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Delver'S Guild
Delver'S Guild
DELVER’S GUILD
A Sourcebook by Monte Cook
Dungeons & Dragons, D&D, and Wizards of the Coast are registered
trademarks of Wizards of the Coast, Inc. Sword & Sorcery is a
trademark of White Wolf Publishing. Malhavoc is a registered
trademark of Monte J. Cook. All rights reserved.
www.ptolus.com
A Sourcebook By
PDF Version 1
March 2007 MONTE COOK
®
2 SECRETS OF THE DELVER’S GUILD
TABLE OF CONTENTS
■ Introduction:
Welcome, Delvers!
Foreword . . . . . . . . . . . . . . . . . .4
The Delver’s Guild Office . . . . . .5
First Impressions . . . . . . . . . .5
Gorti Jurgen . . . . . . . . . . . . .6
Ollan Navarish . . . . . . . . . . .6
■ Chapter 1: Deities Durambor Headquarters . . . . . .17 Eyvind and Ssethenus, Tyrants .36
The 24 Gods of the Hours . . . . .8 Ged’s Cabinets . . . . . . . . . . . . .18 The Wizard . . . . . . . . . . . . . .36
The Saga of Father Claw and The Green Mews . . . . . . . . . . . .20 The Lizard . . . . . . . . . . . . . .37
Ni-Gorth . . . . . . . . . . . . . . . . . . .9 The Lorn Tower . . . . . . . . . . . .21 Glory, Smuggler . . . . . . . . . . . . .38
Sidebar: 22 Temple Ideas . . . . .10 The Old Goose . . . . . . . . . . . . .22 Josiah Crand, Advocate of Light .39
Gaen and Mirresh . . . . . . . . . . .11 The Pointy Hat . . . . . . . . . . . . .24 Kabel Dathimol, Knight . . . . . .40
Goddess of Light . . . . . . . . .11 St. Laphest’s Open Arms . . . . . .25 Koban, Hunter of the Night . . .41
Goddess of Laughter . . . . . . .11 Steampump Station 17 . . . . . . .26 Lothao Valinth, Doraedian
Prustan Deities . . . . . . . . . . . . .12 Temple of Phoeboul . . . . . . . . .27 Mythlord’s Aide . . . . . . . . . . . .42
Kran, Goddess of Faults . . .12 Information Panel: The Secret Nevin Keastal, Gambler . . . . . .44
The Iron God . . . . . . . . . . . .13 Citation War . . . . . . . . . . . . . . .28 Nupe Skoyter and Taladil,
The Winter Lyehouse . . . . . . . .29 Chaos Cultists . . . . . . . . . . . . . .45
■ Chapter 2: Locales The Brat . . . . . . . . . . . . . . . .45
Crypts of the Nobility . . . . . . . .14 ■ Chapter 3: The Streetwalker . . . . . . . . .45
Abanar . . . . . . . . . . . . . . . . .14 Nonplayer Characters Using These Chaos Cultists .46
Dallimothan . . . . . . . . . . . . .14 Aden and Ettista, Pharis Noldstrom,
Erthuo . . . . . . . . . . . . . . . . .14 the Night Fairies . . . . . . . . . . . .31 Commissar’s Man . . . . . . . . . . .47
Kath . . . . . . . . . . . . . . . . . . .15 Camrich Rowe, Mage-Spy . . . . .32 The River Snakes . . . . . . . . . . . .48
Khatru . . . . . . . . . . . . . . . . .15 Denoss Firth, Lawyer Sesthesh, Taerai, and Lyestri,
Nagel . . . . . . . . . . . . . . . . . .16 to the Wealthy . . . . . . . . . . . . . .33 Escaped Slaves . . . . . . . . . . . . . .50
Rau . . . . . . . . . . . . . . . . . . .16 Doleen Kafter, Sintrik the Scourge . . . . . . . . . .52
Sadar . . . . . . . . . . . . . . . . . .16 Scribe of Heroes . . . . . . . . . . . .34 Testhan Jomarth, Arena Healer .53
Shever . . . . . . . . . . . . . . . . . .16 Durther Greyfist and the Yula Falass, Security Specialist .54
Vladaam . . . . . . . . . . . . . . . .16 Bridge of Ard Chorend . . . . . . .35 New Spells . . . . . . . . . . . . . .55
TABLE OF CONTENTS 3
ILLUSTRATORS:
Legal Toren “MacBin” Atkinson, Kev Crossley,
“d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and
are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at Jason Engle, The Forge Studios (Maciej
<www.wizards.com/d20>. Dungeons & Dragons®, D&D®, and Wizards of the Coast® are registered trademarks of
Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permission. Malhavoc is a registered trademark Zagórski and Pawel Dobosz), Michael
and Ptolus is a trademark owned by Monte J. Cook. Sword & Sorcery and the Sword & Sorcery logo are trademarks of
White Wolf Publishing, Inc. All rights reserved. ©2007 Monte J. Cook. All rights reserved. The mention of or reference Komarck, Eric Lofgren, Howard Lyon,
to any company or product in these pages is not a challenge to the trademark or copyright concerned. This edition of
Michael Phillippi, Brian Rasmussen,
Ptolus is produced under version 1.0a, 5.0, and/or draft versions of the Open Game License, the d20 System
Trademark Logo Guide, and the System Reference Document by permission of Wizards of the Coast. Subsequent ver- Arne Swekel, and Kieran Yanner
sions of this product will incorporate later versions of the license, guide, and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with
Section 1(e) of the Open Game License, version 1.0a: Any and all Malhavoc Press logos and identifying marks and
COVER AND INTERIOR DESIGN:
trade dress, such as all Malhavoc Press product and product line names including but not limited to The Complete Lisa Chido
Book of Eldritch Might, Ptolus, Secrets of the Delver’s Guild, The Night of Dissolution, Monte Cook’s Arcana Evolved; any
specific characters, monsters, creatures, and places; capitalized names and names of places, artifacts, characters,
countries, creatures, geographic locations, gods, historic events, magic items, organizations, and abilities; any and all
THUNDER-PERFECT MIND:
stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, Keith Strohm
illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already
appear in final or draft versions of the d20 System Reference Document or as Open Game Content below and are
already open by virtue of appearing there. The above Product Identity is not Open Game Content. PLAYTESTERS:
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Michele Carter, Andy Collins, Sue
Secrets of the Delver’s Guild are designated as Open Game Content: all feats, skills, spells, magic items, and artifacts in
their entirety wherever they appear; all NPC statistics wherever they are found (excluding NPC names and descrip- Cook, Bruce R. Cordell, Jesse Decker,
tions); the statistics and “Combat” text for the monsters in Chapter 4; and anything else contained herein which is
already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Erik Mona, Christopher Perkins,
Content source.
Some portions of this book which are Open Game Content originate from the System Reference Document and are Sean K Reynolds, and Keith Strohm
©1999–2007 Wizards of the Coast, Inc. The remainder of these Open Game Content portions of this book is hereby
added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Secrets of the Delver’s Guild ©2007 SPECIAL THANKS:
Monte J. Cook.” This material is protected under the copyright laws of the United States of America. Any reproduction,
retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express writ- To Conrad Hubbard, for a year’s worth
ten permission from Monte Cook, except for purposes of review or use of Open Game Content consistent with the Open
of website updates; to Kristian Juul
Game License. The original purchaser may print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely Rasmussen, for the Delver’s Guild logo
coincidental.
Check out Sword & Sorcery online at <www.swordsorcery.com> and Ptolus online at <www.ptolus.com>. design; and to our customers, for ask-
ing for this book.
4 SECRETS OF THE DELVER’S GUILD
FOREWORD
If you’ve read the Ptolus book, then you know all about the Delver’s Guild. It’s a group that allows adventurers
to band together to exchange information about discoveries in the Dungeon below the city, as well as facts
about useful resources in the city proper and even potential missions, both within and below Ptolus.
But, what you may not know, is that the Delver’s Guild has become even more than that.
D
PTOLUS ONLINE! uring the year leading up to the release of Ptolus, I wanted to give back a little something
to the many people who had demonstrated their faith in the project by preordering the
If you like discovering all-new book. I wanted to help them grow to love the city as I did, even before they could dive
material and ideas to add to your into the book itself. So I wrote a short article every week, and we posted it on a website where
Ptolus Campaign, this book is a everyone who had preordered could access it. The articles were all designed to fit seamlessly into
great place to start. But once the city of Ptolus. They were not previews from the book but brand-new material. Some of the
you’ve exhausted its contents, get pieces took the form of additional nonplayer characters (NPCs), locations, creatures, and similar
online for even more cool new ideas things relevant to the members of the Delver’s Guild organization in Ptolus, while other install-
and source material created ments elaborated on NPCs, locations, and other items mentioned in the book only briefly.
by the Ptolus fan community. Regardless, every Tuesday there would be something new for readers to discover.
We called this website “the Delver’s Guild.” It seemed fitting—the site allowed fans of Ptolus to
You can find the official Ptolus band together to discover new resources and treasures in much the same way that its namesake
forums at the “Okay, Your Turn” organization provided for adventurers. As the months passed, fifty-three new entries made their
message boards on ezboard. Visit way online, ceasing only after the release of the book itself.
<www.montecook.com> and click Now we fast forward to 2007, more than six months after the debut of Ptolus. Readers of the
on “Forums” to get there. It’s a official Ptolus message board forums continue to make reference to the Delver’s Guild material
great place to brainstorm ideas, and work it into their campaigns. These characters, locales, and more are becoming every bit as
post your campaign journals, vital to people’s games as those that actually appear in the book. So, we thought it was about
and lots more. time to let those who discovered Ptolus only after its publication get in on this once privileged
material.
Finally, don’t miss the “Delver’s Thus was born Secrets of the Delver’s Guild. In these pages, you’ll find all the material that
Square” fan site, which boasts comprised the Delver’s Guild exclusive website, complete with topical illustrations from the Big
lots of updates featuring all- Book. The chapters here cover new deities, locales, nonplayer characters, and much more—all just
new material on a regular waiting to be introduced to your Ptolus Campaign.
basis. Check out the site at So now, after more than a year since this material first appeared, the secrets are finally out!
<www.delverssquare.com>. Whether it’s your first time reading these campaign enhancements or if you’re only reviewing
material you discovered while awaiting the arrival of the Big Book, I hope you enjoy these addi-
tions to the City of Ptolus.
INTRODUCTION: WELCOME, DELVERS! 5
Introduction:
WELCOME, DELVERS!
The Delver’s Guild is one of the most powerful and prominent guilds in the city. It offers its members information about
job opportunities and events pertaining to the exploration of regions below Ptolus, which many call the Dungeon.
It also maintains the city’s most extensive collection of maps of the underground areas and an impressive
library for research. Most active adventurers in the city belong to the Delver’s Guild. . . .
B
efore we get into all the new deities, The purpose of the Delver’s Guild is to organize Delver’s Guild: Ptolus, page 108
locales, NPCs, and more, we offer a brief and empower explorers who seek to plumb the
introduction to the Delver’s Guild, the depths of ‘the Dungeon.’ The Dungeon? That’s Dungeon: Ptolus, page 415
organization of adventurers in Ptolus from which just our name for all the various subterranean Ghul: Ptolus, page 486
this book takes its name. In particular, we detail a regions below Ptolus, whether they be natural
couple members of the Delver’s Guild staff, using caverns or part of the network of tunnels and Dwarvenhearth: Ptolus,
the same stat block format that you see in the chambers created more than a thousand years page 460
Ptolus book. ago by the Half God, Ghul. Intimidating? It Banewarrens: Ptolus, page 419
doesn’t have to be—not with the Delver’s Guild
THE DELVER’S GUILD OFFICE on your side. Undercity Market: Ptolus,
The guild office is located just off the main sur- “Oh yes, technically ‘the Dungeon’ also covers page 423
face entrance to the Undercity Market. This is areas like Dwarvenhearth and the Banewarrens,
where members interact with guild representa- but I think we’re getting ahead of ourselves. Library and Maproom: Ptolus,
tives, and newcomers discover information about “One of the most interesting and valuable serv- page 322
the guild and memberships. While information ices we offer Dungeon explorers, whom we call
about the office and the guild in general is avail- delvers, is an extensive library and maproom
able in the Ptolus book, this introduction offers a cataloging the various regions that our members
great deal more about two important figures in have explored so far. These facilities are located
the office, Gorti Jurgen and Ollan Navarish. in Oldtown and are open to members of all
levels.
FIRST IMPRESSIONS “Yes, we offer three levels of membership.
Upon entering the Delver’s Guild office, a new- Since you are new, the only levels available to you
comer is bound to be approached in short order are associate guildsman, or—for slightly higher
by the manager of the facility, a pleasing-looking yearly dues—guildsman. Later on, however, you’ll
human woman of middle years. But be warned: qualify for the master delver and perhaps even
She likes to talk. the grand master levels. One interesting thing you This carved wooden sign hangs
“Welcome to the Delver’s Guild. I can see that might consider is that at the master delver level above the door to the guild’s
you’re new here. Are you interested in joining? and above, we offer retrieval insurance, should Undercity office.
6 SECRETS OF THE DELVER’S GUILD
OLLAN NAVARISH
Ollan Navarish stands a bit more than six and a
half feet tall and possesses a powerful physique
despite the fact that he is fifty-four years old.
Having lived a hard life, he now spends his days
The Dungeon below Ptolus can you come to an untimely end while exploring. The providing security for the Delver’s Guild main
be a dangerous and bewildering money in the insurance plan goes to pay a office. Once a well-known (if unpopular) face in
place. Wise adventurers start retrieval team to bring back your remains. the Arena, Ollan can be cruel at times, but such
out with guild maps—and “So what level of membership would you like behavior usually comes from his lack of careful
even retrieval insurance. to start with today?” thought and some lack of empathy.
Ollan is not particularly bright, and he possess-
GORTI JURGEN es few social skills. Years of combat in the Arena
Arena: Ptolus, page 315 Gorti Jurgen is the Delver’s Guild’s chief represen- have left him with multiple scars that cover his
tative in the Undercity office. Gorti is a pleasant, face, arms, and chest. Ollan has never married. He
attractive middle-aged woman with short blond is infatuated with the slightly younger Gorti, who
The Guildmaster Delver is hair who dresses smartly and always carries a pad is aware of his feelings but attempts to ignore
Sorum Dandubal (male human of paper and an ink pen. She greets every member them as well as his clumsy attempts to win her
expert4/fighter4). and potential member, every situation and prob- favor.
lem, with a smile and an indefatigable optimism.
She and her staff handle new memberships, mem- Ollan Navarish
ber questions and concerns, and other administra- Male human (Lawful Neutral)
Warrior7 CR 6
tive details. Gorti answers directly to the
HD 7d8+21 hp 60
Guildmaster Delver.
Init +4 Speed 20 feet
Although she sometimes seems a bit aloof, AC 15 (+5 armor), touch 10, flat-footed 15
Gorti is simply very focused on her work. She was BAB/Grapple +7/+10
married, but her husband—a laborer—was killed Attack +12 melee (1d12+5, greataxe) or
years ago while working to clear an unstable, col- +8 ranged (1d8+3, longbow)
lapsed passage off the Undercity Market. They Full Attack +12/+7 melee (1d12+5, greataxe) or
had no children, and now her work is her life. +8/+3 ranged (1d8+3, longbow)
Fort +8, Ref +2, Will +5
Gorti Jurgen Str 16, Dex 11, Con 16, Int 7, Wis 12, Cha 6
Female human (Neutral Good) Crucial Skills: Intimidate +2.
Expert4/Rogue1 CR 4 Other Skills: Climb +5, Knowledge (dun-
HD 4d6-8 + 1d6–2 hp 14 geoneering) +2.
Init +3 Speed 30 feet Crucial Feats: Power Attack.
AC 17 (+3 Dex, +4 armor), touch 13, Other Feats: Improved Initiative, Iron Will,
flat-footed 14 Weapon Focus (greataxe).
Gorti supervises the office’s BAB/Grapple +2/+2 Possessions: Masterwork chainmail armor,
fifteen staff members. For Attack/Full Attack +7 melee (1d6, short sword), +1 greataxe, potion of cure moderate wounds,
more details on the facilities, or +7 ranged (1d4, dagger) masterwork mighty longbow (+3), arrows
see Ptolus, page 424. Fort –1, Ref +6, Will +6 (24), 50 feet of hemp rope, backpack, spikes
Str 10, Dex 17, Con 7, Int 15, Wis 15, Cha 14 (5), mallet, climber’s kit, guildsman lapel
Languages: Common, Dwarvish, and Elvish. pin, 71 gp.
Crucial Skills: Bluff +4, Disable Device +6,
Escape Artist +5, Hide +7, Listen +4,
Search +9, Sense Motive +6, Spot +4.
CHAPTER 1: DEITIES 7
Chapter 1:
DEITIES
Chapter 4: Cosmology and Religion in the Ptolus book includes a lengthy list of the gods still worshipped or
remembered throughout the Empire of Tarsis, of which Ptolus is a part. When writing entries for the online
Delver’s Guild, I had a good time choosing some of these deities and expanding on their brief writeups.
