
DM Dickie |

To the rest of the Realms it is the “New World”. To the Maztican natives it is the “True World”. A wild land with lakes of blood and cities of gold. A place to find glory and wealth, or escape the past.
I am going to be running a 2nd edition Advanced Dungeons & Dragons Forgotten Realms module set in Maztica. My goal is just to play the game as close to rules as written as possible for a play-by-post AD&D 2nd Edition game and complete the Fires of Zatal module. If things go well, I would consider taking it further than that module, but for now the focus will be the module itself.
Character creation:
Some Additional Useful Info
For the purpose of this module, urban focused characters would not be recommended. There are some cities that the characters may visit, but there will be a lot more time in the wilderness. Animal encounters are likely to be frequent, as are encounters with a variety of humanoids. Expect jungles, rivers, deserts, and a little travel by ship.
I would expect three posts a week on average. Sometimes, especially in scenes that are mostly RP focused, I could end up posting far more frequently. Other times real life gets in the way and things may slow down. We should all try and update each other about absences as early as possible, if possible.
I can use either Google Drive to share maps/images, or Roll20. I feel a little more comfortable with Roll20, but if folks do not have accounts or prefer Google, I will use that.
When you post in combat or other round-based scenes, be sure to add the following information to your post:
Declare your action as a player using the out of combat tag. On the next line display your Weapon or casting speed. Below that roll your initiative modified normally, and any rolls you need to make for your action (attack, damage if attack hits, proficiency check, etc.).
+/- Weapon/casting speed
Initiative: 1d10 + 1 ⇒ (5) + 1 = 6
I will resolve combat actions in an end of round post, feel free to flesh out those results in your next post. I will also do a brief round recap post to try and keep things organized.
Special/House Rules in Effect:
I'll copy the above list to the campaign page when I create it. That way we can add other things as required in a central spot.
Questions? Just ask! Otherwise, roll up some stats and toss me a concept. All that is required for recruitment is class(and kit)/race/stats and a general concept. I will be looking for between 4 and 6 total players.

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Hi there!
Well, I do like to roll dice:
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (5, 2) + 6 = 13
1) We start at 1st level, yeah? What level would you say we'll go to? I'd -like- to do a human that changes classes, but that can take a bit to get going.
2) If not, do you allow half-orcs? A half-orc fighter/cleric might be fun. If so, I think half-orcs get +1 Str, and then I'll need to roll percentile:
1d100 ⇒ 95
Ooo!
3) If neither 1 nor 2 will work out, I'm feeling gnome illusionist/cleric. =)

DM Dickie |

Yes, first level to start. Obviously, advancement partly depends on class in AD&D, but I would expect at least one level to be possible. Also, depending on bonus exp and side-treks and random encounters (oh, my!) a third level is for sure attainable.
I'll allow half-orcs, however my only source at the moment is Unearthed Arcana, which is fine, but if you can find a 2nd Edition source for them, let me know.

sawwon |
Hello! I'm extremely new to the forums and comparably new to AD&D, but I read the books recently for the sake of another PbP game elsewhere so it might be nice to use that knowledge. Going to try to roll abilities:
2d6 + 6 ⇒ (3, 4) + 6 = 13 2d6 + 6 ⇒ (3, 2) + 6 = 11 2d6 + 6 ⇒ (6, 2) + 6 = 14 2d6 + 6 ⇒ (5, 1) + 6 = 12 2d6 + 6 ⇒ (5, 6) + 6 = 17 2d6 + 6 ⇒ (2, 4) + 6 = 12

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I'll allow half-orcs, however my only source at the moment is Unearthed Arcana, which is fine, but if you can find a 2nd Edition source for them, let me know.
*Heh* Does "It's in the Baldur's Gate Enhanced Edition!" count? =)
(Believe it or not I'm currently playing that, trying to FINALLY finish it. Fifth time's the charm?)But, yeah, I've not actually played 2nd Ed in so long, but BG is sort of becoming the modern incarnation of what it means now.

