Ptolus ongoing review p.1...10

schporto

First Post
Can someone just tell me one thing. I have the players guide right now, and the river is confusing me....
Does King's river flow down to the ocean, or down to the gorge? There's two sets of falls and its not clear which side is higher.
THanks.
-cpd
 

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Numion

First Post
schporto said:
Can someone just tell me one thing. I have the players guide right now, and the river is confusing me....
Does King's river flow down to the ocean, or down to the gorge? There's two sets of falls and its not clear which side is higher.
THanks.
-cpd

It flows into the ocean.
 

Thomas Percy

First Post
VI. Organizations

In the case of Forgotten Realms campset organizations are most inspiring and easy to steal and place in other setting part of the books. The same I can say about this chapter.

There are ten major noble houses in Ptolus; I mean aristocraticy, you can meet countless minor knights and barons beside them. They (high aristocracy) sometime gather in the something a la Arthurian’s Round Table (ghost of king included).

House Anbar is mercantile family, you can even buy a noble title from them. They are looking everytime for bounty hunters (mean the PCs) to bring them a heads of anyone who steals from their businesses.
House Dallimothan. People say they are good (silver and gold) dragons. They look like dragons polymorphed into human form or at least like a half-dragons. They have full page of statblock in this book. They must be dragons!
House Khatru commands a school for warriors, gladiatorial arena, and mercenary guild.
Houses Sadar and Vladaam are bad kind in the family. Shadow (powerful) magic, contacts with criminal guilds and various chaos cults, and even demons, „Sauron” among ancestors… But don’t try to kick they doors and shout „You are arrested in the name of everything good and cute!” until you are 20th level and the commisar (ruler of Ptolus) is on your side.

… a few word about Ptolus’ statblocks. There is a lot of them in this book, but someone can say not enough. Monte created stats for these NPC who are most possible to encounter in the combat or other maths-demanding situations. So, when you see a stats, you are looking at enemy or possible cohort or ally of the PCs. Of course, these statblosk are not in DMG2 format (I mean actual WotC format with perception, defense, attack and the fourth sections.) – but they are not in old 3e statblock „fgsdudfgdfghjAC12sghisddfuihp12fjkdjuidfgidfgdfkelf!” format. This is something in between: a verse for every single data; highlighted most „important for your eye” words such as AC, hp, Fort and so on; spells listed by level starting from the most powerful. A little new idea is difference between crucial and other feats and skills… a little idea hard to understand, making using of statblock a little more complicated… no future. Imho 90%+ of NPCs are interested, with logical backgrounds, races, classes, feat and spells selection. These „10%-” are such a flowers as meteor swarm spell listed in succubus-in-disguise prepared spells list.

Criminals! Balacazar crime family is classical Mario Puzo’s Corleone family (but full of D&D stats and ideas such as vampires in the wardrobe), Killraven Crime League (young guns! – agressive, full of monsters, with good… no… very good connections) , and Longfingers Guild (old-fashioned band of honor among the tvieves believers and other Robin Hoods).

Brotherhood of Redemption are guys who oppose killing of evel beings, because they (bros) have special ritual (full of magic, drugs and… pain!) of alignment changing. Full Planescape feel! The Bros are one of my favorite Ptolus’ organizations because they are not simply bad or evil (the same as Shuul), they will be such as DM will develop them. Their premise is good, but they are acting against free will of the captured.

Devlers Guild is metagaming organization borrowed from on-line computer games. They offer hotels in the dungeon explored by the PCs and retrieval insurance (if you pay, you will be ressurected). It can be useful for the players and their PCs alike, but imho you should use the Delvers very carefully to don’t strain the suspension of disbelief.

The Guilds – do you think glassbowers guild is boring? Not, when you will read Monte’s adventure hooks for it. I like Ptolus’ guilds more then these from DMG2 Saltmarsh.

Dreaming Apothecary is imho the best idea in this book for now! Simple buying /upgrading of your magical items will be from this day fascinating adventure itself! I say no more because of „spoilers”, but the frequently used in the „Ptolus” margins Monte’s sentence „From my campaign to yours” means in this case exactly, I will use this idea in my thext game session! Thanks Monte!

Sisterhood of Silence – perhaps the single best known Ptolus organization of female monks with a vow of silence, with speaker eunuchs. They are second police in the city. I will use this idea in my BIRTHRIGHT absolutely, it’s a one of a few reasons to use a monk class in semi-medieval setting. The only bad side of Sister is a picture of one of them! Jesus and Satan! Who created a Shaolin monk in the uniform of catholic noun with a crossbow in her hand?! It’s not a wuxia, it’s not a comic, not a manga, nota classical fantasy or (more!) historical setting. It’s a ... i see... I can't use such a word on EnWorld!

