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


World of Kulan DM
Level 6

Here is the Campaign Guide over on The Piazza. Roll using this method: 4d6 and drop the lowest die. Do this 9 times, pick the best six, and arrange to taste. Your PC gets a bonus item worth no more than 2,500 gp as an heirloom/special item. (Current players get this bonus item too, as I don't think I offered it before.)

Yes, I did give them an item and it was up to $2,500 gp. I knew I did that.

I'd likely keep one or two of the NPCs in the mix depending on how many players I get in total. The Custodio Vecchi character would be the main NPC I'd bring into he new game. I'd write out the dwarf cleric (for sure) and (maybe) the ex-con, Rhodes. He would either escape or get sent back to the Dungeon of Bluffside. He could also become a thorn in the side of the new group of heroes.

You can pick almost any race you want but absolutely no drow PCs. Drow do not naturally exist on Kulan, which I think I've mentioned in the Crow God game before. There is a elf race called Nevaequarlani (Nevae or "Dark Souls") that is half drow/half elf, which is part of the Bluffside campaign setting, but it's not a great choice since the stats for the race only exist in the Bluffside book. (I do have the PDF version of the book now, so I could PM you or anyone else the stats.)

Bluffside's population is 60,000 strong, although with the current troubles the number has dropped by at least 1,000 to 2,500 people. The city is mixed with humans being the most numerous (78%). Elves (6%) come next with gnomes and dwarves right after (both a 4% each). Many of the gnomes in the city are Steam Gnomes, which is another unique race to Bluffside. Halflings come next at 3%. Finally, half-orcs come in at 1% with another 1% being made up of other races. The bulk of those 1% are the new races in the Bluffside book including the Nevae, Sel'varahn (aquatic humanoid with a big shell on its back), Sixam Ieuna (winged humanoid), and Steam Gnomes. There is another race known as the Dragori but they aren't native to Bluffside.

Here are the other common non-PHB races of the region:
● Elf, gray
● Hadozee (D&D Stormwrack)
● Halfling, tallfellow
● Kobold
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World of Kulan DM
Ayse Ajam
Female half-elf urban ranger 1
LN medium humanoid (elf, human)
Init: +6, Senses: low-light vision, Listen +7, Spot +7
AC: 15; touch: 12; flat-footed 13
hp: 10 (1d8+2)
Fort: +4, Ref: +4, Will: +2; +2 to saves vs. enchantment spells or effects
Immune: magic sleep
Speed: 30 ft
Melee: longsword +2 (1d8+1/19-20)
Melee: dagger +2 (1d4+1/19-20)
Ranged: longbow +3 (1d8/x3)
Special Attacks: favored enemy (humans)
Base Atk: +1; Grp: +2
Str: 12, Dex: 14, Con: 14, Int: 12, Wis: 15, Cha: 13
SQ: Wild Empathy
Feats: Rapid Reload (heavy crossbow), Urban Track
Skills: Climb +5, Hide +6, Listen +7, Move Silently +6, Search +7, Spot +7
Languages: Elven, Cliff Speak, Midani
Possessions: studded leather armor, heavy crossbow w/ 10 bolts, long sword, dagger, backpack, belt pouch, bedroll, flint and steel, hemp rope(50 ft), sunrods (2), trail rations (10 days), waterskin, 17 gp

