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Ptolus: City of Promise

Six travelers from all corners of the Empire make their way to the city of Ptolus to seek the promise of their dreams. But what will they discover about the city, the world, and themselves?

Our Party

Image:hydra_company.jpg Cheval Vargas

Species: Human, male (dragon blooded)
Homeland: Saar
Classes: Adept/Dragon-Blooded 4/2
Specialties: Cleric, Worships Teun
Player: Adam

Mulwrit Sandhammer

Species: Human, male
Homeland: Tarsis
Classes: Warrior 6
Specialties: Mercenary for Hire
Player: Doug

Captain Otto von Liebnitz, of course

Species: Human, male
Homeland: Gharon
Classes: Expert 6
Specialties: Interface, Diplomacy
Player: Jerome

Kekitat

Species: Litorian, male
Homeland: Kartare
Classes: Warrior 6
Specialties:
Player: Mike

Reqqast Bloodthroat

Species: Assarai, male
Homeland: Sorenth Marshes
Classes: Adept 6
Specialties: Kingdom Building
Player: Marcus

Côr D'wardal

Species: Grailwarden dwarf, male
Homeland: Ptolus
Classes: Expert 6
Specialties: Hands
Player: James

Departed Heroes

Grundric Stonelocks - Grailwarden dwarf, male, Expert 3 - Retired

Adventures

Loot list Ptolus calendar Maquent's journal Neveran's letter The Book of Faceless Hate Otto's Letters Helmut's Notes


Episode 1 - Deja Vu Kekitat_tn.png Reqqast_tn.png

Our heroes meet, having had odd dreams featuring the rest of the band; protect Phon Quartermain from harm; take up offer to find missing child.

Episode 2 - Daughters and Brothers Kekitat_tn.png Reqqast_tn.png

Visit Delver's Guild; case the warehouse where Phon's killers scheduled to meet contacts; join Delver's Guild; investigate Cock Pit; Otto bluffs local tough into revealing information on missing child.



Episode 3 - Let's Play House Kekitat_tn.png Reqqast_tn.png

Our party locates and cleans out the old Peyton house, recovers the girl Dayna, locates and cleans out... I mean asks her father to take the girl out of town for a while, then secures that house.

Episode 4 - In Over Our Heads Kekitat_tn.png Reqqast_tn.png

TBD



Episode 5 - Delving Begins Kekitat_tn.png Reqqast_tn.png

TBD

Episode 6 - A New Plot? Kekitat_tn.png Reqqast_tn.png

Our heroes do a quick search of the Black Swan, flee, watch it burn down, take a new job from Lord Zavere to take a new job from Linech Cran.



Episode 7 - Do The Job Kekitat_tn.png Reqqast_tn.png

A boat is taken out into the bay, our heroes dive under and find the wrecked ship, sharks, and sahuagin, but no coffin... following a trail leads to a cave, with a coffin!

Episode 8 - Hideaway Kekitat_tn.png Reqqast_tn.png

Our heroes dispose of the guards, free the slaves, explore the caverns, find the undead daughter, climb the stairs, and dispatch the residents.



Episode 9 - The Boys Are Back In Town Kekitat_tn.png Reqqast_tn.png

After cleaning out the hideout, we find our heroes boating back to Ptolus, turning over the daughter, uncovering the father's plan, and burying him in his own plan.

Episode 10 - Heads and Statues Kekitat_tn.png Reqqast_tn.png

TBD



Episode 11 - Down in the Depths Kekitat_tn.png Reqqast_tn.png

TBD

Episode 12 - Clean Up On Aisle 3 Kekitat_tn.png Reqqast_tn.png

TBD



Episode 13 - Luck Be A Lady Tonight Kekitat_tn.png Reqqast_tn.png

TBD

Interlude Mulwrit_tn.png

A side trip by Mulwrit uncovers much information.



Episode 14 - The Grassy Gnolls Kekitat_tn.png Reqqast_tn.png

Grundric leaves the party. Our heroes invade Shilukar's hideout.

Episode 15 - We Have Met The Enemy... Kekitat_tn.png Reqqast_tn.png

Our heroes meet Shilukar... or do they? Cor joins the party.



Episode 16 - The Mansion part 1 Kekitat_tn.png Reqqast_tn.png

Our party explores deeper into the Pythoness mansion and finds rats, ghosts, and whores!

Episode 17 - The Mansion part 2 Kekitat_tn.png Reqqast_tn.png

Our party explores deeper into the Pythoness mansion and cleans it out.



