recommended for it as a reward for his long years
of pious service. He served as a scout and preacher for
the Holy Office, a ‘good cop’ charged with dissuading
heathens before the judges came down on them. As the
Castilian domain grew, this put Mateo in contact with
people and cultures he’d never met, or in some cases
even imagined. He enjoyed scouting, meeting other
people, and he was good at his job. He converted many
heathens; he saved many from the Tribunal. For years,
he tried to tell himself this was just further advance-
ment in the straight line, continuing the life he’d set

127
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conquista dor’s gold

Doña carlota de
duero y rojaS
A B R A V E H I D A L G A and natural leader, Doña Carlota left the safe haci-
endas of her family, a part of lesser Spanish nobility, for a chance to make her
luck in the New World. Despite her civilian background, she intends to pull her
own weight in the Cortés expedition, which she insisted in joining as a venture
partner, not a hired hand. She’s good at listening, reading people and detect-
ing bullshit, and she’s of course heard the rumours about the lost gold, which
stirs her lust for mystery and adventure.

T H E R O JAS O F Duero were an old-blood dynasty of


landed gentry from Western Castile. With an old
tradition of landlords and knights, the family was well-
never proven; the rest of the family, including Carlota’s
dutiful mother, strongly supported the verdict, expect-
ing it would force the firebrand to finally settle down.
respected and regarded even at the high circles of local Cheated of her inheritance, faced with a choice be-
nobility, who knew you could always count on a Rojas tween finding an upright male to marry or fighting her
to be loyal, dutiful and proper. For generations, every way through sixteen generations of her family, Carlota
male child of the Rojas served in some capacity at the chose to tell her family to stick it up; she bribed a law-
Castilian navy or court, and every female was married yer to release the dowry to her, in cash, and took the
into another rich, respectable family, thus expanding next ship to the New World. If Castile denied her the
and cementing the Rojas’ long-standing network of al- role of a landlord, perhaps the New World would allow
lies and business associates. her the role of an adventuring settler. She embarked
with only one suitcase, a few loyal servants, and the
Such were the expectations that fell on Carlota, the
certainty that this course, set on a trackless sea with an
youngest scion of the Rojas dynasty, when she was born
uncertain destination, was the right one - the destiny
to Don Carlos, the latest male upright gentleman out of
that had always awaited her.
the line, and his dutiful wife Constanza. As the oldest
of three children, Carlota was her father’s favourite, Carlota’s family was quick to let her disappear, and
and she got away with some things other young ladies agreed to remember her in hushed tones as a tragic,
didn’t, such as riding a warhorse, shooting an arque- cautionary tale of mental illness, as tends to happen
bus, voicing her opinion at the dinner table and even in the best circles. Life went on, Carlota’s brothers
rejecting a couple of arranged marriage proposals. She achieved positions of renown at court, and the Rojas
grew up headstrong and focused, and fully expected to of Duero continue to be respectable, dependable and
inherit her father’s business and status in the family, upright.
to the chagrin of all of her aunts and more than one
As for Carlota, she’s still writing her story, so she
male acquaintance. The most worried were Domingo
doesn’t know the ending yet.
and Cristóbal, Carlota’s younger brothers, who weren’t
ready to have a woman lead the family in their stead. She expects it will surprise her.
Carlota’s dreams were cut short when her father died
suddenly, apparently without a will, and a sympathet-
ic judge agreed to share his estate among Diego and
Cristóbal, leaving only a dowry, albeit a sizable one, for
the eldest daughter. Carlota long suspected her broth-
ers of having the will hidden or destroyed, but it was

129
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conquista dor’s gold

Doña maría isabel


mendozA
A M E M B E R O F the Sabinite Order of warrior nuns and dragon rider in
training, Doña María Isabel is both an accomplished soldier and a relentless
seeker of justice, dedicated to weeding out sin from people’s hearts, often
bloodily cutting out said hearts in the process. Doña María Isabel is brave, vir-
tuous and inspiring; when she can’t persuade by example, she uses Señora de
Dolores, her blessed sword. Deep down, she is a bit smitten with the Captain,
and convinced that God is unambiguously on Cortés’ side.

P E R H APS H E R PA RE N T S , like all the people that


leave their babies at the church’s gates, thought
Christ would give her a better upbringing than they
she hadn’t yet reached her tenth year when she met
Sister Doncela and took her first spear lesson.
Like many other dragon riders, Isabel was trained
could. Perhaps they intended, or at least hoped, for her together with her mount. Gracia, a five-ton leatherer,
to become a dragon rider one day, and that’s why they was barely out of the clutch when they assigned her to
chose the Sisters of Saint Sabra. Isabel, and they remained inseparable from that mo-
ment on.
Whatever their intentions, Isabel has always be-
lieved, always known, that it was the Will of God that It was Gracia that saved Isabel from that crazy wing-
her caretakers, whoever they were, left her that morn- less worm on the reconnaissance mission. The high
ing, in that basket with a white blanket, at the door of command didn’t expect Isabel to encounter trouble on
the Sabinite Temple. She knows it’s a sin to give impor- a routine patrol, much less to find a full-grown wild
tance to oneself, but - who else but God could have set dragon, with its own cave and hoard, in the middle of
her in this path? the Castilian hills. It’s true Isabel’s spear was the coup
de grace, but it was Gracia who, honouring her name,
Like other orphans of her kind, Isabel gave the nuns
fought and defeated the other dragon, to protect her
a hard time; she was rebellious, she liked to talk back,
rider.
she engaged the boys in fisticuffs. She had forced Pere,
who was twice her size, to eat dirt and swallow it after Isabel donated the entirety of the dragon’s hoard to
he’d said those things about Isabel’s food. More than the Order, of course, but they allowed her to keep one
a decade later, riding the winds on the back of a scaly item - the blessed Toledo sword with the crown of the
beast out of ancient legend, she would still remember virgin on the hilt. Isabel has wielded Señora de Dolores
Pere eating dirt and swallowing and smile despite her- ever since, as further proof that God watches - and
self. Even after muttering a dozen Ave Marias to atone blesses - her holy path.
for the memory, she still smiled.
And now?
But one things the nuns could never fault was
Now there’s a man. A man surely blessed by God,
Isabel’s faith. She was as pious as the most zealous of
for he, armed with nothing but a couple of guns and
the Mothers, and as dedicated to the sacraments as the
a ragtag platoon, has made headway into the heathen
oldest of the scholars. She knows, however, that when
lands, converting the Indians to the Faith of God. Isabel
they sent her to the warrior nuns for training, it wasn’t
knows this is her calling. She knows God wants her to
her faith or zeal which marked her as a candidate. No,
follow this man, to give her sword and her dragon to
it was the fisticuffs. The cheek. She was meant to fight;
his cause. Pride is a sin, yes, but it is her fate, her duty,
to join the evangelisation of the New World.

131
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conquista dor’s gold

Esteban de fereS
A H A R D - A S - N A I L S , H A L F - M O O R I S H mercenary, Esteban cares
not about his superiors’ ulterior motives; his code is to obey and be a good sol-
dier. Esteban is the best melee fighter of the team, but his greatest asset is a
focused, Mohammedan willpower, which makes him near fearless in a fight.
Although his family converted to Christianism two generations ago, he still
blurts out the occasional Arabic imprecation when battle lust or excitement
get the better of him.

E S TE B AN D E F E RE S is a quiet man. Some of the


other footmen joke that there is no mouth be-
neath that mushy beard, so rare it is to see it open. But
saw those people, those strangers that their grandpar-
ents said were their people, taken into the shadows,
dragged into the light. They quietly stood aside as a few
suspected, looked at them sideways, wondered if they
Esteban remains quiet because he is thinking.
were real Christians.
He thinks of the fall of Al-Andalus, of how things
Esteban doesn’t wonder if he is a real Christian, or a
changed in the last few centuries. He thinks of the
real Muslim. He wonders, yes, whether a real Christian
World before he was born, a World of flapping silks
or a real Muslim can in fact exist; he wonders about the
and scented oils, of humming recitations and kneeling
reasons that push people to fight and die in the name of
to the sand. A long-lost world, that only exists in his
their identity. But he doesn’t doubt himself. He knows
mind and the tales of his grandparents, as told by their
he is fully, wholeheartedly ready to fight and die, like
grandparents’ grandparents. A World that he can only
Mohammed was; to sacrifice himself, like Jesus did.
know in the old books his great-great-uncle Ebrahim
That is enough for him. That is enough for a soldier.
smuggled out of Algarve, and in his dreams. He dreams
of great, shining armies, with great aljanyar swords Esteban thinks, quietly, he wonders, what it all
and iron helmets reflecting the sun as they march on means, what is the real reason behind it. But he is
ancient cities. He dreams so often that it has started to not impatient for the answers. He knows what he is,
come to him also when awake. That is why Esteban is what he is willing to be. He has the zeal and discipline
quiet. of an Almoravid warrior, and the faith and fervor of
a Christian crusader. Whether that makes him one or
He is quiet like his family was when they left Granada
the other - that is inconsequential. He has his sword
to convert to Christianity, when they changed their
and his faith. He has his dreams. And he quietly carries
name to De Feres and joined the growing Castilian
them into battle.
power. They were quiet then. And quiet they remained
when others called them traitors, when marriages broke
and promises fell apart as they left their friends and
extended families behind. Quiet they remained, when
Granada finally surrendered to the Castilian kings, and
the sons of the sons of those friends and families were
seized and forced to adopt the world that Esteban’s
family had quietly embraced generations before. They
remained quiet as they saw their World give way to
theirs, as they tried to believe there was no ‘ours’ or
‘yours’, but a single nation, one empire, born out of
two roots. They quietly failed, and quietly they went
on. Their silence spared them the raids, the arrests,
the public humiliations. They quietly stood by as they

133
Noble 26 F Doña Carlota de Hidalga Spanish
Duero y Rojas

2 6
Left her inheritance be-
1
hind for a life of adven-
ture in the New World
0 Brave (good)
x
Ashamed of being poor (bad)

0 Arrogant (bad)
Classist (bad)

4 1
1
10

5x x
0

3x

3
x
4 x
x
2

3 x
5x

2x Expedition leader

Common spells: Pater Noster and Ave Maria. Ritual: praying.


Noble: rank 1, peasant economy, owned favour 2.
134
2x Duelist pistol 2 Range - - J - -t hFe e Ci g h
Brt o
- m e- n s

Primitive. Secondary weapon, piercing, concussive, reach 10, fast draw


Very slow reload (two actions to reload). Pistol (20m range.
It can be shot in Melee range with one advantage)

Duelist dagger 2 1 - B C Br - - - - - -

Forged. Secondary weapon, fast draw


Between the cracks (REACTION: Suffer one disadvantage to ignore hard armour)
Protection 1/1

Strong gambeson - - - - - C C Br - - - -

Normal. Soft armour 1


Undergarment

135
Peasant 36 M Esteban de Feres Conquistador Spanish

2 3
He has moorish ancestry
0
Brave (good)
Duty to serve Spain (bad)
3

x 0

6 2
0
50

6x x Hardened veteran

3x

5x

1
x
3x

5x
Common spells: Pater Noster and Ave Maria . Ritual: Protecting the faithful.

136
Conquistador sword 3+ 3 - - B - Ct hCe eBr
i g h- t o
- m e- n s

Forged.
Thrusting (REACTION: After declaring an attack with this
weapon, lose one damage to gain piercing)

Steel shield - - - - C - C - Br -

Forged.
Protection 4/4. Shielding 4

Conquistador armour - - - - - - R - C Br - -

Forged. Hard armour 2.


Encumbrance 2. Heavy (Suffer one disadvantage towards Athletics and Stealth)

Coat of mail - - - - - - C C Br - - -

Forged. Hard armour 1.


Encumbrance 1. Undergarment

137
Peasant 51 M Friar Mateo Navarro Inquisitor Spanish

2 3
Former soldier turned
1
missionary
Defender of the
0 natives (neutral)
Severe (neutral)

0 Duty to serve Spain (bad)

x 6

5 1
4
30

3x x
0

4x x Old testament scriptures, godly influence

5 x
x
3x

2x x Universalist

5x x
Common spells: Pater Noster and Ave Maria. Ritual: praying.

138
Poleaxe 4 4 - - F C Brt h -e e -i g h- t o
- m e- n s

Forged. Concussive. Polearm


Spike (REACTION: Lose concussive to gain piercing).
Spear stance (UNIQUE REACTION: -1 damage and lose Concussive to gain one Reach)

Strong gambeson - - - - - C C Br - - - -

Normal. Soft armour 1


Undergarment

- - - - - - - - - - - - -

Godly icon (REACTION: After you suffer Corruption, reduce it by one. Limited to once per Scene)

Camouflage cape (One advantage towards Stealth when not moving and you are in a non-urban environment)

139
Noble 21 F Doña María Isabel Mendoza Dragon Spanish
rider

2 3
Aspires to become a seeker
0
of justice and an errant knight
x
Must follow the knight’s
3 code (neutral)
Reckless (bad)

0 Infatuated with Cortés (bad)


Imperialistic (bad)

3 1
1
40

3x

5
x
3

1 x

3
x
1

5x

4x Dragon master

Common spells: Pater Noster and Ave Maria. Ritual: Protecting the faithful.
Noble: rank 1,
140
Conquistador sword 3+ 3 - - B - C t hCe eBri g h
-t o
- m -e n s

Forged.
Thrusting (REACTION: After declaring an attack with this
weapon, lose one damage to gain piercing)

Steel shield - - - - C - C - Br -

Forged.
Protection 4/4. Shielding 4

Rider spear 2 5 - - - F C C Br - - -

Normal.
Thrusting (REACTION: Suffer one deterioration to gain piercing)
Riding weapon (When you use the talent mounted charge, +2 damage)

Conquistador armour - - - - - - R - C Br - -

Forged. Hard armour 2.


Encumbrance 2. Heavy (Suffer one disadvantage towards Athletics and Stealth)

Coat of mail - - - - - - C C Br - - -

Forged. Hard armour 1.


Encumbrance 1. Undergarment

Dragon light armour

141
142
conquista dor’s gold

Villa rica de
la vera cruZ
143
144
conquista dor’s gold

145
T H E P C S H A V E arrived to the first location in the adventure: the set-
tlement of Villa Rica de la Vera Cruz. Cortés has turned this native town, for-
merly known as Quiahuiztlan by the locals, into his first fortification in the
New World, and established his meagre force as a growing power in the Mexica
territory. Vera Cruz, or ‘the Villa’, as some of the Spanish call it, is little more
than a large outpost or garrison on the edge of a Totonaca town. It is occupied
by no more than 2000 people, between Cortés’ 600 Spanish adventurers, some
Totonaca locals hired as servants, and a handful of Yokot’an Maya that the
Spaniards brought as mercenaries, aides or prisoners from their first victories.

SIDEBAR: VILLA RICA DE LA VERA CRUZ Iñiguez, the Town’s quartermaster, handles
building materials, general supplies and work
These data are available to any PC that asks or
orders.
looks around while in the outpost.
There’s also a medical pavilion where the expedi-
This settlement used to be some native village,
tion’s many wounded and sick receive round-the-
but the Expedition took over it, and the locals have
clock attention.
been forced to accept Spanish presence in their
lands – for now. Finally, there are a few specially-arranged pleas-
ure tents, where soldiers may hold intimate en-
Cortés has re-christened the area to Villa Rica de
counters among themselves or with those natives
la Vera Cruz, which means Rich Village of the True
hired or captured for this purpose.
Cross, and claimed it for the Spanish Crown.
If the PCs wish to learn specific information
The natives are called Totonaque, and they are
about the settlement, ask them to perform an Easy
subject to the Mexica, or Culua, who demand trib-
Charisma Check (difficulty: 3(1)). If the check is suc-
ute from them in gold, food and living captives.
cessful, the PCs learn the following specific data:
Cortés has promised to help liberate the Totonaque,
but must prove his ability to stand up to the mighty The Villa’s official cabildo, or town council, is led
Mexica empire before the Totonaque agree to an by Alonso Hernández Portocarrero and Francisco De
alliance. Montejo, Spanish officials appointed by Cortés. The
town’s top military officials are Pedro De Alvarado
The settlement’s highest-ranking officials have all
and Guiomar de Sandoval – the latter being the of-
received permanent quarters, with assigned guards
ficer that talked to the PCs.
and wood or brick walls. Lower-ranking officials
and soldiers live in tents. The town council’s first official act was to sign
a plea for Cortés to be their official military lead-
Every soldier, regardless of rank, is expected to
er and chief justice; many see this move as an at-
fulfil a guard rotation. Guard turns change every
tempt from Cortés to get clear of the accusations of
eight hours, at dawn, noon and evening every day.
Governor Velázquez, who charged Cortés with trea-
If the PCs wish to report for duty, they should pre- son for starting the expedition without his blessing.
sent themselves to Sergeant García at the command Being elected as military governor by a body of col-
tent. onists would put Cortés under the direct authority
of the Crown, not Velázquez, thus making it impos-
While the soldiers are idle, they spend their time
sible for the Captain to be accountable for treason.
drinking or playing dice outside their tents.
There’s a small ordnance stand that provides
ammo and food rations to the soldiers.

146
conquista dor’s gold

W H I L E THE PC S are in this area, let them in-


teract with the other soldiers and their native
companions as they wish. There are many possible en- Encounter 1: Starting Point
counters in Villa Rica, depending on what the PCs want
to do while they are here (see Encounter 1). You should run this encounter every time the PCs
wish to go somewhere inside the Vera Cruz settlement.
If the PCs wish to look around the area, read the fol-
lowing aloud: ■ If the PCs are returning from Cempoallan (Chapter
II) or the surrounding country (Chapter III), the
Villa Rica de la Vera Cruz is a small settlement bor- Garrison guards attempt to stop their entrance, but
dering the native town of Quiahuiztlan. It consists of Captain Guiomar De Sandoval sends a squad to pick the
about two dozen precarious wood and brick houses, plus PCs up personally; proceed to Encounter 15.
some fifty military tents and a high palisade. Above it all
there stands one of the pennants that Cortés brought, ■ If the PCs wish to search for specific information
showing the colours of Castile and the legend ‘Brothers on the lost gold or the Native tax collectors that Cortés
and sisters, let us followeth ye sign of ye Holy Cross with questioned, run Scene 1.
true faith, for it shalt leadeth us to victory’. ■ If the PCs wish to report for duty at the command
The outpost overlooks one side of a high cliff, pro- tent, run Scene 2.
viding its residents with an excellent military position ■ If the PCs want to interact with the Spanish sol-
should push come to shove. Quiahuiztlan, the large na- diers, proceed to Scene 3.
tive village at the foot of the cliff, seems to be peaceful,
or at least tolerant of the Spanish, but one can never be ■ If the PCs wish to buy or request supplies, go to
too cautious when in foreign lands. Scene 4.

Most of the people you see in camp are Spanish sol- ■ If the PCs want to find medical supplies or treat-
diers, elated about the adventure ahead but also re- ment, run Scene 5.
lieved for having a well-guarded respite between cam- ■ If the PCs want to investigate the locals, go to Scene
paigns. A few native villagers, which the soldiers refer to 6.
as Totonaque, snoop around the conquistador’s camp,
looking to barter, gossip, or simply watch the strange ■ If the PCs want to look for Pedro De Alvarado or
invaders up close. Cortés himself, run Scene 7.

After exploring the town for a bit, let the PCs know a ■ If the PCs wish to report to Captain Guiomar De
few of the facts listed in the Villa Rica de la Vera Cruz Sandoval, go to Scene 8.
sidebar. ■ If the PCs wish to leave the settlement, go to Scene
9.

SIDEBAR: UNWANTED ATTENTION If the PCs draw attention to themselves 3 times


(or more), the news reach Francisco de Montejo, the
If the PCs ask openly or too much about sub- mastermind behind the conspiracy against Cortés,
jects related to the lost gold, they draw attention and he puts out a contract on the PCs. Montejo can-
to themselves, as some of the other interested par- not have them killed without raising suspicion, so
ties learn there’s somebody new asking about the he’ll try to make it look like an accident, a mistake
or an ‘indian attack’.
treasure.
Several scenes and encounters in this chapter
Every time the PCs ask too many questions or ask have added fights and complications if there’s a
the wrong people, the text will let you know that contract on the PCs; the text will indicate what hap-
the PCs draw attention to themselves. pens and the possible consequences.

147
If the PCs search for Ahumada, run Encounter 2.

Scene 1: If the PCs wish to leave for Cempoallan, go to Scene 9.


If the PCs wish to continue exploring Vera Cruz, re-

the 50,000 turn to Encounter 1 to guide their steps from here.

Encounter 2: The Cold Trail

ducado When the PCs begin asking for the man known
as Ahumada, ask them to perform a Charisma or

questioN Perception action, confronted by a settler.


■ If the PCs lose the confrontation, they learn noth-
ing, but they draw attention (see the Unwanted
Attention sidebar).
This scene takes place if the PCs openly ask about the ■ If the PCs obtain a success with a negative conse-
lost gold around the Vera Cruz garrison. Ask the PCs to quence, they learn that Ahumada died a while ago, but
Perform a Charisma or Perception action, confronted draw attention to themselves during the investigation
by the stats of spanish soldiers. (see the Unwanted Attention sidebar).
■ If the PCs lose the confrontation, they learn noth-
■ If the PCs win the confrontation, some soldiers con-
ing, but they draw attention (see the Unwanted firm that Ahumada did survive the last battle, but died
Attention sidebar). from a native illness a couple of days after the founding
■ If the PCs get a success with a negative conse- of the garrison. If the PCs ask about Ahumada’s body,
quence, they learn that several survivors of Hernández they learn it was burnt to prevent contagion.
de Córdoba’s failed expedition, where the gold first ■ If the PCs obtain a success with a positive conse-
disappeared, are currently here at the Villa. However, quence, they find Doña Olalla, a dragon rider, who was
the PCs’ inquiries draw attention (see the Unwanted Ahumada’s lover. She tells them the above informa-
Attention sidebar). tion, but she adds that it’s very suspicious – no other
■ If the PCs get a normal success, they learn the above soldier died of the same illness, either in the garrison
information plus ONE of two facts, depending on what or in the previous weeks of travel.
they asked about specifically: If the PCs ask Doña Olalla about Ahumada’s symp-
■ If the PCs asked about Velázquez’ gold, the sol- toms, she tells them that he died after hours of horri-
diers mention a veteran, by name of Ahumada, ble muscle spasms and seizures. Ask the PCs to perform
who served with Hernández de Córdoba during a Hard Knowledge or Medicine Check (difficulty: 9(1))
the first expedition and was among the wounded to identify the symptoms as caused by a rare seizure
survivors of Cortés’ last battle; he should be some- illness of the tropics… or by a poisonous nut popular
where around the garrison. among Eastern assassins.
■ If the PCs asked about the native tax collectors If the PCs wish to ask the Villa’s quartermaster about
that Cortés set free, the soldiers say that they be- the presence of poisonous nuts in the garrison’s stores,
longed to the Culua, or Mexica tribe, and usually run Scene 4.
collected tribute and treasure from the local tribes. If the PCs want to ask the garrison physicians about
Apparently, Cortés had them imprisoned and then Ahumada’s death, proceed to Scene 5.
set free, to ingratiate himself with both the Mexica
and the local peoples, the Totonaque. This all hap- Otherwise, return to Encounter 1 to guide the PCs’
pened in the nearby town of Cempoallan, which the next step.
PCs may reach in less than an hour on dragonback.
■ If the PCs get a success with a positive consequence,
they get both the above answers, regardless of what
they asked; this suggests that the native tax collectors
may have come across the lost gold, maybe even seen
it. Perhaps Cortés set them free in exchange for this
very information.

148
conquista dor’s gold

■ Alternative assignment: There’s always room for

Scene 2: extra hands to help build the garrison’s outer walls. If


the PCs wish to help with wall-building, ask them to
perform an Athletic (or Profession, if the profession

duty rosteR would help in this situation) action, confronted by a


TSE that plays one card.
■ If the PCs win the confrontation, they were very
useful: they spend a full day helping construction
While the PCs explore Vera Cruz, they can always and are paid 10 gold for their workday.
report to the Garrison’s command tent to be assigned
■ If the PCs lose the confrontation, they are more
duty. Sergeant García, the assignment officer, keeps
a hindrance than a help for construction, and are
an updated list of pending tasks and orders, so there’s
dismissed with no pay after a couple of hours.
never a shortage of things to do.
■ Alternative assignment: There’s a permanent need
If the PCs report to Sergeant García, he gladly offers
for soldiers that keep curious natives, peddlers and
them the available duty roster:
beggars from swarming over the garrison. There are
■ Instruction: If the PCs let Sergeant García know several checkpoints at the roads and entrances leading
they are newcomers to the Villa, he sends them to re- to the Villa; the PCs are always welcome to help man
port for military instruction with Commander Elena these checkpoints. If the PCs sign to watch a check-
Fiado, a recruit trainer. Leave the current scene and point, ask them to perform a Charisma or Discipline ac-
run Scene 3. tion, confronted by a TSE that plays two cards.
■ Guard Duty: If the PCs already reported for instruc- If the PCs win the confrontation, they spend a full
tion, or if they introduce themselves as experienced day at a checkpoint, and manage to keep several native
soldiers, they may report for guard duty. Turn shifts hawkers and gossips at bay. There’s no other compen-
take place every eight hours, at dawn, midday and sation for doing this.
nightfall. If the PCs sign for the next guard shift, pro-
If the PCs lose the confrontation, a couple of local
ceed to Encounter 3.
hawkers and layabouts manage to slip or talk their way
■ Priority Tasks: Sergeant García may assign the PCs past the PCs’ watch, which gets them dismissed from
to one of the current, special ‘priority’ tasks. García as- the post and fined 5 golds for allowing disruptions in
signs each priority task once the PCs have dealt with camp.
the previous one:
If the PCs obtain a success with a positive conse-
1. If the PCs volunteer for a first priority task, pro- quence, they manage to strike a few conversations with
ceed to Encounter 4: Troublesome Troopers. the natives, without letting them inside the garrison.
This gives the PCs a rare insight into the Totonaca na-
2. If the PCs solved the first priority task and vol-
tives; consult the Native Informants sidebar and allow
unteer for a second one, proceed to Encounter 5:
the PCs to ask the questions given there, or simply give
Abusive Action.
them a few of the facts listed.
3. If the PCs already dealt with two priority tasks and
volunteer for a third one, proceed to Encounter Encounter 3: Guard Duty
6: Stolen Supplies.
4. If the PCs have dealt with three priority tasks, Every time the PCs report for guard duty, let them rest
or don’t wish to involve themselves with them, (draw cards, etc.) and tend to their gear and injuries.
García charges them with instruction, guard duty
The Villa is an orderly, well organised place, and
or an alternative assignment.
the Totonaque town around it keeps it safe from wild
beasts; guard duty is, ironically, one of the least dan-
gerous tasks the PCs may perform while in Vera Cruz.
Ask the PCs to perform a Normal Perception or
Survival Check (difficulty: 6(1)). If the check succeeds,
the PCs spot someone trying to slip past the Villa’s en-
trance. Unless there is a Contract on the PCs (see the
Unwanted Attention sidebar), that someone is a soldier

149
trying to sneak out of the Villa to have a secret roman- ugly disposition and drunken state; or two if the one
tic encounter in the wilds or smuggle supplies with the doing the talking is a woman, as they show content for
Natives. her. If the PCs win the confrontation, they intimidate
the soldiers into returning to their posts; proceed to
■ If the PCs try to stop the soldier, ask them to per-
After the Encounter.
form an Athletic, Survival or Charisma action, con-
fronted by a Spanish Soldier’s Competent Skill. If the ■ If the PCs lose the confrontation, or wish to beat
PCs win the confrontation, they may either bring the the soldiers into obedience, create a fair encounter
soldier back to camp, which grants each of them 1 ex- using level 1 and 2 Spanish characters.
perience point, or accept a bribe of 5 gold (total) to let
■ If there is no contract on the PCs (see the
the soldier go. Either way, nothing else happens during
Unwanted Attention sidebar), the soldiers don’t
that night.
use weapons, only fists; if the PCs lose the battle,
If there is a Contract on the PCs (see the Unwanted they are traumatised, not bleeding out.
Attention sidebar), the person the PCs spot is a
■ If there is a contract on the PCs, someone poi-
Totonaca woman wandering the entrance suspiciously.
soned the carousers’ drinks with a special herb
If the PCs approach her, she tries to hide and go around
that made them more aggressive, and they draw
them. If the PCs follow the Totonaca, she leads them to
their weapons, fighting the PCs to the death.
an ambush: Create a +1 encounter, using level 1 and 2
New World characters. If the PCs win the battle – and don’t kill the rioters –
the soldiers meekly limp back to their assigned posts;
■ If the PCs survive the encounter, they may inter-
proceed to After the Encounter.
rogate any surviving Totonaca, who confess that a
masked Spaniard paid them to kill the PCs and make AFTER TH E ENC OUNTER
it look like a ‘random Native attack’. The Totonaca
don’t know who hired them, but they show the PCs the If the PCs successfully convinced or defeated the riot-
Spanish coins they received for the deed. ers, Sergeant García pays each of them 10 gold for deal-
ing with the situation.
Once the PCs’ guard turn is over, they may return to
the start of Scene 2 to perform another task for Sergeant If the PCs killed the rioters, Sergeant García fines
García, or return to Encounter 1 to go elsewhere. each PC with 5 gold for excessive force, though he un-
derstands it was self-defence and charges the PCs with
no crime.
Encounter 4: Troublesome
Troopers If the PCs lost the fight, they are sent to the medical
pavilion; proceed to Scene 5.
The first time the PCs report for a priority task at If the soldiers were poisoned, ask the PCs to perform
the Command Tent, Sergeant García sends them to deal a Hard Perception or Medicine Check (difficulty: 9(1)),
with a gang of rowdy drunken soldiers that are carous- giving them 1 advantage if they actively examine the
ing somewhere at the edge of the garrison and refuse soldiers’ drinks. If the check succeeds, the PCs discov-
to report for duty. er someone laced the soldiers’ mead with a stimulant
drug.
The PCs are to convince these agitators to report
back, or beat them into submission if necessary. Lethal
force is discouraged, but the PCs may need to defend Encounter 5: Abusive Action
themselves.
The second time the PCs report for a priority task at
If the PCs take the assignment, they have no trou-
the Command Tent, Sergeant García asks them to look
ble finding the unruly soldiers; they’ve camped in an
into an ugly situation: some soldiers found a badly
out-of-the-way spot behind some rocks at the edge of
beat-up native woman at the edge of camp. The girl al-
the Villa, but aren’t really trying to hide. The troopers
ready said the attacker was a soldier from the garrison,
are boisterous, aggressive and flat-out refuse to come
but the culprit hasn’t been identified.
quietly.
The girl is currently under the protection of the
■ If the PCs wish to parley with the drunken soldiers,
troop’s dragon riders, who keep her as a guest in their
ask them to perform a Charisma or Discipline action,
camp. The PCs are to meet with the girl and do their
confronted by a Spanish Soldier’s mediocre skill. The
best to find which soldier mistreated her, so that jus-
PCs suffer one disadvantage because of the soldiers’
tice may be meted out.

150
conquista dor’s gold

The PCs must mention they are here to investigate confrontation, a guard mentions that one Lieutenant
the beating, or else have a dragon rider in their group; Bocanegra warned them he intended to send some sol-
otherwise, the dragon rider sentries bar the PCs from diers to join Captain De Alvarado in his exploration of
access to their camp. the nearby area, and they were not to be stopped or de-
layed in any way, by order of the Captain himself.
If the PCs gain access to the dragon rider quarters,
they are led to the presence of the abused girl, a for- ■ If the PCs ask around the camp section reserved
merly beautiful, young Totonaque with a bruised, swol- for Captain De Alvarado’s men, the soldiers bar their
len face. The girl tells the PCs what she’s already told way, telling them the Captain is currently away from
other officers: Vera Cruz and nobody can investigate his men in his
absence. Ask the PCs to perform an easy Perception or
■ She came to Vera Cruz to sell fruit; she had an of-
Charisma check (difficulty: 3(1)) to deduce the guards
ficial permit to trade inside the Villa (she didn’t, but it
are withholding information.
isn’t relevant to the case).
■ If the PC insist or confront the guards, ask them
■ When she was leaving the camp after selling her
to perform a Charisma action, confronted by a Spanish
stock, one of the garrison soldiers beat her because she
soldier’s mediocre skill to make the guards confess that
refused to have sex with him (this is true).
their orders – not to allow anyone to investigate the
■ She doesn’t know the man’s name, but is certain to case in the Captain’s absence – came from their supe-
identify him if he was in her presence. rior, Lieutenant Bocanegra.
■ Her description of the man is, unfortunately, quite ■ If the PCs ask to see Lieutenant Bocanegra, ask
generic – ‘hair-faced, pale-skinned, uniformed, dirty’ them to perform a Charisma action, confronted by a
– but she is certain he was a regular trooper, not an Spanish soldier’s mediocre skill; if the PCs win the con-
officer. frontation, the guards summon Bocanegra. Proceed to
Encounter 5 Conversation.
■ The girl defended herself; the aggressor would have
a few bruises and scratch scars on his face. ■ If the PCs lose the confrontation, or if they are
left with nothing to say to the guards, they must
If the PCs interrogate the dragon riders, they have
retreat for now. Return to the start of Scene 2, but
come to a few conclusions:
the case remains unsolved, and the PCs may not
■ The investigation is common knowledge and the perform another priority task for Sergeant García
aggressor hasn’t been found yet, so he must be in hid- until they’ve found a way to solve the case.
ing; however, soldiers trying to leave camp are being
■ If the PCs try to slip into De Alvarado’s camp sec-
searched and interrogated, and nothing has turned up
tion unseen, ask them to perform a Stealth action, con-
so far.
fronted by a Spanish Sentry’s competent skill. If the
■ The best lead in the case is the place where the sol- PCs win the confrontation, they may reach Lieutenant
diers found the girl – the camp section reserved for Bocanegra’s tent unimpeded. Proceed to Encounter 5
Captain De Alvarado’s men. Conversation.
■ The soldiers that found the girl are under De ■ If at least one PC fails the check, or if the PCs
Alvarado’s orders, but she already confirmed none of try to force their way into the camp section, cre-
them was the culprit. ate a fair encounter using level 2 and 3 Spanish
Soldiers. If the PCs win the encounter, the commo-
The above clues should be enough for a PC to deduce that the at- tion has attracted Lieutenant Bocanegra; proceed
tacker was one of the soldiers under Pedro De Alvarado’s command, to Encounter 5 Conversation. If the PCs lose, the
and he is currently hidden, protected by his colleagues, inside his
soldiers leave them traumatised instead of bleed-
troop’s camp section. If the PCs don’t deduce it on their own, ask
them to Perform a Normal Perception Check (difficulty: 6(1)) to earn ing out; the PCs are led to the medical pavilion
clue that nudges them towards that conclusion, such as ‘culprits (Scene 5).
rarely go far from a crime scene’ or ‘if he hasn’t been found it’s be-
cause not everyone is looking’. ENC OUNTER 5 C ONVERSATI ON: THE
BOC ANEGRAS
■ If the PCs ask the garrison guards about the case,
the guards confirm they have orders to stop and search The encounter ends when the PCs succeed in being
anyone other than an officer trying to leave camp. Ask taken to the presence of Lieutenant Bocanegra, one
the PCs to perform a Charisma Action, confronted by of Captain Pedro de Alvarado’s officials. Lieutenant
a Spanish Soldier’s mediocre skill; if the PCs win the Bocanegra is a Spanish officer with no bruises or

151
scratches in his face, which marks him as innocent AFTER TH E C ONVERSATI ON
from the beating; however, he reacts hostilely to the
PCs’ investigation. Ask the PCs to perform a Normal There are many ways this case may end.
Charisma or Perception Check (difficulty: 6(1)) to de- ■ If the PCs decide to leave the Bocanegras alone or
duce Bocanegra is hiding something. accept the lieutenant’s bribe, they can tell the dragon
■ If the PCs confront Bocanegra about the case, ask
riders that the soldiers of De Alvarado’s section are in-
them to perform a Charisma action, confronted by a nocent; the dragon riders don’t believe them, but the
Spanish officer’s mediocre skill. Apply 1 advantage or investigation is later dropped when the Native girl gets
1 disadvantage depending on whether the PCs use par- tired and asks to be escorted back to her people. There
ticularly good (or bad) arguments. is no reward, but Sergeant García considers the case
solved and allows the PCs to move to the next prior-
■ If the PCs win the confrontation, Bocanegra doesn’t ity task.
confess to anything, but offers each of them 20 gold
■ If the PCs caught Andreu Bocanegra, the Native girl
to stop their investigation, or better, to tell the drag-
on riders there are no clues leading to De Alvarado’s identifies him easily and he’s put under arrest, expect-
camp. If the PCs accept the bribe, proceed to After the ing ‘Captain De Alvarado to return and make justice’.
Conversation. Sergeant García pays 10 gold to each PC for solving the
case, plus the dragon riders add a boarding pistol for
■ If the PCs lose the confrontation, Bocanegra has one of the PCs as a bonus reward.
them ejected from his troop’s camp section.
■ If the PCs arrested or killed Lieutenant Bocanegra,
■ If the PCs get a success with a positive conse- Andreu’s father, they draw attention to themselves
quence, or if they resist Bocanegra’s bribes or ejection (see the Unwanted Attention sidebar).
attempts, a young soldier interrupts the conversation.
■ If the PCs killed either of the Bocanegras, Sergeant
The young man introduces himself as Andreu García withholds their payment as a penalty for exces-
‘Breaker’ Bocanegra, the lieutenant’s son. He confesses sive violence, but the dragon riders intercede in the
to attacking the girl, but warns the PCs to leave him PCs’ favour, alleging they acted in self-defence and that
and his father alone, lest they know why he’s known Lieutenant Bocanegra tried to deceive the Vera Cruz
as ‘Breaker’. government; hence, the PCs suffer no legal sanctions.
For his part, Lieutenant Bocanegra insists on the 23 The dragon riders also gift one of the players with a
gold bribe and appeals to the PCs’ empathy: boarding pistol, for standing up to the abusers.

‘I know you’ ll agree that a man should be judged by When the PCs have dealt, or failed to deal, with the
his commitment to God and his nation; by his honour, case, return to the start of Scene 2.
rather than by a single mistake. Would you hurt the ca-
reer of a promising, good-natured lad, for some foreign- Encounter 6: Stolen Supplies
er woman that we won’t see again? Why are protecting
the enemy against our own people, our own loyal boys?’ The third time the PCs report for a priority task at
the Command Tent, Sergeant García sends them to look
If the PCs accept the bribe, proceed to After the
into a perplexing case that nobody has had time to deal
Conversation.
with yet: someone’s been stealing food and materials
■ If the PCs insist on taking the Bocanegras to jus- from several cabins and tents in the Villa.
tice, ask them to perform a Charisma action, confront-
Sergeant García gives the PCs a list of written rob-
ed by a Spanish Officer’s competent skill. If the PCs
bery reports: they include the date and time that the
win the confrontation, Andreu turns himself in and al-
thefts were discovered, and the affected individual or
lows the PCs to take him, confident that the law will fa-
group. Stolen goods include weapons, tools, oil and
vour him over ‘that Native bitch’. Proceed to After the
various types of food. The PCs are to check the robbed
Conversation.
sites and try to ascertain the guilty parties.
■ If the PCs lose the confrontation, or if they attack
Every robbery victim has the same story: the thief
the Bocanegras, create a +1 encounter using a combi-
took advantage of guard turn shifts to enter the store-
nation of level 3 and 4 Spanish Soldiers. If the PCs sur-
house from the cabin window or under the tent flaps,
vive the battle, they can take them to the dragon riders
and take a few boxes or bags – nothing more than could
or to Sergeant García to stand trial for their actions.
be carried by a single man – to commit the crime. Some
Proceed to After the Conversation.
places were robbed more than once.

152
conquista dor’s gold

If the PCs interrogate camp sentries, they confirm ■ If the PCs ask about a place big enough to hide a
they haven’t heard or seen anything unusual, not even ship near town, Sergeant García tells them that a team
once. Whoever is doing this is a ghost, a shadow, or of explorers, from the unit under Captain Diego De
is hiding somewhere that doesn’t require him to pass Ordás, found some large caves on the hill’s East side,
through any checkpoint. but they have not been used.
Ask the PCs to perform a Normal Perception Check ■ If the PCs wish to interrogate Diego De Ordás’ men,
(difficulty: 6(1)) to discover that most places in the list they deny any involvement and accuse the PCs of slan-
are in the Eastern site of the camp. der. Sergeant García is forced to intervene to prevent
bloodshed; when he appears, ask the PCs to perform
If the PCs look for tracks in the most recent theft
a Charisma Action, confronted by a TSE that plays 3
sites, ask them to perform a Hard Perception or Survival
cards. If the action succeeds, Sergeant García orders a
Check (difficulty: 9(1)). If the PCs succeed, they find a
raid on the men’s quarters, and his soldiers find some
trail of stealthy steps leading East.
of the stolen supplies in the tents of two of Ordás’ sol-
If the PCs find any clue pointing to the East of the diers. Proceed to After the Encounter.
Villa, ask them to perform a Normal Perception or
If the PCs wish to explore the base of the cliff, they
Knowledge Check (difficulty: 6(1)) to notice there’s an
need to climb down, or else ask permission to deploy
unguarded opening on the camp’s Eastern wall.
their dragon in the Villa’s territory.
There are no guards here because the place is a tall
■ If the PCs don’t have a dragon, or don’t think of
precipice that leads down to the cliffs and the sea. A
using it, they must climb down: ask them to perform an
bad, or even mediocre, climber, risks falling to his
Athletic Action, confronted by a TSE that plays 2 cards
death if he tries to take that route.
(or one card if the PCs are using a rope). If a PC fails the
If the PCs search around the edge of the cliff, ask them action, he must succeed on a second Athletic Action,
to perform a Normal Perception or Survival Check (dif- confronted by a TSE that plays 2 cards; if the second ac-
ficulty: 6(1)) to notice a few gunpowder splotches – un- tion fails, the PC falls to his death; if he success the PC
spent gunpowder, like the one that would fall from a survives but takes 2 unpreventable damage.
box or bag – and some scratch marks, indicating some-
■ If the PCs request permission to use their dragon
one carrying a bag of gunpowder tried to climb down
or win the Athletic confrontation, they reach the bot-
that path.
tom of the cliff, and a path that leads to a cave com-
■ If there is a Contract on the PCs (see the Unwanted plex under it. There are a group of sentries on the path,
Attention sidebar), a group of Totonaca warriors jump who attack the PCs on sight; create a fair encounter,
out of the bushes and attack the PCs. Create a +1 en- using a combination of level 1 and 2 Spanish Soldiers. If
counter, using level 1 and 2 New World characters. The the PCs survive, they find a gigantic cove, connected to
Totonaca don’t strike to kill, but they do try to push the sea, where a large ship has been hidden. The stolen
the PCs over to their death. supplies are all on the ship’s cellar. Proceed to After
the Encounter.
■ If the PCs are defeated, they are only trauma-
tised (not bleeding out); but the Totonaca throw AFTER TH E ENC OUNTER
them off the cliff, killing them anyway.
If the PCs find the clues revealing the hidden ship
■ If the PCs win the battle, they may interro- under the cliff or the involvement of Ordás’ men, the
gate any surviving Totonaca, who confesses that thieves confess: they intended to desert the Expedition
a masked Spaniard paid them to kill the PCs and and return to Cuba. The robbers and their fellow con-
make it look like a falling accident. The Totonaca spirators are arrested, pending judgement and trial by
don’t know who hired them, but they show the PCs Captain Cortés, and Sergeant García gives 20 gold to
the Spanish coins they received for the deed. each PC for a job well done. Proceed to Encounter 1 to
Ask the PCs to perform a Hard Perception or Order let the PCs choose their next step.
Check (difficulty: 9(1)), with 1 advantage if the PC has This, however, calls the attention of Francisco De
a sailor background, to deduce that the type and quan- Montejo, the true architect behind the conspiracy
tity of stolen material, plus the tracks leading to the against Cortés (see Encounters 43 and 60 xx), and the
coast, suggests the stolen supplies are meant for a PCs draw attention to themselves (see the Unwanted
ship. Such a ship should be hidden, or the dock sentries Attention sidebar).
would have heard something.

153
Encounter 7: the ensign’s er-
Scene 3: rands

Ensign Jiménez, the amenities officer, is a gruff,

brothers grumpy man with little time for nonsense. If the PCs an-
nounce that Commander Fiado sent them, he curtly re-
fuses their help, but then gives them two tasks anyway,

in armS announcing he expects them done ‘before yesterday’.


First, he requests the PCs suffocate a rebellion among
the recruits, who are demanding a meal increase. Their
leader is one Corporal López; Jiménez expects the PCs,
If the PCs wish to mingle with the other soldiers like as fellow recruits, to convince López to stand down and
normal Expedition recruits, they may report for in- abandon his absurd demands.
struction with Commander Elena Fiado, head of squad
training, or look for off-duty soldiers at the bonfires Second, Jiménez is tragically short of ammo. He des-
and common areas. The discipline around camp is sur- perately needs new stocks, but the officials have denied
prisingly strict for a ragtag band of civilians and merce- his many requests. So, he asks for any surplus ammu-
naries. Soldiers are expected to behave like a cohesive nition that the PCs come across during their missions;
troop, and their rules and instruction aim to increase he’ll pay its full price for their trouble.
their teamwork and organisation, even though they ■ If the PCs talk to López, he tries to turn them to his
aren’t technically a sanctioned army. Cortés intends to side, showing them that the meal rations that Jiménez
remind everyone in the Expedition that they are a con- assigned are absurdly small.
quering force, not hidalgos on a pleasure trip.
■ To solve the situation, the PCs must either talk
If the PCs report for instruction, ask them to Perform López and his cohorts into being content and remem-
an Athletic or Discipline action, confronted by a TSE bering soldiers must make sacrifices, or convince
that plays 2 cards. Jiménez that he can afford to increase meal rations
■ If the PCs win the confrontation, they spend a whole a little, or else convince both of reaching a compro-
day exercising with the soldiers and gain 3 experience mise, halfway between the current standard and López’
points; they also bond with the soldiers, who point the demands.
PCs to the gambling tents and pleasure houses in case ■ If the PCs try to convince López or Jiménez, ask
they are looking for some recreation. them to perform a Charisma Action, confronted by a
■ Every PC that loses the confrontation suffers ex- TSE that plays 3 cards; if they wish to convince both,
haustion. If the PCs get a success with a negative con- they must perform 2 such actions.
sequence, it counts as winning the confrontation, but ■ If the PCs convince López, Jiménez thanks them by
the PCs also suffer exhaustion. reloading all their ammunition.
After instruction, Commander Fiado asks the PCs to ■ If the PCs convince Jiménez, López thanks them by
report to Ensign Jiménez for some errands. If the PCs gifting them with a set of ‘lucky’ (that is, weighted)
performed well during instruction, the task is optional, dice to cheat at gambling.
and the Commander asks because she was impressed
by the PCs’ skill; if the PCs underperformed, the task is ■ If the PCs convince both, they get no reward (nei-
mandatory, and the Commander gives it to the PCs as ther side is entirely thankful) but earn an extra 2
punishment. experience.