Ayse was born in Shelzar, an ancient city on the southern coast of The Twilit Continent. Her mother was an elvish prostitute, a slave brought to Shelzar all the way from The Far North. Who her father was is unknown but it is rumored that she is the bastard offspring of a member of the wealthy Asuras family. Not that it really matters; if her father even knows of her existence he has to this date shown no interest in her. In fact the only reason that she was allowed to live past birth is because of her gender. The owner of the brothel where her mother worked hoped to raise Ayse to go into the “family business.”
However, Ayse was born with a wild streak. Many nights she would sneak out of her home and make her way across town to The Pezwahri district. While most residents of the Seven Sins who snuck into the Pezwahri were looking for unguarded homes to rob, Ayse was instead drawn to the district's grand park and the illusion of the wild that it offered. She would disappear there for days, hiding from the city watch and imagining what it must be like to be free. Finally the brothel owner grew tired of her antics and sold her to a wealthy merchant who's proclivities would be considered far too deviant for anyplace but Shelzar.
Her first few days in her new home were actually quite pleasant. Ayse had never experienced so much wealth and splendor. She dined on the most elegant food and wore dresses fit for a princess. However, after less than a week her new owner succumb to his lusts and tried to force himself on her. He did not remove his dagger from his belt before he did so and Ayse used the blade to kill the man. Knowing that a slave who killed her master could look forward only to the gallows, Ayse loaded some food, clothing, money, and the dagger in a bag and set off into the night. She was well beyond the city gates when her master's body was discovered, stowed away in an Asuras caravan that was making it's way north.
Since that time Ayse has seen and done many things. She has grown into a mature young woman and for awhile worked as a bodyguard for the Asuras family protecting members of the family traveling with the caravans that carry the goods that have made the family wealthy beyond the dreams of many emperors. Early on in her career she discovered that she was in fact the bastard daughter of Telos Asuras, patriarch of House Asuras. This is quite a feat considering the old man was 74 when he got Ayse's mother pregnant. The old man has even recognized the fact, at least in private. It was he who arranged for Ayse to be moved from the dangerous work of being an outrider for the caravans to being a house bodyguard.
She is married and has a daughter of her own. One of her first assignments was to guard Helios Asuras, a minor cousin of the family distantly related enough to not have any claim on the leadership of the family but closely related enough to still have claim on the family name. The two of them shared a mutual attraction and eventually ended up as lovers. This was a gross breach of protocol and they hid the fact for several months.
One night everything came to a head when an assassin employed by a rival family tried to have Helios killed. The family's were involved in a trade war and the other family was about to increase the stakes. Ayse's presence in his bed that night may have been the only thing that saved Helios's life as his guards had been paid off by his enemies. However, the result was their affair was exposed. Only the direct influence of her father prevented Ayse from being expelled from the bodyguard corp. Ayse was assigned a new family member to guard, this time a young girl so that there would be no repeat of her previous indiscretion.
At the same time Helios approached Telos and received his permission to marry Ayse. A year later Ayse became pregnant and gave birth to a daughter. That was four years ago. Helios has been sent to Bluffside to open up House Asuras operations there and Ayse has decided to retire as a bodyguard to settle down with her family and perhaps have more children. However, she also possesses a wanderlust that she inherited from her mother's people and so she continues to work as an adventurer to satisfy her thirst for adventure.

Physical Appearance: In many regards Ayse is quite attractive. She wears her long raven hair in a single braid over her shoulder and her eyes are the same color of gray as an approaching storm on the sea. Her skin is tanned from long days working in the sun and she has a slender build. She has some muscle tone but mostly it is lean muscle. Her body type reminds most people of a greyhound or a cheetah. She dresses in simple but attractive clothes that show just the right amount of skin to attract attention but not enough to be mistaken for a courtesan or prostitute. In short, she is the very model of what Asuras men want in a bodyguard. However, her very business like demeanor and the permanent frown on her face are off putting to most men, as is the jagged scar that runs from just below her left eye and down her left cheek to her jaw line.

Personality: Many people assume that Ayse is trying very hard to not be a woman. That could not be further from truth. In her private moments she is just as feminine as any other woman; she just suppresses that when she is on the job. Many of her charges have been very attractive men (The Asuras family does not breed ugly members) and to allow her emotions to run free while dealing with them would be a distraction. She made that mistake once and it almost resulted in the deaths of both her and the man that she was protecting.
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World of Kulan DM

Female High Elf, Wizard 7 / Cleric of Sky and Air 3
NG medium humanoid (elf)
Init +2; Senses Low-Light Vision, Listen +7, Spot +7
Languages Cliffspeak, Draconic, Elven, Gnome, Sylvan
AC 20, touch 13, flat-footed 18
hp 42 (10HD)
Fort +7, Ref +7, Will +15
Speed 30 ft. (6 squares)
Melee +1 mage tuned morningstar +10 (1d8+1)
Ranged masterwork light crossbow +8 (1d8/19-20)
Melee shortstaff +5 (1d4)
Face 5 ft.; Reach 5 ft.
Base Atk +5; Grp +5
Special Actions Rebuke Air, Turn Earth, Turn Undead
Domains Air Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Magic Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