T
he topic of religion, of course, is very even have both at once, comparing and contrast- Check out the description of the
important to the Ptolus setting and to ing the two approaches. That’s what I did in my Temple of Phoeboul in the
divine spellcasters in particular. When campaigns. Locales chapter, page 27.
designing the Big Book, I tried to do something a You won’t find much expansion on the
bit different with the concept, however. The Lothianite faith in this chapter (but check out St.
world’s most popular roleplaying game, histori- Laphest’s Open Arms charity in the Locales
cally, has always pulled in two different directions chapter). Instead, what you’ll find is additional
on the topic of religion. On the one hand, clerics histories and descriptions of some other gods,
have been portrayed mainly as medieval Christian many of them quite ancient. And many of them
priests or religious knights. On the other hand, of personal interest to the players in my Ptolus
the game has long been a place of multiple pan- Campaign. The legend of Father Claw and Ni-
theons and a plethora of gods, either from the Gorth, for example, factored into my game from
real world or simply made-up fantasy deities. In the start, as one of the PC clerics—Sister Mara—
this way both monotheism and polytheism seem had run afoul of the minions of the dragon god
very true to the Core Rules. in her backstory. Another character, Shurrin
So in Ptolus, as well, we have both. The Delano, decided to become a cleric of Mirresh
Church of Lothian is the “official” religion of the and delighted in throwing neighborhood parties
Empire of Tarsis. It’s a very Roman Catholic-like to advance happiness and laughter. (Later he Church of Lothian: Ptolus,
church, and virtually monotheistic. A little over came to venerate her sister Gaen as well.) page 64
half of the city’s residents are Lothianites. While the Cosmology and Religion chapter of
But then, in addition to the worship of Ptolus provides context for the setting’s many Many of the cosmological
Lothian, Ptolus has hundreds of other religions— deities, you can always toss out all the setting’s aspects of Ptolus are loosely
the rest of the city’s populace reveres a vast num- cosmological aspects if you want to use some- based on ancient Gnosticism.
ber of different gods. This means that, if you thing else without much problem. The big, bad
desire a more real-world medieval Europe flavor, outsiders of the setting (the Galchutt) can easily Galchutt: Ptolus, page 60
the game can focus on Lothian’s faith. Or, if a become demon lords, evil gods, or whatever
whole bunch of different gods is just what the you’d like. And the gods introduced here can
DM ordered, you can have that instead. You can work in any fashion you care to try.
8 SECRETS OF THE DELVER’S GUILD
THE SAGA OF FATHER CLAW Dragon like none before him, but in those dark
serpent’s eyes he saw not salvation but dread,
AND NI-GORTH despair, and death. Ni-Gorth discovered that
From the Kordallian Sagas, Book II, Chapter 1. Father Claw was not a creature to be venerated.
“Long ago, my children, the world was young. Does the hare revere the wolf? Does the fawn
Young like a boy with whose face was still revere the lion? He learned that the Dragon could
smooth. Even worlds have a birth, a life, and, only be reviled. To do otherwise was a form of
yes, a death. suicide.
“In the days just after our world’s birth, when “In secret, then, Ni-Gorth labored as none
men had not yet mastered the magic of the writ- before him. Using skill unknown today, he forged
ten word, when elves walked the world in many the mighty dragonchain, a word spoken today The symbol of Father claw is a
forms, and when dwarves hid from both day and only in whispers. Then Ni-Gorth, a man above black dragon’s head.
night for the consistency of the lightless caverns, men, took his creation and tricked his dread mas-
there was a dragon. ter, binding Father Claw to the heart of a moun-
“Now, you may say, surely there were many tain which is today long forgotten, even by the
dragons. And so there were. But there was only earth itself.
one Dragon. “Ni-Gorth chained Father Claw and rid the Father Claw: Ptolus, page 69
“Men named him Father Claw out of respect world of his evil. And for his efforts, this priest
and fear. His flying form could darken the bright- found as his reward only the curved knives of his
est day, his breath could lay waste to a city—and fellows. The other priests fell upon him with
there were few enough cities then as it was. vengeance and fury until he lay dead. Still, no
Father Claw’s heart was as black as his scales, effort on their part, no scheme they could dream
and he brought only misery and death. would break the dragonchain. Father Claw Long ago, the Wizard-Priests of
“Where did such a dragon come from, chil- remained imprisoned, and they rotted away wait- Ni-Gorth tried to destroy the
dren? Was he the first of his kind? In those days, ing for their lord to free himself. Spire and its fell fortress. They
they used the term ‘uncreated,’ for those things “But that is not the end of the tale. No, chil- worked tirelessly to organize all
that were not crafted by the Creator’s hand but dren. For so great was the power and purity of the races of Praemal against the
had seeped into the world from elsewhere. Ni-Gorth that he returned. You see, as difficult as Dread One.
Perhaps Father Claw was such a thing, for surely it is to believe on some dark days, there is a sort
neither the Creator nor his children would give of justice in the world. Ni-Gorth himself ascended
life to such a peril. Oh, they crafted evil as well as to godhood, the first of what we call today the
good, it is true, but Father Claw’s power could New Gods. Those who revered him for his skills Ni-Gorth: Ptolus, page 70
have allowed him to challenge even them. Was he and deeds were great craftsmen in their own Wizard-Priests of Ni-Gorth:
a god himself? In those timelost days, who can right. Books read still today speak with respect of Ptolus, page 80
say? Today? Absolutely, my children. the Wizard-Priests of Ni-Gorth and their won- Seven Jewels of Parnaith: Ptolus,
“Great was his power and the terror he drous creations. It was their hands that crafted page 526
inspired. Nevertheless, there were those who the Seven Jewels of Parnaith, which encompass all
turned toward Father Claw rather than away in things and yet more. But that, my children, is a
fear. They erected tall obelisks of the blue-black tale for another day.
stone of Nethasokar in his honor. They offered “Of course, never forget that Father Claw, with
blood sacrifices on altars of obsidian in his name. heart as black as his scales, broke free of the
“And Father Claw was pleased. dragonchain many lifetimes later. And he remains
“Each of these new priests of Father Claw took free even today.”
upon themselves a new name to brand their very
essence with their devotion. Geddis became Ni- Father Claw is a chaotic evil god with the
Geddis. Verrath became Ni-Verrath, and Sodoll domains Chaos, Destruction, and Evil. His priests
became Ni-Sodoll. These dark souls learned to all wear black hooded robes and carry silver dag-
use acid as a weapon. They forged swords that gers, his favored weapon. All take the moniker
hungered for blood, death, and even souls in the “Ni-” before their name. His symbol is a black
same manner that their master hungered. The dragon or a black dragon’s head.
priests of Father Claw were feared and hated and Ni-Gorth is a true neutral god of Magic and
put to the sword if found. Strength. He has no priests today, but in the past Iristul Vladaam is obsessed with
“And so in time the priests of Father Claw fol- they were all wizard/clerics specializing in magical collecting the hungerswords of
lowed their master’s directive and retreated to the craftsmanship. Some of the Wizard-Priests of Ni- Father Claw’s priests. For more
secret city of Shoggoth, whose location remains Gorth were human and some were elves. His on his quest and this noble fami-
hidden in the mists of mystery even still today. symbol was a golden chain with a dragon’s head ly, see Ptolus, page 96.
“Time passed, as time is wont to do, and a on either end, and his favored weapon was the
priest of Father Claw rose through the ranks. His flail.
name was Ni-Gorth. This mortal soul knew the
10 SECRETS OF THE DELVER’S GUILD
22 TEMPLE IDEAS
The number of temples and shrines in the
Temple District of Ptolus is staggering, and new
DM TIP religions are coming in all the time. The following
list holds suggestions for the DM who is creating
While exploring the Dungeon, an or detailing churches on his own, to give each
adventurer might come upon the temple and religion a touch of unique flavor when
home of a long-thought-vanished the player characters visit. Although nowhere
deity named Destor. The worship near comprehensive, the list can inspire further
of this god of lightning and ill ideas from creative DMs.
luck was prohibited in the city, 1. Only halflings are allowed within the inner
and the resulting dearth of sanctum, even though it is not the temple of a
worshippers has reduced the solely halfling deity.
god to the size of a small doll 2. A statue of the god cries tears of milk on
dwelling in an underground holy days.
annex of his last temple. 3. Devout worshippers prostrate themselves
before the altar for such long periods of time,
Destor will make a tempting they have to be dragged out of the temple so they
offer to the player character who do not die of dehydration.
discovers him, promising the 4. All the doors in the temple have bells
character powers and prestige as attached to them.
his champion if only he would 5. Windows and skylights have been carefully
re-establish the faith in the city. placed and shaped inside the temple. These com-
Of course, that’s not as easy as bine with small hanging mirrors that sway gently
it sounds, for the Church of in the wind to create dozens of sacred shapes of
Lothian is always on guard light—many of which move—throughout the
against dangerous religions temple.
attempting to gain a grasp 6. No one wearing red (the color of blood) is allowed in the main sanctuary. Likewise, people
on the populace. with wounds are also forbidden.
7. A crack in one wall of an old temple is (roughly) in the shape of a holy symbol, It is taken as
For more on Destor, see a sign from the god.
Ptolus, page 69. 8. Birds of all varieties are kept in the temple, most allowed to move about freely.
9. Acolytes must continue to sing the eternal perfect note at all times. Three acolytes take turns
during a three-hour shift intoning the same note, with three new acolytes taking the shift after
them, and so on.
10. The high priest died a year ago. His body was left where it lay, next to the altar, as a sign of
his devotion.
11. The temple’s interior has a snake motif, even though the religion is not snake-related. The
church uses the temple of a snake god that was driven out of the city for various crimes, and has
not yet had the opportunity to change all the imagery.
12. The high priestess is highly prejudiced against orcs and half-orcs, even though that is not a
part of the religion’s official dogma.
13. Shoes or foot coverings of any kind cannot be worn in the temple.
14. The temple also sells a well-known curative for coughs brewed by the priests.
15. The temple has no windows. It is lit only by candles within.
16. The floors of the temple are made of a rare wood imported from the distant south that has
a very distinctive, nutty odor.
17. A saint’s perfectly-preserved severed hand still clutches the staff used by the high priest
during important ceremonies.
18. Every hour, on the hour, a priest performs a ritualized dance in front of the temple, sanctify-
ing the entrance.
19. The temple was recently robbed and desecrated by an enemy religion. Signs of loss and
damage are everywhere.
20. The priests of the temple are highly political and speak as much about current events as
religion.
21. No one may speak within the temple louder than a whisper.
22. All the clergy of the temple are branded with their god’s holy symbol on their right cheek.
CHAPTER 1: DEITIES 11
GODDESS OF LIGHT
The worship of Gaen is second only to the wor- Gaen: Ptolus, page 69
ship of Lothian in Ptolus, although it is an Lothian: Ptolus, page 66
extremely distant second. Her faithful number City Council: Ptolus, page 148
more than a thousand in the city—so many that
there is talk of building a second temple.
However, the City Council has ruled that,
although Lothianite chapels and small temples GODDESS OF LAUGHTER Mirresh: Ptolus, page 69
are located throughout the city, any other new Mirresh is Gaen’s less popular younger sister.
temples would have to be built in the Temple She is a goddess of laughter, frivolity, and pleas-
District. Since there is little reason to place two ant diversions. Her priests attempt to bring joy
temples of Gaen so close together, this has pre- and love to the hearts of her faithful, and in
vented the drive to found a second temple from fact, to all people. To further this goal, they hold
gaining any momentum. special festivals, parties, and parades throughout
Gaen is Lawful Good and offers the domains the year. They give away toys and create puzzles
of Good, Law, and Light. Her symbol is a blaz- and games for children. They even dress up as
ing sunburst, and her favored weapon is the clowns or put on comedic plays and puppet
heavy mace. Her priests wear golden robes and shows to entertain and spread happiness.
preach fevered sermons on not just avoiding Mirresh’s followers learn that no matter what
evil, but rooting it out and destroying it. “The happens, one should always find time for laugh-
light banishes the dark and cold from even the ter, even in the darkest times. They are not blind
worst of places if given the chance,” is their optimists or naive children; they just believe Blazing sunburst holy symbol as
credo. that, regardless of how bad things can get, there a magic item: Ptolus, page 386
The clerics and paladins (of which there are is always something to smile about—even if just Light domain: Ptolus, page 637
many) crusade against malevolence in its most for a moment.
obvious and basest forms: demons and undead Mirresh has few full-time worshippers but
(and all those who revere either or both) as well many give her prayers of thanks and honor her
as evil monsters, slavers, murderers, assassins, during celebrations of great joy, such as wed-
and so forth. Gaen is much more focused on her dings, births, and coming-of-age ceremonies.
Good aspect than on Law. The Neutral Good Mirresh oversees the
Gaen is depicted as a gigantic human woman, domains of Good, Protection, and Trickery. She
typically bare-breasted, wearing a golden helm uses a laughing (usually female) face as her sym-
and wielding a sword made of light. Her most bol and the rapier as her favored weapon,
sacred rites have a sexual component, as her although some priests of Mirresh take vows of
priests—male and female—are her lovers. She pacifism. Her clerics have no specific garb,
grants them the light from her soul through although they often wear bright colors, particu-
sexual ecstasy. larly when celebrating one of her many festivals
Two of the most powerful clerics in the city, or holy days. Steron Vsool, famed champion of
Barit Calomar (male human cleric18) and She is depicted as an extremely beautiful Gaen, is the city’s most powerful
Melior Kalen (male human cleric18), as well as human woman, laughing and dancing playfully, paladin. See Ptolus, page 386.
the most powerful paladin, Steron Vsool (male or as a cavorting young human girl. She is often
human paladin20), are all devotees of Gaen. shown with flowers and flowering plants, but Barit Calomar and Melior Kalen:
The Temple of Gaen in Ptolus, a massive she has no real connection to nature (and neither Ptolus, page 385
structure with a striking silver dome, is just off do her priests—in fact, her temples are almost
the Street of a Million Gods. The temple main- always found in large urban areas). Knights of the Pale: Ptolus,
tains close connections with the Knights of the The Temple of Mirresh in Ptolus is on the page 125
Pale and the Keepers of the Veil (despite both Street of a Million Gods. Although small and Keepers of the Veil: Ptolus,
groups’ more obvious associations to the fairly innocuous, it’s a location that many page 119
Church of Lothian), as well as the Knights of Ptolusites know, as it marks the starting point Church of Lothian: Ptolus,
the Golden Cross. for parades and spectacles and is the central page 64
focus for wonderful parties. Knights of the Golden Cross:
Ptolus, page 124
12 SECRETS OF THE DELVER’S GUILD
PRUSTAN DEITIES
Two thousand years ago, long before the com-
ing of Lothian, the people known as the Prust
worshipped a great variety of
minor and rather miscellaneous
gods.
Taken as a whole, the Prustan
gods were a fairly harsh lot. Their
portfolios dealt with the negative
more often than the positive, and
their worshippers begged their
deities not to act, rather than to act.
Rather than praying to a god of fer-
tility or abundance for a blessing, the
ancient Prust prayed to their god of
pestilence and blight, Guellatha, so
that she would stay her hand. This
reflected the people’s complex notion
that the world was an inherently good
place, but that thinking beings—whether
mortal or immortal—were inherently
destructive and ruinous. The Prust didn’t
revere their gods so much as fear them,
Read more about Prustan history although the deities that still have worshippers
in Ptolus Chapter 5 and about its today have managed to transcend this relation-
geography in Ptolus Chapter 2. ship, at least somewhat. weapon is scimitar. Kran’s clerics are typically a
But sadly, the cults revering most of these spiteful, back-biting, and scheming lot that
deities are now long gone, their patrons—if they enjoys finding out the dark secrets of others and
ever truly existed—forgotten. Of the few that using these secrets against them to gain power
Kran: Ptolus, page 69 survive, one of the stranger is Kran, the and influence. Occasionally they resort to simple
Goddess of Faults. blackmail as well.
Kran’s worship is barely tolerated in the
KRAN, GODDESS OF FAULTS Empire. Those who know only a little about the
Other Prustan gods include Portrayed as a hunched, decrepit crone, Kran deity believe her religion to focus on knowing
Castain (a god of life supplanted oversees the shortcomings in all things. She one’s own faults and overcoming them. Her
by Lothian), Kharos (a god of knows the weaknesses of her worshippers’ ene- worshippers sometimes portray her as a kindly
magic), Teun (Mother of All mies and how to exploit them. However, she old woman who shares advice about becoming a
Machines), and Tevra (the knows the faults of her faithful as well, and better person.
Clockwork Goddess). For details, holds this knowledge over them like a threat. Kran’s temple in Ptolus lies in the Temple
see the individual entries in A Neutral Evil deity, Kran carries the domains District on Discourse Street. It is a dark tower of
Ptolus, pages 68–70. of Evil and Knowledge. Her symbol is a narrow grey-blue stone with windows of red stained
green eye within a red triangle, and her favored glass.
CHAPTER 1: DEITIES 13
Chapter 2:
LOCALES
Even though the Ptolus book itself contains hundreds of locations, a city as varied and complex as this one
always has a few surprises waiting. From noble crypts to soapmaking manufactories, these new locales
are perfect to augment a variety of districts throughout the city.
A
Throughout this chapter, map s in the Ptolus book itself, this chapter does The Abanar crypt has been broken into numerous
coordinates and location num- more than just present routine facts about times, both by ghouls and by adventurers assum-
bers given for a locale correspond the locales in it—it gives information that ing that the wealthy members of the house are
to the city of Ptolus poster map. the DM can really use, not all of which is the kind buried with their valuables. The members of
of background that you are used to seeing in setting House Abanar have thus given up on the crypt
Noble families: Ptolus, page 87 products. It’s all there to provide the DM with the and bury their dead in secret elsewhere.
tools to run a game set in Ptolus smoothly.
