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Maztica Campaign Set Maztica Alive by Douglas Niles Table of Contents The Dungeon Masters Book .................................................... 2 Land and Weather ......................................................... ...3 Terrain Types ...............................................................3 The Climate of the True World ............................................... .9 A Common Theme: The Ball Game ............................................. 10 Regions of Maztica . 13 Far Payit ................................................................. 13 Payit.. .................................................................. 29 Pezelac . 33 Kultaka ................................................................. 35 VaIley of Nexal .......................................................... 37 Huacli . 41 Kolan ................................................................... 42 Tukan .................................................................. 43 Other Points of Interest . 44 Maztica and the Passage to the Sword Coast .....................................47 The Afterlife . 48 Mictlatepec and the Mictlaneca ............................................... .51 New Monsters . ......................................................... 59-62 Chac ..................................................................... 59 Jagre .................................................................... 60 Kamatlan ............................................................... 61 PIumazotl .............................................................. 62 Guardians: Monsters of Maztica ................................................63 Index.. .................................................................... 64 Credits: Design: Douglas Niles Black and White Art: Valerie Valusek, Newton Ewell Additional Design: Tim Beach Border Art: Ken Frank Editing: Karen S. Boomgarden Cartography: David Sutherland III, Dennis Kauth Cover Art: Fred Fields Typesetting: Tracey Zamagne and Gaye OKeefe Interior Color Art: Jeff Easley, Doug Beekman Production: Paul Hanchette This material is protected under the copyright law of the United States of America. Any unauthorized use of the material or artwork contained herein is expressly prohibited without the written consent of TSR, Inc. Copyright ©1991 TSR, Inc. All Rights Reserved. Printed in U.S.A. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by Random Century Group and TSR Ltd. ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc. BATTLESYSTEM and the TSR logo are trademarks owned by TSR, Inc. TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva, Cambridge CB1 3LB WI 53147 U.S.A. United Kingdom 1066XXX1502 ISBN 1-56076-084-2 MAZTICA ALIVE The Dungeon Masters tells you more about their homelandsyou can share this Book information with the players from specific locations. As always, DM This book contains adventuring information is yours to do with as details that allow a DM to create his you please, using the parts you like, or her own Maztican campaign. developing and detailing the parts Included are general descriptions of that pique your interest, and the continent, and specific details ignoring whatever does not. about the various lands and Finally, a few pages of appendices peoplesbeyond what might be give you short encounters and ideas general knowledge to the educated to begin adventures. Several new Maztican. Also presented are monsters make their debuts here as representative sailing routes from well. Also, a list of monsters that are the Sword Coast, and a listing of known to exist in Maztica is possible hazards of such sea provided, just to make sure the DM voyages. The city of Tulom-Itzi, one has a few tools at hand to challenge of the most wondrous of the True the adventuring PCs! World, is described in near-complete detail. If the PCs are Maztican, this book 2 Land and Weather the movement rates given for Maztican Terrain Types mountainous terrain. However, in A variety of landscapes marks the reality, the direction traveled in the surface of the True World, mountains makes a great deal of differentiated by their roughness, difference. Maztican mountains, in elevation, and the general amount particular, tend to consist of many of rainfall received. They are shown steep slopes around a backbone-like as distinct features on the map of ridge. For a more detailed approach Maztica enclosed with the game. For to mountain adventuring, apply to specific game details, use the movement costs based on the following descriptions. configuration of the range itself. This configuration is easy to determine from the outline of the About Mountains mountain range. Mountain terrain is detailed in For example, take this mountain several different ways on the maps range: and in this chapter. First, its elevation is shown in three different levels: the low mountains, which are 2,000-10,000 feet above sea level; the mountain crests, representing heights from 10,000 on up to 15,000 feet; and mountain summits, which are heights above 15,000 feet. (The highest peak in Maztica, Mount Zatal, is nearly 19,000 feet above sea level.) The low mountains are described The overall outline indicates in keeping with the surrounding where the main ridges of the range terrain, be it desert or jungle, since jut into the lowlands. By picturing this terrain extends up the sides of them, you can break mountain the range with most of the same travel into following valleys and characteristics as it has below. The climbing over ridgestwo mountain summits and crests, dramatically different movement however, soar to such heights that problems. their nature is determined more by altitude than by surrounding terrain. Thus, the description of a mountain summit applies whether the summit rises out of the desert or over lush, arable fields. Mountain Movement (Optional Rule) Anytime a party of characters For simplicitys sake you can apply moves toward the spine of the 3 range (that is, perpendicular to the check, he is immune and need not edge and to the ridgeline) they are check any longer. Characters who following a valley, and can move at are exposed must roll saving throws the listed Movement cost for the versus poison in order to avoid the range. During a day of movement in effects. Those who fail their saves which they cross a ridgeline, are afflicted. however, they must pay double the Afflicted characters suffer fevers movement cost (for at least 8 hours and chills at the same time, and of travel). Also, if the characters awful, debilitating intestinal attempt to move parallel to a ridge, difficulties. These symptoms persist or to the edge of the range, they for 2-12 days, and then the must pay double the movement cost character must make a System for all such movement. Shock check for survival. If he passes, the fever breaks and he Terrain Type Descriptions survives. If he fails, he dies. Arable Land. Movement Cost: ½ Marsh. Movement Cost: 8 These lands are mostly devoted to These are festering regions of fields of mayz, beans, peppers, impenetrable swamp. Tangles of cocoa, and other Maztican crops. brush, many of which jab with long Villages tend to dot these fields, and and wicked thorns, are intermixed many well-worn paths connect each with winding patches of open water community to its neighbors. Even and regions of quicksand and the smallest village has its pyramid, swamp grass. They tend to be of at least 12 steps on a side. ignored by the humans of Maztica. The fields are often crisscrossed Consequently, they could shelter by irrigation ditches and ponds, for tribes of unnatural beasts that have the people are adept at using their yet to be discovered by human water efficiently. Stands of trees are kind. Research and exploration not uncommon, and often they will have not proven anything specific, surround and shelter the growing but this seems like prime habitat for fields. lizard men and troglodytes. The clusters of homes tend to Characters who spend a full day number 25-100 residences in the marsh suffer the chance of surrounding a wide central square. exposure to a horrible swamp Usually the community will be disease. There is a 20% chance per dedicated to (and dependent upon) day of exposure; however, once a some nearby city-state for many character rolls a 96-100 on a disease goods and for its protectionfew 4 villages, among the nations of be the Green Folk. Maztica, have their own Characters who spend a full day marketplaces or permanent in the jungle suffer the chance of garrisons of warriors. exposure to a horrible disease only Almost all of the arable land will slightly less debilitating than that be used for growing crops. There is contracted in swamps. The chance no native livestock in Maztica, save is a mere 10% per day of exposure, for the occasional fowl: turkeys, with a saving throw versus poison geese, and ducks. (no penalty) to see if the exposure can be ignored. Like the swamp disease, characters who roll 96-100 are forever immune; likewise, characters native to Maztican jungles do not have to check for disease. Afflicted characters still suffer fevers and chills at the same time, and awful, debilitating intestinal difficulties. These symptoms persist Level Jungle. Movement Cost: 8 for 2-8 days, and then the character must make a System Shock check This is