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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Female Human Rogue/Swashbuckler 1/4

Joleesa follows Ten aroud the ship, smiling at his enthusiasm. She makes sure to steer him to where the animals are kept so she can check on "Wheezy".
She spends most of the trip either in her room, out on deck looking at the river and jungle or following Ten around on his adventures.
She avoids Vilya, not because she is afraid of the woman, but because she doesn't like her abrasiveness and callous attitude. She associates well with the others, although she gets on best with Egan, Tobias and Seven Eagle, seeing the others as a bit too stuffy for her tastes.


Male Half-elf Ranger / 6 (Falconer)

Egan exchanges pleasantries with any crew members he might be acquainted with, and points out anything interesting he spots to the rest of the gang. Since he is very familiar with this part of the river, he keeps an eye out on the banks of the river, walking from side to side as a precaution.

feel free to roll any perception checks as needed


Bribes always welcome

The Opaline Queen pulls into the deeper middle of the river and passes through the River Gate and out into the surrounding plantationlands . The chug chug of the paddles hitting the water is loud at first, but the group slowly gets accustomed to it.

Jo and Ten check on Wheezy. The livestock pens are below decks, and the smell of dinosaur droppings and gas is strong. A small crew of grooms handle cleaning, but the area is crowded with leapers, lumpers and an assortment of domesticated meat animals. Wheezy is OK, but unhappy with the crowded conditions. Her feathers rustle and she hisses unhappily when Jo leaves. Lumien hisses back and puffs her feathers up, her glowing tail brightening.

Egan scans the riverbanks. This close to Opal the bank is tamed, with docks and plantation keeps with brightly-polished walls and watchtowers set in the distance away from the floodplain.

The Opaline Queen has many amenities, including a cash bar and dining hall. There is a nightly soiree, as Opalines love to party. Gambling is a big ticket as well at the soiree, and many of the side rooms off the main ballroom are hotbeds of various games.

I will write more later. If you want to do anything specific just post.


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

San will spend most of his time on deck or talking with Iz. In the evenings, he will be happy to have a few at the bar (but only a few, and never getting drunk). He may even check out the gambling a few times. He will nod and greet the other members of the group when he runs into them, but avoids extended conversations with the exception of Ten and Vilya, whom he has taken likings to because of their backing him up during the duel (even though Vilya's abrubtness and arrogance does occasionally rub him the wrong way; in the end, San finds actions more important than words). San will also try and get Iz and Egan in at least one meeting to discuss what the group can expect regarding terrain, distance, weather, and enemies to make sure we have our bases covered.


Male Elf Paladin/Ranger 4/1

Izkrael spends most of his time on deck, keeping an eye on the passing shorelines. He does not drink anything inebriating after the boat has left dock, and keeps his weapons and backpack close at hand for the entirety of the trip. He seems to become more withdrawn the further from the city the boat carries them.

(Take 10 on Perception: 15 or 17 for sight- or sound-based checks.)


Male Human Sorcerer 5

Tobias spends most of the day doing little more than looking out over the river and chatting with people, he spends most of his time at the party subtly inquiring about the state of the Marshalsea family, and any rumors involving them.

Diplomacy:1d20+9=27


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 spends the day light exploring the ship, helping the crew when ever he sees any of them working, or in need of a strong back. He is especially interested in how the ship is powered.

Come evening he frequents the bars and gambling tables, drinking and gambling modestly by his own standards.

Encounters with other members of the group meet with hearty bellowing hellos and an enthusiastic gushing of talk.

He wears no armour or weapons on the voyage, leaving them all secured in his room, instead he switches to a long brightly coloured smoking jacket which is more dressing gown than formal attire.


Bribes always welcome

The passengers of the Opaline Queen are a broad mixture of the city's social castes. Tobias circulates among the passnegers and listens for gossip about his family. He hears from one grizzled plantation owner heading back upriver that the Marshalseas were involved in some new marine shipping ventures, buying a recently-captured pirate vessel and outfitting it as a merchantman.

