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D&D5 - En5ider 043 - Adventure - #14# - Dia de Los Dinosaurios Muertos PDF

The Day of the Dead festival is underway in the city of New Aztlán. During the festivities, animated skeleton figures called calacas representing deceased ancestors mingle with the living. However, something evil stirs beneath the ancient ruins that New Aztlán was built upon. Unbeknownst to the citizens, the ruins were from a civilization of feathered serpents, or dinosaurs. At sunset, the festivities are attacked by undead velociraptors rising from the city canals. The characters must track the raptor commanders to entrances around the city square and explore the Undercity of the Feathered Ones to learn what is causing the ancient people to rise and how to stop

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0% found this document useful (1 vote)
249 views18 pages

D&D5 - En5ider 043 - Adventure - #14# - Dia de Los Dinosaurios Muertos PDF

The Day of the Dead festival is underway in the city of New Aztlán. During the festivities, animated skeleton figures called calacas representing deceased ancestors mingle with the living. However, something evil stirs beneath the ancient ruins that New Aztlán was built upon. Unbeknownst to the citizens, the ruins were from a civilization of feathered serpents, or dinosaurs. At sunset, the festivities are attacked by undead velociraptors rising from the city canals. The characters must track the raptor commanders to entrances around the city square and explore the Undercity of the Feathered Ones to learn what is causing the ancient people to rise and how to stop

Uploaded by

Nemesis Rex
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Dia de los

Dinosaurios

Muertos
a fantasy adventure for 45 pcs of 14th level

he city of New Aztln is in the midst of


the most important religious celebration
of the year. Unfortunately for the residents
of New Aztln, something evil stirs beneath the
city. Unbeknownst to them, the ancient ruins
New Aztln was built atop were in fact from a
civilization of feathered serpentsdinosaurs!


writing
color art

maps

editing

layout

Jensen Toperzer
Melissa Tillery
Justin Mason
James Haeck
Eric Life-Putnam

EN World EN5IDER | Da de los Dinosaurios Muertos

GM Introduction
The city of New Aztln is in the midst of the
most important religious celebration of the year,
the Day of the Dead. Dedicated to the goddess
Mictecacihuatl (meek-TEKA-kee-wadl), the day
marks a date when the barriers between the realm
of the dead and the living are thin. Willing spirits
of the dead are summoned into skeletal vessels,
called calacas, and for the day they can meet their
living descendants and spend the day celebrating.
The calacas are artfully decorated skeleton
sculptures usually made of plaster, wire, and clay,
and decorated with the belongings of the deceased.
Clerics work minor magic to ask the deceased to
briefly return during el da de los muertos.

Unfortunately for the residents of New


Aztln, something evil stirs beneath the city.
Unbeknownst to them, the ancient ruins New
Aztln was built atop were in fact from a
civilization of feathered serpentsdinosaurs!
When the first Day of the Dead celebrations
began, the slumbering dead of the ancient
dinosaur civilization awoke, only to find their
beloved city overrun by filthy, hairless apes. The
raptors have awakened in secret on each Day of
the Dead since, and have been plotting to rise and
reclaim what is theirs.
Soon New Aztln will bow to their undead,
feathery overlords!

Pronunciation of Names & Terms (and English alternatives)


As this adventure is rooted in Central American
mythology, it uses names and terms in either Nahuatl (the language of the Aztec Triple Alliance) or in
Mexican Spanish that may be unfamiliar to Englishspeaking GMs and players. Below are pronunciations
Name
(New) Aztln

Pronunciation
(New) ahz-LAN

Mictecacihuatl
Miquiztlicoatl
Coaxoch
Zcalo

meek-teh-cuh-WAHDL
mee-KIS-tli-ko-AHDL
co-AX-otch
SO-cah-lo

Calaca

KA-laka

Tlaloc
Chalchiuhtlicue
Quetzalcoatl
Huitzilopochtli

tla-LOK
cha-CHIW-tli-que
ketzal-ko-AHDL
huitsilo-POCHTLI

Itzpapalotl

eetspaa-pa-LAHDL

and English translations of names and terms used


in this adventure. The Nahuatl and Spanish terms
are used throughout this document, but English
translations can be used if the Nahuatl names prove
unwieldy or confusing in play.

Meaning
Name of the city in which the adventure takes
place.
Goddess of the Dead [NG].
Villain of the adventure; evil velociraptor priest
High priestess of Miquiztlicoatl.
Center of town, town square.
Plaster-and-paper reanimated skeleton figure,
containing the soul of an honored ancestor.
God of storms [LN], husband of Chalchiuhtlicue.
Goddess of rivers and lakes [LN], wife of Tlaloc.
God of wind and knowledge [CG].
God of war, sun, fire, conquest, and rulership
[LE]. Brother of Itzpapalotl.
Demon goddess of stars, patron of pregnant
women and woman warriors [CE]. Sister of
Huitzilopochtli.

Da de los Dinosaurios Muertos | EN World EN5IDER

English Equivalent
(New) Heron City
Lady Death
Death Serpent
Serpent Flower
Town Square, City
Center, Grand Plaza
Blessed Dead
Storm Lord
She of the Jade Skirt
Feathered Serpent
The Southern
Hummingbird
The Obsidian
Butterfly