House Abanar: Ptolus, page 88 Having run urban campaigns rather extensively, DALLIMOTHAN
I’ve learned that it’s important to be able to create Although the Dallimothan
House Dallimothan: Ptolus, new locations or to tailor existing ones on the fly, crypt is an impressive mon-
page 89 to serve the needs of the game. Sometimes you just ument with a huge statue
have to have a stable nearby. Sometimes a tavern of a rearing dragon atop
suddenly needs a second story. So feel free to adjust it, the place stands empty.
these locales as needed to make them work for you. Members of House
Dallimothan are incredibly
CRYPTS OF THE NOBILITY long lived and, in the history of Ptolus, only a very
Each of the ten noble families in Ptolus has its small handful of them have died. Their remains are
own large family crypt in the Necropolis, consumed in a ritual, their spirits loosed in a spe-
although not all of them are actively used. Each cial magical chamber called the Dragon Vault, in
is different from the others. the Dallimothan tower in the Nobles’ Quarter.
ABANAR ERTHUO
This relatively small crypt Another rarely used crypt,
is not actually used by the the Erthuo family inter-
family now, although associ- ment structure is small and
ate members of the house surprisingly nondescript.
pay handsomely to be Perhaps this is because
House Erthuo: Ptolus, page 91 interred in nearby tombs. most members of this
CHAPTER 2: LOCALES 15
10
10 11
77
33
66
99
11
11
88
12
12 44 22
11
11 55
house of elves prefer to be cremated, their ashes were able to gain entrance, it is likely that one Moonsilver Forest: Ptolus,
scattered in the Moonsilver Forest or at sea. might find more than 15,000 gp worth of treas- page 42
ure, assuming the interloper could survive the
KATH various glyphs of warding. House Kath: Ptolus, page 92
House Kath uses its crypt
still today to inter its dead, KHATRU
including honored servants Like the family’s keep in
and other associated indi- the Nobles’ Quarter, House
viduals. This large, horse- Khatru’s crypt on a slight
shoe-shaped structure is rise in the Necropolis looks
topped with many elegant like a small fortress.
statues. Magic seals the only entrance, prevent- As recently as ten years
ing all but Kath hands from unsealing it. Neither ago, Khatru positioned
divination nor necromancy magic works within guards at the crypt to keep
the crypt or even within twenty feet of it. This it safe. However, they kept disappearing at night,
safeguard successfully keeps away most of the and eventually the practice was stopped. Now
intruders likely to disturb it. Khatru uses a crypt beneath the estate for solemn
House Kath does bury its dead with valuables burials when a member of the noble family pass- House Khatru: Ptolus, page 92
and grave goods, in the ancient tradition. If one es away.
16 SECRETS OF THE DELVER’S GUILD
DURAMBOR HEADQUARTERS
o South Market (South Street, #281, G8)
d 35,000 gp
“Durambor” is the name of a small cabal of
Grailwarden dwarves, a rival group to the
Gurhorond dwarves who operate out of the Star
Jewelers workshop in the Guildsman District. The
Durambor buy all kinds of gems and jewels and
send them back to their homeland far to the east.
Merchants such as Myraeth Tuneweaver, who
might buy such treasures secondhand from oth-
ers, turn around and sell them to the Durambor.
The gem-laden vaults of the Durambor set
thieves’ mouths to drool across the city, so they
keep tight security with able guards (male and
female dwarf fighters4), usually at least four at
any given time, in addition to a commander (male
dwarf fighter8).
No windows look into the round, squat tower
of the Durambor. The main door has a devious
triple lock (Open Lock, DC 30 each; if one fails,
the others reset—no taking twenty once one is
unlocked) and the back door opens only from the
inside, thanks to a complex mechanism (Disable
Device, DC 29). The vault itself is locked similar-
ly to the main door and is trapped with whirling
poisoned blades as well.
Whirling Poisoned Blades: CR 7; mechanical;
timed trigger; automatic reset; hidden lock
bypass (Search DC 28, Open Lock DC 30);
Attack +10 melee (1d4+4/19–20 plus poi-
son, dagger); poison (purple worm poison,
Fortitude save, DC 24, resists, 1d6
Strength/2d6 Strength); multiple targets
(one target in each of the five-foot squares
adjacent to the vault door); Search DC 28;
Disable Device DC 28.
Jakom Mullar
Male human (Lawful Good)
Commoner5 CR 4
Korben Trollone’s office (a.k.a.
HD 5d4 hp 15
“Edarth’s Loans,” found in
Init +1 Speed 30 feet
Ptolus, page 360) is available AC 11, flat footed 10, touch 11
as a free set of miniatures- BAB/Grapple +2/+9
scale Adventure Maps from Attack/Full Attack +5 melee (1d3+3, unarmed
SkeletonKey Games on strike)
the Ptolus CD-Rom. Fort +1, Ref +4, Will +2
Str 16, Dex 13, Con 10, Int 10, Wis 13, Cha 11.
Crucial Skills: Jump +8, Spot +3.
Other Skills: Craft (carpentry) +5, Handle
Animal +8, Profession (stablehand) +6,
Use Rope +2.
Crucial Feats: Improved Grapple, Improved
This storefront represents the Unarmed Strike.
look of the Green Mews. Other Feats: Skill Focus (Handle Animal).
Possessions: 5 gp, 11 sp, 4 cp
CHAPTER 2: LOCALES 21
ST. LAPHEST’S OPEN ARMS St. Laphest’s. The paladin makes her home at
m Guildsman District (Curtain Street, L7) St. Laphest’s and spends all of her off-time there
d 120 gp as well. She is tall and muscular, with bright,
A minor Lothianite saint, Laphest exemplifies shining eyes and long, brilliantly red hair.
the trait of charity; thus he is embraced by the Ironically, the soup kitchen’s other defender Order of Dayra: Ptolus, page 67
Order of Dayra, a sisterhood of the faithful hates Klavissa and shows up only when she’s not
interested in helping others. Amid their various around. Bergard Ollut (male human warrior7)
orphanages and poor houses is a soup kitchen lives his life as a thug and a criminal. Although
known as St. Laphest’s Open Arms, which lies short, Bergard is notoriously tough and tena-
just south of the Warrens in the Guildsman cious. He carries a magic short sword that he
District. calls his “butter knife.” Long ago, however, he
St. Laphest’s is a small two-story building set saw how much St. Laphest’s Open Arms helped
apart from those around it only by the faded sign his impoverished family and the people of his
depicting a robed figure with arms outstretched. neighborhood. As he gained greater status among
The ground floor has just two rooms: a large the criminals and gang members in the Warrens,
dining hall and the kitchen. The second floor is he used his influence to make it clear that St.
used mainly for storage and as quarters for the Laphest’s was not to be touched. In fact, it was
sisters who work there. to be venerated. The idea spread. Even some of
Every day, St. Laphest’s provides almost the most ruthless cutthroats in the Warrens
two hundred meals for the needy, free recognize that the sisters of St.
of charge. When possible, they also Laphest’s are on their side.
hand out blankets and clothing Unfortunately, the largest and
as well. Although the facility most powerful gang in the
has no beds available, people Warrens, the Pale Dogs, does
without homes can use the not recognize this idea, at
building as shelter during least not without a catch— Pale Dogs: Ptolus, page 131
inclement weather or when they want Sister Auga to
a cold wind blows off the pay them protection money
Whitewind Sea. to safeguard the soup
Sister Auga Mittermire kitchen and those it serves,
(female human cleric3/ as well as the staff. So far,
expert4) administers the Sister Auga has refused;
facility. A slight woman in between Klavissa and
her late forties with a long Bergard (and Bergard’s lack-
face and blue eyes, Auga eys), they’ve remained safe
keeps her brown hair nonetheless.
trimmed short. She hopes one Scenario: The Church hires
day to expand St. Laphest’s into the player characters to track
a school and dormitory for the down an evil magic item that was
area’s poor children. That day likely turned over to them to be destroyed
remains far off, as St. Laphest’s is lack- but then stolen before it could be dealt
ing in funds and gets only a modicum of sup- with. The item is the knife of blood money, a
port from the Church of Lothian. In fact, Church magical item that, once per day, turns fresh
elders have attempted to shut down the soup blood into 10 gold coins. The PCs follow clues Church of Lothian: Ptolus,
kitchen, claiming that, while it does good works, suggesting that the thief was a halfling rogue page 64
keeping it open in such a dangerous area is too named Yori Foss. Surprisingly, the trail leads to
risky. Sister Auga says that’s exactly why St. St. Laphest’s; the PCs eventually discover that
Laphest’s Open Arms is so important. Sister Auga found out about the item and had
It is indeed a dangerous area of town, with Yori steal it for her. She intended to use the knife For information on other official
gangs and criminals (and occasionally, worse to draw her own blood daily and earn the Lothianite saints, see Ptolus,
things) wandering about. Fortunately, the soup money for the good of the soup kitchen. Once page 67.
kitchen and its staff have two protectors, both discovered, Auga does not lie. She begs the
somewhat unlikely. Sister Klavissa Norand adventurers not to reveal her secret, because it
(female human paladin8) watches over the place would be just the ammunition her superiors need
when she can. Originally a member of the Order to shut down her facility. The PCs will have to
of Dayra, Klavissa was reassigned to the decide for themselves whether or not they
Church’s Order of the Dawn because of her agree—and whether or not they should talk Order of the Dawn: Ptolus,
impressive fighting skills. However, Klavissa Sister Auga out of using the dagger, considering page 67
agrees with Auga regarding the importance of it is for a good cause.
26 SECRETS OF THE DELVER’S GUILD
STEAMPUMP STATION 17
m Oldtown (below Four Fountains Street, D6)
a 125 gp
At one time, when the Empire held technology
less tenuously in its grasp, a number of steam-
driven pumps throughout the Ptolus sewer sys-
Sewer system: Ptolus, page 439 tem helped keep the sewage moving. Today, due
to a lack of machine parts and technical know-
how, only two of the pumps are still maintained
in functioning order. One of those is located in
what is still called Steampump Station 17.
The station is a single chamber twenty feet
square and located at a sewer junction beneath
Four Fountains Street in Oldtown. The steam
pump is a massive machine with a large, wood-
X burning boiler. Just as its name suggests, it
pumps the sewage and rainwater along to keep
it from getting clogged at this important junc-
tion.
The station is staffed by two individuals. The
first, Garret Naol, is a tall, lanky man with long
red hair and freckles. Garret maintains the
steam-powered pump at Station 17 as though his
life depended upon it. He even crafts his own
parts for it when needed.
The other is Uter Darkdelve, a dwarf. Uter is
short, even for a dwarf, and spends most of his
time making sure that nothing threatens Garret
or the pump while they work. Although he
Other Feats: Iron Will, Skill Focus (Craft
knows a fair bit about steam engines as well,
[machines]).
Uter worries mostly about ratmen and other Possessions: Masterwork dagger, masterwork
dangers. He keeps his morningstar, which he tools, spectacles, pocketwatch, 3 gp, 8 sp,
calls ratsqueal, always close at hand. 13 cp.
Meanwhile, Garret has only his dagger to
protect himself. Uter Darkdelve
Both Garret and Uter draw a salary from the Male Stonelost dwarf (Lawful Neutral)
city, technically serving as System Monitors. Expert3/fighter1 CR3
Both take great pride in their work, although Init +0 Speed 20 feet
HD 3d6+3+1d10+1 hp 28
they are motivated by fear as much as personal
AC 18, touch 10, flat-footed 18
satisfaction. Garret and Uter know that if
BAB/Grapple +2/+2
Station 17 stops working, they will have to Attack/Full Attack +5 melee (1d8+1,
patrol the sewers like the rest of the System morningstar)
Monitor workers, which is a far more disgusting SQ Darkvision 60 feet and dwarven traits
job—not to mention far more dangerous. Fort +3 Ref +3 Will +4
Str 12, Dex 11, Con 12, Int 13, Wis 16, Cha 10.
Garret Naol Crucial Skills: N/A
Male human (Neutral Good) Other Skills: Appraise +3, Craft (armor-
Expert4 CR3 smithing) +5, Craft (stonemasonry) +4,
Init +0 Speed 30 feet Knowledge (architecture and engineering)
Ratmen: Ptolus, page 625
HD 4d6–4 hp 11 +3, Knowledge (machines) +7, Profession
AC 10, touch 10, flat-footed 10 (cook) +5.
System Monitors: Ptolus, Crucial Feats: Combat Expertise.
BAB/Grapple +2/+3
page 442 Attack/Full Attack +4 melee (1d4+1, dagger) Other Feats: Lightning Reflexes, Weapon
Fort +0 Ref +1 Will +6 Focus (morningstar).
Friendship bands: Ptolus, Str 12, Dex 10, Con 9, Int 13, Wis 17, Cha 14. Possessions: +1 chainmail, masterwork heavy
page 28 Crucial Skills: Listen +9, Search +2, Spot +8. steel shield, masterwork morningstar,
Gurhorond: Ptolus, page 191 Other Skills: Craft (machines) +9, Disable potion of cure moderate wounds, friendship
Device +7, Knowledge (machines) +5. band from the Gurhorond, gold ring
Crucial Feats: Run. (worth 100 gp), 13 gp, 14 sp, 14 cp.
CHAPTER 2: LOCALES 27
THE WINTER LYEHOUSE ever, new businesses have moved into the area
pk South Market (Gold Street, #251, E8) 1 and do not care for the lyehouse—in particular,
lD 170 gp they do not appreciate the odors produced during
Harris Fulk (male human commoner1) runs a soapmaking, claiming they drive away customers.
modest little soapmaking business here in the Unfortunately for Harris, one of the offended House Abanar: Ptolus, page 88
South Market with his wife, Klara (female businessmen has connections with House Abanar City Council: Ptolus, page 148
human commoner2), and eldest daughter, Irane and is in the process of getting the City Council
(female human commoner1). Their three to ban “odiferous businesses” from this portion
younger children live with them in their home of the district, which would force Harris and his
above the shop but do not yet help make the family to move.
soap. Harris hopes one day to have his two sons Scenario: One of the player characters meets
deliver soap to customers around the southern Irane Fulk and develops a friendship with her.
part of the city. Through her, the PCs learn of the Winter
The older Fulks spend their days toiling over Lyehouse’s plight and meet Harris. Harris asks
the hot lye to make the soap, while daughter them if they could possibly speak with the key
Irane runs the shop and helps customers. figure in House Abanar involved in this issue, a
Harris is a middle-aged man with greying hair. woman named Reshania Tol. This minor noble,
In his youth, he was known about town as a real the characters discover, is willing to help them
charmer with many lady friends. He finally mar- ensure that the lyehouse won’t be adversely
ried a woman much younger than he who, affected. However, in return, Reshania wants the
despite her rotund figure, is quite attractive. PCs to break into the home of a rival of hers
Irane, like her parents, is quite fetching and has and steal some important documents. The rival
already attracted a bevy of suitors is a merchant named Ukko Guld, who has a rep-
The Winter Lyehouse is one of the oldest utation for being a ruthless businessman with Halgrim Fatherstone: Ptolus,
shops in the South Market. At one time, much links to Halgrim Fatherstone, the Balacazar page 106
of the area around it was empty. Today, how- crime boss in the South Market.
30 SECRETS OF THE DELVER’S GUILD
Chapter 3:
NONPLAYER CHARACTERS
My years of running a Ptolus Campaign (almost a decade now) have led to the introduction of many memorable
characters. And, as with so much of the campaign, not all of them managed to make it into the actual book . . .
I
Kabel Dathimol, page 40 n my old Monday night game group, the • The group came up against the litorian vam-
Knights of the Dawn: Ptolus, Runewardens had a run-in with Kabel pire Koban the Hunter one night on a dark
page 67 Dathimol, captain of the Knights of the street during the characters’ campaign
Emperor of the Church: Ptolus, Dawn, during the Time of No Magic, when the against the Covenant of Blood.
page 293 Emperor of the Church himself came under threat • And they fought Sintrik, an evil member of
Republicans: Ptolus, page 150 from the republican menace. the Shuul when they discovered his role in
My Thursday night characters, the Company the capture and enslavement of litorians of
Covenant of Blood: Ptolus, of the Black Lantern, interacted often with the tribe of Malethar. (Well, to be honest,
page 101 Lothao Valinth, aide and proxy to the powerful the PCs pretty much had it in for the entire
Doraedian Mythlord. (The all-elf Company lived Shuul organization, so they managed to fight
Sintrik, page 52 at Iridithil’s Home for quite some time.) almost every powerful member of the group
The Shuul: Ptolus, page 131 But it’s my more recent group—comprised of sooner or later.)
Benris of the Charad titans, the litorian brothers
Lothao Valinth: page 42 Charnoth and Tharn, Calista the song mage, Well drawn nonplayer characters can really
Doraedian Mythlord: Ptolus, Archinemus the storekeeper, Diethan the urban help bring a setting to life. The Ptolus book is rife
page 208 ranger, and Barbatos the irascible wizard—that with them: allies, opponents, neutral parties, and
Iridithil’s Home: Ptolus, really had a lot of crossover with the characters plain old Men-on-the-Street. Each district, organi-
page 207 described in this chapter. For example . . . zation, and race or class has its own associated
• Denoss Firth the legal advocate represented memorable characters. And now you can add to
some shady clients who tried to force them them the new figures presented in this chapter.
Charad titans: Ptolus, page 77 out of their newly purchased magic shop. My campaign reflections here are just scattered
(Though he denies having anything to do memories of these characters from my own game.