Meanwhile...

San keeps an eye out and discusses what the group should encounter traveling past Fort Trevins. Mostly in the beginning of the dry season (which is sort of a misnomer because it still rains, just not everyday) spiders will be emerging from the hidey holes and dinosaurs will be migrating northwards. There are a lot of poisonous animals in the jungle, and even small innoffensive looking creatures can kill.

Meanwhile...

Iz keeps an eye on the shore as the boat chugs further upriver. After the first day of travel the plantations start to get farther apart and the jungle creeps back to the shore. The fringes of the large river is swampland, and Iz occasionally sees groups of Sliss'pok lizardmen hunting and fishing. On the twilight of the second day he sees something disturbing. Three figures lurch along the mangrove roots, moving slowly and erratically. Iz can tell even at the long distance that these are most likely zombies.

Meanwhile...

Ten cuts a dashing, if imposing figure as he frequents the various soirees on the boat. roll a d100 to determine your luck at gambling. During the day the crew is more than happy to put the large fellow to work.

Ten meets one of the Hyrkmirian dwarves that oversee the paddlewheel's engine. The fellow, Hrugek, is a good companion and happily accompanies Ten to several poker games and drinking sessions. Hrugek is taller than most dwarves, though at about 5'2" still relatively short. His fire-red hair and charcoal skin make him stand out even in the wildly-diverse passenger crowd. The fact that he wears heavy studded leather armor and carries a weird spanner wrench/warhammer combo everywhere he goes adds to his exotic air. A smell of smoke usually follows him, and his armor is soot-streaked. Hrugek regales him about the fire elemental that is contained in a specially-designed cylinder that it rotates to power the paddles. Hrugek's job is supplying the elemental with coal for it to eat and removing any leavings. The elemental is not very smart, but it is cunning and continually strives to break free.


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

How lucky am I at gambling? (1d100=54)


Female Human

Vilya remains in her room, securing her bond with her vestige and mentally preparing herself for the "fun" ahead.


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

One evening, San goes looking for Izkrael, who he knows spends most of his time on deck watching the shoreline. "Iz, you seem to be becoming a fixture at this spot. Why don't we try and find some of our new companions and get to know them a bit? If nothing else, we should try and get an idea of their capabilities in a fight, eh?"


Bribes always welcome

Ten seesaws with his gambling, sometimes up, sometimes down. At the end he is pretty much even, which is a good enough ending. Vilya spends time in her small room, focusing her will on her vestige and merging thought and will together. Iz and San converse along the boat's rail, San appearing just as Iz spots the three zombies along the river's edge.

I don't know if y'all want any more actions on the trip, if not I will forward the action to Ft. Trevins and the actual jungle trek.


Male Elf Paladin/Ranger 4/1

Izkrael looks at Sanvoros as he invites him to go see the others.
"I am going to keep an eye on our friends over there", he says as he nods toward the walking corpses, "for a little longer. And don't worry about me, San, I am just getting my head in the right place. After we have left them behind, I will come find you."


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

DM
What's the range on the undead?


Male Half Orc - Half Human- Half Something Else (I know that is 3 halves, but he is a big chap) Cleric Level 4
Dungeon Monkey wrote:
Ten meets one of the Hyrkmirian dwarves that oversee the paddlewheel's engine. The fellow, Hrugek, is a good companion and happily accompanies Ten to several poker games and drinking sessions. Hrugek is taller than most dwarves, though at about 5'2" still relatively short. His fire-red hair and charcoal skin make him stand out even in the wildly-diverse passenger crowd. The fact that he...

Ten Foot is happy to meet a new friend and will part with an offer for him to visit him when ever he is in Opal.

Apart from that, please let me know how much to cross off for the bar and meal tab, Ten Foot is a generous soul while he has coins, it just doesn't last that long.