Viridian Lords – the rangers who bond their flesh with plannt to gain natural armor bonus and spell like abilities! The idea is excelent imho, the feats are interesting, I will even develop this idea in the template for my private use! Again, thanks Monte.

My text is too long already, but there is a lot of organizations yet. Quickly. Brides of magic (sisterhood of teenager lesbiand sorcerers), The Fallen (demons traped in prime material), The Forsaken (cliche of Nerull cults >> by the way, when I say cliche, I don’t mean it’s bad material or unnecessary material, because we DMs need a fields to develop old good ideas too<<), Inverted Pyramid (generic mages’ guild… but man! why they heave a guildhall on the spaceship?!), Knights/Knihgthoods of the X, Y, Z (there are a lot of good paladin’s or angel’s sects in Ptolus, some of them with the feel of „DaVinci Code”, some simply boring).

The best of these organizations are shaked by feuds, full of possible traitors, informers ad other adventure hooks. Most of these organizations can be on the dark (or light) side of power and some day durning the campaign (when the PCs discover that…) change side. Sorry, I can’t tell more because of „spoilers”. It is really good designer’s job.

Resume. This was inspiring (and very loooooong, due to 50 pages of very small font) chapter.

There will be minimum one day break in my review, because we have some Catholic holiday today in Poland, and I will start a full day game session next hour.
 
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schporto

First Post
Numion said:
It flows into the ocean.
So to make sure I got this right, from top down we have... (I don't have books so I may be wrong on names)
Spire
Nobels Quater (at the base of spire)
The Rivergate District
The gorge
The main chunks of the city
The docks
The ocean
Right? Just seems odd that a 'gorge' is above parts of the city.
-cpd
 

Thomas Percy

First Post
VII. City by the Spire

This chapter contains informations that applies to every district of Ptolus. A little demographics, a little heraldry, stats of Commisar of the city. The commisar is emperor’s governor of empire’s province. There is a few words about government: a inner and outer councils.

Next, we can find a lot of stats of various city soldiers and guards, eg. every disctrict has a watchtower maintained by Ftr10 captain, a few Ftr5 constables and 12+ guards War2. They are supported by at least one spellcaster equiped with scrolls of: dispel magic, hold person and similiar spells, and in the times of emergancy by: mercenary low-level-Wiz „order”; commissar’s staff of spies mid-level-Rog; and commando of mid-and-high-level-Ftr.

The city has very small army of (after mustering levies) circa 3000 soldiers at best, but most of them are Ftr2+ with cannons and spell support. It looks like Ptolus owns no lands behind its walls, because it can’t conscript levies from there. I don’t know it is unsound plot or a mistake, or deliberated method of don’t bother with anything besides the city.

Next, we have varous descriptions of the city from various point of view, eg. „what people think”, „how typical house look like”, or „what is a smell of docks”. It’s sad, but on my The Forge Studios’ drawning of typical houses you can’t see typical houses described in the chapter (adequate picture is on page 168).

Then, we have some magical and technological trinkets such as illusory homing pigeons for hire, newspappers, and thoughstones instead of cell phones. I don’t know why to use the last „wonder”, if there is permanent telepathic bond spell.

Chapter 7 as a whole is uninteresting (but not boring) and not useful for anyone who don’t want to use in his campaign Ptolus as it is, without alternations.

VIII. Docks.

At least. Description of the first city ward with good map, three floor-plans and several drawnings.

First, Monte gives us advices how to create flavor of the district. We have some random encounters (99%+ noncombat of course) in the handout card, and the description of a harbor resembling Ragpicker’s Square/The Trash Warrens in Sigil. It is build on hardened dirt and city trash thrown down the cliff, full of sailors’ taverns, brothels, warehouses, ships, fishing boats etc., the smell of salt and fish, drunken sailors, dockers and slavers. All buildings stand at odd angles from one another because each one is sinking slowly into the sand.

There are some good imho adventure hooks there, particulary „haunted Pier Five mystery”, and "captain Norris Felder curses sales offer”, and two (imho, once again, there are more than two of them in the chapter) NPCs: the Dockmaster (with his Lolita) and Wynthaes cherubim elf Ftr/Drd with cool hawk companions, and good good choice of spells for martial combat support.

That’s enough for nine pages… and for me to say it’s useful, inspiring game material.
 
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Thomas Percy

First Post
IX. Guildsman District

The flavor of the city ward: countless workshops, manufactories and watermills of all guilds imaginable, countless warehouses, countless granaries and livestock pens. Everyone on the street has a badge of some guild.

