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Ptolus.Com 2 Ptolus: Districts of the City, Vol
™ VOLUME 2 DISTRICTS OF THE CITY Sample file By Monte Cook ® WWW.PTOLUS.COM 2 PTOLUS: DISTRICTS OF THE CITY, VOL. 2 TABLE OF CONTENTS INTRODUCTION ■ Introduction City Map . .5 Where Do I Start? . .6 Page Numbering . .6 Your City Guide . .7 Acknowledgments . .7 What is Ptolus? . .7 Ptolus Miniatures . .8 DISTRICTS OF THE CITY ■ Nobles' Quarter ■ North Market ■ Oldtown The Flavor of the Nobles’ The Flavor of the North The Flavor of Oldtown . .42 Quarter . .9 Market . .32 Running Oldtown . .43 Running the Nobles’ Quarter . .10 Running the North Market . .32 The People of Oldtown . .43 People of the Nobles’ Quarter . .12 People of the North Market . .33 Man on the Street . .43 The Upper Class . .12 Man on the Street . .33 Oldtown Rumors . .44 Man on the Street . .13 North Market Rumors . .35 Oldtown Locations . .44 Nobles’ Quarter Rumors . .13 North Market Locations . .35 Administration Building . .44 Nobles’ Quarter Locations . .14 BithSample the Ratter . file. .35 The Arena . .45 The Aristocrat’s Table . .14 The Book Wagon . .35 Bellringers’ Guild Office . .47 Castle Shard . .15 Heavenly Baked Goods . .35 The Bladechapel . .47 Crown Theater . .21 Information Panel: Citadel of the Golden Dallaster Manor . .22 Eating in Ptolus . .36 Cross . .47 Holy Palace . .22 Killraven’s Tower . .38 Citadel of Might . .47 Imperial Academy of Lendarick . .38 City Courts . .47 Music (the Conservatory) . .25 Mitoren’s Blades . .39 City Library . .48 Noble Estates . .25 Red Stallion Pub . .39 Clock Tower . .48 Rosegate House . .28 The Smoke Shop . .40 Dalenguard . .50 Soaring Idyll . .30 Wondrous Tattoos . .40 Delver’s Guild Library Swordthrower’s Club . -
Thunder Below
THE THUNDER BELOW An adventure for four 17th-level characters CREDITS Design: JAMES JACOBS Editor: DALE DONOVAN Editorial Assistance: MIRANDA HORNER, PENNY WILLIAMS Typesetting: NANCY WALKER Cartography: TODD GAMBLE Web Production: JULIA MARTIN Web Development: MARK A. JINDRA Graphic Design: SEAN GLENN, CYNTHIA FLIEGE Based on the original DUNGEONS & DRAGONS® game by E. Gary Gygax and Dave Arneson and on the new edition of the DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. Table of Contents Introduction ..................................................................2 Sarwin Castle ..............................................................19 Preparation ...................................................................2 Timeline ..................................................................19 Adventure Background .................................................2 The Invaders of Sarwin Castle ...............................21 Adventure Synopsis ......................................................4 Tiboquoboc..............................................................21 Starting the Adventure ................................................4 Alraugh ....................................................................24 Sarwin Village ...............................................................5 Irika .........................................................................26 Searching the Village ................................................5 Muraxus ..................................................................27 -
Return to the Temple of Elemental Evil ERRATA and FAQ