Female Human Rogue/Swashbuckler 1/4

After exploring with Ten, Joleesa heads back when he decided to head to the engine room. She spends some time wandering the deck and visiting the common areas but doesn't partake in any activities.
She spends a lot of time down with "Wheezy", trying to make him feel more comfortable on the voyage.

I'm happy to advance unless you have something in mind.


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

Seven Eagle uses the opportunit to paint the coastline as the ship travels. He trues to keep to himself, but a quiet confidence continues to change his demeanor. Sorry for my lack of posting I have a decent reason...;)


Bribes always welcome
Sanvoros Draben wrote:

DM

What's the range on the undead?

They are 300-400 meters from your position, across some fast running water. Really more atmosphere than anything else.

The Opaline Queen has an uneventful trek up the Opal River. Everyone take 1 gp off for assorted meals if living stingily, 2 gp well, 5 gp generously.. The walled town of Fort Trevins appears on the fourth day out of Opal.

Fort Trevins' wall is 15 meters high and five wide, topped with ballistae and watchtowers. The docking facilities are just outside the wall, and a crowd awaits on the long dock for the large paddlewheeler to arrive. Egan can see many of his brotherhood walking the parapets, eyes to the massive jungle trees that start about a half-klick from the walls.

The Opaline Queen arrives with a blast of its whistle. Sailors secure the ropes and gangplanks thud down onto the pier. Passengers begin to debark.

OK. You are in Fort Trevins. If you want to go directly to traveling out give me an indication. If you want to explore the fort, that is fine as well. Egan has been here before and has several contacts. He should probably check in (and he has that correspondence for Cpt. Annonio.)


Female Human Rogue/Swashbuckler 1/4

Holy crap you're up early Pat!

Joleesa goes down to unload "Wheezy" and then meets up with the rest of the party on the dock.
Her preference is to at least spend the night at the Fort, but she will go with the general consensus.


DO NOT STICK FINGERS IN CAGE
Joleesa Morvais wrote:

Holy crap you're up early Pat!

Passed out early after a long day of carpentry. been building my library.


Male Half-Elf Ranger 1 / Wizard (transmuter) 5
Dungeon Monkey wrote:
Sanvoros Draben wrote:

DM

What's the range on the undead?
They are 300-400 meters from your position, across some fast running water. Really more atmosphere than anything else.

That's what I figured; but I thought, "Hey! Target practice!"

"I don't mind spending the remainder of the day here and setting out in the morning. It's been a while since I've been here, and would like to get my bearings as well."


Bribes always welcome
Sanvoros Draben wrote:


That's what I figured; but I thought, "Hey! Target practice!"

LOL

The early morning sun glints off the river as the Opaline Queen unloads her passengers and cargo. Groups of Dragoran immigrants follow plantation managers to awaiting flatboats poised to take them to their new homes. Many of the immigrant's pale skins are already sunburnt an ugly red color, and they sweat in their heavy woolen outfits.

A group of plantation old hands congregate at a white-stuccoed open air taverna and sip rum and swap war stories. Many of these folks are Dragoran, but their years in the jungle have tanned them an oaken color. They wear leather or steel breastplates over thin linen tunics and breeches. Most have mud-spattered high dinohide boots and thick, long-sleeved gloves stuck in their belts. Most sport a sword and bow. A few even have large blowguns leaning by their side. Many show visible scars and tattoos are common.

Fort Trevins is a busy town. It is small, but it shows signs of growth, with businesses sprawling around the walls and along the Opal Rover's sides. Boats swarm the wide expanse of green-brown water. Small pterodactyls wheel over the many vessels, darting down to fetch scraps or a fish.

Groups of up-country Zapatec walk about on business, their small stature and more chisiled features marking them different than their coastal cousins. These folk have elaborate tattoos on their faces, and dress in patterned green and brown tunics that blend well in the jungle cover. They carry wicked machetes and blowguns like the ones the group spotted earlier. Several walk with dangerous-looking dinosaurs at their heels.