Typical Prepared Spells
Wizard (CL 7)
4th - globe of invulnerability (lesser), shout (DC 19)
3rd - arrow reflection, fly (DC 18), protection from energy (DC 18)
2nd - flaming sphere (DC 17), knock, protection from arrows (DC 17), web (DC 17)
1st - grease (DC 16), mage armor (DC 16), magic missile (x2), shield, true strike
0th - dancing lights, detect magic, light, mending (DC 15)

Cleric (CL 3)
2nd - identify, remove paralysis (DC 15), zone of truth (DC 15)
1st - bless, comprehend languages, detect evil, obscuring mist
0th - cure minor wounds (DC 13), detect poison, resistance (DC 13), virtue (DC 13)
Wizard: Spells per Day: (4/6/4/3/2/0/0/0/0/ DC:16+spell level)
Spells Known:
0th - Acid Splash, Alter Normal Fires, Animated Tatoo, Arcane Mark, Comrades' Trail, Conjurer's Toolbelt, Dancing Lights, Daze, Decrypt, Detect Charm, Detect Disease, Detect Magic, Detect Poison, Detect Precious Metals, Devlin's Barb, Disrupt Undead, Enchanting Flavor, Encrypt, Fire Bolt, Fire Touch, Flare, Frost Touch, Ghost Sound, Hygiene, Keep Dry, Keep Fresh, Learn Heritage, Light, Long Flame, Mage Hand, Mending, Mental Alarm, Message, Minor Ward, Open/Close, Prestidigitation, Quick Boost, Quill, Ray of Frost, Read Magic, Recent Occupant, Resistance, Resistance to Fear, Sample, Sea Eyes, Shade, Shelve, Shield Open Flame, Shock Torch, Spark, Summarize, Tongue of Angels, Tongue of Fiends, Touch of Fatigue, Transcribe, Web Splat
1st - Alarm, Detect Disease, Grease, Hold Portal, Mage Armor, Magic Missile, Protection from Evil, Ray of Enfeeblement, Shield, Shocking Grasp, True Strike
2nd - Arcane Lock, Bull's Strength, Cat's Grace, Flaming Sphere, Knock, Levitate, Protection from Arrows, Web, Whispering Wind
3rd - Arcane Sight, Arrow Reflection, Clairaudience/Clairvoyance, Daylight, Fly, Heroism, Protection from Energy, Slow
4th - Arcane Eye, Charm Monster, Globe of Invulnerability (Lesser), Locate Creature, Remove Curse, Secure Shelter, Shout