Background

Miquiztlicoatl, a velociraptor mummy lord, is


the true power behind the risen raptors. When
Miquiztlicoatl lived, he was a priest-king and
usurper of the feathered throne. When he rose
to power, the raptor and his supporters broke
from the old gods, the twin Feathered Lords, and
established a selfish new religion that sought
immortality through undeath.
It was not to last. For Miquiztlicoatls hubris,
Quetzalcoatl and the Feathered Lords called down
a flood to sink the Feathered Capital and cursed
Miquiztlicoatl and any who had followed him
to never find rest in the afterlife. Miquiztlicoatl
vowed he would return, reclaim his kingdom, and
take his place as a living god.
Many centuries later, humans founded New
Aztln upon the ruins of the Feathered Capital.
Three hundred and sixty years ago, the people of
New Aztln celebrated the first Day of the Dead.
Little did they know that the necrotic energies
involved in raising calacas for the Day of the Dead
also revived the ancient dead of the Feathered
Kingdom. For the past three hundred and sixty
years, the raptors have awoken only on the Day of
the Dead. From their perspective, less than a year
has passed since the Feathered Capital sank. In
that year, Miquiztlicoatl quietly had his servants
kidnap celebrants and sacrifice them to the Stone
of the Inverted Sun, an artifact altar made from a
slab of polished obsidian.
This is the 361st day of the fragmented year that
Miquiztlicoatl has been returned to this world,
the Stone of the Inverted Sun has been infused with
enough necrotic energy to keep the gateway to the
land of the dead open permanently. At the dawn
of the next day, the calacas will not fall back into
slumber, and Miquiztlicoatls undead armies will
reclaim New Aztlnunless the souls trapped
within the Stone of the Inverted Sun are released.

Overview

Da de los Dinosaurios Muertos is divided into three


parts: first, an exploration of the Day of the Dead
festival in New Atzlan followed by an undead
assault on the city, and finally a dungeon delve
into the ruined undercity of New Atzlan and the
final confrontation with Miquiztlicoatl.
The adventure begins with the adventurers at
the Day of the Dead festival in the Zcalo of New
Aztln. The festival is attacked at sundown by
undead velociraptors, most of whom rise up from
the canals that cross the city, pulling themselves
out of the silt and muck. Observant characters can
notice this, and then track the greater undead to
four entrances around the Zcalo. If the PCs fail
to track the raptor commanders to these entrances,
they can ask citizens about where such an attack
might come from.
The characters must then navigate the
Undercity of the Feathered Ones to learn what has
caused its ancient people to return to life. In their
investigations, they learn that the source of evil in
New Aztln is Miquiztlicoatl the Death Serpent
and the Stone of the Inverted Sun (see Monster
Index, Miquiztlicoatl), and he must be destroyed.

Character Hooks

A character who wishes to commune with a


deceased loved one has heard that in New
Aztln, it is possible to spend a single day
with those who have gone before.
A character hears that New Aztln is built on
the ruins of a much older city, one that, due
to local superstition, has never been explored.
It must be full of treasure!
A character is watching the stars or talking to
their god, and hears whispers of something
dark stirring beneath the earth. They receive
a vision of day of joyous reuniting unmade
by feathers and bone. The vision points them
towards New Aztln.
The characters have heard tales of the Day of
the Dead festival and travel to New Aztln
as tourists.

EN World EN5IDER | Da de los Dinosaurios Muertos

Part I: The Day of the Dead


This part of the adventure takes place in the
Zcalo of New Aztln.
The streets of New Aztln are filled with celebrants
and with merchants hawking paper flowers, sugar
skulls, masks, and candy. All are dressed in their finest
clothes: men in elaborately embroidered charro suits,
wide sombreros, and long pointed shoes; women in
white blouses, intricately-woven shawls, and colorful
skirts. Many are accompanied by ornately decorated
skeletal figures who walk unaided and chat loudly
with anyone who will listen.
Occasionally, priests and priestesses pass
unimpeded through the crowd, dressed in traditional
ceremonial clothing, with elaborate headdresses
made from feathers, jaguar claws, crocodile teeth,
jade, and gold, each different depending on the god
they serve. One priestess stands beside a family of
three in a small shrine, chanting an incantation over
a prostrate skeletonand when she completes her
spell, the skeleton sits bolt upright and thanks her
profusely before departing with the family. A grand
parade fills the main thoroughfare, with tumblers and
flame jugglers in wild feathered clothing.

New Aztln is a thriving metropolis, and the


Day of the Dead is a day when many merchants
come to town. Characters can buy a multitude of
unusual items if they have the money, including
uncommon and rare magic items. Discerning
buyers can notice that there are con artists trying
to pass off worthless trinkets as magic items.
When buying a magic item, there is an 80%
chance that the item is a fake. The buyer must
make a Wisdom (Insight) check contested against
the merchants Charisma (Deception) check to
determine if the item is counterfeit.
A character can hire a cleric to build a calaca (see
sidebar) and animate it for them for 200 gp. They
need to have something belonging to the deceased
in order to successfully animate the calaca. If the
characters already have a calcaca built and ready,

Calacas
The calacas in this adventure are based on the reallife Day of the Dead practice of making whimsical
skeleton figures to celebrate the deceased. In New
Aztln, they are constructs that contain the willingly returned souls of the dead. This magic only
works on the Day of the Dead. Turn Undead and
other similar powers do not affect calacas, as they
are constructs, not undead. They are otherwise
identical to skeletons, and an animate calaca is
the person they were in life with the skeleton template* applied, though they have the construct
type, not undead.
Calacas can consume (but do not require) food
and drink, and much of the preparation of the
festival involves obtaining alcohol and food that
the deceased enjoyed in life for them to savor
before returning to the land of the dead. Generally,
calacas spend time with their families and friends,
catching up on news (like holiday letters, but to
the dead) and telling young ones stories.
A calaca is made by creating a skeleton out of
papier-mch, wire, and paint, as well as an object
treasured by the deceased. Any spirit may inhabit
a given calaca so long as an object specific to them
is included in the ritual, but the spirits of the dead
prefer skeletons similar to the form they had in life.
On the Day of the Dead, anyone capable of casting
raise dead or animate dead may enact a 10-minute
ritual, provided they know it, to bind the deceaseds soul to the calaca. At sunrise, all calacas
become inert. A calaca may be reused from year to
year, so long as its well-maintained. Calacas are
passed down within families from generation to
generation, and often stored in a place of honor for
the rest of the year.
* Cedar Collins, Template of Horrors, EN World EN5ider,
https://www.patreon.com/posts/template-of-3538942

the ritual costs 50 gp. Finally, local clerics are


happy to teach characters with the ability to cast
raise dead or animate dead how to enact the ritual.

