Aggah-Shan's journals and Ptolus Dungeon World: Difference between pages

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[[Aggah-Shan]] kept detailed notes on his magical research, hidden in the accounting ledgers of his businesses. When a special leaded ribbon bookmark is placed in one of these ledgers the pages turn "inside out", revealing this research. Though the journals are organized chronologically, the following outlines what can be learned from them in a more organized fashion. Each category contains two columns, one with in-game facts found in the journals and one with metagame commentary on those facts. (The [[Dissolution Recap|campaign recap]] may shed more light on some of these references.)
{{tocright|limit=3}}
This page details how we converted some of the basics from the 3.5-based ''Ptolus'' to the ''[[system::Dungeon World]]'' system. It is colored by having done this to support an existing campaign, switching to ''Dungeon World'' after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas ''Dungeon World'' is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. ''Ptolus'' is a bit more high energy and optimistic than the default of ''Dungeon World''. Still, ''Dungeon World'' works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.


== Path to Lichdom ==
== Characters ==


{| class="wikitable"
We opted to use the alternative character creation system spelled out in ''Class Warfare'', as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in ''Dungeon World'' were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to ''Dungeon World'''s 10-level system by cutting their 3.5 levels in half.
|-
| style="vertical-align: top;" |
* While human, Aggah-Shan was a necromantic researcher in the land of Kem.
* Originally, his research focussed on trying to understand the creation of the world.
* He started sliding into instability when he uncovered a hidden secret of the world: when creatures like demons or angels are summoned into this world, they never actually leave. Interviewing both demons and angels, he discovered that that ''can't'' leave. They are trapped here.
* He went a bit nuts when he uncovered the mechanism causing this: an uber god, Præmus, the Creator, constructed the entire world to be a prison.
* He became obsessed with finding out why Præmus did this and searched for decades, getting more senile as time went on. When magical means of extending his life to keep up the search began to fail, he became a lich in order to be immortal.
* Once a full lich, his thinking becomes a lot more clear, but it still takes him centuries to find the answer to his question.
* The entire world was created as a trap for a set of chaotic beings known as the Galchutt. One lured to the world, the Galchutt found they could not leave. This really pissed them off, and they railed against their cage for quite a while.
* Præmus seems not to have cared that He sealed countless races of innocents in the prison with the Galchutt. This really pissed off Aggah-Shan, and colors everything he's done since.
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;;" | '''Kem''' is a desert land, with a feel similar to ancient Egypt or Persia.
Neither you, nor anyone you know, has ever even heard of '''Præmus'''.


Most have not heard of the '''Galchutt''', but you have. Raising them from sleep was the point of that ritual you stopped: the '''Night of Dissolution'''.
Some characters required custom moves or even custom specialties (in ''Class Warfare'' terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.
|}


== Ultimate Goal ==
Ptolus contains many races beyond those in ''Dungeon World''. We just built custom race moves that sounded good, tailored to the characters.


{| class="wikitable"
== Special Moves ==
|-
| style="vertical-align: top;" |
* The magic that keeps the world a prison is manifested as something called the Seven Chains. These chains are guarded by powerful angels on the Vallis moon.
* The point of the Night of Dissolution is thought to be that, once the Galchutt reawaken, they will break the Seven Chains and unlock the prison.
* Aggah-Shan has come to believe that this idea is nonsense. If the Galchutt could have broken the Seven Chains, they would have done it when they first arrived. Consequently, he views those obsessed with he Night of Dissolution as pawns and idiots.
* He was really stunned when the Valis moon reappeared, as he considered Wuntad to be a moron.
* Aggah-Shan really wants to kill Præmus.
* Aggah-Shan has come to believe (though, to an objective reader, his reasoning is a bit thin) that in order for the prison to be as strong as it is, it must be a part of Præmus. As such, if the world could be dominated by necromantic energy, the world (and, therefore, part of Præmus) would die.
* Only two beings have come close to dominating the world with necromantic energy: Eslathagos Malkith (the Dread One) and Ghul. While Aggah-Shan respects their power, however, he considers both of them fools, because they spent their efforts on military conquest. Still, while not rolemodels for how to use power, they certainly provide a good road map for ''acquiring'' it.
* The key to the Dread One's power was the ''book of inverted darkness'', which Aggah-Shan has been trying to find.
* The key to Ghul's power was the ''entropy sphere'', which Aggah-Shan has also been trying to find.
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;;" | The '''Vallis moon''' is the magical moon that briefly reappeared during the ritual you stopped.
'''Wuntad''' is the demon-like boss guy running the ritual you stopped.


