Tales from the City of Opal

Game Master Patrick Curtin

This is my homebrew world Arcaia. This particular setting is the free city of Opal, a lush equatorial city set on the edge of an immense jungle rife with undead , ancient civilizations, and dinosaurs.


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Bribes always welcome
Ten Foot Twin Eater wrote:

I was under the impression that critical hits still did not work against undead, so I am surprised that Jason would weaken an already weak monster type by allowing them to be hurt easier, sneak attacks I understand as they needed to allow thieves to take part in the battle.

The thread is open under the 'Combat' subheading. Go throw your 2 cp in DM! That's what makes an open Beta playtest so kewl, right?


Male Half-Elf Ranger 1 / Wizard (transmuter) 5
Dungeon Monkey wrote:
Ten Foot Twin Eater wrote:

I was under the impression that critical hits still did not work against undead, so I am surprised that Jason would weaken an already weak monster type by allowing them to be hurt easier, sneak attacks I understand as they needed to allow thieves to take part in the battle.

The thread is open under the 'Combat' subheading. Go throw your 2 cp in DM! That's what makes an open Beta playtest so kewl, right?

I think I remember hearing that they were going to have undead get extra hp per HD based on CHA, since they have no CON. But I could be wrong.


Bribes always welcome

Anyhoo ...

The jungle is still except for the shreiks coming from Ten as he dances around getting the spiderweb off him. There see to be no more zombies, and all the wild animals have fallen silent. The noisome piles of rotting corpses perfume the air with the stench of a day-old battlefield. As the group catches its breath they can already hear the hum of legions of jungle insects headed in to claim their piece.

Actions?


Female Human

Vilya stands in the midst of the battlefield, weapons drawn, dripping with blood and ichor. A palpable wave of anger radiates from her as she carefully cleans and sheathes her axe and sword.

"I hate zombies. They never carry any treasure."


Male Half Orc - Half Human- Half Something Else (I know that is 3 halves, but he is a big chap) Cleric Level 4

Ten rolls on the floor a few times like a man on fire trying to put out the flames, but in reality he is hoping to crush the swarm of spiders that cover him, in his minds eye. Eventually he calms down and going from a blueish green hue to a pale white he vomits.

"I hate spiders," he says, looking sheepishly.

Trying to regain his dignity he stands up and inspects the at peace zombies. "I hate undead, an abomination against the natural order, I would like to find out who is doing this and make them taste my steel." Ten looks to see if he can work out if these zombies came from the plantation that was recently closed down for making zombies or if they are from some where else.

Knowledge religion, can we work out who made the zombies or what religion. (1d20+6=22)

"How easy would it be to track these to their source?" he asks in general.


Bribes always welcome

Ten:

Spoiler:
It is common knowlege that there are still bands of unrepentant Xipe Totec worshippers in the jungle. These remnants of the Xoltec Empire dream of their gods' former blood-soaked glory and plot its return. They are rumored to be aided by the lich-priests that have survived the centuries since the Night of Bloody Bones in the ruins of the Xoltec cities. More than likely some local cult group is fashioning these undead as a terror weapon to harrass the Tanglewood settlers.

These zombies are from a plantation, which plantation is anyone's guess. People go missing all the time in the jungle. The bodies are so decayed that even their kin might have a hard time recognizing them. There are a few with machetes (3) still in scabbard, and a successful K(local) or a Profession(smith) might ID the maker's mark


Male Half Orc - Half Human- Half Something Else (I know that is 3 halves, but he is a big chap) Cleric Level 4

Ten relates what he knows about the undead (feel free to read the spoiler above), "Can anyone identify who made these machetes?" he asks.


Male Half-elf Ranger / 6 (Falconer)

Egan goes about looking for any arrows he can retrieve, and overhears the conversation. "I can't help you with the maker of the weapons, but I'm sure I could track the zombies back to where they came from if you wish". "I doubt they tried to hide their trail".


Female Human Rogue/Swashbuckler 1/4

Knowledge (Local) Check. (1d20+6=26) If that don't tell us who done it then slap my arse and call me Charlie!
Joleesa dismounts and joins the others, letting "Wheezy" nose around.
She has a look at the bodies and the weapons and says, "I think I may be able to help you there Ten"


Bribes always welcome

Joleesa takes a look at the machetes. Every one of them has something wrong with it, like a broken tip or a crack in the blade. Probably why they were left behind by the necromancer. Deftly unscrewing one's pommel, Jo pulls the blade's tang from the handle to check the maker's mark.

She recognizes the mark right away, three triangles, one pointing down on the other two. The mark of House Akkavin. Akkavin is the noble house that operates the Temple of the Shark Gods, accused of human sacrifice, demon trafficking and consorting with the dread Sahuagin. These blades must have come from their manufactory in the Shambles District.


Bribes always welcome
Egan Coyle wrote:

Egan goes about looking for any arrows he can retrieve, and overhears the conversation. "I can't help you with the maker of the weapons, but I'm sure I could track the zombies back to where they came from if you wish". "I doubt they tried to hide their trail".

Egan finds all but one of his arrows, but they are all buried deep in the decayed flesh of the fallen zombies. The feathers are fouled with rot and he can see that they are a loss, except for the arrowheads.

You can save the arrowheads and remake the arrows if you wish, using your Craft (bowmaking) skill. There are plenty of dino and bird feathers to harvest as well as hardwood for shafts.

