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D&D 3E/3.5 [Kulan] Crisis in Bluffside PBP Campaign Guide

Knightfall

World of Kulan DM
Copied from the OOC Thread:

Iridescent Zunsum

You know pretty much every use for the prismatic crystalline flower, which is a rare mineral bloom called an Iridescent Zunsum. It only grows on the coast near Bluffside and originated in the ruins of Sem La Vah. It is a rare manifestation of magical energies. When it blooms, it usually means there has been a great magical convergence. In its inert state, it looks similar to a gemstone wrapped in vines. In its current state, it is one of the most beautiful sights that magic and nature create together.

However, it's beauty rarely leads to peace. It is indeed used as a planar key and can be used to help strengthen a weak portal or create a new one from scratch, if enough of the Zunsum is collected and gathered together to form a catalyst. Since you found no historical evidence that a portal ever existed in this spot before (see below), it's very likely that this Phelix person used the bloom to create this portal. It would have taken some time to perform the rituals, and the effects on him would have been painful without the aid of a supernatural being.

Zunsum is valued for its ability to enhance the crafting of magical items, and can strengthen a new items caster level by as much as 50% if the caster is willing to give up part of his life force in the process. (In game terms, this is temporary ability score damage [1d8+1/bloom] based on the caster's magical leanings. So, for a wizard, Intelligence, but for a Sorcerer, Charisma. This temporary damage lasts twice as long as usual and if the caster gives up too much, he/she starts losing Constitution, permanently.)

The one bloom on the table is worth nearly 25,000 gp, but the sale of it is restricted by the Wizard Council. They would never let anyone sell it in Bluffside. It's value increases significantly in other lands (nearly twice as much).
 
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Knightfall

World of Kulan DM
Copied from the OOC Thread:
Here's more on how slavery is viewed in Bluffside and some of its neighboring states...

DM's NOTE: Slavery in Bluffside
It is generally known that slavery in Bluffside is illegal. Those caught selling slaves will be prosecuted to the full extent of the law. The enslaved are always freed and offered amnesty. The Bluffside Regulars are always hunting slavers, but the guards rarely go into the worst parts of the city — the Undercity and Sordadon. It is believed that there are slavers in Sordadon, but the groups are so well hidden and fight to the death to hide their pits.

Bluffside's view on slavery puts it at odds with many of its neighbors, especially Montresor and Talangrán to the north. The land known as Montresor is a nasty place where slavery is rampant and the lives of its people are cheap. However, its vileness pales in comparison to the evils of the Empire of Talangrán. All demihumans (dwarves, elves/half-elves, gnomes, and halflings) and goblinoids (including orcs and half-orcs) who live within the boundaries of the empire are considered slaves, even if they were born free elsewhere. The slave masters of Talangrán have been known to hunt down escaped slaves well beyond the borders of the empire. These slavewrangers ("Cazadores de Esclavos") have often entered Bluffside in disguise, and the Bluffside Regulars Hate Them with a passion!

Relations with Novarum are better since that Imperial land is an enemy of Talangrán. However, clandestine slavery has been known to be tolerated in Novarum. As long as it isn't flaunted openly, it isn't strictly illegal. Bluffside's best ally in the Northwest Region regarding slavery is the city-state known as Tânger, which sits on the southwestern coast south of the cities of Scopula and Barcino. It is a haven for escaped slaves and there are groups in Bluffside who work with the Tângerese to help freed slaves flee south to Tânger.

Now, while the Cazadores de Esclavos have been known to hunt for escaped slaves in Bluffside, the city is one of safer places for escaped slaves. Tânger is mainly safer than Bluffside simply because it is farther away from Talangrán (and Montresor). The Cazadores de Esclavos have lost many of there agents in Bluffside in the pursuit of slaves. They are steadfast about what they perceive as a divine duty in the name of the empire. Beyond Bluffside, the slave hunters even have been known to pursue escapees to Bard's Gate (in the north), through the Coldwind Forest and Dragon Sands, Sharn and the Free Cities (to the south), the aforementioned Tânger, and even as far as the regions known as the Southwest and the Center Lands. A few of the worst of them — insane fanatics — have gone beyond this but almost never return back to Talangrán.

After reading through a bit more of the TWIN CROWNS Campaign Setting that I've taken both Falia and Novarum from, I can say that slavery in Novarum is unique in that the slave trade is illegal, but the owning of slaves isn't illegal. However, slavery only exists in Novarum as a form of legal punishment. Novarese Magistrates use this sentence when a criminal cannot provide the proper restitution to the victim or pay the associated fine. The proceeds of the sale goes to the victim or the victim's family. Indentured servitude to the victim, instead of outright slavery, can be agreed upon by all those involved.