You will recall that '''Eslathagos Malkith''', before he became evil, created the '''Banewarrens'''.
The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.


'''Ghul''' is a kind of "mini-me" version of the Dread One, who claimed to be his son (though he wasn't). He was still a badass, though. Among other things, Ghul twisted elder and shoal elves into harrow elves.
=== Outstanding Warrants ===
|}


== The Book of Inverted Darkness ==
The trigger for this special move changes to "when you return to a neighborhood or establishment in which you have caused trouble before".


{| class="wikitable"
=== Talk to the Press ===
|-
| style="vertical-align: top;" |
* The [[book of inverted darkness]] is responsible for corrupting the man who became Eslathagos Malkith (the Dread One).
* Aggah-Shan wants this book very badly, as he believes it was the key to the Dread One's power.
* Aggah-Shan sent a team into the Banewarrens to find the book. They failed.
* Since it was not in the Banewarrens, Aggah-Shan is fairly certain the book must therefore be in Jabel Shammar (see below).
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;;" |Almost everyone knows that the '''Book of Inverted Darkness''' corrupted the Dread One, but no one you've ever met has much to say about what it actually does.
|}


== The Entropy Sphere ==
When '''you conduct an interview with the press''', say what you are trying to accomplish with the interview and roll+CHA. '''On a 12+''', the resulting article conveys what you intended to convey. '''On a 10+''', the article mostly matches what you wanted, but choose one. '''On a 7-9''', the article is close to what you wanted, but you choose one and the GM chooses one.
* The story slants heavily toward the paper's bias.
* You are significantly misquoted.
* The author embellishes details far beyond reality.
* You are also made to appear to be supporting or opposing something not actually covered in the interview.


{| class="wikitable"
=== Cast From a Wand ===
|-
| style="vertical-align: top;" |
* Though Ghul harnessed the power of the ''entropy sphere'', it is unlikely he created it.
* Aggah-Shan wants the sphere badly. Not only is it powerful in its own right, Aggah-Shan is convinced it can be used to enter Jabel Shammar (see below).
* The sphere can be reached through Goth Gulgamel (see below).
* Access to the sphere is controlled by a powerful guardian. Aggah-Shan was researching how to bypass it, but hadn't yet figured it out.
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;;" |The '''Entropy Sphere''' is said to be the creation of the Dread One.
|}


== Jabel Shammar ==
When '''you release a spell from a wand''', roll+DEX. Take -2 if you lack spell casting ability. Take +1 if the spell is from your schools, spheres or repertoire, or you are otherwise familiar with casting it. Take -1 if the level of the spell equals your level. Take -2 if the level of the spell exceeds your level. '''On a 10+''', the spell is cast. '''On a 7-9''', the spell is cast, but choose one:
* The wand cannot be used again for a day.
* The spell generates feedback. You take 1d6 damage.
* You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
'''On a miss''', the wand likely loses its magic, becoming a glorified stick.


{| class="wikitable"
=== Copy a Spell ===
|-
| style="vertical-align: top;" |
* Jabel Shammar was the fortress of Eslathagos Malkith (the Dread One).
* Aggah-Shan believes that using the ''banewarrens key'' and the ''entropy sphere'', he can get inside.
* Aggah-Shan is convinced the ''book of inverted darkness'' rests within.
* Aggah-Shan uncovered rumors of a magic item (or items) called an ''orrery'' which predicted the orbits of some type of invisible objects orbiting Jabel Shammar. He found one of these items at one point, but couldn't find these objects. He lost the ''orrery'' not long after.
* Later rumors suggest that these objects are gates of some kind, but not into Jabel Shammar itself. Suppposedly, they only become visible to those wearing a set of magic items called an ''illitor''.
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;;" |Everyone knows that '''Jabel Shammar''' rests at the very top of the spire that overlooks Ptolus. It is a thoroughly evil place, said to be impenetrable. Even flying too close to it is considered a bad idea.
|}


