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

Knightfall

World of Kulan DM
NPC ALLIES
An NPC that adventured along the PCs of my Bluffside campaign for a short duration. He died as a result of a smokepowder explosion.

Abene Loyola (Deceased)
LN Male human, Rogue 1/Urban Ranger 1
Deity: Lusos
XP (final): 2,718

AGE: 19
LANGUAGES: Cliffspeak, Elven, Undercommon

AC: 15 (+3 Dex, +1 Armor, +1 Shield)
INIT: +3 (Dex)
HP: 11
SPEED: 20 ft. (base 30 ft.)

STR 12 (+1)
DEX 16 (+3)
CON 10 (+0)
INT 14 (+2)
WIS 11 (+0)
CHA 15 (+2)

FORT +2, REF +7, WILL +0

BAB +1; GRP +2

BASE MELEE: +2
Dagger +2 (1d4+1)
Short Sword +2 (1d6+1)

BASE RANGED: +4
Shortbow +4 (1d6)

SKILLS
Appraise: 2 + 2 = 4
Balance: 3 + 3 = 6
Climb: 4 + 1 = 5
Decipher Script: 2 + 2 = 4
Disable Device: 4 + 2 = 6
Escape Artist: 3 + 3 = 6
Gather Information: 5 + 2 -= 7
Handle Animal: 1 + 2 = 3
Hide: 3 + 3 = 6
Jump: 2 + 2 (feat) + 1 = 5
Knowledge (Local): 4 + 2 = 6
Listen: 4 + 0 = 4
Move Silently: 2 + 3 = 5
Open Lock: 4 + 3 = 7
Profession (Soldier): 2 + 0 = 2
Search: 2 + 2 = 4
Sense Motive: 2 + 0 = 2
Spot: 2 + 0 = 2
Tumble 2 + 2 (feat) + 3 = 5

FEATS: Acrobatic, Armor Proficiency [Light], Dodge, Simple Weapon Proficiency, Urban Tracking (B)

CLASS FEATURES: 1st Favored Enemy (House Del Cannitha), Trapfinding, Sneak Attack (+1d6), Wild Empathy (1/2 class level)

EQUIPMENT (Medium load; light load if he drops his backpack)
Dagger (x2)
Short Sword (x2)
Shortbow
Arrows (20)
Leather Armor
Buckler
Backpack
Bottle
Candle (x2)
Grappling Hook
Rations (x3)
Rope (50 ft.)
Signet Ring
Torch (x2)
Waterskin
Whetstone
Tindertwig
Thieves' Tools
Traveler's Outfit

DESCRIPTION
Abene was 5 foot. 10 inches tall and 195 lbs. He had brown eyes and short black hair. His skin was tanned but not naturally dark. He had a strong yet lithe body with no noticeable scars. He was a young man without stubble on his face. His jawline was strong, however. His clothes were well kept and his weapons were in good shape. He wore his armor well and his gear had the symbol of the Bluffside Regulars on it.

BACKGROUND
Abene was a brand new recruit to the Bluffside Regulars, and was stationed in the New City district. He was young and impressionable, but had some skill as a trapfinder. While duty didn't drive him, he was keen on helping protect the citizens of his adopted home. He reported directly to Captain Russell and was very loyal to the man since the captain is a long-time friend of his family. Abene grew up in Old City, so he came from wealth. However, he never acted privileged. He wanted to earn his way.

He died in the explosion that devastated New City while working alongside Gralf, Pekko, and Thistle.
 
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Tellerian Hawke

Defender of Oerth
Backup of Big Tim's Stats And Background Info

As per your request:

Big Tim Page 001.jpgBig Tim Page 002.jpgBig Tim Page 003.jpgBig Tim Page 004.jpgBig Tim Page 005.jpgBig Tim Page 006.jpgBig Tim Page 007.jpg
 

MacConnell

Creator of The Untamed Wilds
Thersean Stormdancer

Name: Thersean Stormdancer
Monk.jpg

Thersean was born in the Burning Sands. Growing up in the desert environment, has tanned his skin and bleached his hair. Being fair of complexion, his skin is not bronzed but looks more of brass, smooth and even in coloration, unlike the mottled combination of human flesh, though being skin it is not reflective but rather soaks in the rays of the fire from the sky. His hair is wispy and loose, free to blow in the random breezes, as white as chalk or the sands near the azure sea.