Purification is reserved for the worst crimes in Novarum, including slave trade (the leaders only). It is a type of death sentence that leads to spiritual resurrection. (It is unique to Novarum and Falia, for now.)
 
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Knightfall

World of Kulan DM
Bluffside's 10 Most Wanted
  1. Phelix Del Cannitha, aka Felix Yoxall: The Renegade Sorcerer. The reward for bringing in Phelix is substantial. At the very least, the PCs would get a huge amount of gold and silver, maybe even platinum. They could be made minor lords of the city of be given a knight-hold to look after out in the Sem La Vah Valley.
  2. Zaine Trevail, aka Magnus the Trapmaster: The Quartermaster of the Rising Swords who was set up in the Undercity. He escaped capture and is believed to be still at large in the Sem La Vah Valley.
  3. Damania Hollingsworth: The wife of the deceased Lord Mayor, Horatio Hollingsworth. She is wanted for questioning regarding his murder and remains the No. 1 suspect.
  4. Ubon Metharom, Dark Six Cleric: This man was in league with Phelix and is believed to hail from Sharn. He had been captured previously but disappeared under mysterious circumstances. It is not know if he still lives.
  5. "The Headman": This man posed as the Head Digger during an excursion out into the ruins of Sem La Vah. Divinations revealed that his true name is Konstantin Kartal. He is wanted for murder and theft.
  6. Kinkar Kinley: The former owner of Kinley's Outfitters. He is known to have been in league with Phelix and his Loyalists. It is believed that he has fled Bluffside.
  7. "The Underterror": This creature is believed to haunt Bluffside's Undercity and might be living in the sewers. (This isn't the same creature that the PCs are investigating that is rumored to exist in the Gardens.) The few living witnesses say it has tentacles and is massive.
  8. Teresa: A known assassin who tried to kill Akos, Relgar, and Tuck. Her last name isn't known, but she is believed to be at large in Bluffside's Undercity.
  9. “The False”: A man who pretended to be a Cleric of Alurene. He and several members of the Rising Swords tried to ambush Pekko and Thistle in the street in front of Bluffside Crier. He is believed to have mixed human-goblin heritage.
  10. Wriek: A gnoll mercenary who works for the Rising Swords. The bounty for his head is only 200 gold. He's not considered to be a huge priority by the Bluffside Regulars.

Dishonorable Mention: "Old City Killer", aka Mani: Up until the PCs captured him, Mani was the second most wanted person in Bluffside after Phelix. The PCs can claim the reward put out by the Bluffside Regulars, which is 25,000 gold. This is in addition to the stipend in platinum that Lady Pomander already gave them.
 
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Knightfall

World of Kulan DM
I've updated this thread to only be for Crisis in Bluffside. The bulk of the continental maps and details are now on this thread...

 

Knightfall

World of Kulan DM
The now empty posts will be filled in with details from the campaign as we continue along. I've already moved the game's intro post and the summary posts from The Piazza to the first page of the thread. I've also posted some stats for the fallen/defeated foes and allies that both the old PCs and the new PCs have encountered.

Other sections might get bumped up to the first two pages, but for now, it's fine. I'll have tons more material to add to the thread at some point including more stats for defeated foes that are either deceased or languishing in a prison cell somewhere. Heh.
 

Knightfall

World of Kulan DM
HERLEVA ASTAGNORY, REGULARS STREET SERGEANT
Female Lightfoot Halfling, Warrior 4
LG small humanoid (halfling)
Init +3; Senses Listen +2, Spot +0
Languages Cliffspeak, Common, Halfling
AC 18, touch 14, flat-footed 15
hp 23 (4HD)
Fort +6, Ref +5, Will +2, +2 morale bonus on saving throws against fear
Speed 20 ft. (4 squares)
Melee +1 short sword (small) +9 (1d4+2/19-20)
Melee masterwork dagger (small) +9 (1d3+1/19-20)
Ranged masterwork dagger (small/thrown) +10 (1d3+1/19-20)
Ranged light crossbow (small) +8 (1d6/19-20)
Face 5 ft.; Reach 5 ft.
Base Atk +4; Grp +1
Abilities Str 12 (+2), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 10 (+0), Cha 13 (+1)
Special Qualities Halfling Racial Traits, Humanoid Traits, Weapon and Armor Proficiency
Feats Toughness, Weapon Finesse
Skills Appraise +1, Balance +1, Bluff +1, Climb +1, Concentration +1, Diplomacy +1, Disguise +1, Escape Artist +1, Forgery +1, Gather Information +1, Handle Animal +6, Hide +5, Intimidate +6, Listen +2, Move Silently +3, Ride +10, Sea Legs +3, Search +1, Swim -2, Tactics +1, Use Rope +3
Gear
+1 Short Sword (small); Explorer's Outfit; Masterwork Light Crossbow, and Chain Shirt.
Quiver [Bolts (Crossbow/10) (Small) (x2); ]
Pouch (Belt) [Potion of Cure Light Wounds]
Sheath [Masterwork Dagger (small)]