== Goth Gulgamel ==
When '''you copy a spell in a school you know from one spellbook into your own''', roll+INT. '''On a 10+''', the spell is copied perfectly. '''On a 7-9''', the spell is copied, but the GM chooses one:
* You stumble over a booby-trap in the original. You gain a random debility.
* You introduce a flaw into your copy, which you will not notice until you first cast the spell (at which point, you can correct the book). Take -3 forward to casting this spell.
* You run out of room in your spellbook, and must carry an additional book to hold this spell.
* The spell vanishes from the original spellbook.
* The act of copying the spell causes it to go off, affecting a random target.
'''On a miss''', the original spellbook suffers some kind of calamity, ruining its contents.


{| class="wikitable"
=== Activate Chaositech ===
|-
| style="vertical-align: top;" |
* Goth Gulgamel was the fortress of Ghul (the Skull King).
* Aggah-Shan believes that the ''entropy sphere'' can be reached from here.
* Aggah-Shan has been inside Goth Gulgamel, which is not as impenetrable as rumors suggest.
* Goth Gulgamel is much larger inside that it looks from the outside. Aggah-Shan believes that once you pass through any of the main doors, you are actually inside an extra-dimensional space called the Utterdark.
* Other extra-dimensional spaces, such as ''bags of holding'', cannot be accessed within Goth Gulgamel.
* It is not possible to teleport into or out of the Utterdark, though you may teleport within it. From the outside, only some key outdoor landings are reachable though teleportation or flight.
* When Ghul was defeated, an elven wizard named Khelaeson helped clean out Goth Gulgamel, severing many of its connections to the Utterdark. This cast whole sections of the fortress adrift in the Utterdark, lost forever. Certain corridors inside lead directly into the cold pitch blackness of the Utterdark.
* Khelaeson claims that he lacked the ability to sever all the connections to the Utterdark. Aggah-Shan has proof that this was a lie. He had the ability to do so but, had he used it, the ''entropy sphere'' would have been lost and Khelaeson wanted it for himself.
* Most mentions of Goth Gulgamel are found in the most recent journal. It is clear that Aggah-Shan was spending a good deal of time there.
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;;" |Everyone knows that '''Goth Gulgamel''' rests half-way up the spire that overlooks Ptolus. It is a thoroughly evil place, said to be impenetrable.
When you were in the Banewarrens, you were inside the spire, and managed to get almost half way up.


The name '''Khelaeson''' is revered even now in Ptolus as being instrumental to the defeat of Ghul.
When '''you activate a chaositech device''', roll+nothing. '''On a 10+''', the device works and you take +2 forward using the device. '''On a 7-9''', the device works, but choose one. '''On a 3-6''', the device doesn't work, and the GM chooses one. '''On a 2-''', the device may seriously malfunction, you might gain a mutation, become vulnerable to the influence of chaos, or some other malady, the GM will tell you which.
|}
* Afterwords, the device is drained of power.
* Roll 1d6. On a 1-2, the device overloads, melts down, or explodes, dealing 1d10 damage to you.
* Roll 1d6. On a 1-3, you gain a random debility.


== The Dark Reliquary ==
== Faction Moves ==


{| class="wikitable"
While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be ''Dungeon World'', which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from ''Monsterhearts'') strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to ''Dungeon World'''s strengths? We went with adding "faction moves" to the game.
|-
| style="vertical-align: top;" |
* Aggah-Shan spent a good deal of time researching the Dark Reliquary and its inhabitants.
* His research suggests that the Dark Reliquary is built over the site of an ancient temple where some of the Galchutt actually rest.
* While powerful demons reside in the building, security of the catacombs underneath it are comparatively lax.
* The angel Raguel leads the demons and devils. After the Galchutt were trapped, Præmus made him ruler of Hell. Eventually he balked at this and, two hundred years ago, ''voluntarily'' entered this prison world to escape his duties, bringing many demons and devils with him.
* Raguel is thought to possess ''Parnaith’s mirrored sphere''. Aggah-Shan doesn't know much about what this item does, but is certain it is connected to the ''entropy sphere'' in some way.
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;" |All Ptolus residents know to stay away from the '''Dark Reliquary''' in the Necropolis, as it is home to demons and devils.
|}


== The Banewarrens ==
If you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a '''faction move''' reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighbourhood, organisation, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues (see Delver's Guildsman, below). Joining some factions (e.g. the Inverted Pyramid) may be so involved that doing so opens up a new specialisation rather than supplying faction moves.