Monks, due to their predisposed even temperament, make good liaisons, emissaries, ambassadors, and viceroys. Thersean, as a representative of the Council of the Chrysalid Forest, Emissary of the Oasis of Taraea and Disciple of Amaunator, has traveled extensively throughout the desert to meet with various counterparts from the Dragori, the powerful reptilian empire of the desert and the Sixam Ieuna farther over into the mountainous region. With the possibility of developing a trade foothold in the urbanized, more Humanly controlled, areas of the world, he was appointed to meet with the Dragori who were already established in Bluffside.

AbilityTotalBaseRaceModifier
Strength12120+1
Dexterity1614+4+3
Constitution1214-2+1
Intelligence1012-20
Wisdom14140+2
Charisma101000

Deity: Amaunator: Domains: Sun: Balance:
HD: 06: Monk: 3: Cleric: 3: XP:
HP: 35: 8 + 5(d8+1)/2: Max 1st + Avg
AC: 19: 10 + DEX(3) + WIS(2) + Monk(0) + Armor(2) + NA(1) + Def(1)
EquipmentCost
LocationNotations
Bracers of Armor +24000gpForearms+2 Armor Bonus
Amulet of Natural Armor2000gpNeck+1 NA
Ring of Protection2000gpHand+1 Deflect
Light Brown Half-Sleeved TunicTorso
Off-White ShendytWaist-Legs
Belt w/ Holy Symbol clipped to itWaist
SanadalsFeet


AttackCost
TotalBABMBABCAMDG
Masterwork Quarterstaff +14600gp632111d6+1
Flurry of Blows(using staff)3/30/02101d6+1
slingn/a832301d4

SaveTotalMonkClericAO
Fort7331
Ref93132
Will8332
Feats:
Dodge+1AC / 1 target
EvasionRS = 0 not 1/2
Fast Movement+10'
Flurry of Blows0/0
Improved Initiative+4 Initiative
Improved Unarmed Strike
Lightning Reflexes+2 RS
*Racial Modifier+2 save vs EnchantImmune Magical Sleep
Simple Weapons
Still Mind+2 save vs. Enchant
Stunning FistDC: 10 + HD/2 + WIS = 153/d
Turn Undead3/d
Skills: Total = 39: Monk = 4(4+INT) + (L-1)(4+INT) = 20 + 10 = 30: Cleric = (L-1)(2+INT) = 9
SkillTotalRanksA
Balance41DEX(3)
Climb32STR(1)
Concentration32CON(1)
Diplomacy33CHA(0)
Escape41DEX(3)
Heal42WIS(2)
Hide52DEX(3)
Jump32STR(1)
Knowledge Arcana32INT(1)
Knowledge History32INT(1)
Knowledge Religion32INT(1)
Knowledge Planes21INT(1)
Listen53WIS(2)
Move Silently52DEX(3)
Perform11CHA(0)
Sense Motive42WIS(2)
Spellcraft32INT(1)
Spot53WIS(2)
Swim21STR(1)
Tumble63DEX(3)

Other Items:
Potion of Cure Moderate (1): cost 300gp
Potion of Cure Light (1): cost 50gp
50 gp
 
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Knightfall

World of Kulan DM
Take your time [MENTION=6855223]MacConnell[/MENTION]. The current roleplaying encounter doesn't really allow for the fitting in of a desert elf. We'll add Thersean in as soon as you're able to get the PC done.

We ned to come up with an idea for why he's in Bluffside. Is he looking for someone? Is he just visiting? Was he brought to the city against his will?