Casting an experienced eye on the trail, Egan finds plenty of evidence of the zombie's passage through the jungle. The trail leads into deeper undergrowth, but a half-blind orc could follow their passage.

The rest of the party realizes that they are covered in smelly zombie spatter. The paper-cut-like slices and piercings of the obsidian shards begin to ache as the adrenaline leaches out of their systems.


Male Half-Elf Ranger 1 / Wizard (transmuter) 5

"We should track these things to their source, and eliminate the threat. A new zombie-making group could pose quite a serious threat to Tanglewood."


Male Half Orc - Half Human- Half Something Else (I know that is 3 halves, but he is a big chap) Cleric Level 4

Ten Foot nods his agreement with San, "Who is still injured?" he asks looking around.

I will do another channel energy (or two as required).


Female Human
Dungeon Monkey wrote:
The rest of the party realizes that they are covered in smelly zombie spatter. The paper-cut-like slices and piercings of the obsidian shards begin to ache as the adrenaline leaches out of their systems.

"Eurgh. This is disgusting."

Vilya sets about retrieving her mace.


Bribes always welcome

Vilya tracks down the zombie that 'ate' her mace. With a bit of judicious surgery and a deeply held breath she retreives her ichor-encrusted mace from the undead's body cavity. She is feeling the need for some lye soap after the deed is done.


Male Half-Elf Ranger 1 / Wizard (transmuter) 5

San waits for Ten do any additional healing that is necessary, then sets off following the zombies' trail. "We can worry about cleaning up later. Five gold says we'll be fighting more of 'em, anyway."


Bribes always welcome

The jungle slowly returns to normal. Screeches and hoots sound from the treetops and there is the rustle of small animals in the underbrush.

The zombies seemed to be travelling basically along the general area of the game track. The game track is wide enough for single file unrestricted movement. Everything else going into the deeper jungle is considered heavy undergrowth.

Beta rules on Forest terrain:

Spoiler:
Pathfinder Beta wrote:

Trees: The most important terrain element in a forest is the trees, obviously. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1

bonus on Ref lex saves (these bonuses don’t stack with cover
bonuses from other sources). The presence of a tree doesn’t
otherwise affect a creature’s fighting space, because it’s assumed
that the creature is using the tree to its advantage
when it can. The trunk of a typical tree has AC 4, hardness
5, and 150 hp. A DC 15 Climb check is sufficient to climb a
tree. Medium and dense forests have massive trees as well.
These trees take up an entire square and provide cover to
anyone behind them. They have AC 3, hardness 5, and 600
hp. Like their smaller counterparts, it takes a DC 15 Climb
check to climb them.

Undergrowth: Vines, roots, and short bushes cover
much of the ground in a forest. A space covered with light
undergrowth costs 2 squares of movement to move into,
and it provides concealment. Undergrowth increases the
DC of Acrobatics and Stealth checks by 2 because the leaves
and branches get in the way. Heavy undergrowth costs 4
squares of movement to move into, and it provides concealment
with a 30% miss chance (instead of the usual
20%). It increases the DC of Acrobatics and Stealth checks
by 5. Heavy undergrowth is easy to hide in, granting a
+5 circumstance bonus on Stealth checks. Running and
charging are impossible. Squares with undergrowth are
often clustered together. Undergrowth and trees aren’t
mutually exclusive; it’s common for a 5-foot square to have
both a tree and undergrowth.
...

Other Forest Terrain Elements: Fallen logs generally
stand about 3 feet high and provide cover just as low walls
do. They cost 5 feet of movement to cross.

Forest streams are generally 5 to 10 feet wide and no more than 5 feet deep. Pathways wind through most forests, allowing normal
movement and providing neither cover nor concealment.
These paths are less common in dense forests, but even
unexplored forests have occasional game trails.

Stealth and Detection in a Forest: In a sparse forest,
the maximum distance at which a Perception check for
detecting the nearby presence of others can succeed is 3d6
× 10 feet. In a medium forest, this distance is 2d8 × 10 feet,
and in a dense forest it is 2d6 × 10 feet.
Because any square with undergrowth provides concealment,
it’s usually easy for a creature to use the Stealth skill
in the forest. Logs and massive trees provide cover, which
also makes hiding possible.
The background noise in the forest makes sound-based
Perception checks more difficult, increasing the DC of the
check by 2 per 10 feet, not 1.

Obviously I didn't enforce these rules during the last battle, my bad.

At this point it is about 3 PM. If you start travelling, please roll me some Fort checks, as the jungle humidity is fierce. Feel free to add in any applicable skill checks you wish to use.


Male Half-elf Ranger / 6 (Falconer)

"Well lets see where they come from they". Egan states and heads for the jungle making sure the party is following.

1d20+15=27
Survival (Tracking, Favored Terrain)


Bribes always welcome

Egan begins his tracking. The clumsy undead have left a trail easy to follow. The smell alone coming from rotted fleshy bits that were ripped off by brambles would make them a cake to trail.

Egan follows along the game trail, his keen eyes picking out the details as he goes. He manages to warn the others of a few jungle dangers: A rotfang snake that suns on a branch, a giant venemous centipede that erupts from a rotted log.

After about a mile of travelling the jungle suddenly opens up to a marshy area. The trail of the zombies heads through the mud and muck, the broken cattails showing a clear path. Huge dragonflies hover over the still waters and off in the distance there is the deep Hoonk Hoonk call of some big dino herbivore. The sandy verge of the marsh is humped with small domed sand piles. The insect population is fierce here, and the setting sun burns red and hot in the sky. Thunderclouds are thickening in the hard blue sky.