{| class="wikitable"
=== Delver's Guildsman ===
|-
| style="vertical-align: top;" |
* Aggah-Shan discovered historical references to a ''banewarrens key'', which was capable of passing the seals of the Banewarrens.
* Many decades later, he learned that the key was actually the severed hand of the Dread One.
* Recently, he discovered House Vladaam held the severed hand of the Dread One, though they apparently didn't know exactly what it was.
* Aggah-Shan sent a team to recover this key.
* The team was then sent into the Banewarrens with a primary objective of locating the ''book of inverted darkness''. This failed.
* The team's secondary objectives were to recover three other items: the ''malady lock'', the ''osseous redoubt'' and the ''remnant crown''. They found all three.
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;" |Most people (including [[Cassiadora]] thought that the return of the Vallis moon is what caused the seals on the Banewarrens to fail. The journal makes it clear that Aggah-Shan entered even before that happened.


The team Aggah-Shan was the team you dispatched in the White House, led by that deathknight.
When '''you research an expedition under the city in the Delver's Guild maproom''', roll+INT. '''On a 10+''', hold 3. '''On a 7-9''', hold 2, but other guildsmen get wind of your expedition. '''On a miss''', hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:
* Take +1 to spout lore, discern realities or undertake a perilous journey.
* Recognize a landmark when lost.
* Find a guild waystation.


Aggah-Shan was wearing the ''remnant crown'' when you defeated him. The other items were nowhere to be found. Nor was the ''banewarrens key''.
== Ptolus ==
|}


== The Remnant Crown ==
While it would be possible to create Ptolus as a steading, the city is so large that it would have nearly every tag. In addition, since nearly all play in a Ptolus game happens within the city, steading moves don't work as well if you are always inside one (moves often trigger upon ''entering'' a steading). Instead, treat each district of the city as it is own steading. When you do this, tags for defenses have to change meaning a little. While the city can easily call on 3,500+ soldiers for defense (not to mention the Commissar's guns), it is more likely to matter in a game what level of law enforcement can be expected. In the steadings that follow, consider the defense tag to measure the presence and effectiveness of the city watch against crime and unrest.


{| class="wikitable"
Similarly, the prosperity tag changes to reflect the standard of living and economic class of the residents, rather than the commerce-centric definitions given in the book. For example, the noble district is given the ''rich'' tag, even though almost no commerce or labor happens in that district. The ''Ptolus'' book should tell you everything you want to know about commerce within a given district.
|-
| style="vertical-align: top;" |
* The ''[[remnant crown]]'' was placed in the Banewarrens, held inside the ''osseous redoubt''.
* The crown is a potent magical item, capable of "branding" undead to gain control of them.
* The crown also enhances necromancy.
* Aggah-Shan was most interested in this item because it would allow him to control many more undead at once.
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;" |You recovered this crown from Aggah-Shan's body.
|}


== The Malady Lock ==
Lastly, you can pretty much assume the ''history'' and ''personage'' tags for all of these districts. They will not be listed.


{| class="wikitable"
=== The Docks ===
|-
| style="vertical-align: top;" |
* This ''[[malady lock]]'' was placed in the Banewarrens, connected to a normal box.
* The lock has the ability to contain a necromantic disease called the [[Malady]].
* When infected with the Malady, a victim becomes nearly mindless, with a constant need to feed on the flesh of the living. Bites from such victims pass the disease to others.
* If the disease is locked up in a box by the ''malady lock'', anyone who opens the box will release the disease in a necromantic burst and is almost certain to die.
* Aggah-Shan fooled an ambitious member of his team into opening the box, getting rid of a potential threat and unleashing the disease onto the world at the same time.
* Aggah-Shan went out of his way to infect members of the Balacazar crime syndicate (which he can't stand) with the Malady.
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;" |You quickly recognize the '''Malady''' as the zombie infection that is raging through Ptolus.
The description of the lock is very thorough, with detailed drawings. This would be enough to target the lock with a ''[http://www.d20pfsrd.com/magic/all-spells/l/locate-object locate object]'' spell, if you were close enough.
|}


