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TM

BY MONTE COOK, BRUCE R. CORDELL, AND SEAN K. REYNOLDS


Ptolus: City of Adventure

CREDITS
THE DOCTRINE OF GHUL THE RUNEBLOOD BLESSING RETURN OF THE EBON HAND
Designer Designer Designers
Bruce R. Cordell Sean K. Reynolds Monte Cook and Sean K. Reynolds
Editor/Proofreader Additional Design Development
Ray Vallese Seamus Ly Bruce R. Cordell
Development Editor
Bruce R. Cordell Ray Vallese
Editor Proofreader
Ray Vallese John Joseph Adams
Proofreader
John Joseph Adams

Creative Director Monte Cook


Managing Editor Teri Litorco
Proofreader Tammie Webb Ryan
Art Director Bear Weiter
Layout Javier P. Beltrán
Cover Artist Federico Musetti and Todd Lockwood

Artists
Mauro Alocci, Helge C. Balzer, Javier P. Beltrán, Domenico Cava, Giuseppe De iure, Angelica Donarini,
The Forge Studios (Maciej Zagórski and Pawel Dobosz), Michael Komarck, Raph Herrera Lomotan,
Alyssa Menold, Federico Musetti, Scott Purdy, Maicho Quinto, Lee Smith

Cartographers
Ed Bourelle, Lee Smith, Hugo Solis

Playtesters for Return of the Ebon Hand


Jess Meier, Meric Moir, Ash D. Rauch

© 2022 Monte Cook. PTOLUS and its logo are trademarks of


Monte Cook in the U.S.A. and other countries. All Monte Cook
characters and character names, and the distinctive likenesses
thereof, are trademarks of Monte Cook. Produced under license
by Monte Cook Games, LLC.

CYPHER SYSTEM and its logo are trademarks of Monte Cook


Games, LLC in the U.S.A. and other countries. All Monte Cook
Games characters and character names, and the distinctive
likenesses thereof, are trademarks of Monte Cook Games, LLC.

Printed in Canada

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TABLE OF CONTENTS
THE DOCTRINE OF GHUL 5

THE RUNEBLOOD BLESSING 35

chapter 1: Magic for Everyone.............................................................................38

chapter 2: Crime Spree....................................................................................... 48

chapter 3: The Shadow of Ptolus.........................................................................56

RETURN OF THE EBON HAND 65

chapter 1: Old Crimes and Old Criminals.......................................................... 70

chapter 2: Lines on a Map...................................................................................74

chapter 3: The New Temple................................................................................ 84

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Ptolus: City of Adventure

INTRODUCTION: A CITY OF
ADVENTURE . . . AND THEN SOME

R
eading through the new version(s) of Ptolus, I’m so pleased that you will have the chance to
for me, is like returning to the streets I had experience further adventures within Ptolus’ walls (and
lived in for a big part of my life. Every NPC below its streets, high above them, and even into its
seems like an old friend, and every location a favored shadow). In The Doctrine of Ghul, Bruce introduces
old haunt. On some level, I have dined with the elves a manuscript that may have been penned by none
in Iridithil’s Home, shopped in Ebbert’s Outfitters, and other than the so-called Half-God himself, and all the
held audience with the Holy Emperor in the Grand fallout that arises from its discovery. In The Runeblood
Cathedral. Blessing, Sean (with help from Seamus Ly) takes two
I think one of the things I love most about Ptolus of my favorite concepts, the Rune children and the
is that you can really tell that actual players had Shadow of Ptolus, and runs with them. Return of the
adventures there, run by an actual GM. It’s robust Ebon Hand is a sort of “return to the beginning” for
and convoluted and full of more things to do than one me personally, because some of the very first Ptolus
could ever hope to accomplish, just like a campaign adventures I ever created and ran involved the Cult of
setting should be. When you pick up a setting book the Ebon Hand and the underground areas around the
that no one’s actually run full campaigns in, you can Prison (but back then, they were not so overtly linked!)
tell. Ptolus answers the questions you need answered These are fun adventures. Enjoy.
before you even ask them, and yet leaves the right kind
of questions unanswered to give you room to make
your own mark there.
I ran three full campaigns in Ptolus, and some other
adventures besides. And still I know there’s plenty
more to do there. It is, on a meta-level, a location
literally designed around the concept of fantasy
adventures, with practically every cobblestone on every
street designed to facilitate them. Monte Cook
The scenarios in this book are a testament to that.
Despite the big Ptolus book itself, The Night of
Dissolution, and The Banewarrens, when I turned This Ptolus adventure requires a copy of the
to my fellow design team members Bruce Cordell Ptolus rulebook. References to that rulebook,
and Sean Reynolds and said, “Can we make more indicated by a callout with this symbol,
adventures set in Ptolus?” the answer was a resounding provide additional information and context
yes. We had far more ideas than we could fit in here. for this adventure.
Bruce and Sean are both adventuring veterans who
have explored much of the city and its secrets as a
variety of characters. They created and adventured
as Canabulum, the wizard minotaur; Chanticleer, the
Cypher System stats for this adventure are
archer; Shurrin, the swashbuckling hero; and many
accompanied by this symbol.
others. They know this city well.