Actions??


Male Half Orc - Half Human- Half Something Else (I know that is 3 halves, but he is a big chap) Cleric Level 4

Ten Foot gathers all the wounded together and unleashes another healing surge, Channel positive energy (3rd time today) (2d6=8) 8hp healed!.

He then sets off following Egan.

Fort Save as required for jungle humidity. (1d20+5=9)

Oh Poo! Maybe those 4 pints at lunch were a bad mistake!


Female Human Rogue/Swashbuckler 1/4

Fortitude Save. (1d20+5=7)
The merciless sun beating down is taking it's toll on Joleesa, even though she is riding on "Wheezy". She tries to shift her hat to compensate but even so she ends up with a light sunburn to her pale complexion.
Survival Check. (1d20+4=24)
Her experience with the Lizardfolk of the area has served her well though and she navigates the jungle with ease, following the trail ahead of the others and avoiding the many dangers.
Arriving at the marsh, she takes a quick scout around while she waits for the others to arrive.
Perception Check. (1d20+5=15)


Male Half-Elf Ranger 1 / Wizard (transmuter) 5

Shoot! Forgot to do my Fort save last night, and now at work with no IC. DM, go ahead and roll for me (+4).


Male Half-elf Ranger / 6 (Falconer)

Fortitude Save vs. Heat (1d20+10=27)

Egan finds the stifling heat pleasant as they continue onward.


Female Human

Fortitude: 12 + 5 = 17
Perception: 5 + 1 = 6
Survival: 3 - 1 = 2


Bribes always welcome

Ten starts to sweat profusely. He feels the humid air weighing down on him. Joleesa feels the effects of the heat as well.

Non-lethal damage to all who don't make a DC 15 Fort save: 1d4=3

Everyone else: Anyone wearing armor takes a -4 on this fort save. Anyone with Survival can help themselves and others get a bonus with a DC 15 check ... DETAILS:

Spoiler:
15 Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your
overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.

San's Fort save: 1d20+4=20

San, Egan and Vilya feel the heat, but manage to keep cool

The group casts around, trying to get a good look at this swamp. It looks to be and old oxbow of the small river Tanglewood is set near, and there is about a mile worth of reeds and muddy water in the area. Several mossy 'islands' stick up from the center of the submerged area.

Perception checks please

Jo:

Spoiler:
Wheezy feels restless and skittish under you


Male Half-elf Ranger / 6 (Falconer)

Survival Check (To help others) (1d20+14=15)

Sorry guys!

Perception (1d20+19=25) 27 if sight or sound based.


Bribes always welcome

Egan:

Spoiler:
As you cast your experienced eyes out on the marsh, you realize that one of the small hills is actually some sort of ruin cloaked in centuries of dirt and undergrowth. About half a klick from your position. It also looks like the zombies came from that general direction.


Male Human Sorcerer 5

Fort, Perception: 1d20+4=19, 1d20+1=19


Male Half-Elf Ranger 1 / Wizard (transmuter) 5

Survival to help the others; Perception (1d20+7=9, 1d20+9=14)

San's determination to track down the undead makes him oblivious to the plight of the rest of the group, as well as his surroundings ...


Female Human Rogue/Swashbuckler 1/4

"Wheezy" starts to pace skittshly, despite Joleesa's calming words.
As the others arrive she says, ""Wheezy" has picked up something but I'm not sure what. Maybe more Zombies. He doesn't like Zombies."
Do you want another Perception Roll, or just my one above?


Bribes always welcome
Joleesa Morvais wrote:


Do you want another Perception Roll, or just my one above?

Nah, the one above is good. Wheezy just made 'her' Perception roll, LOL.

Tobias manages to remain unflustered by the jungle heat.

Actions?


Male Half Orc - Half Human- Half Something Else (I know that is 3 halves, but he is a big chap) Cleric Level 4

Ten Foot douses himself in regular baths of conjured water, but despite that he still feels ill.

Are we fatigued as per the damage from environment rules?
"A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat."

He stops next to JoJo, "JoJo is correct, dumb animals can sense many types of undead, we should be on guard, watch the water especial." He grins at JoJo to remind her he is joking about Wheezy being dumb.


Bribes always welcome
Ten Foot Twin Eater wrote:

Ten Foot douses himself in regular baths of conjured water, but despite that he still feels ill.

Are we fatigued as per the damage from environment rules?
"A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat."

Yes, unfortunately that is what the rules say. Everyone who fails is fatigued. If you have a channel energy left I will rule that it will cure this condition (or a regular CLW).

Ten feels his siesta snacks lurch in his stomach and his vision blurs for a quick moment. He recovers, but feels faintly nauseous and very tired.


Male Half-elf Ranger / 6 (Falconer)

Egan motions for the group to gather. "See that vine covered mound over there". He points. "It looks to be man made not natural". "I believe the tracks from the zombies originate there".


Male Human Bard-2/Sorcerer-1 (Abberant Blood line)

"I miss my painting studio, this jungle heat is opressive" [ooc]Seven Eagle fails his fort save.


Female Human
Egan Coyle wrote:
Egan motions for the group to gather. "See that vine covered mound over there". He points. "It looks to be man made not natural". "I believe the tracks from the zombies originate there".

"Looks fun. Let's go, right now!"