== The Osseous Redoubt ==
''poor, steady, guard, exotic (slaves)''


{| class="wikitable"
==== Dockmaster's Tower ====
|-
| style="vertical-align: top;" |
* The ''[[osseous redoubt]]'' was placed in the Banewarrens without a true understanding of its capabilities.
* The true purpose of this box is to hide and enhance a lich's phylactery, making Aggah-Shan's interest in it obvious.
* If his phylactery is within the box when the lich dies, he regenerates in a matter of hours instead of days. Further his new body is enhanced in various ways.
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;" |Reading this, you realize it is likely that Aggah-Shan may have already regenerated and may be more powerful. (On the other hand, loosing the ''remnant crown'' and some of his other magical items will weaken him.)
|}


== Phylactery ==
When '''you pay a suitable bribe to the dockmaster''', roll+CHA. '''On a 10+''', the dockmaster cooperates fully, then forgets all about it. '''On a 7-9''', the dockmaster cooperates fully, but later sells information about your activity to interested parties.


{| class="wikitable"
=== Guildsman District ===
|-
| style="vertical-align: top;" |
* Aggah-Shan's phylactery is a platinum amulet, depicting a planet in three dimensions, being crushed by a seven-fingered hand.
* Though extremely well crafted, the phylactery is not, in itself, magical.
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;" |You didn't find this object anywhere in Aggah-Shan's sanctum under the White House.
|}


== Arcane Bond ==
''poor, shrinking, watch, guild (all varieties), craft (metalwork), resource (most raw materials), trade (North Market, South Market), religion (Iron God)''


{| class="wikitable"
guilds?
|-
foundry?
| style="vertical-align: top;" |
midden heaps?
* Aggah-Shan has gone through a number of arcane bonds during his life and unlife. Some were made to replace those stolen, lost or destroyed, but some were intentional upgrades of earlier versions.
* Most recent versions have been amulets with a skull motif, enchanted to protect against spells and other effects.
* The journals make it pretty clear that Aggah-Shan stores a backup amulet with his phylactery, allowing a quick ritual to rebind to it once regenerated.
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;" |Binding to an item like this is a choice all wizards can make. It provides benefits, but has drawbacks if lost.
You found the most recent arcane bond on Aggah-Shan's body (giving a +3 profane bonus to saving throws).
|}


== Chaositech ==
=== Midtown ===


{| class="wikitable"
''middle, steady, guard, safe, exotic (magic items), resource (fish)''
|-
 
| style="vertical-align: top;" |
delver's square
* The journals might be one of the largest libraries of information about chaositech in the world.
 
* Aggah-Shan clearly developed an large number of chaositech items.
=== Necropolis ===
* The full blueprints of the "Mrathrach Machine" fill a book. Its intent was to capture the randomness of the game Mrathrach in Aggah-Shan's casino, amplify and store the energy for later use.
 
* Aggah-Shan's most recent chaositech design was a set of strange, semi-organic chains, designed to feel around in the Utterdark and attach to what they find.
''dirt, exodus, militia, lawless, power (death, infernal)''
| style="vertical-align: top; color: #005; width: 38.2%; font-family: serif;" |You recognized designs of some the funky magical technology that has been grafted onto to the bodies of some of the people and creatures you have fought.
 
You recognize the multi-leveled as the one you destroyed.
=== Noble's Quarter ===
|}
 
''rich, steady, garrison, safe, divine (Lothian), exotic (luxury goods), power (political), power (divine)''
 
castle shard
holy palace
 
=== North Market ===
 
''moderate, steady, guard, trade (outside farms), resource (food), market''
 
market?
 
=== Oldtown ===
 
''weathly, steady, garrison, power (Imperial, arcane, celestial), safe, guild (martial), arcane''
 
shade tower
 
=== Rivergate District ===
 
''moderate, growing, guard, safe, exotic (drugs)''
 
dragonscales?
 