Denoss Firth, page 33 with sending the characters troll fingers, I’m hoping that you can take the NPCs detailed
which, as troll fingers do, tried to grow into in this chapter and use them to create some of
whole trolls and slay them in their sleep.) your own unique gaming memories. Whether they
Eyvind and Ssethenus, page 36 • The tyrants Eyvind and Ssethenus tried to have leading roles or merely walk-on parts, these
Slave City: Ptolus, page 422 kill them during their visit to the Slave City new characters have a role to play in the ever-
seeking the litorians’ vanished tribemates. evolving city of Ptolus.
CHAPTER 3: NONPLAYER CHARACTERS 31
DENOSS FIRTH,
LAWYER TO THE WEALTHY
Denoss Firth is a well-paid advocate who repre-
sents accused criminals in court. Many wealthy
clients keep Denoss on retainer, and he serves
them in other capacities as well—as a proxy or
representative in business dealings, for example.
As such, he maintains particularly close ties with
House Abanar.
Denoss is brusque and arrogant—he’s always
too busy to give most people much attention, and
even when he does speak with someone he seems
continually preoccupied by something else. The
only time this isn’t true is when he is with his
wealthiest or his most dangerous clients (and usu-
ally, they are the same ones). He works not only
with influential and wealthy aristocrats and mer-
chants, but also with powerful criminals like
Menon Balacazar and the various criminal bosses Of average height and build, Denoss keeps fit Some reticent clients don’t want
in his employ. for a man in his fifties. His thick black hair is to be seen visiting Denoss Firth’s
He keeps an office in Midtown with two full- grey at the temples, and his brown eyes frequently office, so they visit in secret or
time employees: two elderly ladies who help seem to stare blankly into space—he’s always call him to their estate instead.
maintain his files and accounts and take mes- thinking, planning, and scheming.
sages. They know more about Denoss’ unsavory Tactics: Because of his clientele, Denoss occa- House Abanar: Ptolus, page 88
connections than he realizes, but they are also sionally finds himself in dangerous situations. He
fairly loyal to him—he pays them well and treats has become very good at hiding (helped by his Menon Balacazar: Ptolus,
them more kindly than one might expect. magical robes or the potion of invisibility that he page 101
A resident of the Nobles’ Quarter, Denoss lives always carries), seeming nonthreatening, and talk-
in the magical, floating apartment building called ing his way out of a situation. If he must defend
the Soaring Idyll. He never married and seems to himself, however, he has a magic dagger hidden in Soaring Idyll: Ptolus, page 300
have little interest in such a relationship, although his right sleeve at all times. House of Delights: Ptolus,
he frequents some of the more upscale local page 301
brothels such as the House of Delights in the Denoss Firth White House: Ptolus, page 334
Nobles’ Quarter and the White House in Male human (Lawful Neutral)
Oldtown. Expert13 CR 12
Init +5 Speed 30 feet
HD 13d6 hp 54
AC 11, touch 11, flat-footed 10
BAB/Grapple +6/+8
Attack +9 melee (1d4+3, dagger) or
+8 ranged (1d4+3, dagger)
Full Attack +9/+4 melee (1d4+3, dagger) or
+8 ranged (1d4+3, dagger)
Fort +4 Ref +7 Will +10
Str 14, Dex 13, Con 11, Int 16, Wis 19, Cha 15.
Crucial Skills: Bluff +17, Hide +11, Listen +8,
Sense Motive +13, Spot +8.
Other Skills: Decipher Script +6, Diplomacy
+15, Gather Information +14, Knowledge
(local) +10, Knowledge (nobility and royal-
ty) +9, Profession (advocate) +14.
Crucial Feats: Blind-Fight, Combat Expertise, Denoss’ job involves keeping the
Quick Draw. (alleged) crimes of the nobility
Other Feats: Improved Initiative, Iron Will, out of broadsheets such as The
Lightning Reflexes. Midtown Partisan, which loves
Languages: Common, Elvish, Halfling, to report on scandals involving
Westron. the wealthy.
Possessions: +1 dagger, robe of blending,
potions of invisibility and cure serious
wounds, gold ring with star sapphire worth
450 gp, 15 gp, 11 sp, 17 cp.
34 SECRETS OF THE DELVER’S GUILD
DOLEEN KAFTER,
SCRIBE OF HEROES
Doleen Kafter is an older halfling woman with
sparkling green eyes and short black hair with
just a touch of grey.
Doleen is the author of many history texts,
self-published, most of which are still in print
thanks to a deal she has made with Blackstock
Blackstock Printing: Ptolus, Printing. Her works are very popular, probably
page 353 because she writes mostly about very recent his-
City Watch: Ptolus, page 150 tory. She interviews most of her subjects person-
Abesh Runihan: Ptolus, ally, recording the exploits of adventurers,
page 112 knights, soldiers, and even City Watch person-
nel, and publishing them while her subjects are
still alive. (One notable exception was her trea-
tise on Abesh Runihan, pictured at right, which
was published after the famed hero’s death.)
While her books are not fictional accounts,
she does tend to paint her subjects quite posi-
tively, unless they insist otherwise. (She has Doleen Kafter
found that some particularly truth-loving pal- Female halfling (Lawful Neutral)
adins have insisted on accuracy over praise, but Expert5 CR4
these are rare.) This method ensures that she’ll Init +2 Speed 20 feet
continue to get interviews, and she has found HD 5d6 hp 22
Characters interested in buying that positive tales of derring-do sell as well as or AC 13, touch 13, flat-footed 11
BAB/Grapple +0/–3
Doleen’s books can try these better than scathing criticisms anyway.
Attack/Full Attack +2 melee (1d3–1, unarmed
shops throughout the city: Doleen’s interviews are straight-to-the-point,
strike)
Myraeth’s Oddities (Midtown, and yet methodical, comprehensive, and lengthy. SQ Halfling traits
Ptolus page 210), Qualin’s Many see her as rather humorless or at least Fort +4 Ref +4 Will +6
Books (Midtown, Ptolus page unflappable. Most subjects, after being inter- Str 9, Dex 14, Con 10, Int 17, Wis 18, Cha 15.
221), the Book Wagon (North viewed, are convinced that they came off quite Crucial Skills: Climb +0, Jump +0, Listen +10,
Market, Ptolus page 305), poorly, without impressing or moving her in any Move Silently +4, Search +8, Sense Motive
and Finnar’s Books (Oldtown, way, and then are surprised to find the published +6, Spot +5.
Ptolus page 337). book to be a glowing retelling of their perspec- Other Skills: Diplomacy +8, Gather Information
tive on events. +3, Knowledge (local) +4, Perform (oratory)
+6, Profession (writer) +8.
Doleen lives in Oldtown with her husband,
Crucial Feats: N/A
Nartin (male halfling commoner3) and their two
Other Feats: Great Fortitude, Toughness.
grandchildren whom they care for after their Languages: Common, Dwarvish, Elvish,
daughter and her husband died in a fire in the Halfling, Palastani, Westron
Katterwood neighborhood three years ago. Possessions: Quill of dictation (see below),
Scenario: After accomplishing some great goggles of minute seeing, potion of mage
deed, the player characters are approached by armor, unguents of timelessness (2), 17 gp,
Doleen, who would like to interview them and 11 sp.
make them the subject of her next treatise. This
process lasts 1d2 days per character. However, NEW ITEM
during the interviews, an enemy of the group Quill of Dictation: A bril-
uses a suggestion spell or simple manipulation to liant white feather, this
get Doleen to ask questions to probe for some sharpened quill will tran-
scribe what you say exactly
important bit of specific information that the
as you say it in the same
enemy wants (the exact location of the secret
language. It does not
ruins they explored, etc.). speed up transcription
Only the most astute PCs will pick up on time (such as copying
what’s going on (a Sense Motive check, DC 20, spells from one spellbook
The Katterwood neighborhood in would be appropriate). Finding out what their to another), but it does make the job more
Midtown (see Ptolus, page 200) enemies want to know can be an important clue pleasant.
is a favorite area of halflings. for the characters—often, they know important Moderate transmutation; CL 7th; Craft
information without even realizing it’s impor- Wondrous Item, mage hand; Price 400 gp;
tant! Weight —
CHAPTER 3: NONPLAYER CHARACTERS 35
DUTHUR GREYFIST AND THE Duthur Greyfist “I stand vigil. None shall pass
Male Stonelost dwarf (Lawful Neutral) without my leave, and such is
BRIDGE OF ARD CHOREND Fighter8/dwarven defender3 CR11
not granted unless it be in the
Init +1 Speed 20 feet
The bridge of Ard Chorend spans an under- best interest of my liege, Terrik
HD 8d10+32 + 3d10+12 hp 114
ground stream that spills into the Umbral Lake AC 24, touch 12, flat-footed 23 Clanstone of Kaled Del.”
within the vast cavern beneath Ptolus called the BAB/Grapple +11/+14 —Duthur Greyfist
Eternity Cave. Ard Chorend is one of the only Attack +16 melee (1d10+4/x3, waraxe)
ways to reach Kaled Del, an underground refuge Full Attack +16/+11/+6 melee (1d10+4, Umbral Lake: Ptolus, page 451
for Stonelost dwarves. 19–20/x3, waraxe) Eternity Cave: Ptolus, page 448
Duthur has served as the Steward of Ard Fort +14 Ref +7 Will +10 Kaled Del: Ptolus, page 448
Chorend for more than one hundred years, and SA Defensive stance 2/day for 9 rounds Stonelost dwarves: Ptolus,
in all that time he has never allowed past him SQ Darkvision 60 feet, dwarven traits, dodge page 49
bonus +1 and uncanny dodge
anyone who meant Kaled Del ill. Almost like a
Str 17, Dex 13, Con 18, Int 14, Wis 14, Cha 9.
statue, Duthur stands in the middle of the
Crucial Skills: Jump +6.
bridge, never moving until someone approaches Other Skills: Appraise +8, Craft (armor-
close enough to require a verbal challenge from smithing) +15, Craft (blacksmithing) +13,
him. He gives anyone who would use the Handle Animal +6, Knowledge (architecture
bridge clear warning that those who cannot and engineering) +8, Knowledge (dun-
prove they have legitimate, peaceful business in geoneering) +8.
Kaled Del will not be allowed to cross—and Crucial Feats: Diehard, Dodge, Endurance,
that he’ll use any means necessary to enforce Mobility, Spring Attack.
this mandate. Other Feats: Improved Critical (dwarven
waraxe), Iron Will, Toughness, Weapon
Of course, Duthur is not some kind of sleep-
Focus (dwarven greataxe).
less immortal. He is not always on duty, but
Possessions: +1 full plate, +1 heavy steel shield,
when he must rest, one of his younger protégés +1 dwarven waraxe, cloak of resistance +1;
takes his place on the bridge. potions of barkskin +3, water breathing, and
Tactics: It is not likely a surprise to any foes cure serious wounds; 50 feet of rope, hammer
that the guardian of a dwarven bridge is in fact and spikes (6),18 gp, 13 sp.
a dwarven defender. What may surprise them is
that, when he is not in his defensive stance, Defensive Stance (Ex): The following changes
Duthur is surprisingly agile and mobile. The are in effect while Duthur remains in a
defensive stance:
FROM MY CAMPAIGN
bridge, fifteen feet wide and five times as long, TO YOURS
hp 136
provides ample room for him to use his Spring
AC 28, touch 15, flat-footed 27
Attack feat but is narrow enough that he can Duthur Greyfist was, literally, the
BAB/Grapple +11/+15
guard the bridge all alone once he’s planted his Attack +17 melee (1d10+5/x3, waraxe) original Dwarven Defender. In
feet. Full Attack +17/+12/+7 melee (1d10+5, the design of Third Edition, it
Occasionally he attempts to grapple foes and 19–20/x3, waraxe) was this character and his bridge
throw them into the fast-moving, dangerous Fort +18, Reflex +9, Will +12 that inspired the dwarven
river beneath the bridge. Str 19, Con 22 defender prestige class. In the
Skills: Jump +7 design of Ptolus, he inspired the
creation of the Eternity Cave and
Kaled Del, two important loca-
tions below the city. Much later,
characters from the Company of
the Black Lantern in my Ptolus
Campaign actually encountered
him. Although the PCs success-
fully disarmed him—not a bad
tactic—he then proceeded to
throw them all, one by one, into
the raging river. Repeatedly. He
proved a very effective guardian
and provided a humbling
encounter for a group of elves
traipsing into an underground
area they had no business
entering.
36 SECRETS OF THE DELVER’S GUILD
THE LIZARD
Ssethenus was the chieftain of a large tribe of
lizardfolk living far to the south and west of
Ptolus when he and many others were kid-
napped by slavers called the Ennin and brought The Ennin: Ptolus, page 131
to the city. Before he could be sold, Ssethenus
escaped, taking a few of his tribesmen with him. Assarai lifestyle: Ptolus, page 56
Dismayed at the poor way lizardfolk lived in the
city, they fled to the Slave City where they found
shelter.
Since lizardfolk are commonly taken as slaves,
many of the escaped slave population in the FROM MY CAMPAIGN
refuge were Ssethenus’ kind. He used his forceful TO YOURS
personality and leadership traits to quickly get
all of them to submit to him. Before venturing to the Slave
In addition to the dozen or so lizardfolk City, my characters rescued an
under his command, he has two burly enforcers assarai named Salsan from slav-
who think as he does. These two are his confi- ery in the seaside Balacazar
dants as well as his personal guards. manor house. (See “Sir Jingles”
Ssethenus doesn’t actually like Eyvind, but he in Ptolus, page 606.)
fears magic, so he likes the fact that the wizard Lizardman Enforcers
is on his side rather than against him. As long as Male lizardfolk (Lawful Evil) When they expressed interest in
the human mage doesn’t get out of line, the Warrior2 CR 2 finding the Slave City, Salsan
lizardfolk chief mostly ignores him, using him as Init +1 Speed 30 feet offered to accompany them in
a threat against those who oppose him. HD 2d8+6 + 2d8+6 hp 36 thanks for his rescue. He had
Tactics: Ssethenus is a proud and courageous AC 22, touch 11, flat-footed 21 heard rumors of the place’s
BAB/Grapple: +3/+7
fighter who shows no mercy. Any fight with location, as his former chieftain,
SQ Hold breath
Ssethenus is a fight to the death. He delights in Ssethenus, reportedly ruled there.
Attack/Full Attack +7 melee (1d8+6 short-
defeating others physically and sees the need for spear), or +4 ranged (1d6+4, javelin)
the occasional application of pain to motivate Fort +6, Ref +4, Will +1 Salsan’s presence gave the char-
others. He is extremely proud of his magical Str 19, Dex 13, Con 16, Int 10, Wis 12, Cha 8. acters an edge in negotiating
sword and armor. Crucial Skills: Balance +5, Climb +8, Jump with the power-mad lizardman
+14, Listen +3, Spot +3. “king,” which helped them
Ssethenus Other Skills: Swim +14. eventually locate one of the
Male lizardfolk (Lawful Evil) Crucial Feats: Power Attack. litorians whom they sought.
Fighter5 CR6 Other Feats: Alertness.
Init +6 Speed 20 feet Possessions: Banded mail armor, shortspear,
HD 2d8+6 + 5d10+15 hp 59 javelins (2), 24 gp.
AC 23, touch 12, flat-footed 21
BAB/Grapple +6/+10
Attack/Full Attack +12 melee (1d8+5 Many Slave City residents pass through
longsword) or +9 ranged (1d6+4 javelin) the Dark Market before making
SQ Hold breath their escape.
Fort +7, Ref +6, Will +2
Str 19, Dex 15, Con 17, Int 10, Wis 12, Cha 18.
Crucial Skills: Balance +6, Climb +13, Hide +2,
Jump +12, Listen +1, Move Silently +2,
Spot +1.
Other Skills: Craft (weaponsmithing) +6,
Ride +4, Swim +13.
Crucial Feats: Blind-Fight, Cleave, Combat
Reflexes, Power Attack.
Other Feats: Improved Initiative, Weapon
Focus (longsword).
Possessions: +1 chainmail, +1 longsword,
javelin of lightning, masterwork javelins (4),
dagger, gem worth 300 gp in crude bracer,
139 gp.
38 SECRETS OF THE DELVER’S GUILD
GLORY, SMUGGLER
Gloriassa Moruth, known to most as “Glory,” is
supposedly a young girl who lives with her aging
grandmother in a house built along the city wall
in the North Market.
In truth, Glory is an eighteen-year-old smuggler
living with an old woman named Tass Ressalswan
(female human commoner2). Tass herself is a
retired smuggler, more than willing to give Glory a
place to live and a location from which to work (as
well as a cover story) for a small share of her take.
In order to avoid paying taxes and tariffs on
goods coming into Ptolus, smugglers attempt to
Taxes and tariffs: Ptolus, get goods over the wall rather than through one
page 558 of the city’s gates. They also use this method to
City walls: Ptolus, page 156 bring illegal substances into the city to sell.
City gates: Ptolus, page 158 Houses built along the city wall are often tall,
Illegal substances: Ptolus, using the wall itself for support. Some are built
page 556 one atop another, rising even above the level of
the wall. People frequently call these “smuggler’s
houses,” and for good reason. Smugglers—like
Glory—use ropes and baskets to pull goods up Gloriassa Moruth
Female human (Chaotic Neutral)
and over the wall from their own windows.