■ If the PCs report to Ensign Jiménez for errands, run The PCs may always return to bring Jiménez any sur-
Encounter 7. plus ammunition they’ve found; he’ll buy it from them
for the full price.
■ If the PCs want to hang out with off-duty soldiers,
run Encounter 8. When the PCs are finished, they may join the other
soldiers for a drink in Encounter 8, or for a bit of enter-
■ If the PCs wish to visit gambling tents or pleasure tainment in Encounter 9.
houses, run Encounter 9.
If the PCs don’t wish to relax with the soldiers, return
■ If the PCs want to do something else, return to to Encounter 1 to help them choose their next step.
Encounter 1 to help them review their options.

154
conquista dor’s gold

Encounter 8: Troop Talk tents, some of them make offhand remarks about
Francisco De Montejo, who has acted as a kind of
The Vera Cruz Garrison teems with off-duty soldiers unofficial mediator between Cortés and the dis-
coming and going on minor errands, chatting at their senters. It’s ‘remarkable how Montejo and Pedro
tents or having a drink near a bonfire. De Alvarado remain loyal to the Expedition, de-
spite their friendship with Governor Velázquez’.
■ If the PCs want to sit, chat and drink with the sol-
diers, they learn every fact they hadn’t yet learned ■ If the PCs have been to the Cempoallan Market
from the Villa Rica de la Vera Cruz Sidebar. Plus, they District (Scene 13 in Chapter II), and wish to ask about
may perform a Charisma action, confronted by a TSE Tax’kát, the lost Totonaca child, ask them to perform
that plays 2 cards, to hear one or all of the following a Charisma action, confronted by a TSE that plays 2
rumours: cards.

‘Pardiez! Everybody knows Governor Velázquez ■ If the PCs win the confrontation, they learn that
changed his mind on the eve of our departure, and a kid matching Tax’kát’s description was brought
wished to stop the expedition! What I ask myself is why, to camp after Cortés’ first meeting with the ‘fat
hm? Did the Captain offend him? Or is there some truth chieftain’, and was sent as part of the Cempoalteca
to that stolen gold shit?’ ‘volunteer caravan’. The soldiers remember the
kid was sent to work with the Quartermaster, or
‘Some of the officers – the usual crew, Ordás, maybe at the medical pavillion.
Velázquez de León and that padre, Juan Díaz, you
know the sort – appear to echo the Governor’s senti- ■ If the PCs get a success with a positive conse-
ment, and have been pushing for Cortés to turn back. quence, they meet a soldier that knew Tax´kát, and
Understandable, I guess’. knows the kid is dead. He contracted a strange dis-
ease and his body was burned to prevent conta-
‘But I would rather keep an eye on the other offic- gion. They should ask at the medical pavillion for
ers – you know, the supposedly loyal, like that beast De details.
Alvarado, which as you know is the Governor’s cousin –,
the ones that appear to support the captain, but only ■ If the PCs ask about the stolen gold, ask them to
because they have some personal, some secret agenda. perform a Charisma action, confronted by a TSE that
No, I don’t know what that is, and God save me from plays 3 cards. If the PCs win the confrontation, they
making assumptions, but mark my words – that Alvarado confirm that a few soldiers were on that first expedi-
is up to something, and he ain’t the only one’. tion, but knew nothing about any hidden gold during
the trip. They are honest; some of them bitterly regret
‘Well, there’s supposed to be some Spanish gold lost not having noticed or stolen the gold, but they weren’t
around these parts, abandoned by some sailors or some- aware of its existence. However, some of the soldiers
thing… but come on, right? Did we come to the other side mention Cempoallan, a city to the South. Cempoallan
of the world to rescue Spanish gold? Of course not’. is supposed to be the hub of the local natives’ civilisa-
■ If the PCs have been to Cempoallan (Chapter II), tion; if there were news of lost Spanish gold to be had,
they may want to ask about a possible traitor among Cempoallan would have them.
Cortés’ captains, or a Spanish official that could be in- ■ If the PCs ask about the campaign against the
terested in delaying the peace talks with the Totonaca. Mexica and Cortés’ Expedition itself, they are intro-
If the PCs inquire about this, ask them to perform a duced to Robledillo, a very talkative corporal that has
Charisma action, confronted by a TSE that plays 2 cards. some insights on Cortés’ campaign. If the PCs buy him
■ If the PCs win the confrontation, they learn that a drink or lend him money for one, Robledillo has the
there’s a very open faction that opposes the trip following to say:
and wishes to return to Cuba. Nobody talks about ‘Ah, I reckon the Captain’s already decided we will
it, but everyone in camp knows. The opposition march on this Mexica Empire. Why else did he go to all
leaders are all Governor Velázquez’ friends; Diego the trouble of building this outpost?’
de Ordás, Father Juan Díaz and their ilk. However,
this faction wants the Expedition to stop and go ‘And they fear our approach, you mark my words…
back, not to be delayed. It’d be against their in- These Culua, or Mexica, for by both names do their sub-
terests to stall negotiations with the Cempoalteca. jects refer to them, and not with kind words, it seems,
these Mexica, I say, pleaded with the Captain not to ad-
■ If the PCs get a success with a positive, while vance into their lands!’
the soldiers accuse Diego De Ordás and his malcon-

155
‘Even better, they showered should the Mexica, eh, lose their ■ Then, ask the PC to perform a
the officers with gifts… which they fear’. normal Perception check (diffi-
haven’t deigned to share with us, of culty: 6(1)), with one advantage if
‘Again, some of the soldiers,
course. But there was much treas- the PCs have the lucky dice from
most of them the Governor’s crew,
ure and many gifts, such as not even Corporal López.
of course, are against this plan, and
the nobles of Spain themselves have
they want nothing to do with the ■ If the PC is successful, he
seen, I wager. All this they gave, just
Mexica, and they want to return to has won that night’s game: he
so that we wouldn’t come closer to
Cuba and end the Expedition with wins back whatever he bet be-
their lands’.
the establishment of this village. fore the game, plus an amount
‘That smells like some serious Small wonder, as they have large of gold equal to the difference
loot waiting ahead, don’t it? Don’t haciendas back at Fernandina and between his result and the
get me wrong, maybe we can trade Española. But us? What awaits us, I TSE’s.
for it. But who knows what dispo- ask you?’
■ If the PC gets a success with
sition these Indians will be in, eh?
Mebbe we’ ll need to drop the ol’ AFTE R TH E ENC OUNTER a positive consequence, they
fear of God onto them’. earn double the money and
If the PCs asked about the gold,
draw attention to themselves
‘Bless me, we are not here to pil- or were told rumors about it, they
(see the Unwanted Attention
lage or anything, but it’s our duty draw attention to themselves (see
sidebar).
to wipe heresy and idolatry from the Unwanted Attention side-
bar), plus De Alvarado’s agents ap- ■ If the PC loses the con-
these lands, with the good guide of
Christ, and if the natives should fail proach them to learn more about frontation, he simply loses the
to renounce their ways… well, that’s their plans; proceed to Encounter money he bet at the start.
what I say anyways’. 10. Otherwise, return to Encounter ■ The PCs may only perform
1 for the PCs to choose their next one gambling action in a single
‘All due respect, many here think step.
going inland is folly… they, and God night, as there’s only so much
money and free time available
keep me from saying such things, say Encounter 9: Free to the other soldiers.
the Captain is wrong; that our small
Time
force can’t possibly defeat some fa- AFTER TH E ENC OUN TE R
bled empire, damn their treasures
and their fear’. There are many options for enter- If the PCs won a game or found
tainment in Vera Cruz if one knows an available pleasure tent, De
‘But see, the Captain has a plan. where to look. The PCs may have Alvarado’s agents have taken no-
See, these lands belong to these heard of the gambling tents and the tice of them: proceed to Encounter
Mexica, right? Right. But the people pleasure houses around camp. 10. Otherwise, return to Encounter
that live here are not Mexica, and 1 for the PCs to choose where to go
that’s hard for us to see, because If the PCs wish to visit one of the
now.
to us they seem to be the same col- pleasure houses, ask them to per-
our and wear the same clothes, but form a Charisma action, confront-
ed by a TSE that plays three cards. Encounter 10: A
they are different nations, as dif-
ferent from each other as we are If the action succeeds, the PCs get Clash of Crews
from, I don’t know, the French or the hold of an unoccupied tent and
English’. find a willing partner among the This encounter takes place if the
soldiers (of the gender the PC’s PCs called attention to themselves
‘Aye, the locals call themselves choice). The PCs may also partner in Encounter 8 or 9. Read the fol-
Totonaque, I believe, and get this – among themselves if they wish. lowing as the PCs prepare to return
they are the vassals of the Mexica. to their business:
And none too happy about it, I’ ll If the PCs wish to gamble with the
bet’. soldiers, they are invited to a dice As you stand up and wipe your
game. hands, you see three individuals ap-
‘So, if the Captain’s half as smart proach you.
as I know him to be, he’s decided to ■ Only one of the PCs may play.
use these oppressed people. Mebbe ■ A PC that wants to play must
At the centre, an armoured wom-
as allies, to convince the Mexica declare how much they are betting an. She seems petite when compared
to yield to us, mebbe as weapons (no more than 5 gold per game). to their companions, but her fierce,
steely gaze and close-cropped hair

156
conquista dor’s gold

mark her as a war veteran. She wears dragon rider livery


and sports a red scar from neck to brow. Her lithe move-
ments seem better suited to an acrobat, or a sailor, than
to a dragonry officer.
Scene 4: the
Right behind her walks a giant of a man, with dark
skin and a big, bushy black beard. He wears his greasy
hair in a long braid, and his eyebrows are so thick as to
garrison
cover his eyes, save for the occasional evil glint. He car-
ries an arming sword and a huge musket. storeS
On her other side there’s a tall, lanky man, with a
frighteningly pale complexion and inexpressive eyes. His
hair blond almost to the point of whiteness, his face thin This scene takes place when the PCs wish to buy sup-
and clean-shaven, he seems to be the polar opposite of plies at the Villa’s storehouses. There’s an ordnance
his burly companion. He isn’t armoured, but wears a stand that distributes rations and ammunition; also,
huge inquisitor’s cross on a chain hanging from his pencil the quartermaster’s office stocks tools and general
neck. He looks you over as a snake would regard a bird. supplies.
These people are De Alvarado’s agents in charge of ■ If the PCs wish to visit the ordnance stand, go to
the treasure search, and the PCs’ main rivals in the ad- Encounter 11.
venture. They heard of the PCs’ arrival to Vera Cruz, ■ If the PCs go to the Quartermaster’s store, go to
and want to get a good look at them now, before they Encounter 12.
have to kill them all.
The female, who seems to be the leader of the trio, Encounter 11: The Ordnance
steps ahead and greets the PCs: Stand
‘God and Castile, good people. I am Doña Cristina
Díaz, dragon rider in the service of Captain Pedro De This large, well-guarded tent holds standard supplies
Alvarado, and these are Señor Pérez Negro, my body- that it then provides to the garrison soldiers. Here, the
guard, and Friar Cosmes of the Holy Inquisition’. PCs may request ammunition and a daily meal.
‘I am very pleased to make your acquaintance. We ■ If the PCs have not done so this day, they may re-
understand that you have arrived to the Villa in a… spe- quest their ammunition reloaded and a single day of
cial capacity, shall we say?’ military rations each.
‘Far be it from me to pry into another’s business, ■ The PCs may request weapons or armour (of normal
which is a most ugly sin, don’t you agree? Be as it may, quality) by getting a special order; Captain de Sandoval
we just wanted to bid you the warmest of welcomes to will gladly provide it if the PCs ask her personally, and
Vera Cruz. The Good Lord knows poor Captain Cortés, Sergeant García may also grant the permission if they
may our Mother Mary watch his health, needs as many are currently running priority tasks for him. If the PCs
hands as possible these days’. obtain a special order, they may request a single weap-
on and armour suit each (100 gold in total).
‘Well, we don’t want to waste any more of your time.
We’re sure you have plenty of tasks to occupy you; oth- ■ The PCs may also have their gear repaired here by
erwise, what would you be doing here? Ha ha. Good putting in a request. The repair job is usually ready by
evening!’ the next day, unless the item was too heavily damaged
or broken, in which case it may be better to secure a
If the PCs confront the three soldiers, or try to bait special order to have it replaced.
them into more talking, Doña Cristina claims a busy
schedule and the trio excuse themselves. It’s clear, ■ Finally, there’s a nun working at the stand, name
however, that they intended to warn the PCs. of Mother Antonia; her task is to bless the soldiers and
their gear. She can perform Priesthood Scriptures mir-
Let the PCs know they are tired and in need of sleep. acles on any character, weapon or armour set, but she
After they’ve had a good night’s rest, go to Encounter 1 expects a donation to the garrison’s chapel in return.
to choose their next step. In theory, donation is optional, but in practice a single
blessing is worth roughly 8 times the spirit points re-
quired to use it in gold.

157
■ Mother Antonia is also authorised to permanently
enchant a weapon or armour set, making it magical. For
Mother Antonia to enchant an item, the PCs must bring
her a weapon or armour set, pay 50 gold, and then pray
Scene 5: the
with her for a full day, after which they must try to
transcend. If they succeed, the item becomes magical. medical
■ If the PCs ask Mother Antonia about item blessing
or enchantment, she mentions a favour they could do
to her: if the PCs obtain a ‘heretic’ – that is, Totonaca
or Mexica – magical item in the course of their travels,
PavilioN
they may bring it to Mother Antonia for research (and
likely for destruction, after she’s researched it). Once Any military expedition has wounded men, and the
the magic item is exorcised, Mother Antonia could use Vera Cruz infirmary is always busy with the sick and
the spirit obtained from it to permanently enchant one the injured.
of their items for free, and she would pay them half the
price of the item in gold for their trouble. If the PCs become traumatised or bleeding out during
their stay in Vera Cruz, they wake up here, after one or
Once the PCs finish their business with the store, re- two days unconscious, with all their wounds and inju-
turn to Encounter 1 to choose their next step. ries healed.
While in the Villa, the PCs may come here at any time
Encounter 12: The Quartermaster for medical treatment or healing miracles; healing
has no cost for Vera Cruz soldiers, but the PCs need to
The Garrison’s Quartermaster is a man called Iñiguez, spend a full day here to receive proper treatment.
a stocky veteran turned clerk, as fierce a haggler as he
used to be a warrior. ■ If the PCs receive medical treatment here and there
is a Contract on them (see the Unwanted Attention
At Iñiguez’ store, the PCs may buy items. The sidebar), someone poisons their medication: ask the
Quartermaster doesn’t stock weapons, armour or food PCs to perform an Athletic action, confronted by a TSE
– that is strictly ordnance – but any other item is a pos- that plays two cards.
sibility. You may restrict very expensive or inadequate
items, of course. ■ If the check fails, the PCs become poisoned and will
die within 24 hours unless the poison is properly diag-
As Iñiguez also has a workshop to craft the work or- nosed and tended to.
ders, he is always on the lookout for crafting parts; if
the PCs can get their hands on resources, Iñiguez will ■ You may ask other PCs to perform a Hard Knowledge,
offer to buy them. Medical or Perception Check (difficulty: 9(1)) to discov-
er a PC has been poisoned. The check gains 1 advantage
■ If the PCs are investigating the death of Ahumada if the PCs investigated the deaths of Ahumada (from
(see Encounter 2), they may ask Iñiguez about poi- Encounter 2) or little Tax´kat (from Scene 13). The
sonous nuts: he is familiar with them, but he’s never local physicians are no help, as the symptoms resem-
stocked anything like it. Furthermore, if anyone had ble a normal sickness, and don’t administer the prop-
such things in Vera Cruz, they would almost certain- er treatment unless they somehow discover the PC has
ly be confiscated, and thus Iñiguez would know it. He been poisoned.
promises to keep an eye out for the PCs, but he doesn’t
think there are poison nuts in the garrison. ■ If the check succeeds, the poisoned PC will be
cured by the local physicians.
■ If the PCs are searching for Tax’kát, the lost
Totonaca child from the Cempoallan Market District The PCs may also make idle chat with the physicians
(Scene 13 in Chapter II), Iñiguez tells them the kid or their patients (those that can talk anyway), who tell
worked with him for a while; ‘smart golfillo, quick as a them that Cortés’ army defeated two native forces on
whip, eager to learn and be useful’. However, after he its way here, in two battles at places called Cotoche and
sent Tax’kát to do a few errands at the medical pavil- Centla, but at least thirty men fell in battle, and many
lion, Alvarado’s soldiers assigned the kid there perma- more lay wounded, having their permanent injuries
nently ‘because of his good eye and quick feet’. tended to even now.

Once the PCs finish their business with the ■ If the PCs help to heal the wounded men, they bond
Quartermaster, return to Encounter 1. with the soldiers; take note of this for later use.

158
conquista dor’s gold

■ If the PCs are investigating the death of Ahumada


(see Encounter 2), they may ask the physicians about
the symptoms for the seizure sickness and the poison
nut: Father Moreno, head physician of the pavillion,
thinks it’s too paranoid to assume someone’s poison-
ing soldiers, but confirms that the symptoms are al-
most identical.
■ If the PCs ask about Tax’kát, the lost child from the

Scene 6: the
Cempoallan Market District (Scene 13 in Chapter II),
they meet a physician, Captain Susana De Trujillo, who
tells them Tax’kát died a while ago, some time before
the PCs first arrived to camp:
‘Sure, the kid was a great worker, and he seemed
mostly happy to be here, although he sometimes said
nativeS
he missed his mom. Anyway, I did not ask for him to be
assigned here. The order came from Alvarado’s soldiers’.
Although the Villa is considered a Spanish outpost
‘And a pity too, because the kid died from some na- and is run by conquistadors, the bulk of its popula-
tive sickness just a couple of days after he started work- tion are Natives. Most of them are Yokot’an merce-
ing here’. naries brought from Cortés’ first campaigns, but there
‘It was similar to the seizure sickness; spasms, rigid- are also prisoners and local hirelings from Totonaque
ity, sudden lack of breathing. The same thing that killed lands.
sergeant Ahumada, surely; most likely the kid caught it If the PCs wish to investigate the Natives, they must
from him’. go to the special sections set aside for them in the
■ If the PCs have asked about both Tax’kát and Villa; the Yokot’an have built their own huts beside the
Ahumada, the physicians still think it’s too paranoid to Garrison, and have their own guards and timetables.
assume a conspiracy, but let the PCs know that in fact The Totonaca live among the Spaniards, but also keep
Tax’kát asked the same thing once, before he came to to their own, separate groups.
work at the pavillion. He’d wanted to know whether Whenever the PCs approach a Native group to
Ahumada’s symptoms could be caused by poison. ask them about their people, ask them to Perform
■ If the PCs ask who assigned Tax’kát to the medi- a Charisma Action, confronted by a TSE that plays 2
cal pavillion or who else in camp did he have contact cards. The PCs gain 1 advantage on this action if they
with, ask them to perform a Charisma action, confront- investigated, or are investigating, the abused Native
ed by a TSE that plays two cards. If the PCs win the con- woman (see Encounter 5).
frontation, the physicians confirm it was Alvarado’s If the PCs lose the confrontation, it means they are
men, under orders by some unknown officer from their thrown out of the Native camp, or the Natives they ap-
camp; they can’t get more specific than that. proach become intimidated and walk away.
■ If the PCs get a success with a positive conse- If the PCs win the confrontation, they find someone
quence, one physician thinks he remembers that with the time and willingness to listen; consult the
it was under the orders of ‘that inquisitor, Friar Native informants sidebar to consult the answers the
Cosmes’. PCs get to their questions. Language is not an issue, as
Once the PCs have finished their business in the the PCs carry the Charm of Saint Jerome.
Medical Pavilion, turn to Encounter 1 to help them After the PCs are finished with the Natives, let them
choose their next path. decide their next step.
If the PCs wish to leave for Quiahuiztlan or
Cempoallan, go to Scene 9.
If the PCs want to investigate the soldier known as
Ahumada, go to Encounter 2.
Otherwise, return to Encounter 1 to help the PCs de-
cide their next step.

159
SIDEBAR: NATIVE INFORMANTS ■ The Mexica refer to their domain as the
Anahuac, that is, ‘land of the Nahua’, which is how
Consult this list of facts every time the PCs per-
they call their ethnicity.
form a successful Charisma action to get informa-
tion from the Totonaca or Yokat’an natives. ■ The peoples under Mexica domain, like the
Totonaca, have to pay tribute to the Mexica, and
If the PCs got a success with a positive conse-
must often accept Nahua governors and puppet rul-
quence, they obtain the bold-typed answers to their
ers. They have even been forced to adopt Nahuatl,
respective questions. the tongue of the Mexica, as their common speech.
If the PCs ask about the Native tribes themselves, ■ The Mexica are powerful, ambitious and ostenta-
these are the possible answers: tious; they believe themselves divinely appointed to
■ The Natives are not a single ethnicity, but belong rule the land, and treat others as their natural vas-
to several tribes. Most are Yokot’an warriors from sals. But they are also very cultured and advanced,
the provinces of Catoche and Centla, where Cortés and a few tribes even submitted to them willingly.
had his first military victories; a few are Totonaca ■ Mexica cities are architectural wonders and
locals from the nearby town of Quiahuiztlan. prosperous urban centres, where gold and jewellery
■ The Yokot’an are an advanced culture that lives flow like water, where everything is at peace and no-
in large fortified cities to the East; they are split body goes hungry. Or that’s what they say, anyway.
from the Maya Empire that governs the faraway ■ Mexica lands are established around a great
lands beyond the jungle. Despite their architectural lake; an inner sea to the West of here. to reach it,
and scientific advances, the Yokot’an live close to one needs to walk one or two weeks in a straight line
the earth, and like to run naked, fight bloody and from Cempoallan. But the path goes through Mexica
eat dirty, which may look barbaric to the Spanish - conquered territory; it can’t be done without their
but the Spanish look more barbaric to them, dress- consent.
ing in metal and riding on the backs of deers.
■ The main reason why the Natives have allowed
■ The Totonaca are less advanced, more super- Cortés to pass through their lands, or even joined his
stitious and much less warlike than the Yokot’an, forces, is the hope to see someone stand up to the
but they are great craftsmen and builders. Almost Mexica after so many centuries.
all of their villages are sprawling towns with more If the PCs question the Natives about the lost gold,
than 1000 inhabitants. They have their own lan- they draw attention to themselves, plus the natives
guage, but have spoken Nahuatl, the tongue of their know very little:
Mexica masters, for centuries now.
■ They don’t know anything about Spanish expe-
■ The Totonaca are native to this region; their ditions or lost gold, but that there was a soldier,
closest settlement is Quiahuiztlan, which surrounds one Ahumada, that talked about such things. The
the Villa itself. They also have three large cities, of Natives would suggest the PCs seek this Ahumada.
which Cempoallan, the largest, is only a journey’s
march south from here. ■ When Cortés was last at Cempoallan, he inter-
viewed some Mexica Tax Collectors; they might have
■ The Yokot’an, in whose honour the Spanish gave known something about the lost gold. The PCs should
the name ‘Yucatán’ to their lands, live far to the go to Cempoallan; even if the Mexica know nothing,
Southeast, but Cortés left many military outposts in it is the largest city hereabouts, and any news about
their lands already. lost treasures would have likely passed through
If the PCs ask about the Mexica, the Natives have there.
this to say: ■ Three people – a soldier woman, a priest and a
■ The Mexica, or Culua as the Yokot’an call them,
large hair-faced man – were asking about the same
subject a while ago.
are the mightiest tribe in the world. They have con-
quered all the lands between the Maya Empire to If the PCs are investigating the death of Ahumada
the South and the Chichimeca wastelands to the (see Encounter 2), they may ask the Natives about
North, and between the Western and Eastern seas. poison nuts:

160
conquista dor’s gold

■ The Natives immediately confirm those nuts ■ All the natives are in awe of Spanish firearms
exist, and that they have a similar effect to the sei- and the ‘giant deer’ they ride. Some are simply curi-
zure sickness. However, they believe the PCs are ous about their ‘magic’, while others are scared out
‘stupid’ for asking about such harmful foods, and of their wits.
spend most of the conversation trying to convince
If the PCs ask about the relationship between
the PCs that death nuts ‘are not for eating’.
the Natives and the Spaniards, the Natives say the
■ If anyone wanted to procure such nuts, they following:
would have to get them from a wizard, or from the
■ The Totonaca, like the Mexica, call the Spanish
Cempoallan market; everything’s for sale there. teotl, which means ‘spirit-people’ or ‘demons’.
If the PCs have been to the Cempoallan Market The Yokot’an, more pragmatic, call them dzul;
District (Scene 13 in Chapter II) and wish to ask ‘foreigners’.
about Tax’kát, the lost Totonaca child, the natives ■ All Natives in the Villa are here to follow Cortés
tell them what they know: and serve him in exchange for his promises of land
■ Many Totonaca children came to work here and plunder. They don’t judge whether the Spanish
when Lord Xicomecoatl of Cempoallan assigned are right or wrong, holy or unholy, nor do they see
‘volunteers’ to help the Spanish at the Garrison. themselves as subject to the invaders; they are part-
ners at best, and hired hands at worst, in a military
■ Tax’kát is a common Totonaca nickname, mean-
campaign.
ing ‘little bee’.
■ Actually, the Natives are split about the invad-
■ A kid with that name was working at the medical
ers; some believe they are dangerous, while some are
pavillion, but he died of some rare illness, ‘probably grateful to them. Some think they are lice-ridden
caught from the hair-faces’. dregs from a backward country, and some believe
If the PCs ask about the Natives’ forces and weap- they are he portent of a new era, for good or ill. Some
ons, they learn the following: of the Natives follow Cortés out of fear, and would
like nothing better than to be released and return
■ The natives have dragons and divine magic too,
to their villages, while others believe they are part
but their magic is much more destructive and hard of some blessed army destined to conquer the world.
to perform than the European’s casual blessings,
and their dragons are much larger and as likely to
turn against them as they are to help them. That’s
partly why they must be given sacrifice.
■ Only the largest Native cities have dragon pro-
tectors; they call them ‘storm snakes’ or ‘cloud
snakes’ in their respective tongues. The lord of all
dragons is the Feathered Snake, which the Mexica
call Quetzalcoatl; it is He that cloud snakes answer
to, not mortals.
■ Both the Totonaca and the Yokot’an share a sim-
ilar faith, just like several European nations follow
Christianity. In their faith system, ancestor spirit-
wizards control the natural forces, and they must be
appeased with sacrifice.
■ For the natives, ‘sacrifice’ doesn’t exactly mean
killing; more accurately, it means giving life in re-
turn for life. Killing a child on an altar, burning
crops at a shrine, and fasting oneself in prayer are
all, at the core, the same practice – paying with one’s
life and blood for the life the spirit world gives to the
mortal world.

161
Encounter 13: The Secret of Pe-
Scene 7: dro De Alvarado

If the PCs have already encountered Pedro De

looking for Alvarado in the wilderness, he’s just returned to Camp;


they may not investigate his quarters for now. The PCs
must wait one week, the time required for De Alvarado

the leaderS to leave on his next mission, before playing this en-
counter; meanwhile, return to Encounter 1 to guide
their next step.
If the PCs arrive during Pedro De Alvarado’s ab-
This scene takes place if the PCs seek Captain Pedro de sence and want to investigate his unguarded quarters,
Alvarado, or want to talk personally to Cortés himself. ask them to perform a Stealth action, confronted by a
If the PCs have been to Cempoallan and have a Spanish Guard’s Competent Skill.
Message for Cortés, Captain Guiomar de Sandoval asks ■ Every PC that wins the confrontation manages
for their presence immediately. Proceed to Encounter to slip past De Alvarado’s Guards and enter his cabin
15. unseen.
■ Ask the PCs to perform a Perception or Charisma ■ A PC that fails suffers no other consequence than
action, confronted by a TSE that plays two cards. being unable to find a moment when the guards turn to
■ If the PCs fail the confrontation, they draw at- the other side; he is not caught, but he cannot enter the
tention to themselves (see the Unwanted Attention cabin with the PCs that succeed.
sidebar). ■ But, if even one PC gets a failure with a negative
■ If the PCs obtain a success with a negative conse- consequence, all the PCs are caught and arrested; pro-
quence, it counts as a win, but they also draw attention ceed to Encounter 14.
to themselves. If any PC manages to enter De Alvarado’s cabin, read
■ If the PCs win the confrontation, they learn that the following aloud:
both captains have left. The inside of De Alvarado’s office is like the man
■ If the PCs have not yet been to Cempoallan, himself – grandstanding, overbearing and heartless.
Cortés is either in Quiahuiztlan or Cempoallan, The furniture seems both too ostentatious for a military
conferring with the Totonaca lords, while Pedro settlement and too impersonal to actually provide any
De Alvarado left on a scouting mission. sense of home.

■ If the PCs have already been to Cempoallan, There are a few weapons in display, likely trophies
Cortés and De Alvarado left together on some un- from past campaigns, but precious little decoration
disclosed business, and nobody seems to know otherwise. The desk is bare, but the drawer is unlocked.
what it was about. There are three chests, one open and showing some
clothing in disarray, two more apparently locked.
■ If the PCs get a success with a positive consequence,
they learn that De Alvarado’s absence means that he Let the PCs state their actions and intentions to
left his cabin all but unguarded. search the captain’s quarters.

If the PCs want to follow either of the captains into The desk drawer has a few letters, mostly military
their missions, go to Scene 9. commands from Cortés - to join this or that squad in
advance, to share the spoils of some attack in this way
If the PCs want to take advantage of Pedro De or that, to scout a road ahead of the main troop, and so
Alvarado’s absence to investigate his quarters, run on. There are also some missives from what appears to
Encounter 13. be one of De Alvarado’s underlings; they are all signed
Otherwise, proceed to Encounter 1 to help the PCs simply with the letter ‘C’.
choose their next step. ■ The mysterious underling’s letters talk about a
‘task’, of undisclosed nature, and how it’s being carried
out with no results so far, which De Alvarado seems to
be impatient about. This ‘task’ seems to be some sort

162
conquista dor’s gold

of investigation, and the sender hasn’t yet found what ‘supporting Cortés’ is the best course for now, but as-
the captain sent them to find, at least judging from the sures De Alvarado that ‘the plan is underway’.
letter dates. The fact the ‘task’ is not specified and the
■ if the PCs have proof of the Black Skull Scheme,
sender avoids using their own name is very suspicious,
they can match Francisco De Montejo’s letter to
but there’s no way to confirm the reason.
the handwriting in the Zapoteca notes: this marks
The open chest contains only De Alvarado’s clothing Montejo as the mastermind behind the scheme.
and some wearable jewellery of little worth. The two The PCs now have proof of Montejo’s plot.
closed chests are locked; if the PCs wish to open them,
Finally, there are two letters from Cortés in the
ask them to perform a Crafting action, confronted by a
chest. In one, he accepts De Alvarado’s request to help
TSE that plays 2 cards. If the PCs win the confrontation,
him recruit people for the Expedition. It’s obvious De
they have opened one of the chests; they must succeed
Alvarado insinuated himself into Cortés’ trip without
again to open the other one.
his cousin’s approval. In the other, much shorter let-
■ The first chest the PCs manage to open contains ter, Cortés suggests that Governor Velázquez ‘knows
smaller boxes, envelopes and older letters. They per- that we know’ and scolds De Alvarado for trying to
tain mostly to De Alvarado’s previous exploits as a ‘take matters into your own hands’, expressing confi-
young soldier in Spain and the island of Cuba; they in- dence that ‘we will work together in the future’.
clude the letter that Diego Velázquez sent De Alvarado
Other than these letters, the most interesting thing
to come work with him years ago, when the island was
to be found in this chest is a half-filled notebook. It
still under the rule of the Columbus brothers.
contains maps, sketches and small notes of the many
Of greater interest are a few of Velázquez letters ‘Indian’ tribes that De Alvarado has encountered and,
from the later years: first off, they confirm Velázquez in most cases, decimated… and has several mentions of
and De Alvarado are not-so-distant cousins. ‘the stash’. The notebook doesn’t go into specifics, but
it clearly shows ‘the stash’ is something De Alvarado
Then, one of the letters in particular, dated only last
was looking for, and he mentions ‘the river search’ was
year, does mention the expedition where the gold was
fruitless save for a few looted native villages, and that
stolen. Velázquez asked De Alvarado to join Grijalva’s
the gold must have gone inland, to the West, or one of
second expedition, with instructions to assist one
the ‘two later expeditions’ would already have found it.
Francisco De Montejo in finding ‘anything the first ex-
Alongside these scribbles, there’s a copy of a gold coin,
pedition might have left behind’. The letter doesn’t
such as would appear by coal-rubbing the coin’s relief
mention the stolen gold; if the PCs don’t deduce it on
under the paper. The coin used for the marking was of
their own, ask them to perform a Normal Perception
Spanish mint, dating from almost a decade earlier, long
Check (difficulty: 6(1)) to deduce that Velázquez sent
before the first expedition to the mainland.
this Montejo find the gold, but wanted to keep Alvarado
in the dark about it if possible. ■ The second locked chest the PCs manage to open
contains 500 gold in jewellery and expensive clothing
There’s another letter where Velázquez mentions the
looted from the native tribes. If the PCs wish to loot
third expedition – this one – and expresses hope that
this chest, they can each carry a maximum of 25 gold in
Cortés will succeed in his endeavour; he says it in such
treasure for each point they have in the Athletic Skill.
a way that suggests De Alvarado was not intended to
join this expedition. To leave De Alvarado’s cabin, the PCs must per-
form another Stealth Action, confronted by a Spanish
The last letter by Velázquez is much more enlighten-
Guard’s mediocre skill – as they don’t expect to guard
ing. It asks De Alvarado to return to Cuba immediate-
against someone sneaking out of their captain’s quar-
ly, reminding him that Cortés is a traitor and a rebel,
ters. If the PCs are carrying loot, they suffer one disad-
and that sooner or later he shall be hanged by order
vantage on the action.
of Their Majesties. He adds a threat: ‘and should you
think of using accusations or exposure as part of your ■ If the PCs win the confrontation, they leave as qui-
defence, please do not doubt that treason and sedition etly as they arrived.
are far more serious transgressions than withholding a
■ If the PCs get a success with a negative conse-
few coins’.
quence, they leave quietly but make enough noise to
There’s also a suspicious letter from Francisco De arouse the guards’ suspicion and draw attention to
Montejo, who now signs as the mayor of Vera Cruz. themselves later (see the Unwanted Attention sidebar).
Montejo asks De Alvarado to be patient, and suggests

163
■ If even one PC loses the confrontation, all PCs are ■ If the PCs learned the Secret of the Empty Chest at
surrounded by guards. If there is a Contract on the PCs, The Thunder (See Scene 17), they may report their mis-
the guards have orders to kill them and make it appear sion success. Proceed to Scene 20: The End.
like they were traitors: create a +2 encounter against a
combination of Spanish characters. If the PCs survive, Scene 8 Conversation
they must flee the Villa before anyone notices they
have killed De Alvarado’s men; run Scene 9 right away. Enact this conversation every time the PCs have some-
If the guards don’t attack, the PCs are instead arrest- thing to report from their Vera Cruz investigations.
ed and taken to Captain Sandoval for trial. Proceed to ■ If the PCs report about Ahumada and his death (see
Encounter 14. Encounter 2), Captain De Sandoval believes he must
If the PCs successfully took anything from De have indeed been murdered, and she even fingers a
Alvarado’s quarters, be it a letter, a weapon or even a suspect. On Pedro De Alvarado’s camp there’s a woman,
single gold coin, someone will notice later, which will a dragon rider that’s served in three different wars
draw attention to the PCs (see the Unwanted Attention and is trained in various poisons. The assassin’s name
sidebar). is Doña Cristina Díaz, and Sandoval recommends the
PCs stay clear of her - at least for now, as they have no
If the PCs manage to slip out of De Alvarado’s quar- proof of her involvement, and they could become her
ters unseen, you may turn to Encounter 1 to help them targets instead.
choose their next step, to Scene 8 if they want to report
their findings to Captain De Sandoval, or to Scene 9 if ■ If the PCs report having found letters in Pedro
they wish to leave in search of Cortés or De Alvarado in De Alvarado’s possession, Captain De Sandoval looks
the surrounding areas. very concerned, as this is an act of espionage which
could land the PCs - and her - on the gallows. Thus,
she readies a written grant for the PCs to investigate

Scene 8: Totonaca lands in the name of Cortés, and orders them


to leave the Villa as soon as possible; proceed to Scene
9 straight away.

captain de ■ If the PCs report having met Doña Cristina and her
men, Captain Sandoval looks alarmed, and believes
this means the PCs have already been marked as Doña

sandovaL Cristina’s targets. She advises the PCs to leave Vera


Cruz at their earliest convenience, and gives them a
written grant to investigate Totonaca lands in Captain
Cortés’ name.
Run this scene every time the PCs report to Captain ■ If the PCs report the betrayal of Diego de Ordás’
Guiomar De Sandoval, the woman that first contacted men (see Encounter 6), Captain De Sandoval heard of
them, be it because they have news to share or because it already, and plans to tell Cortés about the matter, so
they were arrested during their investigation. he can be prepared against further sedition attempts.
Sandoval’s tent is accessible to the PCs during their She gives each PC 10 gold for their help to find the
entire time in Vera Cruz; they may call on her at any conspirators.
moment about several subjects. She’s still living in the ■ If the PCs report an attempt on their lives (if there
most austere conditions, all her furniture consisting of is a Contract on them, as per the Unwanted Attention
boxes and benches, but she gladly invites the PCs to sit sidebar), Captain De Sandoval is alarmed. This means
on them as if they were chairs in an audience hall. Pedro De Alvarado, or some other party interested in
■ If the PCs want to talk to Captain De Sandoval about the lost gold, is targeting competitors. Sandoval hast-
their investigations in the Vera Cruz Garrison (Chapter ily writes a written grant for the PCs to investigate the
I), proceed to Scene 8 Conversation. surrounding area, and then orders the PCs to leave
Vera Cruz as soon and as quietly as they can. In fact, if
■ If the PCs bring news from Cempoallan (Chapter II),
the PCs are more or less geared up now, she encourages
proceed to Encounter 15.
them to leave straight away (Scene 9) and tell nobody –
not even her – where they’re going.

164
conquista dor’s gold

Encounter 14: Arrested ‘So these are your spies, Sandoval. They have made
a great job’.
If the PCs are brought to Sandoval because they were Then his expression turns grim, but his gaze remains
arrested, she allows the guards to take them to an iso- friendly.
lated cabin ‘for interrogation’. If the PCs retrieved any
items from De Alvarado’s cabin, Sandoval claims them ‘My friends… by looking for that lost treasure, you
for safekeeping. After a while, Sandoval goes to the might have saved our lives’.
PCs’ cabin and asks the guards to leave her alone with If the PCs ask what Montejo is doing there, or what he
them, at which point she asks for the full story. Let the knows, Sandoval acknowledges his presence.
PCs brief the captain on what happened in their own
‘Mayor De Montejo has been appointed by Captain
words; run Scene 8 Conversation.
Cortés to receive the reports of your mission in
After the PCs’ debriefing, Sandoval tells them she Cempoallan. He… was apprised of your exploits, and I
will arrange for their escape, and orders a few of her told them of my plan to return the lost gold’.
most trusted men to ‘escort the PCs to Santa María de
‘And might I say’, Montejo interrupts, ‘the Captain
la Victoria, as prisoners’. Sandoval’s men will take the
wholeheartedly agrees. Returning the gold to Governor
PCs out of Vera Cruz; however, they will have orders to
Velázquez is a brilliant idea’.
release the PCs as soon as they are out of sight of the
garrison. ‘Yes, well…’, Sandoval continues, visibly bothered;
‘Captain Cortés asked Mayor De Montejo to oversee
Before leaving, Captain De Sandoval suggests the PCs
your activities from this point onward. He expects your
not to return to Vera Cruz until a couple of weeks have
news from Cempoallan; whatever you would have told
passed, while she counters the accusations against
me, it’s now for his ears as well’.
them with proof of De Alvarado’s conspiracy. However,
if the PCs find something about the lost gold before If the PCs have a Calpixque Hostage, he fingers
that time, they are to return to the garrison as soon as Montejo as the man that gave them the treasure box
they can. years ago:
This said, Sandoval bids the PCs godspeed and leaves ‘That man… That is Atlantatl! That’s the man who
their cell. A few hours later, a team of soldiers comes gave us the tribute!’
to take the PCs out of Vera Cruz. Proceed to Scene 9.
If the PCs agree to give their report to Montejo, pro-
ceed to Encounter 15 Conversation.
Encounter 15: Urgent News
If the PCs challenge Montejo or attack him, he sets
If the PCs have returned to camp with news from his guards on them.
Cempoallan (Chapter II) or another location (Chapter ‘I knew you had something to do with this secret
III), Captain De Sandoval receives them immediately on scheme against our expedition. I’ d be happy to keep you
her tent. alive for confession, but it doesn’t seem like you’ d ac-
If the PCs already confronted Montejo at Sandoval’s cept that. Guards!’
tent, proceed directly to After the Encounter. Create a +2 encounter, using a combination of Spanish
Otherwise, read the following when the PCs enter characters.
Captain Sandoval’s tent:
■ If the PCs have proof of Montejo’s plot, they may
The first thing you notice is that Captain Sandoval show it during the encounter; upon seeing it, Captain
is not alone. In fact, her tent is filled with soldiers, and De Sandoval orders the fight to stop and demands to
they all look at you intently. Sandoval stands before see that proof; then, she orders Montejo in chains. Take
them, seemingly trying to calm them down, and looking note that now Montejo is arrested, and proceed to After
at you with dignity. the Encounter.
Amid the soldiers sits a man, who’s obviously in com- If the PCs survive the fight, Captain De Sandoval or-
mand of the whole troop. He seems used to luxury, but ders them to flee Vera Cruz immediately; their new or-
doesn’t seem to be bothered about having to sit on ders are to find the lost gold and send or take it back
Sandoval’s precarious furniture of boxes and stools. to Cuba on their own, or else die trying - for they can-
Then you recognise the man - he’s Francisco de Montejo, not come back to Vera Cruz now. Proceed to After the
one of Cortés’ right-hand men and the mayor of Vera Encounter.
Cruz. He smiles at you.

165
ENC O U NT E R 15 CON V E RSATION Actopan on their own, without requiring our involve-
ment at all’.
Let the PCs choose what to tell Montejo and Sandoval.
Use the following excerpts as Montejo’s answers de- ■ If you already marked the Attack on Actopan,
pending on what the PCs say: Montejo congratulates the PCs.

■ If the PCs have a Message for Cortés, Montejo ‘Great job setting the Indians against each other! The
and Sandoval look at each other, then Montejo nods Captain himself couldn’t have done it better’.
gravely: ‘Now we can march against the Mexica at
‘This matter merits serious consideration. I believe Tizapancingo, as soon as Xicomecoatl sends us an of-
we should endeavour to convince the Totonaca of our ficial request for aid. Go tell him that - that’s the only
good will, so that they can request our military aid. ‘This thing we’re waiting for’.
will secure peace with the Totonaca, but also give us an ■ If the PCs bring proof of the Black Skull Scheme
excuse to get Tizapancingo out of the way, and then or the Location of the Black Skull Ambush, Captain
advance into Mexica lands’. De Sandoval leaps at the news and demands to see the
‘We need to deliver proof that the Mexica escaped on notes. Without waiting for Montejo, she immediate-
their own. The Captain has given me this - it’s a Mexica ly orders two dragons sent to warn the scouts of the
magical charm. ‘They tell me the Indians use it to appear Zapoteca ambush.
and disappear with their dark magics; who knows, re- ■ If the PCs want to join the raid, Montejo lets
ally? The Captain’s witch, Malintzin, says she found it in them leave with his blessing.
the escaped Mexica’s cell. For all I know she made it her-
self; in any case, we only need Xicomecoatl to believe it’. ‘Go, go save our people. I’m proud of you; Spain is
proud of you. Just be sure to return safely. And bring me
‘I shall send this to Xicomecoatl right away, as proof any news you have to report!’
that we did not aid the Mexica evasion’.
The PCs may now proceed to Encounter 60 in
If the PCs refuse to follow this course, Montejo tells Chapter III.
them it’s not their decision.
■ If the PCs show proof of Montejo’s plot with
‘As Mayor of Vera Cruz, I am entitled to decide the the Location of the Black Skull Ambush, Captain De
course that best protects its citizens; and the Captain Sandoval orders him arrested right after giving her
has given me full powers to deal with this situation’. previous orders. Proceed to After the Encounter,
Unless the PCs directly confront Montejo, he dis- taking note that Montejo is arrested.
patches some envoys with the package right away; the ■ If the PCs mention the Razed Villages, Montejo
plan will proceed as he commanded. Take note that the shakes his head.
PCs have Planted Evidence of the Mexica Escape.
‘This business with the lost gold… it’s brought out the
If the PCs have also Delivered Reparations for the worst of many of us. It’s a shame the innocent indians
Razed Villages and Delivered proof of the Zapoteca have to pay for our ambitions’.
Setup, They now have Proof of the Spanish’ innocence.
If the PCs accuse Doña Cristina and his companions of
■ If you haven’t marked the Attack on Actopan, the massacre, Montejo doesn’t even blink.
Montejo orders the PCs to travel to Cuetlaxtlan and
Cuyuxquihui to agitate the local tribes against the ‘Oh, of course it was them. Who else would Alvarado
Mexica: order to search for the gold among the local villages?’