=== South Market ===
 
''moderate, growing, guard, safe, market, resource (commodities, craftwork), exotic (bloodsports, books, spices, perfume)''
 
gambling
 
=== Tent CIty ===
 
''low, growing, none, lawless''
 
=== Temple District ===
 
''moderate, growing, guard, religion (most)''
 
=== Warrens ===
 
=== The Spire ===
 
Given that nearly all play in a Ptolus game happens within the
''rich, growing, legion, safe, religion (Church of Lothian, others), exotic (technology, magic items, slaves, drugs), oath (Empire of Tarsis), trade (every steading nearby, most major cities), market, history, arcane, divine, guild (all varieties), craft (metalwork), power (political, divine)''
 
Like all settlements in ''Dungeon World'', Ptolus is a steading, an extremely large and prosperous one. Most locations in the city make available at least one custom move. Some examples:
 
''when you worship at the...''
 
''when you enter the Necropolis at night...''
 
''when you use the observatory...''
 
and so on.
 
== Specialties ==
 
The following are some additional specialties for use with the ''Class Warfare'' character creation concept. Most of these exist to better match some d20 or ''Pathfinder'' concepts.
 
=== Alchemist ===
 
[[Alchemist Specialty|Alchemists]] mix strange reagents to alter their forms and blow stuff up. This specialty is a loose approximation of the parts of ''Pathfinder's'' alchemist class that ever saw play at our table.
 
=== Chaositechnician ===
 
=== Dragon Heir ===
 
The blood of a dragon courses through the veins of a [[Dragon Heir Specialty|dragon heir]], gifting the character with innate magical ability and some of the traits of their sire. We added this to handle ''Pathfinder's'' draconic sorcerer bloodline, but breaking it into a specialty makes more open ended than just for sorcerers.
 
=== Hierophant ===
 
A [[Hierophant Specialty|hierophant]] forms the basis of characters who can cast both arcane and divine magic. These are a type of Vancian caster that can use spheres of influence as well as schools of magic, though limited to casting spells below their own level.
 
=== Inverted Pyramid ===
 
=== Knight of the Pale ===
 
=== Spontaneous Caster ===
 
A [[Spontaneous Caster Specialty|spontaneous caster]] connects to magic on an intimate, personal level, naturally manifesting spell-casting ability. This specialty exists to match d20-style sorcerers and other spontaneous casters, casting a more limited selection of spells, more often.
 
== Monsters ==
 
=== Ratmen ===
''horde, small, stealthy, cautious, intelligent, organized''<br/>
Sword (close, d6 damage), 3 HP, 1 Armor
 
The government offers a bounty on these degenerate, conniving, repulsive rats that walk upright and use tools. They eat almost anything organic but, though ferocious when cornered, are cowardly otherwise and avoid fights in which they lack a clear upper hand. Ratmen revere disease but fear light and dislike fire. Instinct: to scavenge
* Bum rush
* Disappear into the garbage
* Spread disease and filth
 
=== Albino Ratmen ===
''solitary, stealthy, cautious, intelligent, organized''<br/>
Pistol (near, d10 damage), 12 HP, 2 armor
 
Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to revel in the misery of others
* Stir the nest to fight
* Infect with a bite
* Use other ratmen as shields
 
=== Ratbrute ===
''solitary, large, intelligent, organized''<br/>
Greatsword (close, reach, d10+1 damage), 14 HP, 3 armor
 
Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to ruin
* Rip something apart
* Infect with a bite
* Defend the nest
 
=== Rhodintor ===
''group, intelligent, magical''<br/>
Battleaxe (close, d8 damage), 12 HP, 3 armor
 
As creations of the Galchutt, rhodintor are not true demons, though they are every bit as devious and brutal. Instinct: to further the goals of chaos
* Electrocute
* Dispel magic
* Operate chaositech

Revision as of 22:47, 18 December 2014

This page details how we converted some of the basics from the 3.5-based Ptolus to the Dungeon World system. It is colored by having done this to support an existing campaign, switching to Dungeon World after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas Dungeon World is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. Ptolus is a bit more high energy and optimistic than the default of Dungeon World. Still, Dungeon World works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.

Characters

We opted to use the alternative character creation system spelled out in Class Warfare, as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in Dungeon World were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to Dungeon World's 10-level system by cutting their 3.5 levels in half.

Some characters required custom moves or even custom specialties (in Class Warfare terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.

Ptolus contains many races beyond those in Dungeon World. We just built custom race moves that sounded good, tailored to the characters.

