Edwin presents The Fires of Zatal an adventure through the lands of Maztica

Game Master Insnare

Maztica is
very different from the Realms.an alien land, a world in transition,
showing the first influences of the mores and culture of the Realmsian cultures. Its ancient nations are giving way to new empires and new threats. Once, monstrous creatures
were few and far between; since the Viperhand creatures were
introduced, the land becomes ever more like the Realms.
MAZTICA MAP


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Shot Putter Funkmeister

hello mazticans!!!


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Well hello there DM :)

AD&D 2E Online Resources in case of emergency

Ok Crunch is ready just have to do some equipment


Shadow's Status

Hey, won't be home till later tonight but wanted to DOT.


Shot Putter Funkmeister

I think it would be a lot of fun if you guys, when we start, write up a nice summary about how your characters came to Maztica or to Helmsport or Ulatos respectively.


Shadow's Status

Sure, I can get to that tonight along with my profile.


Shadow's Status

What year is the campaign starting in again? I thought I saw it in the thread but now I can't seem to locate it. I have brainstormed a few ideas for my background but the year will make a difference as to the details.

Plus I am exhausted so I think I need to sleep and finish this in the morning before work...


Shot Putter Funkmeister

Well if someone wanted to be a 1/2 elf it would have been 1385 but that didn't happen I am going to say 1371 making it ten years since Cordell first came and that allows for Helmsport to be established.


Shot Putter Funkmeister

Don't worry about matching up, I will take care of that for you. Your monologue/intro should tell something about your backstory and how you got to Helmsport/Ulatos and what you are doing/have been doing.

Shadow will be playing a mage but our native Maztican shouldn't protect him in combat like a normal Realsie would because he would not know about magic and all that fun stuff(at least in the first battle).


Male Human Magic User 1

Orren grew up in Baldur's Gate. As a young frail child he was to ill to play in the games that most boys enjoyed in the streets of the big city. Orren was a smart lad though and his work with his father copying tomes allowed him to be recognized by a local mage who uncovered his talent for magic.

Orren was apprenticed to the mage, Therus the Red, as a young teenager. His skills improved though his frail form did not.

Still the Flaming Fist mercenary company sought all takers who were tough enough to stand against threats, if they fell down in the line of duty so be it. Orren took a chance and joined the company as a young mage. Leaving the teachings of Therus, perhaps too soon.

In a skirmish at the western border of Cormyr, working for a Noble family seeking to protect the realm from the death DRagon, Orren nearly lost his life to a Goblin's spear. Luckily, the tide of battle turned and a cleric of Helm was able to seal Orren's wounds.

As he was nursed back to health over the next week, the cleric, Myr stopped by to check on Orren.

"Boy, you are not suited for the battlefield. Still, you are smart and courageous. Those things we have need of in the Company. Duke Eltan is considering a trip to the lands to the far west, Maztica. Would you set sail on a ship from Amn and give your impression of what if any opportunities exist for the Company in these new lands?"

Orren jumped at the chance and once his healthw as fully restored took a caravan to Amn, booking passage on the next voyage to Helmsport....


Shadow's Status

FYI, I am traveling for work from Tuesday through Thursday, my posting over those few days may be spotty as a result.


Shot Putter Funkmeister

ok


Shot Putter Funkmeister

We're going to do the boat traveling portion of the trip. So could you all tell me where on the ship you will be spending your days.

Thanks!


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Mostly next to the central mast with a life line


Shot Putter Funkmeister

Here is the situation, I will be rolling for random encounters over the course of the next 15-16 days in game... you guys can continue your conversations and such, but i do want to keep the game progressing. Retconning fishing or whatever is totally cool, or if you want to talk to Hasoctl or Ironspike or the captain or someone else that is also fine and can be retconned as well. Unless that person dies...


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Meri will take the 15-16 days of travel to get as most info as she can get from all NPC regarding:

The land
The political Situation
The Culture
The different Races
The Religion
The local History
The Economics

etc...

(not sure you and i should rp trough all of that ? :)


Male Human Magic User 1

Orren will stick next to Meri near the mast, also tethered on, kjust in case.


Shot Putter Funkmeister

Meri, the crew really don't have much info for you and the captain might have a little more but your minders are the guys you should ask questions to


Shot Putter Funkmeister

Anyway, I can just do the random rolls...


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Meri will indeed ask the same questions to both minders and as well from the Natic PC's :)


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

ik i am curious as to how you are gettin a Thaco of 14 with the bow ?

(Dex of 18 is +2 missile Adjustment and the special benefit of Plumeweaver is +2 to hit with Bow)


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Oren
FYI

the armor lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage.

So it can technically last for days on end...


Male Human Magic User 1
Merisiel Stormwind wrote:

Oren

FYI

the armor lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage.

So it can technically last for days on end...

Interesting, I red the entry and you are absolutely correct?

I totally forgot how that spell functioned. Been about 17 years since I ran a second edition Wizard...