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Yes, first level to start. Obviously, advancement partly depends on class in AD&D, but I would expect at least one level to be possible. Also, depending on bonus exp and side-treks and random encounters (oh, my!) a third level is for sure attainable.
I'll allow half-orcs, however my only source at the moment is Unearthed Arcana, which is fine, but if you can find a 2nd Edition source for them, let me know.
2nd edition half-orcs appear in the Complete Book of Humanoids.

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Roll: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Roll: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Roll: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Roll: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Roll: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Roll: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Well that's pretty mediocre. I guess could be good at one thing. I'm trying to come up with a concept. I was thinking of playing an Eagle Knight, but my stats are too low to meet the required minimums. My next thought was a survival-oriented ranger for wilderness travel, but my stats are too low for that, too. I just can't come up with a concept that is interesting to me, as this stat set bars everything I was thinking of doing.

DM Dickie |

I might relax the reroll rules, I just don't want folks trying over and over again and spamming the boards with attempts, lol.
Yes, I forgot to include it above, but common + racial for free. I was considering allowing it to be bonus languages AND NWP slots, but given the "new world" aspect, having a language barrier could be cool.

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Dismoon/mishima here. Crunch complete I believe.
CN Maztican halfling thief (bandit)
14.16.15.14.14.14
hp: 7
ac: 7 (-3 def adj)
reac: +2
sens: infravision 60
move: 60 (ft/yrds)
Attack: THACO 20 (+2 missile adj, +1 halfling)
+0 knife 2 1d3
+3 shortbow, maztican 7 1d6 (x2)
sv: (+4 poison, rsw, and spells)
ppd.rsw.pp.bw.sp
9.10.12.16.11
Kit Benefit/Hindrance:
+1 wilderness surprise
+5% move silent in wilderness
-2 reaction if recognized as bandit
Languages:
Common, Halfling
Proficiencies:
W(3): morningstar, knife, dart
NWP(7): survival(jungle)(int), tumbling*(dex), blind-fighting**, swimming*(str), animal noise*(wis-1), fire-building*(wis-1), set snares*(dex-1)
Thief Skills: 60 discretionary, 30 max to one
pp.ol.ft.ms.hd.dn.cw.rl
25.40.50.50.45.20.65.00
Thief Skill Calculations:
base.race.dex.kit=X+disc (bonuses)
15.5.5.-5=20 (+5% armor)
10.5.10.0=25+15=40
5.5.0.10=20+30=50
10.10.5.5=30+5=35 (+5% wilderness, +10% armor)
5.15.5.5=30+10=40 (+5% armor
15.5.0.0=20
60.-15.0.-5=40 (+15% crampons, +10% armor)
0.-5.0.-5=-10
Creation Inventory: (60 gp)
item cost weight
shortbow, maztican 20 2
flight arrow (12) 3 0
blanket 0.3 3
waterskin 0.2 1
crampons 4 2
thieve's picks 30 2
knife 0.5 2
58 spent 12 encumbrance (none)
2 gp remain

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It's ok, I'm just trying to figure out a Maztican. I am not even sure if plumaweavers have the typical rogue skills - the text is unclear; they are a rogue kit but nothing in it says anything about keeping or losing rogue abilities, as far as I've been able to find so far. Sooo it might be redundant, or might wind up being a minor caster whose spells are pretty weak.

DM Dickie |

The bard is particularly appropriate, if one considers him in the context of storyteller and historian.
That is literally the only official information I can find on the subject. Spell books are a hitch thematically, but if the only official word is that they're "particularly appropriate" then I am calling them fair game. We just need to figure out how to alter spell books.
Side question about the theif skills: what would you all think about replacing some of the lost standard ones with alternate ones like what barbs and shamans get?

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Yeah, are there any sample or pregen bards in any of the modules? That should tell us their magic situation.
If the bard loses Pick Pockets AND spellcasting, then I can't really see how it would be considered a viable class any more.
Since rogues all lose Pick Pockets and Open Locks, maybe swap in one of the other specialty rogue abilities that were introduced in DARK SUN for high-level rogues: detect magic, detect illusions, bribery, forgery, tunneling, or escape bonds. (See Dragon Kings 71-73, if you have that book handy.)