It's possible he could be attached to one of the embassies in the city. The desert elves wouldn't have there own embassy, but he could allies among the Dragori or the Sixam Ieuna. The Dragori are a humanoid reptilian race with a powerful empire in the Burning Sands. And they are typically lawful neutral. The Sixam Ieuna are a winged humanoid race who live mainly in the mountains. They too are typically lawful neutral. Either race would be good patrons for the desert elves to find a place in Bluffside. Perhaps your character is in the city to try to have an embassy created for his people.

EDIT: FYI, those races are from the Bluffside sourcebook.
 


Knightfall

World of Kulan DM
Here's the exact wording for the bonus for your PC:
__________________

Extra Bonus for all PCs at 1st Level
Either a bonus feat (NOT a Fighter feat or a Metamagic feat) OR an +1 to the multiplier for 1st-level skills (x4 becomes x5).
__________________

I had told you that the bonus feat was at 3rd-level. That was my error. Sorry for any confusion.
 

Knightfall

World of Kulan DM
ODHRAN MCKENNA, BLUFFSIDE REGULARS GUARD (Deceased)
CR 3
Male Human Warrior 3 / Adept 1
LG medium humanoid (human)
Init +2; Senses Listen +5, Spot +5,
Languages Cliffspeak


AC 17, touch 13, flat-footed 15
hp 24 (4HD)
Fort +5, Ref +3, Will +6


Speed 30 ft. (6 squares)
Melee longsword +5 (1d8+2/19-20)
Ranged crossbow (light) +6 (1d8/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +3; Grp+5


Prepared Spells Prepared Spells:
Adept (CL 1): 0th - cure minor wounds (DC 13) , detect magic , light 1st - cure light wounds (DC 14) , sleep (DC 14)
(CL ):
Adept: Spells per Day: (3/2/0/0/0/0/0/0/0/ DC:14+spell level), Spells Known: 0th - Create Water, Cure Minor Wounds, Detect Disease, Detect Magic, Ghost Sound, Guidance, Hygiene, Keep Dry, Keep Fresh, Light, Mending, Purify Food and Drink, Read Magic, Touch of Fatigue 1st - Betray the Years, Bless, Blissful Sleep, Burning Hands, Cause Fear, Command, Comprehend Languages, Comrades' Trail, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Endure Elements, Long Flame, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Sleep


Abilities Str 15, Dex 14, Con 14, Int 12, Wis 16, Cha 9
Special Qualities Feat Bonus, Humanoid Traits, Human Racial Traits, Skill Bonus, Spells, Weapon and Armor Proficiency, Weapon and Armor Proficiency,
Feats Alertness, Combat Casting, Weapon Focus (Crossbow (Light))
Skills Appraise +1, Balance +2, Bluff -1, Bluff (Flattery) -1, City Lore +3, Climb +2, Climb (Swarm Huge Monster) +2, Concentration +6, Concentration (Cast defensively) +10, Craft (Maps) +1, Craft (Untrained) +1, Diplomacy -1, Diplomacy (Dragon Protocol) -1, Disguise -1, Escape Artist +2, Forgery +1, Gather Information -1, Handle Animal +3, Heal +3, Hide +2, Intimidate +4, Jump +6, Jump (Leap into the Saddle) +2, Listen +5, Lore of the North +3, Move Silently +2, Perform (Lore-Chant) -1, Perform (Untrained) -1, Ride +7, Sapper +2, Sea Legs +2, Search +1, Search (Stash Item) +1, Sense Motive +3, Spot +5, Strategy +1, Survival +3, Swim +2, Tactics +1, Use Rope +2,
Possessions longsword; ring of protection +1; explorer's outfit; +1 studded leather; Quiver [ Bolts (Crossbow/10) (x2); ]; Pouch (Belt) [ Potion of Cure Light Wounds; ]; Sheath ; Crossbow (Light)

Created using PCGen 6.08.00 RC8 on Nov. 18, 2020
 
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Knightfall

World of Kulan DM
OTHER EX-PCs (Copied Over from The Piazza)

