The people of Ptolus have seen this kind of magic all their lives. (The risk of fire is too great to burn the webbing.) In the end, unless it was a busy or important street, the Watch most likely would just let the spell’s duration run out. We’d talk about how a City Watch patrol that found an entire city street blocked by a web spell wouldn’t be mystified but instead annoyed-the guards knew from experience what a pain it was to hack through the stuff. I loved it when one day a player of mine said, “I polymorph myself into a troll and run out into the street after the thief.” Another player said, “Dude, you can’t go out there like that!” And the first player replied, “Don’t worry about it! This is Ptolus-they see this stuff all the time.” I knew then that the first player really got Ptolus. Tanglefoot bags, rings of protection, and a druid’s animal companions are taken for granted. The effects of 1st-level spells come as a surprise to no one here. If the rules suggested that something might happen a lot, then in Ptolus, it happened a lot. The feel of the rules was the feel of the city. The conceits of the game were the conceits of the setting. I created this world with the game rules in mind. The Ptolus Campaign is the d20 rules with the volume turned all the way up. When I wrote in the Third Edition DMG that merchants might hire wizards to use detect thoughts and see invisibility to deter crime, and that bars might post signs forbidding detection spells so the patrons can relax, I was thinking of Ptolus. Tolus is the union of some aspects of real-world medieval Europe (as real as is fun) with the rules and flavor of the d20 System. Ptolus is truly a city of adventure-player characters don’t have to leave it to embark on amazing adventures. There are strange magical mysteries to discover, demons to fight, and even dragons. That means there are dungeons to explore as well as townsfolk to interact with. It embodies all that is fundamental to the game, but it does so in the space of a single city. INTRODUCTION Ptolus is meant to be the d20 System in microcosm. 28–29Īppendix Legal and Open Game License. 20 Creating a Character for the Ptolus Campaign. Introduction A Player’s Guide to Ptolus Welcome to the City. Malhavoc is a registered trademark and Ptolus is a trademark of Monte J. Sword & Sorcery is a trademark of White Wolf Publishing. Cook Dungeons & Dragons, D&D, and Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc. Requires the use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast® ©2006 Monte J. Keep the guide handy as a reference while you play in the Ptolus Campaign, and use it as a preview of the deluxe Ptolus hardcover. All this material also appears in the full book Ptolus: Monte Cook’s City by the Spire, which builds from the foundation this player’s guide provides. The guide includes a map of the city and an introduction to its districts, as well as sections on campaign look and feel, the various noble houses, organizations, history, NPCs, religion, the larger world, character creation, magic, equipment, and more. This 32-page guide is designed to introduce you to the fundamentals of Ptolus and help you create and run a character with plenty of knowledge about the setting. A place where the supernatural is expected and treachery lies around every corner- or is it that the supernatural lies around every corner and treachery is expected? Either way, Ptolus is a city of danger, magic, intrigue, and above all: adventure.
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