Male Half-Elf Ranger 1 / Wizard (transmuter) 5
Vilya the Taker wrote:
Egan Coyle wrote:
Egan motions for the group to gather. "See that vine covered mound over there". He points. "It looks to be man made not natural". "I believe the tracks from the zombies originate there".
"Looks fun. Let's go, right now!"

San shakes his head. "You just want to kill something. Well, so do I." He draws his greatsword, uses a charge from his mage armor wand, and starts toward the mound.


Bribes always welcome

I'll update tomorrow


Male Half Orc - Half Human- Half Something Else (I know that is 3 halves, but he is a big chap) Cleric Level 4

"When we get close, can we stop while I prepare myself spiritually?" Ten Foot asks, his hands trembling as the sun stroke takes it's toll, "it will take nought but a minute."

He begins trudging after the others, cursing under his breath about not buying a mount.

"Don't forget that you need to cut zombies into chunks for maximum effect, not stab or crush them" he announces to the group, and hefts his axe to illustrate the point.


Bribes always welcome

The swamp is covered in canes and cattails. Ferny fronded barrel trees rise from the murky water, their roundish trunks looking like giant carrottops. Moving towards the hillock Egan pointed out is difficult, there is little dry land about.

The party slogs in, sinking up to their knees in mud. They attempt to follow the path of the zombies as they go.

Everyone give me a Perception roll please.


Male Human Sorcerer 5

Perception: 1d20+1=13


Female Human Rogue/Swashbuckler 1/4

Perception Check. (1d20+5=13)

Joleesa doesn't want to impede "Wheezy" in the muck and so jumps down and walks. She leads him with one hand and her Rapier in the other. She keeps glancing down at the mud and muck on her boots though and wincing.

Spoiler:

Hey Pat,
Should "Wheezy" be a female? I have written male, but you keep writing her/she and I'm wondering if that's a real world dinosaur thing or a your world dinosaur thing? I have no problem changing the description to female, just wondering. :)


Bribes always welcome

Jo:

Spoiler:
Sorry ...That's just me I hear 'Wheezy' I think female. I'll try and get the gender correct ;)


Male Half-Elf Ranger 1 / Wizard (transmuter) 5

Perception (1d20+9=15)

Intent on his goal, San's attention isn't as sharp as it might be ...


Female Human

Perception: 15 + 1 = 16


>>Approach to the Swamp Ruin<<

The yelowish green is heavy underbrush {as forest}, the blue is standing bog/open water {heavy bog}, the light green is light bog. The brown patches are semi-solid hummock ground {light underbrush}. Give me a line and your approach angle please.


Oh and edited for clarity..Where your tokens are is heavy underbrush ..I just got tired of filling in the squares :)

Movement rules on terrain {for reference}:

Spoiler:

Undergrowth: Vines, roots, and short bushes cover
much of the ground in a forest. A space covered with light
undergrowth costs 2 squares of movement to move into,
and it provides concealment. Undergrowth increases the
DC of Acrobatics and Stealth checks by 2 because the leaves
and branches get in the way. Heavy undergrowth costs 4
squares of movement to move into
, and it provides concealment
with a 30% miss chance (instead of the usual
20%). It increases the DC of Acrobatics and Stealth checks
by 5. Heavy undergrowth is easy to hide in, granting a
+5 circumstance bonus on Stealth checks. Running and
charging
are impossible. Squares with undergrowth are
often clustered together. Undergrowth and trees aren’t
mutually exclusive; it’s common for a 5-foot square to have
both a tree and undergrowth.

Bogs: If a square is part of a shallow bog, it has deep
mud or standing water of about 1 foot in depth. It costs 2
squares of movement
to move into a square with a shallow
bog, and the DC of Acrobatics checks in such a square
increases
by 2.
A square that is part of a deep bog has roughly 4 feet
of standing water. It costs Medium or larger creatures
4 squares of movement to move into a square with a
deep bog
, or characters can swim if they wish. Small or
smaller
creatures
must swim to move through a deep bog.
Tumbling is impossible in a deep bog.
The water in a deep bog provides cover for Medium or
larger creatures. Smaller creatures gain improved cover
(+8 bonus to AC, +4 bonus on Ref lex saves). Medium or
larger creatures can crouch as a move action to gain this
improved cover. Creatures with this improved cover take
a –10 penalty on attacks against creatures that aren’t
underwater.
Deep bog squares are usually clustered together and
surrounded by an irregular ring of shallow bog squares.
Both shallow and deep bogs increase the DC of Stealth
checks by 2.


Male Half-elf Ranger / 6 (Falconer)

Sorry guys AFK till Sunday PM. Please DM Egan till then.


Male Half Orc - Half Human- Half Something Else (I know that is 3 halves, but he is a big chap) Cleric Level 4

Ten Foot does not like wading through the muck one bit, his boots sucking with each step. He chops down a long thin branch to act as a probe and a walking stick. He offers this cheery thought as he goes, "You do know there could be zombies in this muck just waiting to grab your ankle?" he continues probing ahead as he goes.

Perception check as requested. (1d20+3=7)

Ten Foot is so intent on the muck around him that he fails to see little else.


Bribes always welcome

OK with Egan down I'm gonna have to retrench since he was kinda your point guy. Do we want to give it a rest and wait for Egan to return or try to forge on?

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Hi all:

I am considering starting up yet another PbP, mostly because I am a masochist who doesn't get out much, LOL.

I am currently working on my own setting, a city called Opal.

