Cdiu
Cdiu
Xibalba
W
ith a name that means the “Place of Fear” in an The demonic hierarchy are identified in pairs that relate to
archaic Payit tongue, Xibalba’s tortures and different forms of human suffering; Xiq'iri'pat ("Scab
inflexible order are the closest the Maztican Stripper") and Kuchuma Kik' ("Blood Gatherer"), whose
afterlife gets to the Nine Hells. Along with powers are capable of sickening people's blood; Ajal Puj ("Pus
Mictlan, it is one of two planes known for Demon") and Ajal Q'ana ("Jaundice Demon"), who cause
mortal visitors, and many a legend involves at people's bodies to swell up and often explode in a shower of
least a brief foray in this lawful evil temeno. blood; Ch'amiya B'aq ("Bone Scepter") and Ch'amiya Jolom
("Skull Scepter"), who turn dead bodies into skeletons to
The MGP Series destroy their enemies; Kik'Re' ("Bloody Teeth") and
Kik'Rixk'Aq' ("Bloody Claws"), who hide in the unswept areas
The MGP tag stands for the Maztican Great Pyramid. The of people's houses and stab them to death when they are most
Great Pyramid is an entire cosmology introduced in the 1991 vulnerable; and Xiq ("Wing") and Patan ("Packstrap"), who
Maztica Campaign Set and followed up on in both TWC1 cause people to die by coughing up copious amounts of blood.
The Maztican Campaign Guide and MGP0 The Great Note that these are the incarnations as the demons as they
Pyramid. presently stand and in the past there were other names and
Seventeen planes known as temenos exist as part of this incarnations.
ziggurat-shaped cosmology and this product fully describes Finally there are two godlike beings known as Jun Kame
one of them - the lawful evil plane of Xibalba. ("One Death") and Wuqub' Kame ("Seven Death"), who were
once deities of death worshiped by the early folks of Payit.
Overview of Xibalba They surrendered much of their power in a wager with two
Dominated by a massive city encircled with rivers of mortal twin humans known as the Hero Twins when they
scorpions, blood, and pus, the city consists of houses of were defeated in a ballgame match. Their divinity is gone, but
torment and a ballgame court of massive proportions. they still wield power in the True World and absolute power in
Surrounding the city is an endless and unforgiving desert Xibalba.
populated by ravenous vulture-demons but it is said that there
is a place hidden in the west where a damned tonalli (soul)
can find brief respite or a mortal visitor can find succor. Reaching Xibalba
Xibalba is a “Shadow World” of the Great Pyramid and the
final destination of tonalli who were utterly inflexible in life Xibalba can be reached by any spell or ability that
would also allow a character to enter the Nine Hells.
and often used their rigidity as an excuse for cruelty. Only folks who worship at least one member of the
Maztican pantheon itself may do so with success.
Demons of Xibalba Faerunians may reach the temeno through a portal
It is difficult to explain to foreign born men and women that or gateway created by an ally (or enemy), however.
Xibalba is a hell, yet is occupied by powerful and unique Sometimes, even the most evil of supernatural
demons. In truth, this is a result of semantics and translation inhabitants of Xibalba will bargain or deal with
into the Faerûnian common tongue. The term “demon,” in the particularly charismatic Mazticans but foreign
trespassers are rarely afforded the same luxury. The
sense that an Amnian would understand, is not an accurate game effects amount to Disadvantage on all
descriptor for the supernatural beings that inhabit Xibalba. Charisma based checks when dealing with Xibalban
Due to their outlook, “devil” may be closer to reality, but even outsiders.
that is not a wholly accurate name. The supernatural beings Many of the same reasons a Faerunian PC might
of Xibalba simply are what they are. want or need to travel to the Nine Hells could also
There are three levels in the hierarchy of these demons. At apply to Xibalba. Perhaps there is a particular tonalli
the very bottom are infernal creatures that share much in which the PCs must speak with for a long lost
common with normal animals like vultures, jaguars and bats. secret? Perhaps instead this information can only
These creatures are far crueler than their mortal kin and are be garnered from one of the plane’s terrible
of a supernatural nature. The jaguars and bats occupy houses demons? Some spellcasters (hishnacasters in
where the higher ranked demons like to torture souls and particular) are now known to summon demons
mortals alike. The vulture-beings are known as dtutuncan and from this terrible realm, and the demons
lead mortals to danger so they can pick at the bones of the themselves have been known to enter the mortal
world on many occasions.
dead, though they are more than capable themselves when in
a flock.