Rogue3 CR 3
Glory began working as a smuggler when she
Init +7 Speed 30 feet
was only fourteen. To get other smugglers to HD 3d6+6 hp 18
work with her, she used her Disguise skill to make AC 16, touch 13, flat-footed 13
herself appear a couple years older, and Forgery BAB/Grapple +2/+4
to alter her own Imperial papers. Now, at eight- Attack +5 melee (1d6+2, short sword) or
Imperial papers: Ptolus, een, she uses those same skills to continue to look +6 ranged (1d6+1, short bow)
page 552 about sixteen, since she finds the perceived inno- SA Sneak attack +2d6
City Watch: Ptolus, page 150 cence of that age useful in throwing off the scent SQ Trapfinding, evasion and trap sense +1
of the City Watch. Fort +3 Ref +6 Will +3
Str 14, Dex 17, Con 14, Int 15, Wis 11, Cha 14.
Glory is petite with long brown hair and a
Crucial Skills: Balance +10, Intimidate +8,
round face. She’s possessed of a quick wit, and it
Search +7, Tumble +9, Use Magic Device +6.
would seem she can talk or charm her way out of Other Skills: Decipher Script +8, Diplomacy
almost any situation. One day she plans on +8, Disguise +8, Forgery +7, Gather
attempting to find and join the Longfingers Guild, Information +7, Handle Animal +5,
but for now she’s content to earn a living sneaking Knowledge (local) +5.
goods over the wall and transferring them to crimi- Crucial Feats: Combat Reflexes.
nals and black marketers in the city. She works Other Feats: Improved Initiative, Iron Will.
with criminals of all kinds, including even members Possessions: Masterwork studded leather,
of both major criminal organizations in Ptolus: the masterwork short sword, masterwork short-
bow, +1 arrows (20), potion of barkskin +3,
Balacazars and the Killraven Crime League.
12 pp, 15 gp, 2 sp, 13 cp.
KABEL DATHIMOL, KNIGHT Kabel is tall with short brown hair, a mus-
Sir Kabel Dathimol is the leader of the Knights tache, and a small beard. Although he remains
Knights of the Dawn: Ptolus, of the Dawn in Ptolus and one of the very fit for a man in his late fifties, his step
page 67 Commissar’s Twelve Commanders. Although doesn’t have quite the spring in it that it used
Twelve Commanders: Ptolus, the Order of the Dawn is a worldwide organi- to have.
page 148 zation of knights within the Church of Lothian, He lives in the Holy Palace (pictured below),
Church of Lothian: Ptolus, it is first and foremost the guard and soldiery where all the Knights of the Dawn in the city
page 64 of the Holy Emperor. And, with the Holy are barracked. He has an office there and three
Holy Emperor: Ptolus, page 293 Emperor living in Ptolus, Sir Kabel now lives administrative assistants. Kabel is unmarried and
there as well. has no family beyond the order.
More an administrator than a warrior, Kabel In Ptolus, there are approximately fifty
spends most of his time out of his armor, attend- Knights of the Dawn. They all report to Kabel,
ing meetings with clergy and important people in either directly or indirectly. Elsewhere, more
the city. It has been well over a year since he has than two hundred Knights work for the Church
Holy Palace: Ptolus, page 292 drawn his weapon with the intention of using in various capacities.
it. Most of his battle gear, in fact, is honorary,
bequeathed to the leader of the order. That said, Sir Kabel Dathimol
however, he is well trained in both melee and Male human (Lawful Good)
ranged combat, as well as spellcasting and the Paladin16 CR16
Init +0 Speed 20 feet
other duties required of him. In his younger
HD 16d10+16 hp 99
days, he was a fiery proselytizer and champion
AC 16, touch 10, flat-footed 16
of the faith. Today, though, Kabel is far more BAB/Grapple +16/+19
reserved, and far more used to compromise and Attack +23 melee (1d10+8/x3, heavy flail) or
tolerance as well. +19 ranged (1d8+2/x3)
One thing he knows little about is warfare, Full Attack +23/+18/+13/+8 melee (1d10+8/x3,
never having actually served in a war or com- heavy flail) or +19/+14/+9/+4 ranged
manded a large-scale military endeavor. He is, (1d8+2/x3)
however, canny at smaller operations, and more SA Smite evil 4/day (+3 attack and +16 dam-
focused duties, such as guarding the Emperor of age) and turn undead 6/day
SQ Detect evil, aura of courage, divine health,
the Church and his residence. He has also
remove disease (4/week), aura of good, lay
become adept at subterfuge and covert opera-
on hands, divine grace, and special mount
tions. When a group of adventurers or delvers in Fort +16 Ref +10 Will +9
Ptolus gains notoriety or wields obvious power Str 18, Dex 10, Con 12, Int 12, Wis 12, Cha 17.
(which is to say, reaches 13th level or higher), Crucial Skills: Concentration +15, Heal +12,
sometimes Kabel will have a member of his Listen +9, Search +4, Spot +9.
order infiltrate the group on one or more mis- Other Skills: Diplomacy +24, Handle Animal
sions, so the Church can learn about their +19, Knowledge (local) +3, Ride +13, Sense
motives as well as their abilities. Kabel main- Motive +14.
tains meticulous notes of such information, to Crucial Feats: Point Blank Shot.
Other Feats: Alertness, Great Fortitude,
keep himself and the Emperor aware of possible
Lightning Reflexes, Negotiator, Weapon
threats as well as worthwhile allies.
Focus (heavy flail), Weapon Focus (com-
Knights of the posite longbow).
Dawn Barracks Spells: Save DC 13 + spell level.
4th—mark of justice.
3rd—greater magic weapon, magic circle
against chaos.
2nd—delay poison, owl’s wisdom, shield other.
1st—detect undead, protection from chaos,
protection from evil.
Possessions: +1 full plate armor of light fortifi-
cation, +2 heavy flail of disruption, +2 shock
composite longbow, +1 arrows (12), master-
work arrows (12), 1 gp, 12 sp, 12 cp.
CHAPTER 3: NONPLAYER CHARACTERS 41
KOBAN, HUNTER OF THE NIGHT Scenario: Koban’s (stolen) elvish swords are
Approximately two hundred years ago, a litorian tied to a ring of fire elemental command that
fighter named Koban came to Ptolus, looking for appears to be a ring of energy resistance (fire)
a quick and easy path to great prowess and skill. until the wearer comes into contact with the
He had heard that the city held such wonders, swords. PCs who find such a ring would
and he wanted them for himself. become the object of Koban’s search (he knows
At that time, litorians were few in the City by of the ring’s existence), even if they only believe
the Spire, and Koban could find no one of his it to be a normal fire resistance ring. The ring
own kind. Most cityfolk kept their distance from begins to vibrate when the owner of the swords
the litorian, and he soon found himself alone. is on its trail and has come to within one thou-
He could speak only a little of the city’s primary sand feet.
language and resorted to wandering back streets
and alleyways to find a place to sleep. Koban
On only his fourth night in the city, Koban Litorian male vampire (Chaotic Evil)
Corporeal undead
was beset by vampires, which slew him. He met Litorians: Ptolus, page 54
Fighter10 CR12
a grisly and untimely end and soon rose as a
Init +9 Speed 30 feet
vampire himself. Although it was not what he Forsaken: Ptolus, page 112
HD 10d12 hp 99
had originally envisioned, Koban had found AC 27, touch 15, flat-footed 22 Covenant of Blood: Ptolus,
great power—a gift of the city. BAB/Grapple +10/+18 page 101
Koban has hunted the back streets of Ptolus Attack +18 melee (1d4+8, slam ) or +21 melee
since that time. Usually a loner, he has no direct (1d8+9+1d6 fire, longsword)
connection with the Forsaken and never goes Full Attack +18 melee (1d4+8, slam)
into the Necropolis. Very recently, however, or +19/+14 melee (1d8+11+1d6 fire,
Koban was made a member of the Covenant of longsword) and +18/+13 (1d6+5+1d6 fire,
short sword)
Blood, a cabal of powerful vampires centered
SA Blood drain (1d6 Constitution), children
around an artifact known as the Horn of Blood
of the night 1/day (1d6+1 rat swarms,
and an ancient pact made millennia ago with 1d4+1 bat swarms, or a pack of 3d6 feral
some horrors of the deep sea. dogs), dominate (Will save, DC 18,
Still, one can most commonly find Koban CL 12th), create spawn, energy drain
stalking prey in the night, often in the Warrens (2 negative levels)
but sometimes in Midtown or the South Market. SQ Alternate form (bat, dire bat, feral dog, or
His lair (and adopted coffin) is hidden below dire wolf ), DR 10/silver and magic, fast Like Koban, the vampire Hadrien
Midtown in the sewers somewhere. healing 5, gaseous form, resistance to cold Runihan is also a member of the
Tactics: When on the prowl, he often takes 10 and electricity 10, spider climb at will, +4 Covenant of Blood. See Ptolus,
turn resistance
the form of an animal. In a fight, Koban uses a page 195 for more on him.
Fort +7, Ref +10, Will +5
matched pair of swords of Elder Elven make.
Str 26, Dex 21, Con 0, Int 14, Wis 15, Cha 17.
However, if foes surround him, he drops his Crucial Skills: Bluff +13, Hide +14, Jump +20,
short sword (it’s on a locked gauntlet) and Listen +14, Move Silently +13, Search +13, When vampires use their children
makes a whirlwind slam attack. Unlike other Sense Motive +10, Spot +16, Tumble +15. of the night ability in Ptolus,
vampires, when using his whirlwind attack, Other Skills: Intimidate +15, Ride +9. they summon 1d6+1 rat swarms,
Koban can use his energy drain ability on every Crucial Feats: Combat Reflexes, Dodge, 1d4+1 bat swarms, or 3d6 feral
single foe he attacks that round. Mobility, Power Attack, Spring Attack, dogs and can take the form of
Another unique aspect of Koban is that, when Whirlwind Attack. feral dogs rather than wolves.
he uses his blood drain ability, he drains more Other Feats: Alertness, Greater Weapon
Focus (longsword), Improved Initiative,
blood than normal in a single round, thanks to
Improved Two-Weapon Fighting, Lightning
his enormous and ferocious bite. FROM MY CAMPAIGN
Reflexes, Two-Weapon Fighting, Weapon
Focus (longsword), Weapon Focus (short TO YOURS
sword), Weapon Specialization (long-
sword). In an encounter with Koban,
Possessions: +1 flaming longsword, +1 flaming Diethan the urban ranger
short sword (with weapon lock), +1 mithral learned (much to his surprise)
breastplate, potions of shield of faith +2 and that his ring of fire resistance
resist energy (fire) 30, jeweled scabbard could command elementals! It
worth 100 gp, gold and ruby ring worth also could activate powers of the
500 gp, 19 gp. vampire’s flaming swords, which
he claimed after the battle,
of course.
42 SECRETS OF THE DELVER’S GUILD
Iridithil’s Home
NUPE SKOYTER AND TALADIL, Other Skills: Bluff +6, Climb +6, Knowledge
(nobility and royalty) +9, Knowledge (local)
CHAOS CULTISTS +12.
Crucial Feats: Combat Reflexes, Dodge, Run.
One of the greatest threats to Ptolus today is the
Other Feats: Alertness, Two-Weapon Fighting.
swelling ranks of the various chaos cults—the Possessions: +1 short swords (2); ring of climb-
Ebon Hand, the Plagueborn, the Crimson Coil, ing; masterwork chain shirt; potions of bull’s
and many others. Although disparate and unor- strength, cure moderate wounds, and invisibili-
ganized for now, the cults’ motives grow more ty; gold and amethyst brooch (worth 350 gp),
and more similar. gold ring (worth 75 gp), 94 pp, 40 gp.
Soon the dark masters behind all the cults will
slowly begin to reveal themselves. Until then, cer- THE STREETWALKER Ebon Hand cult: Ptolus, page 72
tain cultists attempt to unify the different groups If Taladil has a surname, she’s never told it to Plagueborn cult: Ptolus, page 73
and further their own agendas of ultimate anyone. This tiefling works as a prostitute, using Crimson Coil: Ptolus, page 71
destruction. her time on the streets to gather information and
keep in touch with everything going on in the
THE BRAT city. She works alone, walking the streets of
The pampered child of wealthy parents, Palamad Midtown—particularly around Delver’s Square.
Atlasis never wanted for anything. Bored and Taladil helps Nupe and other cultists as an
stupid—he failed out of every school his family information source and, on rare occasions, as
sent him to—Palamad fell in with a group of magical “support” on missions (usually missions
ruffians. The youth found that he got a strange that involve subterfuge rather than combat). She
satisfaction from mugging travelers on the road is a devout member of the Tolling Bell cult
into the city or breaking into and ransacking because she hates everyone and everything.
wealthy homes. The love of destruction came to The spells that come easiest to her are often
him easily. defensive or deceptive in nature. She has few
Soon he discovered that his destructive ruffian dramatic offensive spells at her disposal, so she
friends actually belonged to a chaos cult called rarely tells anyone that she can cast spells at all.
the Tolling Bell, which was dedicated to the idea She also attempts to hide her demonic heritage,
of ultimate destruction: the eschaton, the end of using magic if she must to conceal her clawlike
the world itself. To mark his new affiliation with hands and feet (although gloves and boots do a
the cult, Palamad changed his name to Nupe fair job). Basically, everything about Taladil is
Skoyter, even though most of his friends told him a lie.
it sounded somewhat silly. She does use her magic to aid in her attempts
Nupe has no mind for sophisticated learning, at seduction. She enjoys using lies to help her The leaders of the dangerous
but he is no fool. He is canny and wily. He fan- seduce men rather than just relying on straight Tolling Bell cult seek to unite the
cies himself a leader, but those around him know charm. She tells her clients what she thinks they efforts of the other various cults
that he’s just not smart enough to pull it off. want or need to hear. to bring about the end of the
Often he acts as a courier or messenger, which Tactics: In a dangerous situation, she’ll have world. For details, see Ptolus,
brings him into frequent contact with a cultist already cast mage armor (making her AC 14) page 73.
agent named Taladil. and, if possible, both mirror image and displace-
Tactics: In a fight, Nupe uses two matching ment. If it seems necessary, she casts lesser globe
magical short swords, each fashioned so that the of invulnerability, although she dislikes the
hilt guards covering his fists look like screaming immovability of that spell. When sneaking about,
faces. Although he enjoys a good fight, he is she uses a combination of mage armor,
under no illusions regarding his skills—he’s no invisibility, and cat’s grace, with liberal doses
fighter. of ghost sound to distract others.
Other Feats: Improved Initiative. Crucial Skills: Climb –3, Concentration +6,
Spell-Like Abilities: Caster level 1st. Heal +5, Listen +7, Spot +6.
1/day—speak with animals (burrowing mam- Other Skills: Knowledge (dungeoneering) +3, NEW SPELL
mals only, duration one minute), dancing Swim +5.
lights, ghost sound, prestidigitation. Crucial Feats: Combat Reflexes. Monkey Climb
Spells Known: 6/7/6/4, save DC 13+spell Other Feats: Brew Potion, Two-Weapon Transmutation
level, 14+spell level for illusion spells. Fighting. Level: Clr 0, Sor/Wiz 0
3rd—fireball. Domains: Chaos, Evil Components: V, S
2nd—hypnotic pattern, invisibility. Spells: Caster level 6th (+5 melee touch,
Casting Time: One standard
1st—magic missile, protection from good, +5 ranged touch)
action
shield, sleep. 3rd—animate dead, magic vestment, magic
0—acid splash, arcane mark, ghost sound, light, circle against law*, water breathing. Range: Personal
mage hand, monkey climb, read magic. 2nd—bull’s strength, bear’s endurance, Target: You
Possessions: Masterwork quarterstaff, dagger, shatter*, sound burst, summon monster II. Duration: 1 round/level
wand of water breathing (20 charges), 1st—bless, entropic shield, protection from
potion of shield of faith +4, oil of shillelagh, good*, summon monster I (2). By increasing your finger length,
gold amulet worth 85 gp, 14 gp, 15 sp. 0—cure minor wounds, detect magic, mending, strength, and agility, you grant
monkey climb (2). yourself a +5 bonus to one Climb
Jaja, Cael`s rat familiar: hp 18 Possessions: Masterwork full plate, +1/+1 check made during the duration.
quarterstaff, heavy crossbow, bolts (12),
This spell cannot be made per-
ring of improved swimming, silver holy
Trelehar is actually a devout follower of the manent.
symbol, 10 gp, 6 sp, 24 cp.
Demon Gods, and in particular the demon
known as Demogorgon. He has had dreams in * Indicates a domain spell.
which the demon lord has promised him a magi-
cal ring that would allow him to move freely Tactics: The group’s missions normally
underwater to further his “work.” So far, this involve breaking into a house or business near
gift has not come, but he knows that if he con- the river, stealing anything valuable, destroying
tinues to wreak his master’s will upon the world, anything they can’t steal, and terrorizing or
he will be rewarded as promised (and likely, in assaulting anyone they encounter. Then they
time, with even greater powers). make a quick getaway via the river, climbing
Trelehar is gruff, conceited, and boorish. He down the banks using relatively hidden climbing Demon Gods: Ptolus, page 68
believes his devotion to the dark powers makes paths they have discovered.
him the most important member of the group. Once in the water, the three of them make lib-
Before a dangerous situation, he casts magic eral use of water breathing to get around (using
vestment on himself (adding a +1 bonus to his potions made by Trelehar or Cael’s wand), but
Armor Class) as well as bull’s strength and they avoid combat underwater if they can help
bear’s endurance (+2 bonus to melee attack and it. They have a number of hideouts in small
damage, Swim, Climb, and Concentration natural caves reached easily through passages
checks, and Fortitude saves, as well as +12 hit below the surface of the river. These caves also
points). Once in a fight, Trelehar casts one of serve, ostensibly, as shrines to the unholy
the following: entropic shield, protection from Demon Gods.
good, or magic circle against law if it appears
they might help, before going on the offensive
with summoned creatures or attack spells.