Cleric: Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:14+spell level)
Spells Known:
0th - Antihistamine, Clearwater, Create Water, Cure Minor Wounds, Detect Charm, Detect Disease, Detect Magic, Detect Poison, Guidance, Hygiene, Inflict Minor Wounds, Keep Dry, Keep Fresh, Learn Heritage, Light, Mending, Purify Food and Drink, Quick Boost, Read Magic, Resistance, Resistance to Fear, Shelve, Summarize, Thicken, Tongue of Angels, Transcribe, Virtue
1st - Aegis of the Gods, Avert Attack, Bane, Betray the Years, Bless, Bless Water, Blissful Sleep, Call Upon Faith, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Cure Minor Wound, Mass, Deep Lungs, Destroy Water, Detect Balance, Detect Chaos, Detect Current, Detect Disease, Detect Evil, Detect Fey, Detect Gas, Detect Good, Detect Land, Detect Law, Detect Life, Detect Undead, Divine Favor, Endure Elements, Entropic Shield, Guilt, Heal Light Wounds, Hide from Undead, Irritation, Lesser Darkness, Magic Aura, Magic Stone, Magic Weapon, Magical Performance, Murk and Gloom, Obscuring Mist, Obscuring Mist, Precipitation, Predict Weather, Protection from Chaos, Protection from Evil, Protection from Law, Protection from Spirits, Protection from Undead, Reduce Nausea, Remove Fear, Repel Water, Resist Scrying, Sacred Watch, Sanctuary, Shield of Faith, Spiritual Trance, Strength of Mind, Summon Monster I, Welter
2nd - Aid, Align Weapon, Anointed, Augury, Aura of Light, Bear's Endurance, Blessed Watchman, Bolster Mental Fortitude, Bone Spikes, Boost Immunity, Bull's Strength, Calm Emotions, Cat's Eyes, Chant, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Detect Curse, Dig, Distil Water, Divine Heart, Divine Lock, Dolphin Fins, Eagle's Splendor, Eclipse Veil, Enhance Magical Flow, Enthrall, Examine Coffin, Eyesight, Faerie Ward, Farstroke, Find Traps, Fleet Feet, Frostfire, Gentle Repose, Geological Treasure, Green Water, Heal Moderate Wounds, Hidden Lore, Hold Person, Identify, Ill Omen, Immunity to Fear, Know Alignment, Luck of the Saints, Make Whole, Nap, Owl's Wisdom, Protection from Paralysis, Radiance, Remove Paralysis, Repair Ship, Resist Energy, Restoration, Lesser, Seavision, Shatter, Shield Other, Shockwave, Silence, Snake Charm, Sound Burst, Spiritual Weapon, Static Veil, Status, Structural Integrity, Stun Item, Summon Dust Devil, Summon Monster II, Surface, Swim, Thorn Snare, Undetectable Alignment, Undetectable Charm, Wind Wall, Wound Reading, Wyvern Guard, Zone of Truth
Abilities Str 11 (+0), Dex 14 (+2), Con 10 (+0), Int 20 (+5), Wis 16 (+3), Cha 16 (+3)
Special Qualities Aura, Bonus Languages, Chaotic, Evil, Good, and Lawful Spells, Spells, Spontaneous Casting, Turn or Rebuke Undead, Weapon and Armor Proficiency, Alertness, Bonus Feats, Bonus Languages, Familiar, Scribe Scroll, Spellbooks, Spells, Weapon and Armor Proficiency, Elf Racial Traits, Humanoid Traits, Spontaneous Casting ~ Cure Spells
Feats Alertness, Brew Potion, Combat Casting, Iron Will, Martial Weapon Proficiency (Longbow, Longsword, Rapier, Shortbow), Sacred Spell, Scribe Scroll
Skills Appraise +5, Balance +2, Bluff +3, City Lore +3, Concentration +8, Concentration (Cast defensively) +12, Craft (Alchemy) +12, Craft (Maps) +5, Craft (Poison) +5, Craft (Untrained) +5, Decipher Script +12, Diplomacy +7, Disguise +3, Escape Artist +2, Forgery +5, Gather Information +3, Heal +7, Hide +2, Intimidate +3, Knowledge (Arcana) +13, Knowledge (History) +9, Knowledge (Religion) +9, Knowledge (Seamanship) +5, Knowledge (The Planes) +13, Listen +7, Move Silently +5, Perform (Chant) +3, Perform (Untrained) +3, Profession (Soldier) +9, Ride +2, Search +7, Sense Motive +3, Spellcraft +15, Spot +7, Survival +3, Survival (The Planes) +5, Use Rope +2,
Amulet of Natural Armor +2; +1 Mage Tuned Morningstar; Ring of Protection +1; Ring of Feather Falling; +1 Glamered Mithral Shirt; Cloak of Resistance +2; Shortstaff.
Pouch (Belt) [Potion of Cure Moderate Wounds (x3); Elixir of Vision; Potion of Shield of Faith +3; Coin (Silver) (x20); Coin (Platinum) (x4); Coin (Gold) (x15);]
Backpack Pouch (Belt) [Coin (Gold) (x15); Coin (Silver) (x10);]; alchemical silver crossbow bolts (x10); wand of magic missile (1st level caster); spellbook (see below).
Warhorse (Light) [Saddlebags; Bit and Bridle; Saddle (Military); Stabling (Per Day) (x7);]; Saddlebags [Masterwork Crossbow Bolts (x10)]; Masterwork Light Crossbow.

0th - arcane mark, dancing lights, daze (DC 15), detect magic, detect poison, disrupt undead , flare (DC 15), ghost sound (DC 15), light, mage hand, mending (DC 15), open/close (DC 15), prestidigitation (DC 15), ray of frost, read magic, resistance (DC 15)
1st - alarm, grease (DC 16), hold portal, mage armor (DC 16), magic missile, protection from evil (DC 16), ray of enfeeblement, shield, shocking grasp, true strike
2nd - arcane lock, bull's strength (DC 17), flaming sphere (DC 17), knock, levitate, protection from arrows (DC 17), web (DC 17), whispering wind
3rd - arcane sight, arrow reflection, clairaudience/clairvoyance, daylight, fly (DC 18), heroism (DC 18), protection from energy (DC 18), slow (DC 18)
4th - arcane eye, charm monster (DC 19), globe of invulnerability (lesser), locate creature, remove curse (DC 19), secure shelter, shout (DC 19)

