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Kulan: Knightfall's Crisis in Bluffside Game [OOC]


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Knightfall

World of Kulan DM
BTW: Mani's gear originally went with him to the barracks. Oakfirst had the captured gear identified for the PCs, and it is now stored at Stormgrove Manor. His gear never made it to the Old Oakfirst Manor, so none of it was stolen.

The Exemplars would have been able to choose from any of the identified gear at Stormgrove before going to confront Nathaniel Aceron at the inn. The gear taken from the ex-guards would only have been identified after the PCs returned from the Aceron Estate out in the countryside.
 



Aust Thale

Adventurer
Falen Treasure Interests (ranked on scale of 1-10, 10 being highest, 1 being lowest): Take one (1) item perhaps?
Magic Items:
+2 Dancing Dagger (8);
Silagord's Spellbook (7) (assuming it's arcane spellbook and not already claimed by another Arcane spellcaster.
+3 Humanbane Dagger of Venom (5) (I think I can roleplay an ethical quandary on this, whether received or not)
+2 Bracers of Armor (4)
Wand of Face in the Crowd (2)
8 Skeleton keys - (1) - I'm assuming these go to something? or are they magic items?

Falen also interested in the following mundane (or sort of mundane) items (take 1 or 2 of these?):
Universal Solvent (he has ranks in alchemy)
Quiver w/ 20 arrows
MW Dagger w/ sheath
2 Belts and 2 Pouches. (there are a bunch of them)
1 of the Potions of Cure Moderate Wounds (okay it's not mundane, but there are 5 of them, and another couple of CSWs)

Bueller? Bueller?
 

Knightfall

World of Kulan DM
For the damaged items on the treasure list, the rules for repairing damaged items is noted on p. 225 of the Magic Item Compendium. There is says that any magic item with at least 1 hp continues to function and can be repaired using the Craft skill. If an item is reduced to 0 hp, it is considered to be destroyed and its magical powers are lost forever.

A damaged magic item can also be repaired using the make whole spell. That doesn't work for destroyed magic items, however.

The rule in the MIC seems like a bit of a contradiction for what it says for repairing destroyed magic items under the Craft Magic Arms and Armor and Craft Wondrous Item feats where it says you can repair a destroyed magic item at half the cost of what it took to create the item. If an item's magic is lost forever, then how could it be restored?

Regardless, I'm going to say that any of the items on the treasure list that is marked with "slight damage" can be repaired at 1/5th the cost (as noted in the PHB) while those items marked as "damaged" can be repaired at 1/4th the cost. No XP is required to repair these items and a make whole spell can repair one item per casting.

If a magic item is marked with "major damage", it is considered destroyed. None of the items noted for the Bluffside treasure list are marked as such.

For the DCs required to repair magic items, a item that is very powerful has a DC 1 higher than noted on the table on p. 71 of the PHB.

Thus, @Aust Thale, for the +2 glamored mithral chain shirt, it costs 3,200 gp and requires a DC 18 Craft check to repair (DC 10 +7 [AC bonus] +1). the armour must be repaired by a trained armoursmith. The rules don't give a time frame for repairs, but when creating an item from scratch, Craft says it takes one week of work. So, unless I find a rule that says it takes less time to repair an item, assume it takes that long to have the chain shirt repaired.
 
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Knightfall

World of Kulan DM
Wand of Face in the Crowd (2)
Face in the Crowd (*)
Illusion (Glamer, Disguise)

Level: Sorcerer 0, Wizard 0 (might need to be changed to Level 1)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 5 minutes [D]

Requires there to be a crowd of 16 or more humanoids or monstrous humanoids (depending on your race). +1/caster level (max. +5) bonus to Disguise checks to pass for one of the crowd or +1/caster level (max. +5) bonus to Hide checks to "disappear" into the crowd.

MC: Feather from a flightless bird and a bit of cloth.

* Spell from FFG's School of Illusion sourcebook. While this is a v.3.0 reference, it has excellent spells that are available for Kulan. Spell conversions are done on a case by case basis.
- - -

The wand is at Caster Level 5 and has 21 charges left.
 
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Knightfall

World of Kulan DM
Silagord's Spellbook (7) (assuming it's arcane spellbook and not already claimed by another Arcane spellcaster.
It is an arcane spellbook. I don't think anyone has claimed it. @ScottDeWar_jr might have some interest for Vinny, so if you both want it, then you will have to roll dice for it. Highest d20 roll wins. I will post the details of the spellbook on the campaign guide thread.

Aust Thale said:
8 Skeleton keys - (1) - I'm assuming these go to something? or are they magic items?
These are not magical. They may be for a specific structure in Old City or be designed to get into more than one structure. You would have to check with a local locksmith. If any of the keys turn out to be illegal housebreakers' keys, then you'll have to turn them in to Oakfirst. Such a key could also go to the Dark Lanterns.

Aust Thale said:
1 of the Potions of Cure Moderate Wounds (okay it's not mundane, but there are 5 of them, and another couple of CSWs)
There are enough CMW potions for each PC to get at least one.
 


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