Trelehar
Male half-elf (Chaotic Evil)
Cleric6 (Demon Gods) CR6
Init +1 Speed 20 feet
HD 6d8+6 hp 46
AC 18, touch 11, flat-footed 17
BAB/Grapple +4/+5
Attack +6 melee (1d6+2, quarterstaff ) or
+5 ranged (1d10, heavy crossbow)
Full Attack +4 melee (1d6+2, quarterstaff )
and +4 melee (1d6+2, quarterstaff ) or
+5 ranged (1d10, heavy crossbow)
SA Rebuke undead 5/day and rebuke fire/turn
water 5/day.
SQ Low-light vision, half-elf traits and low-
light vision.
Fort +6 Ref +3 Will +8
Str 12, Dex 13, Con 12, Int 13, Wis 17, Cha 11.
50 SECRETS OF THE DELVER’S GUILD
DM TIP
Who is the real Vanum Vaal? Is
it the “obese ogre-mage” that
the three ex-slaves fought? Is it
an alias of the Shadow Eyes
(an elven clone; see Ptolus, page
349). Or could it perhaps be
Crucial Feats: Dodge. Lyestri both? It might be interesting for
Other Feats: Alertness. Female Cherubim elf (Neutral) the player characters to hear of
Spell-Like Abilities: 1/day—detect magic, ghost Bard5 CR 5 another figure in the city using
sound, mage hand, prestidigitation, and Init +2 Speed 30 feet
the name Vanum Vaal after
invisibility. HD 5d6-5 hp 15
they’ve just dispatched someone
Possessions: +1 studded leather, +1 short AC 16, touch 12, flat-footed 14
sword, climber’s kit, 50 feet of silk rope, BAB/Grapple +3/+2 with that moniker themselves. It
11 gp, 10 sp, 3 cp. Attack/Full Attack +1 spear +3 (1d8/x3) may be nothing more than a
SQ Low-light vision, bardic knowledge copycat situation—but the PCs
Unlike her companions, Lyestri is beautiful (+6 bonus), bardic music 5/day don’t necessarily know that.
and delicate with very short white hair and Fort +0 Ref +6 Will +5
equally pale wings. She is also fearless and deci- Str 9, Dex 15, Con 9, Int 13, Wis 12, Cha 18.
sive. Due to experiences in her childhood, she Crucial Skills: Balance +7, Hide +5, Listen
doesn’t care much for most of her own kind, +10, Move Silently +8, Search +6, Spot +9,
Tumble +7.
and she found her innate prejudices against
Other Skills: Perform (sing) +11, Profession
Harrow elves easily overcome by getting to
(sailor) +7.
know Taerai. She’d take his side against any Crucial Feats: Weapon Finesse.
other elf (or anyone else, for that matter) in a Other Feats: Alertness.
conflict. Spells Known: 3/4/2, save DC = 14 + spell
She and Taerai mutually decided to drop their level.
surnames after escaping from the Ennin (and in 2nd—locate object, misdirection, summon
fact, Taerai and Lyestri are not their real names monster II.
either). Despite the laws of the Empire, she 1st—charm person, detect secret doors, lesser
would not hesitate to use a charm person spell confusion, silent image.
0—daze, detect magic, know direction, mes-
to help in a fight or get herself out of a jam. Laws of the Empire (regarding
sage, read magic, resistance.
She’s quick to summon monsters when faced illegal spells): Ptolus, page 584
Possessions: +1 studded leather armor, +1 spear,
with danger as well—usually to help her friends potion of cure moderate wounds, spectacles,
get flanking attacks against their mutual foes. 17 gp, 11 sp.
52 SECRETS OF THE DELVER’S GUILD
SINTRIK THE SCOURGE stop Sintrik, but not before they learn where he’s
The Shuul is an organization of technologists. As keeping the other kidnapped victims.
such, they not only strive to keep the Empire’s
knowledge of technology from fading altogether, Sintrik the Scourge
but they also seek to create new innovations in Male human (Lawful Evil)
Wizard9 CR9
the fields of firearms, clockwork mechanisms,
Init +9 Speed 30 feet
medicine, chemistry, and the cutting-edge science
HD 9d4+27 hp 50
of aelectricity. AC 15, touch 15, flat-footed 10
But the Shuul have a dark side as well. Just as BAB/Grapple: +4/+5
The Shuul: Ptolus, page 131 there are lawful good members of the group who Attack/Full Attack +11 ranged (1d10+2+1d6
Firearms: Ptolus, page 559 seek the betterment of all through science (and cold, repeater pistol)
Aelectricity: Ptolus, page 564 lawful neutral members who are interested in sci- SQ Familiar
ence for its own sake), there are also lawful evil Fort +8 Ref +8 Will +8
Repeater pistol (rifle): Ptolus, members who seek to use technology for their Str 13, Dex 20, Con 17, Int 18, Wis 14, Cha 13.
page 561 own ends. What’s more, this sinister segment of Crucial Skills: Concentration +11, Listen +9,
Move Silently +8, Search +6, Spot +7.
the Shuul uses any means to increase its techno-
Other Skills: Decipher Script +15, Handle
logical advancements—including kidnapping
Animal +5, Knowledge (arcana) +12,
Sintrik himself is neither a people for experimentation, using slave labor, Knowledge (machines) +9, Spellcraft +17.
scientist nor a technician. Unlike and making deals with dark powers. Crucial Feats: Dodge, Point Blank Shot, Spell
most Shuul, he doesn’t even A man known only as Sintrik the Scourge is an Penetration.
carry tools. Cruel and ruthless, example of such a Shuul member. A conniving, Other Feats: Exotic Weapon Proficiency
Sintrik seems to be utterly selfish, and corrupt fellow, Sintrik uses slaves to (firearms), Great Fortitude, Improved
compassionless and without help build and sometimes even power the machines Initiative.
the capacity for joy. that his cronies devise. He is a familiar figure in the Spells: 4/5/4/4/2/1; save DC 14 + spell level.
secretive Dark Market of Ptolus where slaves, ille- 5th—explosive shot*.
4th—stoneskin, fire shield.
gal substances, and outlawed magic are traded in
3rd—displacement, fireball, fly, lightning bolt.
great quantities. He deals with organizations like
2nd—cat’s grace, detect thoughts, invisibility,
Dark Market: Ptolus, page 427 the Ennin, a group of well-organized slavers oper- gust of wind.
The Ennin: Ptolus, page 131 ating up and down the coast of the Whitewind Sea, 1st—hold portal, hypnotism, jump, mage armor,
as well as other criminal groups. protection from chaos.
Sintrik stands about six feet tall, always straight 0—detect poison, mage hand, mending, pres-
with his head held high. He is bald, has a grey tidigitation.
mustache, and wears a monocle. He wears the Possessions: +2 repeater pistol, +1 frost rounds
typical black leather coat of the Shuul. He is gruff (12), gloves of dexterity +2, scroll of fire shield,
and rude—and that’s among people he likes or potions of gaseous form and blur, spyglass,
monocle, compass, pocketwatch, 16 pp,
wishes to impress.
17 gp.
Tactics: In a fight, he loves to fire his pistol
using explosive shot. First, however, he casts an Spellbook: 0—acid splash, arcane mark, dancing
array of defensive spells: mage armor (+4 to AC), lights, daze, detect magic, detect poison,
displacement, stoneskin, cat’s grace (+1 to AC, disrupt undead, flare, ghost sound, light,
Reflex saves, and attack rolls with his pistol), and mage hand, mending, message, open/close,
fire shield (in that order). As he is careful to the prestidigitation, ray of frost, read magic,
point of being over-cautious, he’s likely to have resistance, touch of fatigue.
mage armor and stoneskin already cast at the 1st—burning hands, charm person, chill touch,
beginning of the encounter—and all of them cast, detect secret doors, feather fall, hold portal,
hypnotism, jump, mage armor, mount, protec-
if he’s had time to prepare.
tion from chaos, ray of enfeeblement, shocking
Charnoth of the tribe of Scenario: A number of litorians have disap-
grasp, summon monster I.
Malethar has learned that peared from the Mane. No one knows what has 2nd—blindness/deafness, cat’s grace, detect
one of his tribemates has happened to them. Then, word reaches the player thoughts, gust of wind, hideous laughter,
been enslaved by Sintrik. characters that an anonymous figure is looking invisibility, rope trick, spectral hand.
for slaves—specifically, litorian slaves. This “fig- 3rd—deep slumber, dispel magic, displacement,
ure” can be found at a tavern called the Skull and fireball, fly, lightning bolt, repair device*.
The Mane: Ptolus, page 200 Sword in the Guildsman District. If they investi- 4th—animate dead, dimensional anchor, fire
Skull and Sword: Ptolus, gate, the PCs will discover the figure, Sintrik. He’s shield, locate creature, stoneskin.
page 190 got the missing litorians, but he’s looking for 5th— explosive shot*, summon monster V.
more. It seems an associate of his is working on a
* Indicates a spell from Ptolus, Chapter 35.
chemical/magical transformation process, and
only litorians can reliably handle the extremely Gnarl, Sintrik`s bat familiar: hp 25
painful trauma. The player characters need to
CHAPTER 3: NONPLAYER CHARACTERS 53
TESTHAN JOMARTH,
ARENA HEALER
Most Imperial cities have a gladiatorial and sport-
ing arena, and Ptolus is no exception. Although
no fights in the sporting combats of the Arena are
to the death, in such battles as well as other
sporting events physical injuries are common-
place. Thus, the Arena keeps a small handful of
healers on hand to aid the injured. Testhan
Jomarth serves as the head of the Arena healers
due to his experience and expertise.
Testhan was once a combatant in the Arena
himself, although never of greater than novice
rank. After getting a savage beating at the hands
of an ogre barbarian disguised as a large orc (in
order to get weaker matches), Testhan gave up the
thrill of gladiatorial combat to focus on healing.
Thus, Testhan has worked in and around the
Arena for many years, earning the friendship and investigating some of the other officials, which may The Arena: Ptolus, page 315
respect of a great many combatants and players. include watching them for a few days, and perhaps
As an official employed by the Arena, Testhan even breaking into their homes or the Arena offices, Engelan: Ptolus, page 69
may not bet on any matches or have any kind of to learn who is crooked and who isn’t.
stake in any contest. This means that, despite the
fact that he gets offers to become a trainer and a Testhan Jomarth
coach all the time, he must turn them down. Male human (Lawful Neutral)
Testhan is paid well and loves his job. Cleric6 (Engelan) CR6
Init 0 Speed 20 feet
Testhan serves Engelan, God of the Present.
HD 6d8+6 hp 33
However, he has no connection to the Temple of
AC 19, touch 10, flat-footed 19
Engelan in Ptolus. He dislikes most of the clergy BAB/Grapple +4/+6
there, many of whom are halflings. Testhan finds Attack/Full Attack +7 melee (1d8+2, heavy
both halflings and gnomes tolerable at best, mace)
although he likes orcs, half-orcs, centaurs, and SA Turn undead 5/day and protective ward
dwarves. He has no real opinion regarding elves 1/day (+6 resistance bonus to next save,
or other races. lasts one hour)
With short-cropped brown hair and deep-set Fort +8 Ref +2 Will +8
hazel eyes, Testhan is neither imposing nor strik- Str 15, Dex 10, Con 12, Int 11, Wis 17, Cha 15. There is nothing Testhan hates
Crucial Skills: Concentration +7, Listen +4,
ing physically. His manner is one of great confi- more than cheating or deception.
Sense Motive +4.
dence and good humor, however, which draws While he always assumes the
Other Skills: Heal +12, Knowledge (local) +2,
people to him. When he makes a friend, it is for best of everyone, if he does
Spellcraft +4.
life. He is not married and has no family—the Crucial Feats: Quick Draw. discover evidence of cheating,
Arena is his life. Testhan is forty-seven years old. Other Feats: Craft Wand, Great Fortitude, he investigates and reports any
Tactics: Although he hasn’t been in an actual Scribe Scroll. wrongdoing to other Arena
fight in twenty years, Testhan still wears his Domains: Healing, Protection. officials.
armor and carries his weapons around with him Spells: 5/4+1/4+1/3+1; save DC 13 + spell level.
every day, almost as a badge. If he were suddenly 3rd—continual flame, cure serious wounds *,
threatened or needed to fight, he would cast dispel magic, remove blindness/deafness.
2nd—augury, cure moderate wounds*, delay
shield of faith before anything else. Godsday Festival: Ptolus,
poison, gentle repose, lesser restoration.
Scenario: The player characters encounter page 392
1st—bless water, cure light wounds*, magic
Testhan at the Godsday Festival, helping with the Order of Iron Might: Ptolus,
weapon, sanctuary, shield of faith.
ringfight competitions there. They see (perhaps first 0—cure minor wounds, guidance, purify food page 130
hand, perhaps from a distance) how helpful and and drink, resistance, virtue.
kind he is to the injured participants, not only heal- Possessions: +1 breastplate, +1 heavy wooden
ing their wounds but their bruised egos as well. shield, masterwork heavy mace, wand of cure
Later, he seeks them out, not sure where to turn to light wounds (41 charges), wand of cure mod-
for help. He says that a fight-fixing conspiracy has erate wounds (34 charges), scroll of cure seri-
pervaded the Arena’s organization as well as the ous wounds, silver holy symbol, vial of holy
water, 13 gp, 17 sp, 10 cp.
Order of Iron Might, which sponsors the Arena. He
doesn’t know how far up it goes, and he needs help * Indicates a domain spell.
54 SECRETS OF THE DELVER’S GUILD
Sobac Redwand: Ptolus, YULA FALASS, Sobac Redwand, a rogue who has penetrated her
page 226 protected buildings more than once, her greatest
SECURITY SPECIALIST foe, even though they’ve never met.
The Commissar: Ptolus, Although well out of the realm of the common Yula has salt-and-pepper hair and green eyes.
page 149 man, spells of intrusion and observation such as She typically dresses in light, practical clothes
teleport or scry can be a major concern for the (and her magical vest) with a pocket-filled, long
Inverted Pyramid: Ptolus, prominent folk of Ptolus. The Commissar, for navy blue coat over them. She fills her pockets
page 115 example, must protect himself from assassins or with scraps of paper containing arcane calcula-
Vock Row: Ptolus, page 333 kidnappers teleporting into his home to attack him tions, building plans, and notes, as well as vari-
or his family. Fortunately, the old maxim “for ous small tools and implements.
every spell there’s a counter” is true. And although
a number of mages can cast these spells, one wiz- Yula Falass
ard in particular, an abjuration specialist named Female human (Lawful Neutral)
Yula Falass, has made her reputation on them. Abjurer13 CR13
Init +2 Speed 30 feet
Yula, a member in good standing of the
HD 13 hp 76
Inverted Pyramid, lives on Vock Row in
AC 15, touch 15, flat-footed 13
Oldtown in a nondescript looking two-story BAB/Grapple +6/+6
home. Only her calling cards (which read, “Yula Attack +7 melee (1d4, dagger)
Falass: Security Specialist”) and her reputation Full Attack +7/+2 melee (1d4, dagger)
indicate that she’s anything other than a simple SQ Can find traps as though she were a
arcanist. In truth, Yula moves among the wealth- rogue
iest and most powerful people in the city, using Fort +7 Ref +6 Will +12
her spells and expertise to design magical wards Str 11, Dex 14, Con 16, Int 18, Wis 14, Cha 11.
and security procedures for their homes. Crucial Skills: Concentration +16, Search +14,
Spot +6.
Her extensive resume includes casting spells of
Other Skills: Disable Device +10, Knowledge
protection on the Commissar’s home, the meet-
(arcana) +17, Knowledge (architecture and
Commissar’s home: Ptolus, ing hall of the Twelve Commanders, and a num- engineering) +8, Knowledge (local) +8,
page 320 ber of the noble estates. Not only does she put Knowledge (nobility and royalty) +8, Open
Twelve Commanders: Ptolus, up wards—many of which she designed herself— Lock +15, Spellcraft +18.
page 148 but she consults on security issues of all kinds, Crucial Feats: Dodge.
Noble estates: Ptolus, page 295 offering advice on locks, guard placement, and Other Feats: Extend Spell, Greater Spell
even building design. She charges as much as Focus (abjuration), Iron Will, Scribe Scroll,
20,000 gp for an initial warding (less for a Skill Focus (Open Lock), Spell Focus (con-
smaller building or for something other than the juration and abjuration).
Spells: 4/5+1/5+1/5+1/5+1/4+1/3+1/2+1/1+1,
“full treatment”), and then 1,000 gp each month
save DC 14 + spell level (conjuration save
to check, maintain and, if needed, renew her
DC 15 + spell level, abjuration save DC 16
wards. This service renders an entire building + spell level).
proof against any kind of magical intrusion 8th—dimensional lock (2).