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

my last 2E campaign only ended like 5 years ago (after a good 5-6 years of playing it)


Ah, math error. My THAC0 with the bow is 16, not 14 (dex + class) Fixed.

EDIT: nor should my class bonus to hit apply to damage with the bow. Double fix.


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Dang i had hoped that you had found some other bonus in case i died and needed to make a local character.
Still a 16 thaco is proly the second best i've seen ;)
(dog people have a +1 racial on bow) not sure if they can be plumeweaver.


Yes, dog folk can be plumaweavers.

What I want to know: what are the proficiency groups for Plumaweavers supposed to be. The "required skill list" borders on the ridiculous.

Before 10th level they're supposed to have (with no bonus slots)

General
Weaving (1 slot)

Warrior
Animal Lore (1 slot)
Tracking (2 slots)

Priest
Healing (2 slots)

Rogue
Set Snares (1 slot)

So that's between 7 to 10 slots, depending on if they have to take them cross class or not.

I assumed that at a minimum the required skills don't take an extra slot for being cross class, otherwise it will be impossible to meet those requirements. I'm guessing they're supposed to have the Priest and Warrior groups available to them.


M Maztican

posting this in all my games......heading to the airport tonight to take the family to Disney World for a week. Please feel free to bot me as needed since I will probably be checking infrequently and only have my phone for posting. Thanks!


Since a number of party members have extra languages slots, perhaps I can teach some of the languages I picked up?

I took Common, Halfling, Nexalan, Kultakan, Payit. Culturally, Nexalan and Payit looks to be the most widely spoken (according to the Maztica handbook).

Also, given where were going Orc (and maybe giant and troll) would be useful.

Otzali: I don't think Maztican is a language. It is likely you are actually able to speak Pezelac (which is similar to Nexalan and mutually intelligible) or Kultakan (distantly related to Nexalan), depending on your region of origin. You could also be a Nexalan refugee, I think, and speak Nexalan. The play guide says "The four nations of Nexal, Pezelac, Huacli, and Kultaka are all lands of Mazticans."


Male Human Magic User 1

I was planning on learning at least one of the local languages with my non-weapon proficiencies whe we get to level 2.


The way I understand it, your bonus slots from intelligence give you both extra languages and nonweapon proficiencies to play around with - so for Orren, 4 free extra languages and your four bonus nonweapon proficiency slots. It seems an awful shame not to use that pool of free languages first, before using character nonweapon proficiencies. Up to you though :)


Shadow's Status

Ah you are correct# For some reason I thought I already filled them, DM can I fill those current open slots with languages now or do I need to wait till I level?


Shot Putter Funkmeister

As far as I get it, Maztican is the ethnic group that encompasses Nexala, Kultaka, Pezelac and part of Huacli. Language wise Nexalan would probably be considered the lingua franca of Maztica. Pezelac is just a dialect of Nexalan so if your character understands Nexalan he or she would understand it, Kultakan on the other hand can be understood if you know Nexalan but up to 60% of the vocabulary can be different in a particular context. The Payit people are of another ethnic group and their language is of another language tree. Same with the dog people, the green folk and those. According to the plan you will travel through Payit, Pezelac, Kultaka and Nexala.


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

Well meri is a slow learner and will need lots a extre classes and time to learn the local languages (ie level 3)


Ugh, so after further reading it looks like I was mistaken - language and bonus proficiencies are the same pool. Well, off to modify my charater again. I guess I work to keep Nexalan, Common, and shuck some other skills.


M Maztican

ive got Payit only.......but we can make due I think.


Shadow's Status

I am buried under a significant amount of work for Friday and on Friday night I will be running my table top Forgotten Realms game. Saturday I have a number of errands to run. Please DMPC me as needed until this Saturday evening. Thank you.


Shadow's Status

Wow Meri is dead! 2ed brutality...


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

DM

Can you please tell me what AC you hit with that 15 / 12

Cause if your THACO is 20 then a few of those attacks are misses as my Current AC is 4 (Mage armor + dex) so total damage would be 7hp and meri still alive, and may be able to finish crossing the river before the next round of fishy comes biting :)


Shot Putter Funkmeister

When did someone cast Armor on you? Truth be told you should put it somewhere so that I know it is on you. Why anyone would cast it on you, is in normal circumstances nonsensical because your character has an AC2 from Dex and splint mail. The Armor spell is useless because it brings a character to AC6 - their dex which in your case would be 4 and doesn't stack with armor but maybe a shield which you don't have.

Meri, your dex is diminished due to the mud and wading through the water which is higher than you are tall. In the GM rolls if you check the spoiler I rolled d4 to determine how long it would take you to cross, which came up with a 3. So that would be another 2 rounds. Being kind, and nullifying the 12 as a hit, which would leave you at 0 which on land would be fine most animals and/or monsters but in a river full of piranha would mean certain death.

