Ptolus Campaign Introduction
The setting for this campaign will
be the city of
The Ptolus
Campaign is set in and around the city of
There are two PDFs of campaign material that are available at the campaign website. The players guide contains the basic campaign information. I highly recommend reading this pdf, it gives you a great overview of the city and the world. The world guide contains more detailed information about the world, history and races. You don't NEED to read it but you will probably want to after the campaign starts.
Writeable PDF Character Sheet: http://channel-zero.net/rpg/rpg/B-W%204E%20DnDCharSheet%20writeable-GD.pdf
We will be using the D&D 4th Edition rules. Not every class and race that you might like are published at this time but you are allowed to swap your class or race for new one later on with no penalty if you wish. If you have a really unique idea for a class or race you'd like to play let me know and I'll work with you to come up with something. In the original Ptolus play test campaign one of the players was an Umber Hulk, so really anything goes.
Core Ptolus Races
These races are common throughout Ptolus with Humans and Elves being the most populous. These races all have full racial stats and feats for 4th Edition.
Dragonborn - Draconic Humanoids
Dwarf - There are 2 kinds of dwarves in Ptolus: Grailwarden and Stonelost In game terms they are nearly identical with only a few differences in their skill bonuses.
Eladrin - Elder or High elves, not as common as other elves.
Shoal Elves - Elves from the Players Handbook
Half-Elf
Halfling
Harrow Elves - Elder Elves twisted by Ghul.
Humans
Tieflings - Descended from humans who long ago made a pact with the infernals.
Warforged - Living Machines created by magic
Genasi - Humans descended from the elemental powers; many different varieties
Minor Ptolus Races
There are many minor races that inhabit Ptolus. The following races have full character creation stats but no racial feats. If you wish to play one of these races, we'll work out racial feats for your character. If you'd like more details on only of these let me know and I can send you a short PDF.
Bugbear
Centaurs
Cheribum Elves - Winged Elves rarely seen outside their homeland.
Doppelganger - Changelings, Humans able to shift their form
Githyanki - The Githyanki and Githzerai are races from the Astral Plane
Githzerai
Goblin
Gnoll
Gnome
Hobgoblin
Kobold
Lizardmen
Litorian - "Lion-like" Humanoids; Unique to Ptolus
Minotaur
Orc
Shadar-Kai - Dark Humans
Shifters -Descended from Humans and Lycanthropes.
Classes
Classes fall into one of four Roles:
Tank: Take damage and push enemies around allowing strikers to gain combat advantage. Tanks are also formidable melee fighters.
Striker: Strikers are damage dealers. They are meant to work with a tank gain combat advantage and bring enemies down quickly.
Leader: The leader classes support the other classes providing bonuses and healing. They are also fairly good fighters but not as good as a tank or striker.
Controller: Controllers deal damage to large numbers of creatures rather than dealing damage to a single target like a striker. Controllers also provide some support to other classes through spells.
Core Classes
Cleric - Leader
Fighter - Tank/Melee Striker
Wizard - Controller
Rogue - Melee Striker /Thief Skills
Ranger - Melee/Ranged Striker
Warlord - Leader
Warlock - Ranged Striker/ Thief Skills
Swordmage - Tank/Controller
Paladin - Tank/Leader
Artificer - Leader/Ranged Striker The artificer is from an article on the D&D website and is still in 'beta." You are free to play this class if it interests you, though it will probably change at some point.
Additional Classes
These classes are from an expansion book that "fills-in" the classes that were left out of 4th Edition. Feel free to play any of these as well, they are very well done.
Martial Artist - Melee Striker/Controller (Monk)
Nature Priest - Controller (Druid)
Savage Warrior - Tank (Barbarian)
Troubadour - Leader/Thief Skills (Bard)
Spellbinder
- Controller (Illusionist)
Alignments
Character can be Lawful Good, Good, Neutral, and Evil. Playing an evil character can be difficult in Ptolus. Ptolus is a good-aligned city and many merchants and city officials commonly use magic to detect evil. They may refuse to deal with or even harass evil characters. However, there are quite a few evil people in Ptolus, and they also use lots of magic. An evil player may have an easier time dealing with the criminals organizations of Ptolus.
Chaotic Evil characters are not generally allowed unless approved by the DM in advance.
Technology
Ptolus has a higher level of technology than a "standard" D&D game. Black powder firearms, while not common, are readily available. Firearms are mostly used by Dwarves, who can create them, and organizations like the Shuul, who employ many "clockwork" and "steam-powered" gadgets. Firearms are "magical" in nature. Realistic black power firearms would never be workable in D&D. (They take too long to reload.)