(such as teleportation) and spying, and virtually 7th—spell turning, Yula’s ward (2).
proof against conventional infiltration. 6th—globe of invulnerability, guards and wards,
Growing up among thieves (her grandfather intrusion ward (2).
was the head of the Longfingers Guild before 5th—permanency (2), Mord’s private sanctum
Hayman Knapp), Yula learned much about locks (2), telepathic bond.
and traps. In fact, she can find traps as well as 4th—black tentacles, dimension door, fire trap,
minor creation, stone shape, stoneskin.
most rogues and can pick locks with surprising
3rd—clairaudience/clairvoyance, dispel magic,
Longfingers Guild and Hayman skill. However, Yula decided early on that a
fly, nondetection, protection from energy,
Knapp: Ptolus, page 128 thief’s life was not for her. Instead, she studied slow.
to prevent their intrusive activities. 2nd—arcane lock, bull’s strength, knock (2),
Yula is fifty-three years old. Tall, physically levitate, summon monster II.
Yula’s ward and intrusion ward fit, and full of energy, she dislikes idleness and 1st—alarm, animate rope, hypnotism, mage
spells, page 55 never has time for small talk. When on the job, armor, magic missile, shield.
she’s confident and quick to share her knowl- 0—detect magic (2), mage hand, mending.
edge and experience. She can get defensive in a Prohibited Schools: Necromancy, illusion
Vest of warding spells, page 55 situation where someone has managed to bypass Possessions: Masterwork dagger, ring of pro-
tection +3, ring of sustenance, vest of ward-
her wards, but this happens very rarely. Various
ing spells, potion of shield of faith +4, mas-
underworld entities including Malkeen Balacazar
terwork thieves’ tools, gold and emerald
Malkeen Balacazar: Ptolus, have offered her great sums for the secrets of ring worth 650 gp, gold and emerald neck-
page 102 undoing her work, but she remains steadfast in lace worth 750 gp, emerald earrings worth
her dedication to her clients. She considers 200 gp, 14 pp, 18 gp.
CHAPTER 3: NONPLAYER CHARACTERS 55
Chapter 4:
S
o, Part VII of the Big Book has new mon- the magical morae, soulshades and demons of
sters, new spells, new magic items, and more, darkness, and more.
Morae, page 69 and this chapter of Secrets of the Delver’s But, also like Part VII of Ptolus, this part of the
Soulshades, page 66 Guild is a rough analogue to that section of Ptolus. Secrets of the Delver’s Guild isn’t just about rules
Demons of darkness, page 68 We’ve seen this kind of material before, obvi- material. This is also where I include a lot of
ously. The difference, from a design point of view, DMing advice and resources, both for Ptolus
is that everything, both in Part VII and right here, Campaigns in specific as well as urban campaigns
has grown naturally out of the setting. The real in general. For example, I wrote about different
truth is, I didn’t want the Ptolus book to have kinds of treasures appropriate for a Ptolus
any new rules material. I didn’t want it to be that Campaign (items that have a tie to the geographic
kind of book. But as I said, I knew from Day One area) and about a DM’s options for dressing a
that some such material would be needed. We’d dungeon. You’ll also find a piece about how the
Dread One’s Staff: Ptolus, need rules for the Dread One’s Staff, for hunger- languages of Praemal originated, and a short
page 529 swords, and for the spells that the Inverted article on orienting yourself (and your players)
Hungerswords: Ptolus, page 98 Pyramid mages have come up with. And we'd to a vertical environment like this city.
Inverted Pyramid: Ptolus, need stats for the ratmen of the sewers, for the And, of course, this chapter also touches on
page 115 skulks that haunt the alleyways of the city, and adventure ideas for a Ptolus Campaign. These
Ratmen: Ptolus, page 625 for the Wintersouled. starting scenario ideas intentionally show off vari-
Wintersouled: Ptolus, page 632 But because I didn’t want Ptolus to be a book ous aspects of Ptolus; they involve criminals,
of new rules material; I only put in the stuff that strange stuff going on underground, and major
was really vital to the campaign. Ptolus is meant organizations that could very well have recurring
to be a core d20 setting and, for the most part, I campaign roles. These adventure suggestions pro-
think I stayed true to that goal. vide many options for jump-starting your Ptolus
This chapter contains even more of these sorts Campaign.
Delver’s Guild: Ptolus, page 108 of elements—material I didn’t deem quite vital You’ll also find a couple other surprises in this
enough to include in the book itself, but which chapter, such as the “Adventure Tours” idea for
Steam pistols, page 70 still can enhance a Ptolus Campaign. For example, the Delver’s Guild and a piece on the role of
this chapter introduces you to steam pistols and books and printing in Ptolus. Enjoy!
CHAPTER 4: TIPS, TALES, AND TREASURES 57
VERTICAL PTOLUS
When running a Ptolus Campaign, one thing
that is easy to forget is how vertical the city is.
Built on a series of inclines, the city is full of
tiers, retaining walls, ramps, stairs, and steep
climbs. In other words, just because a street
looks flat on the map, don’t assume it’s not a
steep incline, and even though two buildings
appear right next to each other, feel free to have
one be as much as eight to ten feet higher than
the other.
Obviously, major thoroughfares are accessible
by horses, carts, and carriages, but minor paths
might include gentle steps, usually made of logs
or planks, or actual stone stairs, which might be
steep themselves.
For example, look at Broken Leg Row (Ptolus
map F5) in Midtown. This street was so named
because it is steep (the higher end being to the
west, of course) and dangerous. More than one
person has tripped or slipped and fallen going
up or down it. The buildings between Broken
Leg Row and Urgent Street, which is also quite
steep, are built on a series of three irregular
ascending tiers connected by narrow stone steps.
The steps are slick and run along the tiers. The
buildings conform to the strange shapes of the
tiers. From either street, none of the steps are
visible.
The tiers themselves are overgrown with ivy.
Age has made them less level and smooth than
they once were, and some of the stones are now
loose. Those who live on Broken Leg Row know
that the quickest way up to Falls Road is to use
these somewhat hidden back steps rather than
going around to Urgent Street as it might appear
on the map.
A n’er-do-well named Yester Hall (male
human commoner4/rogue2) who lives in the area
uses the steps to make his getaways when the
City Watch or—worse—criminals he owes
money to come looking for him at his house. On winding path lies between Crispin and Nar
more than one occasion he has led pursuers on a Streets (Ptolus map G7) in the Longbottom
merry chase up and down that hill. neighborhood of Midtown. Or, two streets
In a game session, DMs should feel free to might be joined by a staircase not shown on the
insert inclines of all sorts. Vertical challenges map, such as the one between Alabaster and
make encounters more interesting. Old, worn Bladeburn Streets (Ptolus map E-7) in the South
stairs, slick with constant rain and mossy slime, Market. Assume that any street on the map is
slow down movement or require Balance checks accessible to a cart or carriage, although in some
(DC 12 to DC 15) or both. Walls require Climb places the vehicle must move slowly up or down
checks (usually DC 15). Tiers and retaining gentle steps built into the path. (The travel times Broken Leg Row and
walls create even more little nooks and crannies chart on Ptolus page 162 already takes these Urgent Street
(in a city full of nooks and crannies) for into account, as well as the general inclined
ambushes, hiding caches, and entrances to the nature of the city.)
Undercity. They allow for higher ground combat When looking at the map of Ptolus, feel free
advantages and access to building rooftops with to use the city’s uneven terrain to add in even City Watch: Ptolus, page 150
a Jump check rather than a climb check. more features to make things more interesting
Steep, barely accessible paths might lie and fun. Undercity: Ptolus, page 423
between two streets shown on the map. Such a
58 SECRETS OF THE DELVER’S GUILD
ELVISH PRUSTAN
Elvish, a complex language of an almost musical Whether Old Prustan or Common, Prustan words
nature (to human ears), uses diphthongs frequent- have a distinctive sound. Names ending in –av,
ly to create complex vowel sounds that are -ov, -aun, -lic, are usually Prustan. Prustan uses
stressed and drawn out. For example, there’s ae: the “au” and “ue” diphthongs occasionally, pro-
It is pronounced “ayee” by Shoal elves, although nounced “aw” and “yoo” respectively.
Elder Elves would have pronounced this combina-
tion like “ee” (or perhaps more accurately, RHOTHAN
“ahee”). Dark elves, who don’t usually use this Rhothan is not a language, but Rhothan names
Dwarves: Ptolus, page 48 diphthong, would pronounce it like “eye.” The are nonetheless distinctive in some ways. They
more “humanized” the elf, the less likely he is to frequently end in –ster, -har, -der, or –ther. More
stress the vowel sounds in the manner of an elf often than not, they are multisyllabic names with
more immersed in his own culture (a city elf ver- a stress on the first syllable. They sound a bit
Elves: Ptolus, page 49 sus one living in the woods among other elves). clunky to other speakers, particularly Palastanis
This creates what elves call a “gutter accent.” who unconsciously attempt to make them into
As mentioned in Ptolus: City by the Spire, two-syllable names. So spoken by a Palastani,
Prust: Ptolus, page 42 some elves living among humans transliterate
their surnames to produce names like “Mythlord”
Rhoth: Ptolus, page 43 or “Featherhair.” Other elves, like Serai Lorenci,
do not.
LITORIAN
Litorians: Ptolus, page 54 Litorian is a harsh language. “Ch” is pronounced
as a thick and throaty hard “k” sound. The vowel
“a” is almost always short with almost a vibrat-
ing roll to it.
NALLISH
Nall: Ptolus, page 41 To many ears, Nallish sounds like Dwarvish, with
hard consonant sounds and simple vowel sounds
as in Werran, Nagrus, or Kullin.
Nallish names sometimes become more compli-
cated, but not much, like Schuk or Schaun (pro-
nounced “shook,” and “shawn,” with a soft but
overlong “sh” sound).
PALASTANI
Palastan: Ptolus, page 42 Most Palastani surnames are very short, like Nal,
Araki Chipestiro: Ptolus, Friss, Fror, or Col (or Coll). There are exceptions,
page 338 such as Chipestiro, which itself might show influ-
ence from the south of the continent. The “ch” in
CHAPTER 31: CAMPAIGN ADVICE 59
“Callister” becomes almost “Callster,” and and idiosyncratic words and names. For example, On the streets of Ptolus, one
Merriwether becomes “Marwetter.” Rhothans, names ending in –ini, -isti, -elli, and –enci come hears languages from all across
however, speak slowly and carefully, pronouncing from this region typically. The “i” at the end is the Empire.
each syllable. always pronounced “ee,” while the vowel before
it is always short. Other southern names might Ren Tehoth: Ptolus, page 43
REN TEHOTH end in –onc, -anne, or –ette. The southern silent
The ancient language of Ren Tehoth, no longer “e” makes the “a” short, not long, so the last two Uraq and the South: Ptolus,
spoken, has nonetheless had its effect on lan- are pronounced “–ahn” and “et.” page 44
guages still in use. The “Rh” combination, as in
Rhoth, comes from this difficult tongue to denote URAQI Sea Kingdoms: Ptolus, page 43
the difference between a soft, breathy “r” and a Uraqi names use hyphens to insert a slight pause
harder, rolling “r.” Similarly, a double “a,” like in and to keep consonant sounds from blending.
Vladaam, is there to express a drawn out and “Al-Mari” uses the hyphen to keep the name
harsh “ah” sound, almost an “a-ah” sound. from being pronounced “Alm-ari.” This is impor-
Names with origins here often feature begin- tant to the Uraqi because the meaning of the
ning consonant sounds not normally found word changes with pronunciation. Al-Mari would
together in other languages such as “vl” (again, mean “bringer of fate,” while Alm-ari would
as in Vladaam), “vn” (as in Vnata), or “zl” as in mean “lost rodent.”
“Zlartin.”
Lastly, words using “y” to express a long “i” ANCIENT WESTRON
sound originate in Ren Tehoth. When pronounced The combination pt, pronounced “t” with an
correctly there is a slight “y” sound as well— ever-so-slight “p” sound, retains a very soft “t”
“yi,” really. So “Ymrik” is “yimrik,” and Ylestos sound. It is used so rarely that it sounds odd to
is “Yilestos,” both with a very slight “y.” most people’s ears—even those of a modern-day
Ptolusite. The ancient Westron tongue also is the
THE SOUTH root of most words and names featuring the con-
The various kingdoms south of the Empire (today struction “ais,” if pronounced “ay-eye-is,” as in
called the Sea Kingdoms) do not have their own King Anathais of Palastan.
language but tend to have their own distinctive
60 SECRETS OF THE DELVER’S GUILD
DUNGEON DRESSING:
THE EXTRA-ADDED TOUCH
The charts below add flavor to Ptolus adventures
Dungeon: Ptolus, page 415 by helping you stock rooms in the Dungeon or
elsewhere and providing contents for chests and
bags beyond what might be considered treasure
(although some of these things may be worth a
few pennies).
Roll on or choose from each table as many
times as you like to make an empty room more
interesting or to add a touch of extra flavor to an
already detailed area. These lists are meant to be FIXED DUNGEON DRESSING
flavorful rather than complete. You might want d% Result
to mark off results as you use them to avoid too 01–05 Fresco of knights kneeling
much repetition. 06–10 Sconce
11–15 Pillory
PERSONAL BELONGINGS 16–20 Uneven floor
This category includes items found in a chest, a 21–25 Chimney
wardrobe, or a bag. 26–30 Hole
Tapestries make interesting and 31–35 Fresco of knights on horses
personalized dungeon dressing. d% Result 36–40 Claw marks on floor or wall
01–03 Charcoal sticks for writing 41–45 Large crack in wall
04–06 Soap 46–50 Painted crude symbols
07–09 Razor 51–55 Wall hooks
10–12 Pot of herbs for cooking 56–60 Built–in ladder (now missing)
13–15 Handkerchief 61–65 Old bloodstain
16–18 Gloves 66–70 Iron chandelier
19–21 Key 71–75 Missing stones
22–24 Belt 76–80 Pile of dirt and debris
25–27 Walking stick 81–85 Relief of an angel flying
28–30 Comb 86–90 Painted mural of a dragon
31–33 Brush 91–95 Floor tile mosaic of a tower
34–36 Flint and steel 96–00 Patched-up masonry in wall
37–39 Candles
40–42 Whetstone FURNISHINGS
43–45 Woolen cloak with hood d% Result
46–48 Crude dice 01–05 Tripod with brazier
49–51 Silk shirt 06–10 Broken ladder
52–54 Woolen shirt 11–15 Pillory
55–57 Tattered and dirty gown 16–20 Large broken mirror (freestanding)
58–60 Smock 21–25 Small green rug
61–63 Woolen pants 26–30 Padded chair and footstool
64–66 Torn pants 31–35 Large embroidered rug, burned and
67–69 Tunic threadbare
70–72 Boots 36–40 Podium and benches
73–75 Cloth shoes 41–45 Dog blanket/bed
76–78 Leather shoes 46–50 Spinning wheel
79–81 Hat with a brim 51–55 Stool
82–84 Small cap 56–60 Coat rack
85–87 Belt pouch 61–65 Large loom
88–90 Backpack 66–70 Broken wooden screen
91–93 Backpack (torn) 71–75 Large patch of mold
94–96 Small book 76–80 Cupboard
97–99 Empty vial 81–85 Torn tapestry of a bear
00 Small mirror 86–90 Oblong table
91–95 Broken chair, propped up on
two bricks
96–00 Tall iron candle holder
CHAPTER 4: TIPS, TALES, AND TREASURES 61
MORE TREASURES 12. Silver statuettes of Emperor Delian Von The Company of the Black
Below are twenty more non-magical “art objects” Tessel and Empress Addares (750 gp) Lantern found many treasures in
that you can use as treasure in a Ptolus Campaign. 13. Set of drinking glasses engraved with their adventures, including the
As before, where needed, a date referencing the Lothian’s ankh crucifix symbol (650 gp) rather ordinary lantern that gave
time of the associated event or person is given. 14. Stone ceremonial hammer etched with the group its name.
1. Framed map of Palastan clearly dated 226 dwarven runes and the symbol of King Stardelve
IA (75 gp) (350 gp) Emperor and Empress: Ptolus,
2. Gold-rimmed spectacles (35 gp) 15. A life-sized copper hand, with each finger page 78
3. Powder horn made from a minotaur’s horn bearing the symbol of a different Demon God
with gold stopper (340 gp) (375 gp) King Stardelve: Ptolus, page 462
4. Silvered masterwork short sword with a 16. Ivory comb engraved with the name “Eol Demon Gods: Ptolus, page 68
wooden and silver scabbard bearing the insignia Eseris,” a famous Palastani sorceress, c. 489 IA
of Larron Bastoc, a well-known lycanthrope (90 gp) Liquid shadow: Ptolus, page 46
hunter, c. 590 IA (910 gp) 17. Crystalline bottle full of liquid shadow
5. Silver snuff box with the seal of House with a platinum stopper (1,200 gp) House Vladaam: Ptolus, page 96
Vladaam (150 gp) 18. Jeweled gold circlet bearing the flaming Marlite: Ptolus, page 46
6. Marlite chain shirt with a tabard bearing the symbol of Kem (890 gp) Knights of the Pale: Ptolus,
crest of Knights of the Pale (1,000 gp) 19. One of the original notebooks of the sage page 125
7. Clockwork wind-up bear that dances back Gerris Hin (300 gp)* Gaen and Mirresh, page 11
and forth (80 gp) 20. Large silver and gold ankh symbol
8. Ceremonial double drum with the symbols of engraved with the names of various members of Kem: Ptolus, page 41
both Gaen and Mirresh on its drumheads (150 gp) House Shever, each name added upon their chris- Gerris Hin: Ptolus, page 332
9. Flag carried into battle by Imperial forces tening, c. 520 IA (900 gp)* House Shever: Ptolus, page 96
against the rebels of the Lost River Uprising,
c. 220 IA (400 gp)* * A Knowledge (history) check (DC 20) is
10. Silver pendant bearing the crest of the needed to understand this item’s true value.
noble house of Gerdart, the royal line of the kings Without the check, an appraisal suggests a Rhoth: Ptolus, page 43
value of only 25 percent the listed price.
of Rhoth (1,890 gp) Circle of Green: Ptolus, page 108
11. Ceramic vase painted with depictions of the
formation of the Circle of Green (1,000 gp)*
64 SECRETS OF THE DELVER’S GUILD
takes six hours and requires 250 gp worth of ingre- The end result? Two Challaster Markans walked
dients, in addition to the vampire blood. The the city streets, and perhaps they still do today. Two print shops in the city are
alchemist must have a copy of the Blood of the And if all these rumors are true, then it is also true Blackstock Printing in the South
Vampire book at hand while working. that the two Challasters are bitter enemies…. Market (see Ptolus, page 353)
What is “pure” vampire blood? It has these and the Bookbindery in Midtown
properties: RANDOM BOOKS IN THE CITY (see Ptolus, page 221).