Episode 18 - What Chaos Weapons? Kekitat_tn.png Reqqast_tn.png

Our party emerges with the chaos weapons and quickly tries to destroy them!

Episode 19 - What Chaos Weapons? Part 2 Kekitat_tn.png Reqqast_tn.png

A means of destroying the chaos weapons is found and utilized!



Episode 20 - Cleanup Once Again Kekitat_tn.png Reqqast_tn.png

The group tries to clean up some of their most recent messes.

Episode 21 - Tapestries Ravel Kekitat_tn.png Reqqast_tn.png Mulwrit_tn.png

Phon is rescued from Helmut's house and escorted to the Pale Tower.



Episode 22 - Kill the Wabbit Kekitat_tn.png [1] Reqqast_tn.pngMulwrit_tn.png

Our party investigates guild politics, slays Shilukar's cardboard cut-out, and...

Episode 23 - Kill the Wabbit, Part 2 Kekitat_tn.png [2] Reqqast_tn.png

Now our heroes face the remnants of Shilukar's horde!



Episode 24 - A Month of Sundays Kekitat_tn.png [3] Reqqast_tn.pngMulwrit_tn.png

Our party takes some well-earned rest, then tries to reclaim the Pythoness Mansion.

Episode 25 - The Boy Who Could Sing Kekitat_tn.png [4] Reqqast_tn.png

The musical episode -- cancelled due to knock-down drag-out donnybrook? Or must the show go on?



Episode 26 - Cults Across Ptolus Kekitat_tn.png [5] Reqqast_tn.pngMulwrit_tn.png

Iltumar gets mixed up in something, our party stops it.

Episode 27 - Going to the Doctor Kekitat_tn.png [6] Reqqast_tn.png

A visit to the Surgeon in the Shadows to rescue a friend, and in other news...



Episode 28 - The Apartment Kekitat_tn.png [7] Reqqast_tn.png

After cleaning the Surgeon's hideout and scaring him off, our heroes head for the apartment complex, site of "The Experiment"...

Episode 29 - The Apartment II: The Revenge Kekitat_tn.png [8] Reqqast_tn.png

Exploration of the doomed apartment building continues, with a clearing out of most of the second floor, rescuing of some survivors, and a general torching of the place to the ground.



Episode 30 - Sewer What's New? Kekitat_tn.png [9] Reqqast_tn.png

Our heroes head down into the sewer beneath the apartment building and uncover secrets.

Episode 31 - Surely, Temple! Kekitat_tn.png [10] Reqqast_tn.png

Under the Entrance to the Temple, a Temple!

People Met

EpisodeNameDescriptionDisposition
1Brother Fabitor ThiskPriest at St. Gustav's Chapelally
1Meada von RustalHead Priestess of Teuncontact
1Phon QuartermainSeamstress at Sachesrescued occasionally
2Taltos UrnstAlchemist in Delver's Square Undercitycontact and business relation
3Mand SchebenHead Priest of Ascheally
4KaretsanLeader of Zar'Atcontact
4Nivae TamelliErstwhile head of Knights of the Chordacquaintance
5Cardalianunknown halfling ladyenemy?
5Migos ForaethProprietor of Black Swankilled
6Lord ZavereLord of Castle Shardcontact/employer
6Lady RillLady of Castle Shardacquaintance
6Linech CranHalf-orc crime bossemployer/enemy, handed over to Balacazars
6Seanus Lathanhalfling employee of Linech Cranran away
7Alssan (Sir Jingles)Assarai former slavecurrent slave
7Dockmaster, thedockmastercontact
7Sturm Slaventcaptain of Arrowheadship captain
9The Iron Magemysterious mage in patchwork armorstrange glance of recognition
12Thollos Sheverhead of House Shever, technologistcontact/ally
13Naillis Deverinignome male proprietor of Pointy Hatenemy/contact
13Narashalady satyr guest of Castle Shardinterest of Otto's
13Tasilicus Rhendromhuman wizard in the Pale Towercontact
13Iltumar Shonhuman armorer apprenticeadmirer
15Shilukar (simulacrum)Dark elf wizardenemy/employer
18WuntadDemon-thingenemy
19Jevvica NorHuman transmuter wizardcontact
19AoskaHalf-celestial paladincontact
19Korben TrolloneHuman crime lordcontact/conquest/enemy
21Jamila NoxHuman Fate Weaverneutral party
21Menaster OrrundHuman Fate Weaverfollower of Reqqast
25Dullin BalacazarHuman boy tenorgrandson of the Balacazar family
27Kinion LuthSurgeon in the Shadowselven chaositech surgeon
29RhinnisMinotaur pit fighterChaos cult contact

Rules

We will be using most of the True20 Core Rules as written, with some selected rules from the D&D Conversion document.