Magic Item Spell-Like Abilities: feather fall (DC 10, at will)

Created using PCGen 6.06.01 on 4-Mar-2018

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World of Kulan DM
Male Human, Ranger 2 / Fighter 10
LG medium humanoid (human)
Init +5; Senses Listen +11, Spot +11
Languages Cliffspeak, Elven, Sylvan
AC 21, touch 13, flat-footed 20
hp 105 (12HD)
Fort +12, Ref +8, Will +5
Speed 30 ft. (6 squares)
Melee +2 bastard sword +18/+13/+8 (1d10+7/17-20)
Melee +1 handaxe +17 (1d6+4/x3)
Ranged masterwork composite longbow [+3 Str] +14/+9/+4 (1d8+3/x3)
Face 5 ft.; Reach 5 ft.
Base Atk +12; Grp +15
Atk Options Ride-By Attack
Special Actions Favored Enemy (see below)
Abilities Str 16, Dex 12, Con 13, Int 15, Wis 12, Cha 13
Special Qualities Bonus Feats, Weapon and Armor Proficiency, Combat Style, Favored Enemy, Track, Weapon and Armor Proficiency, Wild Empathy, Feat Bonus, Humanoid Traits, Human Racial Traits, Skill Bonus, Two-Weapon Fighting Combat Style
Feats Alertness, Exotic Weapon Proficiency (Sword (Bastard)), Improved Critical (Sword (Bastard)), Improved Initiative, Leadership, Mounted Combat, Ride-By Attack, Track, Two-Weapon Fighting, Urban Tracking, Weapon Focus (Handaxe, Sword (Bastard)), Weapon Specialization (Handaxe, Sword (Bastard))
Skills Appraise +2, Bluff +1, City Lore +8, Climb +9, Concentration +1, Craft (Maps) +2, Craft (Poison) +2, Craft (Untrained) +2, Diplomacy +1, Disguise +1, Escape Artist +6, Forgery +2, Gather Information +3, Handle Animal +8, Heal +1, Intimidate +8, Jump +10, Knowledge (Local) +7, Knowledge (Nature) +9, Listen +11, Open Lock +6, Perform (Chant) +1, Perform (Untrained) +1, Profession (Soldier) +8, Ride +10, Sapper +3, Search +2, Sense Motive +1, Spot +11, Survival +6, Survival (Natural environments) +8, Swim +8, Use Rope +1,
Oakfirst's Helmet (+2 competence bonus to Spot and Listen checks); +2 Bastard Sword; +1 Handaxe; Signet Ring of Protection (+2 deflection AC bonus, +2 insight bonus to saves); Traveler's Outfit; +4 Chain Shirt; Vest of Escape; Masterwork Composite Longbow [+3 Str bonus]; and a Quiver [w/arrows [x20]].
Pouch (Belt) [Potion of Cure Serious Wounds (x2); Brass Signal Whistle; Thunderstone (x2)]
Pouch (Belt) [Coin (Gold) (x20); Coin (Platinum) (x5); Coin (Silver) (x10)]
Warhorse (Heavy) [Saddlebags; Bit and Bridle; Saddle (Military); Masterwork Half-Plate (Barding, Large)]; Saddlebags [Manacles (Masterwork/Medium); Feed (Per Day) (x2)]

Favored Enemy - Magical Beast (Ex) Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Created using PCGen 6.06.01 on Apr 30, 2017

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
So, if I read it right, A level character built with stats of 4d6,drop lowest; 9 rolls,take the best 6 numbers; wealth by character level, right?

also, the "Lanterns" are the wizards of bluffside? Do comprehend correctly?

Also, how are you feeling today?

Also, just one more thing: What do you think of the swiftblade?
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World of Kulan DM
So, if I read it right, A level character built with stats of 4d6,drop lowest; 9 rolls,take the best 6 numbers; wealth by character level, right?
Yes, you've got it right. Plus an extra 2,500 gp heirloom/signature item. If the item doesn't exactly add up to that amount it's okay but just don't go over.