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Ptolus: City of Adventure

DOCTRINE OF GHUL
Ghul created Goth Gulgamel, the fortress halfway up the Spire, and claimed to be the offspring of Eslathagos Malkith—
who himself created the wicked citadel at the top of the Spire, one of the most innately evil sites in the world. Lately, talk of a
newly uncovered ancient manuscript scribed by the Half God himself swirls around Delver’s Square. Is there any truth to these
rumors, and if so, what do they portend?

D
octrine of Ghul is an adventure of a manuscript penned by Ghul. Some wish
set in the city of Ptolus. The to find and use the doctrine to glorify Ghul,
encounters are suitable for four and others want to find and destroy it. A few,
Doctrine of Ghul is an adventure or five 5th-level player characters. The believing that the manuscript holds the key to
suitable for four or five characters difficulty of the adventure can be increased unlocking powerful magic, hope to find and
of tier 2. As usual, the difficulty of
the adventure can be increased or or decreased by adding or subtracting to use it for themselves.
decreased by changing the number the number of foes in any given encounter. Whatever the PCs’ motivations, they can
of foes in any given encounter. It can be played independently of other obtain a copy of the manuscript by burgling
published Ptolus adventures. (or storming) the headquarters of a new cult
This adventure is intended for game of chaos founded on their discovery of the
masters (GMs) only. To avoid spoiling the Doctrine of Ghul. Destroying the manuscript
fun, players should not read it. is as easy as burning it; unfortunately, it’s
Ideally, the PCs hear rumors about the revealed to be just a copy, and other copies are
Doctrine of Ghul for a few weeks or months already in the wind and being read by others.
before the GM gives them the opportunity to However, those copies are incomplete.
get directly involved by starting this adventure. Perusing the manuscript reveals that three
important fragments of the doctrine are
SYNOPSIS inscribed at three ancient shrines beneath
The adventure is both location and time based. Ptolus. To truly destroy the manuscript, the
Once the PCs become engaged, they only have PCs will have to visit at least one of those
so much time to conclude the adventure— locations and permanently destroy the
which requires that they travel to three fragment of the doctrine encoded there.
locations—to avoid an unpleasant fate if they But in yet another twist, simply reading
or an ally started reading from the ancient the opening stanzas of the manuscript—copy
manuscript called the Doctrine of Ghul. or not—commits the reader to complete the
Investigating the Doctrine: Diverse groups entire doctrine. Those who fail to accomplish
in Ptolus rush to discover whether there is a full reading of the Doctrine of Ghul
any truth to rumors about the appearance (requiring a visit to three varied locations

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Doctrine of Ghul

DOCTRINE OF GHUL

W
hether scribed on a scroll or in a thin booklet (by what many today know to be lies about his birthright), the
Pella or another cultist), each copy of the doctrine doctrine is broken into three sections, with the subtitles
is titled Doctrine of Ghul. If the PCs attempt to Frozen Crypt, Breeding Pits of the Formless Hunger, and
discern whether magic suffuses the document, they don’t find Galchutt Cyst, respectively. However, each of these sections
anything. Nothing prevents a character from simply burning contains only a single line to the effect of “Go to the shrine
or otherwise destroying any given copy. located here and read the inscription Ghul wrote there.”
Each copy of the doctrine begins as follows. The Map: The last section of each copy has a crude map.
The map is an overview of a route beneath the city of Ptolus,
READ ALOUD passing from one known location (the Undercity Market) into
He was Ghul, son of Eslathagos Malkith and a demon tunnels and warrens that most other explorers have never
goddess whose very name is a curse. He was the Half God found. The map specifies several landmarks that explorers can
and the Skull-King. The Spire was his birthright. His rule was use to stay on the correct route. Three locations noted on the
unjustly cut short by the seven blasphemers, robbing us of his map correspond with the three previous sections: Frozen Crypt,
splendiferous majesty. Breeding Pits of the Formless Hunger, and Galchutt Cyst.
All praise the Half God, wise beyond mortal understanding, Another location noted on the map is labeled Lair of the
who saw ahead. Before his murder, he fashioned a contingent Half God’s Get (which PCs should be able to determine is
ritual that would, if not return him fully to the world, at least Pella Surik’s house, assuming they’ve uncovered the secret
keep portions of his power alive among the faithful. If you cellar underneath). In any event, characters can use the map to
wish to partake in that power, gaining something of Ghul’s navigate the passages beneath Ptolus and find each shrine noted.
legacy for your own, read on. Know, however, you are
committed. Finish before seven days elapse, or be cast into
Ghul’s Utterdark, lost forever.