Upcoming Rules

We will be using the Burning Wheel Revised rules.

House Rules

  • Use 7 points for Abilities instead of 6.
  • Ability gain every 4 levels instead of 6.
  • Short bow is a Basic weapon.
  • You may make a 5 foot step if you do not otherwise move in a round.
  • You may take an Attack of Opportunity for an opponent leaving a square in your threatened area, but you forego your next action.
  • There is no roll to confirm a critical hit: roll d100 on the appropriate chart.
  • A roll of 1 to hit or to cast a spell triggers a d100 roll on the appropriate fumble chart.
  • Critical hit severity starts at A:
    • increase 1 category for each weapon size category above Small
    • increase 1 category for keen weapons
    • You may spend a Conviction point to increase the severity of a critical hit.

Feats

  • Spell Focus also increases the critical threat range and the critical severity of the selected spell.
  • Weapon Focus also increases the critical hit severity of the selected weapon.
  • Metamagic feats need only be taken once and automatically apply to every spell you know.
  • Magic item creation is covered by Imbue Item and the appropriate power, as specified in Adept's Handbook.

Crafting

  • Crafting an item takes an amount of Craft points depending on the item.
  • Each time period (usually a day (8 hours of crafting time)), make a Craft skill roll. The total of the roll is how many Craft points have been earned during that time period, to be divided amongst all projects worked.
  • When the cumulative total equals the Craft points to craft the item, the item is finished.
  • If a skill challenge is employed, such as crafting hastily or attempting masterwork, the Craft DC must also be met or exceeded.
    • For masterwork, only the difference between DC and roll is earned in Craft points.
    • For hasty work, the full roll is earned with a bonus equal to the hasty crafting penalty, but the resulting item will be of poor quality.

Setting Details

Ptolus from the sea
Ptolus from the sea

What Is Ptolus?

Ptolus is a big city, second largest city in the Tarsis Empire. About 75,000 live within Ptolus, second only to Tarsis itself. Ptolus sits on a bay on the northwest reaches of the Empire, and as such, it tends to run its own affairs with little direct control.

Philosophy

Good and Evil

In addition to the material essence, in which humans and elves and such folk exist, there are several other essences which exist in the Ethereal Sea: positive energy, negative energy, and the four elemental energies.

Positive energy is the energy of life and growth. It is commonly represented by a pure white light. Those beings that come from the positive essence often glow with a pure white light. Beings from the positive essence are called "celestials", also known as angels in Ptolus. Those who are touched by celestials are called "blessed"; those whose souls have been transformed are called "holy"; those who are the offspring of celestials and mortal beings are called "half-celestials" or "aasimars".

Negative energy is the energy of death and destruction. It is commonly represented by an impenetrable blackness or by an unending inferno. Those beings that come from the negative essence often give off a sulphuric odor. Beings from the negative essence are called "infernals", also known as demons in Ptolus. Those who are touched by infernals are called "cursed"; those whose souls have been transformed are called "unholy"; those who are the offspring of infernals and mortal beings are called "half-infernals" or "tieflings".

Enough negative energy can corrupt the influence of life -- i.e., create undead. Conversely, enough positive energy can also corrupt the influence of death -- i.e., turn undead or even resurrect someone.

Law and Chaos

A battle above the streets of Ptolus
A battle above the streets of Ptolus

There are four elemental essences -- fire, air, earth, and water. Creatures from each of these essences are called "elementals", and in the material world they embody the true essence of their respective elements.

Earth and water are steady. Water moves, but only for a purpose or toward a goal. Water stays where it is unless it can go downhill, and then it will take centuries of patient, gentle flow to carve itself a path. It may not know where it will end up, but it always knows its unceasing goal. Earth may stay quiescent for centuries but then shudder suddenly, to relieve pressure in a volcano or to roll a boulder downhill -- where it will again sit for centuries.

Air and fire are ever-changing. Air flits this way and that with no goal in mind nor direction. Sometimes its direction changes in mid-movement. Fire destroys anything it can ignite, as soon as it can do it, with no rhyme nor reason.

But all four elements are needed to live. Thus, every mortal being is comprised of some balance of each of the four elements. Alchemists refer to these internal energies as "the four humours".

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