Halfling Racial Traits (Ex)
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks. +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and athletic.
+1 racial bonus on all saving throws. +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.
+2 morale bonus on saving throws against fear +2 morale bonus on saving throws against fear. This bonus stacks with the halfling's +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings. +1 racial bonus on attack rolls with a thrown weapon and slings: Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim.

Created using PCGen 6.08.00 RC8 on Dec. 12, 2020
 
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Knightfall

World of Kulan DM
ROLAND, BLUFFSIDE REGULARS GUARD
Male Cliffborn Human, Warrior 4
LN medium humanoid (human)
Init +2; Senses Listen -1, Spot +3
Languages Cliffspeak
AC 13, touch 12, flat-footed 11
hp 32 (4HD)
Fort +7, Ref +4, Will +1
Speed 30 ft. (6 squares)
Melee +1 short sword +7 (1d6+3/19-20)
Face 5 ft.; Reach 5 ft.
Base Atk +4; Grp +6
Abilities Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 8 (-1), Cha 12 (+1)
Special Qualities Feat Bonus, Humanoid Traits, Human Racial Traits, Skill Bonus, Weapon and Armor Proficiency,
Feats Toughness, Weapon Focus (Crossbow (Light), Halberd)
Skills Balance +2, Bluff +1, Climb +3, Concentration +2, Diplomacy +1, Disguise +1, Escape Artist +2, Gather Information +1, Handle Animal +5, Heal -1, Hide +2, Intimidate +6, Jump +7, Listen -1, Move Silently +2, Ride +7, Sea Legs +2, Sense Motive -1, Spot +3, Survival -1, Swim +3, Use Rope +2
Gear
Visored helmet (+1 luck save bonus, +4 competence skill bonus [Spot]); +1 short sword (w/sheath); explorer's outfit; masterwork light shield (metal)
Pouch (Belt) [Potion of Cure Light Wounds]

Created using PCGen 6.08.00 RC8 on Mar. 16, 2021
 
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Knightfall

World of Kulan DM
MARIANA GUERRA, BLUFFSIDE REGULARS GUARD
Female Human, Warrior 4
LN medium humanoid (human)
Init +2; Senses Listen +0, Spot +0
Languages Cliffspeak
AC 18, touch 12, flat-footed 16
hp 26 (4HD)
Fort +7, Ref +4, Will +4
Speed 20 ft. (4 squares)
Melee longsword +8 (1d8+3/19-20)
Ranged masterwork light crossbow +8 (1d8/19-20)
Face 5 ft.; Reach 5 ft.
Base Atk +4; Grp +7
Abilities Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 11 (+0), Wis 10 (+0), Cha 15 (+2)
Special Qualities Feat Bonus, Humanoid Traits, Human Racial Traits, Skill Bonus, Weapon and Armor Proficiency,
Feats Iron Will, Weapon Focus (Crossbow (Light), Longsword)
Skills Balance -4, Bluff +2, Climb -3, Concentration +2, Diplomacy +2, Disguise +2, Escape Artist -4, Gather Information +2, Handle Animal +7, Hide -4, Intimidate +7, Jump -4, Move Silently -4, Ride +10, Sea Legs +2, Swim -9, Use Rope +2
Gear
Longsword; explorer's outfit; chainmail; cloak of resistance +1; light metal shield, and masterwork light crossbow.
Quiver [Bolts (Crossbow/10) (x2)]
Pouch (Belt) [Potion of Cure Light Wounds]

Created using PCGen 6.08.00 RC8 on Nov. 18, 2020
 

Knightfall

World of Kulan DM
So, I decided to do an image of Vinccenzo for @ScottDeWar_jr using Hero Forge. I shared it on the Kulan FB group and he approved it, so now I'm sharing it on here. I'm going to replace the current "Vinny" token with this image.

Vinny screenshot.png
 



Knightfall

World of Kulan DM
Lacks a beard :) a mark of a true gentleman academic :p

It is very good, feel free to use it. You could make a 3d group image
There is stubble on his face but it isn't very noticeable. Adding a beard won't be a problem. Are we talking just a goatee or full beard?
 









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