Friday, March 14, 2025

Magic Item - Mercilinda's Beautiful Boots

"Whoa, quit stomping in cow manure! You'll ruin your nice new boots!" Embuk looked perturbed as Mercilinda stomped in her third cow turd.

Mercilinda grinned and kicked a particularly juicy clod of shit in Embuk's direction. "Not to worry, these beautiful boots are magically protected from getting dirty."


These boots are made from the finest white leather, polished to a bright shine. With a permanent Prestidigitation cantrip of cleaning, these boots can be used in the filthiest of conditions and never get dirty.

Item Availability: Common. User: 1st level or higher. Cost: 50 to 100 gold pieces.



Friday, February 28, 2025

Practical Magic - Dungeon 113

Practical Magic is an adventure full of personality. Many personalities in fact. 

A necromancer whose work is focused on making skilled undead even better at their jobs, he sees corpses that aren't being put to productive purposes as wasted material. He gets wind of another spellcaster with a sense for putting magic and inventions to practical uses and sees an opportunity for the two of them to work together, bettering both their efforts.

He sends an invitation to meet, but the message doesn't arrive because her boyfriend is breaking up with her. So the necromancer has his very smart undead servant kidnap the wizard.

The boyfriend is a dominated servant of a mermaid vampire. So is his cousin. 

The mermaid vampire has the boyfriend lure the downtrodden, poor, or depressed to her lair under the guise that she is a fortune teller that can help relieve them of their burdens. She then convinces the victims to go out of the world in an exotic way . . . as her food.

The boyfriend's cousin has turned evil and now wants to become a vampire.  

The ghast that kidnapped the wizard is addicted to fine clothes and fancy furnishings. He owns a Hat of Disguise that lets him pose as himself before being turned into a ghast, and allowed him to pull off the kidnapping.

The kidnapped wizard has heard out the necromancer's idea and come around to giving it serious consideration. She however has her own plan for how things should work.

Much of the adventure takes place in the two hidden lairs and will require time spent in the water. 

Now we just need to figure out where everything is and who else might be involved.

According to the module the mermaid vampire's lair is about 300' off the coast in about 20' of water, with a bunch of sharks around it. This could be almost anywhere as long as it stays not too far from Ptolus. Victims need to be able to reach the lair and her agents need to be able to return to the city fairly quickly, but it all needs to remain unnoticed. At first I thought to put it south of Beacon Island, but reading further into the adventure made it more likely that the necromancer's lair is under the south end of the island. Two major lairs that close together doesn't work for me.

Then I looked north of the docks. It might work, but it starts to come close to the territory of the Covenant of Blood and their Sahuagin allies. it could certainly work. She might be one of the 6 vampires in the Covenant. She's good with sharks and so are the Sahuagin. The drawback is that PCs that defeat or drive her away make enemies of the Covenant, the Sahuagin, the Balacazars, and all of their other allies. That's a lot of weight bearing down on the player characters. Maybe the mermaid vampire is viewed as unwanted competition by the Covenant and they'd like to see her gone, one way or another. 

"One thing about living in Ptolus I never could stomach is all the damned vampires."

Studying necromancy is not technically illegal in Ptolus, but creating undead or bringing undead into the city is outlawed. This is reason for the necromancer to have a hidden lair off shore. The lair is fairly large so he needs a big place to put it and under the south end of Beacon Island seems perfect. The island already has a reputation of being haunted. The necromancer is a known entity, and has in the past aided in fighting off pirates, so while dealing with unsavory things, nobody has gone out of their way to try and put an end to his practice.

Interesting is a great way to describe this adventure. It is possible for characters to make enemies of just about everyone in the module if enemies aren't killed. They could also end up with some bizarre semi-allies depending on their own sense of morals.



Friday, January 31, 2025

The Queen With The Burning Eyes - Dungeon Magazine 113

Evil cultists lead by a monied individual, check. Weird creatures within a section of Ghul's Labyrinth, check. A key to Dwarvenhearth, check. Evil delvers lead by a necromancer that want the key, check. This scenario plays well in Ptolus. The cultists might work as worshippers of Father Claw.

The real challenge here falls on people without the Eberron setting information about the monsters. You'll have to build some of them yourself, but that's fine because you'll have a solid understanding of how they work in combat when you finish construction.

The basics of the plot involve a bit of construction work/excavation work that is a cover for the monied cultists to operate in the labyrinth dungeon below. Some people are getting kidnapped, others mugged, burglaries of nearby homes and shops happen, etc, since the underground was opened to the surface.

Locating the dungeon is simple and it fits well in the Guildsman district. 

I used part of this with some of the characters in my first Ptolus campaign, but it never was fully completed. When the characters got a look at the Naga the cultists were sacrificing people to, they bolted from the dungeon. 



Friday, January 17, 2025

Pour a Potent Potion into one of These.