‘Before we can march into Tizapancingo, we need to ‘I’ ll speak bluntly. Doña Cristina’s group are your ri-
clear the path - and there’s a very big obstacle there. This vals in this race. If they succeed, you fail, and the other
town, called Actopan, stands in our way to Tizapancingo. way around. Whoever finds the gold first, you or them,
We cannot risk attacking it; we want the Mexica to keep Captain Sandoval or Captain De Alvarado, decides what
their guard down until we hit Tizapancingo’. happens to it’.

‘This is where you come in. I need you to fly in your ‘I’m not taking sides in the race, but I certainly disap-
dragon to a few local towns - towns known for their re- prove of what Alvarado’s catspaws have done, and their
sistance to the Mexica’. methods in general’.

‘Talk to the people of these towns, use their an- ‘They did not act against Spanish law, so we cannot
ger against the Mexica; chances are, they’ ll march on charge them with anything - but I will personally talk to

166
conquista dor’s gold

Captain De Alvarado. I’ ll make sure he sees the error of bearing gifts and appeasements, and accusing Doña
his ways and stops his mistreatment of the natives’. Cristina of an independent, unsanctioned crime, for
Montejo also orders an envoy sent to Xicomecoatl, which she shall be promptly punished. The PCs have
with gifts in gold, and a letter acknowledging that the now delivered reparations for the razed villages, if
two villages were indeed destroyed by Spanish soldiers; they hadn’t before.
however, the letter will give the names of Doña Cristina If the PCs have also Planted evidence of the Mexica
and her helpers, fingering them as sole culprits. The Escape and Delivered proof of the Zapoteca Setup, They
letter also promises that these three individuals will be now have Proof of the Spanish’ innocence.
punished to the full extent of ‘God’s Law’.
■ If you haven’t marked the Attack on Actopan event,
With this, the PCs have now Delivered Reparations Captain Sandoval agrees with Montejo that the PCs
for the Razed Villages. should stir things up at Cuetlaxtlan and Cuyuxquihui;
If the PCs have also Planted evidence of the Mexica she marks both these places in the PCs’ map if they
Escape and Delivered proof of the Zapoteca Setup, They didn’t have directions there yet.
now have Proof of the Spanish’ innocence. ■ If you already marked the Attack on Actopan,
■ If the PCs know the Secret of the Empty Chest, they Sandoval gives the PCs a letter, written and signed
may report the end of their mission. Proceed to Scene by Cortés himself, promising military aid to the
20. Cempoalteca in case they need it. The PCs are to de-
liver this letter to Xicomecoatl’s palace. Take note that
If the PCs finish the conversation with Montejo in the PCs now have an Official Edict indicating they have
good terms, he leaves with his guards, saying he trusts business with Xicomecoatl in the name of Cortés.
the PCs ‘will keep doing what’s right’. Proceed to After
the Encounter. ■ If the PCs have a Message for Cortés, but suggest
that Cortés should not help the Totonaca, but should
A F T E R T H E E N COU N TE R instead agree to the Mexica’s wishes and leave the
region, or at least promise to leave it, Sandoval sees
Once Captain de Sandoval is left alone with the PCs,
worth in this idea, and promises to put the matter to
she has her own orders for the PCs, depending on what
the Captain’s consideration right away.
they reported.
Ask the PCs to perform a Charisma action, confronted
■ If the PCs know the Secret of the Empty Chest, they
by a TSE that plays 4 cards. The PCs gain one advantage
may report the end of their mission. Proceed to Scene
if they found proof of Montejo’s Plot, and suffer one
20.
disadvantage if they became Outlaws in Cempoallan or
■ If the PCs brought proof of the Black Skull Scheme were arrested in Vera Cruz.
or Directions to the Black Skull Ambush, Captain De
■ If the PCs win the confrontation, Cortés agrees
Sandoval wasted no time sending troops to support the
to Sandoval’s suggestion and the expedition pre-
soldiers; if the PCs wish to join the mission, they should
pares to leave these lands… for now. Vera Cruz will
leave for Encounter 60 right away.
remain as the Spanish embassy to the Mexica and
■ If the PCs brought proof of Montejo’s Plot, Sandoval Totonaca, as Cortés’ main army retires to consol-
secures it nervously. idate power the villages that Cortés has already
conquered in Yok’atán.
‘It’s no small thing, to accuse the Mayor of Vera Cruz
of scheming against Captain Cortés. I will personally de- In return, the Mexica fulfil their part of the bar-
liver this to Captain Cortés, right away’. gain, and send the promised treasure, plus the
long-sought maps to the ancient city. The PCs now
If Montejo has not been arrested, Sandoval will pre-
have Directions to The Thunder if they didn’t al-
sent the proof to Cortés and let him decide what to do
ready, and Sandoval sends the PCs to look for it
with it.
immediately.
If Montejo is arrested, Captain De Sandoval accom-
Proceed to Chapter III, taking note that the
panies the PCs to interrogate him; proceed to the
PCs have Directions to The Thunder and took the
Montejo’s Motives Sidebar.
Mexica Side in the negotiations.
■ If the PCs explored the razed villages and accused
■ If the PCs have NOT played Encounter 13 yet,
Doña Cristina directly, Captain De Sandoval promises to
Captain De Sandoval has a special mission for them.
take the matter to Cortés, who will surely do the same
that Montejo intended - send envoys to Xicomecoatl,

167
SIDEBAR: MONTEJO’S MOTIVES - Psh, I burned them, don’t you even think about it -;
to keep them out of reach! To dangle the lost treasure
If the PCs bring proof of Montejo’s Plot and ensure as a carrot in front of Alvarado, and others like him.
Montejo is arrested, they may interrogate him, either Alvarado is a wonder; wherever you point him at, peo-
as the guards take him, or later in his confinement ple die. His peers back home are no different’.
tent, about his motives or his true goal.
‘Well, have you seen the wrath, the bloodthirst,
Montejo trusts that his goals were worthy, and that Alvarado has brought down on these heathens?
claims that he had Castile’s best interests at heart. The good man already wants to set fire to Cempoallan
‘Of course I did not do this for the gold. Who needs and massacre its citizens! I didn’t even need to suggest
a chest of Spanish gold with a whole world of conquest it! Now imagine... the whole of Europe is coming now!
ahead of us? Cortés understood that; as soon as he A thousand ships, a thousand Alvarados! All wanting
learned of the Mexica, he switched his attention from their piece of the cake! All guests at my table! For I
the treasure we lost to the much larger treasure we shall be the gracious host... I shall be the Adelantado
were set to find’. of the New World!’

‘I did not lose Velázquez’ gold as I claimed. I gave ‘Oh, I’m not worried about my future. You see, I
it to the natives during the first expedition, two years did not betray Cortés, only Velázquez - and Velázquez
ago. I did not know who they were at the moment; I does not know it. Anyway, his authority was doomed
only cared that it was in native hands’. the moment we set sail without his blessing. I also be-
trayed the indians, yes, but they shall not be the ones
‘Why, to inspire the search, of course. To incite the to judge me. ‘I think - no, I know - that Cortés will see
greed of idiots like Velázquez and Alvarado, and have my deeds as the work of a hero and a patriot, and he
them move their butts off Cuba… there was a conti- won’t only pardon me; he will reward me. Well, might I
nent, a whole continent of riches and new territories remind you Cortés was in on this little plot too… It’s in
to claim for the crown, and those petty penny-pinchers his best interest to keep me near and loyal. Alvarado,
were content with their encomiendas at the small is- not so much. You, even less so’.
lands of the Colón brothers!’
‘I think that, when the dust settles, Alvarado and
‘Cortés understood. When I told him my plan, he his dragon bitch will be reprimanded for harsh meas-
was the only one that saw beyond his nose, the only ures, you will be imprisoned or discharged for trying to
one that saw the opportunity in discovering and make deals with the indians behind the Captain’s back,
claiming this territory. Alvarado understands nothing and I shall be acknowledged as the man that made the
beyond his reflection in mirrors; but he was easy to Conquest of the New World possible’.
manipulate with the promise of daring campaigns and
If the PCs think of asking whether Montejo ever
heroic exploits. By giving them something to look for, I opened Velázquez’ treasure box, he looks bemused
led them to finally explore and discover this wondrous for an instant.
world, which Europe shall conquer eventually anyway.
There’s no way to stop that. What we can decide is who ‘Why, of course not… Velázquez kept the key, as a
is in charge of the conquest. 1‘All I needed to do was safeguard so he could later know whether his chest had
make sure that gold remained lost, remained in native been opened… wait, why? Why do you ask this?’
hands… and it would be the pebble that started the Then Montejo goes pale and opens his eyes wide.
avalanche! Turns out the indians were obliging enough
to actually steal the gold from the other indians! I only ‘What do you mean, bastards? What do you MEAN?’
learned this during the second expedition last year, After talking to Montejo, the PCs have enough ev-
when I first found Cempoallan while Alvarado’s atten- idence to send Proof of the Spanish’ Innocence to
tion was… elsewhere’. Xicomecoatl in Cempoallan. The PCs cannot threat-
‘And oh great fortune, the Mexica of Cempoallan en or attack Montejo; he is Cortés prisoner, and only
were making maps of the bandits’ territory… Now we Cortés can decide his fate now. What the PCs must de-
know where the gold was taken. What happened to cide is whether to continue with Montejo’s plan and
let the imminent military conquest of the New World
it? Who knows. We don’t need the gold. We only need
play out, or focus on the treasure search and let God
‘a’ gold, ‘a’ nameless, hidden treasure, and the tide of
sort things out. Who knows, they may try to do some-
history will lead the full force of Europe’s ships and
thing about it, to change history somehow… but how?
armies to this New World. That’s why I stole the Indian
scribe’s maps during the second expedition last year

168
conquista dor’s gold

‘All the evidence you have gathered, and the investi-


gations I have conducted on my own, suggest that Pedro
De Alvarado, the Captain’s ally and rival in the treas-
ure search, might be acting against the benefit of the
Scene 9:
expedition’.
‘I have no authority to order an investigation on
Alvarado, but I could ask his cabin’s guards to look the
leaving
other way, so that Alvarado’s quarters were relatively
unguarded… let’s say, tonight’. vera cruZ
If the PCs agree to this mission, Sandoval makes sure
they understand it would be treason if they’re caught,
and she cannot admit to any involvement in this. If the If the PCs want to leave the Vera Cruz garrison, their
PCs are still willing to do it, Sandoval sends some of her ability to leave depends on what they have done before.
men with orders to distract De Alvarado’s guards. For ■ If the PCs are being escorted out by Captain De
the rest of the night, the PCs have one advantage on Sandoval’s men, the soldiers lead the PCs out of the Villa
any Stealth action performed in or near De Alvarado’s and then, when nobody’s looking, let the PCs go. They
camp or cabin. tell the PCs not to return for a while, on the Captain’s
It is now time for the PCs to decide where to go: orders, and wish them luck. Proceed to Encounter 16.
■ If the Attack on Actopan hasn’t yet happened, the ■ If the PCs try to simply leave through the main
PCs may wish to visit Cuetlaxtlan or Cuyuxquihui; pro- exit, they must convince the guard they are on official
ceed to Scene 16. business.
■ If the PCs have an official edict enabling them to ■ If the PCs have a written grant to investigate the
speak to Xicomecoatl, they may proceed to Cempoallan’s area from Captain De Sandoval, they succeed automati-
ceremonial centre in Scene 12. cally; proceed to Encounter 16.
■ If the PCs wish to spy on Alvarado’s quarters as Otherwise, getting out requires the PCs to perform
per Captain De Sandoval’s suggestion, proceed to a Charisma Action, confronted by a TSE that plays 3
Encounter 13. cards. The PCs gain 1 advantage if they bonded with
the soldiers during Scenes 3 or 5. The PCs may spend
■ If Montejo is arrested and the PCs suggest or ask to 15 gold to sweeten the deal, gaining 1 advantage on the
interrogate him, you can consult the Montejo’s Motives action. All these advantages are cumulative.
Sidebar.
■ If the PCs win the confrontation, the guard sudden-
■ If the PCs have gathered Proof of the Spanish’ ly remembers that Captain De Sandoval has given in-
Innocence, they may go to Xicomecoatl’s palace in structions to let the PCs through. Proceed to Encounter
Encounter 29 with the good news. 16.
■ If the PCs have Directions to the Thunder, they may ■ If the PCs lose the confrontation, the guard heard
want to try their luck there; proceed to Scene 18 in nothing about any official business, and the PCs must
Chapter III. wait eight hours, until the next guard shift, to try
■ If the PCs wish to go somewhere else, return to again. If the PCs have played Encounter 13, the guards
Encounter 1 to guide their next step. surround them and order them arrested for spying on
Captain De Alvarado; proceed to Encounter 14.
■ If the PCs obtained a success with a positive conse-
quence, the guards tell them that Doña Cristina, Pedro
De Alvarado’s dragon rider, wanted to know at what
time the PCs left the garrison, and advise the PCs to be
on the lookout for De Alvarado’s people.
If the PCs try to slip through the guard unseen, ask
them to perform a Stealth action, confronted by a
Spanish guard’s competent skill (or by a guard’s me-
diocre skill if they do it during the night).

169
HANDLING DRAGONS DOÑA LUZIA
The average European dragon mount can carry up If the PCs don’t have a dragon, a dragon rider
to five human-sized passengers. All European do- finds them on the road the first time they leave
mesticated dragons are Christian, and only accept Vera Cruz, and introduces herself as Doña Luzia de
Christian women as riders. Lanza, Knight of the Spanish Army and scout. Doña
Although they are fully loyal and under their rid- Luzia’s job in Cortés’ Expedition is to carry troops
ers’ control, Cortés doesn’t allow dragons near his across enemy territory. She has orders to take the
conquered settlements, for safety reasons. Instead, PCs wherever they wish, no questions asked, but
the expedition keeps its dragons near the ships, on being noble she doesn’t answer to them but direct-
a special section of the nearest pier. ly to Captain De Sandoval. Add Doña Luzia and her
dragon mount, Justiniano, to the PCs’ companions.
The PCs can summon their dragon once they leave
They won’t enter specific areas with the PCs, but
a location, and use it to travel to another location,
will take them to any city or settlement they want,
although the dragon itself cannot enter many areas.
and wait outside until the PCs need transport again.
Where a dragon is allowed, the text will indicate
how it may enter the area. Otherwise, it’s assumed
the dragon waits for the PCs in a safe spot outside
the area, and remains available to travel once they
leave for another location.

■ If even one PC loses the confrontation, the guards Encounter 17: Neighbourly Visit
remain alert and the PCs cannot leave this way. They
may try again in eight hours, when the guard has If the PCs wish to explore Quiahuiztlan, the Totonaca
shifted. town that surrounds the Vera Cruz settlement, they
■ If all PCs win the confrontation, run Encounter 16. need only walk for a few minutes to arrive. Read the
following when the PCs approach the town:
Encounter 16: Where Do We Go The Native Town of Quiahuiztlan is a large settle-
Now? ment, with what must be thousands of thatch-roofed,
square stone buildings, speckled with trees, groves, gar-
Once the PCs are out of sight of the camp, they may dens and colourful tilled lands. Stone walls surround the
summon their dragon to travel to another location. town, and two large pyramids – temples to the locals’
divine spirits – adorn its central plaza. There are four
Once the PCs have a dragon, ask them to decide where cemeteries with large stone gravesites, one for every
are they headed. town quarter.
■ If the PCs want to explore the nearby Totonaca As you approach the town, two Totonaca guards
town of Quiahuiztlan, run Encounter 17. come to you, wanting to know your business.
■ If the PCs are pursuing Pedro De Alvarado and want If the PCs have - and show - a written grant giving
to catch up with him in the wild, proceed to Encounter them leave to investigate Totonaca lands in the name
59 in Chapter III. of Spain, the locals acquiesce immediately; proceed to
■ The PCs may head to the nearby native town of Encounter 17 Conversation.
Cempoallan, which ends Chapter I. Proceed to Chapter If the PCs don’t have a written grant, ask them to
II. perform a Charisma action, confronted by a Totonaca
■ If the PCs have directions to somewhere else, they Guard’s competent skill.
may explore other areas of the Totonaca country; pro- ■ If the PCs win the confrontation, they are welcome
ceed to Chapter III. into the settlement, except their dragon is not allowed
inside; the PCs gain one advantage on any use of their
Charisma skill while they are inside Quiahuiztlan.

170
conquista dor’s gold

■ If the PCs lose the confrontation, the Totonaca


don’t like the idea of allowing strangers into their
town. They allow entrance if the PCs insist, and only
because the Totonaca want to keep a civil contact with
the Spanish force for now. However, the PCs suffer one
disadvantage on any use of their Charisma skill while
they are inside Quiahuiztlan.
Once the PCs have entered Quiahuiztlan, proceed to
Encounter 17 Conversation.

EN C O U NT E R 17 CON V E RSATION :
T O T O NAC T ALKIN ’
The PCs may ask around Quiahuiztlan to learn the
following information, no cards required: If the
PCs ask about Captain Cortés, the Totonaca
let them know that he already left for
Cempoallan. The locals don’t know why
he went there or what he’s looking
for, but they expect he will help them
against Mexica rule.
■ If the PCs ask about the Totonaca
people or the Mexica situation, ask
them to perform a Charisma action,
confronted by a Totonaca guard’s
Competent Skill, applying the ad-
vantages or disadvantages acquired
in the previous action. If the PCs win
the confrontation, they may ask any
of the questions listed in the Native
Informants sidebar.

A F T E R T H E CON V E R SATION
The PCs are strongly encouraged to leave
Quiahuiztlan once their inquiries are finished;
to help their quick departure, the Totonaca
remind them that Cempoallan is a good
place to ask about these things.

171
cempoallan
172
conquista dor’s gold

173
174
conquista dor’s gold

175
T H I S C H A P T E R B E G I N S when the PCs arrive to Cempoallan, the larg-
est city in the Totonaca region. The sprawling metropolis, one of the most
important urban centres of the New World, lies a few kilometres south of the
Vera Cruz outpost. It takes one full day to arrive without a dragon, but only a
short flight with one. The PCs may rest (draw cards and restore health) during
their trip to Cempoallan.

T H E FI R S T TI ME the PCs reach Cempoallan, read


the following aloud:
The Totonaca city of Cempoallan is easily the most
■ The ruler of the city is known as ‘the fat chieftain’
by the Vera Cruz soldiers.
Anything else the PCs wish to learn about the city,
they must investigate on their own.
impressive sight you have encountered so far in the New
World. It’s at least as large as Sevilla, the economic If the PCs wish to ask around the locals, proceed to
centre of your country, and looks equally populated. Chapter II Conversation.
The city’s white stone buildings shine like silver under
Once the PCs have a lead to follow or know where
the sun, and its streets are a sea of colour, not unlike
they want to go, proceed to Encounter 19.
a flower garden, thanks to its countless market stalls,
richly-garbed passersby, and actual gardens and or-
chards in every square. The streets are lined with riv- Chapter II Conversation: Cem-
ers, aqueducts, flowered fountains and waterfalls over poalteca Communications
stone staircases. All this gives Cempoallan the look of
some olympian landscape out of a mythology book. If the PCs approach the people for information, ask
them to perform a Charisma action, confronted by a
This, then, is the Totonaca capital. Finding a specific
civilian, suffering one disadvantage as they don’t trust
cargo here would be, at best, a challenge; if the cargo
hair-faced people.
was hidden and lost God knows where or when, your
chances don’t look good at all. ■ If the PCs lose the confrontation, the locals avoid
their questions and refuse to speak to them; if they suc-
If the PCs have a dragon, they must land it on the
ceed, they may ask one question from one of the locals.
fields outside the city; it will wait for them there.
■ If the PCs get a success with a positive consequence,
Once the PCs enter the city, they are overwhelmed by
they may ask as many questions as they wish, and they
a thousand sights, smells and sounds; either it’s market
also gain access to the answers in bold type to each
day, or this is a full-time market city, with a permanent
question.
surplus of every commodity, from pets to weapons,
from flowers to jewellery, from street acts to spells. ■ If the PCs ask about the city itself, they learn
the name ‘Cempoallan’ means ‘place of many wa-
The PCs already know the following about Cempoallan:
ters’ in the Mexica tongue. The Mexica gave it the
■ Its inhabitants are Totonaca people, and refer to name when they saw its many fountains and water-
themselves as Cempoalteca. ways. The city is divided in walled boroughs, most-
ly taken up by farmers and their lands. The cen-
■ The city is subject to the Mexica, the oft-cited
tral area is the Ceremonial District, which houses
‘Golden Kingdom in the West’.
the city’s palace and temples. There are also neigh-
■ Cortés was here a couple of weeks ago to pacify the bourhoods set aside for the Mexica and Zapoteca
people, who accepted to let the Spanish force stay in communities in the city.
their lands in return for their eventual help against
■ If the PCs ask about the city leaders, they learn
Mexica domination.
the Tecuhtli, or Lord, of Cempoallan, is called
■ Cortés and the city’s leaders agreed to a truce and Xicomecoatl. This must be the one the Villa sol-
exchanged gifts; furthermore, the Cempoalteca gave diers refer to as ‘the Fat Chieftain’. Currently,
the Spaniards several Totonaca to serve as carriers and Xicomecoatl is in a meeting with Cortés himself at
messengers at Vera Cruz. his palace in the Ceremonial District.

176
conquista dor’s gold

■ If the PCs ask about the gold, they learn that ■ If the PCs approach these men, their priest asks
the person to ask about military loot is Mux’tin, them if they are a part of the Teotl-folk expedition, the
the captain of the city guard. He may be found at foreigners that seek an alliance with their people.
the ‘Skull Houses’, the city’s barracks. In fact, of
■ If the PCs refuse to talk, the three men walk away,
late there have been a couple of Spanish visitors
very offended, but the PCs are free to leave and contin-
to the city besides Cortés and the PCs; but captain
ue their search; proceed to After the Encounter.
Mux’tin should know more.
■ If the PCs confirm they are part of Cortés’ expe-
■ If the PCs ask about Mexica tax collectors, the
dition, the three men tell them they have a problem
locals point them to the city Mexica Quarters, the
that could be best be solved by someone with no official
enclosure where the conquerors of Cempoallan
ties to either the Mexica or the Cempoalteca – some-
have their embassy and isolated, privileged com-
one that has proven to have skill, cunning and special
munity. All tribute and goods in the region pass
magic. The men add that there would be a rich reward
through the House of Accounts, the Mexica tax of-
for that someone.
fices in Cempoallan.
■ If the PCs wish to know more, they are to ‘seek
■ If the PCs ask for Cortés, they learn he is cur-
Tlatkan’Un’ at the Three Rings Shrine, in the Ceremonial
rently visiting the city leaders at the Ceremonial
Centre. There is no hurry; the matter can wait until the
District. The PCs may perhaps be allowed into the
PCs have time.
meeting, as they are part of Cortés’ Expedition.
■ If the PCs ask for more details, the three men insist
■ If the PCs ask about available services or
that all will be explained in the Three Rings Shrine and
things to do in the city, the locals refer them to
repeat that the PCs should ‘ask for Tlatkan’Un’.
the Market District, claiming it is the largest in
the world. There are many Otomitl blacksmiths in ■ Whether the PCs agree or not, the three men leave,
the market, selling the best weapons in the world; making clear the PCs should make their way to the
there are also Tameme porters that will take visi- Ceremonial Centre whenever they are interested in a
tors anywhere in the city for a small fee. profitable venture.
■ If the PCs ask about the Mexica, they learn they AFTER TH E ENC OUNTER
have sent permanent ambassadors to make sure
that Cempoalla pays tribute to their Empire, and Once the PCs have finished taking to the three mys-
many of them live in the city as privileged citi- terious men, they may continue exploring Cempoallan;
zens. There is even a palace for Moctecuhzoma and proceed to Encounter 19.
his envoys in the city, and they have built a small If the PCs want to go to the Three Rings Shrine right
‘Mexica neighbourhood’ around it, which contains away, proceed to Scene 12.
the ‘House of Accounts’, where all the taxes and
tributes of the region are collected.

A F T E R T H E CON V E R SATION SIDEBAR: TAMEME PORTERS


Once the PCs have talked to a few passersby or cho- If the PCs wish to hire tameme porters to carry
sen their next destination, a group of Cempoalteca ap- them around the city, they must pay one gold
proaches them to talk; proceed to Encounter 18. each for the service; the porters will take barter
items as needed.
Encounter 18: A Job Offer Hiring a tameme makes no difference to the
PCs’ mission; travel times and distances are the
After the PCs have asked around Cempoallan for a same, and they should play scenes and encoun-
while, three men approach them in the street. ters normally and in the same order. However, it
The strangers that walk towards you must be some may prevent a wounded or injured party mem-
sort of dignitaries. They wear luxury robes and jewellery, ber from becoming fatigued.
and one of them has a priest’s scars and tattoos. These If the PCs need to be stealthy or have become
men have a delicate, almost effeminate air around them, Outlaws or Fugitives, they may not hire tameme
but they also have a commanding presence. In fact, most porters.
bystanders scamper away from their path. They motion
for you to talk to them.

177
Encounter 19: The City of Many
Waters
Scene 10: the
Play this encounter whenever the PCs are exploring
Cempoallan; their chosen path should indicate which
scene to play from here. skull houseS
If the PCs have become Outlaws in Cempoallan, refer
to the Outlaws Sidebar.
If the PCs seek Guard Captain Mux’tin, they must go
If the PCs are at a loss about where to go next, they the Skull Houses, a military office at the Eastern edge
may ask some of the locals for leads; run Chapter II of town. Read the following aloud when the PCs visit
Conversation. the Skull Houses for the first time:
■ If the PCs seek Guard Captain Mux’tin at the Skull When you finally reach the Skull Houses, you see it is
Houses, go to Scene 10. a three-building plaza, full of military decorations and
■ If the PCs go to the City’s Mexica quarters, go to
marching guards. You also see the reason for the place’s
Scene 11. nickname: the walls are completely covered with carv-
ings of tiny clay skulls.
■ If the PCs go to the Ceremonial District, the govern-
ment centre of Cempoallan, go to Scene 12. At least five hundred young soldiers are receiving in-
struction at the central courtyard; their movements are
■ If the PCs go to the Market District, go to Scene 13. smooth and well-timed, but a bit too eager, as befits
■ If the PCs have Directions to the Zapoteca inexperienced recruits. Their trainer is an officer with
Neighbourhood, they may visit the Zapoteca commu- strange face paint, who yells orders in a disquieting tone
nity in Cempoallan; proceed to Scene 14. while he brandishes a feathered staff at the cadets.

■ If the PCs wish to leave Cempoallan, go to Scene 15. A squad of soldiers – not recruits – advance towards
you as you enter the courtyard; even before they speak,
it’s obvious they want to know your business here.
If the PCs have liberated the Totonaca slaves in Scene
SIDEBAR: OUTLAWS 17, proceed immediately to Encounter 21.
If the PCs have attacked guards or broken the If the PCs have become Outlaws in Cempoallan, they
law while in Cempoallan, they are Outlaws, and may not enter the area as there are too many guards
are attacked by Totonaca guards every time they that would recognise them; return to Encounter 19.
return to Encounter 19.
If the PCs ask to see Captain Mux’tin, they need to
Whenever the PCs return to Encounter 19, show a written grant giving them permission to inves-
a group of guards attack them as they stroll tigate the Totonaca territories; if they don’t have or
through Cempoallan; create a +1 encounter using don’t show it, ask them to perform a Normal Charisma
level 1 and 2 New World characters. Check (difficulty: 6(1)) to gain access to the central
■ If the PCs win the encounter, they remain offices.
outlaws, but may continue exploring Cempoallan. If the check fails, or the PCs don’t give Mux’tin’s
■ If the PCs lose, they are traumatised as op- name, they are not allowed inside the Skull Houses at
posed to bleeding out, and taken outside the city this moment; proceed to Encounter 19 to guide the PCs’
as prisoners. Proceed to Encounter 45. next step.

While the PCs remain Outlaws, they may not If the check succeeds, or if the PCs show a written
go to Scenes 10, 11 or 12, as there are too many grant, they may see the Guard Captain. Proceed to
guards actively looking for them in those areas. Encounter 20.

The PCs may visit Scenes 13, 14 and 15 freely,


but they are still attacked again every time they
return to Encounter 19.

178
conquista dor’s gold

Encounter 20: The E N CO UNTER 20 ‘The Mexica camp is small, noth-


Captain of the Guard ing that a squad of mighty foreign
CON VERSATI ON:
wizards can’t deal with easily. I think
M E ETI NG MUX’TI N you’ ll find liberating those slaves is
The PCs are taken to the largest
Mux’tin has deduced the PCs are a quick job – just the time needed
of the three ‘Skull Houses’. Nine
with Cortés’ group, but he won’t for me to unearth those records
brightly-coloured flags flap in the
try to hide his curiosity. He can’t you’re looking for’.
frontispiece, and three large guards
stand at attention. The soldiers es- imagine what they want from him, If the PCs agree, he marks the
cort the PCs past these guards and but he plays no games; he just looks Mexica Slave Camp on their map. If
into the building. the PCs in the eye and expects them they refuse, the captain sends them
to state their business straight. He away politely, commenting they
You are led into a relatively won’t insult them, but he’ll brook should reconsider before the slaves
sparse office, where a well-dressed no bullshit. are sacrificed, or otherwise taken
soldier talks with two young offic-
Let the PCs do the questioning beyond their reach.
ers. All these men seem of noble
birth, and they all seem to value and roleplay the encounter. ■ If the PCs are investigating the
their physical appearance at least ■ If the PCs start talking about issue of the ransacked Totonaca
as much as their military gear. the lost gold or other Spanish ex- villages, for Xicomecoatl or anoth-
plorers before them, Mux’tin looks er Cempoalteca dignitary, and ask
The older man stands up and re-
at them as if he knows something. Mux’tin about it, he smiles wryly.
gards you with an inquisitive stare,
not as if he’s wondering who you ‘Gentlemen, I think what you ‘Yes, that business. Very un-
are, but as if he’s calculating your mean to ask is whether my men comfortable for us all, isn’t it? You
combat skills. He continues to stare have seen visitors from your peo- promise to help our people, but you
in silence as your guards say some- ple… people that are not your cap- attack our surrounding towns just
thing to him in their tongue; it’s tain Cortés, right? People like you, to show you can… And our leader
clearly about you, as his gaze darts maybe… not quite sanctioned by needs your help, so he doesn’t know
from the guards to you. your own leaders’. whether to react against this or let
it pass. Everyone’s showing their
Then, he regards you and speaks. ‘Yes, I think that’s what you are true colours here’.
‘Now we understand each other. I looking for. Perhaps a specific name,
am Guard Captain Mux’tin. What a specific face, hm? I might have a If the PCs suggest that the attacks
business could the mighty sorcerers look at the matter, see what our re- were perpetrated by someone else,
from the East have with me?’ cords have to say. Our people don’t Mux’tin’s expression changes.
Guard Captain Mux’tin is what care about your inner politics, after ‘Well, of course that would be a
Europeans would call a true gen- all…. Well, except when they might better explanation than your peo-
tleman. He dresses his finest and harm us, of course. If you are on the ple taking such an… awkward politi-
keeps a noble composure, while side of the Cempoalteca and will- cal misstep, wouldn’t it? Sadly, my
remaining assertive, martial and ing to stand with us, you’ ll have no men found irrefutable proof that it
commanding. He chooses his words trouble proving it. You see, I happen was your people behind the attack
carefully, but he doesn’t flinch to need assistance. Off-the-record – bits of your explosive powder;
from a confrontation. He flaunts assistance, just like you’. some of your metal bullets; tracks of
his handsome features and noble ‘A group of Mexica collectors your ironshod giant deer. ‘Of course,
manners, but he doesn’t hide his passed through our city a few days some of your people might be act-
battle scars. Despite being from ago and took some slaves to their ing without, or even against, your
such a different culture, he’s the camp. Among these slaves was… Captain’s orders, might they not?
model of the Spanish caballero; if someone dear to me. We cannot And I bet that would make you want
he was a Castilian, he would be a claim our slaves back; they are part to look into the matter’.
‘vuesa merced’. of the peace agreement the Mexica ‘Very well then, I will show you
Proceed to Encounter 20 impose on us. But a group of foreign the way to the attacked villages, so
Conversation. invaders, the same ones that have you can see for yourselves. There is
already defied Moctecuhzoma’s law, always more than one explanation
attacking a Mexica camp?... well, to everything… but me, I’m betting
nobody would wonder about that’. on the awkwardness’.

179
Mux’tin gives the PCs Directions to the Razed Villages. ‘It turns out that, some days ago, your captain Cortés
The PCs may now travel to these places anytime by pro- was involved with the capture and escape of three Mexica
ceeding to Encounter 55 in Chapter III. calpixque in this city. The calpixque charged with picking
up the tribute from the Mexica House of Accounts. Only
Regardless of the PCs’ questions and answers, the a fool would assume this was all a coincidence’.
meeting has ended; Mux´tin’s soldiers lead them out of
the Skull Houses. Proceed to Encounter 19 to lead the ‘Well, our records show that these collectors left the
PCs’ next step. city by the West gate. They passed furtively through the
Mexica quarters, and then just left Cempoallan. The
Encounter 21: The Guard’s Gossip gate guards didn’t dare stop them’.
‘So, the West Gate leads straight to Actopan, an an-
This encounter takes place if the PCs return to the cient settlement of my people that has been turned into
Skull Houses after liberating the slaves from the Mexica a Mexica city. I don’t know if this concerns you or how,
Slave Camp at Scene 17. The PCs are immediately led to but the three Mexica officials went there. My guess is
Mux’tin’s presence, and he greets them as old friends. they remain there, or else at the Tizapancingo garrison
further West, under the protection of their people’.
‘I see I was right to trust you. Pa’xanan told me what
you did… the Cempoalteca are in your debt, and I shall ‘If by any chance you, who for some reason come to
be sure to inform our Lords at the earliest opportunity’. our city like your stealthy compatriots did, happen to
also be seeking the three calpixque - well, that’s where
‘During your adventure, my men had time to inspect
they are’.
the visitors’ records, and they found reports that some
individuals matching the description of your people vis- ‘The thing is, Actopan is under Mexica control. And
ited this city before Captain Cortés, a short while after the garrison there is far stronger than the one you fought
we had the first news of your coming’. before; you’ d need to mobilise a large force against the
Mexica to free Actopan and look for your tax collectors’.
‘Contrary to your Captain Cortés, these strangers
did not seek, and in fact tried to avoid, a meeting with ‘My advice? Visit the surrounding cities, such as
our Lord Xicomecoatl. Instead, they went straight to the Cuetlaxtlan and Cuyuxquihui, first. Incense them against
Mexica Quarters here in the city, for some undisclosed the Mexica. Inspire them to revolt. They keep attacking
business; then they left Cempoallan for good. Or so we Mexica outposts in the region, anyway’.
thought’.
‘Our people, particularly the Cuetlaxteca, are wait-
‘Well, that’s the strange thing, isn’t it? We heard ing for any excuse to revolt against the Mexica, and they
nothing of them for a year, and then your Cortés ar- would gladly help you cause trouble at Actopan’.
rived. And lo, the sneaky strangers returned’.
‘Your involvement in the battle doesn’t even need to
‘Yes, they came again after your Cortés settled in reach your captain; it would go on record as a Totonaca
Quiahuiztlán, over a year after their first visit. It was uprising, and to your people it would look as just an-
only days ago. This time, they visited only one place - other local skirmish’.
the city’s Zapoteca neighbourhood. Why? I can’t begin
‘Do what you wish with the information I have giv-
to guess. The Mexica and Zapoteca quarters are both off
en you; I now have confidence that you will help the
limits for the guards, and out of our jurisdiction’.
Totonaca, not harm us. Or it’s in my best interest to be-
‘However, one of my lieutenants’ - and here Mux´tin lieve that’.
throws a knowing glance at one of the young handsome
‘In any event, if I were you I’ d start by asking the
youths in his company, who returns a quirky smile - ‘...
Mexica officials in the city, or perhaps the Zapoteca - or
well, he heard some rumours. It seems these hair-faced
Bini’zá, as they call themselves - about other hair-faces
strangers, when they were here the first time last year,
visiting their quarters’.
asked about some Mexica calpixque, or tax collectors.
Specifically, the calpixque that come from Tenochtitlan ‘As I said, we have no authority over the Zapoteca or
and pick all treasure from the Mexica House of Accounts. Mexica communities. And I don’t doubt for an instant
Whatever their business here, these strangers did ask that your stealthy strangers chose to do their business
about those Mexica tax collectors’. at those two specific places for that exact reason. But if
you convince them to let you pass, they may have more
‘And well, that’s all. We have nothing more for you
information about these strangers and just what they
about these strangers. ‘But we do have something about
were doing there’.
the calpixque, if you’re interested’.

180
conquista dor’s gold

‘My men know nothing more. But if you ever need If the PCs have no tribute for their entrance, ask them
anything else, feel free to ask; we’ ll do what we can to to perform a Charisma action, confronted by a Mexica
help you’. Guard’s Competent Skill.
After this conversation, the PCs have the location of ■ The PCs gain 1 advantage if they have a written
the towns of Actopan, Cuetlaxtlan and Cuyuxquihui, all grant to investigate Totonaca lands in the name of
within a few hours’ flight of Cempoallan, and all un- Cortés, or if they mention the Mexica tax collectors
der Mexica control. They also have directions to the that were imprisoned and escaped a couple weeks back.
Zapoteca neighbourhood inside the city.
■ The PCs also gain 1 advantage if they specifically say
The PCs will get no other useful information from what the Ancient Society suggested during Encounter
Captain Mux’tin, but they may stay at the Skull Houses 32: That the Spanish are planning to move to a treas-
as guests for as long as they need. ure-filled place away from Mexica lands, but only the
When the PCs are ready to leave, let them choose Mexica scribe’s maps have the location.
their next step: ■ If the PCs win the confrontation, the Mexica are in-
■ If the PCs want to start their search by visiting the timidated by the ‘Eastern Strangers’ and grudgingly let
Mexica Quarter in Cempoallan, go to Scene 11. them pass. You may now proceed to Encounter 22.

■ If they want to visit the Zapoteca community, pro- ■ If the PCs get a success with a positive consequence,
ceed to Scene 14. the guards apologize, saying that the Mexica enclosure
used to be open ground, but the Moctecuhzoma admin-
■ If they wish to go to Actopan or some other nearby istration has barred it from the general public as part
town, go to Scene 15. of its campaign to segregate the Mexica elite from their
■ If the PCs want to go somewhere else within the subjects.
city, return to Encounter 19 to guide their next step. ■ If the PCs lose the confrontation, they have no
choice but to turn back. If they want to force or sneak

Scene 11:
their way in, make sure to suggest that trying to take
on Cempoallan’s entire Mexica garrison amounts to su-
icide. If they insist, feel free to throw endless encoun-
ters with Mexica Guards at them until they die – they

the mexica earned it.


■ If the PCs manage to escape after fighting Mexica

quarteR
guards, they have become Fugitives of the Mexica; this
will affect their exploration of Cempoallan from this
point onward.
If the PCs leave the Mexica area, go to Encounter 19
This scene takes place when the PCs visit the clois- to guide their next step.
tered Mexica neighbourhood of Cempoallan. Here, the
Mexica conduct their business as the city’s ruling elite, Encounter 22: Tiny Tenochtitlan
from gathering tribute and prisoners to hosting their
countrymen on their diplomatic trips. The Quarter If the PCs manage to infiltrate the Mexica enclosure,
even includes a palace for Moctecuhzoma himself, for read the following aloud:
the rare occasions when he deigns to visit the city.
Magnificent as Cempoallan is, it did not prepare you
Some Mexica guards stop the PCs as they approach for the splendour of its Mexica quarter. Separated from
the neighbourhood, claiming no foreigners – particu- the rest of the city by a white wall painted with col-
larly not hair-face wizards – are allowed into the area. ourful glyphs of spirits and ancestors, the conquerors’
neighbourhood has been organised with such dedica-
If the PCs have become Outlaws in Cempoallan or
tion and attention to detail that it doesn’t seem built by
Fugitives of the Mexica, the guards chase them away;
mortal hands. The walls and streets are spotless, with
they must return to Encounter 19.
a delicate balance of pristine white and dazzling deco-
If the PCs have Chawaná’s Gift Box for the Mexica rations; purity and beauty entwined. Every immaculate
scribe, the guards let them in automatically; go to staircase matches a lavish garden; every stream and
Encounter 22. fountain is a symmetrical counterpart to a promenade

181
or balcony. The area’s very colour arrangement seems Encounter 23: The Mexica Temple
to obey a larger design, and even the citizens’ garb and
movements appear to match the area’s layout in some This squat pyramid facing Moctecuhzoma’s palace
cosmic order. is the Mexica religious centre in Cempoallan. Here,
At the centre of the neighbourhood there’s a quiet, the Mexica elite conduct their rites apart from their
imposing pyramid, as large as Cempoallan’s tallest tem- Totonaca subjects, which are only invited to partici-
ples and palaces. This must be Moctecuhzoma’s palace; pate as sacrificial victims.
the stately quarters for the Mexica King’s visits, and his There is currently no mass or sacrifice in progress at
people’s power centre in this city. the temple, but the priests are glad to receive the PCs
The Mexica – for surely that’s the culture the passers- and speak to them.
by belong to – are quiet and serene, as befits a nation
that has conquered its way to the top, past the need for
ENC OUNTER 23 C ONVERSATI ON: THE
struggle and survival, and can now focus on higher pur- MEXI C A P RI ESTS
suits. By subjugating their neighbours, the Mexica have If the PCs show willingness to talk, the priests voice
ensured peace; by ensuring peace, they have earned the their concerns right away:
luxury of idleness, comfort and contemplation. This is a
people at the peak of their culture and power; a civilisa- ‘We Mexica are justly worried about the presence of
tion at its cenit. And, as you walk among them, it’s clear such a powerful force as yours in these lands; we wonder
they feel superior to you; they don’t make any effort to if your intent truly is peaceful. But you could help ap-
hide it, with gestures that range from quiet disdain to pease this uneasiness by showing your goodwill to the
open disgust. Mexica people’.

Even after the PCs gained entrance to the Mexica ‘There is a danger in Cempoallan, a temple to one
neighbourhood, there’s a limit to the areas they have of our Saints, which the Totonaca have overtaken and
access to. Most Mexica buildings are off-limits to for- perverted to their own seditious ends. If you would look
eigners, which ironically includes their Cempoalteca into this matter, the Mexica of this city would know you
hosts; however, they are willing to meet with the as a friend; we would make sure to tell the messengers
Spanish to discuss certain diplomatic issues. These are that Great Moctecuhzoma has nothing to fear from such
the PCs’ choices inside the Mexica Quarters: noble personages’.

Regardless of how they got in, the PCs are allowed to ‘If you would earn the gratitude of the Mexica, go to
stroll around the quarter and visit the Mexica Temple. the Great Temple, in this city’s Ceremonial Centre. Our
brothers, the priests there, shall apprise you of the situ-
If the PCs brought Chawaná’s Gift Box, they may visit ation and you shall see that our need is great, and our
The Place of Accounts, where the Mexica tally the trib- cause is just’.
ute from the Totonaca, or the Tlacuilo House, where
the Mexica Head Scribe keeps the city’s maps and writ- After the priests have said this, they let the PCs
ten records. ask their own questions, although their knowledge is
limited.
If the PCs have a written grant, asked about the es-
caped Mexica tax collectors, or otherwise convinced The priests know nothing useful about the lost gold.
the guards that they come in representation of Cortés, For any information on the PCs’ inquiries, they suggest
two Mexica bureaucrats approach them. The envoys a visit to the Tlacuilo house – the office of the Mexica
say the PCs may visit any open building in the Mexica Head Scribe.
quarter (the Temple, the Tlacuilo House or the Place If the PCs mention the defaced shrines, the Zapoteca,
of Accounts), but their ‘hosts would be grateful’ if the the attacks on surrounding Mexica outposts or the Un
distinguished visitors met with them at the Place or Takám, the priests politely suggest the PCs take the
Accounts first, for ‘a business of mutual interest’. matter to the officials at the Place of Accounts.
■ If the PCs wish to visit the Mexica temple; proceed
to Encounter 23. AFTER THE CONVERSATION

■ If the PCs go to the Place of Accounts, go to When the PCs are done with the priests, they may
Encounter 24. go to the Mexica Place of Accounts (Encounter 24), to
the Tlacuilo House (Encounter 25) or out of the Mexica
■ If the PCs head to the Tlacuilo House, run Encounter quarters and back into Cempoallan, to choose their
25. next step (Encounter 19).