The Ssliss'pok are in evidence near the river, but they thin out inside Fort Trevins. The expressionless faces of the lizardfolk are painted in swirling multi-colored designs. They are also often in the company of odd dangerous-looking dinosaurs.

All around is the impression of fervent action. The group sees many bands of toughs clumping about, often haggling with local merchants. Everyone seems to be fervently selling each other things: spices, leapers, indigo, rice. The entire town is a ferment of trading. Through it all the Uplands Rangers walk, keeping an eye on everything occuring within their town's walls.

For lodging there is The Uplands Ranger's hostel just inside the walls where members can get food and lodging for free. It also offers food and lodging to non-members at a reasonable rate, but it is first come-first served and often booked. There is also several establishments of varying quality to choose from. Tell me your monetary preference.


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

"Ahh! Starting to feel like we're getting back into the jungle again, eh Iz? Everyone wanna see if the Rangers have any rooms left?"


Male Elf Paladin/Ranger 4/1

"This may be the last night we get to sleep in a bed for a while, so let's make good use of it."


Female Human Rogue/Swashbuckler 1/4
Izkrael wrote:
"This may be the last night we get to sleep in a bed for a while, so let's make good use of it."

"I agree wholeheartedly. I'm looking forward to getting out in the jungle again though. It's been a while."


Male Half-elf Ranger / 6 (Falconer)

Egan heads towards the Command Center looking for Capt. Annonio. He will deliver the correspondence, then check with the Captain, on recent news in the area. After doing his duty, he will look up old friends and catch up on the latest, before retiring for the evening in his normal bunk space.

Depending on what he learns asking around he will be up bright and early the next day for the trip into the Jungle.


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 will explore the Fort and have a nosey around to see if he knows any of the merchants. He is all up for having one last night of comfort, he will also ask around for any gossip on the surrounding jungle.


Bribes always welcome

Egan accompanies the group to the Upland's Rangers hostel. He knows the deskman, a one-armed semi-retired Ranger named Aloysios. They swap some reminesces and Al manages to find bedding for all the party members in a semi-private bunkroom 1sp/night includes basic meals. Egan bids the group a brief farewell, telling them he has an errand to run and promising to meet up with them at the hostel later.

Egan heads to the Ranger's headquarters. It's a squat keep made of local stone, well patrolled and with a drawn up portcullus gate. Egan manages to get past the guards with a few words and showing the package. He eventually finds himself at Capt. Annonio's office.

Cpt. Annonio is a thin swarthy man, with a large scarred bumpy aquiline nose and a pair of keen black eyes. He accepts the bundle of correspondence with thanks, and chats a bit about recent doings.

"Well ranger, things here are about the same. We uncovered a ring of necromancers about two weeks ago that was taking immigrants to a bogus plantation and turning them into zombies. That was a pretty bad situation. We also have a Thunderfoot loose nearby a T-Rex style dino native to the jungle but he's a canny beast. Rumor has it he might be a dragon cross. Other than that, lotsa spiders, raptors and undead, you know, the usual."

After sharing a drink of well-cooled water, Cpt. Annonio bids Egan farewell.

Egan heads out to look for any more info or friends he knows

Roll a Diplomacy and a Knowledge(local) roll

The others drop their travelling supplies off, stable their beasts and hit the town. Like most frontier towns, Fort Trevins is stocked with mercantiles, saloons and brothels. Plantationmen from the wilder Uplands areas carouse and stagger about, even at this early hour. Ten casts about for anyone he knows and he spots someone: Ol' Herggit. Herggit was a travelling tinker that would stop by the Morvais plantation every so often doing repairs and such for the freeholders. He was also rumored to deal in less legal things like happyberries or flame gecko skins. Herggit had always been nice to Ten though, and had often slipped him a piece of rock candy.