DM Dickie |

Bribery and forgery don't really work out, but any of the others could work, as does the jumping thing barbarians get, the name escapes me at the moment.
I can't find any sample Maztican bards from anything 2nd edition. Since it doesn't explicitly say they lose spells, I would say they don't lose spells.
Edit/update: note I am going to look at Maztican spell lists and figure out how to reconfigure bards to be more in line with magic.

mishima |

As far as I can tell its just rogues with Maztica origin that lose the standard thief skills (again just going by the pregens).
I didn't find any bard info unfortunately.
Also there's a lot more Maztica kits (3 rogue, 1 warrior, 4 priest) buried in the back of City of Gold, for example a rogue kit called the fetishist that gets thief skills (minus pick pocket and open) and the new talisman magic introduced there. The formatting of the kits is a lot more 'modern' compared to the boxed set.

Insnare |

2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
Maybe a jaguar knight.
My question was more about if it was cool to be a dog person the tribes further up north.
About whether pickpockets and open locks should be available depends how long after Cordell's landing this takes place. If it were 30 years after, it would make sense that towns and cities within the colonies would have locks more prominently and members of the plumaweavers would be more familiar and might be able to have those skills. However, if they were from a more further abreast tribe not so much.

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Started filling out Sacniete, plumaweaver.
Fun fact: Because the plumaweaver is required to buy a whole bunch of proficiencies that are outside of their usual class group, you can't actually meet the requirements for the kit's nonweapon proficiencies unless you have an Intelligence of 14 or more (which I don't), or you get some kind of crossover from being dual-classed or multiclassed. They're not clear on whether this means you can't advance beyond level 9, or if you are not allowed to take the kit at all if you couldn't get those proficiencies. (The terribleness of this is exacerbated by the rule that says you can hold off on taking a kit until level 3 - so how does a plumaweaver work, then? Do you start as a rogue with rogue abilities and then when you move into the kit at a later level you just "forget" them? Same for weapon proficiencies, since a rogue can use weapons that a plumaweaver cannot? It's so bad.)
(The relevant problem is that Animal Lore, Healing, and Tracking, all of which are required by level 10, are not on the Rogue or General list, so they all take one extra slot, over and above their normal cost; this means Animal Lore is 2 slots, Healing is 3, and Tracking is 2. Set Snares and Weaving are 1 each, total of 9 slots - as a rogue, you start with 3 and get 2 more before level 10, so you would need at least +4 slots to qualify.)
DM, please advise on whether this means that I can't play a plumaweaver, either. (See p. 63 of the Maztica core rule book.)
Starting money: 2d6 ⇒ (2, 1) = 3 x10 = 30. Of course. So not only can I not play any class that I'd enjoy, I can't have any gear, either. (It's 50 just for the composite short bow that would be the only viable weapon I could use, and as a 1st level plumaweaver I have no rogue skills and no spells so that would be my only contribution to the party.)
@DM, I really love the idea of the Maztica setting, but it seems the dice have decided that I'm not allowed to play. Thanks anyway.

DM Dickie |

I'm trying to decide what to do as well. I chose the module partly because it was solid and partly because I have never personally done anything in Maztica previously. I'm constantly saying to myself, "Should have just done the Dales modules or something..."
So opinion. For this should we scrap the Maztica thing and do a different, more accessible setting?

DM Dickie |

FWIW, I would consider doing a more or less Zhent resistance story as open ended game using a variety of modules from or around the Dalelands area. More of my specific focus when it comes to the Realms, and easy for me to change gears. But I want to hear thoughts from folks who were already investing time in characters before I hit the reset and go back to the original point of wanting to do AD&D as close to the original tactical rules as possible but in an easier manner than the corner I painted myself into...
If folks are cool with that I'll create a fresh recruitment thread and link it here, may allow you to retain rolls from here if you're happy with them since I don't see me changing much in creation guidelines.

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As noted above, I love the idea of the Maztica setting, but the execution of game systems in it is awful. It needs a lot of work - you'd have to answer these questions about how bards work, how taking a kit at a later level is supposed to work, whether you can even take a kit if it says "you must have X proficiencies by Y level" and your character does not have enough slots to potentially learn them, etc.

DM Dickie |