• It has not touched the earth or any metal. The player characters come into a bedchamber in a
• It is not mixed with any other fluid. house they’ve just broken into and find a book on
• If it has been removed from the vampire for the nightstand. Or perhaps they enter a wizard’s
more than twenty-four hours, it has been chamber whose shelves hold many books besides
preserved magically. a spellbook. Maybe a PC just wants to browse
• A few drops’ worth of pure vampire blood is through a bookshop. What titles might they find?
valued at approximately 250 gp. Use this random table to determine just that.
NEW MONSTER: TENEBRACCUS lands into eternal darkness, cold and misery. All
demons of darkness hate each other, though, so
(DEMON OF DARKNESS) they steered clear of one another even as they
Medium Outsider (chaotic, evil) served Ghul. Most demons of darkness are
Hit Dice: 8d8+24 (60 hp) believed destroyed, although some may linger in
Initiative: +5 deep, dark sections of Ghul’s Labyrinth even
Speed: 40 feet, fly 40 feet (perfect) today—including perhaps the greatest of them,
Armor Class: 20 (+5 Dex, +5 natural), touch 15, who was named Narvalix.
flat-footed 15 A demon of darkness stands about six feet tall,
Base Attack/Grapple: +8/+11 appearing to be a relatively featureless human
Attack: +8 touch (1d8 cold + stun) made of darkness. Their semi-solid forms are
Full Attack: +8 touch (1d8 cold + stun) entirely mutable, however, and so a demon could
Special Attacks: Stunning touch, spell-like shape its body into virtually any form. Demons
abilities, summon demons of darkness do not use the ability to mimic the
Special Qualities: Darkvision 120 feet, blurred appearance of other creatures (they are not adept
presence, mutable form, DR 10/good, SR 19, at impersonation), but they do use it to adopt
immune to cold, electricity and poison, whatever shape is most convenient for the task
Learn more about Narvalix, the resistance to acid 10, fire 10 at hand.
greatest of Ghul’s demon-mages, Saves: Fort +5, Ref +8, Will +9 Demons of darkness can speak with and under-
in the “Saga of the Blade” Abilities: Str 11, Dex 20, Con 16, Int 22, Wis 18, stand any creature, thanks to their telepathy.
on the Ptolus CD-Rom. Cha 21
Skills: Appraise +17, Concentration +14, Craft COMBAT
(any two) +17, Decipher Script +17, Hide +16, Demons of darkness despise combat, although
Knowledge (arcana) +17, Knowledge (history) they do not fear direct confrontation. They
+17, Listen +15, Move Silently +16, Sense manipulate others, rather than fight. They would
Motive +15, Spellcraft +17, Spot +15 rather use guile (accompanied by a suggestion)
Feats: Craft Magical Arms and Armor, Craft to trick or charm foes, or darkness to blind or
Staff, Craft Wondrous Item confuse them. If forced into actual physical com-
Environment: Any land and underground bat, they use their dreadful touch, perhaps aug-
Organization: Solitary mented with vampiric touch. However, usually
Challenge Rating: 8 they would just teleport away from such a
Treasure: Standard situation.
Alignment: Always Chaotic Evil Stunning Touch (Su): The touch of a demon of
Advancement: 9–16 HD (Medium) darkness infuses any living creature with intense
Level Adjustment: — cold—so intense that the victim must make a
Fortitude save (DC 19) to avoid being stunned for
Popular expressions in the city: In Ptolus today, a familiar exclamation is 1d3 rounds.
See Ptolus, page 367 “demons of darkness!” While most people using Blurred Presence (Su): The body of a demon of
the expression have no idea where it comes from, darkness is always indistinct and enjoys a con-
the reference is actually a very specific one, refer- stant blur effect. While this can be dispelled, it
ring to a rare breed of demon brought to the automatically renews itself on the demon’s next
Ghul: Ptolus, page 81 world by an even rarer spell cast by Ghul himself. turn as a free action.
These demons were responsible for much of the Mutable Form (Su): Composed of semi-solid
misery and darkness that gripped the world for darkness, tenebraccus are immune to critical
centuries under their dark lord’s evil sovereignty. strikes, sneak attacks, and any other attacks that
Although they call themselves tenebraccus, to all rely on precision. Further, they can slip through
others they are demons of darkness. even the slightest crack or hole to move through
During Ghul’s reign, even as he summoned the otherwise solid objects (like a wall or a door).
The Utterdark: Ptolus, page 81 shroud of the Utterdark that covered the land, the Spell-Like Abilities: At will—darkness, greater
demons of darkness served as his principal assis- teleport; 3/day—blindness/deafness, deeper
tants. They led his armies and oversaw all his var- darkness, dispel magic, ray of enfeeblement,
ious magical projects—the breeding of new crea- suggestion; 1/day—analyze dweomer, confusion,
tures, the forging of new magic weapons, and the vampiric touch. Caster level 8th.
Ghul’s Labyrinth: Ptolus, further spread of his vast underground labyrinth Summon Demons (Sp): Once per day, a demon
page 418 around the Spire, beneath his fortress Goth of darkness can attempt to summon one babau
Goth Gulgamel: Ptolus, Gulgamel. demon or one succubus with a 60 percent chance
page 486 The tenebraccus served their master well, see- of success. This ability is the equivalent of a 3rd-
ing him as the greatest means to achieve their level spell.
own goal in the world of mortals: plunging all the
CHAPTER 4: TIPS, TALES, AND TREASURES 69
Steam Weapons†
Price Type Damage Critical Range Weight
Steam pistol 1,000 gp P 4d6* ×3 100 5 lbs.
Steam rifle 2,000 gp P 4d8* ×3 200 10 lbs.
Steam cannon (Small) 4,000 gp P 4d12 ×3 300 1,150 lbs.
† The table shows the values when the steam function is used. On off rounds, these weapons
can be fired as regular “non-steam” firearms.
* For Medium weapon. Small weapons deal one die less damage.
CHAPTER 4: TIPS, TALES, AND TREASURES 71
“ADVENTURE TOURS”
Although to some degree or another Ptolus
natives have always known about the subter-
ranean regions beneath the city, it’s only in the
last few years that it’s become common knowl-
edge that exploring these uncharted regions can
gain a person incredible wealth. With this Sewage: Ptolus, page 439
knowledge came the idea of the so-called “delv-
ing” lifestyle of high adventure and excitement—
even though the reality of it is far less glamorous
than many believe. There’s often more slogging
through sewage than derring-do, but tavern tales
usually gloss over such details, particularly when
the tale-teller has had a few flagons and wants
to impress the common folk who’ve gathered to The guides also have plenty of healing potions Dungeon: Ptolus, page 415
listen. on hand for inevitable injuries (the price of
Since those first days when successful delvers which is added into the final fee). Delver’s Guild: Ptolus, page 108
spread the word of excitement and adventure, These so-called “Adventure Tours” were
various nobles and wealthy folk wanted to take extremely popular at first, but that popularity
part. Many believed themselves to be more than has decreased over time. Apparently, much of
the equal of the challenges of the Dungeon and the clientele found the experience to be some-
wished to prove themselves. Others just consid- what unsatisfying, either because “adventuring”
ered it a lark—a new fashion to pass their idle wasn’t as enjoyable as they thought it would be
time. A few actually set upon their own expedi- or because they (perhaps foolishly) wanted more
tions, but they proved extremely dangerous, of a real challenge rather than the obviously san-
unglamorous, unpleasant, and downright repug- itized and protected experience they were pro-
nant. vided.
Just a few months ago, a few enterprising Starelle and her staff have not given up on the
members of the Delver’s Guild came upon a idea, however, and even now are creating what
money-making idea. They created a way for they hope is a better, more gripping, exciting, Ghul’s Labyrinth: Ptolus,
wealthy folk dreaming of being adventurers to and thrilling experience. They plan on incorpo- page 418
experience a taste of a “dungeon delve” without rating illusions, specially made constructs, and
ever being in real danger. For a hefty price greater actual dangers (supplemented with magi-
(about 250 gp per person), nobles and the cal protections for the clients such as protection
wealthy can explore a handful of subterranean from energy and stoneskin—which obviously will
rooms and passages, experience a trap or two, raise the price).
and even encounter some foul monsters. Scenario: Starelle contacts the player charac-
To accomplish this, the guild members, led by ters and offers to pay them 100 gp plus 50 gp
an Associate Guildsman named Starelle Nevine per HD for captured and subdued creatures
(human fighter6/expert3), took a cleared out for the Delver’s Guild Adventure Tours. She
section of Ghul’s Labyrinth and sealed it off explains that she prefers creatures whose
from all underground connections other than a attacks are not immediately lethal, such as rust
passage to the surface. They put a safety net in monsters or carrion crawlers. She also doesn’t
a pit trap and captured a handful of monsters— want anything very intelligent. Hunting down
specifically a half dozen carrion crawlers, a rust specific monsters can be difficult and probably
monster, and a few giant beetles—to stock the involves gathering information from other
dungeon. A delver “guide” or two accompanies delvers. Bringing them back alive can be trouble-
the would-be adventurers into this dungeon, some as well—it certainly isn’t the normal
and then monster wranglers in secret rooms let dungeon adventure.
out a few beasts to menace them. The wranglers If the characters succeed, Starelle might invite
and guides make sure they pose no real threat, them to join her team. As wranglers or guides, Benris, a Delver’s Guild employ-
although they also attempt to keep the cus- the PCs must play out some Adventure Tours ee, hopes to gain key knowledge
tomers from slaying the creatures (because then wherein they must keep the clientele (and possi- of dungeoneering and dangerous
they would have to go out and get more). If bly the monsters) safe while providing an excit- beasts by wrangling the “tamed”
need be, they use spells and items to help con- ing experience. Characters might need to avail creatures for the tours. She
trol the beasts, although the well-fed creatures themselves of skills such as Perform to make it dreams of one day becoming
are almost tame at this point and fairly easily all convincing. a “real” adventurer.
handled.
72 SECRETS OF THE DELVER’S GUILD
TEN STARTING CAMPAIGN Delver’s Square. It was posted by the last PC,
who has a map given to him by a retired adven-
SCENARIOS turer. The map leads to a small but worthwhile
Now that the Ptolus book is in your hands, here treasure hoard under the city, in the possession
are some ways you can use it to start a brand- of a small but dangerous black dragon. There
new city-based campaign. will be other dangers on the way as well, and
the character with the map knows he needs
1. THE LONG DELAY capable help to get the treasure. He’s willing to
The player characters all arrive at the South split it equally with all involved.
Gate at the same time. There’s a mule driver try-
ing to get his animals into the city, and he’s hav- 4. TWO GROUPS
South Gate: Ptolus, page 158 ing trouble. This delay has caused a line to form The PCs are divided into two groups of charac-
of people wanting to gain entrance to Ptolus. As ters that either have known each other for a
the PCs make small long time or have met using other of the other
talk (or overhear oth- scenarios described here. Both groups,
ers making small talk), seeking bounties, inde-
they strike up a pendently track some
Ratman lair: Ptolus, page 442 friendship, learning ratmen to the same lair.
that they’ve all come The rats prove to be too
to the city for the numerous and crafty for
same reason: to either group alone, but
strike it rich as working together, they can
adventurers. The prove victorious.
bonds of friend-
ship between 5. LOST CHILD
those who all A small girl is missing and
find themselves his parents are distraught.
newcomers to Many locals are helping out
the place are by searching the neighborhood,
quickly forged and the player characters are
and strong. among them. They make up the
Supposedly haunted house: See After they group that comes upon the lass,
“The Trouble With Goblins” in cross the where she’s fallen down a well.
Ptolus, page 595 city’s threshold togeth- Working together, the PCs rescue
er, the characters learn the lay of the her and, in the celebratory dinner
land at the same time and get involved in the given in their honor at the parents’
same first mission. house that night, the characters get a chance to
Iridithil’s Home: Ptolus, talk and learn that they have similar interests
page 207 2. MISTAKEN IDENTITY and goals. At that same dinner, they hear about
Delver’s Square: Ptolus, All the PCs are in the same area of the city at a house just down the street that is supposedly
page 198 the same time—Iridithil’s Home, Delver’s Square, haunted.
Star Crossing Plaza: Ptolus, Star Crossing Plaza, etc.—when one of them is
page 350 attacked by thugs. In a case of mistaken identity, 6. IN GOD’S NAME
Aggah-Shan: Ptolus, page 335 the thugs believe the player character to be The PCs all worship the same minor deity and
someone they’ve been hired to beat up for not have seen each other around the temple at vari-
paying his gambling debts. They work for the ous times. When the high priest is found dead in
crime lord Aggah-Shan, although they don’t will- his home one night, it’s these characters whom
ingly reveal that fact. The other PCs are those the other clergy approach for help. They’re all
individuals who happen to step in and lend the known as devout followers of the faith and
victim a hand. Friendship can be forged in the capable individuals, while the remaining priests
fires of adversity, and nothing gets a story (or a are little more than acolytes. They plead with
campaign) started like an immediate action the PCs in the deity’s name to help them against
scene. Plus, together they can track these thugs the murderers: a temple of a rival god bent on
back to where they came from to find out the driving their religion from the city.
reason for the unwarranted attack.
Keepers of the Veil: Ptolus, 7. REJECTION
page 119 3. WANTED: ADVENTURERS The Keepers of the Veil are recruiting and
Siege Tower: Ptolus, page 237 The player characters (except one) answer a call announce an open invitation for all to come to
for adventures that they have seen posted in the Siege Tower to apply to join their ranks. The
CHAPTER 4: TIPS, TALES, AND TREASURES 75
PCs are the applicants who don’t make the cut. various professions, traveling, and so on), they The group that would one day
If friendship can be created in adversity, then learn that one of them has contracted red ache become the Runewardens met
this is a different sort of adversity. Disgruntled, (see Chapter 8: Glossary of the DMG). Although using a variation on Scenario #1
the PCs decide to band together and show the the diseased character isn’t yet debilitated, he (they later picked up Udalaag,
knights that they made a mistake by making soon will be if he and his old friends can’t band far right, and Canabulum, far
names for themselves as independent adventur- together to raise money for a spell to cure it. left, along the way).
ers. They plan to start their careers by exploring One of the other PCs has heard that there’s a
a tomb just inside the Necropolis; it’s said to be sizable bounty on the head of a half-orc murder-
filled with animated undead that sometimes er and thief; they could collect it if they could Half-orc murderer and thief: Feel
manage to get either over or under the wall and only track him down and bring him to justice. free to use the Rullus Hobb
into the city at night. handout from the Ptolus book
10. STRANGE NOISES to advertise the bounty.
8. TAVERN BRAWL The player characters all reside near each other
It’s fight night at the Savage Shark—but then, it’s in the Rivergate District. Some of them are even
always fight night at the Savage Shark. On this vaguely acquainted. A few nights ago, strange Savage Shark: Ptolus, page 175
particular night, those brawlers left standing at noises started disturbing some of them, as well
the end all happen to be: the player characters. as the others in the immediate neighborhood.
They share a drink and nurse their wounds When the City Watch investigated, they found a City Watch: Ptolus, page 150
together and get to know each other. After a newly formed tunnel behind an old abandoned
night of drinking and talking, they decide to put house; it was guarded by two small humanoid
their fighting prowess to a better (and more creatures made of rock. They destroyed the
profitable) end, and go explore the Dungeon creatures and sealed off the tunnel, but the nois- Dungeon: Ptolus, page 415
together. One of them happens to know the es continue. The PCs band together to take mat-
entrance to an old smuggler’s den in the ters into their own hands, eventually discover-
Guildsman District; nowadays it’s supposedly ing that an evil conjurer is summoning small
the haunt of a small band of goblins. earth elementals to help him create an under-
ground lair.
9. A FRIEND IN NEED
The PCs all were friends as children. Today,
although they’ve been apart (training in their
Secrets of the
DELVER’S GUILD
A Sourcebook by Monte Cook
Dungeons & Dragons, D&D, and Wizards of the Coast are registered
trademarks of Wizards of the Coast, Inc. Sword & Sorcery is a
trademark of White Wolf Publishing. Malhavoc is a registered
trademark of Monte J. Cook. All rights reserved.
www.ptolus.com
A Sourcebook By
PDF Version 1
March 2007 MONTE COOK
®