Wednesday, August 13, 2014

5E Sellswords of Punjar - The Gate of Shade

This is my conversion of area 1-1 of Sellwords of Punjar. As I said before, for more info, pick up the adventure.

Gate of Shade

The gate that leads into Cutpurse Alley is locked. The lock is in a devilish maw. A Perception check (DC 15)  lets them notices that the lock is trapped. It can be unlocked if with a Dexterity check (DC 20). A failed check triggers a trap that causes the maw to snap closed on the would-be-thief's hand. The character takes 1d6 damage and gains the grappled condition. The trap then makes the following attack:

Poison Needle. Melee Weapon Attack. +4 to hit. Hit: 2 (1d4) piercing damage and target must make a Constitution save (DC 20) or be infected with Shadowstuff toxin.

The character then has 4 rounds to pry their hand from the trap (Strength check DC 20) before they are infected with Shadowstuff toxin (no save). Another player made aid the character in removing their hand (thereby granting the character advantage).

Characters can bypass the lock and attempt to climb the gate, but that isn't without danger. A Perception check (DC 15) will allow a character to notice hidden firing mechanisms on the gate. The mechanisms can be disabled with a Dexterity Check (DC 20). If they are not the gate makes the following attack against creatures attempting the climb.

Spear. Melee Weapon Attack. +4 to hit. Hit: 5 (1d6+2) piercing damage.

Shadowstuff Toxin
Very Rare Poison

The Constitution saving throw against Shadowstuff Toxin is DC 20. Players affected by Shadowstuff toxin must track their failed saving throws and make a new saving throw every hour, as the poison alters their very being. Elves and other fey creatures are somewhat resistant to the toxin and instead take 5 poison damage.  They must still make a new saving throw every hour and continue taking 5 poison damage on every failed save.

First Failed Save: The victims skin and eyes turn slate grey.

Second Failed Save: Shadows cling to the victim; they have advantage to Stealth checks made in shadow or dark conditions.

Third Failed Save: The victim has one less HD to spend for healing during short rests.

Fourth Failed Save: The victim begins to flicker from existence; they gain a +2 to AC.

Fifth Failed Save:  The victim fades to shadowy wisps. They may still be brought back to via a rare ritual that must be performed in conjunction with resurrection magic.

Special: A successful saving throw halts the progression of Shadowstuff toxin, though the victim retains all advantages and disadvantages suffered until that point. These poison (and its effects) can be purged from one's system if Shadowstuff antidote is taken. Unfortunately Shadowstuff antidote is even more rare than the poison.

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