Next is the demonic hierarchy. This consists of ten unique
beings that oversee a number of forms of human suffering Then there are the Hero Twins. Are they gods or men? What
both in Xibalba and in the mortal world of Maztica. secrets do they hold and can they offer power over the
The demoness Xquic is also often lumped into this group, but demons themselves? Are there riches to be found with their
she actually stands by herself outside the hierarchy as an exile aid?
and a traitor.
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Calpulli of the Sun and Moon
Features of Xibalba Far to the west of the Grand Ball Court lies the Calpulli of the
Xibalba, like all tenemos with the exception of Mictlan, is but Sun and Moon. It is the abode of the Hero Twins and only
a single infinite realm with only one level. No matter where respite that can be found anywhere on the plane. The twins
one stands on the plane, a grand ball court (the grandest in all are named Xbalanque and Hunahpu, but those names are
the multiverse) is in view through the dust and haze. No intentionally forbidden from being spoken anywhere in
matter how far one travels from this “center” of the plane, it is Xibalba.
always less than a day’s travel to return. If a traveler heads due They came to Xibalba in ancient times to reclaim the tonalli
west from the ball court they will pass through demon of their fallen father and uncle Hun Hunahpu and Vucub
infested wastes to reach the Calpulli of the Sun and Moon Hunahpu after the two were unfairly slain during a ball game
where the Hero Twins hold court and can offer some succor on Maztica where it is rumored Zaltec himself had secretly
to the tormented spirits of the plane for a short time. participated. Not knowing that they faced an actual god, the
East, north and south also lead into barren wastes, but they two suffered an untimely death before what should have been
are not unoccupied. The entire temeno is known for its unique their time. The Twins came to avenge their relatives but were
entities who’s only purpose in existence is ensuring the tonalli too late. The uncle and father had defeated the demons in a
of the plane suffer for eternity. Most spirits only know of the match and now their heads were used as the game's balls. The
existence of the Hero Twins but do not know where they demons tried every trick they knew to humiliate the Hero
reside and the dtutuncan routinely confound those who seek Twins, but they had been warned beforehand by Xquic and
them out. managed to thwart their every trick. The Hero Twins won the
match and outsmarted the demons in every way.
The Grand Ballcourt As part of the deal of their victory, no inhabitants of Xibalba
This massive stadium is the spiritual and physical center of may enter the Calpulli of the Sun and the Moon without the
the plane of Xibalba. With the exception of tonalli that escape express permission of the Hero Twins. They allow tonalli to
into the wastes, every soul to ever occupy Xibalba spends the enter, but the souls cannot stay long. Within hours of entering
majority of its time here. Distance in the stadium is distorted they begin to fade until they finally disappear and reform right
and is unsettling for living beings. The seating is almost back in the city of Xibalba. Such escapees are typically sought
vertical and living creatures who attempt to watch the game out and targeted for punishment beyond even the norm, but
must make a DC 14 Wisdom saving throw every hour or most tonalli feel it was worth their short respite.
willingly lean over and drop into lower levels of seating Unfortunately upon their return, all knowledge of the Calpulli
causing 21 (6d6) bludgeoning damage in the process. Allies of the Sun and Moon’s location is gone. If they ever wish to
can easily prevent this from occurring and affected PCs snap return, they must somehow escape once again and find their
out of the trance that leads to these falls at the start of their way westward once again.
next turn.
