Tuesday, August 19, 2014

5E Sellswords of Punjar - Area 1-14

Alright, with this post, the first half of the adventure conversion is complete!

Area 1-14 Court of the Beggar King

Well-Camouflaged Pit Trap

A DC 25 Perception check notices that the floor hiding the pit trap bow in slightly. The trap is triggered when one or more characters step on it. The creature must make a Dexterity Save of 15 or take 2d6 bludgeoning damage as they fall 20 feet into a cage hung below (see area 2-1 for details on the fate beffalling PCs caught in the trap).

If PC's manage to disable the pit trap, award them 200 XP.

Black Shet, Human Rogue
Medium Humanoid, Neutral Evil
Armor Class 14 (Leather, Dexterity)
Hit Points  32 (5d8+5)
Speed 30
  STR     DEX       CON      INT      WIS       CHA
16 (+3)  18(+4)   13 (+1)   12 (+1)   10 (+0)  11 (+0) 
Saving Throws: Int +4, Dexterity +6
Skills Deception +3, Sleight of Hand +7, Stealth +7,
Senses passive Perception 10
Languages Common
Challenge 2 (450 XP)

Assassinate. Black Shet has advantage on attack rolls against any creature that hasn't taken a turn in combat yet. In addition, any hit Black Shet scores against a creature that is surprised is a critical hit.

Sneak Attack. Once per turn, Black Shet can deal an extra 3d6 damage to when creature hit with an attack that he has advantage on.


Felis. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  Hit: 11 (1D4+5) piercing damage. Once per day, Black Shet may use Felis to grant one of his attacks advantage as a bonus action.

Hand Crossbow. Ranged Weapon Attack. +6 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piecing damage.

Uncanny Dodge. When an attacker that Black Shet can see hits him with an attack, he can use his reaction to halve the attack's damage against him.

Felis and Whisker
Unique, Attuned

Felis and Whisker act as +1 daggers. Each dagger also has the ability to grant its wielder advantage on one attack as a bonus action once per day. When both daggers are attuned and dual wielded, their owner gains a +2 to AC.

(Note Black Shet only possess Felis.)

Needle Trap
A Perception DC 20 notices the needle mechanism. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.

Needle. Ranged Weapon Attack. +4 to hit, range 5/10. Hit: 2 (1d4) piercing damage.

Award 100 XP if the trap is disabled.

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