Everyone interested in gossip or finding out info give me a Diplomacy roll and a Knowledge (local) roll.


Male Half-elf Ranger / 6 (Falconer)

No Knowledge Local Skill for me.
Diplomacy (1d20=10)


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

Are there any members of the Order of the Feathered Serpent in Fort Trevins? Chapter houses, temple of Quetzlcoatl, anything like that?


Bribes always welcome
Egan Coyle wrote:

No Knowledge Local Skill for me.

Diplomacy (1d20=10)

Egan spots a few rangers he knows and chats a bit as he walks through town during the day. No one has anything of real import to discuss, mostly information on local plantations and mutual friends. One ranger tells Egan that a group of explorers hit an old Xoltec temple complex on the far side of the Blue Mountains and brought out a big load of gold trinkets recently. That success has brought a lot of explorers up through the Uplands looking for more.

Egan mentions Capitutec, the town at the headwaters of the Blue River. Everyone who talks about it with him has little good to say. supposedly riddled with intelligent undead and Xipe Totec worshippers.

Anything else Egan let me know otherwise I will advance the story.


Bribes always welcome
Sanvoros Draben wrote:
Are there any members of the Order of the Feathered Serpent in Fort Trevins? Chapter houses, temple of Quetzlcoatl, anything like that?

There most certainly are San. The temple is a big part of Uplands culture.

The Temple of Quetzalcoatl is a large building near the center of Fort Trevins. Almost a small keep in its own right, the temple has been build with defense in mind. A limestone wall carved in intertwined couatls surrounds the small ziggurat-shaped temple. The four corners of the wall are topped with the slender towers of the ritual prayer callers. As San walks towards it the noon prayer wafts out from the four towers, several small groups of dervishes dancing madly in circles to the wailing shouts of the lofty prayercallers:

"Sing to the four corners the song of the Plumed Serpent
Maker, Modeler, mother-father of life and humankind
Guard us from the demons of Xibalba
Guard us from the Dread Lords
The Flayed One, The Left-Handed Raptor, Bloody Mouth
Ward their gaze from your servants ..."

Any actions let me know, otherwise I'll advance the story.


Male Human Sorcerer 5

Once again, Tobias asks around for interesting bits of gossip.

Diplomacy, untrained Knowledge(local): 1d20+9=16, 1d20+2=6


Bribes always welcome

Tobias' gentry manners and easy smile get him a lot of information. A member of the Circle of the Raptor chats with him under the awming of a small wineshop and tells him about a huge gold strike some adventurers calling themselves the Swift Shrike Company made while exploring the jungle out along the Blue River. Way he heard it, they scored a Xipe Totec statue made of solid gold with black opal eyes. They also made out with the magical rocks that the Xoltecs used to call Huezetac (Crystal Moons) but most Opalines just call by their Concordant name, Ioun stones.

He finds a merchant that had done business with his family before. The man recognizes young Tobias and buys him a drink. They talk about OPal and his family's new nautical acquisition comes up. It's a huge outlay, and Hurgo, the merchant, is surprised that they are getting into shipping, it's not a venue they have done business in before.

As the day wears on Tobias hears about dinosaurs that can talk terrorizing the foothills of the Blue Mountains. He also hears about Capitutec, again, like Egan, nothing good. There is a large contingent of unrepentant decendants of the Xoltec Empire still out on the fringes of settlement, dreaming of the days when rivers of blood cascaded down their deity's temple steps.

Any more actions post otherwise I'll move the story along.


Male Elf Paladin/Ranger 4/1

Izkrael accompanies Sanvoros to the Temple of Quetzacoatl.


Male Half-Elf Ranger 1 / Wizard (transmuter) 5
Dungeon Monkey wrote:
Sanvoros Draben wrote:
Are there any members of the Order of the Feathered Serpent in Fort Trevins? Chapter houses, temple of Quetzlcoatl, anything like that?

There most certainly are San. The temple is a big part of Uplands culture.