Da de los Dinosaurios Muertos | EN World EN5IDER

The City of New Aztln

New Aztln sits in the middle of a lake. On the


lake are floating gardens that provide most of the
food for the city. Four bridges connect the city
to the mainland. In addition to roads, the city is
crisscrossed by canals. This adventure largely
takes place in the Zcalo, New Aztlns central
district. Directly beneath the Zcalo lies the
ruined center of the City of the Feathered Ones.

Sites of Interest
The following locations in New Aztln are usable
in Part I of this adventure while the characters
explore the city and interact with its people, but
can also be used as locations of mayhem and
panic in Part II
1. The Sacred Precinct. East of the Zcalo
is the religious center of the city, home
of the Temple of the Sixth Sun (a newer
god; a human who sacrificed himself to
become the new sun and thus end the
necessity for human sacrifice), the Temple
of Mictecacihuatl, the Tower of Winds
(temple of Quetzalcoatl), and the Temple of
Huitzilopochtli.
2. The National Palace. To north of the Zcalo
is the primary seat of government, the
National Palace, where the Revered Speaker
(equivalent to a prime minister) of the citystate of New Aztln leads the Parliament.
3. Plaza Gabriel. A large plaza at the center of
the Merchants Quarter (to the south of the
Zcalo), this place is known for the mariachi
bands and other musicians that perform
open air concerts every day and for the
excellent open-air restaurants that ring the
place.
4. Cheerful Chihuahuas. Catrina, the owner,
sells more than just chihuahuasshe also
carries flying snakes, frogs, mastiffs, cats,
lizards, rats, and parrotsbut the tiny dogs
are what shes most well known for. Any

animals purchased from Catrina come pretrained with two actions.*


5. University of New Aztln. The people of
New Aztln have always valued public
education, and their national university is
completely free to the public. The University
strongly supports the study of arcane magic,
and welcomes wizards and other arcanists
who wish to further their studies. Any
wizard spell of up to 4th level can be copied
into a spellbook here, but the process takes
five times as long.
6. Grand Zoological Park and Gardens. Once
the home of the emperors palace and zoo, it
was converted into a public park when New
Aztln became a parliamentary democracy.
A flumph stays at the zoo voluntarily in
exchange for conversation with tourists.
7. The Butterfly and Cricket. A famous
restaurant south of the Zcalo, this place has
the very best insect-based food in the city,
including their famous cricket tacos (insects
are a staple of cuisine in New Aztln).
8. Four Hundred Rabbits. Part bar, part
distillery, part brewery, and all temple,
this watering hole in the Sacred Precinct is
dedicated to the Centzon Totochtin (senTSON to-to-CHTIN), four hundred rabbit
gods of drunken revelry. The priests here
both create and serve various beers (mostly
corn beer), pulque (fermented agave sap),
tequilas, and mezcals. The priests brewed
most of the drinks sold on the Day of the
Dead.
9. Hotel Quetzal. A posh, expensive hotel (5
gp per night) north of the Zcalo with an
exceptional bar on the first floor.
10. Joses Flophouse. A rather seedy flophouse
(2 sp per night) south of the Zcalo.
* Jensen Toperzer, Pets for Players, EN World EN5ider,
https://www.patreon.com/posts/1882495

EN World EN5IDER | Da de los Dinosaurios Muertos

Zcalo and the Sacred Precinct

Local Rumors

Most of the festivities take place in the Zcalo,


a spacious communal area dominated by the
temple to Tlaloc and a sports arena for playing
ollamaliztli (olla-ma-LIZ-tli), a game similar to
basketball and handball. The area is also marked
by grassy green lawns, flower gardens, and trees.
Today, merchants hawk wares from tents set up
on the grassy areas, and each of the major temples
besides the Tower of Waters have a small tent set
up for various services, such as information and
music.

Roll once on this table when the player characters


ask residents about the city, and use other
information from this table to clarify as needed

Entrances to the Undercity


As New Aztln was built atop the City of the
Feathered Ones, many of its waterways lead to
the city below.
The Zcalo Communal Well is 200 feet deep
and enchanted with a permanent purify water
spell. Halfway down is a hole in the wall that
leads to the Undercity East Gate (see PartIII,
Area4). There is a ladder on the well wall. Under
the North Canal Bridge is a hidden sewer grate
that leads to Undercity North Gate (see PartIII,
Area1). Stairs lead down to the waters surface
from the canal edge.
East of the Zcalo is the Tower of Waters, a
temple to Tlaloc and Chalchiuhtlicue. Inside is
a 50-foot deep circular stepwell. Halfway down,
near the surface of the water, is a hole in a wall
that leads to the Undercity West Gate (see PartIII,
Area2).

Local Rumor Table


d8 Rumor
1 New Aztln is built on the ruins of a much older
city. In fact, the Temple of the Sixth Sun was built
over an ancient temple to Quetzalcoatl, which was
sealed.
2 No one goes into the ruins under the city. Some
claim this is because its infested with disease, I
heard its because the city was cursed by the gods
for an unknown crime.
3 The people of the old city defied Quetzalcoatl and
were drowned for their hubris.
4 Papa says that the feathered serpent carvings
along the canals arent of Quetzalcoatl at all, but of
evil serpents who lived before us.
5 Every year, people go missing on the Day of the
Dead and are never found. We always search for
them, but no one is willing to enter the abandoned
city under the Zcalo.
6 I heard noises from the neighborhood well (see
Zcalo Communal Well, above) this morning.
Creepy.
7 Once, a friend of mine said she found dragon
bones in the sewers. But dragons dont live
anywhere near hereright? (Partially false: no
dragons, just dinosaurs.)
8 Anyone who has gone missing during the Day of
the Dead in previous years cannot be summoned
as a calaca. That means theyre still alive, I know it!