Special Moves

The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.

Outstanding Warrants

The trigger for this special move changes to "when you return to a neighborhood or establishment in which you have caused trouble before".

Talk to the Press

When you conduct an interview with the press, say what you are trying to accomplish with the interview and roll+CHA. On a 12+, the resulting article conveys what you intended to convey. On a 10+, the article mostly matches what you wanted, but choose one. On a 7-9, the article is close to what you wanted, but you choose one and the GM chooses one.

  • The story slants heavily toward the paper's bias.
  • You are significantly misquoted.
  • The author embellishes details far beyond reality.
  • You are also made to appear to be supporting or opposing something not actually covered in the interview.

Cast From a Wand

When you release a spell from a wand, roll+DEX. Take -2 if you lack spell casting ability. Take +1 if the spell is from your schools, spheres or repertoire, or you are otherwise familiar with casting it. Take -1 if the level of the spell equals your level. Take -2 if the level of the spell exceeds your level. On a 10+, the spell is cast. On a 7-9, the spell is cast, but choose one:

  • The wand cannot be used again for a day.
  • The spell generates feedback. You take 1d6 damage.
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

On a miss, the wand likely loses its magic, becoming a glorified stick.

Copy a Spell

When you copy a spell in a school you know from one spellbook into your own, roll+INT. On a 10+, the spell is copied perfectly. On a 7-9, the spell is copied, but the GM chooses one:

  • You stumble over a booby-trap in the original. You gain a random debility.
  • You introduce a flaw into your copy, which you will not notice until you first cast the spell (at which point, you can correct the book). Take -3 forward to casting this spell.
  • You run out of room in your spellbook, and must carry an additional book to hold this spell.
  • The spell vanishes from the original spellbook.
  • The act of copying the spell causes it to go off, affecting a random target.

On a miss, the original spellbook suffers some kind of calamity, ruining its contents.

Activate Chaositech

When you activate a chaositech device, roll+nothing. On a 10+, the device works and you take +2 forward using the device. On a 7-9, the device works, but choose one. On a 3-6, the device doesn't work, and the GM chooses one. On a 2-, the device may seriously malfunction, you might gain a mutation, become vulnerable to the influence of chaos, or some other malady, the GM will tell you which.

  • Afterwords, the device is drained of power.
  • Roll 1d6. On a 1-2, the device overloads, melts down, or explodes, dealing 1d10 damage to you.
  • Roll 1d6. On a 1-3, you gain a random debility.

Faction Moves

While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be Dungeon World, which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from Monsterhearts) strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to Dungeon World's strengths? We went with adding "faction moves" to the game.

If you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a faction move reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighbourhood, organisation, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues (see Delver's Guildsman, below). Joining some factions (e.g. the Inverted Pyramid) may be so involved that doing so opens up a new specialisation rather than supplying faction moves.

Delver's Guildsman

When you research an expedition under the city in the Delver's Guild maproom, roll+INT. On a 10+, hold 3. On a 7-9, hold 2, but other guildsmen get wind of your expedition. On a miss, hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:

  • Take +1 to spout lore, discern realities or undertake a perilous journey.
  • Recognize a landmark when lost.
  • Find a guild waystation.

Ptolus

While it would be possible to create Ptolus as a steading, the city is so large that it would have nearly every tag. In addition, since nearly all play in a Ptolus game happens within the city, steading moves don't work as well if you are always inside one (moves often trigger upon entering a steading). Instead, treat each district of the city as it is own steading. When you do this, tags for defenses have to change meaning a little. While the city can easily call on 3,500+ soldiers for defense (not to mention the Commissar's guns), it is more likely to matter in a game what level of law enforcement can be expected. In the steadings that follow, consider the defense tag to measure the presence and effectiveness of the city watch against crime and unrest.

Similarly, the prosperity tag changes to reflect the standard of living and economic class of the residents, rather than the commerce-centric definitions given in the book. For example, the noble district is given the rich tag, even though almost no commerce or labor happens in that district. The Ptolus book should tell you everything you want to know about commerce within a given district.

Lastly, you can pretty much assume the history and personage tags for all of these districts. They will not be listed.