Scott DeWar said:
also, the "Lanterns" are the wizards of bluffside? Do comprehend correctly?
No, the Lanterns are a spy guild created by one of the players as background for his PC. The character's 'patron' runs that guild as sort of an open secret. Most of the high-ups in the city know what the Lanterns are and who runs it, but the general populace doesn't.

Bluffside doesn't just have one wizard guild. It has an entire Wizard District. Each of the main schools of magic has its own guild (or house). The masters of these houses has one of the seats on the Wizard Council, which adds up to 9 including the House of Universal Wizardry. The guildmaster of that house, a easily-offended gnome named Gruber Hustberon, sits as the council's current President.

Here is a map of the city, so you can see how it's laid out. The smallest district is the Wizard District.

Bluffside Overview Map, Copyright (C) Samurai Sheepdog. Posted here only for gaming.

Scott DeWar said:
Also, how are you feeling today?
I'm doing okay, today.

I'm trying a new allergy medicine that's more powerful, and it's helping with my hay fever. It's been a very 'green' and 'flowery' summer here in Edmonton. And, I have physio again this week on Wednesday.

Scott DeWar said:
Also, just one more thing: What do you think of the swiftblade?
It looks okay at first glance. I've downloaded it and will read it in more depth a bit later.

I will say that if you use it, your PC would be aligned to the House of Transmutation since haste is such a key aspect of the prestige class. That means your guildmater's name is the human named Lucien Greko. He is a tall, lanky man in his early forties -- dark hair, black eyes, pale skin. He can be friendly but is happier surrounded by books than people. He is well liked on the council.

Oh yes, I forgot to mention that wizards in Bluffside must be a member in one of the houses in order to be allowed to cast magic in the city. (Hedge mages sometimes get a pass but are more often asked to move on from the city if they won't join up.) Also, sorcerers are considered second-class spellcasters and most of them are seen as renegades outside the natural order of magic. The villain who has been causing all the grief in the city is a renegade sorcerer.
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World of Kulan DM
Clockwise, starting with the Wizard District, the other districts of the city are named the following: Military District, Temple District, Mining District, Old City, and New City. In the center sits the ruins of Sem La Vah, a graveyard of the ancients from a time before the last ice age.

The ruins are usually open to the public but visiting there has risks. Mainly archaeologists and adventurers visit the ruins, with the full support of city's ruling factions -- the Adamantine Security Council (ASC), The Five (merchant-noble houses), Wizard Council, and the 12 Major Churches of the city.

Beneath the city proper lies the Undercity, which connects the cliff city to the sea below. There is also a nearby floating 'second city', which is part of Bluffside but stands apart. It is called Sordadon. Think of it like a floating city of cults, sailors, thieves and the weird.
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World of Kulan DM
Law and order is handled primarily by the Bluffside Regulars in the Military District, New City, Old City, and the Temple District. The leadership for these guards/soldiers runs the Military District. The ASC is in charge of the security of the Mining District ans their control there is near absolute. The Wizard Council protects their own district and the Bluffside Regulars are not welcome there. The local enforcers of that district are called the Sectarian Guard (a name I came up with).


World of Kulan DM
So, the player for Terger is out, so right now, the PC group is @Scott DeWar and @Tellerian Hawke. I'm okay with just you two if we don't get anyone else but let's hope for one more. I haven't heard from willpell yet. (The Crow God game only has three PCs, which is working well.)

I'm now going to redo the main NPC hero, Custodio, in PC Gen and re-post his stats here for my reference. Rhodes is recruited by Terger to join him on his new mission; after that, he leaves the region and likely never returns. I might need to keep the dwarf cleric around, so you guys have some healing.

Instead of having a dedicated Campaign Guide, I'm just going to use this thread for the game. I'll make a new OOC thread right now.

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Wizard [level 5]-fighterogue [level 1]-swiftblade
xp 15 000
Goal: 21 000 xp
associated with the wizard guild of transmutation
specialist: Transmutation; counter schools: Necromancy and conjuration
just attained Wizard 5, so all level 3 spells will be  Haste

stat rolls
best 6
14; 14; 18; 17; 14; 16
str   14   +2
dex   17   +3
con   14   +2
int   17   +3
wis   18   +4
cha   14   +2

level 4 stat increase: Int

hit points
rogue 1 wizard 5 : 3+3+1+3+2+4= 21 + [6*2 (con)]=33

heirloom item: 2500 gpv
+ starting gold

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Dungeon Delver's Guide

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