Da de los Dinosaurios Muertos | EN World EN5IDER

EN World EN5IDER | Da de los Dinosaurios Muertos

Part II: Raptor Attack!

fter the characters have had some time to

explore the festival and get comfortable,


the raptors attack. From this point on, roll
on the Raptor Attack and Citizen Involvement
tables every 30 seconds the characters spend in
the Zcalo, even if another encounter is currently
in progress. They may be able to stand against the
tide of undead for a time but must eventually seek
either refuge or the source.
The zombie and skeleton dinosaurs pull
themselves up out of the mud in the canals. They
are covered in mud and silt, with still-flopping
fish caught in their decaying bodies. Their
appearance contrasts starkly with the priest
and mummy dinosaurs, who are pristine and
resplendent. All dinosaurs speak Draconic. If the
characters cannot save civilians with information
about the invaders, they can still track the highertier undead back to the Undercity by making a
DC17 Wisdom (Survival) check.

Raptor Attack Table


d20 Raptors
110 3d4 velociraptor skeletons
1114 1d6 velociraptor zombies, led by a raptor
priest
1516 1d4 velociraptor skeletons riding allosaurus
skeletons
1718 1d4 velociraptor zombies riding
ankylosaurus zombies
19 2 raptor priests each riding zombie triceratops
20 2 raptor mummy nobles, accompanied by
another group (roll again, rerolling 20s). These
raptors are a couple. They will not initiate
combat; instead they simply watch the work
of their minions. They comment loudly and
obnoxiously on the battle, and mention that
their lord Miquiztlicoatl will be pleased. If
attacked, they will first try to inflict their Curse
of Itzpapalotl, then use their Dread Gaze and
attempt to flee back to the closest entrance to
the Undercity.

Civilian Involvement Table


d20 Civilian Event
110 2d12 frightened commoners and calacas (as
skeletons with AC 10, hp 4, and no weapons)
of mixed ages. 1 in 6 chance of having seen
raptors emerge from the sewer grates by the
North Canal (see Entrances to the Undercity,
above).
1113 2d6 angry merchants (as nobles) around
an upended tent, fighting off raptors with
improvised clubs. Each has a random trinket.
1416 2d6 city guards wearing jaguar skin cloaks and
jaguar skull helmets.
1819 1d6 priests of a random god: roll 1d6.
1 Mictlancihuatl (Death, Life)
2 Tlaloc (Storm, Nature)
3 Chalchiuhtlicue (Nature, Life)
4 The Sixth Sun (Life, Sun)
5 Huitzilopochtli (War, Sun)
6 Quetzalcoatl (Storm, Knowledge)
Clerics of Tlaloc and Chalchiuhtlicue report
that raptors have been coming out of the Tower
of Waters (see Entrances to the Undercity,
above). Clerics of Quetzalcoatl and the Sixth
Sun will report sensing a terrible darkness deep
beneath the Temple of the Sixth Sun, likely
in the ruins the temple was built over top of.
Clerics of Mictlancihuatl and Huitzilopochtli are
coordinating evacuation efforts along the main
roads out of the city and advising civilians to
avoid the canals.
20 1d6 calacas (as knights with the skeleton
template) from a military memorial service.

Rewards

Citizens all ask to be rescued from the undead


dinosaurs, and they will try to reward the
characters if saved. Most civilians cant do much,
but priests can cast spells, and merchants have a
25% chance of having a random potion.

Da de los Dinosaurios Muertos | EN World EN5IDER

If the characters choose to assist with the city


evacuation before entering the Undercity, various
priests of the gods provide their blessings as
rewards:
Tlaloc and Chalchiuhtlicue: For the next
week, beasts and water elementals that you
can see are charmed and friendly towards
you.
Quetzalcoatl: You gain advantage on the

next three Intelligence (History, Religion,


Arcana, and Nature) checks you make within
the next 24 hours.
Mictecacihuatl: During the next 24 hours,
you may make up to 3 death saving throws
with advantage.
Huitzilopochtli: Once in the next 24 hours,
you may gain a +10 bonus on a single attack
roll or ability check.

Part III: The Feathered Capital


General Dungeon
Features

Interacting with the Raptors

Doors. All doors are made of porous


stone and are stuck due to water
expansion.
Light. Unless otherwise noted,
dim light is shed throughout by
bioluminescent algae, mosses, mold,
fungi, and harmless freshwater
jellyfish.
Sewage. Unless otherwise noted,
all exterior, ground-level areas are
covered in 1 foot of stagnant sewer
water. Stalagmites and broken rubble
litter the floor, making exterior areas
difficult terrain. The undead here are
never hindered by the water. Water
is infested with sewer plague (as in
the GMs core rulebook). Any time a
character is completely submerged
in water, they must make a DC 11
Constitution save or become infected.
Ceilings. The ceiling of the main
cavern is 250 feet. Interior rooms are 20
feet high, unless otherwise stated.

1. Undercity North Gate


This large stone arch is decorated with
frescoes of velociraptors at market, and has
a gold coin symbol inscribed atop the arch.

All intelligent raptors speak Draconic. Most of the undead


raptor civilians left in the city believe they are living out
their old lives, that they are still alive, the sun is shining,
and the city was never destroyed. They see the characters as strange foreigners and are not initially hostile.
If asked about the situation, they blithely explain that
Miquiztlicoatls soldiers are bringing back sacrifices so
they may all be made immortal and overthrow the gods
themselves. They happily explain their religion (which
boils down to blind worship of Miquiztlicoatl and extravagant self-centeredness) and suggest the characters
convert. If confronted with irrefutable proof that they are
undead and they are being deluded by Miquiztlicoatl, the
raptors break down, scream, and immediately become
hostile; in turn, other raptors within hearing of the
breakdown investigate the disturbance.
Characters may attempt a DC 28 Charisma (Persuasion) check as an action to calm a berserk raptor and
convince that they should join the characters against
Miquiztlicoatl. This DC drops by 2 for each raptor allied
with the party, but cannot be lower than 20. All raptor
priests and mummies are perfectly aware of the true
situation, but are reluctant to attack characters when
normal undead raptors are present unless the characters
are proven interlopers or actively hostile, as this would
reveal their deception. If they see that the characters
have raptor followers, they pretend to be convinced and
guide them to the Gladiator Stone, where they command
the tyrannosaurus rex zombie to kill the characters.