Imho interesting locations (among many others):
# Madhouse – of course, there IS Frau Schwester performing unsancioned experiments on patients. Madhouse is a good place to deal with political and business competitors.
# The Foundry – again, Sigil (Planescape) reminiscence. HQ of the Shuul. I love its (the Foundry) picture, but I find a floor-plan too simple and not enough „adventure hooking”.
# The Midden Heaps – yes, maybe the idea of garbage dump in the medieval city is a little bit silly (a little bit, but not completly, because one in five building in this district is vacant, because of decline of the empire [something like a medieval Rome full of ruind fields inside city walls], and because there live a lot of dwarves, who probably can import the idea of garbage dump from theirs caverns.), but I like it, because this is something new and this location is full of possible adventures… and treasures… and monsters!
# The Star Jewelers – I’m very fond of scenario containing: thieves, plans of jewelery guild, and dwarven divinations.

And NPCs (as always, filtered by my taste only)
# One-eyed scarred drow sado-maso wizardess in her torture room.
# Naleth Falcron – Jekyll & Hyde with some sorcery and alchemy.
# Hadrien Runihar – I love this picture of Van Helsing (from the movie with Hugh Jackman) with at least one dark secret, and cinematic pipe-holy-symbol, daggerwand and skullring.

I see this review starts to look like my note-book. This is fan’s privilege.

X. Midtown

The flavor: cosmopolitan, fantasy, even D&D-ish, a lot of crowd and noise. It’s a heart of the town.

My favorite locations, and adventure scenarios:
# The Cloud Theater with the feel of „Shakespeare in Love” movie. You can find there one of most complicated and possibly rewarding adventure hooks containing actors, thieves guild and some self-proclaimed paladin/astrologer. Possible combat (a la Arturo Pérez-Reverte’s captain Alatriste) will be the beginning of long story.
# The Ghostly Minstrel is HQ of Ptolus’ PCs. This is interesting, even haunted, place with good picture on page 222 and floor-plans of Burelle. I like the idea of exorcists (and other paladins) visit there, because every powerful NPC-adventurer who live there… like the ghost.
# Iridithil’s Home – elven enclave and school of archery in Ptolus. I love The Forge pictures of this place.

Sample NPCs:
# Ladris’ Fine Food is rather average tavern, but there is a local star there! A scowling harrow elf barbarian storyteller / painter. Do you like his drawnings and stories, or maybe do you want to look his greataxe closer?
# Two gnome drug dealers – you can meet them in North Point Restaurant.
# Terek Nal is another man full of surprises and secrets. He’s posssible wizard adventure trigger.
# Cardalian is a she-halfing with „very adventure hooking” background. If you like to visit Dark Reliquary in Necropolis (and you have high level), be her friend!
# Daersidian and his friend halfing-knife-thrower are old friends of some guy, who became mad/evil/cursed and needs help. There are some aristocrats who want to „help” him, but they don’t want to cooperate with the PCs (like nazi and Indiana Jones). This guy in trouble is „imprisoned” in very strange place, a kind of shadow plane.

OK., I’m a little tired of Ptolus right now (I’m on the page 230 and I feel like a guy who has read one whole WotC rulebook), so there will be some days of break.
 

sckeener

First Post
Thomas Percy said:
OK., I’m a little tired of Ptolus right now (I’m on the page 230 and I feel like a guy who has read one whole WotC rulebook), so there will be some days of break.

But you've only covered a 1/3 of the book :heh:

(You've done a lot better than me. I expect to have it read by maybe Thanksgiving...maybe)

Thanks and Good reviews. I appreciate it.
 

Thomas Percy

First Post
Because "Ptolus" (700 pages, 120$) is approximately three times longer than big (300 pages, 40$... but Amazon) WotC book (such as DMG2 or ToM), because of smaller font used.
I handle with WotC rulebook like a handbook not a book, I use marker on the text, I write my notes on margins. My heart bleeding, but I can't do the same barbarian tricks on marvelous edition of "Ptolus".
 

Thomas Percy

First Post
XI. Necropolis

I will cover this district later (if at all) because this is mainly three level dungeon full of undeads and demons. I saw there interesting things such as druid, house-crypt of crazy graveyard denizen, and vampires-beggars, but…

XII. Nobles’ Quarter

The flavor: You know, there is clean.

Castle Shard is strange, strange place. The whole castle was builded around the shard of raw magic energy which allows you to cast a spell without expending your spell slots. Not surprisingly this place is some kind of relic for local mages and there is an order of its guardians or even worshipers. Two actual lords of the castle are most interesting NPC in this book. They are extraordinary powerful, but the most interesting is their class selection. He is ex-blackguard, and she is ex-paladin/sorcerer. There are cool descriptions of magical parties full of illusions and clones in the Castle Shard.