Opal is a city that sits on the edge of a huge tropical jungle. It is the only large settlement for hundreds of miles, but there are many settled islands nearby, so most travelling is done by ship. Surrounding the city are many plantations growing exotic crops for the trade market (indigo, coffee, tea, chocolate, etc.). There are extensive gem and precious metal deposits in the hinterlands (especially black opals, which the city takes its name from).

The jungle has been host to at least three distinct lost civilizations (one Aztec-like, one lizardfolk, one Lovecraftian beings from the dawn of time). The jungle also features a lot of dinosaurs, spiders and scads of undead (from the lost Aztec civilization --will elaborate on this further later).

Opal is a city of immigrants. It was originally founded by the refugees of a war three hundred years in the past. Since then, many outcasts and misfits have settled here, some becoming fabulously wealthy from the artifacts, gold or natural resources the jungle provides. Opal was also the site of several previous cities from the lost civilizations mentioned earlier.

I am considering revving up a PbP set in this area if there is any interest. I am thinking 6-8 players to start. Level .... say 3rd. Pathfinder is still in Beta, but I am hip to using pretty much any splats out there. Epic Fantasy point buy. I would appreciate players who are committed to regular postings.

If you would be interested, post your interest here. I am thinking possibly starting after the (American) holiday of Thanksgiving if there is interest.


Pathfinder Adventure Subscriber

I'd be interested in this. I've got a concept I've been thinking about...Kind of an Archaic Weapons Big Game Hunter. Ranger/Fighter/Rogue combination of some sort. I will be home Sunday if in and will develop a concept. Maybe a hired scout/guide from the city of Opal?

Dark Archive

Patrick, I'd also be interested. Right now, I've got a lot of free time, so regular posting isn't an issue. I've been wanting to try out the new PFRPG eldritch knight PrC, so I was thinking along the lines of starting out as a fighter/wizard (half-elf, I think).


Well, I suppose it wouldn't hurt to join one more pbp, would it? Right now, I'm leaning towards trying out a sorcerer.


Thanks for the interest guys!

Go ahead and stat something up when you have a free moment. Your concepts as stated sound good so far. I am posting a little bit of history on the setting I had stored on my computer. The world's name is Arcaia, the continent that Opal is situated is called Mazatil.

Overview of the Mazatil continent

Southwest of the continent Dragora, close to the Arcaian equator is the continent of Mazatil. It is a wild and forbidding continent, wrapped in jungle, desert and forbidding mountains known as the Skyspears.

Unlike Dragora's history, which began with a draconic civilization, Mazatil started much earlier as the home continent of the enigmatic race known as the Old Ones. High up on the slopes of the Skyspear mountains, which in some places top 50,000 feet, these otherworldly creatures built their domains. For eons this race continued to live and work high above the continent, until a new race began to develop beneath them in the eastern section of Mazatil.

This was a race of lizard men that evolved from the reptiles that ruled the humid jungle, and settled along the rivers and swamps of southern Mazatil. Calling themselves the Slisss'pok (with the ' standing for a click on the tongue), these lizard men were great builders and excellent animal breeders, and their civilization became quite advanced around the same time as the Draconic civilization reached its height in Dragora.

At some point there was a conflict between the Old Ones and the Slisss'pok in the Blackwraith Desert, which caused the Old Ones to disappear. Relatively soon afterwards the Slisss'pok civilization fell into savagery, which they never recovered from. To this day, tribes of lizardmen roam the jungles, barbaric, but wise and very knowlegable of the creatures and plants within their domain. Their once mighty cities are a lure to adventurers, but they are known as death traps filled with the decendents of the Slisss'pok's domesticated animals.

The Old One's civilization is a much more problematic venture. Very few have the skills to surmount a 50,000 foot climb and all that entails. Even the atmosphere is thin at that range (although not as thin as it would be in a normal physics scenario). The cold at that height and the shreiking winds make it a dangerous climb. The few accounts of explorers that suceeded in entering any of their habitations tell of cyclopean tunnels and lightless galleries that stretch far into the center of the mountains. The Old Ones dabbled in what can only be termed as bio-magical golem construction, and surrounded themselves with unearthly creations that served many bizarre purposes. Many of these creations were never truly alive in any sense we know, and they are still prowling the darkened depths.

About 3,000 years ago, a tribe of humans landed upon the shores of Mazatil, possibly from farther west towards the twin continents of Seng and Avmar and the Coral Sea. During the millenia that followed these humans interacted with the remnants of the Sliss'pok and began what became known as the Xoltec (shoul-tek) civilization.

The Xoltecs were dominated by a class of necromantic wizard-priests who worshipped the flayed god Xipe Totec. These priests refined and perfected the art of raising undead, animating the bodies of the many sacrifices they made to Xipe Totec, which they then used as cheap labor to construct their temples. As time progressed, they began to animate specialized undead minions to fight for them, and to keep the populace of the cities cowed. As the Xoltec priests grew in power and arrogance, a resistance movement known as the Jaguar's Shadow developed among those who would see Xipe Totec's priests cast down.

The Jaguar's Shadow was a mix of elite Arcanists and rogues who despised the priests for their iron control of the Xoltec cities and their taboo on exploring Sliss'pok and Old One ruins. In secret they began to explore the forbidden ruins, gaining knowlege over many forgotten arts. About 500 years ago, they decided to strike.