182
conquista dor’s gold

If the PCs wish to honour the priests’ request, ‘Greetings, o mighty lords from beyond the sea. We
they should go to the Great Temple at Cempoallan’s Mexica are very honoured to have you as guests, and our
Ceremonial Centre (Scene 12). lands were eagerly awaiting your arrival’.
‘We feel the need to talk to you, to share words with
Encounter 24: The Place of Ac- you’.
counts ‘It has come to our attention that the Totonaca, our
subjects, our friends in this region, have struck a truce
Arguably the most important building of Cempoallan, with you and intend to help you settle in their coast’.
the Mexica Place of Accounts is the address where all
Totonaca cities send their taxes, the vault that stores ‘We are sure the mighty Teotl foreigners have no need
all tribute until a caravan takes it to Tenochtitlan, to advance further West, where they would only find oc-
and the office that tallies the goods and handles their cupied land. Such grand lords as you must be mighty
transport. It is the best guarded place in the Totonaca dignitaries, enabled to tell their Speaker, their Leader,
nation, even more than the government palace of their Coltés, these words: there is nothing for the great
Cempoallan, and the true power centre of the city. and worthy Teotl people in these lands. Please convey
our message’.
The building known as the Place of Accounts is rel-
atively small and discreet, but it looks very solid and ‘A few days ago, a delegation of tax collectors, of
well-protected. Many elite-looking guard squads patrol fellow calpixque from Tenochtitlan, came here to pick
its entrances, and a whole troop stands at attention on up the tribute we had gathered from the Totonaca.
the main gate, looking directly at you. Xicomecoatl, the Lord of Cempoallan, ordered them
imprisoned’.
If the PCs were previously invited to visit the Place of
Accounts, the guards grudgingly let them through; oth- ‘We thought Cempoallan was revolting against us,
erwise, the PCs must perform a Charisma action, con- we prepared for battle. But then Coltés, your lord, came
fronted by a Mexica Guard’s competent skill. to us, he heard us; he helped our calpixque escape. We
thought he was helping us against a Totonaca revolt’.
■ If the PCs win the confrontation, or if they were in-
vited to the building earlier, a Mexica diplomat comes ‘We know this to be true; our calpixque told us it was
to greet them, bearing a smoking censer and a ceremo- indeed Coltés’ men hat freed them’.
nial manner. Proceed to Encounter 24 Conversation. ‘But we have heard rumours from the government
■ If the PCs lose the confrontation, they may not enter palace, from our people near Xicomecoatl. We have
the Place of Accounts. If they insist or try to sneak in- heard that it was Coltés himself who suggested the defi-
side, throw them an endless number of encounters ance, it was him that ordered our envoys captured, who
against Mexica Guards until they die or escape; in the told the Totonaca to defy us in the first place’.
latter case, they have become Fugitives of the Mexica. ‘If this is true, then the mighty Teotl foreigners are
■ If the PCs cannot enter the Place of Accounts, they two-faced, smiling both to us and to the Totonaca, while
must turn to the Mexica Temple (Encounter 23) or the they plot the downfall of both. It would mean your peo-
Tlacuilo House (Encounter 25). If the PCs have become ple seek to harm the Mexica, to harm the Totonaca, not
Fugitives of the Mexica, or if they have nothing else help them. You will understand this is a matter of great
to do in the Mexica Quarter, return to Encounter 19 to concern to us’.
guide their next step. ‘But perhaps it was not Coltés, perhaps it was an-
other Teotl dignitary, who riled the Totonaca against us’.
EN C O U NT E R 24 CON V E RSATION :
I NT E R VI E W W ITH THE E N E M Y ‘We know this: Some of your mighty people – we
don’t know if it was you or some of your principals, your
A Mexica attendant ushers the PCs through a short, captains – came to Cempoallan not long after our tax
ornate gallery, to a small office where three Mexica of- collectors were freed’.
ficials, each dressed and painted in a different colour,
greet them and invite them to sit. ‘These persons came and visited the Zapoteca com-
munity in Cempoallan. This is a great city, a mighty
If the PCs agree to parley with the officials, they in- city, and there are many peoples, many tribes, within
troduce themselves as the Calpixque, the tribute offi- its walls. The Zapoteca are among the most dangerous,
cials of Cempoallan, and state their business straight the most warlike. In other times, in other Suns, they had
away. a great Empire over the southern lands. They envy the

183
Mexica for our might, for our dominion. One of your ‘Why, we are the Place of Accounts of Cempoallan
envoys, of your dignitaries, came to the Zapoteca. He – every unmarked gem, every found feather, every con-
riled them up against us. ‘We believe this envoy was not fiscated cacao bean in these lands passes through our
Coltés; we think he was another Captain, with his own vaults sooner or later’.
plans, with his own goals. We believe this because he
‘These secret agents, these spies from your people…
also roused the Zapoteca against Coltés, against the
they went to the Tlacuilo house, to our Head Scribe of-
Teotl from the East. Against your people’.
fices, once, many months ago. They avoided seeking us,
‘Perhaps it was this other captain as well, this other talking to us. They entered the Mexica Quarter saying
mighty speaker, who riled the Totonaca against us, who they came in Coltés’ name, but they avoided us. They
incited the revolt, who suggested the capture of our went straight to the Tlacuilo. They were looking for
calpixque’. something your people had lost’.
‘In short, perhaps Coltés should look inside his house ‘Perhaps this person ordered the capture of our calp-
and see who is trying to divide his people, to make him ixque, so they could learn something about that treasure.
into an enemy of the peoples of the Anahuac’. Could it not be so? ‘Perhaps this person is threatening
peace in our lands, putting your Captain and expedition
‘If Coltés wants peace, then he is not in league with
at risk, to find this lost treasure of yours’.
these agitators, these double-speaking teotl peoples’.
‘We did not mention this earlier because we had to
‘If these agents are truly acting against his orders,
confirm you were not in league with these spies. But you
then Coltés will doubtlessly order a withdrawal from
asked us openly about your lost treasure, so now we
our lands. If he is not intent on invading Mexica lands,
know. We know you’re not with the ones that tried to
he has nothing to lose by proving this, by retreating from
avoid us, that harassed our tlacuilo’.
the Totonaca region, by leaving us and the Cempoalteca
alone’. ‘Go to the tlacuilo house, ask him; he’ ll tell you what
happened’.
‘If you go back to your Coltés, if you tell him to re-
treat from our lands, from the Totonaca lands, then the ‘But we do sympathise. We will help you’.
mighty teotl will be proving their goodwill and peaceful
‘This is our offer. Go to your leaders. Give them our
intentions. We are confident wise Coltés will see reason
message. Tell them it is a good thing to leave our lands.
and comply with our humble request’.
Meanwhile, we shall search our records for this treasure
If the PCs mention the Un Takám, the Mexica officials of yours. Had your furtive spies come to us, we would
give forced smiles. have told them the same thing. Tell your leaders to re-
treat from Quiahuiztlan, from our domain. In return we
‘Yes, we know of these terrorists, these enemies of
shall search our records, we shall find any report of your
the peace. We have fought the Un Takám for years; we
treasure. We shall find it for you, we shall send it to your
have scattered many of their terrorist cells across the
camp with additional treasures from our glorious city,
Totonacapan, but we still search for their main hideout’.
from our great treasury. This is a good deal for the Teotl
‘Why do the mighty Teotl bother themselves with people, for the Mexica people. Tell your leaders that’.
the Un Takám? Why… why do you even know of their
If the PCs question, accuse or otherwise challenge the
existence?’
Mexica dignitaries, their smiles freeze in place:
‘Ah, but you are telling us about them. You are trust-
‘The Teotl principals are mighty indeed, to speak
ing us with this contact. You do this in good will, or
thus’.
that’s how you want to make it look’.
‘We are not so might. We do not rule Cempoallan,
‘Very well. If you have information about the Un
but we rule its people. We have no power over Lord
Takám, if you know where they are hiding, the Mexica
Xicomecoatl, but we can demand the lives of any citizen,
would be generous and grateful to the mighty Teotl
of any visitor, inside the city. Regardless of the mighty
foreigners’.
Teotl people’s deal with the Totonaca, as long as you are
If the PCs ask the Mexica about the lost Spanish gold, in Cempoallan, we can demand your life. We can have
they all flinch and look at each other knowingly. Then, you arrested, or imprisoned, or sacrificed to our Saints’.
one of them smiles as if he just remembered something.
‘We do not wish that. We do not wish to anger Coltés.
‘Oh yes, the lost treasure of your people. We have We wish the Mexica and the Teotl people to have peace.
heard of this’. Do the honourable lords wish to have peace?’

184
conquista dor’s gold

‘If you want the Mexica to allow you here, to let you Encounter 25: The Tlacuilo
wander Cempoallan freely, we beg you to prove your House
peaceful intent’.
‘Investigate these agitators, these traitors among This is the smallest and least guarded building inside
your people. Ask our tlacuilo, ask around the Zapoteca the Mexica Quarters, and it’s unlikely the PCs would
neighbourhood if you wish. You have our leave to do notice it if they don’t have directions for it.
these things’.
If the PCs received advice or instructions to visit the
‘But do it quick. In thirteen days, the Mexica’s permis- Tlacuilo House, they may enter freely; there are guards,
sion for you to visit and settle in Totonaca lands shall but they don’t bar access to the building.
expire’.
Read the following aloud the first time the PCs enter
‘We have nothing more to say to the honourable, no- the area.
ble lords of the Teotl’.
The Tlacuilo House turns out to be a beautiful, open
A F T E R T H E E N COU N TE R courtyard surrounded by roofed walkways. On the
courtyard there is a fountain and several stone tables,
If the PCs agree to relay the Mexica officials’ terms getting sunlight through a white canvas that protects
back to Cortés, they now have a Message for Cortés the area from the weather.
and may leave Place of Accounts; Proceed to After the
Encounter. A dozen of Mexica women and men pace back and
forth around these tables, carrying paper rolls, pigments
The Mexica also want the PCs to investigate the and smoking censers, while another dozen pry over rolls
Zapoteca; they give the PCs Directions to the Zapoteca and charts spread on the surface, analysing or adding
neighbourhood, in case they want to inquire there. lines and colours to their contents.
Regarding Cortés’ guilt on freeing the Mexica tax col- A young attendant girl, no older than fifteen, walks
lectors, the officials are telling the truth; you can ask up to the PCs and asks them their business. She seems
the PCs to perform a Normal Perception check (diffi- a bit intimidated by the foreigners, but she also seems
culty: 6(1)) to confirm it. This may be a misunderstand- to know who they are.
ing, but the Mexica honestly believe Cortés ordered the
liberation of the three calpixque. If the PCs ask to see the Head Scribe or the scribes’
maps, ask them to perform a Charisma action, con-
If the PCs are working for Lord Xicomecoatl to inves- fronted by a TSE that plays 3 cards. The PCs gain 1 ad-
tigate the case, they now have good reason to believe vantage if they have a written grant to investigate the
that Cortés did lie to the Totonaca lord. If they want Totonaca, if they brought Chawaná’s Gift Box, or if they
proof of the Spanish innocence in the matter, they may say they are looking for a map to a treasure-filled place
need to fabricate such proof – or return to Vera Cruz to away from Mexica lands.
confront Cortés directly about this.
If the PCs win the confrontation, the girl leads them
If the PCs angered the Mexica and got an ultimatum, to Totolli, the Head Scribe of Cempoallan; proceed to
they now have thirteen days to end their business in Encounter 25 Conversation.
Totonaca lands, before the Mexica – all the Mexica –
see them as enemies and order the Spaniards expelled If the PCs lose the confrontation, there is no one in
from these lands. Today the PCs are on day 1 of the the building that can answer their questions at the mo-
Mexica ultimatum; count every day of game time that ment, and they should return later. Proceed to After
passes from this moment. When the PCs have reached the Encounter.
day 13, they become Fugitives of the Mexica, which will
affect their further actions and encounters.
ENC OUNTER 25 C ONVERSATI ON : THE
H EAD SC RI BE
From here, the PCs may visit the Mexica Temple
(Encounter 23) or the Tlacuilo House (Encounter 25) if Totolli, the Head Scribe of Cempoallan, is a smiling,
they haven’t already. older man with a white tunic, ear piercings and a paint-
ed face. He keeps his long gray hair tied in an ornate
Otherwise, they may return to Encounter 19 to choose ponytail. Totolli likes to talk about his work, and wel-
their next step. comes the PCs warmly.
■ If the PCs ask about Totolli himself, he explains
that a Tlacuilo is a Mexica scribe; a mix of chronicler,

185
artist, calligrapher, clerk and cartographer, all rolled ‘Even if Coltés marches with you, your force would
up into one. It is their duty to write the letters and cat- first have to pass through the city of Actopan, which is
alogue the maps – an invaluable task in Mexica society. also under our control. To seek your map, you’ d need
Mexica permission to cross our lands, and you don’t
■ If the PCs ask about the Lost Gold, Totolli gives
have that’.
them the first straight answer they have obtained so
far: Spanish explorers came to Cempoallan long ago, ‘I suggest returning to your Lord Coltés. Ask him for
months before Cortés, asking for this very treasure. a letter, a written oath that you shall leave our lands.
They spoke to Totolli, just like the PCs are speaking to Give that letter to our leaders, our calpixque, here in
him now. Cempoallan. With that, you can convince the Mexica to
bring the map to you. They can have it fetched from
■ If the PCs ask about the maps the Spaniards were
Tizapancingo in scant days’.
looking for, or the maps to the Totonaca lost city,
Totolli tells the full story: ‘You wouldn’t have to cross dangerous Mexica ter-
ritory, you would get what you want, you would avoid
‘There is a city… a lost, ancient city of the Totonaca. the bother of going all the way there yourself, and you
They called it Ta’ híli, The Thunder. It was lost centuries would have peace with the Mexica’.
ago, before the Mexica overtook these lands’.
‘Just tell your Coltés to promise, to sign a written
‘The Totonaca still look for The Thunder, but nobody oath, not to advance into our lands, in exchange for the
knows its location. It is a legend to many of them, their map, and my lords will surely order it delivered to you’.
sacred place of origin, much like Aztlan is to us’.
‘May the Saints guide your steps’.
‘We confiscated most Totonaca maps when we con-
quered this city. I had seen most of those maps, and a To help the PCs’ search, Totolli shows them a set of
few seemed to give clues about The Thunder’s location. maps showing the surrounding region. These maps
I made copies of said maps’. show the Mexica have important military blockades in
several places around Cempoallan, which would cer-
‘Many months ago, long before we ever heard of you tainly hinder Spanish advance through these lands.
or your Coltés, these men, men like you, hair-faced men,
came through my house. They were asking about maps These maps give the PCs Directions to Actopan,
of the area’. Cuetlaxtlan, Cuyuxquihui and Tizapancingo; they also
confirm that a ground force must go through Actopan
‘They were violent, they were impatient, they took before travelling to Tizapancingo, or before going
many maps from me – among them, the maps to The deeper into Mexica lands.
Thunder’.
If the PCs threaten or attack Totolli, his guards rush
‘I do not know if these men wished to find The in. Create a +2 encounter using Mexica characters; even
Thunder or something else. All I know is they were of if the PCs survive, they must flee the Mexica Quarters,
your people, hair-faced foreigners; they were rude, they and they have become Fugitives of the Mexica.
were violent; they stole my maps’.
‘I had a second copy, a backup of those maps; not as AFTER TH E ENC OUNTER
good, sadly, but enough to find The Thunder with it’. If the PCs threatened Totolli, they are Fugitives of the
‘The copy I had… well. I sent it away. I was scared Mexica and must flee back to Encounter 19 right away.
that your people would come after this copy too! I If the PCs left the Tlacuilo House in peace, the PCs may
don’t like violence. I had my apprentices take the map to visit the Temple (Encounter 23) or the Place of Accounts
Tizapancingo, a city to the Northwest’. (Encounter 24) in the Mexica Quarter. Otherwise, they
‘I know The Thunder is somewhere far North of here… may head out to the streets of Cempoallan and decide
but without the maps, without the source materials their next course of action (Encounter 19).
stolen, I cannot give you the location. I am sorry. Your
only hope is my second copy of the map, which must be
reaching Tizapancingo as we speak’.
‘However… however. Wait. Tizapancingo is a well-
armed garrison, one of our stronger holds. You won’t
be allowed entrance there. And your group alone is not
enough to force their way inside’.

186
conquista dor’s gold

have learned that Cortés himself was seen there a short

Scene 12: the while ago. If the PCs wish to go there, run Encounter
29.

centre of
■ The PCs can attend the masses held at one of the
smaller temples of the plaza; proceed to Encounter 30.
■ The PCs may also consult with the Tonalli Seers at

cempoallaN the Three Rings Shrine, where people are getting in


line to have their fortunes told; run Encounter 32.
If the PCs wish to leave the Ceremonial Centre, return
to Encounter 19 to guide their next step.
Play this scene whenever the PCs visit the govern-
ment and ceremonial centre of Cempoallan. The Centre Encounter 26: The Great Temple
is a huge, beautiful plaza in the middle of the city,
which contains the local government palace and pyra- If the PCs are returning here with Sister Kaná’s
mid temples. Feather Headdress, proceed directly to After the
Read the following aloud when the PCs visit the Encounter.
Ceremonial Centre for the first time: If it is the first time that the PCs come to the Great
A vast plaza the likes of which you hadn’t seen be- Temple pyramid, they notice a heavy crowd occupying
fore, the Centre of Cempoallan is bustling with people, the full length of the pyramid staircase.
a many-hued ocean of priests, bureaucrats, temple wor- A sacrifice is taking place.
shippers, messengers, couriers and passers-by, flowing
Read the following aloud as the PCs approach the
around the great buildings of the city. The tall pyra-
scene:
mids – you count four at first glance – are crowned with
what seem to be temples, where these people worship There are hundreds of Totonaca witnesses on the
their magic idols. The court is dotted with smaller struc- stairs of the Great Temple, all looking upwards. At the
tures, such as fountains, elevated platforms, walkways summit of the pyramid, two priests – a man and a wom-
and column arrangements. an – are cutting the heart out of a warrior. It is a clean,
quick act, and nobody seems bothered by it; even the
Standing behind it all, presiding over the plaza as an
sacrificed warrior looked proud of his fate, right until
imposing guardian, is the great Cempoallan Palace, site
the moment that the flint knife crushed his chest.
of Totonaca rule and power centre of this nation. ‘That’s
where the fat chieftain works’, you think for a moment, The priest and priestess each take a bite of the bloody
before the place’s majesty overwhelms you again. heart, and then throw it into a pyre behind them. Then
they turn their palms to the heavens and chant some-
There are many places to visit and things to do here.
thing you can’t make out; the entire crowd joins in the
If the PCs have Directions to the Defaced Shrines, chant.
they may look for them among the smaller temples in
It seems to be a joyous occasion for everyone.
the district; proceed to Encounter 30.
Then, a number of acolytes and attendants, including
If the PCs ask the locals or look around for a while,
several children, help the priests to clean the altar, re-
they learn the following:
move the corpse and bless the space with sacred censers
■ There are are at least two pyramid temples, each and water.
apparently dedicated to a different teotl saint. If the
Ask the PCs to perform a Normal Perception or
PCs wish to visit the Great Temple, go to Encounter 26;
Knowledge Check (difficulty: 6(1)) to notice that one of
if they want to see the Temple of Quetzalcoatl, go to
the officials is not Totonaca, but a Mexica priest, and
Encounter 27.
he seems to be overseeing the ritual; this must mean
■ There’s a tlachtli ball game court, where the PCs can the Mexica have imposed their sacrificial tradition
watch, and even bet on, a match; proceed to Encounter over the Totonaca people.
28.
If the check is a success with a positive consequence,
■ There’s the government palace, where the PCs the PCs also notice that the idols in the temple resem-
would not be allowed entry; but they might already ble the Mexica warrior spirit that the Spaniards call

187
Huichilobos, and they are not part of the main struc- and refuse to perform the adequate rites. Therefore, If
ture; the Mexica must have brought their war saint you wish to prove that you are friends of the Mexica,
here, to have the Totonaca worship him as part of their you should use your vaunted power – the one you have
compliance to the conquerors’ laws. indiscriminately wielded to turn the Totonaca against
us – and convince the priests of Quetzalcoatl to see the
If the PCs wish to go all the way up to the temple, right path’.
they must wait a while until the ceremony finishes and
the crowd disperses; then, the priests will be ready to ‘Talk to them, bribe them, intimidate them, bewitch
speak to them. Proceed to Encounter 26 Conversation. them – whatever it is you Teotl people use. Their highest
priestess, the one called Sister Kaná, is the main propo-
ENC O U NT E R 26 CON V E RSATION nent of the blasphemous doctrine. If she were persuad-
The priests recognise the PCs as the new arrivals that ed, or… removed… Quetzalcoatl would, perhaps, forgive
intend to ally with the Totonaca against the Mexica. this wretched city, and not devour us in his just wrath’.
Predictably, the Totonaca priest and priestess greet If the PCs agree to help the Mexica overseer, they are
them warmly and smiling, while the Mexica overseer to visit the Temple of Quetzalcoatl at night to assassi-
stares at them all with mistrust. nate Sister Kaná, or else to speak to her and convince
Before the PCs ask anything, the Totonaca priests ask her to allow sacrifices in her temple again.
them what they want; they seem to speak in the name AFTER TH E ENC OUNTER
of the Mexica overseer.
If the PCs return here with Sister Kaná’s dragon head-
■ If the PCs ask about the temple, the priestess tells
dress in their possession, the Mexica overseer rewards
them it is a shrine to the Fire and Solar spirits of the them with sacred jewellery and idols worth a total of
Mexica, which has been the official Totonaca religion 100 gold in gold.
for decades now. They gladly accepted the sacrifice
custom from their conquerors, for it brings them clos- Until then, there is nothing else for the PCs to do at
er to the celestial spirits. the Great Temple; return to the start of Scene 12 if the
PCs wish to keep touring the Ceremonial Centre, or
■ If the PCs ask about the Zapoteca conspiracy or the
to Encounter 19 if they wish to go somewhere else in
lost gold, the priests know nothing about the subject, Cempoallan.
and ask the PCs to go to the Skull Houses and ask the
guards there.
Encounter 27: The Temple of
■ If the PCs wish to talk more or about other sub- Quetzalcoatl
jects, the overseer frowns and tells them to leave, un-
less they are willing to pay their respects to the Mexica
If the PCs approach the Quetzalcoatl Temple, they
faith.
may climb the outer staircase of the pyramid that leads
■ If the PCs say they were sent here from the Mexica to it. If the PCs come as sightseers to the temple exte-
quarters or Xicomecoatl’s palace, the overseer cracks rior, they see many visitors and supplicants go up and
a smile and nods, finally agreeing to speak to the PCs. down the staircase, looking to receive, or having re-
ceived, the temple’s blessings.
■ The overseer is willing to tolerate the PCs, and
may even be grateful to them, if they help him with a If the PCs approach by night, to fulfil the mission
problem: from the Great Temple overseer, ask them to perform a
Stealth or Perception action, confronted by a TSE that
‘This House of worship is beset by enemies on all
plays 3 cards.
sides, the unruly Cempoalteca themselves being the
most vexing’. ■ If the PCs win the confrontation, they find a way
into the temple’s inner chambers, and reach the room
‘The Temple of Quetzalcoatl – that pyramid you can
of Sister Kaná, where she is alone in prayer. Proceed di-
see over there – is dedicated to one of our most an-
rectly to Encounter 27 Conversation.
cient spirits, the Great Dragon that rules over the land.
But the Cempoalteca priests have perverted his worship, ■ If the PCs lose the confrontation, they must climb
and we fear they may bring the dragon’s wrath down the stairs to approach the temple exterior.
upon us’.
Once the PCs reach the summit, two Totonaca priest-
‘These false Quetzalcoatl priests hold the stupid be- esses greet them and ask them if they wish to pay hom-
lief that the Great Dragon does not require sacrifice, age to the Great Dragon.

188
conquista dor’s gold

■ If the PCs perform any kind of religious rite here, walls. Sister Kaná intends to bring a formal complaint
they earn two corruption for practicing non-Catholic to Lord Xicomecoatl, demanding that the foreigners
rituals, but they receive a Nonotza blessing from the are expelled from Totonaca lands.
priests.
■ If the PCs suggest that maybe the Spanish did not
■ If the PCs ask about the temple itself, the priest- do this, Sister Kaná asks: then who did? Who would
esses tell them that it used to be dedicated to the Sky stand to gain by framing the Spaniards for defacing
and the Wind, as the Totonaca worshipped natural Cempoalteca temples? Then, she challenges the PCs to
forces without ascribing them names or faces; when find the real culprit; if they do, she will reconsider her
the Mexica brought their dragons and saints, the stance towards the Spanish.
Cempoalteca simply adopted the new names and iden-
■ If the PCs ask about the defiled temples, Sister
tities for Sky and Wind, and now this is a temple to the
Kaná tells them of three locations: one here, in the
Dragon Quetzalcoatl, who rules over heaven.
Ceremonial Centre, near the Temple of the Pillars; and
■ If the PCs ask about Sister Kaná, human sacrifices two in different spots in the Market District. If the
or the Mexica priests at the Great Temple, ask them to PCs are honest about Spanish innocence in this, they
perform a Charisma action, confronted by a Totonaca should investigate these sites to find the real perpetra-
priestess’ competent skill. If the PCs win the con- tor. If the PCs agree to this, they get directions to the
frontation, the priestesses lead them to Sister Kaná’s defaced shrines.
chambers inside the temple; proceed to Encounter 27
■ If the PCs ask about human sacrifices and the
Conversation.
Mexica Temple overseer, Sister Kaná sighs; she knows
■ If the PCs ask about anything else, or lose the pre- the Mexica intend to force her to implement human
vious confrontation, the priestesses cannot help them, sacrifice, but she refuses to do so. She is convinced that
but encourage the PCs to visit the other shrines in the Quetzalcoatl, despite being a dragon, is also a high-
Ceremonial Centre. Return to the beginning of Scene 12 ranking spirit, and thus he requires no human tribute.
to guide the PCs’ next step. The Mexica priests claim that her practices are blas-
phemy, while she is convinced that they are the blas-
EN C O U NT E R 27 CON V E RSATION : phemous ones, and that Quetzalcoatl would side with
S I S T E R KAN Á her.
If the PCs are here because they already accepted and ■ If the PCs offer to help Sister Kaná, she refuses,
fulfilled sister Kaná’s mission, proceed directly to After insisting that her beliefs are her responsibility – and
the Encounter. of those priests that freely decide to follow her. If
If this is their first time here, read the following the Mexica decide to act against her, she trusts that
aloud when the PCs are alone with Sister Kaná: Quetzalcoatl will intercede in her favour, or, at the
very least, avenge her eventually.
The Head Priestess of Quetzalcóatl is a gaunt, young
woman dressed in an ornate robe and a feathered drag- ■ If the PCs try to convince Sister Kaná of implement-
on headdress. Her skin is marked with ritual paintings, ing human sacrifice, or if they confess that the Mexica
and her ears and fingers are full of jewellery and pierc- overseer sent them to dispose of her, ask them to per-
ings that hide the scars of sacrificial bloodletting. She form a Charisma action, confronted by Sister Kaná’s
looks surprised and perhaps a little angry to see you, but competent skill. If the PCs win the confrontation, Sister
she makes no emotional display; she simply stares at you Kaná realises her faith is endangering the lives of her
and speaks calmly. worshippers and underling priests; she decides to leave
Cempoallan and leave to her successor to comply - or
‘The hair-faces are bold to have come here, after not - with the Mexica’s requirements. She will leave the
what you have done to our temples. What is it you seek city that very night; she intends to make a pilgrimage
with the Temple of the Great Dragon?’ in search of Quetzalcoatl, something that, deep inside,
From here, the PCs’ words and actions will dictate she had always wanted to do.
what happens. ■ If the PCs ask about the lost gold, Sister Kaná knows
■ If the PCs ask what the Spanish have done to the nothing about the subject, but suggests the PCs visit
Cempoalteca temples, or offer to help Sister Kaná, she the Three Rings shrine, home of the best seers of the
explains that many shrines all over Cempoallan have Totonaca nation.
appeared vandalised, their idols burned or hacked ■ If the PCs attack, create an encounter using Sister
away, and christian crosses crudely painted over the Kaná.

189
■ If the PCs survive the battle, ask them to per- You join a thick crowd that surrounds a long stone
form a Stealth Action, confronted by a TSE that court, a few metres below ground level. In this lowered
plays 3 cards, to leave the temple unnoticed. If field there are four Totonaca, divided in two teams, and
they lose the confrontation, some priests see them dressed with loincloths and leather protections over
leave, and soon the news spread that they killed their waists, knees and elbows.
Sister Kaná; the PCs are now Outlaws in Cempoallan Both teams seem to be trying to keep a round ball in
(see the Outlaws sidebar). the air, at the same time forcing the other team to drop
A FT E R T H E E N COU N TE R it. The ball is like nothing you have ever seen; it bounds
and leaps as if it had a life of its own, as if it was en-
If the PCs killed Sister Kaná or convinced her to leave chanted to bounce off the players and the ground.
Cempoallan, they may take her dragon headdress as
proof of their fulfilled mission. In the middle of the court there is a stone ring, over-
hanging one of the walls; besides attempting to keep the
If the PCs return after having found the culprit of the ball off the ground, both teams try to put it through
temple defilings, Sister Kaná gives them her thanks and that ring. The players’ strength and agility, and the fe-
promises to denounce Lady Yajzil to Lord Xicomecoatl. rocity with which they jump and twist to hit the ball,
The PCs have now delivered proof of the Zapoteca makes it look like a fight more than a game.
Setup. The whole thing is a thrilling, exotic spectacle, not
If the PCs have also Planted Evidence of the Mexica unlike watching a dance contest between cats or crick-
Escape and Delivered Reparations for the Razed Villages, ets – if the cats or crickets hated each other.
They now have Proof of the Spanish’ innocence. The PCs are among the first Europeans to witness the
Sister Kaná also rewards the PCs with a Nonotza Mesoamerican ball game, in this case the Cempoalteca
blessing that lasts for as long as they remain in the version. The PCs can talk to the audience, bet on the
Ceremonial Centre, and gives them one bracelet of game result or even try and play themselves.
Quetzalcoatl’s blessing. ■ If the PCs ask about the game, they learn that most
people call it Tlachtli, and it seems to be a popular pas-
time of the Totonaca, Mexica and other peoples of the
BRACELET OF QUETZALCOATL’S New World. The onlookers also let them know that the
BLESSING springing nature of the ball comes from the substance
REACTION: While wearing this, after being the it is made of; a special sap from a sacred tree, that
target of a healing spell, regain one additional makes objects malleable like dough and at the same
health point. time hard as wood. This sap would be a terrific trade
item to bring back to Spain.
■ If the PCs wish to bet on the result of a game, let
them state how many pesos they wish to stake (no more
Once their business in the Temple is concluded, the than 10, by the local rules). Then, ask them to perform
PCs may return to the beginning of Scene 12 to contin- a normal Perception check (difficulty: 6(1)), to choose
ue exploring the Ceremonial Centre, or to Encounter 19 the best team. If the PCs win the confrontation, they
to choose their next course of action. win native jewellery and art objects worth as much
gold as the amount they bet. If the PCs lose the con-
Encounter 28: The Tlachtli frontation, they simply lose their stake.
Court Once the game has ended, the PCs may not bet in an-
other scheduled game until the next day. There is a
If the PCs wish to experience a Tlachtli game, there is daily match, starting around noon.
an open court with daily ceremonial games being held
■ If the PCs want to participate in a game, ask them to
between the city warriors, slaves and nobility.
perform a Charisma action, confronted by a civilian. If
Any time the PCs visit the Tlachtli Court, there is a the PCs win the confrontation, they convince the game
game scheduled for midday; if the PCs come after mid- organisers to let them try their luck; however, there
day, they must wait until the next day to watch a game. are two warnings. One, while PCs will receive a share of
The first time the PCs watch a Tlachtli game, read the the wagers if they win, they will have to pay the win-
following aloud: ners if they lose. Two, the heavy ball is likely to cause
injuries to inexperienced players.

190
conquista dor’s gold

The rules are simple: Prevent the ball from falling ■ If the PCs are Outlaws to the Cempoalteca au-
to the ground, and cause your opponents to drop it. thorities, the guards attack immediately; proceed to
You can only touch the ball with your hips, knees and Encounter 31 right away.
elbows. The game lasts for two hours; the team that
■ If the PCs say they come with Cortés, the guards
dropped the ball less times in that period is the winner.
inform them he left the palace mere hours ago. He in-
There’s an exception – if a player manages to put the
tended to return to Quiahuiztlan, in case the PCs want
ball through the stone ring in the middle of the court,
to catch up with him.
that player’s team wins the match automatically and
the game ends. ■ If the PCs try to talk the guards into letting them
pass, ask them to perform a Charisma action, confront-
If the PCs decide to play, they must choose two
ed by a Temple guard Competent skill.
party members to be their team, and challenge a local
Cempoalteca team. Onlookers gather around, wa- ■ If the PCs win the confrontation, the guards still
gers are made, and the game begins. Use the stats of 2 don’t let them pass, but tell them they need a Letter
Cuahchic for the opponent’s team. of appointment or Official Edict that states they have
business with Lord Xicomecoatl. The Guards tell the
A F T E R T H E E N COU N TE R PCs they may get such a document from influential
Once the game has ended, the PCs may leave the characters in the city; they should look around and try
Tlachtli court and continue their exploration of to make allies among the elite.
Cempoallan. ■ If the PCs bring a Letter of appointment or Official
If the PCs played a Tlachtli game, the locals bet heav- Edict, or if they get a success with a positive conse-
ily against them; any PC that bets in favour of them- quence in the confrontation, the guards let them pass
selves earn jewellery, quachtli blankets and cacao and see the Lord Xicomecoatl; proceed to Encounter 29
beans worth 50 gold if they win, but they lose only 10 Conversation.
gold if they lost. ■ If the PCs try to sneak or force their way into the
When the PCs are ready to move on, return to the palace, create a +2 encounter, using a combination of
beginning of Scene 12 to continue their tour of the Temple guards and Temple protectors.
Ceremonial Centre. ■ If the PCs survive the fight, more guards arrive and
the PCs must flee; return to Encounter 19, taking into
Encounter 29: The Palace of Cem- account the PCs are now Outlaws to the Cempoallan
poallan authorities.
If the PCs leave the palace peacefully, return to the
Read the following aloud the first time the PCs ap- beginning of Scene 12 to continue their exploration of
proach the palace of Cempoallan: the Ceremonial Centre.
The Grand Palace of Cempoallan is an imposing
ENC OUNTER 29 C ONVERSATI ON : L O RD
structure on the Western edge of the Ceremonial Centre.
While not as tall or ancient as the temple pyramids XI C OMEC OATL
across the plaza, it’s much more ornate, filled with stat- Read the following aloud when the PCs are allowed
ues, paintings and coloured carvings of the Totonaca inside the Grand Palace of Cempoallan:
saints and spirits.
The inside of the grand palace is festooned with fine
A great stairway, flanked by painted, jaguar-faced fabrics, paintings and art objects. Fragrant copal incense
columns, leads to the main entrance, where a squad of braziers light the corridors, and wide open windows al-
elite-looking Totonaca warriors stand at the ready. low the light from the outside to heighten the colours in
People keep coming in and out of the palace, all well- walls and floor.
dressed and serious-looking. The guards, however, ad- An elegant usher leads you, past a large statue of
vance to stop you. some monstrous jaguar-headed thing, to an inner court-
If the PCs have obtained Proof of the Spanish’ inno- yard, ending in a large staircase that in turn leads to a
cence, the guards let them pass immediately; proceed larger audience chamber. There, sprawled in a massive
directly to After the Encounter. Otherwise, if the PCs stone chair, surrounded by a retinue of gorgeous young
try to enter the palace, the guards bar their passage; ci- men that sit on the steps laughing, sharing mead jugs
vilians are not allowed inside without an official edict. and fruit bowls, is Xicomecoatl, the impressive Lord of
Cempoallan.

191
He looks up in half-surprise when you approach, but last week, and the Spanish ordered them incarcer-
greets you with genuine joy. ated, to show the Totonaca they should not fear
‘By the saints! The great lord of the foreigners just Moctecuhzoma. The official version is that the tax
left my halls early today, and now more of his people collectors escaped, which worries Xicomecoatl
see fit to grace my presence with theirs! The spirits smile greatly as it is. However, there’s a rumour that
on me this evening!’ it was in fact the Spanish themselves that set the
Mexica envoys free, working behind the backs of
Let the PCs state their business and intentions to both the Mexica and the Totonaca.
Lord Xicomecoatl.
■ Third, someone’s been painting Christian cross-
■ If the PCs mention the lost gold, Xicomecoatl es on Cempoalteca idols all across the city. This is
laughs; he remembers reports of hair-faced strangers, a grievous insult to the Totonaca, even consider-
one or two years ago, coming to Cempoallan to look ing Cortés’ previous rudeness to the Cempoalteca’s
for something they’d lost in the area. The Lord thought faith; and again, the Spanish are the people’s fa-
it was a bizarre rumour, and forgot all about it until vourite suspects.
he first learned of Cortés’ arrival earlier this year. The
Lord has no more information or interest on the sub- Cortés already told Xicomecoatl these three rumours
ject; if the PCs wish to search for their people’s lost are all lies and slander, and insisted that the Spanish
treasure in Totonaca lands, he couldn’t care less. are friends of the Totonaca. The Lord claims to believe
Cortés, but his noblemen and some sectors of the pop-
■ If the PCs brought an Official Edict offering to help ulation, particularly the Mexica and their supporters,
the Cempoalteca against the Tizapancingo Garrison, are pressuring Xicomecoatl to cancel the alliance with
ask them to perform a Charisma action, confronted the invaders.
by a TSE that plays four cards. If the PCs win the con-
frontation, they have convinced Xicomecoatl of ask- Therefore, Xicomecoatl will tell the PCs the same
ing the Spaniards for aid now; you may now proceed thing he said to Cortés: if the Spanish want an alliance,
to Encounter 33 and the final act of the adventure. they must bring proof that these three things, these
Otherwise, the Lord says there are things, unfortunate three rumours, are false. The PCs now have a Message
situations, delaying an alliance between their peoples. for Cortés, and Xicomecoatl expects them to deliver it
as soon as possible.
■ If the PCs suggest that Xicomecoatl officially peti-
tions Cortés for military aid against the Mexica, with- AFTER THE CONVERSATION
out showing an Official Edict or Proof of the Spanish’
Innocence, he agrees – on one condition. The Spanish If the conversation ends without the PCs convinc-
must prove themselves worthy of an alliance with the ing Xicomecoatl, they must now leave the palace and
Totonaca. This sounds strange to the PCs, as usually find proof that the accusations against the Spanish are
the people that beg for help are not the ones that de- false. Xicomecoatl’s advisors approach the PCs while
mand a show of goodwill. If the PCs mention this to they’re leaving, and suggest a few pointers to begin
Xicomecoatl, he says there have been troublesome re- their investigation:
ports, threatening to delay the alliance between their ■ If the PCs wish to investigate the ransacked villag-
people. es, they should consult with Guard Captain Mux’tin of
■ If the PCs ask what’s delaying the alliance with the
the ‘Skull Houses’, the city’s military garrison.
Spaniards, Lord Xicomecoatl grows somber. Certain ■ If the PCs wish to look into the defaced temples
things have been happening lately – things that could situation, the advisors give them Directions to the
mean the Spanish are not the great allies the Totonaca Defaced Shrines, one near the street temples here
want to believe. He was just discussing these things in the Ceremonial Centre, and a couple more in the
with Cortés before the PCs arrived. Market District.
■ First, a couple of Cempoalteca villages were ■ If the PCs wish to learn who let the Mexica tax
razed, their people stolen and their temples collectors escape, they should ask around the Mexica
burned. The natural suspects would be the Mexica, Quarter – or in their own camp in Vera Cruz.
but the tracks suggested mounted soldiers, black
Then, the PCs are led outside the palace; return to
powder and metal bullets: this would indicate the
the start of Scene 12 to continue the PCs’ tour of the
Spanish are not the friends of the Totonaca.
Ceremonial Centre, or to Encounter 19 if the PCs wish
■ Second, everybody – the PCs included – knows a to look somewhere else in the city.
group of Mexica tax collectors came to Cempoallan

192
conquista dor’s gold

A F T E R T H E E N COU N TE R ‘It is you and your followers who have their wits
dimmed’, replies the priest that called you, ‘ from spend-
If the PCs bring Proof of the Spanish’ innocence, Lord ing so many decades licking the your masters’ sandals,
Xicomecoatl receives them with great honour and cel- so that you have forgotten the taste of clean air! Down
ebration, and seems genuinely relieved that he may with the Mexica!’
trust the Spaniards now. His need for support against
the Mexica outweighs his natural suspicions, after all. ‘Down with the Mexica!’ echo the priest’s followers,
and for a moment it seems violence will erupt between
Xicomecoatl orders couriers to leave immediately for both groups.
Vera Cruz, with orders to request Spanish aid to take
Tizapancingo; proceed to Encounter 33. What happens next depends on what the PCs do – or
might have done recently.
Encounter 30: The Lesser Temples ■ If the PCs are Fugitives of the Mexica, before they
can do or say anything, the other priest screams and
Besides the great pyramid temples, there are sev- points at the PCs, screaming ‘down with the traitors!
eral smaller, ground-level shrines, dedicated to vari- Guards! Guards!’, which summons a Mexica patrol; pro-
ous spirits and purposes. If the PCs wander around the ceed to Encounter 31.
street-level temples, they encounter a mob between ■ If the PCs try to stop the argument, ask them to per-
two of these buildings. Read the following aloud as the form a Charisma action, confronted by a teotl priest’s
PCs approach the crowd: competent Skill. If the PCs win the confrontation, the
Two groups of cempoalteca seem to be facing off be- Mexica partidaries of the other shrine disperse grudg-
tween two religious buildings in the plaza. These build- ingly, after threatening both the PCs and the other
ings are large enough to seem important, but relatively priest with death ‘when the Mexica guard hears about
unassuming; they have carved stone columns and a bas- this’. When both crowds have dispersed, the Spanish-
relief pattern of human faces on their walls. A priest has supporting priest invites the PCs to his shrine to talk;
come out from each building; both wear grandiose attire proceed to Encounter 30 Conversation.
and body paint, and heckle each other angrily. Behind ■ If the PCs do nothing, or fail to stop the argument, a
each priest, a furious Cempoalteca mob cheer for their Mexica patrol appears, causing both groups to disperse
priest and yell their enmity at the other group. and both priests to discreetly return to their shrines.
In the middle of the debate, one of the priests looks Then, the Mexica soldiers approach the PCs and warn
at you and points at your faces and clothing, screaming them to keep out of the city’s ‘inner politics’.
something in the Totonaca language. His opponent calls ■ If the PCs challenge or provoke the guards,
at you. they attack; proceed to Encounter 31. If they re-
‘Tell me, friends’, he shouts, ‘ is it not true that the main calm, the guards continue their patrol, giv-
great Teotl foreigners wish only our well-being? Is it not ing them threatening looks but otherwise leaving
true that you are our allies and friends?’ them alone. Then, the priest that defended the PCs
peeks out and invites them to his shrine; proceed
Let the PCs try to articulate an answer, then continue to Encounter 30 Conversation.
reading aloud:
■ If the PCs choose to ignore the whole situation, they
The priest continues his rant as if you hadn’t said may go on their way; continue to After the Encounter.
anything.
‘I have prayed every night, for your great Teotl army ENC OUNTER 30 C ONVERSATI ON : THE
to vanquish the Mexica and deliver us from their yoke... FRI ENDLY P RI EST
Every night, I tell you!’ If the PCs accept the priest’s invitation to talk with
‘You are a fool’, interrupts the other priest from him at his shrine, he introduces himself as Mahtayani,
across the lane, ‘these savages are the threat! The Mexica preacher of the farming spirits. He wishes to apologise
have given us nothing but stability, progress and riches! for drawing the PCs into his quarrel with ‘those Mexica
Would you trade peace with our long-standing neigh- sycophants of the cloud shrine’.
bours for a blind trust in these rapacious strangers?’ Mahtayani also wishes to help the Spanish force;
The other priest’s partisans accompany his words he is honest in his conviction that they will help the
with screams of support; ‘ hear hear!’ and ‘go back to Totonaca people, and has important information for
your shrine, agitators!’ the PCs.