Triggering the Curse: If a character finishes reading the


paragraph that begins with “All praise the Half God” (or
has it read aloud to them), they feel a subtle charge of energy
surge up from the page and pass into them. If they succeed
on a DC 20 Arcana check, they believe that some sort of
magical connection has been created between them and
several magical sources located elsewhere. The copy of the
doctrine doesn’t hold the magic; it just provides a path that
allows a remote linkage to be established.
Breaking the Curse: In effect, the character is cursed, and
standard methods of removing curses (such as remove curse
or dispel magic) are ineffective. In fact, such casters may risk
forming a link between themselves and the distant sources
of magic. Either way, casters who try and fail get the sense
that they are not targeting the source of the curse. The only
ways to remove the curse are to finish reading the manuscript
before seven days have passed, destroy each of the three
sources of the curse where the magic giving the doctrine its
teeth resides, or just wait seven full days without finishing
the doctrine and then succeed on a DC 25 Wisdom saving
throw. On a failed save, the character is teleported into the
Utterdark, which is effectively a death sentence.
Continue Reading: Following an elaboration on Ghul’s
history (all slanted to Ghul’s favor and not admitting to

Frozen Crypt, page 15


Breeding Pits of the Formless Hunger, page 22
Determining that a reader of the doctrine has forged a connection with one or
Galchutt Cyst, page 27 more distant magic sources requires a successful difficulty 6 magical lore task.

If a character fails to finish reading the doctrine within seven days after starting,
Utterdark (CS and 5e), page 453 they must make a successful difficulty 8 Intellect defense roll to resist the
Ghul’s history (CS and 5e), page 83 magical effect that will otherwise teleport them into the Utterdark.
Undercity Market (CS and 5e), page 21

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Ptolus: City of Adventure

THE RUNEBLOOD BLESSING


A sorcerer has created a ritual to invest people with magic, manifested as a blood-red rune on their faces, and nobles,
city elites, and adventurers line up to gain this new power. Meanwhile, a wave of crimes hits the city, committed by runed
individuals, and the beginnings of a mysterious sickness stir in Ptolus.

T
he Runeblood Blessing is an people start experiencing harmful side effects,
adventure set in the city of Ptolus. which requires investigating the sorcerer and
The encounters are suitable for four the exact nature of her ritual.
The encounters are suitable for or five 6th-level player characters (PCs). The In Chapter 2: Crime Spree, a wave of
four or five mid-tier Cypher System difficulty of the adventure can be increased crimes hits the city, and the major criminal
characters.
or decreased by adding or subtracting to organizations don’t know who’s responsible.
the number of foes in any given encounter. Clues point to some of the criminals having
It can be played independently of other the blood-red runes from the new ritual,
published Ptolus adventures. suggesting that the mysterious mage Vlenn
This adventure is intended for game is behind it all. The PCs need to deal with
masters (GMs) only. To avoid spoiling the the crimes before the criminal factions in
fun, players should not read it. the city go to war (which would harm many
innocent people).
SYNOPSIS In Chapter 3: The Shadow of Ptolus,
The adventure is both location- and time-based. having discovered the truth of the runeblood
Once the player characters become aware blessing, the PCs travel to the Shadow of
of the events, they have a limited amount of Ptolus in search of the one who created the
time to get to the bottom of what’s going on. ritual—a warlock named Gnaur, who has
Otherwise, the nonplayer characters (NPCs) been using it to draw magical energy to build
causing the problems in the city will achieve a fortress within the Shadow and expand the
their goals. The adventure consists of three demiplane’s power to manipulate real things.
chapters. This portion of the adventure is a dungeon
In Chapter 1: The Runeblood Blessing, crawl in a strange half-real demiplane.
a sorcerer named Vlenn is using a magical
ritual to invest people with magic, manifested ADVENTURE HOOKS
as a blood-red rune on their faces, and The following are several ways the PCs
nobles, city elites, and adventurers line up to can become involved in the events of this
gain this new power. Unfortunately, some adventure.