The Temple of Quetzalcoatl is a large building near the center of Fort Trevins. Almost a small keep in its own right, the temple has been build with defense in mind. A limestone wall carved in intertwined couatls surrounds the small ziggurat-shaped temple. The four corners of the wall are topped with the slender towers of the ritual prayer callers. As San walks towards it the noon prayer wafts out from the four towers, several small groups of dervishes dancing madly in circles to the wailing shouts of the lofty prayercallers:

"Sing to the four corners the song of the Plumed Serpent
Maker, Modeler, mother-father of life and humankind
Guard us from the demons of Xibalba
Guard us from the Dread Lords
The Flayed One, The Left-Handed Raptor, Bloody Mouth
Ward their gaze from your servants ..."

Any actions let me know, otherwise I'll advance the story.

San (and Iz, if he likes) would like to accomplish two things:

1) Check in with any members of the Order, or at least one of the priests, letting them know he has arrived in the area (and who he is), informing them of his destination, and asking for reports of the unliving in the area. He also wants to get to know them (if he doesn't already), in case he or they need help in the future.
2) He will pay his respects to the Plumed Serpent, taking part in the noon prayers.

No additional actions after that.


Bribes always welcome

Sanvoros and Iz have both in their jungle wanderings visited the Fort Trevins temple several times. They are friendly with many of the Order of the Feathered Serpent members that live here and a few of the higher level priests. This temple is one of the largest in the Uplands, and the order's chapterhouse is correspondinly large as well.

San and Iz walk into the temple complex. Several aquaintances nod or call greetings to both of them as they walk acoss the busy quadrangle. They first stop in and check at the order's chapterhouse. They get in to see the assistant commandant, Twelve Gecko. Twelve Gecko is a former team leader San has worked with, they have a good professional relationship.

"Good to see you back at Fort Trevins Sanvoros" He says

Twelve Gecko goes on to fill the two in a little more on the goings on locally. There was a ring of Xipe Totec worshipers who had set up a scheme to lure immigrants to a distant spot and transform them into zombies. There have been sightings of more intellegent undead in the vicinity as well. The most notorius sighting was of Innocent Blood, an ancient Xoltec vampire that is rumored to be one of the top agents of the Chichen Ipec Lichpriests. She had not been sighted in over a decade, and it had been hoped that someone had finally given her the True Death.

San and Iz leave Twelve Gecko and participate in the temple's noon prayers. The folk of Fort Trevins are a worshipful bunch, and the service is well done. Afterwards, San and Iz pay their respects to Two Moonstone, the assistant high priest who led the prayers. San and Iz both know him, and he invites them back to his chambers for a spot of pomegranite juice and some fresh rolls.

Two Moonstone gives them both a blessing and tells them a little about the routine here, but little else of import. He does mention that he was disturbed by all the ill-prepared groups heading out into the jungle. He feels happy that Iz and San are travelling together into the wild, but many of these newcomers weren't even off the boat from Sansarrat or Dragora for less than a week before they were trekking off into the most unexplored regions of Mazatil.

"They'll come to grief out in the Jungle of Skulls." He predicts, munching on a roll contentedly.

Any specific questions for either man feel free to post, otherwise we will advance the story


Female Human Rogue/Swashbuckler 1/4

Diplomacy Check. (1d20+2=13)
Knowledge (Local) Check. (1d20+6=20)

Joleesa makes sure "Wheezy" is secure and then wanders around the Fort soaking in the atmosphere.


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

Ten is happy to take in the sights and chat with any one who is friendly. The Fort is an interesting place to him, perched on the edge of the wilderness and adventure.

He will offer to take Ol' Herggit for a meal and a drink to remember old times.


Bribes always welcome
Joleesa Morvais wrote:

Diplomacy Check. (1d20+2=13)

Knowledge (Local) Check. (1d20+6=20)

Joleesa makes sure "Wheezy" is secure and then wanders around the Fort soaking in the atmosphere.

