Showing posts with label Punjar. Show all posts
Showing posts with label Punjar. Show all posts

Saturday, February 28, 2026

A New Game?

I've been wanting to run something for a few years now. Unfortunately, I given my current living situation, it didn't seem right to try. Since I'm going to be working again soon I've started looking for a place to rent. If that happens I will definitely start running a game. While I have many games I want to run, including DCC supers and D&D 2024, I think I'm going to go with Shadowdark RPG. I know it was the new hotness a few years ago and I still see a lot of buzz about it online. I've not played it, but I do own the core book and the first three official zines. 

Since I never got use use Punjar with DCC, I thought I might make it the primary city for the game. I'll go through the gazetteer I have and Shadowdark-ify it. I also just got my pdf copy of Into the Cess and Citadel and I know it will be a fantastic resource. This will also be a great time to break out my wood miniatures from SeveredBooks. I grabbed the ones pictured below at Origins last year, but I've gotten several more sets since then.


Have you played Shadowdark? If so, what are your thoughts? Also, if you haven't looked at the game, the quickstart is free.

Friday, August 29, 2014

5E Sellswords of Punjar - Area 2-7

Area 2-7 Loathsome Shrine of Nimaruth

Nimurath's Curse
Those touching the coins risk being cursed by Nimaruth. They must make a wisdom saving throw (DC 15) or be overtaken with an overwhelming fear of rats, mice, and other furry vermin. Cursed individuals have the Frightened condition while in the presence of rodents. This curse lasts until a Remove Curse spell is cast on the victim.

Scion of Nimaruth
Large Beast, Neutral Evil
_________________________
Armor Class 17 (natural AC, dexterity)

Hit Points 69 (6d10+36)
Speed 30, Climb 15
________________________________
  STR     DEX       CON      INT        WIS     CHA
20 (+6)  19 (+5) 20 (+6) 8 (-1)  14 (+2)  12 (+1) 
_____________________________________
Saving Throws + 9 Str, + 9 Con
Skills athletics +9     
Senses  darkvision 60 ft., passive Perception 15
Languages Common, Abyssal, Infernal
Challenge 3 (700 XP)

Cull the Weak. When the Scion of Nimurath hits a creature with a weapon attack, the creature takes an additional 1d6 damage if it's below it's hit point maximum.


Actions___________________________

BiteMelee Weapon Attack: +9 to hit, reach 5 ft., one target.  Hit: 13 (2d6+6) piercing damage. If the target is a creature it must succeed on a DC 15 Constitution saving throw against disease or because poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing his hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces his hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

Rat Swarms (2)
Use Swarm of Rats stats from Dungeon Master's D&D Basic. Within sight of the Scion of Niramuth the rat swarms also gain Condition Immunity: Charmed, Frightened.

Wednesday, August 27, 2014

5E Sellswords of Punjar - Areas 2-5 and 2-6

Area 2-4 Slaver Greathall


Orliss the Goat
Medium Humanoid, Neutral Evil
Armor Class 16 (Chainmail) 
Hit Points  45 (6d10+12)

Speed
 30
_____________________________________
  STR     DEX    CON      INT      WIS    CHA
18(+4)  10(+0)  14 (+2)   11(+0)  12(+1)  15 (+2) 
_____________________________________
Saving Throws: Strength +7, Constitution +5
Skills Athletics +7, Intimidation +5
Damage Resistance fire
Senses  passive Perception 14
Languages Common, Draconic 
Challenge 3 (700 XP)


Combat Leader: Orliss the Goat and his allies have advantage on initiative rolls.


Great Weapon Fighting. When Orliss the Goat rolls a 1 or 2 on a damage die for an attack he makes witha  two handed melee weapon, he cana reroll the die and must use the new roll, even if the new roll is a 1 or 2. 


Improved Critical. Orliss the Goat's weapon attacks score a critical hit on a 19 or 20.


Actions_______________________________________
Greatsword +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  Hit: 14 (2D6+6) slashing damage.

Burning Breath Weapon. All creature within 15 foot cone must make a Dex. save (DC 13). A creature takes 3d6 fire damage on a failed save, and half that much on a successful one. He cannot use this ability again until he takes a short or long rest.


Hobgoblin Slavers (4)

Use hobgoblin stats from Dungeon Master's Basic D&D

Goblin Archers (6)
Use goblin stats from Dungeon Master's Basic D&D

Area 2-5B
Caustic Spear Trap

With a  Perception DC 20 notices the disguised holes in the ceiling. A Perception DC 25 notices the acid burn marks in the area targeted by the trap. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.