Holy Palace – As I said in the past notes the whole idea of empire’s decline, three pretenders to the throne is good as a political plot for whole campaing. One of these pretenders is Holy Emperor (the highest ranking cleric of main state church >>The Church<< of Ptolus and whole world). The presence of him, and his (not interested in religion) son in Ptolus is most dangerous to the city, because other pretenders can some day attack City by the Spire with their armies. Other way – the commisar can expel this high cleric form Ptolus, but it’s a dire way to be excomunicated.

A few words about noble houses – most of them are protected from teleportation-like spells and scrying-like spells, but Monte is man full of magic ideas and nearly every house has its own defensive system, not simply standard forbiddance spell.

Rosegate House – is a palce where the PCs can live someday. The Crypt of this house is full of surprises, some nice, some nasty, but all tasty. I like this place very much.

XIII. North Market

Sorry, but I haven’t found any single intresting idea on all ten pages of this district description. This is simply not a place for adventurers, but for housewives.

XIV. Oldtown

The flavor: it’s named oldtown, because it’s a oldtown, a island of mixed imperial (Roman) architecture with new (gothic) architecture.

Clock Tower – interesting place for Shuul-infested imps or even modrons to live and make mischief!

Dalenguard – the castle and palace of the city’s rulers and army. I find it weird, because it should be first point of defense against The Spire monsters (such as The Ghul, who made hundereds years ago full scale invasion from his citadel in the Spire), but it (Delenguard) is placed below The Spire, so you can raze it using single catapult from the higher ground. Besides, the Dalenguard is a city gate between two districts… well… and a house of the ruler is in the middle of this road. So this commisar must be assassination lover and most of all – noise lover!

Inverted Pyramid – can someone design magic guild less interesting with less interesting floor-plan?

Kadmiel – The Shade Tower – seen only as… in the… I can’t say more because of spoilers! – A "must be" location for all shadow magic, shades, shadowcasters etc. lovers as I am. I find every chamber of this tower interesting, and unconventional, I love the „artifact inside”, I like the scenario idea.

The Pale Tower is HQ of Ptolus’ angels and archons. Imho this is not most interesting location, but it can be useful as a place where the PCs can dispose of evil magic items they came upon… and they (the PCs) don’t want to hold it, and they want to give it (items) away to someone good-aligned, and powerful. Imho the most interesting guy in The Pale Tower is a guardian golem (called Graven) covered in engraved holy symbols which makes him intelligent.

The White House is a brothel. As I understand the name of this building is some kind of joke, because some years ago there was porno web site with whitehouse adress. More interesting than main gambling and „love” level, is lower level full of traps, guards and A Master – and the master is a guy who walks thin line of cooperation between all criminal guilds of Ptolus ans blackmailing some of them. Well… he has interesting new magical items, too.

At the end of the chapter we have as usually a few NPCs. First of them is simple magical muscle medium level wizard, who hires frequently for criminal job. Magical tatoos, good pic, and interesting adventure idea are things which make him interesting.

Derresh is an assassin, greatest in whole Ptolus aside Twin Lords Keeper. Derreth is no man (and no woman by the way), he is… enigma with very interesting and original background (with the feel of „Frankenstein” or „Azure Bonds” novels). This backstory is a prime motivation for killing for him, but you can hire him too. He has a lot of interesting spell immunities, spell-like abilities and special qualities.

The Iron Mage is absolute Ptolus’ celebrity masked powerful wizard. He always wears full plate armor made of several other magical armors, which makes an artifact with the abilities of all of them! Due to his Overcome Resistance (Su) he’s most annoying for Ptolus’ rulers and guards, because he can teleport and scry whatever he wants. Besides, he’s most powerful wizard in the city with no interest in local magic guild, local lords and similiar things which are below him.
 

Odhanan

Adventurer
Cool ongoing review!

I've read all the introduction, organizations, general information about Ptolus, Campaign advice, being a citizen, the adventures too. I'm into the "meat" of the city itself now: the actual districts of Ptolus - I'm somewhere in the Guildsman District or just after now. So far, I'm loving it: the potential for multiple campaigns (and I mean stuff like three, four completely different campaigns set in Ptolus, each running from level 1 to 20, just from the stuff in the book) is absolutely astounding. The excellent cross-referencing and organization of the book is absolutely critical for its enjoyment. This book really is the single best RPG sourcebook I've ever seen. It's really meant to be used. Just awesome.
 

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