D&D 3.x [Kulan] Crisis in Bluffside PBP Campaign Guide

Sorry to interupt your PBP game. Bluffside has an unreleased expansion that I will be releasing shortly.
In 2008 I wrote the Kobolds of Coldwind, an expansion for Bluffside but it was never published. I edited the book for copyright. It now makes no mention of Bluffside (instead calling it Cliffside) and the title is now the Kobolds of Frostwind but otherwise the book is unchanged. It's still a d20 3.5 Edition manual, although the d20 had to be scrubbed off. It will be released under Charke Publishing on DriveThruRPG sometime in the next week or two (Dec 2023 or Jan 2024).

Kobolds of Frostwind Forest Cover 2023.jpg
 

log in or register to remove this ad


TING, GUARDIAN'S PSICRYSTAL (CR 6)
TN Diminutive Construct (psionic)
Init
+4; Senses Sighted 40 ft.; Listen +8, Spot +8
Languages Draconic, Ignan, Cliffspeak, Old Tongue (Tylan), Sign Language, and Ticin


AC 25, touch 18, flat-footed 21; Dodge, Mobility
hp 52 (15HD)
Fort +5, Ref +9, Will +9
PR 20; SR 10


Speed Fly 50 ft. (average)
Ranged touch attack (psionic ray) +19/+14/+9 (1d3/x2)
Space 5 ft.; Reach 0 ft.
Base Atk +11; Grp +1
Innate Psi-Like Abilities (ML 15)
1/day – aversion (DC 16), body adjustment, brain lock (DC 16), energy current (DC 19), force screen, psionic blast (DC 17), psionic dominate (DC 18), psychic crush (DC 19), tower of iron will
3/day – defensive precognition, empty mind, intellect fortress, mind thrust (DC 15), psionic teleport


Abilities Str 15 (+2), Dex 18 (+4), Con *, Int 18 (+4), Wis 20 (+5), Cha 18 (+4)
Special Qualities Construct Traits, Improved Evasion, Personality (friendly), Self-Propulsion, Share Powers (n/a), Sighted, Telepathic Link w/living altar (1 mile), Telepathic Speech, Flight, Sighted Link, Channel Power, Psionic Ray
Feats Alertness, Combat Manifestation, Dodge, Hover, Inquisitor, Mobility, Skill Focus (Knowledge [ancient history]), Knowledge ([psionics]), The Sight (see below), Wingover
Skills Appraise +5, Autohypnosis +6, Balance +4, Bluff +5, Climb +12, Concentration +3 (+7 to manifest powers), Craft (stonemasonry) +5, Decipher Script +5, Diplomacy +5, Disguise +4, Escape Artist +5, Forgery +4, Gather Information +5, Heal +5, Hide +16, Intimidate +4, Jump -16, Knowledge (ancient history) +9, Knowledge (arcana) +5, Knowledge (architecture and engineering) +5, Knowledge (dungeoneering) +5, Knowledge (the Fallenlands) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (Kanpur East) +5, Knowledge (Kanpur Interior) +5, Knowledge (Kanpur West) +6, Knowledge (psionics) +9, Knowledge (religion) +5, Knowledge (stonework) +5, Knowledge (time) +5, Knowledge (Underearth) +5, Listen +8, Move Silently +4, Perform (sing) +5, Psicraft +7, Search +5, Sense Motive +6, Speak Language (Ticin, Tylan) [2 ranks], Spellcraft +5, Spot +8, Survival +5, Swim +10, Truespeak +5, Use Magic Device +5, Use Psionic Device +6


Channel Power (Psi) The living altar can manifest powers through Ting to a distance of up to 1 mile. The psicrystal is treated as the power’s originator, and all ranges are calculated from its location.
When channelling a power through Ting, the living altar manifests the power by paying its power point cost. It is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable.
Deliver Touch Powers (Su) Ting can deliver touch powers for the living altar. If the altar and Ting are in contact at the time the altar manifests a touch power, it can designate Ting as the “toucher.” The psicrystal can then deliver the touch power just as the altar could. As usual, if the altar manifests another power before the touch is delivered, the touch power dissipates.
Improved Evasion (Ex) If Ting is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Sighted (Ex) Although it has no physical sensory organs, ting can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
Sight Link (Psi) The living altar can remote view the psicrystal (as if manifesting the remote view power) once per day.
Telepathic Link (Su) The living altar has a telepathic link with Ting out to a distance of up to 1 mile. The altar cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if Ting were the target of a mindlink power manifested by the altar.
Because of the telepathic link between Ting and the living altar, the altar has the same connection to an item or place that the psicrystal does.
Telepathic Speech (Ex) Ting can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while Ting is also within 1 mile of the living altar.


THE SIGHT [GENERAL]
You can view the invisible world, just as well as the physical.
Prerequisite: Wis 13+.
Benefit: You may sense incorporeal spirits within 60 ft. of your position with a successful Spot check (DC 20). This ability works just as detect evil, detect magic or detect undead and requires a round of concentration to activate.


@Aust Thale: Falen is temporarily linked to Ting for a total number of days equal to the Living Altar's HD (15 days). Falen must return Ting to the psionic construct before that time period ends or the psicrystal will be permanently destroyed. The period of time is linked to the Material Plane not the Labyrinth of Lost Souls (unless Falen and Ting are in the dungeon demiplane [and not magically protected from the time dilation]).

