Sunday, August 17, 2014

5E Sellswords of Punjar Areas 1-6 and 1-7

Area 1-6 Arthuro the Fence

Arthuro the Fence
Medium Humanoid, Neutral Evil
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Armor Class 16 (Studded Leather, Dexterity)
Hit Points  28 (4d8+8)
Speed 30
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  STR     DEX       CON      INT      WIS       CHA
12 (+1)  18 (+4)   14 (+2)   14 (+2)   10 (+0)  12 (+1) 
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Saving Throws: Int +4, Dexterity +6
Skills Deception +3, Persuasion +3, Sleight of Hand + 6, Stealth +6,
Senses passive Perception 10
Languages Common, Gnoll
Challenge 1 (200 XP)

First Strike. At the start of combat, Arthuro has advantage against any creature that has not yet acted.

Sneak Attack. Once per turn, Arthuro can deal an extra 2d6 damage to when creature hit with an attack that he has advantage on.

Actions_______________________________________

Cunning Action: Arthuro can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

+1 Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft. one target.  Hit: 11 (1D8+6) piercing damage.


Area 1-6 A Lair of the Fence

Poison 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.

Poison Needle. Ranged Weapon Attack. +4 to hit, range 5/10. Hit: 2 (1d4) piercing damage + 5 (1d10) poison damage)

Award 100 XP if the trap is disabled.

Spear Trap

A Perception DC 20 notices the mechanism that fires the spear. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.

Spear. Melee Weapon Attack. +4 to hit., reach 5 ft. Hit: 8 (1d8+3) piercing damage.

Award 100 XP if the trap is disabled.

Scything Blade Trap

A Perception DC 20 notices the scythe blade housing int he drawer. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.

Scything Blade. Melee Weapon Attack. +5 to hit., reach 5 ft. Hit: 8 (1d10+3) slashing damage.

Award 100 XP if the trap is disabled.

Area 1-7 The Nightingale Stairs

Nightingale Stairs

A Perception DC 20 notices cords running beneath the stairs.A Dexterity check DC 20 will disable the trap.If the trap is triggered the the steps shift, causing a loud clatter and jangle, alerting the enemies in 1-8 of the characters approach.

Award 50 XP if the trap is disabled.

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