The Shadow War was brief but horrid. For roughly three years the battles raged among the Xoltec cities, with the Jaguar's Shadow (or Shadow Men as they became known) losing ground after a few brief victories. They simply didn't have the manpower to fight waves of fearless undead minions. In desperation, the Shadow Men unleashed a previously unknown magical effect which broke the priest's control over the undead. The vast Xoltec army of undead turned on their former masters and the surrounding populace in what became known as the Night of the Bloody Bones.

After the Night of the Bloody Bones the Xoltec civilization collapsed completely. Several other magical curses manifested themselves at the same time, transforming some Xoltecs into feral beast creatures or undead monstrosities. The main temple of Xipe Totec at the capital city of Chichen Ipec was abandoned to the swarming undead. A plauge of monstrous spiders followed soon afterward, scattering what few survivors there were.

Cuurently the remaining Mazatilians have formed a political body called the Zapatec Confederation, a collection of citystates that are strung along Mazatil's eastern coast. Opal is a member of this confederation, but due to its remote location and unique history it remains its own distinct culture.

the Free City of Opal:

Right on the Southeast corner of the Mazatil continent is a sheltered stretch of water known as Turquoise Bay. A city has grown there on the bones of far older civilizations. Opal is a city of outcasts, of refugee gentry from the wars in Dragora and the survivors of the Xoltec Empire.

Opal is a study in contrasts, old and new, rich and poor, civlilized but wild. In its present form Opal was founded by refugees from the Night of Bloody Bones when the Xoltec Empire fell. Relatively soon after refugees from the Wars of Consolidation in Dragora began arriving looking for somewhere to settle. The surrounding area was in need of brave settlers as there were still many rogue undead in the surrounding jungles to contend with. The melding of the two civilizations created the modern Opaline society.

Although the surrounding jungles are dangerous, there is much wealth to be had for the brave. Many Opalines and immigrants alike start farming communities. These farms are usually held in fief by a local feudal lord. There is a lot of undead/monster activity from the jungle and most freeholders know how to fight and recognize the need to underwrite a military class. The feudal gentry are very competitive as well as deadly and enjoy a lot of intrigue among themselves during the Opaline social season.

The city and most of the surrounding area is ruled by the Grand Duke of Opal, who traces his family back to both the Zapatec and Vellasian royal family. The present Grand Duke's ancestor Arturo, the second son of Vellasia's last king, fled his country after its fall to Auria during the formation of the Golden Empire 300 years ago. He mockingly called himself the Grand Duke of Opal after the title offered to him by Avros I's agents if he returned to administer Vellasia for him.

Arturo and his adherents were given leave by the Zapatecs to settle along the Opal River to help secure that valuable area and assist the people there in their constant fight against the hordes of undead still wandering the jungle from the Night of Bloody Bones. Although nominally a Zapatec city, the unique melding of Dragoran and Mazatil influences and its remoteness from the core of Zapatec society makes Opal its own unique civilization.

The land itself is intensely fertile, and lush farms of sugarcane, tobacco, chocolate, and oranges (among others) dot the Opal River's banks. West up the Opal River is the Uplands, a string of high hills/low mountains that are producers of Arcaia's best coffee beans and tea leaves.

Along with the fertile wealth of the farms there are veins of ore and gems to be had from the Uplands streams that feed the Opal River. Many prospecting teams hope to find wealth in the thinly settled Uplands, but it is not a journey for the faint at heart. The Opal River was first named that from the fantastic black opals that can be found in some of the Uplands and often wash into the neighboring streams.

The fishing is very good in the Turquoise Bay area as well, with the Kraken clan of aquatic giants ruling the undersea part of Turquoise Bay and bringing in huge catches. The Kraken clan is also known for their pearls, which they hunt in the depths from the giant oysters that thrive in the brackish waters where the Opal River empties into the Turquiose Bay.

Opal also does a thriving trade in antiquities from previous civilizations. The Sliss'pok and the Xoltecs also built at the very foundations of modern Opal, and Opal uses some of their original sewer layouts underneath its streets today. Most of the artifacts recovered in the jungles of southern Mazatil flow through Opal.

Opal is also the prime jumping off point for any exploration of the southern jungles. It is the only large city for any appreciable distance, and the only other city in Southern Mazatil, Threepenny Port, has a dark reputation. Opal is one of the few cities that has an actual guild for adventuring. Any new arrivals looking to explore the wilderness are encouraged to join, and there is always plenty of work for the strong of arm.

Scarab Sages RPG Superstar 2009 Top 32

So Pat.
Me being the glutton for punishment that I am and you being the masochist that you are... maybe you could branch out and inflict some of that pain on me.
I am always interested in another game and playing under your illustrious self would be an honour.
Of course, feel free to kick me in the nads and cast me aside in favour of better fodde... errr I mean players.
;D


Welcome aboard glutton for punishment! The safety word is 'Sfanislitherxian'.

Scarab Sages RPG Superstar 2009 Top 32

Patrick Curtin wrote:


Welcome aboard glutton for punishment! The safety word is 'Sfanislitherxian'.

I'm gonna have to get that tattoo'd somewhere I think.

Scarab Sages RPG Superstar 2009 Top 32

Wealth by Level for a 3rd level Character or will you assign starting gold?
Is there anything that's off limits? (eg. Evil Alignments, certain PrCs, Feats, Weapons and/or Armour, Magic Items)


From the standard of posting in Z-day I would love to join you guys in anything you do.

Fell free to say "get lost" if you would prefer a different player, otherwise I would bite your hand off to join.

I DM so much that I will play any class and any race.