The grand ball game itself is extremely lopsided. A team of Three Rivers of Xibalba
four of the demonic hierarchy often squares off against an Surrounding the city and grand ball court are three “rivers”
equal number of randomly selected souls of the dead. The that form an effective blockade which prevent tonalli from
demons enjoy administering different tortures and escaping into the wastes. These rivers are unnamed, but are
humiliations for the tonalli during the game itself, but the rather easy to describe.
souls still attempt to endure it. This is because they know that The first is a river comprised entirely of hot blood. Though it
once the game is concluded they are sacrificed on the ball isn’t boiling, it still causes 3 (1d6) fire damage if touched or 14
court itself, erasing them permanently from existence. The (4d6) fire damage for every round of immersion. The River of
gore from the game and subsequent sacrifice itself is left right Blood is also easily visible from the ball court, and tonalli are
where it lays unless one of the players decides to eat the more than willing to call attention to potential escapees in
leavings. Rot does not occur on Xibalba so the entrails and order to gain what they think will be the temporary goodwill of
gore can remain indefinitely. the demons.
In all of the time of creation, the demonic entities have As if a river of hot blood wasn’t vile enough, the second‘s
only lost on three occasions. Twice, however, the winning foul nature could turn the stomach of a ghoul. The stench of
teams did not obtain a proper agreement from the demons rot and a cloud of buzzing flies is the first indication that one
and their torment afterwards was only prolonged. The balls is approaching the River of Pus. Walking within 30 feet of the
used in the game are the heads of these victors - still very river forces a creature to make a DC 13 Constitution save or
much aware and suffering. be poisoned until the start of its next turn. On a successful
The Hero Twins however, somehow convinced the demons save, the creature is immune for 24 hours. Entering the river
to release them upon their victory. It is said that they forces a new save at Disadvantage.
challenged the demons themselves and humiliated them by The final river consists wholly of scorpions that flow along
playing with only two players against the opposing four. with a current like any river would. Entering the river forces
Perhaps it was respect gained in these overwhelming odds the poor creature to suffer 21 (6d6) piercing damage and
that the demons honored their bargain. The respect lost led to make a DC 14 Constitution save or suffer an additional 18
Jun Kame and Wuqub' Kame's loss of much of their personal (4d6) poison damage from hundreds of tiny stings.
power and divinity.
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The House of Jaguars
The Six Houses of Xibalba Tecuani are the jaguar-like demons of Xibalba and a half
Nearly all portals to Xibalba from the Material Plane lead dozen hide in the shadows of the third House of Xibalba.
directly to a courthouse only a short distance from the Ball Surviving this house is essentially straight up battles as the
Court. Visitors are in no immediate danger, but will usually be creatures attack in pairs at different times of the night. They
greeted by every one of the demons in the hierarchy. What come from the shadows with little warning and attempting to
they will likely not know however, is that most of the demons rest almost always triggers an attack. Clever PCs can
are illusions, typically with the exception of one pair. eliminate all six tecuani early this way and receive a full
Perceiving the deception is remarkably difficult, requiring a night’s rest. If the DM desires, such clever behavior could
DC 20 Wisdom (Perception) check to identify the ruse. incite the demons to make a Ball Game Challenge.
One of the “demons” will invariably order visiting mortals to
sit. The command is a magical suggestion which requires a The House of Bats
DC 14 Wisdom save to resist. The seat itself has a blazing hot Like the house of jaguars, the house of bats is an evening of
internal fire that is undetectable until it is too late. A PC who battles. This one pits the PCs up against a six tzinacan, the
sits takes 14 (4d6) fire damage, and incites uproariously loud bat-like entities that love to behead their victims with their
laughter from the illusionary and real demons present. The razor edged claws. Like the tecuani, they attack in pairs at
demons love nothing more than to humiliate mortals. Due to different points in the evening but they are accompanied by
their lawful nature, they do stick to a set of rules, however, and hundreds of normal bats that obscure vision and prevent easy
will not outright kill PCs, unless of course they are attacked targeting of the actual foes. This gives PCs Disadvantage on
first. If visiting PCs are seeking something in Xibalba, all melee attack and damage rolls while fighting the tzinacan.
whether it is an item, a specific tonalli, or information; the
demons are typically willing to make a deal or wager with the The house interior appears much like a cavern and the
mortals. A successful DC 11 Charisma (Persuasion) check normal bats cling to the ceiling while they are inactive. Slaying
will allow PCs to initiate the bargaining. Failing the check will the swarm before the tzinacan attack makes the battles easier,
cause the demons to demand the mortals return to where they but this could cause the demons to insist on a Ball Game
came from and a success will start negotiations. Remember Challenge.
