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Ptolus ongoing review p.1...10
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<blockquote data-quote="Thomas Percy" data-source="post: 3041444" data-attributes="member: 11931"><p>XIX. What’s Down There? </p><p></p><p>First, Monte gives us overall description of all locations that lie below Ptolus and explanation „why” they are there. On the cross section (side view) of Ptolus one can find nearly 50 various dungeons. </p><p></p><p>Next, there are rules for „Pits of Insanity” or a goo that shines with every color imaginable, which can fly or sink into matter. This is like chaos in pure form, raw chaos, the substance from Warhammer but with believable explanation why it is in Ptolus. This warpstone (mutagen) can change material into eg. glass, gold, bone, lave, or unmelting ice; can change you skin color or gives you additional limbs. It’s very adventure hooking substance: it can be avoid, stolen, used by chaositech (technology) scientifist… even players. </p><p></p><p>Last but not least, there are a few ideas for dungeons located below Ptolus, you (as the DM) can develop yourself. I find most of them interestiong, especially: Fortress of the Redeemed (as a place to break in), Hall of Cordaris (as a „Da Vinci Code”-like secret society), and Prison of the Blessed Children (because of interesting background, puzzles and magical effects of releasing the childeren). </p><p></p><p>XX. And Undercity</p><p></p><p>The Undercity is a places where the adventurers can do shopping etc. – you can find such strange marketplace in most of crpg-s like Icewind Dale, NWN etc. I like Balacazar Fiend Slaves – the amulets you can buy to control a demon or devil – cool, powerful, dangerous, useful for evil NPCs (as a kind of weapon).</p><p></p><p>Next, there is description (with a floor-plan, stats, complex traps, treasures, adventure hooks) of thieves guild. You can find there everything you expect in such place (manequins with tiny bells, stolen artifact in secret vaults, divination proof chambers). It’s a average dun-crawl for average (about 8) level adventurers, but only if there is no guildmaster himself inside. </p><p></p><p>The Prison is underground city… prison, but it’s a little whole different world, because of the lack of inspection from the rulers above. You need to traverse by the boat several hundered yards of subterranean waterways to reach a prison, and these waterways are not perfectly desolated and safe (see fine floor-plan). I will use it in my campaign absolutely!</p></blockquote><p></p>
[QUOTE="Thomas Percy, post: 3041444, member: 11931"] XIX. What’s Down There? First, Monte gives us overall description of all locations that lie below Ptolus and explanation „why” they are there. On the cross section (side view) of Ptolus one can find nearly 50 various dungeons. Next, there are rules for „Pits of Insanity” or a goo that shines with every color imaginable, which can fly or sink into matter. This is like chaos in pure form, raw chaos, the substance from Warhammer but with believable explanation why it is in Ptolus. This warpstone (mutagen) can change material into eg. glass, gold, bone, lave, or unmelting ice; can change you skin color or gives you additional limbs. It’s very adventure hooking substance: it can be avoid, stolen, used by chaositech (technology) scientifist… even players. Last but not least, there are a few ideas for dungeons located below Ptolus, you (as the DM) can develop yourself. I find most of them interestiong, especially: Fortress of the Redeemed (as a place to break in), Hall of Cordaris (as a „Da Vinci Code”-like secret society), and Prison of the Blessed Children (because of interesting background, puzzles and magical effects of releasing the childeren). XX. And Undercity The Undercity is a places where the adventurers can do shopping etc. – you can find such strange marketplace in most of crpg-s like Icewind Dale, NWN etc. I like Balacazar Fiend Slaves – the amulets you can buy to control a demon or devil – cool, powerful, dangerous, useful for evil NPCs (as a kind of weapon). Next, there is description (with a floor-plan, stats, complex traps, treasures, adventure hooks) of thieves guild. You can find there everything you expect in such place (manequins with tiny bells, stolen artifact in secret vaults, divination proof chambers). It’s a average dun-crawl for average (about 8) level adventurers, but only if there is no guildmaster himself inside. The Prison is underground city… prison, but it’s a little whole different world, because of the lack of inspection from the rulers above. You need to traverse by the boat several hundered yards of subterranean waterways to reach a prison, and these waterways are not perfectly desolated and safe (see fine floor-plan). I will use it in my campaign absolutely! [/QUOTE]
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