The Exchange

Pathfinder Roleplaying Game Charter Superscriber

If you still need players, I would like to join as well.
I was thinking about a paladin, maybe elven (if they are on this world, haven't seen any mention of them yet).


Character is started.

Concept is Dark Swashbuckler type who will move into Shadowdancer at 6th level.

When is Thanksgiving for you guys? (So I know how long before the game starts).

How are you doing Hit Points Pat?
* Are you doing one of the Starting Hit Point Options?
* When we level how many Hit Points do we get? Half/Die, Full/Die or Roll?


Ok thats six. I'll shut off for now. DM, Nathan, welcome aboard! I will allow max HP for now, assume you are maxed out for 3rd level. Use the Epic Fantasy point build from Beta rules.

Paladins are fine Nathan, but we will have to see what the others say. Paladins impose certain strictures on what others can play and still maintain a cohesive group. There are elves on this world, they actually were once a big civilization on the continent of Dragora. They have been diminished over time, and their civilization fell during the Giant Wars (I will detail that later if you are interested). There is a colony of elves that live in the nearby Eastern Isles.

As far as I am concerned, everything is on the table. I prefer to allow players to make the character they want. HOWEVER, I frown on munchkining. Make a character that you can have fun with, not one to get the most damage per attack.

Those of you who play with me in other areas know I am more of a roleplayer than a rules monkey. I do have a massive 3.5/Pathfinder library, basically every WotC book put out except for the setting-specific stuff (I do have some, just not the whole collection). I work by Rule 0: i.e. the DM has the final say and trumps any rule he pleases. I weild my omnipotent powers gently, and I will not kill you off just because I can.


I can feel a big fat evangelistic cleric coming on. Especially with all the undead you have mentioned. Dwarven, Human or Half Orc, now that is the question.

I have no problems with a Paladin, I might even follow the same faith to give the group some cohesion.

I tend to stick to what I know so only core books for me, keeps me in my comfort zone. I'll be going pure pathfinder if that is OK, are you using the pathfinder turning rules?

Scarab Sages RPG Superstar 2009 Top 32

Patrick Curtin wrote:
Ok thats six. I'll shut off for now.

Pat if you will allow one more I might have someone. One of my PnP friends recently joined Paizo and told me he was interested in joining a PbP game (I should have thought of him before, but only just thought about his interest this morning). I will ring him and direct him here if you are willing.

Dark Archive

Patrick, a couple of questions as I work up my character:
- What starting gold should we use?
- Are you using the Pathfinder traits rules?
- If we take a feat from a splatbook, should we "Pathfinder-ize" the requirements? For instance, say a feat requires 5 ranks in Concentration; should we consider it changed to 2 ranks in Spellcraft?

The Exchange

Pathfinder Roleplaying Game Charter Superscriber

Should I use the paladin rules in the Beta book, or the most recent ones Jason Buhlman posted.

Scarab Sages RPG Superstar 2009 Top 32

Bryan wrote:

Patrick, a couple of questions as I work up my character:

- What starting gold should we use?
- Are you using the Pathfinder traits rules?
- If we take a feat from a splatbook, should we "Pathfinder-ize" the requirements? For instance, say a feat requires 5 ranks in Concentration; should we consider it changed to 2 ranks in Spellcraft?

I'm wondering about the gold as well.

Traits are interesting. I'd be willing to use them if you want, but some (especially Religious) are Golarion specific.

Wouldn't it still be 5 Ranks in Spellcraft? The +3 bonus doesn't get added onto your Base Ranks, it is a Bonus.

Also, are we using any of the Starting Hit Point Options from p.14 of the Beta Rulebook?

Dark Archive

flash_cxxi wrote:
Bryan wrote:

Patrick, a couple of questions as I work up my character:

- What starting gold should we use?
- Are you using the Pathfinder traits rules?
- If we take a feat from a splatbook, should we "Pathfinder-ize" the requirements? For instance, say a feat requires 5 ranks in Concentration; should we consider it changed to 2 ranks in Spellcraft?

I'm wondering about the gold as well.

Traits are interesting. I'd be willing to use them if you want, but some (especially Religious) are Golarion specific.

Wouldn't it still be 5 Ranks in Spellcraft? The +3 bonus doesn't get added onto your Base Ranks, it is a Bonus.

Also, are we using any of the Starting Hit Point Options from p.14 of the Beta Rulebook?

Well, usually in the 3.5 books, the ranks required take into account that for characters with a class skill, they will usually have 4 ranks at 1st level. In PFRPG, your max ranks equal your level. So a 3.5 feat with a requirement of 5 ranks in a skill means that the minimum level you can be to qualify is 2nd. In PFRPG, if it was left at 5 ranks, you couldn't qualify until 5th level. So it's not a question of the bonus, per se, it has to do with the changed maximum skill ranks. I'm fine either way, but it obviously can affect what feats we can take at 3rd level (there was one I was considering that fits into that category).

Scarab Sages RPG Superstar 2009 Top 32

Patrick Curtin wrote:
Paladins are fine Nathan, but we will have to see what the others say. Paladins impose certain strictures on what others can play and still maintain a cohesive group.

Personally I have seen too many fights occur between player (both in and out of character) from someone being a stick in the mud regarding Paladin Rules.

Note: I am currently playing a Paladin in one of my PbPs (so I have nothing against them, in fact I like them very much as a Class) and I am playing him as a somewhat "Grey" Paladin. He upholds the Law and believes in it to it's full extent, but he is also flexible in the implementation of that Rule of Law and it's occasional bending in the cause of Good.