Return to the Temple of Elemental Evil ERRATA AND FAQ A collaborative product of the members of Monte Cook's Return to the Temple of Elemental Evil web forum. Compiled, edited, and formatted by Siobharek. PDF version edited by ZansForCans. Modified: 11 February 2003 The definitive source for this errata and FAQ can be found in the ‘sticky’ threads at the top of the topic list on Monte Cook's Return to the Temple of Elemental Evil web forum. None of these errata or FAQ are official in any way (i.e. Monte or WotC have not said "That's right."), but most have been agreed to be accurate and true to the core rulebooks by many DMs running this adventure. NPC stats corrections are grouped in the appropriate chapter that the NPC appears in. In some cases, there is no ‘fix’ suggested—the errata is simply provided to alert you to a discrepancy. You didn’t think we’d do all the work for you, did you? It may seem like there are quite a lot of errata for this product. There are! Part of the explanation we have heard is that Monte was working on the adventure while D&D 3e was still being finalized. The rest we simply blame on his editors. ;) We welcome further corrections and additions to this list. However, when and if you find something that doesn't seem right, please check in every available rulebook. For instance, adding the right number of feats and stat increases to monsters with classes can be fiendishly hard but check it and double check it as much as you can. -
Savage Coast Campaign Book
Savage Coast Campaign Book Credits Design: Tim Beach and Bruce Heard Additional Design: David Gross, Cindi M. Rice, and Ed Stark Editing: Cindi M. Rice Editorial Assistance: Tony Bryant, Jonatha Ariadne Caspian, and Lester Smith Project Coordination: Karen S. Boomgarden Art Coordination: Bob Galica Cover Painting: Paul Jaquays Cartography: John Knecht and Diesel Graphic Design: Heather Le May Based in part on the "Princess Ark" series by Bruce Heard and partially derived from the work of Merle and Jackie Rasmussen. Playtesting and Review: Many people at WarCon, Hurricon, and Concentric; Carrie A. Bebris; Anne Brown; Steven Brown; Bruce Cordell; Miranda Horner; Mike Huebbe; Kevin Melka; Sean Reynolds; and Ed Stark Special Thanks to the following, without whom this would have been a lesser product: Rich Baker, Wolfgang Baur, Tim Brown, Angela Clay, William W. Connors, David "Zeb" Cook, Patty Corbett, Flint Dille, Dan Donelly (and the Society of the Grand Gauche), Cathy Griffin, David Gross, Jeff Grubb, Andria Hayday, Bruce Heard, Dori Hein, Gordon Hookailo, Gwendolyn Kestrel, Brad Lavendar, Julia Martin, Colin McComb, Dominic Messinger, Bruce Nesmith, Faith Price, John Rateliff, Thomas Reid, Marshall Simpson, Bill Slavicsek, Lester Smith, Dave Sutherland, Audra Timmer, Sue Weinlein, Skip Williams, David Wise, and Phi Mu Alpha Sinfonia (especially John Cereso and Ky Hascall) Copyright © 1996 TSR, Inc. All Rights Reserved. Made in the U.S.A. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, D&D, DRAGON, DUNGEON MASTER, AD&D, MYSTARA, MONSTROUS COMPENDIUM, and RED STEEL are registered trademarks owned by TSR, Inc. MONSTROUS MANUAL, SAVAGE COAST, and the TSR logo are trademarks owned by TSR, Inc. -
DIVINITY Tige Classes to Use in Your D&D Campaign
Complete Divine is packed full of material useful to cler- ics, druids, and other divine spellcasters, including feats, prestige classes, spells, and magic items. Some of this material is freshly updated for D&D v.3.5, and the rest is brand-new. But there’s only so much room in any book, and some of the new prestige classes couldn’t be included. So without further ado, here are four new divine pres- MORE DIVINITY tige classes to use in your D&D campaign. A Web Enhancement DWEOMERKEEPER for Complete Divine Dweomerkeepers are the shepherds of arcana—priests whose faith grants them an intuitive grasp of the very fabric of magic. Skilled practitioners of both arcane and CREDITS divine magic, they seek to explore magical theory and Design: David Noonan and Skip Williams create new spells and magic items. As the devoted Editing: Penny Williams agents of the deities of magic, dweomerkeepers defend Typesetting: Nancy Walker against those who seek to warp, twist, or hoard spells, magic items, and arcane lore. Design Manager: Christopher Perkins Most dweomerkeepers are cleric/wizards or Web Production Julia Martin cleric/sorcerers, although other class combinations— Web Development: Mark A. Jindra particularly those that include specialist wizard, bard, Graphic Design: Sean Glenn, Cynthia Fliege and ranger—are not unknown. Dweomerkeepers can be found throughout the ® Based on the original DUNGEONS & DRAGONS game by E. land. Some dwell in lonely, isolated towers and are Gary Gygax and Dave Arneson and on the new edition of the wholly consumed with their magical studies. Others DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. -
