Ptolus Campaign Site

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I have created an Obsidian Portal Site for the Ptolus Campaign.

You can access it here, the campaign blog is now here.

Ptolus Session 9

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Everyone but Cheva played in this adventure.

You got 544 xp each.

The loot had never been split up from Session 7 so Eric you have 615 more gold.

In this session you had decided to confront Lorion Voss at his home to see what he knew about Spyncer Coil, Kalbert Nom, and the Swords of Ptolus.

As you approached the house you saw a large number of Pale Dog thugs including two Dragonborn mercenaries.  You were able to draw off two of them with the clever ruse, "Sorry wrong turn." This ruse did not work a second time however, as the Dragon born breathed fire on everyone and started a general melee.   After defeating the thugs you entered the house to discover Lirion Voss and Spyncer Coil himself, who was wielding one of the swords!  Lirion shouted at you to leave saying the Balcazars were one their way to buy the sword.  Before you could react, Spyncer ran him through with the sword saying that the Balcazars would not get his creation.  Yark then proceeded to put Spyncer in a martial arts hold and the sword seemed to slip from Spyncer's grasp.  Apostle picked up the sword and it imeadiatley began speaking to her telepathically.  It stated that it was the sword "Insight" whose goal was to reveal the secrets of Ptolus.  Before you could come to grips with an intelligent sword you heard screaming outside and a flaming pale dog stumbled in through the front door.  

Fearing the Balcarzars had arrived you went out to face them only to discover 4 mages of the  Sorn assassins guild.   After a pitched battle with the mages, you retreated to the Ghostly Minstrel to recover and decide what to do next.   Spyncer, in a moment of clarity,  told you that the two other swords are known as "Power"  and "Deciet." He said that the Skulks had taken Power and cryptically, said that Deceit cannot be found.

The skulks are somewhat of an "urban legend" in Ptolus.  No one knows if they were once people who were cursed or some kind of magical being.   All that is known is that that are very hard to see, extremely stealthy, and act as spies for hire in Ptolus.    At this point you decided that Mand Scheben, high preist of Asche, might be able to help.    Mand did know more of the skulks and was very pleased that you had recovered one of the swords and Spyncer.  He was able to put you in touch with a Skulk.

The Skulk, known as Shim, told you that he did not know where Deceit was but he did know who had it.   Rhunien Hand, the vampire bounty hunter, currently has Deceit.  Deceit's power prevents it's owner from being detected by magic so he would be very difficult to find.   Shim said he did not know where Power was either but he knew where it would be soon.   A group of Skulks has Power and they are planning to sell it to Rhunien tomorrow night at a warehouse near the Docks. 

You have begun making preparations to intercept one of both of the swords.

Nifty Random Loot Generator

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Ptolus Session 7 and 8

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Session 7

Everyone Played
 470 xp Each

Session 8
Everyone but Marc Played
Marc gets half xp for the session and the quest xp for obtaining the Vial from Shilukar
232 xp for Marc
397 Xp for everyone else.  (That's slightly more than I told you last night)

In session 6 and 7 you delved into Shilukar's Lair.   It was defended by a tribe of gnolls and two very large demonic Blue Gnolls.   You had been hearing rumors of Blue Gnolls being spotted around the city, so this must be where they came from.   Shilukar had some kind of evil gnoll idol that was allowing him to both summon and control the gnolls.  Shilukar was experimenting with Chaositech.   A form of organic technology created by the Galchutt, the evil demons who once ruled over the area that is now Ptolus.   Shilukar was creating monstrosities, such as winged spiders and rat-men with spider legs on their backs in his lab using Chaositech.   He was being hunted by someone because of his experiments, though you don't know who.   He wanted to be able to live in Castle Shard so he would have protection from whoever was hunting him.   After a pitched battle, you were able to defeat Shilukar and acquire the elixir to restore Zavere's friend, Lord Abbercombe.   When Shilukar died, strange "growths" covered his body and his body disappeared leaving only his clothes and items.   Zavere was very pleased rewarding you with 3000 gp and giving each of you a friendship band.   The friendship band allows you to pass through the wards surrounding the castle, so you can now enter and leave without being invited or escorted.    (Marc I believe the group decided that your share of the 3000gp was 300, since you participated in half the adventure.)

The evil Gnoll Idol is still in his lair you might want to do something about that.

Over the next few days, while shopping resting, and training if you went up a level, you all had very disturbing dreams about 3 swords and a scraggly looking man.  Soon after, You were contacted by Mand Scheben, the high priest of Asche, God of cities.   He has been having the same dreams, except his dreams also include your group.   He said that the swords are a prophecy from Ptolus itself.  (Mand believes cities to be living organisms.)  The man in the dream is Spyncer Coil, and Mand believes him to be a prophet of Asche.  He asked you to find the swords.  He said that Asche is not a gentle god  and that if the swords and Spyncer were not found the dreams may become more and more disturbing.  (Mand looked pretty haggard himself.)  He also said that is Spyncer is most likely disturbed because of the visions from Asche.