I don't like killing characters as a rule but sometimes it happens. Meri's player has played with me for awhile in three or four campaigns. Could you roll me up a new one?

To be honest I thought your AC was 8 that is why i put 12 as a hit. :)


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

I don't need to have casted on me by someone else it is a Sell like power that Meri has. It have stated that she has the effect on herself:

May 1, 2015, 03:16 pm (it is her second post on the thread)

The mage armor while as you properly stated useless while wearing armor. But there are lots of time when armor can not be worn (like at parties / meeting or sleeping) hence the Mage armor.

---

You are the DM of course and i will abide by this ruling but i see no reference to the D4 to determine how long it would take me to cross as the first roll you made is:

Piranha 1 1d20 ⇒ 20 hit 2d2 ⇒ (2, 1) = 3

and the last

Piranha 20 1d20 ⇒ 12 hit 1d2 ⇒ 1

Nor could i found a rule reference for losing your dex modifier for being under mud

--
While meri still has the ability do heal herself and might survive a second round of fish eating her but most certainly not a 3rd


Shot Putter Funkmeister

It is behind the spoiler under GM rolls which is in the same post you mentioned. The information I am referencing regarding the river is actually in the module when it comes to how long it takes to cross, the mud and so on. To be fair I also made the same 1d4 roll for Orren when he fell into the river giving him a -1 round modifier due to his only failing the check by a 1/3. Fair enough, I am sorry, truth is I liked the Meri character it is sad to see her eaten that way :)


Shot Putter Funkmeister

Just a side note because wading in the water isn't specifically mentioned in the DMG, however on page 66 of players options and tactics guide, states "Characters who are only wading are much less
affected. Wading in kneedeep water reduces movement
by 1/3 . Wading in waist-deep water reduces movement by
1/2 and adds a one-phase initiative penalty to any action
the character takes. Wading in shoulder-deep water
reduces movement by 2/3, adds a two-phase penalty, and
causes the character to lose any Dexterity adjustment to
his Armor Class (although it does provide cover against
someone firing missiles at the character)."

This book was used in character creation.


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

advice on the character i should be making ? i really am not familiar with Maztica


Shot Putter Funkmeister

PM me your email address and I can give you the Maztica boxed set.


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

thank you DM but i have all the 1st /2nd/3rd Add&d Books already.

i just never read those of maztica as i have never played there


Shot Putter Funkmeister

Hmm, the party as it is, we have a warrior, a magic user and a plumaweaver which is a rogue/priest character. The party is in the border area between Pezelac and Kultaka. But you could make a halfling or a desert dwarf if you don't want to pick a human.


M Maztican

Trying to remember if there's a ranger equivalent ? We could use some better woods lore !


What about a Dog Person warrior? Or are we too far south? That would be kind of like a ranger.

Maztica book:
Dog People The Dog People are a collection of savage tribes who inhabit the northern portions of the Continent.

They lack any coherent structure and never work together, which is fortunate for the rest of the lands, because their stealth and savagery is unmatched. They practice a highly advanced form of shamanism, which reputedly bestows great powers upon their most accomplished sorcerers. The Dog People have no structure of civilization in the way of the Payit and Maztican folk. However, they have a rich oral tradition, and a full belief in the gods of the True World. They have never had the abundance of food, and consequently population, of their neighbors to the south and thus have never developed their religion to the level of human sacrifice. The Dog People are fearless warriors, and very loyal to their companions. They are stoic to the point where they are almost completely unaffected by pain and privation. The gods held in highest regard among them are Maztica, the earth goddess, and—not surprisingly considering the parched living space of the Dog People—Tezca, the god of sun and fire.

Game Notes: Characters who elect to be warriors from the Dog People can add a +2 to their Constitution and +1 to their Dexterity scores, in exchange for -1 to Wisdom, Intelligence, and Charisma. Alternately, characters who become priests or hishnashapers receive a +1 to Wisdom and Intelligence, and a -1 to Charisma. They can be warriors, though not members of either knightly order, or they can be priests of Tezca or druids of Maztica (no level restriction). Alternately, a character of a Dog Tribe may be a rogue, including a hishnashaper or plumaweaver, advancing in experience with no level restriction

WARRIORS are the most common type of adventuring character. They can use all Maztican weapons, and progress at the normal rates of experience. If warrior kits from the Complete Fighters Handbook are used, the Barbarian, the Berserker, the Savage, and the Wilderness Warrior are all eligible for use with Maztican fighters.


Shot Putter Funkmeister

Once in Kultaka dog people would make sense. I would take either a Kultakan or a Maztican.


Hp 9/9 AC 2 Paralyze/Poison 10 (+4), Rod/Staff/Wand 14 (+4), Petrify/Polymorph 13, Breath Weapon 16, Spells 15 (+4) Surprise +2

For now iam going to roll some dice and see where this will lead's me

we can def use an other fighter type and a healer type i think

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