193
While the PCs have this conversa- whole nation, a nation that sur- The priest dispatches the PCs
tion, use the following excerpts as rounds you. The Totonaca would be with a blessing and lets them con-
parts of Mahtayani’s comments and wasting their only chance to finally tinue their travels; proceed to After
answers: get some allies against a decades- the Encounter.
long oppression. No, I don’t think
‘Thank you for speaking with either of our people would benefit AFTER TH E ENC OUN TE R
me. I have things to say, things that from crossing each other’.
may be of importance to both our The ‘street temples’ area has
peoples’. ‘So… who do you think stands to many smaller shrines and altars,
gain from this?’ dedicated to individual spirits, or
‘First, I am sorry for what hap- even to dead people.
pened… outside. Some of our people (Mahtayani is obviously thinking
have become… comfortable, in the of the Mexica). If the PCs have Directions to the
Mexica’s shadow. They have grown Defaced Shrines, they can now find
‘There is another community in and examine one such shrine – a
so used to slavery that they are Cempoallan. There are many tribes,
afraid of freedom’. standing stone slab, a bit shorter
many peoples here, but there is one… than a human adult, carved with
‘If you have the time, visit the just like everyone, they used to be bas-reliefs that seem to represent
pyramid of Quetzalcoatl. The mightier before the Mexica came… a priest, or maybe a teotl saint,
Mexica priests have been harassing We know them as the Zapoteca, and wielding magic powers. Someone
its mistress; she may benefit from a they have many towns to the South. has crudely painted a Christian
visit’. Their calpolli here, their neighbour- cross over the idol.
hood in Cempoallan, is small for the
‘The Mexica priests at the Great city, but larger than their largest vil- ■ When the PCs approach to ex-
Temple conduct sacrifices almost lages. They are an important pres- amine the vandalised stela, an old
every week… they say it is a great ence in our lands’. watchman insults them, while he
honour, but do they sacrifice their complains that ‘their Mexica al-
own? No, the honour is reserved for ‘The Zapoteca are also divided. lies’ haven’t allowed him to scrub
us, for the Cempoalteca people… One half favours the Mexica, the off the paint. If the PCs don’t de-
quite a curious privilege, yes, quite other half hates them. They have duce this on their own, ask them to
unusual’. conspired, for and against, for dec- Perform a Normal Perception Check
ades on end. If the Mexica are se- (difficulty: 6(1)) to notice that this
‘However, that is not why I want- cretly plotting against our peoples,
ed to talk to you. Listen…’ means the Mexica guard wants the
it is likely the Zapoteca know’. idol to remain blemished – which
‘You may know that some of our ‘That is what I have to say to you. is, at least, suspicious.
temples have been defiled… marred Make use of my advice as you wish.
with images of your faith. It is an ■ Ask the PCs to perform a Hard
Know that many of us, many of the Knowledge or Perception Check
offence to our people; your symbol, Totonaca, of the Cempoalteca, are
your… cross, defacing our idols, our (difficulty: 9(1)) to notice the paint
on your side; we are hoping you will used is made from native dyes,
stones’. stand with us when we throw off the not European paint. It is like-
‘The most recent defilings took Mexica yoke. Will you be the same, ly these dyes were bought here in
place in a stone near here, in this or worse, as the Mexica, later?... per- Cempoallan, as it is the most cos-
same plaza, and in a couple altars at haps. I choose change, and let the mopolitan and well-stocked city for
the Market district. Go there, see for winds scatter the seeds where they miles around. Perhaps the dye mer-
yourselves if you don’t believe me’. may’. chants of the Market District would
‘I… do not think it was your peo- ‘May the spirits blow a good know more about this.
ple that did this. I know your cap- wind in your direction’. When the PCs have finished their
tains and priests don’t truly respect After talking to Mahtayani, the business in the small temples area,
our rites, but this insult is too crude, PCs have Directions to the Defaced return to the beginning of Scene 12
the provocation too obvious. No, I Shrines, here in the Ceremonial to guide their next step.
believe someone intends to pit the Centre and in the Market District.
Totonaca and Teotl people against They also gain Directions to the Encounter 31:
each other’. Zapoteca Neighbourhood, if they
‘The foreigners, your people, didn’t have them already.
would be ill-advised to anger a

194
conquista dor’s gold

Guards! Guards! Otherwise, let the PCs approach the Three Rings if
they wish. This is a place of divination; the people get
This encounter takes place if Mexica guards attack in line to get predictions and advice for the current
the PCs during their visit to the Ceremonial Centre. day or week, based on the person’s birthdate and tonal
spirit. If the PCs so wish, they may get in line for a
Before the encounter begins, the PCs may attempt to prediction.
flee; ask them to perform an Athletic or Stealth action,
confronted by a Mexica Guard’s competent skill. The ■ If the PCs get in line for a prediction, they suffer
PCs gain 1 advantage from the area being so crowded. two corruption for taking part in a heretic ritual, but
they receive a tonalli guidance spell. The spell is free of
If the PCs win the confrontation, they may escape and charge, but everybody else in the line has given a vol-
continue their visit peacefully; return to the beginning untary donation in exchange for it.
of Scene 12 to guide their next step.
■ If the PCs ask for Tlatkan’Un, two of the priests nod
If the PCs lose the confrontation, or they don’t want and take the PCs to a smaller building near the Three
to evade the fight, create a +1 encounter using a combi- Rings. Go to Encounter 32 Conversation.
nation of Mexica characters.
ENC OUNTER 32 C ONVERSATI ON : THE
A F T E R T H E E N COU N TE R
ANC I ENT SOC I ETY
If the PCs survive the fight, they must flee the
The PCs are taken to a private chamber next to the
Ceremonial Centre, as everyone has seen them fight
Three Rings, where a group of priests, including the
Mexica soldiers now; they have become fugitives of the
three envoys that approached them in Encounter 18,
Mexica if they weren’t already.
has gathered to greet them.
If you already played Encounter 30, the pro-Span-
The priests introduce themselves: they are the
ish priest whispers to the PCs from a corner and calls
Ancient Society, a secret group dedicated to the rescue
them to hide in his shrine. If the PCs accept, proceed to
of Totonaca ancestral culture. ‘Tlatkan’un’, a Totonaca
Encounter 30 Conversation.
slang word for ‘high priest’, was only the password for
If you haven’t played Encounter 30, the PCs have no the PCs to find them.
choice but to flee the district; return to Encounter 19 to
Use the following excerpts as part of the priests’ dia-
decide the PCs’ next course of action.
logue and answers to possible PC questions:
Encounter 32: The Three Rings ‘We apologise for the cover-up; as you shall see, we
Shrine take our goals very seriously’.
‘You see, the Totonaca is an ancient nation, as old
Read the following aloud the first time that the PCs and powerful as the mightiest tribes. Ancient ruins, tem-
visit the Three Rings Shrine: ples and cities built by our ancestors, still cover these
lands from the edge of the Great Water to the deep val-
You come to a structure of three concentric stone
leys in the West. Sadly, our glorious past is largely for-
rings, marked with stepping stones and small coloured
gotten, our ancient ruins abandoned, our sacred relics
carvings. Inside the rings, four priests measure shadows
lost. Our decadent king cares only for his parties and
and clouds, taking notes on paper; at the edge of the
loverboys, and our masters, the Mexica, have blocked all
rings, another four priests attend four lines of people
attempts to preserve or unearth our ancient past’.
that wait their turn to receive either guidance or a bless-
ing. Every kind of Cempoalteca stands at these lines; ‘Someone has to preserve the flame of Totonaca
men, women, children, elderly, the rich and the poor; history; someone has to light the darkness of the lost
whatever they give at this shrine, it’s popular – and millennia. That is what we do; that is what the Ancient
makes no class distinction. Society strives for’.
The priests that attend the site are fantastically ‘We aim to rescue Totonaca history, the priceless ves-
dressed, and make a great show of their blessings and tiges of our magnificent culture, from the ignorance of
measurements; a few of the people even cheer and clap our leaders, and from suppression by the Mexica tyrants.
at their ocassional ‘ hum’ and ‘ah’ while they examine That is why we must operate from the shadows; our en-
the signs on the sky. emies are many and powerful.’
If the PCs have Directions to The Thunder, proceed to ‘But we are not alone; the Ancient Society has great
After the Encounter directly. sway behind the high circles of Cempoallan, and many

195
nobles close to the Lord give us their support. In fact, Cempoalteca society, will be in your debt if you succeed’.
our influence is such that… ah, but you are foreigner. You
‘May the spirits guide you, and… we’ ll begin talking to
don’t care about our politics’.
our palace contacts about you’.
‘We need your help in a very important matter that
If the PCs agree to the Ancient Society’s request, they
lies, well, just outside our range of influence’.
must go to the Mexica quarters in Cempoallan (Scene
‘Our greatest city, the legendary site of The Thunder, 11) and attempt to get an appointment with their
was the cradle of our power and civilisation centuries Tlacuilo, or Head Scribe. Otherwise, the priests beg the
ago. However, it was abandoned in time out of mind, PCs to reconsider before letting them leave.
and its location was lost forever. One of the Ancient
Proceed to After the Encounter.
Society’s oldest and most dear ambitions is to find The
Thunder, and claim it back for the glory of the Totonaca’. AFTER TH E ENC OUNTER
‘When the Mexica came to Cempoallan, decades ago, If the PCs return to the Ancient Society with
they confiscated all maps, all records, all books. We as- Directions to The Thunder, the priests are overjoyed,
sumed The Thunder was truly lost then’. raining praise upon the Spanish and their great power,
‘But lo! a few months back, our spies revealed some- and reward the PCs with 800 gold in jewellery and
thing – the Mexica Head Scribe, their tlacuilo, in this fine clothes. In addition, they give the PCs a Letter of
city, was researching into The Thunder. He sought data, Appointment to meet with the Lord of Cempoallan in
bought maps, gathered stories. The Mexica are looking person, the ‘fat king’ Xicomecoatl.
for The Thunder, we are sure’. When the PCs have finished their business in the
‘We have no authority over the Mexica, despite our Three Rings shrine, return to the beginning of Scene
espionage network. But the mighty Teotl foreigners, who 12 to continue the PCs’ exploration of the Ceremonial
have come to our lands with such force that the Mexica Centre, or to Encounter 19 if they wish to leave the
are already concerned, should have no problem entering area.
the Mexica Quarters in Cempoallan and… interrogating
their Head Scribe about The Thunder. Or better, procur- Encounter 33: A Call to Arms
ing any details about its location’.
This encounter takes place when the PCs convince
‘The Ancient Society is, as we told you, very wealthy.
Lord Xicomecoatl of Cempoallan to ask the Spanish force
We can offer a mighty reward in exchange for reliable
for help against the Mexica garrison in Tizapancingo.
leads to The Thunder’s location. Even better, we can
arrange a meeting… a meeting between you and Lord Read the following aloud at the start of the encounter:
Xicomecoatl, the ruler of Cempoallan. How does that
Lord Xicomecoatl calls for his generals and advisors
sound?’
without dismissing you; they pour into the chamber
‘If you agree to do this for us, you must go to the city’s mere minutes later, all looking severe and purposeful.
Mexica quarters, their exclusive calpolli in Cempoallan. Xicomecoatl gives them a speech and they argue for a
The guards might bar your way, but we trust your skill while; you can’t fully make out what they are saying, but
and resources to surmount any obstacle’. it’s clear they are rushing into an official decision to ask
the Spanish for military help against the Mexica. They
‘To help you gain the Mexica’s trust, we suggest you
nod and agree so quickly and automatically that you
tell the Mexica that your people are looking for an an-
wonder if the meeting was needed at all.
cient treasure up north, and that you intend to leave
these lands; they want nothing more than see you go Then, Xicomecoatl proudly gives the final order, and
from their territory. Then, add that you need a map to everybody rushes out as swiftly as they came; some of
make the trip, a map that is in the Tlacuilo’s possession. his officials come to you, smiling and grateful.
I bet my tattoos that the guards, or their superiors, will
The officials have instructions; the PCs are to accom-
see the bargain of getting rid of your forces in exchange
pany a delegation of Totonaca dignitaries to Vera Cruz,
for some old scrolls’.
where they shall petition Cortés for military help.
‘Ah, we do not know if you truly intend to leave or
The convoy will depart the following morning; the
not – that would be for you to decide. But even if it is
PCs may request provisions for the trip, and make any
a lie – small lies for great goals is always a good trade’.
preparations they deem necessary in that period.
‘However you choose to do it, the Ancient Society,
one of the oldest and most influential groups in

196
conquista dor’s gold

If the PCs have any unfinished business in Cempoallan,


they have the remainder of this day and night to con-
duct it; proceed to Encounter 19 to lead the PCs any-
where they want to go.

A F T E R T H E E N COU N TE R
The PCs are now heading back to Vera Cruz, having
helped the alliance between the Spanish and Totonaca
peoples. Proceed to Scene 19 in Chapter III to begin the
last act of the adventure.

Scene 13:
SIDEBAR: POISON NUTS
If the PCs are investigating the possible poi-
soning of Ahumada and others at the Vera Cruz

the market
Garrison, they find several merchants that sell
the poison nuts here. The nuts are 30 gold a
piece; the merchants will take Spanish coins or

districT
barter items if needed.
If the PCs ask about foreigners buying such nuts
from the local merchants, ask them to Perform a
Charisma or Perception action, confronted by a
pochteca’s competent Skill. If the PCs succeed,
Play this scene whenever the PCs enter Cempoallan’s
they find a merchant that remembers a Spanish
huge marketplace, a vast maze of stalls and stores, larg-
woman, armoured and black-haired, who bought
er than some European towns. Everything is for sale
a few nuts here, but it wasn’t recently. The mer-
here, from ornamental animal parts to foodstuffs, from
chant distinctly remembers this happened last
weapons to slaves. The PCs may buy anything, as long
year. The woman was with some soldiers, some
as it’s available in Mesoamerican cultures (no horses or
hair-faced men, but the merchant doesn’t re-
wheeled vehicles, for example).
member their faces or anything more specif-
Also, a few of the items the PCs may procure merit ic about them; after all, all hair-faces look the
their own encounter: same. He only remembers the woman because it
■ If the PCs search for poison nuts like the ones that was unusual for a foreign woman to buy poison
may have killed Ahumada back at the Garrison, see the nuts and know what she was looking for.
poison nuts sidebar. If the PCs wish to test the nuts, ask them to
■ If the PCs wish to buy weapons, they are referred to Perform a Medicine action, confronted by a TSE
the Otomitl dealers of the market’s Southern Quadrant; that plays two cards.
proceed to Encounter 34. If the action succeeds, the PCs confirm these
■ If the PCs seek the dye merchants, run Encounter nuts may be used to kill a person with symptoms
35. similar to the seizure sickness.

■ If the PCs have directions to the defaced shrines, two If the PCs get a failure with a negative conse-
of them can be found at this district; go to Encounter quence, they are accidentally poisoned while ex-
36. amining the nuts.

■ After the PCs make their first purchase or re- If any living being consumes one of these nuts,
turn from any of the above encounters, a woman ap- or any food laced with powder made from these
proaches them as they tour the market; go to Scene 13 nuts, they must succeed at an Athletics action,
Conversation. confronted by a TSE that plays three cards, or
die within 24 hours from seizures and a lack of
If the PCs wish to leave the Market District, return to breathing. The effect may be cured by any heal-
Encounter 19 to guide their next step. ing magic that can neutralize poisons.

197
S CE N E 1 3 C O N V E RSATION : A M OTH ER’S Encounter 34: The Weapon Mas-
PLE A ters
If the PCs have already talked to Cha’nakú, proceed
directly to After the Conversation. Read the following The Otomitl community in Cempoallan is famed for
aloud after the PCs have made the first few rounds or a their warfare skills and weaponcraft. If the PCs look
purchase in the Market District: for weapons, everybody recommends they look at the
Otomi smiths’ street.
Out of the corner of your eye, you notice move-
ment among the crowded marketplace lanes; it’s a If the PCs follow the suggestion, read the following
Cempoalteca woman, pushing her way through the aloud:
shoppers… and, seemingly, towards your position. She After navigating the massive market crowds for a
looks a disquieting mix of angry and desperate; you’re while, you finally reach a long avenue, lined with weap-
half-tempted to draw your weapons, but she is ragged, on stands and stores. Otomi salesmen look just like
frail and clearly no threat to anyone. Totonaca to you, but they all wear strange headdresses
‘You’, she gasps as she approaches, ‘you…’ with overhanging stone pieces, likely as marks of their
trade.
After a wheezing stop, she looks you in the eye, her
cheeks eroded with tear lines, and pleads, no, demands: As you look around the stalls, a merchant calls out to
‘You have to let my child go’. you in the Nahua tongue, offering an impressive-looking
macahuitl mace.
The woman’s name is Cha’nakú; during Cortés’ last
visit, one of his men conscripted her only son, an eight- If the PCs wish to talk to the salesman, he offers them
year old kid named Tax’kat, as a servant and helper. what – admittedly – they can find in any store of this
According to the woman, the boy was too young to ob- neighbourhood: exceptional quality, Mesoamerican-
ject, so they probably thought he was going of his own style armour and weapons. However, this is not what
free will; but Cha’nakú knows he must be scared and he really wants.
alone in the Spanish garrison. After the PCs have seen some of his wares, the mer-
‘You have kidnapped my baby, you have him in your chant leans in and points at the PCs’ firearms. The
Quiahuiztlán fortress, you have to return him to me’. Otomi is interested in studying guns and their work-
ings; he has a good grasp of basic mechanics, and thinks
Cha’nakú expects the PCs to look for little Tax’kat he could reproduce the process employed to make
back at Vera Cruz and bring him back to Cempoallan. If them. If the PCs agree, he would gladly buy a gun from
the PCs agree to this, Cha’nakú will keep an eye out for them – any gun, rifle or pistol – at double the price.
them whenever they return to the marketplace, to see
if they have brought her son back. If the PCs refuse, she If the PCs refuse, he makes it clear that the offer
backs down into the crowd, spewing a string of terrify- stands; any time the PCs return to the market, they
ing, Cempoalteca-language curses at them. may seek him out, and he will gladly buy a firearm from
them at the offered exchange rate.
AFTER THE CONVERSATION AFTER TH E ENC OUNTER
Every time the PCs return to the Market District, Other than their meeting with the curious arms
Cha’nakú seeks them out and asks for news of her son. merchant, the PCs may buy any weapon or armour
■ If the PCs know what happened to Tax’kat and tell of Mesoamerican design, including magical versions,
her the truth, Cha’nakú lowers her head ominously and while in the Otomi smiths street. Otomi weapons are
the PCs almost can hear her heart breaking. Slowly, she just like normal weapons of the same type, but they are
vows to weave a curse that will find the Spaniards and considered Forged, which increases their price by 30%.
strike them all with an agonising death, but she also When the PCs’ business with the Otomi weaponsmiths
promises that curse will spare the PCs. Then she re- is finished, return to the beginning of Scene 13 to guide
treats, never to be seen again by the PCs. their next step.
■ If the PCs haven’t found Tax’kat or opt for a white
lie, Cha’nakú begs them to keep trying until her child is
back in her arms; she will ask again when they return.
After the PCs finish talking to Cha’nakú, return to the
beginning of Scene 13, to lead their next step.

198
conquista dor’s gold

Encounter 35: Painting the Pic- ■ If the PCs rub or scrape the cross for samples to
ture take to the dye market, they gain red dye samples.
■ If the PCs succeed on a Normal Perception
If the PCs look for the dye merchants, they find that Check (difficulty: 6(1)), they can confirm this
a whole section of the Market district is fully dedicat- doesn’t look like European paint, plus the style of
ed to the trade of pigments, inks and derived articles, the graffiti seems… off, like it was done by some-
from writing paper to clothes. one that isn’t really used to draw Christian crosses.
If the PCs ask about the defaced shrines, the ink mer- ■ The second shrine used to rest against a building at
chants all claim innocence, and more than a few show the East side of the Market District. It is, or was, a squat
actual indignation about the desecration of their holy wooden idol of a smiling man with a clay bowl. Little
sites. else can be gleaned from the effigy, which was over-
■ If the PCs have red dye samples from the defaced
turned and burnt; it’s now little more than a charred
shrines, any merchant in the area can confirm the pig- ruin.
ments were bought at Cempoallan. However, nobody ■ If the PCs search the surroundings, too many
has seen any Spaniards at the dye market before the people have walked by and too many days have
PCs. passed for any useful tracks to be found; however,
■ If the PCs have black dye samples from the defaced
if the PCs succeed on a Hard Perception Check (dif-
shrines, one of the merchants identifies it as Zapoteca ficulty: 9(1)) they notice traces of… something. It
ritual paint. It’s used mostly for sacrifices and war may well be dried black dye. If the PCs take sam-
prayers, but it can also serve as camouflage for noctur- ples, they gain black dye samples.
nal activities. ■ If the PCs examine the burnt effigy, ask them
■ If the PCs succeed on a Normal Perception or
to succeed on a Hard Perception Check (difficulty:
Charisma check (difficulty: 6(1)), or have black dye 9(1)) to discover the charred wood doesn’t smell
samples, a couple of merchants remember that some like it was burned by the means familiar to the PCs.
traders from the Zapoteca neighbourhood were around There’s a whiff of something stronger, more aro-
a few days ago, buying large quantities of paint – but matic, like the native censers and essences, but no
it could have been for any purpose. The dye merchants trace of gunpowder. Whoever made this fire used
can give Directions to the Zapoteca Neighbourhood if local, not European, arson techniques.
the PCs ask for them. AFTER TH E ENC OUNTER
A F T E R T H E E N COU N TE R If the PCs examine both shrines, ask them to perform
Once the PCs are done in the dye market, they can a Normal Perception Check (difficulty: 6(1)) to notice
continue exploring the District. that there seem to be a lot of shrines and sacred ef-
figies around the Market District; however, only the
■ If the PCs haven’t met Chawaná, go to Encounter 37. defaced shrines are derelict. Every other shrine was
■ If the PCs already met Chawaná, return to the begin- pristine, well-maintained, and there were even people
ning of Scene 13 to keep exploring the Market District, cleaning some of them while you passed by. For some
or to Encounter 19 to go elsewhere in Cempoallan. reason, the vandalised shrines have not been touched
or repaired in the days since the incident. That is, at
the very least, curious.
Encounter 36: The Writing’s on
the Wall ■ If the PCs are Fugitives to the Mexica, a patrol in-
tercepts them at this point, and attacks them – no
If the PCs are investigating the vandalisation of demands, no warning, no call to surrender. Which is
Cempoalteca monuments and have directions to the de- also strange coming from the lawful, civilised Mexica.
faced shrines, they can find two of them in the Market Create a +1 encounter using Mexica characters.
District. ■ If the PCs survive the encounter, they may free-
■ The first shrine is in a crossroads at the North
ly continue their search; Cempoalteca people sim-
side of the Market District. It’s a painted pillar, a lit- ply move out of the way, and the city guard does
tle shorter than a man, showing the Wind, Sun and Sky not intervene. It seems the Mexica and Totonaca
spirits piled upon each other. Its delicate paint job has law enforcement groups are not in cooperating
been defaced with a crude. Blood-red Christian cross. terms.

199
■ If the PCs haven’t met Chawaná, go to Encounter
37. SIDEBAR: CHAWANÁ
■ If the PCs already encountered Chawaná, they may Chawaná, a Totonaca radical and secret agent,
continue their investigation. is a key player in the adventure and the search
■ If the PCs have dye samples, they may go to for the lost Spanish Gold. The success or failure
Encounter 35 to have them assessed at the dye of the PCs’ quest may hinge on how they deal
market. with this man, and how much the PCs allow him
to help or deceive them.
■ If the PCs want to leave the area, proceed to the
beginning of Scene 13 to continue exploring the When the PCs first meet Chawaná, let them
Market District, or to Encounter 19 if they wish to lead the conversation, using the following ex-
go somewhere else in the city. cerpts as part of Chawaná’s dialogue.
‘Many greetings, strangers. This is a most for-
Encounter 37: Chawaná tuitous encounter. Call me Chawaná, if you wish.
I am Cempoalteca and I am your friend. ‘You have
While the PCs conduct their business at the Market been looking into matters that affect us, that af-
District, they notice someone following them. It’s a fect the Totonaca. I want to help the Totonaca’.
nondescript Totonaca man, with a heavy cloak and a
‘I have this information. Someone has been try-
discreet headdress, deceptively gazing downwards as if
ing to delay peace between our peoples. Someone
he was lost in thought.
in your camp. I don’t know who; all hair-faces look
Regardless of whether the PCs confront or try to the same. But many of your people have come to
evade the man, he faces them and introduces himself. our city in the past months. Yeah, many’.
Use the Chawaná Sidebar to enact the encounter with ‘I don’t know why one of yours would want
the man. our peoples to make war. But I know he seems
to do. ‘I assume this individual acts without the
A FT E R T H E E N COU N TE R knowledge of your Captain Cortés, yes’.
After he’s said his piece, regardless of whether the
‘I have watched you for a while, and I know
PCs agree to follow his advice, Chawaná simply leaves,
now whoever these parties are, you are not in
even if they attack him. If the PCs insist on getting
league with them. This traitor to Cortés is a trai-
more information out of him, he repeats:
tor to you, I think’.
‘Follow my advice or not. If you do, we may all get
‘I do not mean to offend. If you desire to kill
some of the answers we haven’t found yet’.
me because what I suggest, then kill me, but then
After Chawaná leaves, the PCs may return to the be- you lose what I have to say. I propose coopera-
ginning of Scene 13 and continue exploring the Market tion. We both want peace between hair-face and
District. Totonaca. We can work together to guarantee
that peace’.
If the PCs attack Chawaná or reject his pro-
posal, he goes away; return to the encounter
the PCs were playing and proceed to After the
Encounter.
If the PCs agree to hear Chawaná out, he leads
them to an out-of-the-way spot, where he tells
them his story. Chawaná’s dialogue includes the
following:
‘I belong to a… group concerned with the wel-
fare of the Totonaca. We believe this welfare re-
quires the expulsion of the Mexica from our lands.
The Mexica, sadly, are the mightiest nation in the
world, and not easily expelled’.

200
conquista dor’s gold

‘We… my group, that is… have watched you since If the PCs do NOT have Proof of the Black Skull
your arrival to our coast, when your ships came last Scheme, Chawaná gives them Directions to the
year’. Zapoteca Neighbourhood if they didn’t have them
already.
‘Yes, last year, I’m sure. Some of your captains dis-
embarked, some of them came here’. ‘We have spies among the Zapoteca. We know
this hair-faced spy, this two-faced principal of yours,
‘If these captains never told your people that
talked to the Zapoteca’.
they’ d discovered Cempoallan, it must be because
they had something to hide, right?’ ‘He’s been using Zapoteca agents to stir things
up against you, and against my people. He and the
‘When they were here, these captains heard of Zapoteca want my Lord to expel you from our lands,
the Mexica. They talked to the Zapoteca, to a radi- or at least delay your advance’.
cal group among the Zapoteca. ‘They conspired to
steal from the Mexica, to trick the Mexica. And then ‘I don’t know why a man wants to delay the ad-
your men left. We thought we had seen the last of vance of his own group. But one can guess at many
them. But now your people are back, and this time possible motives; all secret, all sneaky’.
you are not furtive, you are not few. This time you ‘If you go to the Zapoteca neighbourhood, seek
have smoke and mounts and soldiers’. Ni’xye the trader. She is a friend to our cause, and
‘These men that came here last year… that didn’t will give you any help you need’.
tell your people they had been here… we recognised If the PCs have NOT been to the Tlacuilo House in
one of them among your principals. We don’t know the Mexica Quarter, Chawaná gives them a leather
his name, but he’s like all of you – deathly pale, hair- case containing an expensive-looking quetzal quill
faced, metal-clad. And he was with your Captain and some jewellery. The PC now have Chawaná’s
Cortés’. Gift Box.
‘When that man and his agents were here last ‘When your people came here last year, they
year, they played us. They promised to rid us from sought maps; charts the Mexica had. You may want
the Mexica. They talked to my group. ‘But then they to seek the Mexica map-maker, the tlacuilo; ask him
left. And now they have returned, and while your about this. If you do, this tribute box might get you
Cwwaptain Cortés marches and struts with his thun- past the guards at the Mexica Quarter’.
der weapons and mounts and metal garments and ‘Seek the tlacuilo scribe. Goodbye!’
talks of peace, these men have returned furtively;
they have returned few. They have talked not to us If the PCs question Chawaná about his motiva-
this time, but to the Zapoteca radicals. And now they tions, ask them to Perform a Charisma action, con-
are looking to put both the Mexica and the Spanish fronted by Chawaná’s competent skill. If the PCs
against us’. win the confrontation, Chawaná confesses he is part
of a secret anti-Mexica group known as Un Takám,
‘We thought you were allies. Our Lord thinks the ‘Brothers of Wind’. He honestly believes what
you are allies. But these furtive men, these men that he says: that one of Cortés’ close aides has been in-
promised friendship last year and sow discord today, censing the various local tribes against the Spanish
these men we saw with your Captain… these are not behind the Captain’s back. It falls to the PCs wheth-
our allies. And my group believes…I want to believe… er to believe him or not, and to act in consequence.
they are not your allies, either. Not allies of your
Return now to the encounter the PCs were playing.
Cortés’.
‘Do you wish peace or discord between the
Totonaca and your people? ‘If you wish peace, if
your Cortés wishes peace, then these men are your
enemies too’.

201
■ If the PCs inquire among the locals, go to Encounter

Scene 14: 38.


■ If the PCs were sent by Chawaná, they may ask for

the bini’zÁ
Ni’xye the trader; a few locals point the way to her
shop. Proceed to Encounter 39.
If the PCs have nothing else to do here, they must re-
turn to Encounter 19 and go somewhere else in the city.
Read the following aloud the first time the PCs enter
the Zapoteca Quarter of Cempoallan: Encounter 38: Zoning the Za-
poteca
It’s like a mad dream. Moving from the whiteness
and majesty of the Cempoalteca gardens and fountains,
If the PCs try to ask around the Bini’zá folk, ask them
you seem to have stepped into a new city; one splashed
to perform a Charisma or Perception action against a
with a million colours and figures, like a vision of the
citizen, suffering one disadvantage as they do not trust
Otherworld.
the PCs.
Everyone and everything is painted, bejeweled,
■ If the PCs lose the confrontation, the Zapoteca ig-
adorned, decked with the most llamative colours and
nore them, or play along for hours just to have fun at
garments you could have imagined, and many you
the PCs’ expense, but it doesn’t lead anywhere. go back
couldn’t. What’s that… thing on that woman’s head? Are
to Encounter 19 to go somewhere else in the city.
those the child’s ears? Are they earrings? Butterfly wings
clipped to his head by some enchantment? Is that col- ■ If the PCs win the confrontation, they may get in-
ourful umbrella made of… leather? Wait… by God… is it formation and gossip from the Bini’zá; proceed to
human skin? Why is it painted so? Why does it all look Encounter 38 Conversation.
so devilish and yet so eye-catching?
■ If the PCs draw weapons or threaten the Bini’zá in
Back home, only the upper classes dress this colour- any way, create a +2 encounter using Bini’zá Warriors.
fully, but even the attire of the lowest citizen here would
If the PCs survive the encounter, they must flee the
strike a scion of French nobility blind on the spot. You
neighbourhood or become eventually overwhelmed by
become physically dizzy with the images, the feathers,
more warriors and killed; regardless, they can’t visit
the tattoos, the panoply of pictures, icons, and, and
the area anymore and Scene 14 becomes unplayable for
things.
the rest of the campaign.
And the walls.
The walls in this neighbourhood. Encounter 38 Conversation
Every inch of every surface is carved and painted What the PCs learn from the Bini’zá depends entirely
with a god, a spirit, a demon, a monster, a host of them; on the questions they ask.
a crowned thing from the heavens, a feathered thing out
of a nightmare, a swirling pattern that seems to engulf ■ If the PCs ask about previous Spanish visitors to
you as you pass by. the Zapoteca neighbourhood, some locals confirm the
hair-faces have indeed been around, ‘all slithering and
How do people live here without going crazy? Do furtive-like’. They must have met with ‘the anti-Mexica
they? people, the Black Skulls’.
The PCs have entered the Zapotecalpolli of ■ If the PCs have clues about the defaced shrines,
Cempoallan, although that’s only how the Mexica and they may ask who bought the dyes. The locals claim not
Cempoalteca call it. For the locals it is Hish Bini’zá, the to know anything about it; a lot of Bini’zá people buy
‘People’s Town’, and it’s the most outlandish area of dyes at the market, ‘as you can see if you look around’.
Cempoallan, for visitors and citizens alike. Bini’zá arts,
customs and purposes remain mysterious and misun- ■ If the PCs ask about groups or individuals that may
derstood to most other peoples of the Anahuac; the be working against the Spanish, the locals admit that
Spanish haven’t even contacted these strange people there’s not a single Bini’zá citizen that believes the
so far. Or have they? hair-faces are good news. However, the most actively
xenophobic group in their neighbourhood are a radical
At this point, the PCs have two possible avenues of sect known as the Black Skulls.
investigation.

202
conquista dor’s gold

■ If the PCs ask about the Black Skulls, the locals ‘We’re just another tribe in this beautiful land. The
openly mock them and leave them alone, claiming Mexica pay too little respect to the untamed wilderness;
‘whoever asks about the Black Skulls finds them soon the Totonaca pay too little respect to death and suffer-
enough’. ing. Other than that we’re just the same as them’.
■ If the PCs ask about the Bini’zá opinion on other ‘We have our humble city of Zaachila, with our hum-
people, the locals answer with smarmy variations of ble lord Guzio’pí. His father used to make some trouble
‘oh, we like everybody, we are a very friendly people’; for the Mexica, but rest assured, those days are behind
but then add a mean jab at the specific people the PCs us now’.
asked about, such as: The Bini’zá avoid talking extensively about their
‘The Mexica think themselves mighty, but they can’t past, but they make sure to hint at their mighty and
pull it off. They don’t know how to be mighty. Their warlike history. If anything, the Bini’zá seem to be bit-
heads are not fit for their headdresses. In fact their ter about not having the supremacy of their ances-
crowns keep slipping off their heads, so much that they tors, yet content to mock the current powers and their
hire servants to follow them and put the crowns back in clumsy politics.
place constantly. Half the taxes they get are spent on
paying these people’.
AFTER TH E ENC OUNTER
If the PCs asked or were told about the Black Skulls,
‘Since you came here, the Cempoalteca are stuck be-
they have an unexpected encounter before leaving the
tween a rock and a hard place. Not that they don’t like
Zapotecalpolli; proceed to Encounter 40.
it, mind you. Their lord is so fond of the stuck position
he often performs his ceremonial acts in groups of three. Otherwise, they can’t get anything else out of the
In the end, they will side with whoever has it bigger. The Bini’zá; return to Encounter 19 to guide the PCs some-
military, I mean. And yours is so big, we can tell’. where else in the city.
‘The hair-faces… what’s not to like about you? You’re
so clean, your smell carries over the wind like the bou- Encounter 39: Ni’xye the Trader
quet of battle and glory… Your beards so full you should
put flowers on them… and your big-ass exploding weap- If the PCs ask about Ni’xye the Trader, they encoun-
ons, and your big-ass mounts, no wonder everyone drops ter her store – one of several unremarkable pottery
to their knees in fright just by watching your approach… stalls in a little street market – easily enough.
A people to be gaped at and admired, if there was one. If the PCs have Proof of the Black Skull Scheme, pro-
Anyone can see why the mighty, brave Mexica call you ceed directly to After the Encounter.
teotl’.
The woman called Ni’xye is a nondescript Bini’zá
■ If the PCs ask about other tribes in these lands, the woman of thirty-something years, with smiling eyes and
Bini’zá mention a few: the hair picked up into a complex braid around her head.
‘There’s the Chichimeca, the naked northern savages; She nods knowingly when you approach, but then she
we have very little contact with them, but you should proceeds to arrange her wares absently, as if she hadn’t
ask the Mexica. They are kin, after all’. seen you.
‘There’s our neighbours the Hnanhu; they call them If the PCs ask or mention anything related to the
otomí in Cempoallan. they’re good to make our tools lost gold, Chawaná or the vandalised shrines, she nods
and to kill each other. The Mexica buy them at bulk dis- again without looking up and replies in heavily-accent-
count at their cities and villages’. ed, but unmistakable, Castilian Spanish. Let the PCs
lead the conversation, using the following excerpts as
‘There’s the Chontal, who you already know because part of Ni’xye’s answers:
they followed you all the way from their jungle. Surely
of their own free will’. ‘This is all related to one of your people, an
Expa’nhol from your camp, who has been visiting our
‘And then there’s the Pur’ hepecha Empire far to the neighbourhood’.
West. Again, ask the Mexica about their character; the
Pur’ hepecha have fucked their Western border so hard ‘Our friend Chawaná, he watched you. We watched
that they’re practically married now’. them, too. Your compatriots, the sneaky men. Ever since
they first came here last year, we watched them’.
If the PCs ask about the Bini’zá themselves, they
claim to be nothing special. ‘This man, the leader of these men, he introduced
himself as the Atlan’Tato. That’s the name he’s used

203
among us ever since. He says it’s an Expa’nhol title, that ‘Our advice is this. If you sneak into the Black Skull
he’s a principal, a person of respect. The true name he lair and find proof that they’re scheming with the
has among your people, we don’t know’. Atlan’tato, you can take this proof to Lady Yajzil, or
bring it to us to take it to her’.
‘The Atlan’Tato was in Cempoallan long, long before
your expedition came. He visited the Mexica then, not ‘First, this would cause Yajzil to realise she can’t trust
us. We did not know what he wanted then; we thought the Atlan’tato. Both Yajzil and the Black Skull would stop
he was witch-people, with his strange looks and attire’. their cooperation with him. The defacements would end,
the incriminations would end’.
‘He looked the same as you, as all your people do:
the same’. ‘Second, we would learn what the Atlan’tato is plan-
ning with the Black Skull, and maybe his true goal. Or
‘The Atlan’Tato sought the Bini’zá leadership. He
even his true identity’.
wants to stir everyone against everyone’.
‘This is our advice. You don’t have to take it. This is
‘Your Cortés and Lord Xicomecoatl talked peace;
how we can help you, if you so decide’.
they wish to use each other against the Mexica, but they
talked peace’. After this, Ni’xye returns to her activities as if noth-
ing happened, acting as if she’d been haggling with the
‘This man, the Atlan’Tato, wants to delay that peace.
PC all this time.
We don’t know why, but that’s what he wants’.
If the PCs ask Ni’xye about her (or Chawaná’s) moti-
‘The Zapoteca of Cempoallan are led by the
vations to help them, she is straight and clear:
Lady Yajzil. She is a lawful subject and an ally of the
Cempoalteca lords, but mistrusts you and your forces. ‘The Un Takám, the group Chawaná belongs to, works
She has tried repeatedly to convince Lord Xicomecoatl for Cempoalteca freedom, works agains the Mexica. We
of expelling you from our lands’. Bini’zá should work against the Mexica, too. I help the
Un Takám; I believe it is convenient to do so’.
‘The Atlan’tato suggested the Bini’zá deface the
Cempoalteca shrines and incriminate you. He showed ‘The Un Takám wants peace, too. We are all the en-
the Bini’zá your cross, your symbols; he showed them emies of the Mexica. If peace with our people frees you
how to paint them’. to advance West, it benefits our interests. Not to men-
tion that, well, we’ d have peace’.
‘Yajzil thought it was a good idea; she ordered the
purchase of the dyes, her men carried out the act, and Regardless of what the PCs choose to do with her in-
she bribed the Mexica officials to let it happen’. formation, Ni’xye has nothing else to say about the
matter. She ignores them – unless they want to actu-
‘We know Lady Yajzil ordered this done, but we have
ally buy pottery from her, which she sells to them at
no proof. Furthermore, that is not our primary concern’.
normal price – and goes on with her day.
‘What matters is the Atlan’tato contacted other peo-
ple among the Bini’zá. He contacted them since the first AFTER TH E ENC OUNTER
time he came, last year’. If the PCs bring Proof of the Black Skull Scheme,
‘These people are our most radical group, the Black Ni’xye offers to have it sent to the Lady Yajzil; other-
Skull. They are fanatics, who wish to restore the ancient wise, she suggests the PCs bring it to her themselves.
Bini’zá supremacy. They hate everyone; the Cempoalteca, Yajzil doesn’t think the PCs are in danger – as long as
the Lady Yajzil, the Mexica, you’. they behave.

‘The Atlan’tato contacted the Black Skulls behind ■ If the PCs let Ni´xye deliver the proof, the news
Yajzil’s back. This is suspicious, for Yajzil and the Skulls will reach Xicomecoatl, which clears the Spanish of the
don’t like each other; they are rivals. They must not temple defilings; the PCs have delivered proof of the
know that your man is working both sides; even if they Zapoteca Setup. If the PCs have also Planted Evidence
do, their goals must ultimately be at odds, because of the Mexica Escape and Delivered Reparations for the
Yajzil works for the Cempoallan government and the Razed Villages , they now have Proof of the Spanish’
Black Skulls work against’. innocence.

‘This can only mean one thing: your man must be If the PCs don’t have the proof yet, Niu´xye gives
double-crossing both of them, making them work for them directions to the Black Skull Lair: an old cata-
what they believe to be their respective goals, but get- comb at the Southeast edge of the Bini’zá neighbour-
ting something else out of it. Something else entirely’. hood. She also indicates the house of Lady Yajzil, so

204
conquista dor’s gold

they can go there if they get proof of the Spanish spy’s AFTER TH E ENC OUNTER
dealings with the Black Skull.
If the PCs were taken outside the Zapoteca neigh-
Once the PCs are done talking to Ni’xye, they may bourhood, they may now return there in a short walk.
choose their next step freely.
■ If the PCs have directions to the Black Skull Lair
If the PCs go to the Black Skull lair, play encounter from Ni’xye the trader, they can now get there on their
Encounter 40. own. Proceed to Encounter 42.
If the PCs want to go to the house of Lady Yajzil, pro- ■ If the PCs aren’t looking for the Black Skull Lair or
ceed to Encounter 41. don’t know how to get there, ask them to perform a
Otherwise, the PCs have nothing else to do in the Normal Perception or Survival check (difficulty: 6(1)).
Zapoteca neighbourhood; return to Encounter 19 to The PCs gain 1 advantage to the check if they actively
guide their next step in Cempoallan. look for the lair, or if they think to retrace the assas-
sins’ steps.
Encounter 40: The Zapoteca Zeal- ■ If the check succeeds, the PCs encounter a mysteri-
ots ous catacomb at the East End of the Zapotecalpolli; pro-
ceed to Encounter 42.
As the PCs wander the streets, a group of masked as- If the PCs fail the check, or don’t want to return to
sassins surrounds them. Their bodies are painted red the Zapoteca neighbourhood or the Black Skull lair,
and black; their wooden masks evoke smiling, mock- proceed to Encounter 19 to lead their steps elsewhere.
ing faces.
The strangers demand something in the Bini’zá Encounter 41: The Flower Lady of
tongue; they want the PCs to surrender and accompany the Bini’zá
them.
If the PCs resist or attack the assassins, the assassins If the PCs seek the House of Lady Yajzil, the leader of
strike then and there, intending to carry the PCs out- the Bini’zá community in Cempoallan, everyone in the
side their neighbourhood anyway, once they’re dead. neighbourhood can help them find the way.
Create a +1 encounter using assassins. The house of the Zapoteca Lady is a square stone
If the PCs go with the assassins willingly, they take building, with painted walls and columns that repre-
the PCs outside the Zapoteca neighbourhood, to the sent kind goddesses and nature motifs. It may be a lit-
outskirts of Cempoallan itself. There, in a desolate hill tle whiter, plainer and more sober than the rest of the
overlooking the city, they attack the PCs by surprise. colourful Bini’zá neighbourhood, but you can’t be sure.
Create a +1 encounter using assassins. After a while among these maddening streets, one’s no-
tions of taste get scrambled.
If the PCs survive the encounter, they may search the
bodies of their attackers. The Lady’s guards ask the PCs for their business. Let
the PCs roleplay the encounter as they wish, but the
■ They were all Bini’zá men and women, their bod- guards eventually let them pass. Yajzil has given or-
ies painted black so as to camouflage themselves in the ders to allow any hair-faced foreigner into her house,
shadows. as she wants to meet the enemy ‘up close and personal’.
■ All the assassins wore small obsidian amulets in the Besides, she can summon enough bloodthirsty Zapoteca
shape of black skulls; the PCs may take these if they guards to kill the PCs without a chance.
wish. Read the following the first time the guards escort
■ The assassins carried broken weapon pieces, small the PCs into Lady Yajzil’s presence:
stone beads and various Totonaca-style tokens such as You come to a square chamber with open walls and
torn garments and worthless baubles. Ask the PCs to sparse columns, all light and ambience coming from
perform a Normal Perception Check (difficulty: 6(1)) to eight censers hanging from the ceiling. There are nine
deduce these tokens all belonged to Cempoalteca sol- burly-looking guards, three against each wall, watching
diers. The assassins intended to kill the PCs outside the you from the shadows.
Zapotecalpolli and leave these clues in the scene, to
frame the Cempoalteca for their deaths. At the centre of the chamber there’s a raised plat-
form, accessible by a few stone steps, where three wom-
en kneel, smiling. They are dressed in the manner of the

205
locals, with long flowered tunics and complex braids ‘And you, you hair-face trespassers… you may leave
around their heads. The one in the middle, however, is with your lives this time. But go quickly. And tell… yes,
much fatter, has a much larger braid and wears a lot tell your Atlan’tato that he has incurred the wrath
more jewelry. There seems to be more of her, in eve- of Guzijo and the Bini’zá, that he shall be cursed and
ry sense, than any other person in the chamber, a fact hounded by shadows, and death awaits him if he ever
she knows – and relishes. You assume the guards mean comes back here. Warn him so, tell him that Yajzil said
her when they hail ‘Lady Yajzil, the Flower Lady of the so, that he shall be flayed alive and caked in salt if he
Bini’zá’. ever returns to the Hish Bini’zá’.
The Lady smiles at the PCs and inquires about her Whether the PCs brought proof or not, Yajzil has her
business. Let the PCs conduct the conversation as they guards show them the door.
wish.
■ If the PCs resist the guards, or if they challenge or
If the PCs let Yajzil do the talking, or if they ask about threaten Yajzil, she orders them killed on the spot. The
the Bini’zá in general or the Lady herself, she scoffs: PCs must flee or be killed; there are too many Zapoteca
guards to fight. Even if the PCs survive, the Hish Bini’zá
‘The Bini’zá are at peace with the Mexica, at peace
is now forbidden to them, and they cannot play any en-
with the Cempoalteca. We desire to maintain that
counter in Scene 14 for the rest of the adventure.
peace. I’m not required to explain myself or my people
to you. You, on the other hand, have yet to convince me AFTER TH E ENC OUNTER
that you don’t upset the balance of power in our land.
It is you who must justify your presence, or leave now’. If the PCs have Proof of the Black Skull Scheme, they
have nothing else to do in the Zapoteca neighbour-
If the PCs question her about the Spanish spy or the hood, and may now return to Encounter 19 to decide
defaced shrines, she accepts the blame without blink- their next step.
ing. She, however, refuses to mention her Spanish ally
or acknowledge his existence. If the PCs showed Yajzil the Proof of the Black Skull
Scheme, she will confess to Xicomecoatl and bring the
‘I ordered the Cempoalteca shrines defaced with your Black Skull to justice herself, providing Xicomecoatl
symbols. It was my idea and mine alone. I expect it will with Proof of the Zapoteca Setup. If the PCs have also
help Xicomecoatl see you as the disrespectful, preda- Planted Evidence of the Mexica Escape and Delivered
tory invaders you really are. Why, I reckon it has helped Reparations for the Razed Villages, they now have
already’. Proof of the Spanish’ innocence.
‘As I said, I don’t have to apologise or justify myself. If the PCs have no proof, but left the House of Yajzil
These are our lands and our laws; you are invading, you in relatively diplomatic terms, they may now continue
are intruders. You are not welcome here. Xicomecoatl exploring the Hish Bini’zá; proceed to Encounter 40.
will soon see reason, and enforce your expulsion himself.
You’ d be wise to get out, to turn back to your ships and If Yajzil ordered the PCs attacked or expelled, they
your lands, before that happens’. must return to Encounter 19 and may not come back to
the Zapoteca neighbourhood or play any Scene 14 en-
If the PCs bring Proof of the Black Skull Scheme, counter for the rest of the adventure.
Yajzil freezes for a second and then demands to see
the notes up close. As she examines the notes and the Encounter 42: The Black Skull
Spanish handwriting, her face goes ashen.
Catacombs
‘So, your people are deceitful to the core. Deceit
upon deceit; no single hair-face is to be trusted’. Read the following the first time the PCs approach
She takes a few seconds to compose herself, and the Black Skull Catacombs:
continues: As you approach the East End of the Zapoteca neigh-
‘Leave my presence. We shall not meet again. The bourhood, you come upon a lonely, quiet plaza, with a
Black Skull shall be dealt with. Too long have they square courtyard and four tall idols with painted demon
schemed under our nose; too long have we allowed them faces. Two flights of stairs lead down a lower level that
to go unchallenged’. seems to continue under the plaza.