 Time for more shameless self promotion. The blog's Zazzle store has these mugs and some other things for sale. Follow this link to see what's available. If you like something order it. Thanks!

http://www.zazzle.com/tdaalmerch*     <----- Link

Below are the designs on three other mugs. Pardon the duplication of images. The banner design mug image copied fine, but the rest came out, well, not as mugs.





There are cards with these images, you can send to folks for whatever reason or to invite them to a special game session. 

Also there are a banner pin and a banner magnet available.

Friday, January 3, 2025

The Stink - Dungeon Magazine 105

Now who doesn't want to root around in and under the Middens and the sewers beneath them? You don't? What about your player characters?

This adventure will require some changes to play well with Ptolus, but the concept is solid.

Evil Locathah, non-evil Locathah, lot's of nasty encounters and dangerous filth. What's not to love?

Diseases are at the root of this adventure. Included in the scenario are 6 new diseases, described in juicy detail. 

The evil Locathah are worshippers of a god of disease and have chosen the midden and the sewers and caves below to set up a lab for incubating more and more virulent disease strains. 

You may have to put some effort toward getting the player characters involved in this mess, but a couple of options are put forward. A missing friend is one possibility, but I like the second option better because it can be developed with more detail. An important item, maybe a family heirloom has been accidently dumped into the vastness of the Midden and because of its nature the owner is willing to pay for delvers to go and get it back. There are also some missing people being held down below so the PCs might be pursuing that lead.

You can easily combine this with other scenarios like the one with Ularis Gadare offering a reward to go in and retrieve something he wants.




Friday, December 20, 2024

Racing the Snake - Dungeon Magazine 105

If there's something I enjoy it is challenging terrain, and this adventure delivers. Racing the Snake would make a great vacation outside the confines of Ptolus and the dungeon. 

After restructuring the opening act to work with the setting and city, the overland journey becomes very interesting with time-keeping used to see if the party can stay ahead of their foes.

A war between some merchants is underway and it has reached the point where the less scrupulous of them is hiring assassins to take out his rival and/or his rival's family.

The restructuring: 

The evil merchant is a fellow named Dajoud we can place in the Uraqi city of Rashadar. His targets are in Ptolus. Dajoud has sent a ship with some Uraqi mercenaries to the city to harass and kill employees of Trend and to try to kill Trend's daughter Felicia. Dajoud also tried to have Trend assassinated, but failed and now the target has shifted to Felecia. 

Player characters get involved by stumbling into a group of Dajoud's mercenaries attacking an employee of Trend in North Market. It's possible they might know this bard from some tavern or from the Joden Temple.

Galina, the bard, thanks the party for the rescue (assuming your players aren't the type to ignore obvious plot points), and notices that one of them resembles Felicia. She offers them 500 gold pieces to meet with Trend and hear a proposal from him. The meeting will take place that night at a warehouse he owns in the Docks district (come fully prepared).

Galina informs Trend of the coincidence of a look-alike and has a plan to send the party and the double on a false trail to lure the assassin off of Felicia's actual trail. When the party gets to the warehouse, they are paid up front and then Trend brings them up to speed on the plan and offers them 6,000 gold pieces if they sign on.

They are to leave immediately that night with their party member disguised. They will be travelling north into the Moonsilver Forest and finding their way along a narrow canyon/ravine for part of the trip. There's nothing saying such a thing can't be there since it is a small section and unimportant to the setting. They'll then move into an underground river and eventually come up through smugglers tunnels into Carper's Bay

They are to do everything in their power to string out the deception so the assassin keeps reporting back that he's still on the trail of "Felicia" so that Dajoud won't have reason to detect the ruse and hire more assassins to go after the real Felicia. Under almost no circumstance is "Felicia" to display any martial or magical talent.  

Meanwhile Trend and his daughter will be taking a different route to Carper's Bay to wed Felecia to another merchant's son, cementing their relationship and giving them more trading power to oppose Dajoud.

Trend cannot have Dajoud killed since he is against bloodshed mostly, and because Dajoud is very well connected making trade in Uraq very difficult afterward.

The assassin is a Yuan-ti Abomination that has a handful of Kobolds (3 of them sorcerers) working for him. The assassin will get wind of the party leaving Ptolus on the way to the wedding, and will hasten to follow.

That's when the fun of the journey begins. From there most of the module can be used with minimal adjustments.

As long as the party can maintain the ruse and avoid killing the Yuan-ti, Dajoud will remain ignorant and things will go as Trend and Galina planned. Dajoud is also a sorcerer and keeps in touch with the killer a couple of times each day by a Sending spell. He also knows if his employee is alive or dead thanks to a magic ring each of them wear.

There are plenty of obstacles along the way that smart players can turn against the enemy, and some encounters they might find a way to use to their advantage as well. There are notes in the locations and encounters indicating how the pursuers can be delayed further or catch up sooner depending on choices made.

After completing the scenario the characters may have made two merchant families as strong allies, and even some residents of the Moonsilver Forest. (Maybe the Viridian Lords)