Pekko Lempoinen

Male human cleric (Ahto) 5
NG medium humanoid (human)
XPs 13,207

Age: 20
Height: 180
Weight: 80
Light brown, shoulder-long hair; short, brown beard; green eyes

Str: 15, Dex: 15, Con: 16, Int: 14, Wis: 17, Cha: 14
Init: +2
AC: 17; touch: 12; flat-footed: 15
hp: 39 (5d8 + 15)
Fort: +7, Ref: +3, Will: +7
Speed: 30 ft (6 spaces)
Melee: quarterstaff (1d6+3)
Melee: trident (1d8+3)
Base Attack Bonus +3

Domains: Water, Weather
Holy Symbol: Medallion depicting rippling wave of water
Spells per day: 0:5, 1st: 4+1, 2nd: 3+1, 3rd: 2+1
Normal spell choices: 0: Create Water, Cure Minor Wounds, Detect Poison, Guidance, Purify Food and Drink;
1: Bless Water, Comprehend Languages, Divine Favor, Endure Elements; Obscuring Mist;
2: Delay Poison, Make Whole, Silence; Fog Cloud;
3: Create Food and Water, Daylight; Water Breathing
Turn Undead: 5 times a day
Feats: Alertness, Great Fortitude, Weapon Focus (Trident)
Skills: Concentration +6, Diplomacy +7, Heal +10, Knowledge (arcana) +7, Knowledge (history) +7 Knowledge (religion) +8, Profession (fisherman) +4, Survival +7, Swim +4
Supernatural abilities: Turn or destroy fire creatures, Rebuke, command or bolster water creatures, 5 times a day
Languages: Kotimen (Finnish), Novarese, Cliff Speak

Possessions: studded leather armor, trident, quarterstaff, heavy wooden shield, holy symbol, backpack, belt pouch, bedroll, flint and steel, trail rations (10 days), waterskin, healing potion
pp 1, gp 97, sp 5, cp 6

Pekko was born in small fishing village of Harjuwaltus in eastern Kotimi. He was third of the seven sons of Jouko Lempoinen, one of the local fishermen. Unlike his brothers Pekko had little patience for life as a fisherman. Already as a boy he was curious about his surroundings and was always pestering his parents about this and that. When Pekko was 10 his father asked Väinö Ahtoinen, local priest of Ahto, if he would take the boy and teach him. Väinö took Pekko to live with him and let him help him in services. Pekko soon realised that this was what he wanted to do. During the next seven years he learnt to read and write and other basic skills needed for a small village priest.
Then everything changed. One day Szulolian raiders surprised the village. Pekko was one of those who did not manage to escape. Pekko and some other captured villagers were then taken back to Szulolia. There he was bought by one Novaruam trader who saw a value in this northerner who could read and write. Pekko spent eight month with the trader in Parma before he managed to escape. He was not treated badly or anything but was still a slave and took the first opportunity and fled to south since he had heard that in Bluffside he might be able to get a boat back to home.

Pekko is a serious young man long way from home. He is observative and curious of his surroundings and new cultures but otherwise reserved and quiet. What fascinates him the most is sea; his home village was on a lakeside so he had never seen sea before coming to south.
 
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Knightfall

World of Kulan DM
Gralf
male gnome fighter 4
Small, Age 69, Height 3'4", Weight 45 lbs
Neutral Good
XP: 6040

Attributes
STR 17 (+3) [18 Base, -2 Racial, +1 @4th]
DEX 16 (+3) [16 Base]
CON 19 (+4) [17 Base, +2 Racial]
INT 15 (+2) [15 Base]
WIS 14 (+2) [14 Base]
CHA 15 (+2) [15 Base]

Hit Points: 37 [10 (1st) + 2 (2nd) + 2 (3rd) + 4 (4th) + 3 (Toughness) + 4 * 4 Con] Current 22 Non lethal: 3
AC: 17 [10 default, 4 scale, 3 dex]
Initiative: +3 [3 dex]
Base Attack Bonus: +4 [4 fighter]
Speed: 15ft