Twin Spear. Melee Weapon Attack. +5 to hit., reach 5 ft. Hit: 8 (2d8+3) piercing damage plus 5 acid damage. In addition the target is restrained for 1d4 rounds.

Award 200 XP if the trap is disabled.

Area 2-6 Flight of the Slavers

Raiko and Wrix, Gnoll Overseers
Use gnoll stats from Dungeon Master's Basic D&D

Virmoth, Elven Mage
Medium Humanoid, Lawful Evil
Armor Class 12 
Hit Points  28 (4d8+8)

Speed
 30
_____________________________________
  STR     DEX    CON      INT      WIS    CHA
13(+1)  14(+2)  14 (+2)   19 (+5)  16 (+2)  13 (+1) 
_____________________________________
Saving Throws: Int +6, Wis +5
Skills Arcana +6, History +6

Senses dark vision 60 ft.,  passive Perception 14
Languages Common, Draconic, Elven 
Challenge 1 (200 XP)


Fey Ancestry: Virmoth has advantage on saving throws against being charmed, and magic can't put him to sleep.


Spellcasting. Virmoth is a 4th level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15; +7 to hit with spell attacks). Virmoth knows the following spells from the wizard spell list:



  • Cantrips (at will): light, mage hand, shocking grasp
  • 1st  Level (4 slots): charm person, thunderwave
  • 2nd Level (3 slots): blur, hold person


Actions_______________________________________
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft. one target.  Hit: 14 (1d6+1) bludgeoning damage.



Drazen, Drow Thief
Use spy stats from the Hoard of the Dragon Queen supplement, add the following trait:

Fey Ancestry: Drazen has advantage on saving throws against being charmed, and magic can't put him to sleep.

Innate Casting: Drazen can innately cast the following spells, requiring no components:
  • At Will: dancing lights
  • 1/day each: faerie fire (save DC 12)
Arrow Trap

With a Perception DC 25, the character notices the small hole on the chest through which the arrow is fired. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.


Arrow. Ramged Weapon Attack. +4 to hit., range 150 ft./600 ft., one target. Hit: 5 (1d8+1) piercing damage.

Award 100 XP if the trap is disabled.


Hail of Needles Trap

With a Perception DC 20, the character notices the holes in the coffer. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.


Hail of Needles. Ramged Weapon Attack. +4 to hit., range 50 ft./150 ft., 2d4 targest. Hit: 6 (1d4+3) piercing damage.

Award 100 XP if the trap is disabled.


Thursday, August 21, 2014

5E Sellswords of Punjar - Areas 2-1 through 2-5

Area 2-1 - Slave Pens of Punjar

The hobgoblin slavers have disadvantage when attacking characters in pens.

Hobgoblin Slavers
Use hobgoblin stats from Dungeon Master's Basic D&D

Great Desert Ape
Use ape stats from Dungeon Master's Basic D&D

Area 2-3 The Second Seal

When lit, the incense in the censers allow an evil cleric, sorceror, warlock, or wizard to regain a used spell slot.

There are five uses of the incence left.

Area 2-4 Well of Ancients


Shadowstuff Horror
Large Monstrosity, Neutral Evil
__________________________________
Armor Class 18 
Hit Points  57 (6d10+24)
Speed 30
_____________________________________
  STR     DEX       CON      INT      WIS    CHA
17(+4)  16(+3)   17(+4)   13(+1)   15(+2)  12 (+1) 
_____________________________________
Saving Throws: 
Skills Stealth +10
Condition Immunity diseased, poisoned
Damage Immunity poison 
Damage Vulnerability radiant
Damage Resistance cold, necrotic
Senses darkvision 60 ft,  passive Perception 13
Languages Common, 
Challenge 2 (450 XP)

Telepathy. The shadowstuff horror can communicate with any intelligent creature withing 50 feet via telepathy.

Actions_______________________________________
Tendril. Melee Weapon Attack: +5 to hit, reach 15 ft. one target.  Hit: 11 (1D8+3) necrotic damage.

Flailing Burst. Melee Weapon Attack: +5 to hit, reach 15 ft. all enemies.  Hit: 11 (1D8+3) necrotic damage.
Skull 
Shadow Tendril
Unique, Attuned
Once bonded with the character, the wisp of shadowstuff forms a symbiotic relationship. The players maximum hit points are decreased by 5 in full light (direct or indirect sunlight, within 15 feet of torches and lanterns, or within the effects spells that create light (at the DM's discretion)). When in partial shadow (at night, more than 15 feet from a torch or lantern) the characters max hit points are increased by 10. When the character is in total darkness, the shadowstuff tendril has no effect.  