At this, Yajzil stops and screams ‘Bring me the Black If the PCs come down the stairs, they reach an under-
Skull leaders at once!’, after which two of her guards ground gallery:
scamper out immediately; then, she turns back at you. You are in a dim tunnel, barely lit by the blue light of

206
conquista dor’s gold

hanging censers. The play of light casts flickering shad- have attacked you, while a few others look like monsters
ows on the faces carved on the walls, making it look like or animals.
they change expression as you advance.
There are several chambers around the main hall; the
There are stone slabs at regular intervals on the PCs may explore them at their leisure. If the PCs think
walls, with strange glyphs that would seem to be names. of being stealthy, ask them to perform a Normal Stealth
This must be some tomb, or mausoleum of the Zapoteca. Check (difficulty: 6(1)). If all PCs succeed on the check,
they may search the area undetected.
At the end of the tunnel there’s a square tall slab,
carved with the life-size bas-relief of a Zapoteca warrior If even one of the PCs fails the check, or the PCs don’t
with a monstrous, fanged face. His right hand is risen, try to be quiet, more guards find and attack them.
palm out towards the viewer, as if halting your advance, Create a +1 encounter using assassins and one Teotl
and his left hand is shown carrying the bloody, severed Priest.
head of a man, surely a defeated enemy.
If the PCs survive the encounter, the lair is now de-
Ask the PCs to perform an Easy Perception or Crafting serted; they may now explore it without problems.
Check (difficulty: 3(1)) to notice the carving wears a
skull medallion exactly like the one worn by the assas- AFTER TH E ENC OUNTER
sins that surrounded them earlier. The skull is carved There are several interesting objects to be found in
in bas-relief, and the indent is the right size to match the Black Skull Lair. The PCs find the following without
one of the real medallions. having to make any checks or play cards:
■ If the PCs fail the check, or if they don’t have a me- ■ Several maps of the surrounding region, mostly
dallion, they are attacked as they try to figure out the drawn by the Bini’zá. Some of them have annotations
door mechanism: create a -1 encounter using assassins. by a Spanish hand, indicating the places of Spanish
If the PCs survive the encounter, they may now use the troops and locations such as the Vera Cruz and Santa
assassins’ medallions to open the door. María outposts.
■ If the PCs fail to open the door, they have nothing ■ Many weapons, mostly jade knives and wooden
else to do in the Zapoteca neighbourhood, and must re- maces, as well as Black Skull uniforms.
turn to Encounter 19 to follow other leads.
■ Several stashes of Cempoalteca-style clothing,
If the PCs figure how to open the door, they come into clearly taken from dead Cempoalteca soldiers. These
another gallery, this one without sarcophagi slabs, but would seem to be intended as a disguise.
full with coloured monstrous carvings like the streets
■ Many niches containing pieces of broken
above.
Cempoalteca weapons and Totonaca-style tokens.
As the PCs advance through the tunnel, more Black
■ A stack of notes, with a mix of Bini’zá glyphs and
Skull assassins come at them; create a -1 encounter
using Assassins. If the PCs survive the encounter, they Spanish scribbles, indicating the movements of Spanish
finally come to a wide open chamber, with better and troops around Vera Cruz.
warmer lighting than the previous tunnels; they have ■ Some other notes and scribbles indicate where to
reached the Black Skull Lair. Proceed to Encounter 43. leave dead bodies so they appear close to Cempoalteca
guard posts, and how to kill them in such a manner that
Encounter 43: The Secret of the it resembles a Cempoalteca ritual sacrifice.
Zapoteca The above should be enough for the PCs to deduce
what’s happening, but if they don’t, let them perform a
Read the following aloud as the PCs enter the main Hard Perception Check (difficulty: 9(1)) to arrive at the
chamber of the Black Skull Lair: conclusion: The Black Skull are planning an ambush
on Spanish soldiers, and they intend to make it look
You come to a well-lit square chamber. The light here
like the Cempoalteca killed and sacrificed them. What’s
is very different from the corridors, as the eerie blue
more, a Spanish agent is helping with this plan.
glow of the censers has given way to the vivid blaze of
large torches on the walls. The shadows dance by the The PCs don’t recognise the handwriting, but whoev-
yellow flame, giving disturbing life to the carved mon- er’s helping with this scheme is undoubtedly a Castilian
ster motifs on the stone. – a man from the Expedition.
Several warrior masks adorn the walls, some repre- If the PCs take any of these items, they now have
senting smiling faces, like the ones on the assassins that Proof of the Black Skull Scheme; if they take the scrib-

207
bled maps and notes, they also have the Location of the ■ If the PCs spoke to Ni´xye the Trader in Encounter
Black Skull Ambush. 39, they may now go to Encounter 41 and show the
clues they found to Lady Yajzil, the Zapoteca leader.
■ If the PCs have a letter by Francisco de Montejo
from exploring Encounter 14 in Chapter I, they con- ■ If the PCS don’t know the way or don´t wish to go to
firm these scribbles have Montejo’s handwriting; he’s Lady Yajzil, they may now return to Encounter 19 and
the furtive visitor that has been coming to Cempoallan go elsewhere in Cempoallan.
since the last year, and he’s the man behind the whole
■ If the PCs wish to leave the city right away, proceed
scheme. The PCs now have Proof of Montejo’s Plot.
to Scene 15.
As the PCs search these clues, ask them to Perform a
Hard Perception check (difficulty: 9(1)) to notice a se-
cret compartment in one wall. If the check succeeds, the
PCs also find a hidden cache containing the following: Scene 15:
leaving
■ 100 gold in jade jewellery, mixed with 40 gold in
actual Spanish coin of Cuban mint, doubtlessly coming

DIDXA’WATU
ACTION: Spend 2 Spirit and touch this object to
cempoallaN
the forehead of a recently dead individual, you
may force it to speak and answer truthfully to a This scene takes place when the PCs head out of the
single question asked in a languague they knew city of Cempoallan. Their manner of leaving depends
in life, after which the soul departs permanently on what they have done in the city.
and may not be questioned again.
■ If the PCs are Outlaws in Cempoallan, or have
Directions to the Thunder, the city guards rush after
them to stop their escape from the city; go to Encounter
44.
from the Vera Cruz garrison.
■ If the PCs have not yet encountered Chawaná, the
■ A small jade sceptre with a skull-shaped tip. This is
Un Takám agent, he accosts them before they leave;
a Didxa’watu, a Bini’zá magical item, and a character
proceed to Encounter 46.
trained in Rites can use it to interrogate dead people.
■ If the PCs have a Message for Cortés, Chawaná in-
■ If the PCs use the Didxa´watu on the dead Bini’zá
tercepts them even if they met him already. Proceed to
guards, the dead guards can confirm any of the follow-
Encounter 46.
ing facts (2 Spirit points per question):
■ If the PCs are free to leave, proceed to Encounter
■ A Spanish spy calling himself the Atlan’tato
47.
came and dealt with their leaders.
■ This man is not in league with Cortés; the whole Encounter 44: Don’t Let Them
plot to lead the Spanish and Cempoalteca to war Escape
was his idea.
■ Most of the Black Skull agents have current- If the PCs are Outlaws in Cempoallan, read the follow-
ly left their lair, to ambush the Spanish soldiers ing as they leave the city:
around their outpost.
As you approach the main exit from the city, a
■ The Black Skull don’t know the true identity large detachment of soldiers block your path. They are
of the Atlan’tato, nor the name he uses among the Totonaca guards from Cempoallan, and they don’t look
Spanish. willing to let you leave just yet.
Once the PCs are done exploring the lair, they must Among the troop leaders, you see a small dragon,
choose their next step. with the shape of a snake but with black feathers over
its scales. It flies in a zipping, whipping fashion among
the guards, ready to strike at their command.

208
conquista dor’s gold

The Totonaca guards demand the ■ If a PC wants to keep an item AFTER TH E ENC O UN TE R
PCs surrender peacefully. If the PCs from the guards, ask him to
comply, the guards take them pris- Perform a Stealth Action, confront- If the PCs escaped the cell, they
oner; go to Encounter 45. ed by a Temple guard’s competent may leave the city (Encounter 47)
skill. The PC has 1 disadvantage be- or risk going back to finish their
If the PCs resist or try to argue business (Encounter 19).
cause of the difficult situation, plus
with the Cempoalteca, Create a +2
1 disadvantage if the item he wants If the PCs passively await their
encounter using a combination of
to hide is larger than his hand. judgment, their fate depends on
Temple guards and Temple protec-
tors and a Xtakát Luwa. Once the PCs are in their cell, the what they have done so far.
guards inform them of their crimes, ■ If the PCs have Directions to The
■ The guards don’t strike to kill
which the PCs should know well Thunder or a Message to Cortés, a
but to traumatise; the Xtakát Luwa
enough if they are Outlaws, and let Totonaca official arrives the next
has a 50% chance of striking to kill
them know they shall remain here day; he has orders to take the PCs
(if it whips the target with its fangs
pending judgment from the Lords from the dungeon. The guards don’t
instead of its tail tip).
of the City. argue and turn the PCs over to this
■ If the PCs have a Message for official. As the mysterious person-
■ If the PC have Directions to The
Cortés, another group of Totonaca age leads the PCs away from the
Thunder, the guards add a disturb-
guards appears mid-fight and stops dungeon, he reveals himself – he’s
ing comment: besides what they ac-
the battle. This second guard group not a soldier, but a disguised spy:
tually did, the PCs are accused of
orders the first squad to stand Chawaná, the agent of Un Takám.
murdering the priests of the Three
down and let the PCs pass; When Go to Encounter 46.
Rings Shrine. The PCs don’t re-
the fighting dies down, both guard
member doing this; if they played ■ Otherwise, the PCs remain in
groups retreat and the PCs are left
Encounter 32, they may remember jail for a few days, during which
alone with a single Totonaca sol-
these priests as the secretive mem- the guards keep feeding and treat-
dier – Chawaná, the agent of Un
bers of the Ancient Society. Who ing them well; after a while, the
Takám. Turn to Encounter 46.
murdered these priests, and why PCs learn something strange hap-
A F T E R T H E E N COU N TE R frame the PCs for it? pened and the Cortés expedition
Once the guards have listed the was forced to turn back and leave
If the PCs are defeated, they are
PCs’ crimes, they feed the PCs and the region.
traumatised, not bleeding out, un-
less the Xtakát Luwa reduced a tend to their wounds; the PCs may If the PCs’ crimes were relatively
character to 0 health with its fangs. draw cards, recover Health, etc. small, such as trying to force their
The guards capture any surviving ■ If the PCs rest and spend the
way into a forbidden area or escap-
PCs and take them to prison; pro- night quietly, proceed to After the ing from the guards, they are set
ceed to Encounter 45. Encounter. free to look for their companions;
go to The End.
If the PCs defeat the guards, they ■ If the PCs try to escape, they
may finally leave the city. Proceed must perform an Crafting action If the PCs’ crimes were more se-
to Encounter 47. confronted by a TSE that plays two rious, like murdering an important
cards to open their cell door; then, individual or killing at least a full
Encounter 45: Cap- create an encounter using one group of Cempoalteca soldiers, they
tives of Cempoallan Xtakát Luwa, which was guarding are sentenced to die in the sacrifi-
the door. cial altars.
If the PCs have been arrested If the PCs survive, they may re- Is this the end of our heroes’
by Cempoalteca soldiers, they are cover their weapons and gear, adventures? Will they try a dar-
led to a stone building outside the take the guards’ weapons – normal ing escape? Will they die on a
city limits – one of the Cempoallan maces and shields, plus 20 gold in Cempoalteca altar? Will they ever
Dungeons. totonaca beads – and have become rejoin their compatriots? Whatever
Outlaws (see the Outlaws sidebar) happened to Cortés’ expedition?
The PCs spend the night in a
if they weren’t already. The PCs The answer lies in future adven-
square stone room. The guards
may now leave the Cempoalteca tures. Proceed to The End.
don’t chain them, but they take
away their weapons and magic dungeon; proceed to After the
items. Encounter.

209
Encounter 46: Chawaná’s Choices ‘I did not tell you this before because I wanted to
make sure which side you were on’.
If the PCs have played Encounter 37, they already know ‘You cannot be on both the Mexica and Totonaca
Chawaná; go straight to Encounter 46 Conversation. sides. Cortés tried to save face with both tribes; now
If the PCs haven’t met Chawaná, but have Directions you know this is untenable’.
to the Thunder, he hasn’t befriended them and now has ‘If you choose the Totonaca side, you need to act
a reason to kill them; he attacks immediately. Create a upon it’.
+2 encounter using Chawaná and Temple guards. If the
PCs survive the fight, proceed to After the Encounter. ‘When you return to Cortés with the news from
Cempoallan, tell him the Totonaca want help against
If the PCs have neither met Chawaná nor have the Mexica. Tell him we request his military aid’.
Directions to the Thunder, consult the Chawaná side-
bar. After Chawaná has introduced himself, proceed to ‘If you do this, Cortés will have a reason, an excuse,
Encounter 46 Conversation. to act against the Mexica. He will have a true ally in-
stead of an uneasy truce’.
ENC O U NT E R 46 CON V E RSATION ‘Tell Cortés to write a letter offering our lord your
Once Chawaná is alone with the PCs and has their at- arms, your assistance against the Mexica’.
tention, he asks just what have they been doing in the ‘If you do this, I will… produce… evidence that the
city, with a mix of admiration and incredulity. Mexica tax collectors escaped on their own, to assuage
Let the PCs lead the conversation with Chawaná; he the doubts of our lord’.
simply nods and interjects small hums of approval or ‘Bring a letter, an offer of military aid, from Cortés,
disappointment depending on whether the PCs narrate and I will see, the Un Takám will see, that the tax col-
a success or a blunder. lector case is closed, that the Cempoalteca forget this
What Chawaná says afterward depends on what the business’.
have done in the city. If the PCs agree to Chawaná’s proposal, he promis-
■ If the PCs don’t have Directions to the Thunder but es to exonerate Cortés from the Mexica escape right
they have a Message for Cortés, Chawaná begs them not away. The PCs have now planted evidence of the Mexica
to take the Mexica side. Escape; if the PCs have also Delivered Reparations for
the Razed Villages and Delivered proof of the Zapoteca
‘I know what transpired with the Mexica tax collec-
Setup, They now have Proof of the Spanish’ innocence.
tors. It was indeed your Captain Cortés that ordered
their freedom. However, the man that suggested their If the PCs reject the proposal, Chawaná begs them
capture was the other one… the official I do not know to reconsider and lets them go. Proceed to After the
the name of. The spy that’s been coming to this city be- Encounter.
hind Cortés’ back’. ■ If the PCs don’t have either Directions to the
‘I know this because the Un Takám has spied on your Thunder or a Message for Cortés, Chawaná suggests the
people, on your forces, every time, every minute your PCs visit the surrounding towns.
Captain has been in Cempoallan. This man, the double- ‘It seems that, to get what you want, you will need
speaking official, convinced Cortés of imprisoning the to go through the Mexica blockade. I have a suggestion
calpixque as a way to make peace with our people’. that may help you a little, and help us a lot. A sugges-
‘But when this man saw the tax collectors, he changed tion that will clear the terrain for you to search for your
his mind; he ssuggested Cortés not interrogate them; he people’s lost treasure, and will spark the fire of our free-
suggested they were free’. dom from the Mexica’.
‘Cortés agreed to both ideas, because he saw it made ‘The Mexica calpixque, the ones everyone is look-
him look good to both the Mexica and Cempoalteca’. ing for, are currently hiding in either Actopan or
Tizapancingo, to the West of here’.
‘It did; it was a good stratagem. Your people deceived
the Mexica, yes, but you also deceived our lord. You ‘You need to be free to search there, but the Mexica
risked the peace with us. I think this man, this advisor of presence is strong at both places’.
Cortés, would only take this risk for some other reason. I ‘If you visit the nearby towns, the settlements of
think he intended to get rid of the Calpixque, to prevent Cuetlaxtlan and Cuyuxquihui, you’ ll see they are occu-
their interrogation’. pied by honest people, by brave people’.

210
conquista dor’s gold

‘The Cuetlaxteca, the Cuyuxquiteca, are tired of the ■ If the PCs have done, or let someone else do, all
Mexica. They are constantly in arms against the Mexica, three of these things:
constantly in strife. Theirs is a war zone’.
■ Delivered reparations for the razed villages
‘A foreign ally, a strong foreign ally, can easily rouse
■ Planted evidence of the Mexica Escape
these people against the Mexica, you can rally them
against Actopan’. ■ Delivered proof of the Zapoteca Setup
‘You don’t even need to involve Cortés, involve your They now have Proof of the Spanish’ innocence, and
captains, in this. It would be enough that you appeared, may now go to the Palace of Xicomecoatl (Encounter
riding your dragon, and presented yourself as an ally 29) with the good news if they so wish.
against the Actopan garrison’.
Otherwise, the PCs may now, finally, leave Cempoallan.
‘By all means, ask Cortés for his leave if you need to. Proceed to Encounter 47.
I am sure he will grant it. Subverting our people against
the Mexica is an easy task, and one that can’t be blamed Encounter 47: Next Stop
on your people. Your Captain’s diplomatic efforts would
not be hindered by this; you will help him with this’. If the PCs manage to leave Cempoallan at last, they
‘Cortés will be very proud, very satisfied of this deed’. may now return to their dragon, which remains quietly
perched outside the city.
‘Do this, and you shall have two strong allies against
the Mexica, against the town of Actopan. Do this and Let the PCs decide their next destination.
you shall start a revolution. Do this… and you shall con- ■ If the PCs wish to return to the Vera Cruz Garrison,
quer a city. And then the Mexica cannot stop you from run Encounter 1 (Chapter I).
searching for your people’s treasure; not anymore’.
■ If the PCs know about the Mexica Slave Camp, they
Regardless of whether the PCs agree to his proposal may go to Encounter 54 in Chapter III.
or not, Chawaná asks them to think about it and lets
them leave; proceed to After the Encounter. ■ If the PCs have Directions to the Razed Villages,
they may go to Encounter 55 in Chapter III.
■ If the PCs have Directions to the Thunder, or they
question Chawaná about the deaths of the Ancient ■ If the PCs have Directions to Actopan, Cuetlaxtlan
Society priests, he grows somber. or Cuyuxquihui and wish to visit these towns, proceed
to Scene 16 in Chapter III.
‘Well… I guess this is it’.
■ If the PCs have the Location of the Black Skull
‘I am sorry. You are brave and worthy warriors. But Ambush, they may want to warn the Vera Cruz garrison
the Un Takám goes first’. at once (return to Encounter 1 in Chapter I) or hurry
That said, Chawaná whistles and a band of assassins out to stop the Ambush themselves (Encounter 60 in
surround the PCs. Create a +2 encounter using Chawaná Chapter III).
and assassins. If the PCs survive the fight, proceed to
After the Encounter.

A F T E R T H E E N COU N TE R
If the PCs departed amicably with Chawaná, he gives
them a feather token for one of the PCs to wear on their
clothes; any ally of the Un Takám in the Totonaca re-
gion will recognise the mark and assist them. The PCs
now have an Un Takám Token.
■ If the PCs killed Chawaná, they find the maps to
The Thunder in his body; this confirms he killed the
Ancient Society priests, perhaps for the maps.
But why did the Un Takám want the maps to The
Thunder?
He and his agents also carried a total 30 gold in
Cempoalteca beads and jewellery.

211
TotonacapaN
212
213
T H E T O T O N A C A C O U N T R Y surrounding Cempoallan and Vera Cruz is
the first land that Europeans have explored at length and settled in the main
continent of the New World. Its terrain, however, is still mostly unknown to
Spanish forces; the PCs are among the first scouts of this wondrous new terri-
tory. This chapter covers every area surrounding Cempoallan, and every possi-
ble mission the PCs may undertake around the Totonaca Country. The PCs will
only visit separate scenes according to their specific goals and missions.

■ If the PCs intend to explore the nearby Totonaca must land their dragon, stretch their legs and add at
towns surrounding Cempoallan, such as Actopan, least 4 hours to their travel time.
Cuetlaxtlan or Cuyuxquihui, play Scene 16.
If the PCs make a stop, you may want to have them
■ If the PCs have directions to specific camps or out- come across a hostile party to make the trip more
posts in the open country, such as the Mexica Slave eventful. If you want the PCs to have an encounter dur-
Camp, the Razed Villages or the lost site of The Thunder ing their rest, run Encounter 53.
itself, proceed to Scene 17.
Once the PCs have finished the trip, they must land
■ If the PCs just want to scout the wilderness, or are their dragon just outside their destination, as such
looking for a specific group of people in the unmapped a large creature cannot enter a Mexica or Totonaca
region, such as Pedro De Alvarado’s raiding party or village.
the Black Skull Ambush, proceed to Scene 18.
■ If the PCs go to Cuetlaxtlan, run Encounter 48.
■ If the Totonaca and Cortés have made an alli-
■ If the PCs go to Cuyuxquihui, play Encounter 49.
ance and agreed to march to the Mexica outpost at
Tizapancingo, proceed to Scene 19. ■ If the PCs go to Actopan, run Encounter 50.

■ If the PCs want to fly to Cempoallan for more infor-


mation or to report mission results, go to Chapter II, or Encounter 48: The Town of Cuet-
straight to Encounter 19 if they have already been to laxtlan
Cempoallan.
After a little over four hours flying in an almost
■ If the PCs want to return to the Spanish garrison at
straight line southward, the PCs arrive to a small city
Vera Cruz, go back to Encounter 1.
amid verdant hills.
Read the following aloud the first time the PCs ap-

Scene 16: proach Cuetlaxtlan:


The weather has turned noticeably warmer as you

Totonaca
come to a dense woodland, a few kilometres South of
Vera Cruz. You can’t help but wonder at the manner of
creatures or spirits that might be lurking around such a

townS
wild forest.
Then you glimpse a wide valley at the Southeast end
of the jungle; there you can see white stone pyramids
and other buildings, and a small patch of tilled lands to
the East.
This scene takes place when the PCs wish to fly to the
Totonaca towns near Cempoallan, including Actopan, This must be the Mexica garrison of Cuetlaxtlan.
Cuyuxquihui and Cuetlaxtlan.
After the PCs land their dragon, a squad of Mexica
The dragon flight to any of these towns, be it from guards advance to stop them. The guards claim that this
Cempoallan or Vera Cruz, takes just a few hours. If the is territory under the rule of the Excan Tlahtoloyan,
PCs wish to rest, draw cards and regain Spirit, they and the PCs are not allowed in here.

214
conquista dor’s gold

■ If the PCs comply, they may ‘Greetings, foreigners. We are caused to strike at their garrison
leave peacefully; return to the be- the people of the town the Mexica while they’re down here’.
ginning of Chapter III to guide their called Cuetlaxtlan’.
‘Tonight we will fight the Mexica.
next step. ‘We had heard of your people, We could use you in the battle’.
■ If the PCs challenge the guards, riding dwarf mixcoatl mounts, and
‘If you want to join us, fine. If
create a +2 encounter using level shooting smoke and thunder from
you don’t, please don’t side with the
2 to 4 Mexica character. If the PCs your sceptres’.
Mexica. We wouldn’t want to sacri-
survive the encounter, they may ‘And we saw what you just did fice or imprison you; You smell bad’.
proceed to the town; proceed to with the Mexica soldiers. Nice’.
Encounter 48 Conversation. If the PCs decide to leave the
‘They have a garrison around us, Cuetlaxteca to their revolution,
■ If the PCs pretend to re- but the Mexica are not our friends. they will free their people and
treat, they may try to double back We have been resisting their rule for march on Actopan within the
stealthily and reach the town un- years’. week. Take note that the Attack on
detected; ask them to Perform a Actopan will happen, unless you
Stealth action, confronted by a ‘Last season they hanged three
have done so already. Consult the
Mexica Soldier’s mediocre skill; the calpolli heads for insurrection, so
Attack on Actopan Sidebar to take
PCs suffer 2 disadvantages due to we sacrificed four of their officers.
note of the time remaining until
the amount of Mexica guards in the To their own war saints, too’.
the event. The PCs may now return
area, or one if they mentioned they If the PCs ask about Cuetlaxtlan, to the beginning of Chapter III and
made their approach carefully. Puxku’hpatni speaks bitterly. go somewhere else.
If at least one PC loses the con- ‘We come from several towns, If the PCs stay and help the attack
frontation, the Mexica give chase; several tribes around the area. The against the Mexica, the Cuetlaxteca
the PCs may either retreat to Scene Mexica put their garrison here to mutineers sneak into the garri-
16 or engage the encounter previ- rule over all of us’. son that very night. Meanwhile,
ously mentioned. the PCs may ask for healing and
‘The Mexica consider this land
If all the PCs win the confronta- minor items such as food and blan-
theirs, and claim tribute and slaves.
tion, or they manage to defeat the kets; they may also regain spirit
They have instituted flower war on
soldiers, they may go around the and draw cards as they wait for the
us’.
Mexica garrison and reach the town; attack.
go to Encounter 48 Conversation. ‘Flower wars are mandatory
It all happens as the neighbours
fights between enemy forces; the
predicted: upset about the arrival
Encounter 48 Con- winner takes slaves from the loser.
of the PCs, most of the Mexica sol-
We have no choice but to take part,
versation as the alternative is to let them
diers leave the garrison to patrol
the town and to watch that the peo-
slaughter us’.
If the PCs reach the civilian res- ple don’t organise or side with the
idential area beyond the Mexica ‘It’s also a chance, however slim, foreigners. Meanwhile, the free-
guard posts, a group of Totonaca of killing or even capturing some dom fighters go around the Mexica
wave at them and motion for them Mexica rich kid with a military rank. fortress to attack it.
to hide in one of the houses. It doesn’t happen often, but when it
If the PCs take part in the opera-
does it’s worth the wait. The Mexica
There, the neighbours intro- tion, they must fight two straight
pay good ransom for their rich kids’.
duce themselves as the Cuetlaxteca encounters:
resistance against the Mexica. If the PCs offer their help, or
■ First, create a fair encounter
Puxku’hpatni, one of their leaders, just let the Cuetlaxteca talk,
using level 1 and 2 Mexica charac-
wishes to talk to the foreigners that Puxku’hpatni and his peers reveal
ters, as the insurrection force must
engaged the Mexica. their plan.
kill some Mexica patrols on their
Let the PCs lead the conversa- ‘Your arrival has the garrison on way to the garrison, to stop them
tion freely, using the following ex- edge, scared. They will surely come from giving the alarm. If no Mexica
cerpts as Puxku’hpatni’s replies here to intimidate us into staying managed to escape the PCs may rest
and comments: put’. and draw cards before moving on to
‘We are taking advantage of the next encounter.
that. We’re using the confusion you

215
■ Immediately afterwards, create a +1 encounter Among the verdant hills of the northern region, you
using level 2 and 3 Mexica characters, as the group in- finally spot a pyramid and a few other stone buildings
filtrates the Mexica garrison. among the trees. The pyramid complex oversees a small
town; it all looks peaceful enough.
NOTE: These battles actually involve a lot more enemies, but the
PCs only have to deal with the ones listed in their encounter, as the
As soon as the PCs approach the area, however, they
Cuextlaxteca freedom force takes on the rest. They also involve tak- come under attack.
ing fortified positions, sneaking upon enemies, etc. All of this is left Ask the PC handling the dragon to perform a riding
for the GM to play out. action, confronted by a TSE that plays 3 cards. If the PC
If the PCs survive all three battles, they have taken loses the confrontation, all PCs must perform an ath-
part in the liberation of Cuetlaxtlan. Proceed to After letic action, confronted by a TSE that plays 2 cards, or
the Encounter. suffer one unpreventable damage from a strong wind
and hailstorm that appears out of nowhere and strikes
A FT E R T H E E N COU N TE R their mount.
The following day, as the Cuetlaxteca round up the The PCs may avoid the sudden windstorm by leav-
surviving Mexica guards and ransack the fortress for ing the area; if they do, return to Chapter III to choose
weapons and supplies, the PCs have a moment to speak their next destination.
to the rebellion leaders.
If the PCs still want to land their dragon amid the su-
Turns out Puxku’hpatni and his comrades intend pernatural weather, the PC handling the dragon must
to call out to the other nearby tribes and move into perform a riding action, confronted by a TSE that plays
Actopan now that they have dealt with the Mexica gar- 4 cards. If the PCs loses the confrontation, all PCs suffer
rison; if the PCs wish to join, they are welcome too, as fatigue from the chilling wind, flying debris and hail-
long as they don’t side with the Mexica. stones that meet them upon contact with the ground.
■ After sending messengers and stocking a reason- As soon as the PCs land, the storm abates, as if it had
able militia, a decent Cuetlaxteca force can reach possessed a will of its own; the PCs notice, however, a
Actopan on foot within three days. swirl of black clouds spiraling back towards the near
■ The Cuetlaxteca suggest meeting with the PCs at pyramid. The black clouds spin and implode around
Axpump’ulu Hill, a small rise near Actopan, in four the pyramid top with a low rumble, until the sky is
days. They can march to Actopan together from there. clear and the weather is clam again, as if nothing had
happened.
If the PCs agree to these terms, they now have
Directions to Axpump’ulu Hill if they didn’t have them Ask the PCs to perform a Normal Perception Check
already. (difficulty: 6(1)). If the check succeeds, the PCs notice
some figures trying to sneak away from their position;
If the PCs don’t set a rendezvous with the Cuetlaxteca, they are Mexica scouts that spied on the PCs and are
or choose to leave them be, they will attack Actopan now running back to report that the PCs have arrived.
anyway.
If the PCs try to stop them, perform an Athletic ac-
Take note that the Attack on Actopan will happen, tion confronted by an Scout’s Competent skill.
unless you have done so already. Consult the Attack
on Actopan Sidebar to take note of the time remaining ■ If at least half the PCs win the confrontation, or one
until the event. of them gets a positive consequence, the PCs overtake
the scouts: create a fair encounter using Scouts. If all of
Now, you may proceed to the beginning of Chapter III them are successful, or two get a positive consequence,
to decide the PCs’ next step. they manage to Ambush the Scouts. If the PCs survive
the encounter, they may interrogate the Mexica to con-
Encounter 49: The Cuyuxquihui firm that the magic attack came from the pyramid – the
Garrison Cuyuxquihui garrison was trying to scare the PCs away.
Whether the PCs catch, kill or leave the scouts, they
After a long, eight-hour flight northward, the PCs spy must now choose whether to continue towards a hos-
a small fortified settlement amid wooded hills. tile Mexica garrison. If the PCs turn back, return to the
Read the following aloud the first time the PCs ap- beginning of Chapter III to guide their next step.
proach Cuetlaxtlan:

216
conquista dor’s gold

If the PCs press on towards the Cuyuxquihui garrison, ■ The Cuyuxquiteca ask the PCs if they plan to stay
they may draw cards and try to regain Spirit before the and defend the outpost with them. This would require
battle. the PCs to remain in Cuyuxquihui several days, to make
sure to be here by the time the Mexica return to retake
Once they’re ready for battle, the PCs approach the
the fort.
outer wall of the settlement, made of painted stone
like other Mexica structures. There’s an open gate that ■ If the PCs mention Actopan, the Cuyuxquiteca de-
allows passage into the garrison; some watchmen are cide to contact their Cuetlaxteca allies and organise
posted at the entrance, and they look nervously at the an attack on Actopan within the week. Their force can
PCs as they make a stand to stop their advance. reach Actopan within five or six days.
Create a fair encounter using Mexica soldiers. If ■ Take note that the Attack on Actopan will hap-
the PCs survive, they may now enter the Cuyuxquihui pen, unless you have done so already. Consult the
outpost. Attack on Actopan Sidebar to take note of the time
remaining until the event.
While the PCs advance towards the pyramid, soldiers
from all around the outpost scramble to make a stand ■ The Cuyuxquiteca tell the PCs that they will
there, while some of them rush to intercept the PCs. meet with their allies at the mount known as
Create a +0 encounter using Mexica soldiers. If the PCs Axpump’ulu Hill, overlooking Actopan. If the
survive, all remaining soldiers at the garrison gather at PCs want to join them there, the freedom fight-
the pyramid to repel the attack. ers set the date five days from now; the PCs now
have Directions to Axpump’ulu Hill, if they didn’t
As the PCs approach the pyramid, they see a robed
already.
figure climbing down the stairs towards them – it is a
Mexica Priest, the one that cast the storm at them. The ■ After they have talked with the PCs. the
priest begins intoning another spell, while his guards Cuyuxquiteca appoint some guards to lead the garrison
rush the PCs. Create a +2 encounter using a Teotl priest, defence against the imminent Mexica return.
Temple guards and Temple protectors.
■ The Cuyuxquiteca share any treasure the PCs
If the PCs survive this battle, the remaining Mexica haven’t taken among their own people; if the PCs ob-
soldiers scatter at the death of their priest; the PCs ject, the Cuyuxquiteca remind them this loot was origi-
have single-handedly taken the Cuyuxquihui Mexica nally taken from them.
garrison.
Once the PCs’ business in Cuyuxquihui is finished,
A F T E R T H E E N COU N TE R they may leave the settlement. Return to the beginning
of Chapter III to guide their next action.
The garrison’s warehouses are more than enough to
fill the PCs backpacks and their dragon with weapons,
ammunition, food, supplies, tools or any kind of item
from the equipment list, as long as it can be found in Sidebar: Attack on Actopan
the Mexica culture.
The garrison vault holds enough treasure in Quachtli If the PCs engage the Mexica garrisons at
blankets, gold dust and other barter items for the PCs Cuetlaxtlan or Cuyuxquihui, the inhabitants may
to take 90 gold worth of loot each. They simply have no then move on to attack the Mexica-controlled
space to carry the remainder. town of Actopan. If that happens, you should
mark the Attack on Actopan on your campaign
Finally, with the garrison under their control, the notes.
PCs may now visit the Totonaca town surrounding it.
If they don’t, the Cuyuxquiteca people themselves ap- When you mark the Attack on Actopan, the
proach the garrison to see what happened. Some of event is five days away. Count the in-game days
them appear breathless, armed and ready for battle. that passes after you mark the event; the PCs
may do whatever they wish in that time, but the
When the Cuyuxquiteca see that hair-faced stran- attack will happen regardless of their further
gers have already defeated their oppressors, they all actions.
fall silent, and nod their cautious approval to the PCs.
‘So these are the hair-faces, the Teotl foreigners’, they If the PCs play Encounter 50, what happens
murmur with a mix of gratitude and mistrust. will depend on whether the Attack on Actopan
has taken place or not.

217
Encounter 50: Actopan to halt the PCs’ advance, and warn them not to enter
Actopan.
The City of Actopan is a day’s walk, or two hours’ If the PCs have an Un Takám Token, one of the guards
dragonflight, West of Cempoallan. The city rests right is a secret Un Takám agent, and indicates so by touch-
on the West road; in fact, the road itself was built to ing a similar feather among his neck trimmings; he
communicate Actopan with Cempoallan, and later im- takes the PCs out of sight of the other guards to talk.
proved by the Mexica, who have connected it to their Proceed to Encounter 50 Conversation.
lands further West.
If the PCs approach the guards to talk, ask them to
Read the following aloud the first time the PCs see perform a Charisma action against a Mexica guard’s
Actopan: competent skill.
Even from a safe distance, Actopan is an impressive ■ If the PCs lose the confrontation, the guards refuse
city. Smaller than Cempoallan, it’s still too large for you to listen or allow passage to the PCs; they claim these
to take in at once. The main Western road, which crosses are Mexica lands, and that the teotl people are declar-
a wide river at the city juncture, goes across town like ing war on the Mexica if they force their way in (which
the ancient Roman highways; the city is a splatter of is true).
coloured points, like an immense flower garden, planted
on its path. ■ If the PCs fail with a negative consequence or at-
tack the guards, create a +2 encounter using a combina-
There are several town quarters on both sides of the tion of Mexica characters.
river, each with different plazas and pyramid temples,
and a vast expanse of villages and farmland around it. ■ If the PCs survive, they may escape Actopan;
The river has been turned into channels and artificial proceed to After the Encounter. If they insist on
lakes surrounding the settlements; a monumental wa- entering the city, more guards rush to stop them;
ter-channeling system, the likes of which you had only keep throwing +2 encounters at them until they
heard about in legend. escape (proceed to After the Encounter) or die of
stubbornness.
What truly concerns you, however, is the mesa over-
looking the town, and the great Mexica garrison built ■ If the PCs win the confrontation, they still can’t get
there. It’s the largest Mexica military settlement you’ve past the guards, but they may talk to them. Proceed to
ever seen; it would have to be, given the size of the city. Encounter 50 conversation.
You don’t know if its sentries have seen your dragon ■ If the PCs get a success with a positive consequence,
from here, but it’ d be wise to land before they do – No go to Encounter 50 conversation, but the PCs also get
European explorer has ever come this far into the New the answers in bold type.
World.
ENC OUNTER 50 C ONVERSATI ON
For a brief instant, as you look for a discreet landing
spot, you realise: the Mexica garrison overlooks Actopan This conversation only takes place if the PCs win a
the exact same way that Vera Cruz overlooks the Native Charisma Action against an Actopan guard, or if they
town of Quiahuiztlan. have an Un Takám Token.
If the PCs have Directions to Axpump’ulu Hill, they First, the guard warns the PCs that they won’t be al-
may want to land their dragon there to meet their lowed into Actopan under any circumstance; the Mexica
Totonaca allies before they attack the city; proceed to have warned all their garrisons against the teotl invad-
Encounter 51. ers; trying to force through would constitute an open
declaration of war against the Mexica invaders.
If you have marked the Attack on Actopan and it al-
ready happened, the Totonaca have taken the Mexica The rest of the guard’s replies depend on what the
garrison and the PCs may now finally explore the city; PCs ask. Use the Answers in Bold Type only if the PCs
proceed to Encounter 52. got a positive consequence or had an Un Takám Token.
If you haven’t marked the Attack on Actopan or it ■ If the PCs ask about the maps, the guard has no
hasn’t happened yet, the PCs may wish to visit the city idea of any maps, but he can’t let them look here. The
on their own. In this case, they should land their drag- maps must have been taken to the records office at
on in a nearby safe spot and walk to the entrance. Tizapancingo, but to get there the PCs would have to
go through Actopan (or the Tizapancingo garrison) an-
When the PCs approach the city gates, the guards – yway, thus declaring war to the Mexica.
Mexica soldiers – look startled and alert; they gather

218
conquista dor’s gold

■ If the PCs ask about the calpixque tax collectors, ■ If the PCs want to go somewhere else, return to the
the guard confirms they passed through Actopan, but beginning of Chapter III to choose their next step.
won’t let the PCs search inside the city. In fact the
three calpixque are in the city. But the Mexica garrison Encounter 51: The Attack on Ac-
would have to fall before the PCs can come get them. topan
■ If the PCs insist on entering the city, or try to ne-
gotiate access through Actopan without asking for the This encounter takes place if the PCs wish to take
Tlacuilo’s maps or the three tax collectors, the guard part on the Attack on Actopan and have Directions to
tells them that the Mexica absolutely won’t allow it. Axmpump’Ulu Hill.
Actopan and Tizapancingo are vital chokepoints to
When the PCs reach the place known as Axpump’Ulu
access Mexica lands; as long as the Mexica Garrison
Hill, they notice it’s a bare mound overlooking the
stands, Actopan is off-limits to any foreigners.
Actopan territory, but at enough distance that any peo-
■ If the PCs ask about these native towns, the guard ple on it will be unnoticed by the Mexica garrison.
mentions Cuetlaxtlan and Cuyuxquihui, and gives the
If the Attack on Actopan has not yet taken place, the
PCs directions to these places if they didn’t have them
PCs find a few Totonaca soldiers wandering the hill;
yet. Cuetlaxtlan is larger and more rebellious, and so
they scout warily, pretending they have no business
its garrison is relatively strong. Cuyuxquihui has a
here.
much smaller garrison but also a smaller population.
■ If 3 or more days of in-game time have passed since
■ If the PCs threaten with attacking Actopan, the
you marked the Attack on Actopan, the PCs encoun-
guard tells them that would immediately put the whole
ter some runners from the town they have visited, and
Mexica nation, with its many tributaries, against the
they may camp with them to wait for the remaining
Spanish. The only way that Actopan can fall and the
force.
PCs remain allowed to enter it, would be if the Native
tribes rallied against it – and the smaller Mexica gar- ■ If only 1 or 2 days of in-game time have passed
risons at every town will prevent that from happening. since you marked the Attack on Actopan, the PCs must
wait until the 4th day for their allies to show up. The
After talking to the guard, the PCs should leave
PCs may leave the hill and return later; proceed to the
Actopan the way they came from; proceed to After the
beginning of Chapter III to choose their destination.
Encounter.
If the PCs meet their allies or stay until they arrive,
If the PCs attack the guards, create a +2 encounter
they may rest, draw cards and try to regain spirit.
using a combination of Mexica characters.
The next day, all of the reinforcements from the
■ If there was a friend of Un Takám among the guards,
nearby towns have arrived, and now a sizable guer-
he retreats from the battle, but does not help the PCs.
rilla, easily surpassing 5,000 soldiers, has gathered on
■ If the PCs survive, they may escape Actopan; pro- Axpump’Ulu Hill. Even some Totonaca resistance fight-
ceed to After the Encounter. ers from Actopan itself have slipped out of the city to
join the rebel force, or to share access points and guard
■ If the PCs insist on entering Actopan, they have to
positions.
keep fighting more and more guards until they die or
escape; proceed to After the Encounter. If the PCs want to help the attack strategy, they may
approach the man known as Puxku’hpatni, and the
A F T E R T H E E N COU N TE R Freedom Fighters from Cuetlaxtlan – the unofficial
After the conversation, it should be clear the PCs can- leaders of this force. They intend to divide the troops
not enter Actopan for now; they must create a diver- in three lines; one to draw the Mexica’s attention from
sión – one that’s so large that it will clear the Mexica their garrison, another to climb their hill and strike at
garrison from the city. A good first step would be to them from behind, and a third one to fall on any rein-
visit the nearby Totonaca towns, which have fought forcements that arrive after engagement starts.
Mexica domination for decades. If the PCs suggest a better strategy, the freedom
■ If the PCs wish to visit the town of Cuetlaxtlan, go fighters hear it out; you may give them bonuses for
to Encounter 48. coming up with an idea.
■ If the PCs want to try their luck at Cuyuxquihui, go Now, the battle begins.
to Encounter 49.

219
This encounter involves thousands of warriors on Encounter 52: Actopan After the
both sides; the PCs only take part in a few of these Attack
battles, against a very small percentage of the enemy
force. If the PCs arrive or remain in Actopan 5 or more days
The PCs must survive three straight encounters, as after you marked the Attack on Actopan, they find the
follows: city under Totonaca control.
First, the insurgent troops border the town towards Read the following as the PCs wander the razed city:
the Mexica garrison, routing any patrols they en- The Totonaca rebels have struck back at the Mexica
counter. Create a -2 encounter using a combination of with a vengeance for their decades of oppression. The
Mexica characters. once beautiful town is now a ravaged ruin, with the
Then, the attacking force makes a run to the mesa Totonaca militia still dividing the spoils.
where the Mexica garrison is built; they have to fight Dozens of pyres burn with the bodies of Mexica sol-
a force of Mexica soldiers defending the rise. The re- diers and citizens; Mexica houses have been burnt with
bels took the Mexica by surprise, but the enemy has the their whole families inside. Many Mexica, and even
higher ground. Create a fair encounter using a combi- Totonaca, civilians are led into enclosures, presumably
nation of Mexica characters. to serve as the winners’ slaves. You assume these prison-
If the PCs survive, they may join the final attack, tak- ers are those that opposed the Totonaca uprising, and
ing over the Mexica fort. Create a +1 encounter using a are now paying for the choice of throwing their lot in
combination of Mexica characters. with the defeated Mexica.
If the PCs survive all three battles straight, they As you approach the rise where the Mexica garrison
have won the Attack on Actopan. Proceed to After the used to stand, a group of Totonaca milita come down to
Encounter. meet you.