EN World EN5IDER | Da de los Dinosaurios Muertos

2. Undercity West Gate


This large stone arch is decorated with frescoes of
velociraptors playing ball and conducting ritual
sacrifices, and has the symbol of a ring from the
ball court inscribed atop the arch.

3. Ruined South Gate


This gate is caved-in. If excavated (an arduous,
12-hour process of manual labor), it leads to a
grate in a corner of the Grand Zoological Park and
Gardens (see Part I, Area 8).

4. Undercity East Gate


This large stone arch is decorated with a fresco of
an imperious velociraptor in a grand feathered
headdress, and has the symbol of a butterfly
inscribed atop the arch.

5. Ball Court
This ball court is an I-shaped arena with two circular
hoops at either corner of the middle rectangle. There
are stadium seats around the court, plus a box for the
nobility. The walls are covered in frescos depicting
velociraptors engaged in sport.

Two teams of five velociraptor skeletons are


playing a ball game. The objective is to get a
heavy rubber ball through a hoop on either side
of the court. Five more velociraptor skeletons
watch on the sidelines. In the elevated private box
sit two raptor mummies, a raptor priest, and a
velociraptor skeleton playing a drum.
When one team loses, they are brought before
the nobles and play-act being executed, with
the priest miming cutting out hearts from their
nonexistent flesh with a ceremonial knife. Each
heart is placed on an altar. All assembled
will bow their heads and recite a prayer to
Miquiztlicoatl. The priest will then return the
hearts to the players, who awaken, and the
whole game begins again. If the characters speak
to any of the spectators, they talk incessantly
about the game, commenting as though it were a
perfectly normal sporting match.

If attacked, the raptors will retaliate, but aim


to knock out intruders, not to kill. When the
characters regain consciousness, they are dressed
in appropriate sporting gear and forced to play
the game against the opposing team. If there
are fewer than five characters, a velociraptor
skeleton joins them to even the teams; if there are
more than five characters, they will face an equal
number of skeletal raptors on the opposing team.
The playing field is clean and dry.
Treat the game as a combat round where instead
of attacks, each player on the characters team
makes either a Strength (Athletics) or Dexterity
(Acrobatics) check opposed to similar checks on
the raptor team. If more than half the players on
a team succeed on the opposed check, that team
makes a basket and scores one point. The game
ends after five rounds and the team with the
most points wins. If a character is caught cheating
(their Dexterity [Sleight of Hand] vs. the raptor
priest referees Wisdom [Perception]), the priest
penalizes their team 1 point.
If the characters win, the opposing team is
executed. The priest compliments the victors
and allows them to leave. If the characters
lose, they are executed for real as sacrifices to
Miquiztlicoatl. If the characters at any point refuse
to play the game or try to escape, theyll have to
fight their way out; this time, the ball players will
join in, and all fight to the death.

6. Emperors Feast Hall


You enter a magnificent feast hall, its tables piled
high with food and treasure: gold jewelry, jade masks,
steaming cups of spiced hot chocolate, roasted
salamanders, crayfish, tacos made with roasted
grasshoppers and mealworms, and sweet cactus
liquor. A dozen raptors sit around a table, and their
conversation pauses as you enter. One raptor mummy
stands and rasps, Ah, our honored guests have
arrived! Please, sit. Feast with us!

The raptor mummy who greets the characters


is Coaxoch, high priestess of Miquiztlicoatl.

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EN World EN5IDER | Da de los Dinosaurios Muertos

Around her neck is an obsidian key that


unlocks the door to Area 10. A group of minor
nobles regularly gathers in Miquiztlicoatls
banquet hall to celebrate undeath. This group of
6velociraptor skeletons, 4 velociraptor priests,
and 2 velociraptor mummies is occasionally
joined by Miquiztlicoatl the Death Serpent. If the
characters enter the feast hall on the Day of the
Dead, Miquiztlicoatl is in Area 10, enacting the
ritual of the Inverted Sun. If they arrive here after
the Day of the Dead has ended, Miquiztlicoatl has
a 50% chance of being here and a 50% chance of
basking in the glow of the Stone of the Inverted Sun
in Area 10.
The food here seems sumptuous and completely
edible: The food is real, though it was magically
conjured. The table is decorated with golden
ornaments, holy symbols, jade masks, and
intricate stone carvings worth a total of 1,200 gp.
If characters eat the food, they must make a
DC12 constitution save within the hour or be
afflicted by the Curse of Itzpapalotl (see Monster
Index, raptor mummy), unless the character
is a calaca, construct, undead, a dinosaur, or a
dragonborn. For those latter cases, the characters
are affected as though they had consumed a heroes
feast. If characters susceptible to the curse sit, eat,
and dont cause trouble, Coaxoch and her guests
laugh politely, thank them for their time, and send
them on their way after the feast. If any of the
characters are able to benefit from the heroes feast
instead, the gathered raptors grow increasingly
worried as the feast continues, then explode in
rage and immediately attack the characters in
question.
If the characters refuse to eat, Coaxoch slams
her cup of chocolate on the table and roars, How
dare you refuse our hospitality! Minions, destroy
the interlopers! All revelers attack.

7. Merchants District
This public square is set a few feet into the ground,
increasing the water depth to 3 feet. The seven
pyramid shaped buildings around the square,
however, are on platforms, and are relatively dry

inside. Sixteen tents and stalls are set up in the


water in the square. Each has one a velociraptor
skeleton selling wares. The market seems oddly
empty, with only 2d6 velociraptor zombies
browsing the wares.
If attacked, merchants and patrons will call the
guards; 1d6 velociraptor skeletons mounted on
ankylosaurus zombies arrive 1d4 rounds later.
If questioned about why the market seems
empty, its patrons will shrug and simply say that
many people have gone off to fight a glorious
war in the name of the Feathered Lords. They will
no doubt return in time for the festival. Asked
about anything else, and they will simply make
small talk about the market. Each stall location
additionally sells three trinkets for 5 gp each.