that PCs that are non native to the True World suffer
Disadvantage in such a check. PCs who fail and refuse to The House of Blades
leave are attacked by the pair of non-illusionary demons. In this house small obsidian blades continually shoot from
The terms of a bargain typically involve the characters tiny apertures in the wall and smash into tiny fragments at
surviving a night in one to six of the Houses of Xibalba and opposite ends. Each minute a PC spends in the house, he will
possibly to play the gods in a ball game. The purpose of suffer 7 (3d4) damage from the flying blades. There are safe
staying in each of these houses is to humiliate mortals, and zones in the house though and if they are found, the house of
the demons do not expect them to survive. Making it look too blades becomes a location where the party could receive a full
easy is a good way to go directly to a ball game of which the night of rest. Finding a safe zone requires a DC 14
possibility is included in every contract. Intelligence (Investigation) check, but also subjects the
searching PC to a blade attack each round.
The House of Darkness PCs who emerge from the House of Blades with no damage
The first house is the least deadly of them all, but can severely are likely to incite a Ball Game Challenge from the demons.
weaken PCs who must attend others. It is a house of pure
darkness where no outside light can enter. As part of the The House of Heat
challenge, each PC is typically given a candle which they Occasional flames burst in random locations in the House of
cannot allow to go out throughout a full evening. The candle Heat which quickly die out on their own. The damage caused
can be maintained, but PCs may not rest at all during the is less than that of the House of Cold (DC 14 Dexterity saving
night. Keeping the candle lit is supernaturally exhausting and throw or take 7 (2d6) fire damage, save negates), but the room
PCs who participate in the challenge receive 1d4-1 levels of is also supernaturally warm. In addition to the damage, PCs
exhaustion at the challenge’s conclusion. must make a successful DC 14 Constitution save at the end of
the evening or suffer 1d4-1 level of Exhaustion. The flames
The House of Cold will "attack" once each hour in a 9 hour evening.
As its name implies, the second house is supernaturally cold.
A strong wind blows through the house at all times and PCs
must make a DC 14 Constitution saving throw each hour (a
typical evening in this house lasts 9 hours) or suffer 14 (4d6)
cold damage.
PCs can use magic to avoid the effects of the cold, but if
they do so and the demons detect it they will most likely insist
on a Ball Game Challenge.
4
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The Ball Game Challenge Flower Usage
Roll Means of Use
If the PCs have made a deal to endure evenings in one to six
of the Houses in a bargain with the demons and seem to be Flower must be dried and used as a potpourri. First
having an easy time of their ordeal, the demons may alter the 1 creature to inhale its pleasant aroma gains the flower's
conditions and trade any remaining evenings for a game in the benefit.
Grand Ball Court. Two demons, along with two additional Petals of the flower are dried and can be used to brew
players taken from the hordes of tonalli will match up against 2 tea. A creature must imbibe the entire brew to gain its
the PCs for the final challenge of whatever deal was made. benefit.
This event can be handled in a number of ways. DMs may Flower must be picked and worn in hair for a full week
want to familiarize themselves with the game rules introduced 3
before gaining its benefits.
in TWR2 The Maztican Ball Game (found in the DMSGuild)
or simply describe the events of the game allowing good role Entire plant must be ground into a paste and smeared
playing to lead to a win. Two PCs at least must volunteer to 4 onto a creature's body in order for the creature to gain
play, but perhaps Xquic (hidden in the throngs of tonalli) its benefits.
contacts her sons the Hero Twins who ask to join the PCs in a Flower must be shaken and a creature must be coated
classic rematch. The demons must comply by their own laws. 5 in the resultant deluge of pollen in order to gain all of
the benefits of the flower.