An "Official" Spelljammer Guide to the Spheres [Revised 1.0]
Guide to the Spheres An "official" Spelljammer Guide to the Spheres [revised 1.0] By Paul Westermeyer aka GMWestermeyer Table of Contents: Page Section 1 Introduction 2 Phlogiston Navigation 4 Phlogiston Transit Times 4 Where is the Rock of Bral? 6 “Official” Flow Map 7 The Spheres and other Phlogiston Locations 23 ‘Loose’ Planets/Worlds 34 Bibliography: Introduction Spelljammer is a very unique and creative setting, but it is also one of the worst organized settings TSR produced with material is scattered among many different products. This makes it very difficult to find what you are looking for, a problem exasperated by Spelljammer’s status as a ‘connection’ campaign, designed (like Planescape) to connect the ‘big’ three settings, Forgotten Realms, Greyhawk, and Dragonlance. I’ve been working to alleviate this problem by writing guides and indices for those aspects of Spelljammer that are most important for creating a coherent, rational game setting. The first of these guides was An “Official” Spelljammer Timeline, which collated Spelljammer-related historical mentions in published TSR products into a cohesive, coherent timeline that Spelljammer (or Hackjammer) gamemasters could use as the foundation of their own, personalized campaigns. This guide, An “Official” Spelljammer Guide to the Spheres, has a similar purpose. Spelljammer’s iconic center is the Rock of Bral, just as Sigil is the iconic heart of Planescape, Spelljammer’s setting cousin, but Sigil’s location is quite firmly placed at the center of the Plane of Concordant Opposition, metaphorically the heart of the entire Advanced Dungeons and Dragons multiverse. Moreover, the various inner and outer planes are all well mapped in relation to each other, and have been ever since the Advanced Dungeons and Dragons Player’s Handbook in 1978. -
Tomb of Horrors | Dungeons & Dragons
TOMB OF HORRORS™ ROLEPLAYING GAME ADVENTURE Ari Marmell • Scott Fitzgerald Gray CRED1TS Design Art Director Ari Marmell (lead), Scott Fitzgerald Gray Mari Kolkowsky Development Cover Illustration Stephen RadneyMacFarland (lead), Ralph Horsley Stephen Schubert Graphic Designers Editing Keven Smith, Emi Tanji Cal Moore (lead), Miranda Horner Additional Graphic Design Managing Editing leon Cortez Kim Mohan Interior Illustrations Director of D&D R&D and Book Publishing Kerem Beyit, Zoltan Boros & Gabor Szikszai, Bill Siavicsek Nicole Cardiff, Vincent Dutrait, Steve Ellis, Jason A_ Engle, Warren Mahy, Vincent Proce, D&D Creative Manager Franz Vohwinkel Christopher Perkins Cartographer D&D Design Manager Jason A. Engle James Wyatt Publishing Production Specialist D&D Development and Editing Manager Erin Dorries Andy Collins Prepress Manager D&D Senior Creative Art Director Jefferson Dunlap Jon Schindehette Imaging Technician Carmen Cheung Production Manager Cynda Callaway Game rules based on the original DUNGEONS & DRAGONS" rules created by E. Gary Gygax and Dave Arneson, and the later editions by David "Zeb" Cook (2nd Edition);Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620·25385000001 EN U.S., CANADA, ASIA, PACIFIC , EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 987654321 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1 Fi rst Printing: Wizards ofthe Coast LLC Caswell Way 1702 GrootBijgaardcn P.O. Box 707 Newport, Gwent NP9 OYH -
Fiendish Aspects Full