Saves:
Fort +8 [+4 Fighter, +4 Con]
Refl +4 [+1 Fighter, +3 Dex]
Will +3 [+1 Fighter, +2 Wis]

Attacks:
Great Axe +8 melee, 1d10+6 dmg, x3 crit [+4 BAB, +3 Str, +1 feat]
Warhammer +7 melee, 1d6+3 dmg, x3 crit [+4 BAB, +3 Str]
Dagger +7 melee, 1d4+3 dmg, 19-20/x2 crit [+4 BAB, +3 Str]
Javelin +7 ranged, 1d3+3 dmg, x2 crit, 30ft range increment [+4 BAB, +3 Dex]

Feats:
Endurance [Bonus 1st]
Diehard [1st]
Weapon Focus (Great Axe) [Fighter 1]
Power Attack [Fighter 2]
Toughness [3rd]
Weapon Specialization (Great Axe) [Fighter 4]


Languages: Gnome, Cliff Speak, Dwarven, Sixam
Skills: (20 points fighter)
+9 Intimidate (2 cha, 7 fighter)
+5.5 Knowledge (History) (2 int, 7 fighter(CC))
+5 Survival (2 wis, 6 fighter(CC))
+4 Craft (Armorsmithing) (2 int, 2 fighter)
+3 Jump (3 str, 4 fighter, -4 ACP)
+5 Listen (2 wis, 2 gnome, 2 fighter(CC))

Equipment:
Greataxe (6 lbs) [20gp]
Scale mail (15 lbs) [50gp]
Visored Helm
Warhammer (2.5 lbs) [12gp]
Dagger (.5 lbs) [2gp]
2 Javelins (2 lbs) [2gp]
Backpack (.5 lbs) [2gp]
2 Waterskin (2 lbs) [2gp]
Whetstone (1 lbs) [2cp]
14 days Trail Rations (3.5 lbs) [7gp]
Flint and steel (- lbs) [1gp]
4 Belt Pouches (.5 lbs) [4gp]
2 Torches (2 lbs) [2cp]
Grappling Hook (4 lbs) [1gp]
Silk Rope (50ft) (5 lbs) [10gp]
Traveller's outfit (0.5 lbs)
Healing potion (2d8+6)
45 lbs
223gp
14sp
12cp

Gralfinicon Dashtorquezip was born into slavery in Talangrán. He never knew his father and was put to work as soon as he was able. Most of the time it felt like he was insignificant. Eventually he was assigned to work under Assan Gravelfist, the dwarven blacksmith. Assan routinely defied his handlers and was punished. Only his skill as a blacksmith kept him alive. Unlike anyone else Assan always used Gralfinicon's full name when talking to the boy. The old dwarf taught the young gnome more than simply working metal. He explained the possibilties beyond the walls of the city.

Assan convinced the young gnome to try and escape with him. Some bad luck ruined their plan. The trouble caused by Assan finally outweighed his usefulness. Gralfinicon tried escaping on his own but it was a hasty attempt doomed from the start. Years passed before he tried again. This time with a carefully recruited group. He doesn't know how the masters found out but his allies were dispersed throughout the city just days before they were to attempt escape.

Gralf stopped using his full name and drank more. He seemed to associate with few but in truth he watched and planned. His crew was litterally recruited the day before the break. They knew very little of the plan. Were it not for a random patrol outside the city, they would have made it. Instead a pitched battle left everyone dead save Gralf. One attacker wore a visored helm with a skull painted on it. Such a thing would likely hinder interactions with others but Gralf took it. As he saw it, death walks with him. He slowly made his way southward.
 