A F T E R T H E E N COU N TE R The new town owners come to see what the PCs
want. If the PCs have an Un Takám Token or Directions
The PCs may now rest, draw cards or try to regain to Axpump’ulu Hill, the Totonaca recognise them
spirit; they have earned it. as allies and let them pass; proceed to Encounter 52
They may also share the loot from the Mexica garri- conversation.
son; 30 gold in minor barter items for each PC. If the PCs are here unannounced and uninvited, ask
■ If the PCs thought to capture enemies alive, they them to Perform a Charisma action, confronted by a
may ransom them to the Mexica for 10 gold in barter Totonaca warrior’s mediocre skill. The PCs suffer one
items for each prisoner. Priests and Guard Captains are disadvantage if they became Outlaws during their stay
25 gold a head. The Totonaca handle the return of the in Cempoallan; they gain one advantage if they have a
prisoners and the PCs’ payment, a few days later. written grant to explore Totonaca lands in the name of
Cortés.
If the PCs stay in the garrison to search for the tax
collectors or the Mexica maps, proceed to Encounter ■ If the PCs win the confrontation, the Totonaca let
52. them pass, recognising them as enemies of the Mexica
and sanctioned by the truce between Cortés and
Otherwise, return to the beginning of Chapter III to Xicomecoatl. Turn to Encounter 52 conversation.
decide the PCs’ next step.
■ If the PCs lose the confrontation, the Totonaca turn
them away, claiming no foreigner may visit Actopan
until the new government is named. If the PCs comply,
return to the beginning of Chapter III to choose their
next step.
■ If the PCs try to sneak or force their way in, create
a +1 encounter, using Totonaca Warriors. If the PCs sur-
vive, they may now escape to their dragon and to the
beginning of Chapter III.
■ If the PCs insist on going through the Totonaca, just
throw them endless encounters with Totonaca warri-

220
conquista dor’s gold

ors until they die or escape; the this is all that you desire, that you ‘We met Atlantatl last year,
Totonaca paid blood and sweat for don’t wish to harm or destroy the when his people first landed here in
this territory, and they’re not in Mexica, that you don’t want to be Totonacapan’.
the mood to let a foreigner in mere the enemy of the Excan Tlahtoloyan’.
‘We told him we were envoys
days after they got rid of another. ‘So we will talk about the treas- from great Moctecuhzoma of the
EN C O U NT E R 52 ure, and the terrible destruction Mexica, gathering tribute from sur-
that the mighty Teotl bring on their rounding lands, from the many al-
C O NV E R S AT ION wake will be guided elsewhere, you lies of the Excan Tlahtoloyan’.
Once inside the conquered Mexica will take your conflicts elsewhere,
‘Then he, the Atlantatl, gave
fort, the Totonaca lead the PCs to you will leave our land to us, the
us a box, a coffer, which he said
where they keep their Mexica pris- Totonaca land to our Totonaca
contained tribute for the Mexica.
oners. It seems that three of these allies’.
Tribute for our King. That he, as for-
prisoners, three Mexica calpixque,
‘In exchange for this, we will talk eigner, intended to pay respects to
tax collectors, asked to speak to the
about the treasure’. the authority of the Aztec Empire.
‘teotl foreigners’ as soon as they
He gave us that box, saying it was
heard the PCs were in town. ‘We are calpixque of the
filled with gold, gold given as trib-
Excan Tlahtoloyan, envoys
The calpixque are three Mexica ute to the Aztec Empire, and then he
from Tenochtitlan and Great
dignitaries, with impressive pierc- left’.
Moctecuhzoma. We travel the land
ings in their ears and lips, colourful
collecting the tribute from the many ‘We never opened the box.
tunics on their bodies and golden
allies of the Mexica, from North to Totonaca rebels, Totonaca ban-
jewellery on their limbs. Even with
South, from East to West’. dits, stole the box from us the next
the dust of the Totonaca prison and
day; the very next day after we met
the humiliation of capture, they ‘We met your Coltés when
Atlantatl’.
look as high dignitaries – as people we came for the tribute from
of worth. Cempoallan, when the Totonaca had ‘We don’t know where they took
us imprisoned, when Xicomecoatl the box, but they attacked us at the
Let the PCs conduct the conver-
ordered us imprisoned instead of North border, at the far north, near
sation with the calpixque as they
giving the tribute’. the Tecolutla river’.
wish; use the following excerpts as
part of the calpixque’s answers and ‘Coltés send a message and had ‘We have mapped those lands,
comments. us liberated, and then he met us, he we have made charts of those
spoke to us. He asked what we knew, lands, of the North border, of the
‘We knew you would come here,
and we told him’. Tecolutla country of Totonacapan.
we knew you would find us’.
Our Tlacuilo had maps of those
‘What we told Coltés when he
‘Your Captain, your Coltés, told lands’.
met us was this: you are not the first
us that what we know is very impor-
hair-faced captain, the first teotl ex- ‘If the tlacuilo sent those
tant to your people’.
plorer, that we have met’. maps away for safekeeping, they
‘So we will tell you, we will tell must be at the Records Office
‘We met the first of your people,
you what we know because Coltés in Tizapancingo; that’s where
the first of your mighty teotl en-
let us escape, he liberated us from documents await to be taken to
voys, last year when they came to
the Totonaca prison, and he told Cempoallan or to Tenochtitlan. If
the Totonacapan from the Eastern
us what we know was important to you seek these maps, they must be
Sea’.
you’. at Tizapancingo’.
‘We know they were your peo-
‘Coltés did not tell us to tell you. ‘Your Coltés didn’t seem to care
ple because the one we spoke to,
But we will tell you because it is im- about the maps or where the gold
the one we saw, was also march-
portant, because we wish to help was; what interested him was that
ing with Coltés when we saw him in
the mighty Teotl people, so they this other man, this Atlantatl, gave
Cempoallan. The one we spoke to
may continue their travels away the box to us one year ago’.
was a Captain of Coltés’.
from our lands’.
‘Coltés also asked if we opened
‘The name of this man was
‘We know that the mighty Teotl the box, if we saw the gold; we said
Atlantatl. That’s the name he gave
have come seeking for treasure, that no, we did not see it for it was stolen
us, that’s how he told us he was
they have helped the Totonaca rab- from us, because Totonaca bandits
called’.
ble only to find treasure. We know took it from us the next day near

221
Tecolutla. Then he did not care anymore about the box been taken to Tizapancingo, the strongest Mexica fort
or the maps’. in the area.
‘That is what we know, what Coltés thought was When the PCs are ready to leave, let them return to
important, days ago when he liberated us from the their dragon, which keeps peacefully waiting for them
Totonaca prison’. at the spot where it landed. From here, the PCs must
‘The mighty Teotl, the mighty and grateful Teotl, decide where to go:
will now do as their Coltés, and liberate us from the ■ If the PCs wish to seek Cortés and confront him about
Totonaca prison in return for what we have said’. what the three Calpixque said, return to Encounter 1.
That’s all the Calpixque have to say, but it should be ■ If the PCs wish to return to Cempoallan, go to
enough to leave the PCs wondering just what Cortés Encounter 19.
knows about their search and the lost gold… and who is
■ If the PCs want to keep exploring Totonacapan, re-
this Atlantatl. The PCs now have a message for Cortés,
if they didn’t already. turn to the beginning of Chapter III to pick their next
destination.
It now falls on the PCs to decide what to do with the
Calpixque and the information they gave. Encounter 53: Soldiers and
If the PCs ask for the Calpixque to be liberated, the Scouts
Totonaca demand the PCs pay their ransom; 200 gold in
jewellery and gold. They are high dignitaries and de- This encounter takes place only if the PCs wish to rest
mand a high price. If the PCs agree, the Totonaca rebels during their exploration of Totonacapan in Scene 16.
let the calpixque go back to Tenochtitlan.
If you wish the PCs to have an encounter during their
■ If the PCs want to take the Calpixque back to Vera rest, pick one of the following encounters, or draw a
Cruz to ask them to identify the man they know as card to choose it randomly:
Atlantatl, they can only take one of the Calpixque with
them – there’s no more room in the dragon – and they 1. The PCs encounter a small group of Mexica sol-
must pay for the Calpixque’s ransom. If the PCs do this, diers carrying Totonaca slaves. If the PCs ap-
take note that they now have a Calpixque Hostage, proach the Mexica, they warily say they are
which they can bring along anywhere from this point. leading these slaves to camp. If the PCs succeed
on a Charisma Action, confronted by a Mexica
■ Also, there’s now a Contract on the PCs if there Soldier’s Competent Skill, the soldier indicates
wasn’t one before, because as soon as Montejo’s spies the location of their camp, and now the PCs have
see that the PCs have one of the calpixque with them, Directions to the Mexica Slave Camp if they didn’t
he’ll order them killed by any means necessary, to stop already.
them from returning to camp.
■ If the PCs attack the Mexica, create a fair en-
■ If the PCs ask about Tizapancingo, the Totonaca say counter, using a combination of Mexica charac-
that it’s too well-guarded, that bringing it down would ters. If the PCs survive the encounter, they may
require a larger force, which the Totonaca cannot mus- take the Mexica weapons (normal maces and
ter on their own. Now, if the Spanish forces joined the shields) as well as 10 gold each in gold dust and
attack, well… other trade items.
Once the PCs have finished dealing with the 2. The PCs are waylaid by Totonaca bandits. Create a
Calpixque and the Totonaca rebels, proceed to After +1 encounter using Totonaca Warriors.
the Encounter.
■ The PCs may stop the fight by succeeding on
A FT E R T H E E N COU N TE R a Charisma Action, confronted by a Totonaca
Warrior’s Competent Skill. The PCs gain 1 advan-
The PCs have nothing else to do in Actopan. If they
tage or suffer 1 disadvantage to the action de-
wish to trade for supplies, they may try their luck at
pending on which team outnumbers the other.
the rebel camps among the razed city, but the Actopan
market itself was destroyed in the attack. If the PCs survive the encounter, they may take
the bandits’ loot: 10 gold each in barter items.
If the PCs ask around about the maps, everyone tells
them that any important Mexica documents must have 3. The PCs encounter Spanish scouts from Vera
Cruz; a small troop,but well-armed and skilled.

222
conquista dor’s gold

The scouts offer to escort the PCs back to Vera


Cruz if they so wish.
■ If there is a Contract on the PCs, the scouts at-
Scene 17:
secret
tack the PCs: create a +1 encounter, using Spanish
Scouts and Spanish Soldiers. If the PCs survive the
fight and interrogate the defeated soldiers, they
confess that Doña Cristina, Pedro De Alvarado’s
dragon rider, paid them to kill the PCs and make
it look like an ‘Indian ambush’. settlementS
4. The PCs encounter Spanish scouts from Vera
Cruz; as the previous result, but these don’t at-
tack even if there is a Contract on the PCs. This scene takes place when the PCs are scouting for
places that aren’t in maps, unless someone specifically
5. The PCs meet a group of Zapoteca, or Bini’zá, marked them on the PCs’ map.
scouts. The Zapoteca attack the PCs on sight;
Create a +0 encounter using Assassins. If the If the PCs are on their way to the Mexica Slave Camp,
PCs survive the fight, they find maps among the proceed to Encounter 54.
bodies of the scouts: maps indicating Spanish If the PCs are seeking the Razed Villages, proceed to
movements through the area. The PCs now have Encounter 55.
Directions to the Black Skull Ambush, if they
didn’t already. If the PCs have Directions to the Thunder and want to
go there in person, go to Encounter 56.
6. The PCs meet a travelling Totonaca merchant on
his way to Cempoallan. The PCs may buy any item Encounter 54: The Slave Camp
in the equipment list from this merchant, as long
as it’s of Native origin.
The Mexica Slave Camp is very close to Cempoallan;
■ If the PCs ask the merchant for news or ru- the PCs arrive after barely an hour of dragonflight.
mours, he mentions that Totonaca rebel forces
Read the following aloud as the PCs approach the
have been more active and aggressive, embold-
slave camp:
ened by Spanish presence, and how it threatens
and distracts the Mexica. If the Attack on Actopan You come near an outpost, protected between two
already happened, the merchant mentions that hills and fed by a nearby stream. The Mexica have built
‘they even razed the city of Actopan to the ground, stone walls to cover the two possible access to the out-
sacrificing every Mexica they found to their own post, and from here you can see the movement of guards
Saints’. around the ramparts.
■ If the PCs attack the merchant, his guards come There’s a small stone enclosure and a patio between
to help: Create a +2 encounter, using Totonaca the walls; you see several people walking around – those
Guards. If the PCs survive the fight, they may take must be the slaves.
any item they wish as long as they may carry it,
Before you can examine the scene with further detail,
plus 15 gold each in barter items.
you see the guards begin pointing and running to their
A F T E R T H E E N COU N TE R posts… they have noticed you.

Once the PCs deal with the encounter, or if you de- If the PCs land their dragon and try to approach the
cide not to put the PCs through an encounter right Mexica face to face, proceed to Scene 54 Conversation.
now, they may now rest, draw cards and try to regain If the PC try to attack the slave camp with their drag-
spirit. Then, they may continue their travels to the en- on, without landing, they have to fly between two hill
counter they were heading to originally. slopes, filled with Mexica archers and slingers that can
If the PCs had no fixed destination before the encoun- fire missiles at the PCs from coves and battlements at
ter, return to the beginning of Chapter III to choose several heights.
one. ■ Create a fair encounter using a combination of
Mexica characters.

223
■ Since the PCs are fighting from dragonback mid- free, they happily return on foot to their families in
flight and the Mexica are shooting from the hill slopes, Cempoallan or the nearby towns.
both sides are restricted to using ranged weapons and
■ Only one slave refuses to go with the PCs under any
attacks.
circumstance – Pa’xanan, a young military officer from
■ The dragon takes no part in the encounter, as it’s Cempoallan. Pa’xanan is the apprentice of Captain
assumed to be blasting the Mexica guards below while Mux’tin, leader of the Cempoallan Guard, and wishes to
the PCs deal with the archers. return to his master. The PCs may offer him a ride back
to Cempoallan on their dragon; otherwise he’ll walk.
■ If the PCs survive the encounter, they have routed
the Mexica and freed the slave camp; proceed to After ■ If the PCs killed or routed the Mexica guards, they
the Encounter. may help themselves to the loot in the camp; enough
supplies for the PCs to camp and feed themselves for
S CE N E 5 4 C O N V E RSATION weeks, plus 40 gold in various barter items, including
If the PCs land their dragon and approach the en- quachtli blankets, jewels and gold.
campment in person, a group of Mexica guards advance After the PCs deal with the Mexica slave camp, re-
to meet them; they are willing to parley. turn to the beginning of Chapter III to choose their
■ If the PCs ask about the Mexica or the encampment, next destination.
the guards tell them it’s a rest and resupply station,
to keep slaves and other captives as the Mexica carry Encounter 55: The Razed Villages
them from one city to another. All of the slaves here
are freely given as tribute by nations under Mexica Play this encounter if the PCs are looking into the
protection; they were not taken by force, and most are two Totonaca villages that show signs of an attack by
quite happy with their lot. All of this is true, which the Spanish soldiers.
PCs may confirm with a Normal Perception Check (dif-
ficulty: 6(1)). The two villages marked on the PCs’ map are some-
what remote from Cempoallan, requiring an eight-hour
■ If the PCs request that the Mexica deliver the flight to arrive; however, they are quite close between
prisoners, ask them to Perform a Charisma Action, them, within a few minutes’ dragonflight of each other.
Confronted by a Mexica Guard’s Competent Skill. If the
PCs win the confrontation, the Mexica agree, as long Read the following aloud when the PCs approach the
as the PCs pay for the slaves. This requires a total of first village:
150 gold (the total value of the slaves). If the PCs lose This seems to have been a small settlement of stucco
the confrontation or refuse to pay, the Mexica laugh in huts and farmland near a river outlet. It’s abandoned
their faces at the request. now; if there were dead bodies, the locals moved them
■ If the PCs attack or demand the Mexica to surren- long ago.
der, create a +2 encounter using Mexica characters. If If the PCs explore the village, they need no check or
the PCs survive both encounters, the remaining Mexica action to notice the bullet holes and gunpowder traces
guards flee, leaving the camp unprotected and the that mark this unmistakably as a Spanish attack. This
slaves freed; proceed to After the Encounter. village was destroyed, its people killed, by the hands of
If the PCs leave peacefully, they may return to their Spanish soldiers.
dragon and leave (go to the beginning of Chapter III to Once the PCs come to this conclusion, ask them to
choose their next destination) or fly back to the camp perform a Hard Perception or Survival Check (difficul-
to attack it on dragonback (return to the beginning of ty: 9(1))
Encounter 54 for the mechanics of this attack).
■ If the check succeeds, the PCs notice that there are
A FT E R T H E E N COU N TE R no marks of horseshoes at all. This, combined with the
number and frequency of shot marks, indicates this at-
Once the PCs have dealt with the Mexica guards, they
tack was the work of a single dragon unit – three or
may free the slaves, a dozen Totonaca young men and
four soldiers on dragonback, and nobody else.
women. At first, the Totonaca assume the PCs are their
new owners; let the PCs decide whether to clarify that ■ If the PCs get a positive consequence with their
or not, but if they want to take possession of the slaves, success, the boot marks and dragonfire burn pattern
the PCs must lead them to Vera Cruz, as the Totonaca indicate that the massacre was committed by two peo-
would have nowhere else to go. If the PCs set the slaves ple – a large, heavy armored man with heavy boots, and

224
conquista dor’s gold

a shorter, more slender individual, both armed with Encounter 56: Trip To The Thun-
long-range muskets, while a third accomplice, doubt- der
lessly a dragon rider, burnt the village from above. If
the PCs have met Doña Cristina and her two accomplic- If the PCs have obtained Directions to the Thunder,
es, there should be no doubt about who did this. they may try to travel there themselves, and learn
If the PCs have learned enough and wish to return, firsthand what happened to Velázquez’ gold.
proceed to the beginning of Chapter III to pick their The Thunder ruins are far away, about 200 kilometres
next course of action. north of Cempoallan and Vera Cruz. Even on dragon-
If the PCs wish to visit the second village after ex- back, the trip takes more than 8 hours; therefore, the
ploring the first, they find the exact same marks – bul- PCs must land their dragon and rest at least once dur-
let holes and gunpowder, indicating the village was in- ing the trip.
deed massacred by Spaniards. The long flight north takes the PCs over a country
■ If the PCs failed the check at the first village, ask full of forested hills and speckled with Totonaca cit-
them to perform it again, only this time they gain 1 ies. When the PCs land to rest – after no more than six
advantage. hours, as their dragon cannot handle such a long flight
– they may either try to land near a village or far from
■ If the check succeeds, the PCs gain the information
civilisation.
of a positive consequence on the previous check – that
is, that the attack was committed by two people on foot ■ If the PCs land near a village, the Totonaca are
and a single accomplice on dragonback – plus, if the friendly to them – particularly if the Attack on Actopan
PCs have visited both villages, they realise that both at- already happened, which would mean that the whole
tacks happened within minutes of each other. Totonaca country has gotten news of the Spanish
foreigners.
■ If the PCs succeed with a positive consequence on
the second check, they deduce that the same group at- The PCs may ask the locals for food and shelter, and
tacked both villages; they razed one and then imme- may also barter for other items at standard exchange
diately moved to attack the other, intending it to look rates.
like the work of two separate Spanish forces. This was If the PCs wish to talk to the locals, the Totonaca
not a large-scale attack, but was intended to look like tell them the north border, where the PCs are head-
one. ed, is dangerous country; outside of Tecolutla, a trad-
If the PCs visit both villages, while they explore the ing river town, the area is all wilderness, infested with
second they encounter a group of angry Totonaca, con- bandits and barbarian raiders. The Totonaca warn the
vinced that the PCs are guilty of the attack. PCs to be careful, even with their ‘midget mixcoatl’, if
they insist on taking that route.
Ask the PCs to perform a Charisma action, confronted
by a Totonaca warrior’s Competent Skill. The PCs suffer If the PCs ask about the Totonaca and their country,
2 disadvantages on this action if they haven’t deduced the locals say Totonacapan has existed for hundreds
who committed the raids. of years, and shall exist for hundreds more. They wish
only to be left alone, but the Mexica keep expanding
If the PCs win the confrontation, they manage to con-
in all directions; it’s likely that they will all end up as
vince the Totonaca that this was not an attack sanc-
subjects of Tenochtitlan. Other than that, and the raids
tioned by Spanish authorities, but a rogue incursion by
from the Chichimeca and Wastek at the north border,
a handful of soldiers. The Totonaca let the PCs pass,
the Totonaca lead a peaceful, contented life.
under the promise that the actual guilty parties will
face justice. If the PCs ask about The Thunder, the Totonaca tell
them those are old stories; nobody has found the ac-
If the PCs lose the confrontation, the Totonaca at-
tual city in centuries. To tell the truth, Totonaca peas-
tack; create a +2 encounter, using a combination of
ants don’t much care or pay attention to such tales.
Totonaca Warriors.
However, if the PCs find the ruins, they should make
A F T E R T H E E N COU N TE R sure to tell the lords of Cempoallan, who will be very
happy to claim they have ‘recovered their people’s lost
If the PCs survive the encounter with the Totonaca, legacy’.
they have now learned all they can from exploring
the villages; you may now return to the beginning of After the PCs have rested a full night, proceed to
Chapter III to decide their next destination. After the Encounter.

225
■ If the PCs make camp in the wilderness, a pack of Once the PCs land there, they may enter The Thunder
wolves attack them during the night, while the party is on foot.
sleeping (save any PC that volunteered to take a guard
Read the following as the PCs walk into The Thunder:
shift).
Regardless of the wild sounds – mostly birds and
If all the PCs were sleeping, the one with a highest
slithering things in the undergrowth –, there’s a weird
Perception rank wakes up at the sound of the beasts,
silence in the site, as if the ruins themselves commanded
and must choose to fight the first round alone or spend
the jungle to hush, and you to stop listening.
his action waking the others up. Create a +1 encoun-
ter using wolves, taking note of those PCs that remain Nonetheless, the jungle has grown unrestrained over
asleep when the fight begins. the ruins of The Thunder, with whole stone buildings
buried under tree groves, the roots engulfing the stone
If the PCs survive the fight, they may now rest for
stairways and the branches forming a canopy that filters
the remainder of the night, without further incidents.
the sun rays like a fisher’s net over arches and columns.
Proceed to After the Encounter.
Here and there a taller structure, like a pyramid or a
A FT E R T H E E N COU N TE R stone idol, peers between the crowded tree landscape,
but even these are covered with green moss. After cen-
After the PCs rest, they may draw cards and try to turies of abandonment, The Thunder and the wilderness,
regain Spirit. the ruins and the jungle, have become one and the same
■ If Doña Cristina Díaz, the dragon rider in Alvarado’s thing.
service, is still alive, she surprises the PCs as they pre- Wait a second, what was that?
pare to leave again: she intends to kill them for the
maps right here and now. Create an encounter using Ask the PCs to perform a Perception Check, confront-
Doña Cristina Díaz and either Pérez Negro and/ or ed by an Un Takám agent’s competent skill. If the check
Friar Cosmes if they’re alive as well. succeeds, the PCs realise someone’s watching them. If
the check is a success with a positive consequence, the
When the PCs are ready to continue their journey PCs identify at least a half-dozen people, hidden among
and they have finally killed Doña Cristina, proceed to the bushes and behind the ruined columns.
Encounter 57.
■ If the PCs show peaceful intent, or they have an Un
Encounter 57: The Thunder Hide- Takám Token, a group of men and women wearing dirty
clothes and piecemeal weapons and armor, plus Un
out Takám feather tokens, slowly come out of hiding. They
surround the PCs, aiming at them with bows and atlatl,
Finally, after long days of searching and long hours of and demand to know their business in The Thunder.
dragon flight, the PCs arrive at the spot marked in their Proceed to Encounter 57 Conversation.
map as the site of the ancient ruins of The Thunder,
the legendary Totonaca city. According to what the PCs ■ If the PCs act suspiciously or hostile, if they killed
have learned, the chest with Velázquez’ lost gold went Chawaná in Chapter II, or if they took the Mexica Side
missing near this area. when reporting to Captain Sandoval in Encounter 15,
the Un Takám agents attack.
Read the following as the PCs approach the Thunder
site: Create a fair encounter, using a combination of Un
Takám agents and an Un Takám leader. If the PCs sur-
You’ve been flying over dense, inaccessible jungle for vive, they may search the bodies and the surroundings;
the better part of an hour now; no wonder this place proceed to After the Encounter.
has been lost for centuries.
ENC OUNTER 57 C ONVERSATI ON: S O I T
And then, you see it.
WASN’T DESERTED
A pyramid. And then another. The now familiar stone
temples and idols of the local peoples, jutting out of the The Un Takám are as surprised as the PCs about this
treetops like huge fingers tangled in green yarn. encounter; they ask the questions first. They want to
know ‘why the hair-face invaders are sending people
You have found The Thunder. to the ruins’.
The only nearby clearing where the PCs could land ■ If the PCs mention the chest with Velázquez’ lost
their dragon is an old stone walkway, overgrown with gold, the Un Takám agents look at each other in confu-
vines and roots, in the far northern end of the city. sion, but their leader freezes on the spot. She shakes

226
conquista dor’s gold

her head, lamenting the ‘stupid mistake’ of stealing combination of Un Takám agents and an Un Takám lead-
that chest from the Mexica taxmen. er. If the PCs survive, they may now search the bodies
and the surroundings; proceed to After the Encounter.
Then, she orders her people to lower their weapons,
and asks the PCs to sit down to hear the story of the ■ If the PCs claim to be allies of Un Takám against the
lost gold. If the PCs accept, the leader introduces her- Mexica, ask them to perform a Charisma action, con-
self as Maxkí, as the Un Takám band share their food fronted by an Un Takám Leader’s competent skill. The
and camp with the PCs. Proceed to After the Encounter. PCs gain one advantage to the action if they’re telling
the truth, plus one advantage if they have an Un Takám
■ If the PCs claim to come in the name of the Ancient
Token.
Society of Cempoallan, the Un Takám agents shake
their heads in frustration; it would seem this is not the If the PCs lose the confrontation, the Un Takám com-
first time they cross paths with the Ancient Society. mand them to leave the ruins immediately. If the PCs
comply, they may return to the beginning of Chapter
Ask the PCs to perform a Charisma action, confronted
III to choose their next destination. If the PCs refuse,
by an Un Takám Leader’s mediocre skill.
the Un Takám guerrilleros attack: Create a +1 encoun-
If the PCs win the confrontation, the Un Takám agents ter, using a combination of Un Takám agents and an Un
let them leave, on the condition that they must never Takám leader. If the PCs survive, they may now search
return or tell anybody what they found. Plus, they must the bodies and the surroundings; proceed to After the
give all of their maps to the Un Takám people, to en- Encounter.
sure nobody will use them again.
If the PCs win the confrontation, the leader of the Un
If the PCs get a success with a positive consequence, Takám nods and decides to trust them. She introduces
the Un Takám give them 100 gold each in jewellery as a herself as Maxkí, and asks if all the hair-face invaders
bribe to remain silent, but still require them to leave. are allies of Un Takám, or only the PCs; regardless of
their answer, she lets them ask their questions now.
If the PCs comply, they may return to the beginning
Proceed to After the Encounter.
of Chapter III to choose their next destination.
■ If the PCs claim to have found the map or the city
If the PCs lose the confrontation, or refuse to leave,
by accident, or without knowing what was there, ask
the Un Takám leader sighs; she doesn’t like to spill in-
them to perform a Charisma action, confronted by an
nocent blood. Then, she orders his people to attack.
Un Takám Leader’s competent skill. The PCs gain one
Create a +1 encounter, using a combination of Un Takám
advantage to the action if they’re telling the truth.
agents and an Un Takám leader. If the PCs survive, they
may now search the bodies and the surroundings; pro- If the PCs win the confrontation, the Un Takám agents
ceed to After the Encounter. let them leave, after they promise not to come back;
plus, they must leave all of their maps here in the city.
■ If the PCs mention Chawaná, the leader of the Un
Takám nods in recognition. She admits that Chawaná is If the PCs succeed with a positive consequence, the
their group’s agent in Cempoallan, and that he’d previ- Un Takám let them keep their maps, but still require
ously sent messages about the PCs. them to leave.
Sadly, if the PCs came to The Thunder after meeting If the PCs comply, they may return to the beginning
Chawaná, it means they have either betrayed him or of Chapter III to choose their next destination.
know too much to be left alive: they made a costly mis-
If the PCs lose the confrontation, or refuse to leave,
take coming here.
the Un Takám leader orders them dead, grudgingly
Ask the PCs to perform a Charisma action, confronted choosing to sacrifice the PCs to keep the secret of her
by an Un Takám Leader’s competent skill. The PCs gain people’s hideout. Create a +1 encounter, using a com-
1 advantage if they have an Un Takám Token. bination of Un Takám agents and an Un Takám leader.
If the PCs survive, they may now search the bodies and
If the PCs win the confrontation, the leader decides
the surroundings; proceed to After the Encounter.
to trust them and let them stay; Chawaná is usually
a good judge of character. She introduces herself as AFTER TH E ENC OUNTER
Maxkí, and invites the PCs to stay in the Un Takám lair.
Proceed to After the Encounter. Once the PCs have dealt with the Un Takám leader
and her people, they may investigate the story behind
If the PCs lose the confrontation, the Un Takám de- the Un Takám and The Thunder.
cide they have to die now, lest they tell anybody the
location of this hideout. Create a +1 encounter, using a

227
If the PCs killed the Un Takám leader and her people, ■ If the PCs win the confrontation, they arrive at
the other Un Takám agents in the ruins flee, and the a devastated Mexica outpost. The walls have been
PCs are now free to explore The Thunder. By investi- torn down, the idols burned and most of the soldiers
gating the abandoned camps and the old journals and slaughtered. A troop of about twenty Spanish sol-
notes by the Un Takám leaders, the PCs can now deduce diers are rounding up the survivors and loading them
the full story, as described in the Secret of Un Takám with chains; their captain is none other than Pedro de
Sidebar. Alvarado. Proceed to After the Encounter.
If the PCs remain in The Thunder as guests of the Un ■ If the PCs lose the confrontation, they are am-
Takám, in friendly terms, the rebels let them camp and bushed by angry Mexica survivors, who are enraged
stay with them. Plus, their leader tells the PCs the full about De Alvarado’s attack and make a barrage of sur-
story described in the Secret of Un Takám Sidebar. prise ranged attacks against the PCs’ dragon. Create a
+2 encounter, using a combination of Mexica charac-
If the PCs took the Mexica Side when reporting to
ters. The Mexica automatically win the Initiative, but
Captain Sandoval in Encounter 15, they may sell this
the PCs may use their dragon during this battle.
location to the Mexica in exchange for 1,000 gold in
gold and jewels; the Mexica, however, will never make ■ If the PCs survive three rounds of this encoun-
use of this knowledge, for the Un Takám will leave this ter, De Alvarado and his men appear at the end of the
hideout forever after the PCs’ arrival. third round and help them defeat - and slaughter - the
Mexica. Proceed to After the Encounter.
If the PCs know the Secret of the Empty Chest, they
may now report their mission success – such as it is. AFTER TH E ENC OUNTER
Proceed to Encounter 1 if the PCs wish to return to
Vera Cruz right away. Read the following aloud when the PCs encounter De
Alvarado:
Otherwise, when the PCs finish their business in The
Thunder, they may return to the beginning of Chapter Stepping over the mutilated bodies of dead Mexica,
III to choose their next step. you encounter a tall and handsome Spanish captain
with a shining cuirass. When he removes his plumed hel-
met, his blonde hair and beard, and his cold blue eyes,

Scene 18: unmistakably confirm his identity as Captain Pedro De


Alvarado, second in command to Cortés. Even after the
bloody carnage, he has lost none of his poise or arro-

the wildS gance, and greets you with the slightest raise of his eye-
brow. He takes a second to nail a Mexica survivor’s hand
to the ground with his sword, and smiles at you smugly
as the warrior screams.
Run this scene every time the PCs wish to explore the ‘Do I know thee, recruits? Am I to understand the
wilds surrounding Cempoallan and Vera Cruz. Captain thought I needed reinforcements?’
■ If the PCs are looking for Pedro de Alvarado’s expe- De Alvarado and his men chuckle at the remark, but
dition, run Encounter 59. his inquiring gaze is dead serious as he tries to place
your faces and understand who you are.
■ If the PCs have directions to the Black Skull Ambush,
they may try to stop it on their own; run Encounter 60. De Alvarado intends to keep scouting the area, so he
doesn’t have much time for talking. He expects the PCs
■ If the PCs are only wandering aimlessly in search
to state their business of stop wasting his time.
for adventure, proceed to Encounter 61.
ENC OUNTER 59 C ONVERSATI ON: A
Encounter 59: Pursuing Pedro MEETI NG OF MI NDS
De Alvarado doesn’t really want to talk to the PCs,
If the PCs want to try and catch up with Pedro de
but curtly replies to their questions for a short while,
Alvarado during his scouting mission, it takes them
mostly to keep appearances.
about four hours to perform a sweep of the surround-
ing territories; then, ask them to perform a Riding or ■ If the PCs mention the lost gold, De Alvarado pre-
Survival action, confronted by a TSE that plays 3 cards. tends not to care, with an off-hand remark about the
soldiers’ gossip, and leaves to continue his scouting.

228
conquista dor’s gold

Sidebar: Secret of Un Takám no invading force, either hair-faced or Mexica, ever


came, and they again forgot about it… until now.
If the PCs talk to the Un Takám leader, or search ■ When Maxkí and the other leaders heard re-
the abandoned camps, journals and old records in ports of a large contingent of hair-faces settling
The Thunder, they learn the following: in Quiahuiztlán and visiting Lord Xicomecoatl in
■ The Un Takám are a group of rebels and bandits Cempoallan, they feared; so they sent Chawaná to
that fight to free Totonacapan from Mexica domi- contact these hair-faces, to see whether they were
nation. They have conducted raids and guerrilla dangerous, and if necessary use them against the
warfare against the Mexica for years, from a hidden Mexica.
base the Mexica haven’t been able to find. ■ To rest easier, Maxkí sent the strange chest,
■ This is the Un Takám’s long-hidden base. The which had been empty for months, to Chawaná, with
ancient city of The Thunder, thought lost to the orders to hide it… or destroy it.
Totonaca for centuries, is now the headquarters of ■ Chawaná hid the chest in plain sight, disassem-
their resistance. From here, the Un Takám spread bling it and giving its parts as tribute when Cortés
all across the Totonacapan, striking at Mexica forc- visited Cempoallan and Xicomecoatl asked for vol-
es and running back here to hide. unteers and materials to help the Spanish build
■ Two years ago, a group of Un Takám raiders Vera Cruz.
stole a weird chest from Mexica tax collectors. It ■ Thus the Spanish carried the lost coffer back
didn’t resemble anything they had ever seen. with them, in the form of disassembled wooden
■ The raiders brought the chest to Maxkí, one planks and construction materials. The lost Spanish
of the Un Takám leaders in charge of the Thunder chest – or what’s left of it – has been part of Vera
forces. She’s the one that faced the PCs earlier. Cruz itself for weeks now, and only Chawaná and
Maxkí knew it… until today.
■ The Un Takám discovered the chest was locked;
it had never been opened, and they didn’t have the ■ Regarding the contents or the chest, of the fact
key. So, Maxkí ordered the lock forced. But the Un that it was supposed to contain Spanish gold, the Un
Takám were disappointed to see the chest contained Takám honestly never knew or suspected anything.
nothing but pebbles and broken seashells. Why had They did think it was weird for such a chest to con-
anyone put such worthless cargo on such a won- tain only sand and seashells, but never saw the gold
drous, locked container? or suspected its existence.

■ Time went on; the Un Takám forgot about the ■ What actually happened to the 50,000 ducados,
weird coffer, and began using it to stash clothes and or if they ever were inside that box, remains any-
other stuff. They even stole from the same tax col- one’s guess.
lectors a couple more times, as seasons passed. Once the PCs learn this story, make a note that
■ But then, more than a year later, Chawaná, the they now know the Secret of the Empty Chest.
Un Takám spy in Cempoallan, reported that some
strangers, some foreigners with faces full of hair,
were in the city, asking about that strange coffer
and where it had been lost.
■ Worse still, these strangers gathered maps from
the Mexica in Cempoallan – maps that could be put
together to decipher The Thunder’s location.
■ According to the dates, this happened last year,
around the date of Velázquez’ second expedition in
search for his lost gold.
■ For a while, the Un Takám lived in fear, sure
that their hideout would be discovered. However,

229
■ If the PCs mention Doña Cristina, De Alvarado the interrogation is about, De Alvarado’s men take the
speaks of her highly, and proudly acknowledges she is prisoners away and dismiss the PCs.
his best soldier, ‘even better than my brother Gómez -
After the incursion, De Alvarado heads back to camp
but be a sport and don’t tell him I said that’.
with his men, this time forbidding the PCs from follow-
■ If there is a Contract on the PCs (as described in ing him. The PCs may explore the wilderness on their
the Unwanted Attention sidebar) and they mention the own (Encounter 61), move on to Cempoallan if they
attempts on their lives, De Alvarado feigns ignorance, have the directions (Chapter II), or return to Vera Cruz
and wonders why he should care that some scouts have (go to Encounter 1).
enemies among the troop. This, however, secretly con-
firms the PCs’ identity to him, and he now knows with- Encounter 60: The Black Skull
out a doubt that they’re Sandoval’s agents after the Ambush
treasure.
Ask the PCs to perform a Hard Charisma or Perception This encounter takes place if the PCs have directions
Check (difficulty: 9(1)) to discover De Alvarado is lying; to the Black Skull Ambush and wish to move to stop it.
but even if they succeed, he doesn’t admit it.
The ambush site is a hill pass near Quiahuiztlan,
■ If the PCs confront Alvarado about the deaths where a troop of Diego de Ordás’ men is scheduled to
of Ahumada or Tax’kát, he obviously denies all spend a few days scouting, according to the notes from
involvement. the Zapoteca and the Spanish traitor.
‘I know I have been called a pox on our enemies, but The trip to the site is less than an hour on dragon-
such a feat would seem to be beyond even my abilities… back, either from Vera Cruz or Cempoallan.
for now!
Read the following aloud as the PCs approach the am-
At which all his men laugh, and Pedro looks half- bush site:
mockingly, half-menacingly at the PCs.
You come to what clearly is a Spanish encampment.
■ If the PCs ask about Cortés or De Alvarado himself, There are about a dozen soldiers coming and going
he scoffs: around the area, including some scouts surrounding
the perimeter. A few of the soldiers signal you to land
‘I am a man of action, not words. If thou wants to
your dragon.
know about me, follow the exploits, not the rumours.
Farewell!’ If the PCs want to talk to the soldiers, they must land
their dragon and approach them. The soldiers’ leader,
AFTER THE CONVERSATION one Lieutenant Landa, welcomes the PCs thinking they
After a brief talk, De Alvarado leaves to continue his are a relief troop.
scouting mission. ■ If the PCs pretend to be a relief troop and allow the
If the PCs wish to join De Alvarado’s mission, he al- soldiers to leave, they may take their place at the am-
lows them to fly with his people, and participate in the bush site.
sacking of another Mexica outpost. ■ If the PCs tell Landa about the ambush, this worries
■ Create a fair encounter, using a combination of and alerts the whole troop.
Mexica characters and Totonaca Warriors. Let the PCs plan their strategy. The ambush won’t
De Alvarado doesn’t seem to mind that some of the take place until one of two things happen:
defenders are Totonaca; he is equally bloodthirsty 1. The PCs wait at the ambush site until nightfall, or
against everyone.
2. The PCs leave the area with the soldiers, in which
■ If there is a Contract on the PCs, add 2 levels to case the ambushers attack them on the move.
the encounter, as several Totonaca Warriors on De
When either of these conditions is met, read the fol-
Alvarado’s payroll join the fight against the PCs, to
lowing aloud:
make it look like they died at the hands of natives.
As night falls, puffs of smoke begin appearing all
■ If the PCs survive the battle, they can also confirm
around you. Then, black clouds start forming above you,
that De Alvarado’s men take some natives apart for tor-
and before you know it the sky is dark and you’re under
ture and ‘interrogation’. If the PCs want to know what
a heavy storm. You already think this cannot be a natu-
ral phenomenon, and then you notice the black smoke is

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taking the shape of men – of Zapoteca warriors, appear- Encounter 61: Wandering the
ing out of the smoke like storm spirits. Wilds
There are dozens of Black Skull assassins surround-
ing the PCs. The PCs’ dragon, and any soldier NPCs ac- This encounter takes place only if the PCs wish to ex-
companying them, are suddenly occupied with their plore the Totonaca wilderness in search for adventure.
own attackers, leaving the PCs to face several attackers
If you wish the PCs to have an encounter during their
on their own.
exploration, pick one of the following encounters, or
Create a fair encounter, using Assassins and a Teotl draw a card to choose it randomly:
Priest.
1. The PCs encounter some ancient Totonaca ruins.
■ If the PCs survive the encounter and both Landa’s If the PCs wish to land or rest in the ruins, ask
soldiers and Captain Sandoval’s two dragon squads re- them to Perform a Hard Perception or Knowledge
main with them, they have defeated the ambush; pro- Check (difficulty: 9(1)).
ceed to After the Encounter.
■ If the check succeeds, the PCs find ancient hi-
■ Otherwise, the PCs must fight through another +2 eroglyphs indicating the location of an ancient
encounter just like the previous one. Totonaca citadel.
■ If the PCs survive the second encounter and are as- ■ If they wish to decipher the location, ask them
sisted by either Landa’s soldiers or Captain Sandoval’s to Perform a second Hard Perception or Knowledge
dragon squads, they have defeated the ambush; pro- Check (difficulty: 9(1)).
ceed to After the Encounter.
■ If the first check was successful with a posi-
■ Otherwise, the PCs must fight through a third fair tive consequence, or if the second check succeeds,
encounter, as there was nobody to help them against the PCs decipher the map, and realise the posi-
the ambushers. If the PCs survive, they have finally de- tions of the stars indicate the location of a lost
feated the ambush. Totonaca city called ‘The Thunder’. The PCs have
gained Directions to the Thunder, if they didn’t
A F T E R T H E E N COU N TE R have them already.
If the PCs survive the ambush, alone or with NPC aid, The PCs may spend the night at the ruins with no
they may take their share of the assassins’ belongings further trouble. Proceed to After the Encounter
(50 gold each in jewellery and barter items for each of
the three encounters the PCs fought through). 2. The PCs encounter a swarm of giant bees, which
attack their dragon in flight. Create a +1 encoun-
The PCs also encounter further instructions from ter using giant bee swarm. If the PCs survive, pro-
the Zapoteca’s mysterious Spanish ally, indicating ceed to After the Encounter.
they should make it look like the Totonaca killed the
soldiers. 3. The PCs encounter Totonaca scouts hunting
across the area. If the PCs approach the Totonaca,
If Lieutenant Landa is still with the PCs, he recognises they greet them cordially, but prefer to contin-
the handwriting in the notes – it’s from Don Francisco ue on alone, as the PCs and their dragon are too
De Montejo, one of Cortés right-hand men and the cur- noisy for them to hunt anything effectively.
rent Mayor of the Vera Cruz outpost. The PCs now have
proof of Montejo’s Plot. The Totonaca are good hunters, and have lots
of food to sell to the PCs in exchange for barter
Once the PCs have dealt with the ambush, return to items.
the beginning of Chapter III to decide their next course
of action. ■ If the PCs attack the Totonaca, create a +1 en-
counter using Totonaca warriors. If the PCs use
their dragon in the fight, the Totonaca flee in
panic. If the PCs survive, proceed to After the
Encounter.
4. The PCs come to a river where they may land, rest
and refill their waterskins. If they do, they see a
man drowning, or at least his hand coming out of
the water; if the PCs approach, they discover it
was an Ahuizotl.

231
■ Create an encounter using an Ahuizotl. If the you pursue, that is not a lie’.
PCs survive, proceed to After the Encounter. That said, the Mixcoatl leaves without another
5. The PCs encounter a storm that batters their word.
dragon with wind and rain. Ask the dragon rider If the action fails, or if the PCs attack the mix-
to perform a Riding action against a TSE that coatl, create an encounter using a mixcoatl
plays 3 cards to fly the dragon safely through the dragon.
storm.
The PCs’ dragon may act and fight in this battle;
■ If the action succeeds, the dragon rider must the dragon rider can decide whether to act in her
perform a second Riding action against a TSE that turn or give her turn to the dragon, playing cards
plays 3 cards to safely cross the storm. and making combat choices in the dragon’s name.
■ If the second action succeeds, or the first ac- If the PCs survive the meeting, proceed to After
tion was successful with a positive consequence, the Encounter.
the PCs are safely out of the storm; proceed to
After the Encounter. AFTER TH E ENC OUNTER
■ If the action fails, the dragon is caught in the Once the PCs deal with the encounter, or if you de-
winds; every PC loses one health and they become cide not to put the PCs through an encounter right
lost in the storm. now, they may now rest, draw cards and try to regain
spirit. Then, they may continue their travels to the en-
■ The PCs must succeed at a Normal Perception
counter they were heading to originally.
or Survival Check (difficulty: 6(1)) to find their
way back to the beginning of Chapter III and de- If the PCs had no fixed destination before the encoun-
cide their next destination; if the check fails, they ter, return to the beginning of Chapter III to choose
are lost and must run Encounter 61 again before one.
finding their way again.
■ If the action is a failure with a negative conse-
quence, it counts as a normal failure, plus a light-
ning bolt lands on the dragon; all PCs must per-
form an Athletic or Riding action against a TSE
that plays 3 cards, losing health equal to the dif-
ference between final action values.
Once the PCs have experienced the consequenc-
es or success or failure, the storm abates, and you
may proceed to After the Encounter.
6. The PCs encounter a mixcoatl, a flying serpent, a
bit larger than their dragon but smaller than the
average local dragon. The beast hovers in front of
them, deciding whether to eat them or not.
If the PCs attempt to parley with the mixcoatl,
ask them to Perform a Charisma action against
a TSE that plays 3 cards. If the action succeeds,
the mixcoatl listens to the PCs’ words and then
leaves, amused at the bravery of these mortals.
If the PCs ask the mixcoatl about their mission
or the Totonaca lands, he just laughs at them and
says this:
‘You hair-faces are made of deceit. You deceive
each other, deceive yourselves. What you look for
is a deception, the clues you’ve been given are de-
ceptions. And each deceiver is being deceived in
turn. There isn’t a thing in your quest, in the goal

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conquista dor’s gold

For a moment, looking at the greed, the lust for plun-

Scene 19: der that peeks behind the grim purpose of Cortés’ cap-
tains and soldiers, you wonder if you’re doing the right
thing. But the flags with the symbol of Christ and the

the bat- Spanish crown still flap to the wind; the Lord still looks
down on you with His blessing.
What can be wrong?

tle of tiza- The PCs have been chosen to march with the first
Spanish incursion into Mexica controlled territory, a
battle that History shall record as the prologue to a
pancingO long and bloody invasion.
If Montejo was arrested, Captain De Sandoval allows
the PCs to interrogate him if they haven’t done so al-
ready; he confesses he always was on Velázquez’ pock-
Play this scene once the PCs have convinced
et, and did it all to become Adelantado of the Indies in-
Xicomecoatl, the Cempoalteca lord ,to officially re-
stead of Velázquez or Cortés.
quest Spanish military aid against the Mexica. The PCs
escort Xicomecoatl back to Vera Cruz, where both forc- Otherwise, the PCs must ready themselves as they
es prepare for a historic diplomatic meeting. wish; they may rest, draw cards and try to regain Spirit.
Once they’re ready to march with the troop, proceed to
The trip to Vera Cruz requires about a full morning’s
Encounter 62.
journey; the convoy reaches the Spanish garrison by
midday. The PCs may fly or scout ahead to warn Cortés
of the coming of the Totonaca visitors. Encounter 62: Dissidents
In any event, Lord Xicomecoatl and his retinue find As the troop – just over four hundred soldiers in all
the Spanish garrison ready to receive them, and the – prepares to leave, the PCs come across a small com-
leaders of both groups enact an official request for motion in a corner of the garrison. It’s the corner as-
aid, granting Cortés permission to intervene militarily signed to Diego de Ordás and his men, which the PCs
against the Mexica in Totonaca territory. may know from their first missions at Vera Cruz.
Read the following aloud after the Ceremony: If the PCs approach the commotion, they find that
After a quick exchange of words and gifts, Cortés and some soldiers are arguing, struggling and pushing oth-
Xicomecoatl embrace and swear a temporary alliance. ers out of the way, heading not to the Villa’s main exit,
Both Cortés and Malinalli, his mysterious witch-lover, but to the beach. They are loaded with baggage and
are all smiles and poise, but you can tell they are eager supplies for a sea journey.
to begin pillage incursions into the Western lands, which One of the other soldiers tells the PCs that Friar Juan
this deal finally allows. With this, Cortés takes the first Díaz, one of the garrison priests, has convinced a few
solid step to beat Governor Velázquez to the treasures men to desert and turn back to Cuba. Cortés is already
of this land; now, truly, the conquest of the New World on the other side of the Villa, beginning the march to
has begun. Cempoallan; the deserters expect to be off before he or
After the ceremony, Cortés orders half his soldiers and another official notices it.
captains, an elite force of foot mercenaries and dragon ■ If the PCs try to stop the deserters and talk to them,
riders as the Western World has rarely seen together, to Friar Juan Díaz confronts them angrily:
march West to the occupied city of Tizapancingo. You
and your patron, Captain De Sandoval, are part of this ‘You can’t stop us! God is on our side!’
company, and Cortés himself leads the march. ‘I know you, Captain Sandoval’s pampered favourites’.
How strange it is, to be among Catholic soldiers ‘Cortés promised this would be a raid of exploration
again. The smell of war, of dirt and horse sweat, the and pillage, not a long-term campaign for his own ag-
clangour of steel, gun salutes and snare drums, plung- grandizement. Nobody signed up for this; you can’t be-
ing you back to earth, after so many days in a strange grudge these good christians for wanting to return to
otherworld of serene music, demon-painted walls and their haciendas in Cuba’.
perfumed men.