Investigating Spyncer you found out that he was formerly a blacksmith who worked for the Iron Workers Guild.   He had been found wandering the streets babbling about swords nearly two years ago.   He was committed to the Darkbirth Madhouse for almost a year until Kalbert Nom a somewhat famous weaponsmith, secured his release.   When you investigated Kalberts house you found him dead and his shop had been ransacked.   You then spoke with Veda Medaris, the guild master of the Iron Workers guild.   She confirmed a lot of what you knew about Spyncer and said that he and Kalbert were working on three magic swords that Spyncer had seen in a vision.  Veda thought the whole thing was a load of crap until Rhunien Hand, a very scary individual, came looking for Spyncer, Kalbert, and the swords.  Spyncer has another acquaintance, Lirion Voss, who is a member of the Pale Dogs street gang.  She believes that Spyncer may have killed Kalbert and fled to the Pale Dogs.   After some investigation, you learned that the Pale Dogs have recently been sticking to their home turf, the Warrens,  and Lirion Voss has not be seen outside the Warrens in a few days.   You also heard rumors that the Pale Dogs recently robbed a weaponsmith or maybe a blacksmith.  

Cheva checked with his contacts in that Vai about Rhunien Hand.   They said that Rhunien is, in fact, very dangerous.  He's a a vampire who often does work for the Balcazar crime family.   The Vai also said that the Sorn, a group of magical assassains who work for the Kilraven crime league, are also looking for the swords. 

RPG Seek

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It's like google but just for RPG Websites.

BRP and Obsidian

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Okay so this entry is more of a note to myself than for any to read but, feel free to comment.

Through Ken Hite's column, Out of the Box, I was reminded of the BRP system.   It's basically the "universal" system that Chaosium used for all their RPG's, most famously Call of Cthulhu and Runequest. 

I had bought a preview copy of the rules a few years back and tried to run Runequest with them. They were terrible though.    I hadn't really bothered with the new version when it came out last year.    On the strengths of Ken's review I picked them up the other day.  They are actually pretty good.    They basically took the best parts of all the Chaosium games and put them in one place.     I think its a better rule set for both my Steampunk and post holocost games that I want to run.   It also has the advantage of being similar enough to Call of Cthulhu and Runequest that my players don't have to learn a completely new ruleset.

On a related note, I think I may build a site on Obsidian for the Steampunk and Post Holocost games.  Right now they are both contained in a few unrelated word docs an web links and it would be nice to have it all on one place that I can access from anywhere.

BRP resource site:


Ptolus Session 6

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Everyone played in this session.   You got 457 xp each.

You went back to confront the Half-orc crime boss, Linech, and to recover the statue of Lord Abbercombe. You were without Linech's daughter or the demon possessed watch, which is what he really wanted.  Not surprisingly, he refused to pay you.  
Also not surprise, this started a fight.  You defeated Linech and his bodyguards and thanks to some quick thinking on Cheva's part you avoided fighting the rest of the guards.

On the way out, Linech's Shivvel addicted sister threatened to have her boyfriend a powerful dark elf wizard name Shilukar take revenge on you.

Zavere and Rill were very pleased to have their friend back and you celebrated long into the night.

Later that night on your way home you encountered a group of ogres carrying a large chest.   The ogre, being ogres, attacked you out of hand to defend their chest.
After defeating them, you discovered that the chest was a demon possessed box which can only be opened if you know the name of the demon.

After a few inquiries you found out that there may be a key that will open the chest.   Neveran's All Key is said to be an artifact that will open anything.  Through research, you discovered that the key was last known to be in possession of the Cult of the Crimson Coil, who had taken up residence in an old Brothel known as he Pythoness House.   The Knights of the Pale raided Pythoness House two years ago and chased out the cult but did not do any further investigations of the house.  The reports from the Knights of the Pale stated they did not pull out any significant artifacts.  It seems likely that if the cult had the Key then it is still in Pythoness House, somewhere.  Both the Adventurer's guild and the Knights of the Pale still consider Pythoness House to be very dangerous.

In the meantime, Zavere summoned you back to Castle Shard.   It has proved impossible so far for Rill to free Lord Abbercombe from his paralysis.   (Lord Abbercombe has always been a golden statue, apparently, he was just mobile before.)  The Dark Elf wizard Shilukar contacted Zavere and offered to free Abbercombe from his paralysis, if he were allowed to come live in Castle Shard under the protection of Zavere and Rill.  Zavere surmises that Shilukar must have powerful enemies that he needs to get away from. Zavere does not wish to have the dark elf living in Castle Shard,but due to his curious senses of honor, he is unwilling to hire you to simply go kill Shilukar.   He did mention that he and Rill would be "very appreciative"  if someone were to recover the way to free Lord Abbercombe.   He also mentioned that there is already a reward of 1000 gold for Shilukar.

You went back to Linech's hideout, to find that it had mostly been burned down by the Balcazar crime family.  You found Linech's sister, who was more than willing to spill her guts about Shilukar, who had spurned her.  Shilukar's hideout is underneath an abandoned lot in the Guildsman district.  It can be entered from the lot or from an entrance in the sewers.