7a. Apothecary
There are potions sold here that cure the Curse
of Itzpapalotl (200 gp each), but there is a 50%
chance a given potion has spoiled over the
centuries and acts as torpor poison (see GMs core
rulebook).

7b. Storage Room


Most of the objects here are rotted through, but
there are dozens of silver baubles and holy icons
worth a total of 310 gp.

7c. Bunkhouse
A two-level bunkhouse for merchant travelers.
Characters can buy a room here for 1 sp a day, but
must take the upper floors, as the lower floors are
covered with sewage.

7d. Tavern.
2d6 patrons (velociraptor skeletons) are on the
first floor, laughing, drinking, and eating, though
the skeletal patrons food falls right through
their ribcages and onto the floor. Examination
reveals that the food is mostly clay models that
resemble food, while the drinks are either just
sewer water or else vile concoctions that deal 1d6
poison damage to any living being consuming
them.

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7e. Bunkhouse
A two-level bunkhouse for wealthy travelers.
Rooms here cost 2 gp per day, but the rooms on
the second floor have actual beds stuffed with
feathers. The rooms have heavy stone doors that
can be locked and barricaded.

7f. Treasury
A treasury house, guarded by 3 raptor mummies
who alert the guard if threatened. Treat the
contents as a challenge 510 treasure hoard.

7g. Bookstore
Most of the books here are rotten or useless
except for a text telling the history of the
Feathered Capital, mostly about Miquiztlicoatls
assassination of the emperor, his rise to power,
and the establishment of his cult. Though
obviously biased to portray Miquiztlicoatl in a
positive light, most characters will find the acts
of brutality described to be abhorrent. Tucked
between its pages is chance a random 5th-level
spell scroll.

8. Skull Rack
Before you stands a massive row of cubbyholes, each
containing skulls. Most contain velociraptor skulls,
but some contain goblin, orc, kobold, and dwarf
skulls. Towards one end are far newer skulls; most of
them once belonged to humans, elves, or dwarves.

The skulls all chatter mindlessly in their native


languages, but occasionally they spout bits of
truth. A successful DC 20 Wisdom (Perception)
check allows a character to hear the story of
Miquiztlicoatl, the Stone of the Inverted Sun, and
his ultimate goal.

9. Gladiator Stone
Chained to this ancient obelisk is a resplendentlyfeathered tyrannosaurus rex zombie. Though
undead, she is in excellent condition. She is
more intelligent than average tyrannosaur
(Intelligence 3), but is still a mere beast

compared to her velociraptor masters. She is


capable of mimicking speech like a parrot and
speaking very rudimentary Draconic, though
her understanding and reasoning is profoundly
alien. She understands simple mathematical and
spatial reasoning, but emotional concepts are well
beyond her. She hums, chirps, and sings to herself
to pass the time, but mostly she wants food or fun.
Right now, she is bored, and the characters look
delicious and entertaining.
Her body is a mass of treasure: she is a
reanimated skeleton wrapped in a thick hide
of tanned leather made from raptor sacrifices,
and her feathers are taken from parrots, quetzal
birds, and hummingbirds. Her eyes are two
shining jade orbs, while her teeth and claws are
obsidian. She wears golden chain and disc jewelry.
Disassembled, the tyrannosaurs body is worth
14,000 gp.
If approached peacefully and offered food
(either real meat or clay food from the market),
she may be enticed to assist the party instead of
attacking them; this requires a successful DC 15
Wisdom (Animal Handling) check. She will follow
them around and attack anyone she is directed to
attack.

10. Temple of the Feathered Lords


If the characters approach the outside of this
building, read:
The massive pyramid before you sports painted
friezes of feathered dinosaurs and snakes. Though
the paint is as bright and fresh as the day the temple
was built, it is clear that many of the carvings have
been defaced. The repeated figures of the Feathered
Lords have their faces chiseled out, while the images
of Quetzalcoatl and his serpentine attendants are all
eyeless and fangless. The stone doors at its zenith
are shut, and the images carved into them glow with
eerie black light.

Atop the stone stairs, the doors of the pyramid


are locked with a key held by high priestess
Coaxoch (Area 6). As an action, a character may

EN World EN5IDER | Da de los Dinosaurios Muertos

attempt a DC 28 Strength (Athletics) check to


force the door. Regardless of the checks success
or failure, the evil magic that holds the door shut
deals 2d6 necrotic damage every time a creature
attempts to open it without the key. Casting knock
opens the door, but the noise alerts Miquiztlicoatl
inside, attracts the ball players in Area 5 and the
tyrannosaurus rex zombie from Area 9, and the
doors evil magic deals the caster 8d6 necrotic
damage.
As the characters approach the heart of the
pyramid, read:
The passage inside the pyramid spirals downward and
is lined with carvings and murals. There are numerous
places where images of the Feathered Lords are
replaced with a newer carving of a male raptor in a
huge headdressthe text beneath the image reads
Miquiztlicoatl the Death Serpent. Rows of murals
depict Miquiztlicoatl killing the former emperor, his
raptor armies slaughtering unflatteringly depicted
humanoids, and finally showing the Death Serpent
holding standing atop an obsidian altar while his
raptor armies march upon the heavens, set to kill the
gods themselves. At the end of the hallway, you see
the entrance to the heart of the pyramid.