Jo gets Wheezy safe and snug in the hostel's stables An included service to hostel stayers. She heads out to check out Fort Trevins.

Jo's friendly manner allows here to talk to a bunch of people. Several also know her from Opal, and she runs into several members of her sword circle in town. One gent, Jonquis Allevio, is an old acquaintance stretching back to when their families used to do business together. These days he's a chandler, selling adventuring and other items to the fort's denizens. He chats with Jo, filling her in with what he's heard about the latest gossip:

"There's been a lot of Xoltec gold showing up lately, and it's triggered a mini adventuring boom. It's amazing how word travels, I have seen folks from the Storm Isles debarking still dressed in sealskins ready to troop off in search of buried treasure. I'll be happy to sell them 10-foot-poles though! I have a feeling that something big is brewing this dry season. Did you hear about the Xipe Totec necromancy ring? I heard they killed and animated over a hundred immigrants before the Order of the Feathered Serpent and the Upland Rangers caught up with them. You gotta wonder why they were trying so hard to mass-produce zombies."

Jonquis leans in closer

"They say the Xoltec liches were behind the whole thing."

Jonquis leans back and shrugs expressively, the way only an Opaline native can

"I guess we shall see what we shall see."

The town is a fun, fervent hive of activity. Jonquis and Jo's other friends pay for her lunch and drinks all through the day and as sunset nears she finds herself heading back towards the hostel's area.

There is a tavern near the Hostel called the Drop Gator. You can all meet there to discuss plans. If there is nothing else we shall advance to jungle exploration.


Bribes always welcome
Ten Foot Twin Eater wrote:

Ten is happy to take in the sights and chat with any one who is friendly. The Fort is an interesting place to him, perched on the edge of the wilderness and adventure.

He will offer to take Ol' Herggit for a meal and a drink to remember old times.

Ol' Herggit takes Ten up on his offer. He looks more raggedy that he did in days past, although he never won contests for beauty or fine dressing. The years of travel have taken their toll,and he sports a big faded scar on his face Ten doesn't recall from last time they saw each other.

"Monkey Kobold hit me with one-a-them little spears they got." Herggit says when Ten mentions the scar,

Herggit is a wellspring of information of the lower kind. He gladly shares some interesting nuggets with Ten

"Now, you musta known even back afore yeh grew to such a mountain that ol' Herggit was the bloke yeh came teh see if'n yeh needed stuff from the other side of the river, if yeh catch me drift." He cackles.

"Well, I don't do that any more, on account that the independent man in that business is no longer welcome. House Akkavin, you know them shark worshipper scumbags, they've taken to the 'spice' trade with both boots down. I had a friend what got an extra smile all fer bringing a bushel of Happyberries inta Opal. They even came upriver, an' they're setting up shop in that chandler's building, Needful Neccessities. Bloody shark humpers all."

ol' Herggit and Ten swap reminescences for a while then Ten spends the day sampling the various taverns, inns, wineshops and grog dives Fort Trevins has to offer. He also visits Cayden Cailean's temple. It is more Zapatec in theme, with the traditional rabbit motif carved into its limestone walls. Cayden is known more often than not as Ometotchtli (Two Rabbit) in the Zapatec backcountry. Either way, the temple is a working bar and serves a delicious pale ale.

Any other actions post them or I will assume you head to the Drop Gator at sunset.


Female Human
Dungeon Monkey wrote:
"Well ranger, things here are about the same. We uncovered a ring of necromancers about two weeks ago that was taking immigrants to a bogus plantation and turning them into zombies. That was a pretty bad situation. We also have a Thunderfoot loose nearby a T-Rex style dino native to the jungle but he's a canny beast. Rumor has it he might be a dragon cross. Other than that, lotsa spiders, raptors and undead, you know, the usual."

"Ooh, shiny!"