The Flowers of Xibalba Flower must be consumed, but only under a special
A possible reason for PCs to travel to Xibalba and bargain 6 circumstance such as under the light of a full moon or
with its cruel demons is for one of the unique and magical during a solar eclipse.
flowers that are found singly in the otherwise barren wastes
of the desert. Some are found by the vulture-like dtutuncan The following abilities take effect the moment a creature
and plucked for favors from the demon hierarchy. The flowers uses the flower as indicated in the Flower Usage table above.
have many unique powers and some possess the only known
cure for supernatural diseases unleashed on the mortal plane. Flower Granted Abilities
The search for a particular flower can be the basis of an Roll Ability
entire adventure set in Xibalba or it can appear as random Creature is granted the permanent ability to fly at a
treasure. However, considering many of the effects of the 1 speed of 30 feet. The ability is magical and if dispelled
flowers are powerfully beneficial, the DM should consider returns after a Long or Short Rest.
dispensing them with extreme caution. Such flowers can not
be duplicated or grown through any normal or magical form 2
Once per day, the creature may choose to reroll a
of botany. If the PCs come across a flower randomly, the DM single failed saving throw.
may determine its powers using the tables below to provide 3
Creature gains a permanent +1 bonus to a single
inspiration. They may also roll 1d6 three times to select an ability score.
appearace, a method of use and a power from the tables. Creature gains proficiency in a skill which they did not
This is an opportunity for the DM to be as creative as they 4
already have.
would like to be and the tables can be ignored entirely. The
Flowers of Xibalba are all unique, and PCs should never come 5
Creature can make an additional melee attack once per
across two that have identical properties. day as a bonus action.
Creature gains permanent resistance to once source of
Flower Appearance 6
damage.
Roll Appearance
A crystalline bell shaped tulip with a glowing blue rim. The following example Flower of Xibalba utilizes only some
1
It is capable of holding a pint of liquid such as water. random elements from the tables.
2
A purple dahlia with yellow and pinkish stamen that Example Flower of Xibalba
writhe constantly like tentacles.
A crystalline bell shaped tulip with a glowing blue rim. It is
3
A rainbow-hued rose. Each petal contains every color capable of holding a pint of liquid such as water. If the flower
of the rainbow. is filled with any liquid and shattered, the spilled water
A pure black peony interspersed with streaks of transmutes all it touches to gold before evaporating. This
4
electric greens and yellows. effect can transmute enough material into gold to amount to
1d10+2 x 1,000 gp.
A silver and gold amaryllis that has a hazy, dream-like
5 quality. Almost as if it is being observed in the bright
sun independent of actual illumination.
A massive sunflower with alternating red and sky blue
6 petals. The seeds are colored cyan and are ripe, but are
infertlle.
5
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Dtutuncan
A hellish vulture-like bird of the Xibalban wastes, this
creature's name means "those who cross the sky" in the Payit
tongue. The bird has no eyes but amazing senses and it only
has a single leg. Its breath is the cold wind of death.
Sentries of the Heirarchy. The dtutuncan serve the
demonic heirarchy as sentries and scouts. Their perception is
remarkable and can pick out escaped tonalli or tresspassing
mortals who brave the wastes of Xibalba searching for the
elusive flowers of Xibalba or the abode of the Hero
Twins.
Seekers of the Wastes. The dtutuncan are the lowest form
of demon in Xibalba and resent their position. They are
forever attempting to gain the favor of the heirarchy and can
do so by killing enough mortals, capturing errant tonalli, or
delivering a flower of Xibalba to one of the demon heirarchy.
Dtutuncan
Medium fiend, lawful evil
6
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Tecuani Tecuani a
r
The tecuani are the most powerful of the non-unique demons developm e the final stage
e o
in Xibalba. They are cruel predators that enjoy making their heirarch nt for the non- f
prey suffer for as long as they can before using their sabre-like ical demo
Only the ns of Xib
teeth to end their victims life. g a
advance, reatest are chose lba.
and only n
circumst
ances. in extrem to
ely rare
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Tzinacan
Tzinacan are the bat demons that inhabit hidden caverns and
the dark places of Xibalba. They also inhabit the infamous
House of Bats, where they are known for their ability to
decapitate mortals visitors.
g g
Tzinacan Challenge 3 (709 XP)
Small fiend, lawful evil
Echolocation. The tzinacan can't use its blindsight while
deafened.
Armor Class 13
Hit Points 55 (10d6 + 20) Keen Hearing. The tzinacan has advantage on Wisdom
Speed 10 ft., fly 60 ft. checks that rely on hearing.
Wing Blades. If a tzinacan reduces a creature to 0 hit
STR DEX CON INT WIS CHA points and the creature has a head, it beheads the
creature, killing it outright.