The Docks

poor, steady, guard, exotic (slaves)

Dockmaster's Tower

When you pay a suitable bribe to the dockmaster, roll+CHA. On a 10+, the dockmaster cooperates fully, then forgets all about it. On a 7-9, the dockmaster cooperates fully, but later sells information about your activity to interested parties.

Guildsman District

poor, shrinking, watch, guild (all varieties), craft (metalwork), resource (most raw materials), trade (North Market, South Market), religion (Iron God)

guilds? foundry? midden heaps?

Midtown

middle, steady, guard, safe, exotic (magic items), resource (fish)

delver's square

Necropolis

dirt, exodus, militia, lawless, power (death, infernal)

Noble's Quarter

rich, steady, garrison, safe, divine (Lothian), exotic (luxury goods), power (political), power (divine)

castle shard holy palace

North Market

moderate, steady, guard, trade (outside farms), resource (food), market

market?

Oldtown

weathly, steady, garrison, power (Imperial, arcane, celestial), safe, guild (martial), arcane

shade tower

Rivergate District

moderate, growing, guard, safe, exotic (drugs)

dragonscales?

South Market

moderate, growing, guard, safe, market, resource (commodities, craftwork), exotic (bloodsports, books, spices, perfume)

gambling

Tent CIty

low, growing, none, lawless

Temple District

moderate, growing, guard, religion (most)

Warrens

The Spire

Given that nearly all play in a Ptolus game happens within the rich, growing, legion, safe, religion (Church of Lothian, others), exotic (technology, magic items, slaves, drugs), oath (Empire of Tarsis), trade (every steading nearby, most major cities), market, history, arcane, divine, guild (all varieties), craft (metalwork), power (political, divine)

Like all settlements in Dungeon World, Ptolus is a steading, an extremely large and prosperous one. Most locations in the city make available at least one custom move. Some examples:

when you worship at the...

when you enter the Necropolis at night...

when you use the observatory...

and so on.

Specialties

The following are some additional specialties for use with the Class Warfare character creation concept. Most of these exist to better match some d20 or Pathfinder concepts.

Alchemist

Alchemists mix strange reagents to alter their forms and blow stuff up. This specialty is a loose approximation of the parts of Pathfinder's alchemist class that ever saw play at our table.

Chaositechnician

Dragon Heir

The blood of a dragon courses through the veins of a dragon heir, gifting the character with innate magical ability and some of the traits of their sire. We added this to handle Pathfinder's draconic sorcerer bloodline, but breaking it into a specialty makes more open ended than just for sorcerers.

Hierophant

A hierophant forms the basis of characters who can cast both arcane and divine magic. These are a type of Vancian caster that can use spheres of influence as well as schools of magic, though limited to casting spells below their own level.

Inverted Pyramid

Knight of the Pale

Spontaneous Caster

A spontaneous caster connects to magic on an intimate, personal level, naturally manifesting spell-casting ability. This specialty exists to match d20-style sorcerers and other spontaneous casters, casting a more limited selection of spells, more often.

Monsters

Ratmen

horde, small, stealthy, cautious, intelligent, organized
Sword (close, d6 damage), 3 HP, 1 Armor

The government offers a bounty on these degenerate, conniving, repulsive rats that walk upright and use tools. They eat almost anything organic but, though ferocious when cornered, are cowardly otherwise and avoid fights in which they lack a clear upper hand. Ratmen revere disease but fear light and dislike fire. Instinct: to scavenge

  • Bum rush
  • Disappear into the garbage
  • Spread disease and filth

Albino Ratmen

solitary, stealthy, cautious, intelligent, organized
Pistol (near, d10 damage), 12 HP, 2 armor

Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to revel in the misery of others

  • Stir the nest to fight
  • Infect with a bite
  • Use other ratmen as shields

Ratbrute

solitary, large, intelligent, organized
Greatsword (close, reach, d10+1 damage), 14 HP, 3 armor

Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to ruin

  • Rip something apart
  • Infect with a bite
  • Defend the nest

Rhodintor

group, intelligent, magical
Battleaxe (close, d8 damage), 12 HP, 3 armor

As creations of the Galchutt, rhodintor are not true demons, though they are every bit as devious and brutal. Instinct: to further the goals of chaos

  • Electrocute
  • Dispel magic
  • Operate chaositech