The heart of the pyramid used to be the Temple of


the Feathered Lords, but is now Miquiztlicoatls

tomb and throne room. The room is a 40-foot cube


and is dimly-lit by the black glow of the Stone
of the Inverted Sun, which sits on a raised plinth
in the center of the room. If the characters arrive
on the Day of the Dead, Miquiztlicoatl stands
at the center, intoning an incantation over the
Stone, accompanied by 2 raptor mummies. If they
arrive here after the Day of the Dead has ended,
Miquiztlicoatl has a 50% chance of being here and
a 50% chance of celebrating his glorious victory
with his court of nobles in Area 6, though his
mummy guards remain here.
The Stone of the Inverted Sun can be destroyed by
dealing 50 points of bludgeoning or sonic damage
to it. Once destroyed, it releases 360 trapped
souls, one from each year of Miquiztlicoatls rule.
If Miquiztlicoatl is still alive, these souls prevent
him from using his legendary actions or casting
spells. When Miquiztlicoatl is defeated, they also
lead the characters to his hearts resting place; an
obsidian box in a secret alcove beneath the plinth
holding the Stone of the Inverted Sun.
If the stone is broken after the dawn of the day
after the adventure begins, Miquiztlicoatl and all
the other undead dinosaurs become immediately
inert. Miquiztlicoatl can then be simply destroyed
then and there. The souls direct characters to his
heart, so he may be permanently destroyed.

Aftermath
If the Stone of the Inverted Sun is destroyed before
sunrise the next day, they simply stop and return
to the mud below. If it is later, they collapse
where they stand, lifeless and inert. In either
case, once the characters return to the city, they
have the gratitude of everyone in New Atzln. If
Miquiztlicoatl was destroyed before the end of
the Day of the Dead, the celebration cautiously

resumes. If the sun has risen on a new day, then


the festival is joyfully rekindled, albeit without
the calacas company.
From here, the authorities of New Atzlan may
have investigations to conduct in other areas of
the Undercity, and who better to help than the
heroes who slew Miquitztlicoatl? Adventure
awaits!

Da de los Dinosaurios Muertos | EN World EN5IDER

Monster Index
Undead Dinosaurs

Skeleton and zombie versions of certain dinosaurs


appear throughout this adventure. Skeleton and
zombie versions of these dinosaurs can be created
by applying the skeleton template or zombie
template* to the base creature, with one exception:
skeletons and calacas animated by the magic of
the Day of the Dead do not suffer a penalty to
Charisma and may speak all languages they
knew in life, and calacas are constructs instead of
undead.
Velociraptors, raptor priests, raptor mummies,
and Miquiztlicoatl himself can be found in this
section.
Velociraptors are small, about the size of a midsized dog. While they can be up to 7 feet long
including their long tails, they are only about 2
feet tall. They are pack hunters and extremely
quick for their size. Velociraptors of the lost
Feathered Kingdom kept their feathers well
preened, and often wove the bright feathers of
other animals, such as parrots or quetzals, into
their own.
Velociraptors are the only intelligent dinosaurs
in the Feathered Kingdom. Other dinosaurs,
like ankylosaurs, triceratops, and tyrannosaurs
possess bestial intelligence, and are treated as pets,
steeds, or beasts of burden. To create a normal
velociraptor for your own game, simply change its
Intelligence score to 2.
* Cedar Collins, Template of Horrors, EN World EN5ider,
https://www.patreon.com/posts/template-of-3538942

Intelligent Velociraptor
XP 600
CR 2
Neutral Small beast (awakened)
Initiative: +3
DEFENSE
AC: 15 (natural armor)
hp: 26 (4d8 + 8)
OFFENSE
Speed: 40 ft.
Pounce: If the velociraptor moves at least 20 feet
straight toward a creature and then hits it with a claw
attack on the same turn, that target must succeed on
a DC 13 Strength saving throw or be knocked prone.
If the target is prone, the velociraptor can make one
bite attack against it as a bonus action.
Melee AttackBite: Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing
damage.
Melee AttackClaw: Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage
STATISTICS
Str 13 (+1)
Dex 17 (+3)
Con 15 (+2)
Int 11 (+0)
Wis 12 (+1)
Cha 10 (+0)
Skills: Athletics +3, Acrobatics +5
Languages: Draconic
Senses: passive Perception 11
ECOLOGY
Environment: Warm Forests
Organization: Solitary, Pair, or Pack (36)
These ancient velociraptors were as intelligent as
average humans. They can be found sometimes with
armor, weapons, and class levels. They call themselves alternately Swift Hunters or Feather People in
Draconic.

EN World EN5IDER | Da de los Dinosaurios Muertos

Raptor Priest

Miquiztlicoatl the Death Serpent

As a velociraptor zombie, except:


AC: 13 (chain shirt)
Skills: Medicine +5, Persuasion +3, Religion +2
Ability Scores: Wis 16 (+3), Cha 13 (+1)
Languages: Draconic, Infernal
Senses: Passive Perception 13
Traits: Divine Eminence and Spellcasting, as a priest
NPC.

XP 15,000
CR 16
Lawful Evil Small undead
Initiative: +2
DEFENSE
AC: 17 (natural armor)
hp: 97 (13d8 + 39)
Saving Throws: Con +8, Int +5, Wis +9, Cha +8
Skills: History +5, Religion +5
Vulnerabilities: fire
Immunities: necrotic, poison; bludgeoning, piercing,
and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poison
OFFENSE
Speed: 40 ft.
Pounce: If Miquiztlicoatl moves at least 20 feet straight
toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC
13 Strength saving throw or be knocked prone. If
the target is prone, Miquiztlicoatl can make one bite
attack against it as a bonus action.
Melee AttackMultiattack: Miquiztlicoatl uses his
Dreadful Glare and makes one claw or bite attack.
Melee AttackBite: Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing
damage plus 21 (6d6) necrotic damage and Curse of
Itzpapalotl.
Melee AttackClaw: Melee Weapon Attack: +9 to
hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
damage plus 21 (6d6) necrotic damage and Curse of
Itzpapalotl.
STATISTICS
Str 18 (+4)
Dex 17 (+3)
Con 17 (+3)
Int 11 (+0)
Wis 18 (+4)
Cha 16 (+3)
Languages: Draconic, Primordial, Infernal, Sylvan
Senses: darkvision 60 ft., passive Perception 14
TRAITS
Magic Resistance: As mummy lord.
Rejuvenation: As mummy lord. Miquiztlicoatls heart
is in a trapped secret chamber in the plinth that holds
the Stone of the Inverted Sun.