There is also Chaositech, which blurs the line between technology and magic. You can find more information about Chaositech in the players guide and world guide.
Organizations
There are many organizations that exist in Ptolus. A short description is given for each in the Players Guide. Your character may want to join one or more of these organizations. The Delvers Guild is of particular interest. They provide many benefits to the large number of adventurers in Ptolus including a 10% discount at certain shops.
Background
It's entirely up to you if you want to have a detailed background story but there are a few things you need to decide about how your character fits into the campaign.
Are you from Ptolus?
If so, what District did you grow up in?
If not, where are you from?
Why are you an adventurer?
Why did you come to Ptolus and does your characters Goal or mission beyond being an adventurer?
Example Goals:
- Get money to start a business in Ptolus.
- Get rich from adventuring and set yourself up as a noble.
- You are wanted criminal/heretic and have come to Ptolus to hide out.
- You are under a curse or hex and have come to Ptolus to fulfill it or rid yourself of it.
- You have a powerful enemy and you have come to Ptolus to gain treasure and experience in order to defeat them.
- You wish to join one of the more powerful organizations in Ptolus such as the Inverted Pyramid, Knight of the Pale or one of the crime syndicates.
- Even better, you want take control/lead of one of these organizations.
- You want to breach, explore and loot Goth Gulamel, and Jabel Shammar because no one ever has.
Buying/Selling
With all of the adventures bringing magic items and treasure out of the Dungeons below Ptolus, buying and selling loot is a formal industry. There are quite a few shops in Ptolus that specialize in buying and selling magic items. In general, you can sell a magic item for 20% of its listed value. You may be able to sell magic items for more than the standard 20% by allowing one of the stores to sell it on commission. There are also "agents" in Ptolus who specialize in finding buyers for powerful magic items or high priced loot. Member of the Delvers guild get better deals on buying and selling magic items and the guild can put you in touch with an agent. . You may also be able to get a better deal by establishing a relationship with one of the local merchants.
If you wish to purchase magic items, you are at the mercy of whatever the stores have in stock. If you wish to find a particular magic item you will have to work with the merchants to find it or go through an agent.
The Dreaming Apothecary holds a virtual monopoly (some might say criminal) on magic item creation. If you wish to have to have a custom item created you will have to find out how to contact the Dreaming Apothecary in game.
Training
You do not need to "train" to gain a level. You character "levels-up" at the end of any adventure where you acquire enough xp to gain a level.
There are many high level trainers in Ptolus. Training with one of them can give you a permanent bonus to a skill or ability.
Character Creation Notes and Changes
Attributes: I recommend using Method One or Method Two for generating your attributes. These are described in the Players Handbook on Page 17. I'd prefer you didn't roll your stats but if you really want to let me know, I'll need to witness your rolls.
Ptolus Knowledge Skill: All players have the Ptolus Knowledge Skill in addition to their other skills. This skill is based on INT.
Skill Training: All Characters receive training in one additional skill above and beyond what is provided by their race and class.
Rangers: A Ranger may be an urban Ranger, replacing Nature with Streetwise on their skill list. A Dungeon Ranger should take Dungeoneering. (Which is already on the class skill list.)
Harrow
Elves:
Dwarves: All dwarves are proficient in firearms.
Religion: Clerics and Paladins choose a deity from the Ptolus World Guide rather than the Players Handbook. Note that Paladins do not have to be Lawful Good, but do have to have a an alignment compatible to their deity. A Chaotic Evil Paladin is a different class entirely and not available at this time. Chaotic Evil clerics must be approved by the DM in advance.
New Races
Cherubim
Elves:
Abilities: +2 Dex, +2 Int
Skills : +2 Perception, +2 Insight
Vision : Low Light Vision
Languages : Common, Elvish
Cherub Elves may fly 8 Squares (40 Ft) as an Encounter Power
Outside of an encounter Cherub Elves may fly 40' at will, A Cherub elf will almost never "fall" unless their wings are somehow restricted or they are incapacitated. Cherubim elves cannot carry other people or wear heavy armor when they fly.
Litorians:
Abilities: +2 Con and either +2 Str or +2 Dex
Skills : +2 on any two of the following (Intimidate, Endurance, Perception, Outdoors)
Vision : Low Light Vision
Languages : Common, Litorian
Bestial Ferocity: Once per encounter, when bloodied, a Litorain may use one of the following powers.
Bestial Quickness: Add +2 to speed, +1 AC, +1 Reflex for the remainder of the encounter.
Bestial Toughness : Add +1 AC, +1 Fortitude for the remainder of the encounter and spend a healing surge.
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