Fires of Zatal


Recruitment


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:

  • Stats: Roll 2d6+6 six times, arrange as desired. If the total for all six abilities is 70 or less, you can reroll.
  • Any Forgotten Realms race, class, or kit from any official Forgotten Realms book is available, as are any options from general AD&D books (Complete series, etc.)
  • Kits from other sources may be allowed with DM approval.
  • Take maximum hit points for first level.
  • Any non-evil alignment is allowed. LE may be allowed depending on the concept.
  • Roll for starting wealth as normal.
  • Combat styles, expertise, and various "feats" from Player's Option series are fair game. Approval is required, however.

    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.

    DM Dickie: wrote:

    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:

  • Hovering at Death’s Door (-10 hp to die).
  • If your action in combat is pre-empted, you receive a +1 to either AC or a single roll taken in your next action.

    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.

  • Dark Archive

    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. =)


    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.

    The Exchange

    Definitely want to check this out. Will roll up another thief later today.


    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

    The Exchange

    2d6 + 6 ⇒ (6, 2) + 6 = 14
    2d6 + 6 ⇒ (3, 5) + 6 = 14
    2d6 + 6 ⇒ (5, 5) + 6 = 16
    2d6 + 6 ⇒ (3, 5) + 6 = 14
    2d6 + 6 ⇒ (5, 4) + 6 = 15
    2d6 + 6 ⇒ (2, 6) + 6 = 14

    Infravision: 1d100 ⇒ 66 fail
    Limited Infravision: 1d100 ⇒ 64 fail

    Wealth: 2d6 ⇒ (4, 2) = 6 *10=60


    Wow...that was a lot of 14s.

    The Exchange

    Thinking a halfling thief (bandit kit). The odd stats might actually be nice since that kit has a lot of wilderness proficiencies that use most ability scores. Story being something like, hes part of a small group that preys on the new supply lines being cut into the jungle.

    Dark Archive

    DM Dickie wrote:
    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.

    Sovereign Court

    DM Dickie wrote:

    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.


    Oh, duh, I knew they existed somewhere, TY!. So yeah, they're pretty simple at +1 Str, +1 Con, -2 Cha, and infravision at 60'. They do have some weird minimum and maximum ability scores.

    The Exchange

    Are you doing languages same as last time? No NWP spent on common and racial?

    edit: Also I rolled for infravision before reading the boxed set description of Maztica halflings (which get all that free, in addition to +1 shortbow attack). I assume we can use those rules.

    Liberty's Edge

    Life is too crazy for me to participate at this time, but I just wanted to throw out a shout-out for anybody in a Maztica game. Man, I love Maztica so so so much. Would've loved to have played in this. Have fun, guys!!

    Sovereign Court

    Stats:

    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.


    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.

    The Exchange

    Dismoon/mishima here. Crunch complete I believe.

    Maztica jungle bandit:

    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

    Sovereign Court

    These aren't really bad stats, I just can't play any of the characters that I would like to play with them. Very old-school: If your dice luck sucks, then no, you can't play a ranger.


    Well at least you can do some sort of decent caster with those stats, which is good since right now there is a rogue and some sort of hitter being floated.

    Sovereign Court

    The plumaweaver is a rogue, and there's already a rogue. I'm currently playing clerics in five games on the boards so I'd prefer not to do that yet again. There are no wizards native to Maztica, and if I'm gonna play a Maztica game I'd like to play a Maztican character.


    Witchdoctor or Shaman at all interesting? Too close to cleric?

    Seriously, I don't mind a special case reroll, lol, I'd rather folks have characters they want to play than be too hard core about old school.


    Oh, How about BARD! Hehe, folks always have such extreme reactions to them, no clue what your feelings are :-P

    Sovereign Court

    Well, that depends. The Maztica rules (p. 47) say that bards lose their pick pocket ability, but they say nothing about spellcasting - but Maztican characters typically don't have access to arcane magic. Would a Maztican bard also lose spells? If so, would they get anything in return?


    Can I play a travelling dog person?


    Jesse, I can play something else if you want to do a plumaweaver.

    Sovereign Court

    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.


    I was wondering that too and might have an answer. After looking at the module's pre-generated characters, the plumaweaver does not show any thief skills (ANY). In the same bunch of characters theres a different thief that has them listed out normally.

    Sovereign Court

    Now I just need to know what the deal is with bards.


    Maztica Campaign Boxed Set, page 47 wrote:
    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?

    Sovereign Court

    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.)


    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.


    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.


    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.

    Sovereign Court

    Ok, I'll do a Payit plumaweaver, draft up tomorrow (er, later today).

    Sovereign Court

    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.


    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?


    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.

    Dark Archive

    This is just me, but, yeah, I don't know anything about the setting, but it seems kinda...niche. You're trying to do 2E, which is a tough position to start with, and then throwing in something that, it seems, few people love....

    Yeah, I'd wager that the Dales would draw more interest.


    I was already a bit familiar with Maztica because I researched it for setting my 5e Tamoachan game there a year or so ago.

    I'd be totally fine moving elsewhere.

    Sovereign Court

    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.


    Okay, then I'm going to go ahead and open a thread shortly. There will be a few very minor changes to the character creation rules. Specifically, no LE at all permitted and good alignment strongly encouraged. I think I will also allow for two sets of rolls and will add a note about languages.


    Okay, fresh start time.

    I wouldn't need a lot of time once we have some characters up. So much more familiar with this region and these modules. I just want to take a little time while characters are being built and discussed to make some modifications.

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