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.

Actions_______________________________________

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.

Reaction______________________________________
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.

Monday, August 18, 2014

5E Sellswords of Punjar - Areas 1-12 and 1-13

Area 1-12 Zeb'oltha the Demon-Bound

Eunuch Bodyguards

Use Thug stats from Dungeon Master's Basic D&D



Mother Zeb'oltha, Teifling Warlock
Medium Humanoid, Chaotic Evil
__________________________________
Armor Class 15 (Armor of Shadows, Dexterity)
Hit Points  32 (4d8+12)
Speed 30
_____________________________________
  STR     DEX       CON      INT      WIS       CHA
10 (+0)  14 (+2)   16 (+3)   14 (+2)   13 (+1)  13 (+1) 
_____________________________________
Saving Throws: Charisma +3, Wisdom +3
Skills Deception +3, Intimidation +3
Damage Resistance fire
Senses darkvision 60 ft,  passive Perception 13
Languages Common, Infernal
Challenge 2 (450XP)

Skull Rod. Mother Zeb'oltha uses the Skull Rod (stats presented below).


Spellcasting. Mother Zeb'oltha is a 3rd level caster. Her spellcasting ability is Charisma (spell save DC is 11, +3 to hit with spell attacks. She has the following warlock spells prepared:


Cantrips (at will): Druidcraft, Eldritch Blast (Agonizing), Poison Spray, Shocking Grasp, Thaumaturgy, Vicious Mockery

2nd level: Hex, Witch Bolt

Actions_______________________________________


Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft. one target.  Hit: 11 (1D4+3) slashing damage.

Reaction_______________________________________
Hellish Rebuke. One per day Mother Zeb'oltha may cast Hellish Rebuke as a 2nd level spell.

Skull Rod

Very Rare Rod, Attuned

The skull rod grants a warlock +1 to hit with spell attacks. Once per day, the caster may expend a charge to regain a used spell slot.  Once all charges are used the wand vanishes, drawn back to its plane of origin.


The wand currently has 12 charges.


Area 1-13 Courtyard and Warehouse


Beggers (10)

Use Bandit stats from Dungeon Master's Basic D&D

5E Sellswords of Punjar - Areas 1-7 through 1-10

Area 1-8 In the Company of Thugs


Dog Brother
Medium Humanoid, Neutral Evil
__________________________________
Armor Class 14 (Leather, Dexterity)
Hit Points  20 (3d8+3)
Speed 30
_____________________________________
  STR     DEX       CON      INT      WIS       CHA
14 (+2)  16 (+3)   13 (+1)   11 (+0)   12 (+1)  10 (+0) 
_____________________________________
Saving Throws: Dex +5
Skills Intimidation +2, Stealth +5, Perception +3 
Senses passive Perception 13
Languages Common
Challenge 1/2 (100 XP)

Sneak Attack. Once per turn, a Dog Brother can deal an extra 1d6 damage to when creature hit with an attack that he has advantage on.


Actions_______________________________________


Multiattack. The dog brother makes two attacks.

Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft. one target.  Hit: 5 (1D6+2) piercing damage.

Area 1-9 The War-Captain Irocar

Irocar the War Captain
Medium Humanoid, Lawful Evil
__________________________________
Armor Class 19 (Breastplate, Shield, Dexterity)
Hit Points  32 (4d10+8)
Speed 30
_____________________________________
  STR     DEX       CON      INT      WIS       CHA
18 (+4)  14 (+2)   14 (+2)   12(+1)   10 (+0)  12 (+1) 
_____________________________________
Saving Throws: Str +6  
Skills Intimidation +3, 
Senses passive Perception 10
Languages Common,
Challenge 2 (450 XP)

Brutal. When Irocar hits with a melee weapon attack, the attack deals one extra die of the weapon's damage to the target (included below) 


Actions_______________________________________



Bastard Sword + 1. Melee Weapon Attack: +6 to hit, reach 5 ft. one target.  Hit:  16 (2D10+5) slashing damage.

Black Dragon Horn Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit 4 (1d8) piercing. 

Twin Spear Trap

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


Twin Spear. Melee Weapon Attack. +4 to hit., reach 5 ft. Hit: 8 (2d8+3) piercing damage.

Award 150 XP if the trap is disabled.