Raptor Mummy
XP 700
CR 3
As an intelligent velociraptor, except as above and:
Lawful Evil Small undead
AC: 11 (natural armor)
hp: 44 (9d8 + 18)
Saving Throws: Wis +2
Vulnerabilities: fire
Resistances: bludgeoning, piercing, and slashing from
nonmagical weapons
Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Melee AttackMultiattack: The mummy can use its
Dreadful Glare and makes one attack with either its
claws or bite. Melee attacks add 10 (3d6) necrotic
damage.
Ability Scores: Str 16 (+1) Cha 12 (+1)
Senses: darkvision 60 ft.
Traits
Curse of Itzpapalotl: Targets struck by either the
mummys claws or bite take an extra 10 (3d6) necrotic
damage and must succeed on a DC 12 Constitution
saving throw or suffer the Curse of Itzpapalotl. The
cursed targets blood is filled with tiny obsidian
larvae that prevent it from regaining hit points, and
its hit point maximum decreases by 10 (3d6) for every
24 hours that elapse.
If the curse reduces the targets hit point maximum
to 0, the target dies. 1d4 rounds later, its body explodes into a swarm of obsidian butterflies (as insect
swarm) that completely eviscerate the corpse. The
curse lasts until removed by the remove curse spell or
other magic.
Dreadful Glare: As mummy.

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Spellcasting: Miquiztlicoatl is a 10th-level spellcaster.


His spellcasting ability is Wisdom (spell save DC 17, +9
to hit with spell attacks). He has the following cleric
spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st Level (4 slots): command, ray of sickness,
shieldoffaith
2nd Level (3 slots): blindness/deafness, hold person,
silence
3rd level (3 slots): animate dead, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harm
Curse of Itzpapalotl: Targets struck by either Miquiztlicoatls claws or bite take an extra 21 (6d6) necrotic
damage (already included in his attacks) and must
succeed on a DC 16 Constitution saving throw or
suffer the Curse of Itzpapalotl. The cursed targets
blood is filled with tiny obsidian larvae that prevent it
from regaining hit points, and its hit point maximum
decreases by 10 (3d6) for every 24 hours that elapse.
If the curse reduces the targets hit point maximum
to 0, the target dies. 1d4 rounds later, its body explodes into a swarm of obsidian butterflies (as insect
swarm) that completely eviscerate the corpse. The
curse lasts until removed by the remove curse spell or
other magic.
Dreadful Glare: As mummy lord.
LEGENDARY ACTIONS
Miquiztlicoatl can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creatures turn. Miquiztlicoatl regains spent
legendary actions at the start of his turn.

Attack: Miquiztlicoatl makes one bite or claw attack,


or uses his Dreadful Glare.
Cloud of Butterflies: A blinding cloud of colorful butterflies surrounds Miquiztlicoatl. Each creature within
5 feet of him must succeed on a DC 16 Constitution
saving throw or be blinded until the end of their next
turn.
Defiling Roar (Costs 2 actions): Miquiztlicoatl unleashes a blood-curdling screech. Each living creature
within 10 feet of Miquiztlicoatl that can hear him must
succeed on a DC 16 Constitution save or be stunned
until the end of Miquiztlicoatls next turn.
Summon Undead (costs 2 actions): Miquiztlicoatl
invokes the power of the Stone of the Inverted Sun and
summons an undead creature as if he had spent his
action to do so (see Stone of the Inverted Sun sidebar
on the next page).
Hummingbird Swarm (Costs 2 actions): Miquiztlicoatl transforms into a swarm of brightly colored
hummingbirds, moves up to 60 feet, and reverts to
his normal form. While in this form, he is immune to
all damage, and he cannot be grappled, petrified,
knocked prone, restrained, or stunned. Equipment
worn or carried by Miquiztlicoatl remains in his
possession.
ECOLOGY
Environment: Swamp
Organization: Solitary
Although technically Miquiztlicoatl is in his lair, he
does not take lair actions, and his regional effects are
replaced by the effects of the Stone of the Inverted Sun.
See the sidebar on the next page.

EN World EN5IDER | Da de los Dinosaurios Muertos

Stone of the Inverted Sun


Wondrous item, artifact (requires attunement by a
creature of evil alignment)
The Stone of the Inverted Sun is a 4 foot wide, 7 foot
long, 2 foot tall slab of polished black obsidian. It is
extremely heavy and difficult to move, but is also
fragile and made of volcanic glass. The surface is
carved with images of undead velociraptors worshiping a black sun.
Once per year, if a sapient being is killed and their
still-beating heart placed on the sun carving in the
center of the altar, their blood is pumped into the
grooves and their soul is trapped inside. As an action,
the attuned creature may destroy a soul trapped in
the altar to create undead. Created undead appear
within 50 feet (500 feet if 360 souls are trapped
within) and are incapacitated until the beginning of
their next turn. What undead are created depends on
the Hit Dice of the creature whose soul is used:
14 HD: one skeleton or zombie per soul (as
animate dead)
45 HD: three to five skeletons or zombies per soul
(as animate dead)

6 HD: one ghoul (as create undead)


7 HD: one ghast (as create undead)
8 HD: one wight (as create undead)
9 HD: one mummy (as create undead)

At the beginning of this adventure, the Stone of the


Inverted Sun contains the souls of 300 creatures with
14 Hit Dice, 55 of creatures with 45 Hit Dice, two
with 6 HD, one with 7 HD, one with 8 HD, and one
with 9 HD.
Once the Stone contains 360 souls, it projects an
aura of necrotic energy over a 500 square foot radius
centered on itself. This energy has the following
effects:
Spells of the Necromancy school are Extended, as
the sorcerer metamagic ability.
Calacas and undead within the zone are permanent, sapient, retain their ability to speak, and do
not become inanimate after the Day of the Dead
is over.
Undead with sunlight vulnerability lose their
vulnerability.

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