Female Human

After the departure of the other members of the group, Vilya decides to stave off boredom by browsing the local market stalls for shiny things. And if it's too shiny to pass up... you get the picture.


Bribes always welcome

Vilya struts her way along the riverside bazaar. The Fort itself is full of chandlery shops, but the real fun is the little hole-in-the wall merchants and the ever present pawn shops. A small shop catches Vilya's eye, Grom's Metal Bits. The small louvered windows show many different blades and armor pieces. There are a lot of exotic items, some Sengenese throwing stars. a Thereanan scimitar, even a Beladrin leaf sword, the serrated metal of the slender sword sparkly in the light. Vilya can see a hunchbacked figure chatting with a large brawny-looking character while the two look over several swords.

Another interesting shop is called the Lucky Strike. It looks to be a clearinghouse of prosepectors who dicker with a sweaty fat gentleman dressed in rumpled flashy Opaline nobilty clothing. They seem to be selling gems and gold nuggets to him. The counters at the shop are lined with beautiful gems, jewelry and various other items. Two frowning guards with well-worn greatswords flank the door.

A third is a dingy taverna called the Little Fish. Vilya can see this is the kind of place a girl could find just about anything she needed that merchants don't usually put on their shelves in plain sight. The taverna is snugged up near the river piers, an amalglam of reused planks and rough-cut cypress logs. Several shifty-looking characters play Watch Me at a rough table just inside, and a Sliss'pok sits on a small stool just inside the door, his ornate waraxe at his side.

Any actions feel free to call them out, otherwise I will assume you return to the Drop Gator at sunset


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

Knowledge (History) &amp; Knowledge (Religion) checks to see what San recalls about the Chichen Ipec Lichpriests and the vampire Innocent Blood (1d20+8=22, 1d20+10=17)

After their lunch with Two Moonstone, San thanks both him and Twelve Gecko for the information and blessing. "I very much appreciate your hospitality, as always, (insert appropriate priestly title here)," he says. Izkrael and I will be setting off in the morning, but we will check back in when we return. May the blessing of the Plumed Serpent be with you."

When they leave, San turns to Iz, "Well, unless there is something else you want to check out, I suppose we should meet up with the others at the Drop Gator."


Bribes always welcome

Info Sanvoros knows:

Spoiler:
Innocent Blood is a legend in Opal. She is rumored to originally have been one of the young female priestesses of Huizikalotl, the Left Handed Raptor, Xoltec god of War and Lust. After the Night of Bloody Bones she became a nighthaunt of the new Zapatec Confederation, feeding on the innocent unchallenged until a decade ago a Divine Consecrant of Quetzalcouatl named Five Onyx tracked her down and he and his comrades fought her (supposedly) to death. If somehow she survived it would bode ill for the Uplands. She was rumored to be an agent for the Chichen Ipec Lichpriests.

The Chichen Ipec Lichpriests are the undead revenants of the Xipe Totec high preists that were under attack during the Night of Bloody Bones. When their bloody temples were swarmed with their freed undead servants they underwent an emergency lich creation ceremony to survive (in a fashion). Now fully acclimated to unlife, these mouldering priest kings plot ruin and destruction for all Mazatil.


sorry for my lack of posting, I was chosen to write Pathfinder Society adventure #22, I expect you all to purchase a copy of it when it comes out.


[intrude PBP]Sure thing dude![/intrude PBP]


Male Half Orc - Half Human- Half Something Else (I know that is 3 halves, but he is a big chap) Cleric Level 4
Larcifer wrote:
sorry for my lack of posting, I was chosen to write Pathfinder Society adventure #22, I expect you all to purchase a copy of it when it comes out.

Congratulations.


Bribes always welcome
Larcifer wrote:
sorry for my lack of posting, I was chosen to write Pathfinder Society adventure #22, I expect you all to purchase a copy of it when it comes out.

Awesome Larcifer! Are you going to be able to keep up or is the adventure gooing to consume your free time?

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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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