Next up is the Hidden Shrine of Tamoachan. This is location C in the adventure and I recommend placing it in the Manacapuru tribal lands as specified by Davies in the link above.
The magazine adventure updates the original 1st edition AD&D module for about ten of the rooms, with some changes. Some Paizo fans decided to continue the conversion and update the whole original adventure to D&D 3.5. So there is actually a word document that was/is distributed to run the whole adventure in two to four game sessions instead of the one to two sessions it would take to get through the magazine encounters. I have a copy of that should anyone want to see it, but I don't intend to just list all the details from the 32 page document here.
But I will take the first major encounter from the document and make some changes to adapt it to Mystara and in particular bring it into line with the Mystara almanacs which feature a Thyatian encounter with an old ruin in Manacapuru territory where they find the natives defend the ruins. More details in my Savage Tide timeline here....viewtopic.php?f=3&t=10319&start=0&hilit=Savage+Tide
In any case, the magazine has the pyramid partially collapsed leaving some chambers exposed at ground level. There is a basilisk at location 1 which is the area near the open entrances into the pyramid. At location 2 is a gibbering mouther(which is also present in the 1E version).
The word document replaces these two encounters with the ogre mage Xipe, leading a total of ten dominated lizardmen, six in location 1, and 4 with Xipe in location 2. The pyramid lies in a lizardfolk tribal area, but the lizardman chieftain fears the ogre mage and keeps his people away from it, as the ogre mage has magically dominated many of his best warriors. When the PCs enter the area, they will have to defeat Xipe, and the lizardfolk chieftain will have scouts keeping an eye on the battle, hoping to move in and finish off the survivors of the battle. The word doc suggests having the Jade Ravens(the other NPC party employed by the PCs patron) do the fighting to keep the lizardfolk tribe at bay until the PCs finish their exploration of the pyramid.
So with all this in mind, I have adopted the word document's approach, but replacing the lizardfolk with Manacapuru tribesman.
I customized these Manacapuru to fight more or less as described in the Mystara almanac, prefering greater blowgun weapons, spears and javelins. I have included Xipe's stats as well, which don't use the conventional Monster Manual stats but borrow some ideas from a Mike Mearls Dragon Magazine article revamping the ogre mage. I prefer the idea of making ogre magi greatly differing in ability keeping with the original idea of the Rules Cyclopedia ogre spellcaster that was very rare but capable of up to a twelfth level of wizard casting ability.
Manacapuru Human tribesman, Level 2 Fighter
Strength 13, Dexterity 18, Constitution 14, Intelligence 10, Wisdom 16, Charisma 10
Initiative: +4, Listen +5, Spot +5
AC 18, Touch AC 14, Flat-Footed AC 14
HD 2d10 + 4, hp 18, Fort save +5, Reflex Save +4, Will Save +3
Feats: Alertness, Blind-Fighting, Point Blank Shot, Exotic Weapon Proficiency(Greater Blowgun)
BAB +2, Grp +3, Hide Armor, Light Wooden Shield
Skills: Intimidate +4, Jump +3, Move Silently +5, Survival +4, Swim +3, Tumble +5 (Note add a -4 armor check penalty when appropriate.)
Greater Blowgun +7(incl Point Blank feat) (d3+poison), this weapon has a 10 foot range increment
Javelin +7(incl Point Blank Feat) (d6) this weapon has a 30 foot range increment
Shortspear +3 (d6)
The blowgun poison requires the target to take a DC 12 Fortitude save should they take any damage from the dart. Initial damage is d6 Con points, and Secondary damage is d6 Con points once again.
The first six Manacapuru guard the entrances at location 1. As soon as they detect the party they yell a warning and fan out to take cover behind the nearby trees and snipe at the party until forced into melee. Xipe and the remaining four warriors will arrive in two rounds after the alarm has been sounded.
Xipe Ogre Mage CR 5 (Large Giant)
Strength 21, Dexterity 14, Constitution 15, Intelligence 14, Wisdom 14, Charisma 17
Initiative: +6, Listen +9, Spot +9
AC 20, Touch AC 11, Flat-Footed AC 18
HD 6HD, hp 39, Fort save +7, Reflex Save +4, Will Save +4
Feats: Combat Reflexes, Improved Initiative, Weapon Focus (greatsword)
BAB +4, Grp +13,Chain mail shirt
Skills: Concentration +10, Disguise +10, Intimidate +10
Composite Longbow +5(2d6+5/x3)
Greatsword +9 (3d6+7/19-20)
Space 10ft, Reach 10ft, Speed 40ft, Fly 40ft(good maneuverability)
Atk Options: Sneak attack 2d6
Spell-like abilities(Caster Level 6th)
2/day - Invisbility
1/day - Charm Person(DC 14), Lightning Bolt(DC 16), Gaseous Form, Swift Invisibility(See Spell Compendium)
Deceptive Veil(Su): As per the spell disguise self, save that the ogre mage can appear to be up to one size smaller.
Flight(Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuveraility.
Fast Healing 5(regeneration), Spell Resistance 19
Xipe will start off disguised as a Manacapuru tribesman. He will attempt to line up as many enemy targets as possible for his lightning bolt. He will then use Invisibility to repeatedly fly up and drop back down into a position in the combat to make his reach, combat reflexes and sneak attack ability effective. Once he can no longer turn invisible, he fights until brought below 10hp, at which point he takes gaseous form and attempts to escape to his second floor lair(location 27 in the word doc). Should he be pursued to that chamber, he fights to the death.