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The Runeblood Blessing

New Magic: This is the default hook— Sickness Outbreak: People in the city start
the PCs hear about the runeblood blessing getting sick. Although at first it seems to be a
by seeing its owners trying to sell it to a coincidence that all of them happen to have a
crowd of people. Perhaps one or more of runeblood blessing, eventually it becomes clear
the PCs decides to try this inexpensive new that their magical rune is causing this affliction.
magic. When they experience the harmful Afflicted Friend: A NPC comes to the PCs
side effects, they need to diagnose the with a strange illness and asks for help. This
cause, confront Vlenn to find out why it’s hook works best if the person is someone
happening, and see if it can be reversed. If the PCs know and like—perhaps a fellow
none of the PCs have any interest in getting adventurer like Brusselt Airmol, a shopkeeper Brusselt Airmol (CS and 5e), page 213
a blessing, a few runed adversaries making such as Ebbert, or someone like Phon who Ebbert Boltcrafter (CS and 5e),
good use of this new magic (such as the they helped in the past. The NPC has a page 192
criminals in Chapter 2, or perhaps long- rune, but doesn’t realize there’s a connection Phon Quartermain (CS and 5e),
between it and how they’re feeling. If the page 557
standing rivals of the PCs) might give the
PCs an incentive to try it out and get them NPC is particularly fragile, it adds more of a
involved in this part of the adventure. sense of urgency to the matter.

LINKING THE CHAPTERS


This adventure consists of two parallel chains of events: the consequences of the runeblood
blessing (Chapter 1 and Chapter 3) and the crime spree (Chapter 2). Although the timing of
some events may make it seem like these two chains are connected, the PCs can figure out that
the crime spree is an independent threat unrelated to the problems of the runeblood blessing.
At various points in Chapter 1, there are notes for where to insert crime spree events from
Chapter 2. Sometimes these crossover events will heighten the apparent connection between
the two plots, and sometimes they’ll be a distraction. If the PCs take action to stop the crime
spree, they will probably conclude that plotline before the runeblood blessing events carry
them into Chapter 3.
It is possible for the GM to run these two plotlines as separate, sequential adventures. If so,
just ignore any crime spree references in Chapter 1.

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Ptolus: City of Adventure

RETURN OF THE EBON HAND


Of all the chaos cults, the Ebon Hand is one of the most insidious, because it proves the most resilient. Enemies of the
Cult of the Ebon Hand liken them to cockroaches, with the cultists scattered when found, always to return later. Now, despite
setbacks, the Ebon Hand has founded a new temple and once again is doing its horrible work . . .

R T
he Ebon Hand cult was one of the first
eturn of the Ebon Hand is an
foes I put before my Ptolus players,
adventure set in the city of Ptolus. The
and the information you’ll find in the
The encounters are suitable encounters are suitable for four or five
for four or five mid-tier Ptolus book—the plot hook, the map, the
6th-level player characters. The difficulty of
Cypher System characters. cultists—is exactly what I used in my own
the adventure can be increased or decreased
campaign. It’s also what I used at Gen Con,
by changing the number of foes in any given
many years later, when Ptolus launched as a
encounter. It can be played independently of
product for the first time.
other published Ptolus adventures.
But as it says in Ptolus, the thing about the
This adventure is intended for game
Cult of the Ebon Hand is that it’s very hard
masters (GMs) only. To avoid spoiling the
to root out completely. Like cockroaches, the
fun, players should not read it.
cultists disappear into the night down dark
holes, only to begin to plot their return.
SYNOPSIS
That’s precisely what Return of the Ebon
This adventure weaves together three
Hand is all about. This adventure assumes
different threads.
that your campaign has used the material
A Pit of Insanity, semi-dormant beneath the
in the book and “wiped out” the cult. But
Guildsman District, has become more active
now they’re back, causing new trouble and
in recent weeks. Its chaotic energies have
involving one of the scariest places in the
attracted the attention of the Cult of the Ebon
setting—the Prison.
Hand, an evil group that worships deformity
and mutation, and they have established a
chaos temple in the rooms around the pit
(which are part of Ghul’s Labyrinth).
By tapping into the magic of the pit, the
cult released echoes of transformative chaos in
the vicinity, which has resurrected some dead have been mutated, and their leader plans to
criminals buried in the nearby Prison. These strike back at their former jailers and renew
criminals, calling themselves the Reborn, old grudges against foes in the city above.