INTRODUCTION Got demons? Well, you will if you pick up a copy of Fiendish Codex I: Hordes of the Abyss, which is packed full of information on demons and demon lords and how to use all this nastiness in your campaign. The chapter on demon lords mentions aspects of the demon lords as more common foes than the demon lords themselves, FIENDISH but few aspects are presented in the book since the ASPECTS designers put so many other useful things in that tome. Well, that is where this little guide comes in. In A Web Enhancement for Fiendish this combined edition of Fiendish Aspects, you’ll meet eleven aspects of demon lords, all suitable for mid- Codex I: Hordes of the Abyss level campaigns. Several of the demon lords could have aspects that are different than the ones you see here, because an aspect is one facet of a demon lord CREDITS rather than a lesser version of the whole package. If Design: Robert Wiese you don’t like the aspect presented here for your Editing: Miranda Horner demon lord of choice, choose a different “view” of the Typesetting: Nancy Walker demon lord and make your own. For example, Juiblex Web Production Bart Carroll has a few combat tricks, plus a few spell-like and ooze- Web Development: Mark A. Jindra related powers. If you want a more oozy aspect of Graphic Design: Sean Glenn, Cynthia Fliege Juiblex, take away the grappling and constriction & Jen Page powers and give it the create slime and summon ooze Special T h a n k s : Michael Donais, Skaff Elias, Rob abilities. -
DEITIES and DOMAINS Specialty Priests of the Forgotten Realms
DEITIES AND DOMAINS Specialty Priests of the Forgotten Realms by Mark Craddock CrossPlanes.Com Special Thanks to Ben Bach, Sylvain Boucher, Matt Rieper, and Tom Woodall Cover Art: The Baptism of Christ by Aert de Gelder Sample file ! DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast produCt names, and their respeCtive logos are trademarks of Wizards of the Coast in the USA and other Countries. All CharaCters and their distinCtive likenesses are property of Wizards of the Coast. This material is proteCted under the Copyright laws of the United States of AmeriCa. Any reproduCtion or unauthorized use of the material or artwork Contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. ManufaCtured by Hasbro SA, Rue Emile-BoéChat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work Contains material that is Copyright Wizards of the Coast and/or other authors. SuCh material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is Copyright 2016 by Mark CraddoCk and published under the Community Content Agreement for Dungeon Masters Guild. Page !1 SPECIALTY AURIL ICEPRIEST PRIESTS Prerequisite: Cleric with the Do you fondly remember the Nature or Tempest Divine Specialty Priests from Advanced Dungeons and Dragons Second Domain Edition? This book uses feats Your worship of the goddess of to update additional abilities of winter is buried in layers of fear Specialty Priests to Dungeons and awe. -
The Lost Tomb of Amarak
TWO SAMPLE LAIRS FOR USE WITH RACES OF FAERÛN Tower of Life and Tomb of Death our PCs may find themselves in one or both of Preparation Ythese sample lairs for two of the races detailed in You, the Dungeon Master (DM), need a copy of the Player’s Hand- Races of Faerûn. The first details the ancient book, the DUNGEON MASTER’s Guide, and the Monster Manual to fortress tower of Tiru Tel-Quessir, an elven creation that was origi- use this material. Some of the elements in these two lairs draw upon nally meant to serve as a place where ambassadors of the various elf the Epic Level Handbook or Faiths and Pantheons, but these links subraces could meet in a friendly environment and discuss the state are fairly minor and simple to adjust if you don’t have access to of their empires. The tower was abandoned at one time, though it these books. now serves as a bastion of defense in a hostile land. The second lair details a Netherese tomb that has been discovered recently and par- tially settled by a tribe of unruly orcs. Each lair provides a history and a description of the major areas Tiru Tel-Quessir of interest within, along with abbreviated statistics for the denizens Tiru Tel-Quessir, translated into the Common tongue, means of the lair. You can develop these barebones nonplayer characters “Tower of the People.” This impressive structure was built during (NPCs) as you see fit, molding and changing them to fit your cam- the height of Cormanthyr, the Empire of the Elves, as a neutral site paign, no matter what world it takes place in. -