I am willing to say yes to the Paladin because I as a player I don't want to restrict others as to what they can play. I do however seriously feel it could conflict heavily with the style of character I am playing.

Scarab Sages RPG Superstar 2009 Top 32

Bryan wrote:
Well, usually in the 3.5 books, the ranks required take into account that for characters with a class skill, they will usually have 4 ranks at 1st level. In PFRPG, your max ranks equal your level. So a 3.5 feat with a requirement of 5 ranks in a skill means that the minimum level you can be to qualify is 2nd. In PFRPG, if it was left at 5 ranks, you couldn't qualify until 5th level. So it's not a question of the bonus, per se, it has to do with the changed maximum skill ranks. I'm fine either way, but it obviously can affect what feats we can take at 3rd level (there was one I was considering that fits into that category).

Ahh, that's something that I hadn't actually considered. Thanks for clarifying that for me.


flash_cxxi wrote:
Patrick Curtin wrote:
Ok thats six. I'll shut off for now.
Pat if you will allow one more I might have someone. One of my PnP friends recently joined Paizo and told me he was interested in joining a PbP game (I should have thought of him before, but only just thought about his interest this morning). I will ring him and direct him here if you are willing.

Hee hee. That's why I shut it down at six. No prob Flash, one more will be OK.


Well, here's what I have of my character so far. Infernally blooded sorcerer. Long story short, his father was a devil cultist, he found out, he decided to leave, hopped on a boat, and came to Opal hoping to make a reasonably honest living somewhere he's less likely to be sacrificed to some dark god. Name will be put on as soon as I think of one.

Also, in regards to the paladin, we should all be fine together if you try to do one thing; emphisize the good over the law, you know what I mean?


Ok: couple quick answers, then I gotta go do the family time thing:

Fast experience table -- this is PbP and advancement is slow

We should Pathfinderize the splat feats. Please mention the adjustments so everyone can look over them. I will be putting up the OOC and main thread for the game tomorrow.

Epic Fantasy point buy for stats.

Starting Gold: 3,000. No one item can be more than 1,000 GP in price. Any Mgic items must be previewed and Okayed by me

Paladins: I haven't been keeping up on the changes. I will peruse them as I can. I think that if we can agree to play more 'grey' as a paladin that it shouldn't be a problem. There is an order of holy warriors dedicated to eliminating undead from Mazatil, I will post info on it tomorrow, it might be a thought.

Traits: We had a lot of fun in my other PbP coming up with our own traits. Usually a +1 to a general bonus or +2 to something more restrected in application, i.e. setting/situation. Post anything you have working.

Note: I am NOT a very good when it comes to memorizing rules, especially in the ever-changing Pathfinder climate. I ask all my players who are good with the rules to please feel free to discuss/comment as we put the game together. I sometimes goof, and I am more than happy to retcon if I get something wrong. Also, I appreciate if everyone can check everyone else's characters for anything I might have missed.

Liberty's Edge

You got any more room?

Scarab Sages RPG Superstar 2009 Top 32

Patrick Curtin wrote:
Starting Gold: 3,000. No one item can be more than 1,000 GP in price.

So that means no +1 Armour or Weapons right, as +1 Armour is Base 1,000 + Armour Cost and +1 Weapons are Base 2,000 + Weapon Cost? Just making sure.

Patrick Curtin wrote:
There is an order of holy warriors dedicated to eliminating undead from Mazatil, I will post info on it tomorrow, it might be a thought.

What are the Gods of the Setting and their Portfolios?

Are we using 3.5 PHB Gods, PFRPG Gods or does your World have it's own Gods?

I promise I won't bug you anymore! =)

The Exchange

Pathfinder Roleplaying Game Charter Superscriber

Grey Paladin is awesome with me. The Slayer of Domiel (rogue/paladin PrC/basically a holy assassin) was always one of my favorite paladin concepts. I can definatly deal wirh my paladin being mainly focused on taking out undead, maybe even multiclassing as a ranger to reflect his elven woods-lore.


The Eldritch Mr. Shiny wrote:
You got any more room?

OK Shiny, you can join. That and Flash's friend officially makes it eight. I'm cutting it off fer shure there.

Flash: Gods ... Since we are using Pathfinder we can use the God & Magic for deities. 3.5 Deities and Demigods are OK as well. In my conception the native Xoltec culture of Mazatil worshipped Xipe Totec, a fundamentally NE god, but their successor Zapatec culture venerates Quetzlcoatl, more LG. Opal being a busy port city most likely has a chapel for any god you could want.

Scarab Sages RPG Superstar 2009 Top 32

Patrick Curtin wrote:
Flash: In my conception the native Xoltec culture of Mazatil worshipped Xipe Totec, a fundamentally NE god, but their successor Zapatec culture venerates Quetzlcoatl, more LG.

The last few issues of Dragon had details on South/Central American Deities. I think there were 3 articles spread over three issues, with 2 Gods per Article (6 Total). I'll have a look tomorrow and see if I can dig them up for you.


Discussion thread is HERE.

Actual PbP thread is HERE

Liberty's Edge

Patrick Curtin wrote:
The Eldritch Mr. Shiny wrote:
You got any more room?
OK Shiny, you can join. That and Flash's friend officially makes it eight. I'm cutting it off fer shure there.

I feel like a jerk now...

Anyway, what's your stand on psionics?

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