233
If the PCs wish to convince the mutineers to stay, ask unit, and they have a higher proportion of war priests
them to perform a Charisma action, confronted by a than a Christian army.
Christian missionary’s competent skill. Apply one ad- Yet you are alike in essence; all of these soldiers have
vantage or one disadvantage to the action, depending that look, the one that you have learned to recognise in
on whether the PCs use good or bad arguments. your long years of experience. Foot soldiers don’t under-
If the PCs win the confrontation, the mutineers stand life as civilised, civlian people do. They don’t de-
grudgingly agree to stay and take part in the attack on lude themselves that anything is precious or irreplace-
Tizapancingo. Mark that Juan Díaz stayed with Cortés, able. They are all ready to die, willing to lay down their
and proceed to Encounter 63. lives in the name of the rites of their culture or the am-
bition of their leaders.
If the PC lose the confrontation, or let the deserters
leave unmolested, they continue their hurried prepa- In this, New World soldiers resemble you more than
rations to set sail. Mark that Juan Díaz left for Cuba and they resemble their own lords and families. The expend-
proceed to Encounter 63. able troops of any nation are all a single class, and their
noble masters another one, regardless of language, faith
■ If the PCs run back to warn Cortés about the desert-
or culture.
ers, they find Captain De Sandoval, who immediately
sends soldiers to stop the deserters and bring them to The journey to Tizapancingo takes a little over two
Cortés. Cortés fines the deserters, taking one horse or days, due to the slow movement of infantry troops; even
its value in coin from each of them, and forces them, dragon units like yours have to walk most of the time,
including Juan Díaz, to march with him ahead of the with permissions for dragon flight given only scarcely,
troop. Mark that Juan Díaz stayed with Cortés, and run and only for brief reconaissance jaunts.
Encounter 63. Her dragon is there. And she is on it, waiting her turn
■ If the PCs leave the matter be and join the to scout like everyone else. And you know she’s watching
Tizapancingo advance force without saying any- you, though she doesn’t look in your direction.
thing, mark that Juan Díaz left for Cuba, and move to Doña Cristina Díaz, Alvarado’s chief dragon rider.
Encounter 63.
‘That’s her’, says Captain De Sandoval, having spot-
Encounter 63: The Path to Tiza- ted Doña Cristina at the same time as you. ‘She and her
two friends, Pérez Negro and that creepy friar, are the
pancingo only other squad with knowledge of the Tizapancingo
maps. They know about you, and they know that you
Read the following aloud to narrate the trip to know’.
Tizapancingo:
Just then, the sentries give out a warning; native
The next morning, Cortés’ armed force, consisting of scouts have spotted the outskirts of Tizapancingo.
400 Spanish soldiers plus a thousand Chontal mercenar- Captain Sandoval’s expression hardens.
ies, reaches the outskirts of Cempoallan, where thou-
sands of Totonaca warriors join your force. ‘And here we are’.

Xicomecoatl himself marches ahead his troops, ‘As soon as the battle begins, as soon as our first
bravely sitting in a canopied palanquin, followed by troops break into Tizapancingo, sneak the city and find
his whole court of beautiful officials, each carried into the maps. They’ ll try the same. Your job is to do it first’.
battle by six tameme porters. The Fat Chieftain salutes After this conversation, the PCs notice a gradual in-
Cortés, and they stop the march to exchange formal ad- crease in farmsteads and tilled land; they are approach-
dresses and oaths; you watch from afar as they embrace ing the lands under Tizapancingo’s protectorate.
like old comrades and then turn to give the order to
advance. Let the PCs make any preparations they wish in the
eve of the battle; this is their last breath before their
And suddenly you and the Totonaca are all part of mission begins.
the same formation.
When they are ready to continue, the PCs notice
It’s remarkable how different, yet similar, the mili- that… wait, is that a battle? Have the attacks already
tary organisations of both worlds are. The Chontal and started? No.
Totonaca go to war almost naked, with no mounted
force or dragons of any kind; they are also much more
contained and disciplined than your rowdy mercenary

234
conquista dor’s gold

Some soldiers, both Spanish and Totonaca, are at- to perform a Charisma action, confronted by Pedro De
tacking the farms, setting fire to the thatched houses Alvarado’s competent Skill.
and routing the terrified civilians.
If the PCs win the confrontation, everyone lets go of
■ If the PCs allow this to happen, assuming it’s an in- their weapons, and Alvarado orders his men to return
evitable part of warfare, the troop marches on, ignor- to the ranks. If the PCs get a critical success, Alvarado
ing these incidents, and soon all the fields southeast also orders the pillagers, both Totonaca and Spanish, to
of Tizapancingo are burning from the raids of the ad- return what they’ve stolen from the peasants.
vancing force; a warning of what’s coming to the city.
Then, the voice of a man screams approval. Go to
Proceed to Encounter 64.
After the Encounter.
■ If the PCs express any desire to stop the pillaging,
■ If the PCs draw weapons, standing with their
Captain De Sandoval agrees and heads out with a small
Captain, Doña Cristina and her two companions leap at
troop, including the PCs, to at least go look into the
the PCs immediately. Create an encounter using Doña
matter. She yells for the raiders to stop, demanding an
Cristina, Pérez Negro and Friar Cosmes. Captain De
explanation, and even kicks a Spanish soldier that was
Sandoval and Captain De Alvarado take no part in the
trying to run away with two stolen chickens.
fight – they’re sword-dueling each other.
As Captain De Sandoval leads the troop among the
As soon as one of the PCs or one of the NPCs falls
pillagers, freezing the Totonaca hearts as much as the
down, be it traumatised or bleeding out, a roaring
Spanish ones, the leader of the raid faces you: it’s Pedro
order comes to stop the battle; proceed to After the
De Alvarado. He’s flanked by Doña Cristina and her
Encounter.
men, just like you’re escorting Captain De Sandoval. She
speaks first, barely reining in her anger. ■ If the PCs tell Captain De Sandoval to turn back
and leave Alvarado alone, she agrees and lets go of her
‘Say Alvarado, is this how we teach Christian values
weapon.
to the local populace?’
‘My loyalty to this expedition is greater than my need
‘Why, Captain, I believe it is’.
to show you manners, Alvarado. And greater than yours’.
‘The Captain ordered no Totonaca harmed. Not even
‘Yeah, yeah, you tell yourself that tonight, while you
with the aid of other Totonaca’.
keep praying that the Captain will notice you’.
‘Aren’t you the friend of the disposessed, now? I must
As Sandoval and the PCs return to their place in
warn you that it’s not fashionable anymore for smelly
the troop, Alvarado’s men and many Totonaca, con-
soldiers to be canonised. You chose the wrong career
tinue raiding the farms. They keep at it all the way to
path’.
Tizapancingo. Proceed to Encounter 64.
‘That must be why you wear more perfume than me,
Alvarado. But I’m not here to trade quips. Order your AFTER TH E ENC OUNTER
men to stop and return what they’ve stolen. Right now’. A sudden command stops everyone in their tracks.
‘Or what, Captain De Sandoval?’ It’s the Captain, Hernando Cortés himself, with
At this, Doña Cristina pulls out her estoc, and her Cristóval de Olid and other lieutenants. The PCs can-
companions shift into a combat stance. She looks at you not see Cortés clearly, as they stand facing the sun; but
intently, not bothering to hide that she’s dreamed about they can hear as he quickly and curtly demands the pil-
this moment for a while now. laging to stop.

Captain De Sandoval reaches for her sword, but ‘Yeah, yeah’, spits Alvarado, ‘and you’ ll have your bi-
doesn’t dare to answer Alvarado’s challenge right away. ographer write how generous you were, and how you
He’s of a higher rank than her, and she started this fight; made us return every chicken. You hypocrite’.
Cortés might not like such dissension. Involuntarily, al- Despite his defiance, Alvarado turns back and angrily
most agains her will, she glances sideways at you. orders his men to stop the raids and return what they
As always, what happens next depends on the PCs’ stole.
actions. Cortés just smiles with self-satisfaction, and turns
■ If the PCs try to stop the confrontation, be it by in- back to ride with his other captains. Sandoval rides be-
timidating or by pacifying Alvarado’s forces, ask them hind him, but she nods at you in silent thanks for your
support.

235
Somebody else turns to look at you as she walks Alvarado and Sandoval, to gather and discuss the situ-
away. Doña Cristina won’t forget this. ation. Alvarado commands both your group and Doña
Cristina’s to join them, not willing to take his eyes off
When you form rank again, Cortés is already ha-
you.
ranguing the troop. You cannot make out all the words,
but you notice something to the effect that if any sol- The PCs are witness to a serious debate between the
dier, Spanish or Totonaca, is caught pillaging or stealing, captains of the Spanish Expedition.
it shall mean they were using this ‘righteous attack’ as
Cortés does not wish to be seen as the butcher of
an ‘excuse to rob and kill’. He also says something like
harmless citizens, but he doesn’t want to turn back af-
‘traitors to the Expedition and myself ’, and that traitors
ter having come so far into native territory. He believes
shall be put to death.
the army should take possession of the city and accept
You also notice he hadn’t said anything before whatever tribute they are offering.
Sandoval intervened.
Captain De Sandoval, however, thinks the army
And so the encounter ends. should not squander its strength if they are no Mexica
to fight; she suggests leaving them alone. Cristóval De
Let the PCs draw cards if they need it during the last
Olid agrees, but he insists the army should accept the
stretch of the journey; a few hours later, the troop fi-
tribute first.
nally reaches Tizapancingo.
Malinalli thinks entering the city is a deathtrap, and
Run Encounter 64.
the Mexica and their allies must be laying in ambush;
Xicomecoatl was not invited to this conference, but he
Encounter 64: The Battle said the same thing earlier.

Read the following when the trip continues: Alvarado thinks the army should just attack the city
and let God sort out the survivors; Doña Cristina, with-
As Tizapancingo, a large city with the Totonaca-style out waiting to be asked for her opinion, backs Alvarado’s
pyramids and structures the PCs are now faimilar with, proposal. This is rude of her, for sure, but it opens the
comes into view, a group of envoys comes to meet your door for you to intervene if you wish.
army. Sandoval has you march to the front, so you’ ll be
on hand whatever happens. Here, the PCs have a chance to give their opinion in a
discussion that may alter the course of history.
Xicomecoatl, the Totonaca Lord, advances to meet
these envoys; Cortés and his witch, Malinalli, come right ■ If the PCs say nothing, or support Cortés’ propos-
behind. You listen to their words from a distance, al, Sandoval changes her vote to enter the city as well,
and Cristóval De olid joins the initiative to outvote
The diplomats come from Tizapancingo. They’re ask- Alvarado. The Spanish army will take Tizapancingo
ing for mercy. peacefully, and accept tribute from its locals. Proceed
It turns out the Mexica garrison retreated from the to After the Encounter.
city when they saw the Totonaca forces approaching; ■ If the PCs agree with Olid and Sandoval that the
Tizapancingo is defenceless. The three envoys, crying army should leave Tizapancingo alone and retreat,
and pleading, ask why do Cortés and Xicomecoatl wish Cortés grudgingly sees wisdom in this plan, but agrees
to harm them, to harm their people. to ask the locals for tribute. Proceed to After the
The people of Tizapancingo are willing to offer trib- Encounter.
ute for their lives, but they beg the invading army to ■ If the PCs back Alvarado and Malinalli in making a
turn back, to leave their city be. preemptive strike against the city, Sandoval looks at
Cortés nods gravely and confers with Malinalli. them in stunned surprise, and Doña Cristina smiles as
if she had beaten the PCs at something. Cortés yields,
Xicomecoatl believes it’s ‘a ruse by the cowardly or pretends to yield, to the majority, and orders an at-
Tizapancinca’, to save their Mexica masters; Alvarado tack on Tizapancingo.
demands the army attacks even if the story is true,
claiming that ‘the Mexica will come to us then’. Behind As the trumpets blare the attack signal and the ter-
him, Doña Cristina and her men are already on dragon- rified Totonaca envoys run back to the city to prepare
back, just waiting for a signal. Sandoval orders you to the defence, Sandoval, disappointed in the PCs and
do the same. ‘hoping they knew what they were doing back there’,
orders them to break rank at the first opportunity and
Then Cortés summons his captains, including search for the House of Records and the lost maps.

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conquista dor’s gold

Alvarado looks intently at Doña Cristina – her orders Encounter 65: The Race
are the same. The race to find the maps is on.
Before the PCs can break rank to look for the House of The PC must fly through the city of Tizapancingo and
Records, they must take part in the first engagements, find the Hall of Records before Doña Cristina and her
as Cortés’ army thunders into Tizapancingo, crashing men do.
and burning everything down. Ask the PCs to perform a Riding action, confronted by
Create a +1 encounter, using Totonaca Warriors. As a TSE that plays 2 cards. The PCs gain 1 advantage if the
the PCs are riding their dragon, neither side can use city is currently under attack.
close-combat weapons or attacks. The dragon takes no If all PCs lose the confrontation, Doña Cristina’s group
part in the encounter, as it’s busy setting fire to houses reaches the Hall of Records first; proceed to After the
and other ground troops. Encounter.
If the PCs survive the encounter, ask them to Perform If at least one PC wins the confrontation, they have
a Stealth action, confronted by a TSE that plays 3 cards, found the Tizapancingo Hall of Records; they must now
to slip past the main battle and enter the city. If at least reach it before Doña Cristina does.
one PC succeeds on the action, they find a way out of
the battle and into the city; proceed to Encounter 65. Ask the PCs to perform an Athletics, Riding or
Survival action, confronted by a TSE that plays 3 cards.
If the action fails, create another fair encounter as The PCs gain one advantage if they obtained a posi-
detailed above, allowing the PCs another action, con- tive consequence in the previous action, plus one ad-
fronted by another TSE that plays 3 cards, after the en- vantage if they defeated any member of Doña Cristina’s
counter. Repeat this until the PCs successfully break group during Encounter 63.
from the main battle (proceed to Encounter 65) or die.
If all PCs lose the confrontation, they find Doña
A F T E R T H E E N COU N TE R Cristina’s group leaving the Hall with the maps; pro-
ceed to After the Encounter.
Once it’s decided that Cortés’ army will spare the city
of Tizapancingo, the PCs’ role depends on exactly what If at least one PC wins the confrontation, they have
was decided during the meeting with Cortés’ captains. reached the Hall of Records before Doña Cristina. They
cannot land their dragon in their street, so they have
■ If the army entered Tizapancingo, the locals cower
to ask it to wait for them outside the city while they
and spit before their conquerors, but they don’t attack.
enter the building.
Now, while Cortés and Olid meet with the city lead-
ers and make inventory of the city treasury, Sandoval If the Spanish entered the city peacefully, the
and Alvarado signal their respective teams to search Totonaca guards protecting the hall allow the PCs to
Tizapancingo for the maps. pass; proceed to Encounter 65 Conversation.
The race is on. Proceed to Encounter 65. If the city is currently under attack, create a -2 en-
counter, using Totonaca guards. If the PCs survive the
■ If the army turned back without entering
encounter, they may enter the Hall of Records now.
Tizapancingo, Cortés and Olid demand the tribute of-
Proceed to Encounter 65 Conversation.
fered in return for peace. Here, the PCs may think of
asking the city envoys to include the Mexica maps with ENC OUNTER 65 C ONVERSATI ON
the tribute; if they don’t, Captain De Sandoval suggests
it anyway, but award the PCs 5 extra experience points The Hall of Records of Tizapancingo, like all Mexica
if they come up with the idea first. architecture, is a beautiful stone building with colour-
fully decorated walls. The tlacuilomeh librarians are
When the Totonaca envoys arrive with the Mexica intimidated by the PCs, but still demand they spare the
maps, Sandoval asks for the maps and gives them to records and documents in the hall.
the PCs, asking them to leave right away to find the lost
gold. The PCs now have Directions to The Thunder, and ■ If the PCs attack the librarians, they offer no resist-
are ready for their last mission. ance and are easily killed; the PCs may now search for
the maps.
Proceed to Scene 17.
■ If the PCs ask for the maps to The Thunder, the li-
brarians tell them they have no such thing, as they
don’t know the package from the Cempoallan tlacuilo

237
contained such maps; however, they let the PCs search frontation, they may finish the battle; otherwise, their
for the maps. enemies have escaped with the maps.
■ If the PCs ask for some maps the tlacuilo of ■ If the PCs failed to even find the Hall of Records,
Cempoallan sent here, the librarians do know which they spot Doña Cristina’s dragon leaving the city, and
maps the PCs are talking about, and gladly give them must now give chase.
to the PCs. Proceed to After the Encounter.
Create an encounter using Doña Cristina Díaz, Pérez
■ If the PCs push the librarians aside, or promise not Negro and Friar Cosmes. If any of the three was defeat-
to harm the records, they may search for the maps on ed or killed during Encounter 63, they don’t appear in
their own. this battle. Both teams’ dragons take part in the bat-
tle, and attack each other on their own turns as their
If the PCs search for the maps of The Thunder, ask
human riders fight among themselves.
them to perform a Perception or Knowledge action,
confronted by a TSE that plays 3 cards. The PCs gain Since Doña Cristina’s team already has the maps,
one advantage if they saw the tlacuilo’s other maps they escape the fight if the PCs fail to damage them
during Encounter 25, plus one advantage if they ob- during the first round. Ask the dragonrider PC to per-
tained a positive consequence in the action to find the form a Riding action, confronted by Doña Cristina (or
library. They suffer one disadvantage if they attacked her surviving companion)’s Competent Skill. If the PC
the librarians, plus one disadvantage if they attacked wins the confrontation, they overtake their enemies
the entrance guards. and may finish the battle; otherwise, their enemies
have escaped with the maps.
If the PCs win the confrontation, they find the maps;
they now have Directions to The Thunder. After the fight, if the PCs defeated Doña Cristina or
escaped with the map, they now have Directions to
Proceed to After the Encounter.
The Thunder if they didn’t already. They may return
A FT E R T H E E N COU N TE R to Captain Sandoval, who immediately asks them to fly
in search of the place in the maps; proceed to Scene 17.
What happens after the encounter depends on wheth-
er the PCs won or lost the race to the Thunder maps. If Doña Cristina’s team escaped with the map,
the PCs must return to Captain De Sandoval empty-
■ If the PCs found the Hall of Records before Doña
handed; their mission has failed. Proceed to Scene 20.
Cristina, she intercepts them as they are leaving the
building. Create an encounter using Doña Cristina Díaz,
Pérez Negro and Friar Cosmes. If any of the three was
defeated or killed during Encounter 63, they don’t ap-
pear in this battle.
Scene 20:
If the PCs have directions to the Thunder, they may
disengage at any time by succeeding on an Athletics
or Stealth action, confronted by Doña Cristina’s
the enD
Competent Skill. If they succeed, they have escaped the
fight with the maps. Several days later, you are drinking with Captain De
■ If the PCs found the Hall of Records, but Doña Sandoval, sharing the most recent news after the lost
Cristina got there first, it’s the PCs that intercept Doña gold fiasco.
Cristina as she is leaving the building, after both teams Let the PCs lead the conversation as they wish; the
have dispatched their dragons to the city outskirts. Captain’s comments and answers depend on what the
Create an encounter using Doña Cristina Díaz, Pérez PCs did during the adventure.
Negro and Friar Cosmes. If any of the three was defeat-
■ If the PCs did NOT take the Mexica Side during their
ed or killed during Encounter 63, they don’t appear in
this battle. reports in Scene 15, Cortés is currently in Cempoallan,
trying to impose Christian faith among the Totonaca.
Since Doña Cristina’s team already has the maps, they
escape the fight if the PCs fail to damage them during ‘There are precious little news; the Captain is still
the first round. Ask the PCs to perform an Athletics at Cempoallan, bringing down their idols and trying to
action, confronted by Doña Cristina (or her surviving force the locals into The Faith. You know, the usual’.
companion)’s Competent Skill. If the PCs win the con- ‘But the last time he was here, he had a letter writ-
ten to the Kings of Spain. Aye, and he sent Hernández

238
conquista dor’s gold

Portocarrero with that letter, along with some of the the Captain’s case. But I don’t like it. He’s as likely to
gifts we got from the Mexica and Totonaca’. betray the Captain as he is to pretend loyalty for some
ulterior motive’.
‘Well, this should prove that the Captain is truly do-
ing the Crown a service with this campaign, whatever ‘Oh, I bet my swords that, as soon as they set foot in
Velázquez wants to claim’. Cuba, Montejo will go to Velázquez and convince him to
send more captains against Cortés. Or worse, he will ask
■ If the PCs took the Mexica Side during their reports
for Velázquez support and then ask the King himself to
in Scene 15, De Sandoval is now the last Spanish officer
appoint him ruler of the New World, with a whole fleet
remaining in Vera Cruz.
just for him… Mark my words, that man will be trouble
‘Affairs go as well as could be expected, thank the later on’.
Lord. Running this outpost is both a lot more work than
■ If Scene 19 took place, the Totonaca are ambivalent
I could have imagined, and much easier than I feared’.
about the Spanish.
‘Oh, the Mexica sent a few soldiers to help us keep
‘Nothing else, nothing else… The Totonaca have kept
the embassy safe. Have you seen them? Disciplined peo-
control of Tizapancingo. The Mexica tried to return, but
ple, they are. They look brave’.
the locals routed them with extreme prejudice. We will
‘The Captain sends his regards, by the way; his mes- have to watch that city closely’.
sengers had little else to say, as he and Alvarado are
‘We still have the support of Xicomecoatl’s army;
busy retaking the Santa María outpost. I did tell you the
we can now advance into Mexica lands whenever we
Yok’atán took it back, didn’t I? Bah, surely Cortés and
like. But I think the Totonaca are still stung about the
Alvarado have reconquered it as we speak. Those two
Captain burning their idols and demanding they worship
men could have taken the Mexica Empire on their own,
the Holy Virgin’.
I tell you’.
‘I’m mostly ashamed for you, who went to all that
‘No, I prefer to be at peace with the Mexica. I feel bad
trouble to prove that we weren’t the ones defacing their
about our Totonaca hosts – they had such hopes on us-
idols, only to have the Captain wreck them right to
ing us to gain their freedom – but such are the fortunes
Xicomecoatl’s face. That’s spreading the Word for you’.
of war, and the ways of God our Lord’.
‘Don’t get me wrong, I’m as good a Christian as any.
‘I guess if Father Díaz hadn’t returned to Cuba with
But I think this world would be much more peaceful if
the rest of Velázquez’ partidaries, we’ d be spreading the
we weren’t forced to observe such rituals, such zeal… ah,
Word of God among the locals; for now, it’s enough to
don’t mind me. I’m just a soldier, what do I know’.
have our own church. Conversion will come when the
Captain returns from Yok’atán’. ■ If the PCs killed Chawaná or the Un Takám agents at
Scene 18, there have been some attacks…
■ If the PCs brought proof of Montejo’s Plot, Captain
De Sandoval goes on to tell he was arrested and sent ‘Well, there’s somethign that worries me, to be hon-
away. est. The Totonaca are… less tolerant of us than they used
to. If we’re going to cross their lands, we should do it
‘But we also sent Montejo in chains aboard that boat.
soon. They grow more hostile with every week. Soon
That’s what eases my mind the most; mark my words,
they won’t ever allow us into their lands anymore, much
that man was the greatest danger to our Captain and
less march with us against the Mexica… or anywhere
our quest’.
else’.
‘Left to his own devices, he would have become
‘I don’t know… it’s like some anti-Christian faction
Adelantado, as he called himself among the locals, and
was gaining influence behind them, instigating the
surely stolen all the credit and rewards due our own ef-
Totonaca rulers against us’.
forts, by my Faith’.
■ If the PCs ended in good terms with the Un Takám
‘Now he’s out of favour with Spain, out of favour
and did NOT take the Mexica Side, the Spanish have
with Velázquez and out of our hair, thank the Lord. No,
new allies…
not the Lord – thanks to you. Cheers to that’.
‘A few Totonaca men and woman came to my tent,
■ If the PCs did not bring proof of Montejo’s Plot,
claiming to be ambassadors of some lord’s coalition.
Captain De Sandoval finishes by telling Montejo was
They have offered their intelligence services in our war
aboard that ship too.
against the Mexica’.
‘Montejo volunteered to go as well, to help defend
‘We haven’t yet marched against the Mexica, and

239
conquista dor’s gold

already these agents have been incredibly useful, pro- soldier this Díaz… Well, he told me a story’.
viding us with maps and schedules of the Mexica troops’
‘Oh, he didn’t know anything about the fate of the
movements. We may yet conquer these lands’.
lost chest… he had believed it was lost to the indians,
■ If the PCs killed Doña Cristina Díaz, Alvarado has just like everyone else’.
become an enemy of the PCs.
‘But he knew about the chest before that’.
‘Captain De Alvarado has not forgiven you for the
‘This Díaz, he… you have to swear you won’t share
death of his best dragon rider, mind you’.
this with anyone, soldiers. On your lives’.
‘Oh, I don’t think he begrudges you her life. No, he’s
‘Díaz, he told me… He told me that another Captain,
mad that you beat her, that you made him lose the race
one that didn’t work for either Montejo or Velázquez,
for the lost gold. He will get back at you because you
paid him. Paid Díaz to switch the contents of the chest,
made him look like a fool. But he will get back at you,
before it ever left Cuba’.
soon as he can. Be… be careful, all right?’
‘Yes. If Díaz is to be believed, and I’m not saying he is
■ If the PCs failed to kill Doña Cristina Díaz, she is the
to be believed, but if he is, the chest came here, but the
one that has sworn vengeance against the PCs.
50,000 ducados never left Cuba’.
‘You should watch your back against Doña Cristina,
‘And Montejo never knew this; not even Velázquez,
by the way’.
who always kept the key of the chest to himself – why,
‘I can keep her away from you while in the garrison, he may still have it hanging from his neck for all we
but… keep a sharp eye when you’re out, that’s all I shall know. They never had any idea that the chest’s contents
say’. had been switched by the time Montejo took it onboard
during the first trip’.
‘Well, I guess she will never forgive your meddling
into that lost gold business’. ‘Of course Díaz, didn’t tell me who the other Captain
was, the man who paid him to switch the gold. But… well,
■ If the PCs failed to learn the Secret of the Empty
he must have been a hidalgo, someone that was in Cuba
Chest, De Sandoval considers it all a failure.
and knew about the expedition. Someone that suddenly,
‘There I go, reminding you of all that. My apologies’. overnight, had enough money to hire men and afford his
own expedition, regardless of whether Velázquez backed
‘No, it’s just that… I don’t hold it against you, all right?
it or not… A man that, when everyone else was looking
God knows it was a damn long shot, trying to find a sin-
for the gold, did not care that much about it. Because
gle gold chest in a whole New World. If it even existed’.
he’ d have spent it all already. A man that, aware of it all,
‘Never mind. Perhaps this will be a step forward for cheated everyone else’.
us. A small step, toward focusing less on gold chests and
‘…But why speculate? We may never know’.
more on… oh, you know… not being assholes to each
other’. ‘You can look for Díaz and ask him for the whole
story. His full name was something Bernardo… Bernal?
‘Yeah, for most of us, this entire new continent is
Bernal Díaz Del something. Perhaps he made it all up;
nothing but a stash of gold chests. I may be going against
he’s quite good at telling a tale. But who knows, maybe
custom, here… but… I don’t know, all right? I don’t know
he will tell you who his mysterious captain was’.
why. But I am glad that we failed to find it. I am’.
■ If the PCs learned the Secret of the Empty Chest,
‘Oh, by the way… on another subject entirely… the
she has her own secret to share. Captain, our Captain, asked me to give you his apologies’.

‘Ha ha, I just love how it all turned out’. ‘No, he did not say why. I thought you would know’.

‘Yeah, isn’t that hilarious? The chest never had any However, Sandoval’s expression suggests that she
gold at all! HA!’ knows.

‘Oh, and… uh… well, I have something to tell you’.


‘There was a soldier, name of Díaz, I think... A soldier
that worked for Velázquez, that later came aboard the
second expedition, and is now among Cortés’ personal
troops’.
‘This… this is for your ears only, all right? But this

240
t h e n e w daw n

Drakkar warrior

NpcS LEVEL 2

skills
INIT IAT IV E 6

C OMPETENT 6 (2)
MED IOC R E 5 (2)

NON-PLAYER CHARACTERS attacks

( N P C S ) are characters controlled MELEE Rea c h 3, c o nc ussi v e 4


by the GM. They are the key to many
stories, and they can be friends, foes,
or simply neutral. They can be as sim-
ple or as complex as the GM wants: health 6 thr eshold 2

she is in charge of developing their SOFT A R MOUR 2

backstories, if they need them. While HA R D A R MOUR 1

with many NPCs most interactions abilities


will consist of talking or trading, oth- SHIELD 3: ACTION (Melee): Uses this action
ers might perform actions and engage against a Shooting action that targets him, gains
in confrontations. one advantage. If he is successful, he cancels
up to 3 of that damage. REACTION: If he loses a
confrontation against an attack by up to 3 points,
he cancels up to 3 of that damage. Limited to 3

P
times per Scene (in total, between the action and
the reaction).
LE AS E , S E E D C A ’ S Core Book for the rules to use
NPCs and the stats of common NPCs. The New CHARGE: REACTION: After performing a running
Dawn campaigns introduce some new NPCs, some com- action, if an enemy is within Melee range, it can
mon (e.g. Drakkar warrior) and some named NPCs (e.g. automatically perform an attack against him, if
Doña Cristina). These have been specially introduced successful, it will deal one additional damage.
for this campaigns in particular, but feel free to use Having already performed an action does not
them however you want. cause Exhaustion for this additional action.
The New Dawn campaigns introduce the following
new common NPCs: Drakkar warrior, Drakkar bersek-
er, Michintecatl, Tentacle beast, Totonaca warrior, Un
Takam agent, Un Takam leader, and Giant Bee swarm.
And, the following named characters: Doña Cristina,
Perez Negro, Frier Cosmes, Sister Kana, Chawana, and
Xtakat Luwa.

SIZE: NOR MA L ‡ TYPE: HUMA NO ID


BEHA VIOUR : A GGR ESSIVE ‡ LA NGUA GES: O N E
NA TIVE LA NGUA GE
MOVEMENT: 1 0 METR ES
SPEC IA L SENSES: NONE
R ESOUR C E: 1 x LEA THER SHIELD

241
Drakkar berseker Michintecatl
LE V E L 2 I N I T I A T IVE 6 LEVEL 2 INITIAT IV E 4

skills skills
COM PE TE N T 6 (2 ) C OMPETENT 4 (2)
ME D I OC R E 5 (2 ) MED IOC R E 4 (1)

attacks attacks

ME L E E R e a c h 4 , p i erc i n g 5 MELEE Rea c h 2, v eno mo us 2 2

health 6 thr eshold 3 health 4 thr eshold 2


SO FT AR M O UR 2 SOFT A R MOUR
HAR D AR M O UR HA R D A R MOUR 2

abilities abilities

BERSEKER: Cannot suffer extra damage as a WATER-ONLY CREATURE: It can move on water
positive consequence of an attack against him. at regular speed. If both the michintecatl and
its target are submerged or partially submerged
CHARGE: REACTION: After performing a running
in water, the teomichin gains one advantage
action, if an enemy is within Melee range, it can
towards physical actions. It cannot survive
automatically perform an attack against him, if
outside water for longer than one minute and it
successful, it will deal one additional damage.
suffers one disadvantage during that time.
Having already performed an action does not
cause Exhaustion for this additional action. MICHINTECATL VENOM: REACTION: After being
affected by this venom, you cannot breath in
open air, but you can breath underwater. The
venom’s effect disappear after 48/Xh, where X is
the character’s Threshold, alternatively, it can be
cured with a magical Medical action.

S I ZE : N O RMA L ‡ T Y PE : H U MA N O I D
B E H AV I OUR : A G G RE S S I V E ‡ L A N G U A G E S : ONE SIZE: NOR MA L ‡ TYPE: HUMA NOID
NATIVE LANGUAGE BEHA VIOUR : A GGR ESSIVE ‡ LA NGUA GES: N O N E
M OV E M E N T : 1 0 M E T RE S MOVEMENT: 1 0 METER S
S PEC I A L S E N S E S : N O N E SPEC IA L SENSES: UND ER W A TER BR EA THER (AN Y)
R E S OUR C E : 1 x T W O - H A N D E D BA T T L E A X E R ESOUR C E: x -

242
t h e n e w daw n

Tentacle beast Doña Cristina


LE V E L 4 I N I T I A TIVE 9 LEVEL 4 INIT IAT IV E 5

skills skills
C OM PE TE N T 2 (2 ) C OMPETENT 9 (3)
M E D I OC R E 1 (1 ) MED IOC R E 6 (2)

attacks attacks

M E L E E R e a c h 3 , g rappl e 2 MELEE Rea c h 3, pi erc i ng 3+


MELEE Rea c h 6 3

health 6 thr eshold - health 8 thr eshold 2


S O FT AR M O UR SOFT A R MOUR 1
H AR D AR M O U R HA R D A R MOUR 3

abilities abilities

It cannot suffer exhaustion and it has got 8 DRAGON RIDER: It rides an adult mediterranean
tentacles. Each tentacle attacks and suffers dragon.
damage independently, but they move and suffer
CALM KILLER: Gains one advantage when
other effects as a unit (such as fear and venom).
attacking a Spent character or when attacking by
After a tentacle performs an action, reduce the
surprise.
beast’s Initiative by one until the end of the
Round. After a tentacle dies, reduce the beast’s STEALTHY: Gains one advantage towards Stealth
Initiative by one forever. and Perception.
WATER-ONLY CREATURE: It can move on water
at regular speed. If both the tentacle beast and
its target are submerged or partially submerged
in water, the tentacle beastgains one advantage
towards physical actions. It cannot survive
outside water for longer than one minute and it
suffers one disadvantage during that time.

SIZE: NOR MA L ‡ TYPE: HUMA NO ID


S I ZE: L A RG E ‡ T Y PE : BE A S T BEHA VIOUR : A GGR ESSIVE ‡ LA NGUA G ES: O N E
B E H AV I O UR : C A U T I O U S ‡ L A N G U A G E S : NONE EUR OPEA N LA NGUA GE
MO V E ME N T : 1 2 M E T E RS MOVEMENT: 1 0 METR ES
S PE C I AL S E N S E S : U N DE RW A T E R BRE A T H ER (A NY) SPEC IA L SENSES: NONE
RE S O U RC E : 8 x A N I MA L R ESOUR C E: 1 x C ONQUISTA D OR ’ S SWO RD

243
Perez Negro Frier Cosmes
LE V E L 4 I N I T I A T IVE 7 LEVEL 3 INITIAT IV E 3

skills skills
COM PE TE N T 6 (4 ) C OMPETENT 8 (2)
ME D I OC R E 5 (2 ) MED IOC R E 5 (2)

attacks attacks

ME L E E R e a c h 4 , p i erc i n g 2+ MELEE Rea c h 2, c o nc ussi v e 3


RA N G E D R e a c h 1 0 , s eco n d a ry w ea p o n , pi er c i n g, 2+

health 7 thr eshold 2 health 7 thr eshold 2


SO FT AR M O UR 1 SOFT A R MOUR 2
HAR D AR M O UR 2 HA R D A R MOUR

abilities abilities

DAGGER: REACTION: After dealing Melee damage, MAGIC RESISTANCE 1


deal another instance of 2 damage.
SPELLCASTER 8: It knows the Patmos and Seven
PISTOLS: This weapon’s range is only 20 metres, Seals Scriptures of magic and has 8 Spirit.
but it can be shoot in Melee range, gaining one
TORTURER: Gains one advantage to obtain
advantage (this allows you to counteract Melee
information through torture.
attacks with Shooting). He carries two and it
would take him two actions to reload one. CALM KILLER: Gains one advantage when
attacking a Spent character or when attacking by
DUELIST INSTINCT: INSTANT: During a Melee
surprise.
confrontation force your opponent to play his
next card or pass, even if he has a higher action
value. Limited to once per confrontation.
FIRST BLOOD: REACTION: After damaging a
character for the first time during a Scene, if that
character was not part of a Formation, he suffers
Fear.
CALM KILLER: Gains one advantage when
attacking a Spent character or when attacking by
surprise.

S I ZE : N O RMA L ‡ T Y PE : H U MA N O I D SIZE: NOR MA L ‡ TYPE: HUMA NOID


B E H AV I O UR : C U N N I N G ‡ L A N G U A G E S : ONE BEHA VIOUR : A GGR ESSIVE ‡ LA NGUA GES: O N E
E U RO PE A N L A N G U A G E EUR OPEA N LA NGUA GE
M OV E M E N T : 1 2 M E T RE S MOVEMENT: 1 0 METR ES
S PEC I A L S E N S E S : N O N E SPEC IA L SENSES: NONE
R E S OURC E : 1 x DU E L I S T S W O RD R ESOUR C E: 1 x MA GIC OR NA MENT

244
t h e n e w daw n

Sister Kana Chawana


LEVEL 4 I N I T I A TIVE 3 LEVEL 3 INITIAT IV E 4

skills skills
C O M PE TE N T 8 (3 ) C OMPETENT 8 (3)
MEDIOCRE 5 (1 ) MED IOC R E 5 (1)

attacks attacks

M E LE E R e a c h 6 2 MELEE Rea c h 1, pi erc i ng, v eno mo us 5 2+


R A NGED Rea c h 10, sec o nda ry wea po n, pi e rcin g 2+

health 7 thr eshold 2 health 5 thr eshold 1


S OFT AR M O UR 1 SOFT A R MOUR 1
H AR D AR M OU R HA R D A R MOUR

abilities abilities

MAGIC RESISTANCE 2 DAGGER: REACTION: After dealing Melee damage,


deal another instance of 2 damage.
SPELLCASTER 12: It knows the Nahualotl, Tonalli,
Titici, Tlachixqui, Xihuitl, and Necrophagic STEALTHY: Gains one advantage towards Stealth
schools of magic and has 12 Spirit. and Perception.
WEATHER PRIEST: He is unaffected by his own CAMOUFLAGE: It gains one advantage towards
Spells. Stealth.
BLINDNESS VENOM: REACTION: After being
affected by this venom, suffer blindness. Its
antidote is the cuetlayochiti plant, which can be
obtained as a forestry resource in Anahuac.

S I ZE : N O RMA L ‡ T Y PE : H U MA N O I D SIZE: NOR MA L ‡ TYPE: HUMA NOID


B E H AV I OUR : C A U T I O U S ‡ L A N G U A G E S : THR EE BEHA VIOUR : C UNNING ‡ LA NGUA GES: TWO N AT IV E
NATIVE LANGUAGES LA NGUA GE
M O V E ME N T : 1 0 M E T RE S MOVEMENT: 1 2 METR ES
S PE C I A L S E N S E S : N O N E SPEC IA L SENSES: NONE
R E S O URC E : 1 x M A G I C O RN A M E N T R ESOUR C E: 1 x C A MOUFLA GE C AP E

245
Xtakat Luwa Totonaca warrior
LE V E L 3 I N I T I A T IVE 8 LEVEL 2 INITIAT IV E 3

skills skills
CO M PE TE N T 3 (3 ) C OMPETENT 6 (2)
ME D I O C R E 2 (1 ) MED IOC R E 5 (2)

attacks attacks

ME LE E R e a c h 2 4 MELEE Rea c h 6 2
ME LE E R e a c h 5 2

health 6 thr eshold 2 health 5 thr eshold 2


SOFT AR M O UR SOFT A R MOUR 2
HAR D AR M OUR 2 HA R D A R MOUR

abilities abilities

LONG JUMPS: It can jump up to 15 meters SHIELD 3: ACTION (Melee): Uses this action
forwards or up to 5 meters upwards. against a Shooting action that targets him, gains
one advantage. If he is successful, he cancels
CAMOUFLAGE: It gains one advantage towards
up to 3 of that damage. REACTION: If he loses a
Stealth.
confrontation against an attack by up to 3 points,
he cancels up to 3 of that damage. Limited to 3
times per Scene (in total, between the action and
the reaction).
RANK SOLDIER: Gains one advantage towards
Discipline while in a Formation.
SHIELDWALL: He does not become Spent after
using the defensive stance action. REACTION:
After an adjacent member of his Formation is
the target of an attack, he can benefit from the
protection of this shield. This effect stacks with
any Protection he may gain from his own shield.
It stacks.

SIZE: NOR MA L ‡ TYPE: HUMA NOID


S I ZE : S MA L L ‡ T Y P E : DRA G O N BEHA VIOUR : A GGR ESSIVE ‡ LA NGUA GES: O N E
B E H AV I O UR : AG G RE S S I V E ‡ L A N G U A G E S : NONE NA TIVE LA NGUA GE
M OV E ME N T : 1 5 M E T E RS MOVEMENT: 1 0 METR ES
S PE C I A L S E N S E S : N O N E SPEC IA L SENSES: NONE
R E S O U RC E : 2 x A N I MA L R ESOUR C E: 1 x STONE SPEA R

246
t h e n e w daw n

Un Takam agent Un Takám leader


LEVEL 2 I N I T I ATIVE 4 LEVEL 3 INIT IAT IV E 6

skills skills
C O M PE TE N T 2 (3 ) C OMPETENT 6 (3)
MEDIOCRE 3 (1 ) MED IOC R E 3 (2)

attacks attacks

M E LE E R e a c h 2 , c o n cu s s i ve 3 MELEE Rea c h 2, c o nc ussi v e 3


R AN G E D R a n g e 1 0 , ra d i u s 3 , f i r e, f l ames 2 2+ R A NGED Ra nge 10, ra di us 3, fi re, fla mes 2 2+

health thr eshold health thr eshold


SO FT AR M O UR SOFT A R MOUR
HAR D AR M O U R HA R D A R MOUR

abilities abilities
SMOKE BOMB: ACTION: Throws a smoke bomb to SMOKE BOMBS: ACTION: Throws a smoke bomb
the ground in front of himself, then he gains two to the ground in front of himself, then he gains
advantages towards a Stealth action to escape the two advantages towards a Stealth action to
scene or hide close by. Requires to be done in a escape the scene or hide close by. Requires to be
busy area, allowing him to move out of the cloud done in a busy area, allowing him to move out of
undetected. Limited to once per Scene. the cloud undetected. Limited to once per Round.

S I ZE : N O RMA L ‡ T Y PE : H U MA N O I D SIZE: NOR MA L ‡ TYPE: HUMA NOID


B E H AV I OUR : A G G RE S S I V E ‡ L A N G U A G E S: ONE BEHA VIOUR : A GGR ESSIVE ‡ LA NGUA G ES: T WO
NATIVE LANGUAGE NA TIVE LA NGUA GES
M O V E ME N T : 1 1 M E T RE S MOVEMENT: 1 2 METR ES
S PE C I A L S E N S E S : N O N E SPEC IA L SENSES: NONE
R E S O U RC E : 1 x Q U A U H O L O L L I R ESOUR C E: 1 x QUA UHOLOLL I

247
Giant bee swarm Assassin
LE V E L 4 I N I T I A T I VE 5 LEVEL 3 INITIAT IV E 7

skills skills
COM PE TE N T 1 (3 ) C OMPETENT 8 (3)
ME D I OC R E 1 (0 ) MED IOC R E 5 (1)

attacks attacks

ME L E E R e a c h 8 X MELEE Rea c h 2, pi erc i ng 2+


R A NGED Rea c h 10, sec o nda ry wea po n, pi ercin g 2+

health 8 thr eshold - health 5 thr eshold 2


SO FT AR M O UR SOFT A R MOUR 1
HAR D AR M O UR HA R D A R MOUR

abilities abilities
Non-fire attacks can only deal it one damage. It DAGGER: REACTION: After dealing Melee damage,
does not gain Exhaustion and it can perform one deal another instance of 2 damage.
attack against each character within its Melee
STEALTHY: Gains one advantage towards Stealth
range.
and Perception.
After successfully attacking, it deals as much
CALM KILLER: Gains one advantage when
damage as the action value difference between
attacking a Spent character or when attacking by
itself and its opponent.
surprise.
FLYER: It can fly. While flying and even if it is
FIRST BLOOD: REACTION: After damaging a
already Spent, it can perform one free movement
character for the first time during a Scene, if he
action that won’t make it Spent. REACTION: After
was not part of a Formation, he suffers Fear.
declaring an attack while flying, it increases its
reach by 2.

SIZE: NOR MA L ‡ TYPE: HUMA NOID


S I ZE : L A RG E ‡ T Y PE : S W A RM BEHA VIOUR : C UNNING ‡ LA NGUA GES: TWO N AT IV E
B E H AV I O UR : AG G RE S S I V E ‡ L A N G U A G E S : NONE LA NGUA GE
M OV E ME N T : 1 2 M E T E RS MOVEMENT: 1 2 METR ES
S PEC I A L S E N S E S : N O N E SPEC IA L SENSES: NONE
R E S O U RC E : 1 x A N I MA L R ESOUR C E: 1 x ITZTLI K NIFE

248

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