Ptolus Session 5

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 Everyone played in the fun filled New Years Day D&D extravaganza!     Including our new Halfling Rogue, Shaena.

Everyone got 500xp.

You were contacted by Mand Sceben, a friend of Yarkblar, and high priest of Asche, god of cities.   Mand put you in touch with his friends, the lords of Castle Shard.

Castle Shard is an oddity is Ptolus, it is older than the city and the lords of Caslte Shard do not recoginze the authority of the current government.   The magical shard within the castle givces the lords incredible magic power.   The lords act in what they think is the best interest of castle shard.   The current lords are Lady Rill a former Paladin, now a sorceress and Zavere, a former Blackguard.

Zavere wanted you to go and take a job being offered Linech Cran, a minor crime lord and brother of Tordian Cran, who you disposed of in your last adventure.

Linech wanted you to recover his daughters coffin from a sunken ship in the bay.  

At Lincech hideout you found that he had a large gold statue in his office and that one of the buildings is guarded by gnolls, who seems to come and go without anyone seeing.

You discovered that Linech's Daughter had become an undead creature not unlike a vampire.   A demonic possessed pocket watch stored in the coffin had brought her back. The pocket watch also held the secret to making "shivvel"  the highly addictive drug being sold in Ptolus. 

You brought both the watch and Linele to Zavere and Rill at Castle Shard.  With their advice you gave Linele to the Society of Redemption and the watch to the Malkuth.

Zavere has offered to pay you to recover the gold statue from Linech's office, which he believes is his friend, Lord Abbercombe.

40k Tourney

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Okay this really isn't rpg related but I wanted to get them archived so I can find them later.

There will be 4 games.  Two on Saturday  and Two on Sunday.   First Game starts at Noon each day.

You will have 30 Minutes to set up and 2 hours to play each game.  If you are in the middle of a turn when time is called you will be allowed to finish.

1800 Point Army.  You will use the same army for each battle.  Please send me your army list before the tournament, preferably in Army Builder format.
In order to be completly fair, I will send out my army list to everyone a few days before the tournament so you can see it before I see your army lists.

Your army doesn't have to be fully painted.  Any Non-GW miniatures must be approved beforehand. 

I will be the tournament judge and administrator.   I'm not going to arbitrate any rules disputes though.   You can either figure it out or roll a d6.  Keep on mind if you argue about rules too much you will run out of time.

Its possible we will end up with an un-even number of players so I will play or sit out depending on how many people we have each day.
Each battle will have a specified Scenario with specific conditions for victory.  
We will be using some scenario special rules so read up on those if you are not familiar with them.
There won't be any full "night-fight" games but there may be a scenario that start or end at night.
I'll email out the scenarios a few days before. 

There will be 4 tables set up, each with Terrain.   Feel free to rearrange the terrain if you like.  One board will include buildings, I'll give a short run-down of the city fight rules for the people using that board each time.  There's not much to them really.

The tournament will be a modified round robin. Everyone will be randomly matched up for the first round, after that I will match you up based on whether you won or lost and who you have played already.

The Overall  winner will be determined by the best record.  Wins are worth 2 Points, Draws are worth 1 point for each player, Losses are worth 0.
 In case of a tie, we'll vote, or flip a coin or see who can throw a sqaut the furthest.  
Winner gets 1 crunchy taco, a handsome certificate, and more importantly bragging rights for a year.

At the end of the tournament everyone will get two votes for their "Favorite army to play against"  There may or may not be a prize for this.

Beer is highly encouraged and recommended.

Please bring any and all terrain you have.  I don't have enough for 4 tables.  We'll also need some extra boards.  I have 1 and am planning on buying at least one more.  

Bring your own Rulebooks, Codex, Measuring Tapes and Dice.  I don't have enough for everyone.

Bring multiple copies of your army list.

Here are the scenarios for the tournament.  They are straight out of the 4th Edition rulebook with a few modifications.  I suggest reading them over and reviewing the special rules for the scenarios.   Also pay close attention to the "Scoring Units" Table under the victory points rule, you'll want to know those.   Let me know if you have any questions about the scenarios.

Game 1

Rules : Deep Strike, Infiltrate
Victory:  Whoever controls the most table quarters.

Game 2
Rules:  Deep Strike, Infiltrate, Escalation, Reserves, Victory Points

NOTE:  In an escalation game only troops without transports, scouts, and infiltrators are deployed on the board at the start of the game. All other units start in reserve.   Use the reserves rule as written except that if you always get at least one unit in each turn.  So if you roll and don't get any units you still get one.

Victory:  Most Victory Points (Units ending the game in the enemy deployment zone count their own point value as victory points.)

Game 3
Secure and Control
Rules:Deep Strike,Infiltrate
Victory: Whoever controls the most loot counters.

Game 4
Seek and Destroy
Rules:  Deep Strike, Infiltrate, Victory Points, Night Fighting
The first turn of this game is fought at night using the Night Fighting Rules.
Victory: Most Victory Points.  

More D&D Resources

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Here's a good page of resources that Dre found.