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Knightfall

World of Kulan DM
Thistle Ravenwood
---------------------------------------
Female Wood Elf Paladin 5 / Elf Paragon 1
LG medium humanoid (Elf)
Init: +2, Senses: low-light vision (thrice), Listen +6, Spot +8
AC: 23; touch: 13 (dex + deflec); flat-footed 22 (no dex)
hp: 59 (5d10+1D6+6+3)
Fort: +09, Ref: +09, Will: +11; +4 to saves vs. enchantment spells or effects
Immune: magical diseases, magic sleep, supernatural diseases
Speed: 20 ft., base 30 ft. (unarmored)
Melee: Greatsword +10 (2D6+5/19-20, x2)
Melee: Morningstar +9 (1D8+4/x2)
Melee: Gauntlet +8 (1D3+3/x2)
Special Attacks: Smite Evil (2/Day; +4 attack, +5 damage, +3 Strength damage)
Base Atk: +8; Grp: +8
Str: 16 (+3), Dex: 15 (+2), Con: 12 (+1), Int: 11 (+0), Wis: 18 (+4), Cha: 18 (+4)
- Level 4 increase; +1 Con (11+1=12)
SQ: Aura of Courage, Aura of Good, Detect Evil, Detect Secret Doors (Search check if within 5'), Divine Grace, Divine Health, Lay On Hands, Smite Evil 2/Day, Turn Undead
Feats: Toughness, Weapon Focus (Greatsword), Iron Will (3rd), Improved Turning (6th),
Skills: See Below
Languages: Elven, Cliff Speak, Old Tongue
Height: 5' 5" / Weight: 130 lbs.

ABILITIES
Aura of Courage:
While conscious allies within 10 feet gain +4 morale bonus on saving throws against fear.
Aura of Good: As cleric of same level
Detect Evil: At will
Divine Grace: Add CHA bonus to saving throws (applied)
Divine Health: See Immune (above)
Lay on Hands; 20 HP/Day (standard action)
Turn Undead: 7/Day (Improved Turning; +1 to check) (2D6+2+4)

SKILLS
|Key|Skill|Ability||Misc.|Armor Skill Name|Ability|Mod.|Mod.|Ranks|Mod.|Penalty Balance|DEX|+2|+2|||Yes Bluff|CHA|+4|+4||| Climb|STR|+3|+3|||Yes Diplomacy|CHA|+9|+4|5|| Gather Information|CHA|+4|+4||| Handle Animal|CHA|+8|+4|4|| Heal|WIS|+4|+4||| Intimidate|CHA|+4|+4||| Jump|STR|+3|+3|||Yes Knowledge (Nature)|INT|+5|+1|4|| Listen|WIS|+6|+4||+2| Ride|DEX|+5|+2|3|| Search|WIS|+8|+4||+4| Sense Motive|WIS|+4|+4||| Speak Languages|N/A|N/A|N/A|2|N/A|N/A Spot|WIS|+8|+4||+4| Survival|WIS|+5|+4|1|| Swim|STR|+3|+3|||Double Use Rope|DEX|+2|+2|||

GEAR
Magical Full Plate +2 [4,000] (Symbol of Arn embossed on it)
Ring of Protection +1 [2,000]
Amulet of Nat Armor +1 [2,000]
Greatsword +1 [2,350]
Morningstar +1 [2,308]
---------------------------------------
Masterwork Backpack [202 gp]

  • Lead-lined compartment well stitched into the bottom of it, can't come loose unless top and bottom of compartment are cut free from backpack, is sewn in with steel thread so a normal knife cannot cut compartment out, requires special key to open [amazing lock]
  • Belt strap for extra security, steel reinforced.
  • Steel threaded to resist coming undone in adverse conditions
  • Shoulder straps are steel reinforced with extra padding on underside to help resist weight chafing
  • Watertight and weather resistant
Masterwork Signet Ring with Arns' Holy Symbol (55 gp) [Left Hand]
Masterwork Signet Ring with Arns' Holy Symbol (55 gp) [Spare, in her quarters at the temple]
Flask of Holy Water (25 gp)
Cleric's Vestments (5 gp)

Hit Points
Paladin 1 / 10 | Paladin 2 / 8 | Paladin 3 / 10 | Paladin 4 / 6 | Paladin 5 / 10 |
Paragon 1 / 6 | Toughness 3 | Constitution 6
 
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