Ptolus: DM's Companion
2 PTOLUS: DM’S COMPANION TABLE OF CONTENTS INTRODUCTION ■ Introduction Where Do I Start? . .4 Page Numbering . .4 Rules, Tips, and More . .5 Acknowledgments . .5 What is Ptolus? . .5 LIVING IN PTOLUS ■ On Being a Resident ■ Crime and the Law ■ Chaositech Where You Live . .6 The Law . .17 What Is Chaositech? . .32 What You Wear . .7 The Process of Law . .18 Rigors of Chaos . .34 How You Live . .7 Licenses and Permits . .20 Repairing and Modifying Information Panel: Information Panel: Vices . .22 Chaositech . .34 The Cost of Living . .8 Taxes . .24 Chaositech Items . .36 The City in Which You Live . .10 Sample file Item Descriptions . .37 Information Panel: ■ Technology Gender in Ptolus . .11 Firearms . .25 Other Weapons and Armor . .28 ■ On Being a Delver Transport . .28 GUIDE TO THE PTOLUS PDFS Ptolus vs. the Rest Miscellaneous Gear . .29 Throughout this book you will find of the Empire . .13 Constructs and Special references in the text and in the side- How You Live . .14 Machines . .30 panels to other books in the PT series What You Wear . .14 Aelectricity . .30 of Ptolus PDF editions. For your con- Getting Along in the City . .14 Skills and Feats . .31 venience, here’s a listing of all the titles What the Others Think . .15 Maintenance and Fuel . .31 in the series and their corresponding After the Delving’s Done . .16 title codes: A Player’s Guide to Ptolus PT1 The World of Praemal PT2 Organizations PT3 Districts of the City, Vol. 1 PT4 Districts of the City, Vol. 2 PT5 DM’s Companion PT6 Beneath the Streets PT7 Adventures PT8 The Spire PT9 TABLE OF CONTENTS 3 CREDITS WRITING: Monte Cook EDITING AND PRODUCTION: Sue Weinlein Cook COVER ART AND LOGO: Todd Lockwood CARTOGRAPHY: Ed Bourelle FEATURED ARTISTS: Jason Engle, The Forge Studios (Maciej Zagórski and Pawel Dobosz), Michael Komarck, Eric Lofgren, Howard Lyon, and Michael Phillippi. -
The New FORGOTTEN REALMS Campaign Setting
A FORGOTTEN REALMS CAMPAIGN SETTING WEB ENHANCEMENT BY THOMAS E. RINSCHLER the Avaricious. He is an intensely greedy deity and is both desirous and envious of others’ riches. He and his followers believe in the acquisition and hoarding of money and other forms of wealth by any and all means necessary. His relations with his fellow dwarven deities are strained, but he has not been cast out of the pantheon. The domains he is associated with are Dwarf, Evil, Luck, Trade, and Trickery. His favored weapon is the dagger. he new FORGOTTEN REALMS Campaign Setting pro- Tvides basic information on all of the deities of Faerûn and detailed information on thirty of them. Aerdrie Faenya Here are descriptions similar to those found in the deity entries in Aerdrie Faenya (air-dree fah-ane-yuh), the elven goddess of the air, the D&D Player’s Handbook for all the remaining deities of the weather, and birds, is chaotic good. She is also called the Winged FORGOTTEN REALMS Campaign Setting. Mother and the Lady of Air and Wind. Stories say that she was revered in times past by the legendary winged avariel elves, but now she is mainly venerated by those elves who are interested in the weather, especially druids and rangers, and by those elves who either Abbathor possess winged mounts or have befriended flying creatures. The The dwarven god of greed, Abbathor (ab-bah-thor), is neutral evil. domains associated with her are Air, Animal, Chaos, Elf, Good, and His titles include the Great Master of Greed, the Trove Lord, and Storm, and her favored weapon is the quarterstaff.