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Return of the Ebon Hand

The PCs come into possession of a journal BACKGROUND


written by a delver named Fulton. More than There are many forces at play in this
fifty years ago (decades before exploring adventure.
the Dungeon beneath the city became
popular and noteworthy), Fulton and her THE END OF THE EBON HAND CULT
companions mapped a portion of Ghul’s The Cult of the Ebon Hand was on the verge
Labyrinth and made notes on the areas they of being banned in the city. Many people
found, which happen to coincide with the suspected that its followers were guilty
locations now inhabited by the Reborn and of kidnapping, murder, and many other
the Cult of the Ebon Hand. Armed with crimes. Once a brave band of independent
this journal, the PCs have an advantage in adventurers managed to prove the suspicions
exploring this area, whether or not they were true, rooting out the secret chambers
do so as part of an investigation about the beneath the temple on Terrock Row in the Temple of the Ebon Hand
Reborn or the Ebon Hand. Temple District, the City Watch—backed up (CS and 5e), page 354
In Chapter 1: Old Crimes and Old by the Order of the Dawn—finished the job Order of the Dawn (CS and 5e),
Criminals, the PCs deal with several strange and cleared out the entire den of evil. The page 70
attacks in the city by criminals known to temple was sealed off and the Commissar,
Commissar Igor Urnst (CS and 5e),
have been imprisoned years ago. Their prompted by a direct meeting with the page 140
investigations lead them to the Prison and its Emperor of the Church, banned the religion
nefarious warden, Odsen Rom. from the city. Holy Emperor Rehoboth Ylestos
(CS and 5E), page 269
In Chapter 2: Lines on a Map, the PCs Now even bearing a symbol of the Ebon
investigate a portion of Ghul’s Labyrinth Hand is a crime. While other chaos cults still Ghul’s Labyrinth (CS and 5e),
near the Prison, either directed there by the cause trouble in Ptolus, the Cult of the Ebon page 390
warden because of odd events or following Hand was done with for good.
the notes from Fulton’s journal. This puts Or so everyone assumed.
them in the vicinity of the Reborn and the
revived Cult of the Ebon Hand. THE NEW HIGH PRIESTESS
In Chapter 3: The New Temple, the PCs AND HER FOLLOWERS
can attack the new secret stronghold of the When the Ebon Hand temple fell, some of the
Ebon Hand, either by discovering its surface cultists escaped (or weren’t present). For a
entrance or by sneaking in through Ghul’s while, these cultists hid from the eyes of the
Labyrinth. authorities. One priest, Chelerana, literally
went underground, wandering the halls of
Ghul’s Labyrinth looking for something she

THE EBON HAND If Malleck got away in your campaign,


AND YOUR CAMPAIGN you could assume that he either fled the
This adventure assumes that the PCs cleared city in disgrace or was dealt with by NPC
out the Temple of the Ebon Hand and put heroes (such as the Order of the Dawn).
an end to the cult’s kidnappings earlier in Alternatively, you could place him in the
the campaign. Likewise, it assumes that new temple, where he dwells in shame. The
either the PCs or the Order of the Dawn— new high priest, Chelerana, was his friend
who would have come in later—killed high and contemporary, but she wasn’t present
priest Malleck Javimal and killed or when the temple fell. Now, she has far Malleck Javimal (CS and 5e),
captured most of the other priests, the surpassed Malleck in power, and she keeps page 355
guards, and the monsters (including the him around because of their old relationship Frein Avathon (CS and 5e),
“children of the hand”). It assumes that the and as a reminder of her own superiority. page 357
Ebon Hand guard captain Frein Avathon If you do place Malleck in the new temple,
survived; she has grown more powerful he has not grown any stronger in the
in the intervening time and makes an intervening time and dwells among the other
appearance in this adventure. priests there.
If the PCs never dealt with the Ebon If Frein Avathon was slain in your
Hand in your campaign, assume that other campaign, a different (new) NPC guard
adventurers did, and the PCs heard about it captain named Yora Schenk serves in her
through the grapevine. place, and uses the listed stats for Frein.

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