12 (+1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 8 (+1)
Actions
Damage Immunities necrotic Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Damage Resistances cold, fire target. Hit: 12 (3d6+2) slashing damage plus 10 (3d6)
Senses blindsight 60 ft., passive Perception 13 necrotic damage.
Languages Infernal, Maztican
8
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The Demonic Hierarchy Credits
The twelve members of the demonic hierarchy range in CR Author
from 17 to 23 and unless the PCs are extremely high level Jon Hild
they should avoid coming into direct conflict with them. In
ages past they would frequently enter the mortal world and Cover Art
cause all manner of suffering but since Jun Kame and Wuqub'
Kame lost their divinity, they have tended to remain Francisco Vargas [Link]
sequestered in the city of Xibalba. The PCs can avoid direct
conflict with the demons by agreeing to spend nights in some Dtutuncan Art
of the houses or even to face off against them in the Maztican Verreaux Aquilae [Link]
Ball game.
If the PCs are itching to combat enemies more powerful than Tecuani Art
the tecuani but less deadly than the demonic hierarchy, there
are also a number of less powerful unique demons that Jacob Blackmon [Link]
inhabit both the wastes and the city. These are always
outcasts and some (such as Xquic) even have alignments Tzinacan Art
different from the standard lawful evil. Mike "KingOvRats" [Link]
If the PCs are of significantly high level and do intend to
battle the demons, the DM will need to develop statistics and Lords of Xibalba
powers for the demons. Remember, they always come in pairs
and depending on where the battle occurs, more might join. Milton Sobreiro [Link]
For their powers, the DM might want to read up on the
demons online (each name is taken directly from actual "Maztica Alive" Logo
Mayan mythology) using inspiration from the devils and Cliff Wolter [Link]
demon lords from Mordenkainen’s Tome of Foes. In order to
accomplish most of what a PC might desire by visiting
Xibalba, killing a member of the demonic hierarchy is rarely a
necessity.
Jun Kame and Wuqub' Kame
"One Death" and "Seven Death" also known among some
cultures as Hune-Came and Vucub-Came respectively, were
the undisputed leaders of Xibalba (Jun Kame's horrific form is
depicted on the cover of this product). Long ago, the two
brothers were lesser deities who had worshipers primarily
among the Payit and were both gods of death.
The gods became aggravated from the mortal sounds of a Legal
ball Game played by Vucub Hunahpuh and Hun Hunahpuh
and decided to invite the mortals to compete in Xibalba itself. DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
With little choice in rejecting the offer of the gods of death, the Forgotten Realms, the dragon ampersand, Player’s Handbook,
mortals agreed and were summarily slaughtered during the Monster Manual, Dungeon Master’s Guide, D&D Adventurers
match. League, all other Wizards of the Coast product names, and
Due to this interaction with the gods the body of Hun their respective logos are trademarks of Wizards of the Coast
Hunahpuh still managed to impregnate the daughter of Jun in the USA and other countries. All characters and their
Came, a fledgling demoness that did not inherit her father's distinctive likenesses are property of Wizards of the Coast.
full divinity. Her children, Xbalanque and Hunahpu, however, This material is protected under the copyright laws of the
were born semidivine and from birth planned revenge on their United States of America. Any reproduction or unauthorized
grandfather and granduncle. use of the material or artwork contained herein is prohibited
The Hero Twins challenged the gods to a game but were first without the express written permission of Wizards of the
forced to endure the six Houses of Xibalba which they did Coast. ©2018 Wizards of the Coast LLC, PO Box 707,
easily using their supernatural powers. As part of their deal, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA,
the gods would have to give up their divinity in order to play Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
fairly against the supposed human mortals. The weakened Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
gods were soundly defeated despite using Hun Hunahpuh's Middlesex, UB11 1ET, UK. This work contains material that
head as the ball which deeply disturbed the twins. Because of is copyright Wizards of the Coast and/or other authors. Such
their loss, the gods were never able to regain their material is used with permission under the Community
relinquished power. Content Agreement for Dungeon Masters Guild. All other
original material in this work is copyright 2018 by Bryan
Holmes and published under the Community Content
Agreement for Dungeon Masters Guild.
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