During this time period, Ting acts as Falen's psicrystal as if Falen was the Living Altar. However, Ting must stay within 1/2 mile of Falen at all times for the connection to work. Any of its abilities based on distance are reduced by half. So, it can use its Telepathic Speech up to 15 feet and it must be within 1/2 mile of Falen to use that ability.

While the psicrystal is free to roam beyond that distance, Ting must stay on the same plane as Falen, and if it spends more than 15 hours apart from Falen, it will go inert (but won't die.) In this inert state, Ting is considered to be in a deep sleep. If Ting and Falen end up on different planes, the psicrystal will be destroyed within 15 hours spent apart from the half-hobgoblin.

Note that Falen cannot manifest Ting's psi-like abilities; however, the Mindbender can cast magical spells using Ting's Channel Power and Deliver Touch Powers abilities. All ranges are halved when Falen does so. Falen can command Ting to use its psi-like abilities to aid Falen and the other Exemplars.

Ting remains in contact with the Living Altar only when in the Labyrinth of Lost Souls. On the Material Plane, the psicrystal loses its connection to the Ancients' guardian.
 
Last edited:

Silly and Extremely Funny Rumours in Bluffside​

  1. Lord Rande Mateû, the proprietor of The Winsome Heart, is so obsessed with his inn's reputation that he pays small children to stand outside and loudly boast about how much they hate his competitor's ale.
  2. The true reason for the delay in opening The Winsome Heart is that Rande's staff quit after discovering the inn's mysterious under-cellars are haunted by the ghosts of eight opera singers who only sing mournful ballads about budgeting errors.
  3. The spiders infesting the cellar of the inn aren't monstrous at all; they are actually tiny, highly judgmental art critics who knit scathing reviews of the inn's decor into their webs.
  4. The famous "adamantine" mined in Bluffside isn't a rare metal; it’s just especially sparkly gravel that the Adamantine Security Council (ASC) paints black to maintain an illusion of exclusivity.
  5. The colossal bridge leading to the ruins of Sem La Vah is so massive and well-maintained solely because Commander Oakfirst personally polishes it with military-grade boot polish every Sunday morning.
  6. The Steam Gnomes who maintain the mechanical lift system connecting Cavern Harbour to New City deliberately include the horrible screeching noises, claiming it is required to scare off subterranean earworms.
  7. The entire purpose of the six self-contained districts of Bluffside is so that Lord Blander (one of The Five) can enjoy a full day of travel just to visit his favourite cheese shop without worrying about running into his rivals.
  8. The Old City Killer that once roamed Old City isn't humanoid; it's just Commander Oakfirst’s old war shield that somehow achieved sentience and is very cross about being retired.
  9. The crystalline flos (flower) found in the Sem La Vah ruins is completely inert, but anyone who touches it develops an irresistible urge to wear mismatched socks.
  10. The Bluffside Regulars stationed in New City during martial law communicate entirely through elaborate, coded hand signals resembling bored finger painting.
  11. The great Ice Wizard Ivar Thorn is rumoured to be disfigured not by wrestling an elemental, but by a tragic incident involving a melting frozen dessert and a sudden gust of wind.
  12. The massive fissures in the Temple District are kept steaming because a powerful cult believes the escaping vapours are the scent of pure administrative competence.
  13. The Headman Jago, who fled the Sem La Vah ruins, was actually hiding a terrible secret: he believed archaeology was just glorified dirt petting and was seeking a dignified exit strategy.
  14. The powerful Wizard Council in the Wizard District secretly insists that all official paperwork be written in vanishing ink, just to confuse their political opponents.
  15. The nickname "City on the Edge" stems from the city's precarious cliffside position, but many citizens believe it refers to the fact that everyone in Bluffside is constantly one bad joke away from a nervous breakdown.
  16. The gnome fighter Gralf's imposing full-plate armour and greataxe were only necessary because he is deathly afraid of being accidentally stepped on by taller individuals.
  17. Sordadon, the floating community below the bluff, is slowly sinking because the half-ogre barge worker Mango keeps forgetting to properly plug the hull after emptying his pipe ash.
  18. The Old City district is notoriously quiet because its aristocratic residents have signed a pact promising to only speak in hushed, dramatic whispers after sunset.
  19. The infamous illegal fireworks storehouse that exploded in Tarren's Corner was merely a poorly disguised attempt by the owner to start a rival sun by launching enough explosives simultaneously.
  20. The exotic blooms and mineral formations decorating the Dragori Embassy’s sand garden were all purchased at a deeply discounted price after a terrible "fire sale" in the Burning Sands region.
  21. The mysterious humming sounds reported coming from deep beneath The Winsome Heart are actually caused by the ghost of a clumsy gnome miner perpetually bouncing a marble down a long, hollow shaft.
  22. The ArchGuild (or Ruinrats) who dig in Sem La Vah believe they are unearthing priceless historical artifacts, but they mostly find old tavern receipts and deeply embarrassing romantic poetry.
  23. The entire conflict involving the escaped guard and missing cleric after the explosion was actually due to a misunderstanding over who owed whom a gold piece, escalating until mercenary groups got involved.
  24. Lord Rande Mateû is rumoured to be King Yezekael III's long-lost, surprisingly less dignified cousin, whose only inheritance was a subscription to a broadsheet about exotic pipe-weed blends.
  25. The flying reptilian beast-men that attacked the diggers in Sem La Vah were actually just terribly misunderstood tourists trying to ask for directions to the nearest gift shop.
 

Remove ads

Top