Area 1-10 Store Room


Rat Swarm (2)


Use Swarm of Rats stats from Dungeon Master's Basic D&D.





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
__________________________________
Armor Class 16 (Studded Leather, Dexterity)
Hit Points  28 (4d8+8)
Speed 30
_____________________________________
  STR     DEX       CON      INT      WIS       CHA
12 (+1)  18 (+4)   14 (+2)   14 (+2)   10 (+0)  12 (+1) 
_____________________________________
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.

Saturday, August 16, 2014

5E Sellswords of Punjar - Area 1-5

Here's another encounter update for my 5E Sellswords of Punjar project.

Area 1-5 - Trash Pit


Old Otyugh

Use Otyugh stats from online Hoard of the Dragon Queen supplement with the following changes

Hit Points: 42 (6d10+12)
Challenge 3 (700 XP)

Actions___________
Spying Eye. The old otyugh can hide beneath the water and refuse, leaving only its eyestalk exposed.  While doing so it gets a +10 to stealth checks and its speed becomes 0.

Otyugh Grub
Small Aberration, Neutral
__________________________________
Armor Class 14
Hit Points 24 (4d8+8)
Speed 15, Burrow 15
_____________________________________
STR       DEX       CON      INT      WIS       CHA
10 (+0)   15 (+2)   14 (+2)   2 (-4)    13 (+1)   6 (-2) 
_____________________________________
Skills Stealth +10
Senses darkvision 120ft., passive Perception 11
Languages Otyugh
Challenge 1/8 (25 XP)

Actions_______________________________________

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft..  Hit: 4 (1D6+2) piercing damage.


Wednesday, August 13, 2014

5E Sellswords of Punjar - Areas 1-2 through 1-4

Area 1-2 - Watchers in the Mist

Sentries
Use Bandit stats from the Dungeon Master's Basic D&D, making the following changes

Challenge 1/4 (50 XP)

Remove scimitar and crossbow attack, replace with

Long Spear. Melee Weapon Attack. +3 to hit, reach 10 ft., one target. Hit: 4 (1d6+1) piercing damage.

Weighted Net. Ranged Weapon Attack. +3 to hit, range 5/10, one target. Hit: 3 (1d4+1) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Area 1-3 Fount of Filth

The strength check to pry the gems out remains the same. The curse  allows the DM to elect to cause one PC to have disadvantage on a skill check (three times a day). This curse can be removed as described in the book. The XP award for destroying the altar is 75 XP to each good aligned character that takes part in the altar's destruction..

Area 1-4 Bazaar of the Bizarre

Toughs

Use either Thug stats from the Dungeon Master's Basic D&D.

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.

Tuesday, August 12, 2014

5E Sellswords of Punjar - Umbra Bat Swarm

Depending on my drive and ethic this may take a while, but I am planning on converting the Punjar material I have to 5E. I'm starting with Sellswords of Punjar. If you want descriptions of the monsters and traps I stat out, you need to see the adventure.

I thought about trying to complete different sections of the book and compile them into a word document before I post them. Instead I'm just going to post monster and trap stats as I go. When I've finished I probably will compile everything into one document.
------------
Umbra Bat Swarm
Reaper Miniatures Bat Swarm
Medium Monstrosity, Unaligned
__________________________________
Armor Class 13
Hit Points 24 (4d8+8)
Speed 5, Fly 30
_____________________________________
STR       DEX       CON      INT      WIS       CHA
13 (+1)   18 (+4)   14 (+2)   2 (-4)    13 (+1)   11 (+0) 
_____________________________________
Skills Perception +4, Stealth +10 Senses dark vision 60 ft., passive Perception 13
Damage Resistances Necrotic, Cold, piercing, slashing, bludgeoning
Damage Vulnerability Radiant
Languages -
Challenge 2 (500 XP)

Begger King's Power. As long as the Begger King lives, umbra bat swarms regenerate 5 HP of damage at the beginning of their turn.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points.

Actions_______________________________________

Cloud of Teeth. Melee Weapon Attack: +4 to hit, reach 5 ft., all adjacent targets.  Hit: 4 (1D6+2) piercing damage + 2 points of Necrotic damage. 

Blinding Wings. Melee Weapon Attack. +4 to hit, reach 5 ft., all adjacent targets. Hit: 4 (1d6+2) bludgeoning damage and target must make a Constitution save (DC 13) or be blinded for 1d4 turns.


Wednesday, August 6, 2014

The Tarnished Jewel

"Punjar...

Throughout the Known World, no city is half so notorious. Blackened by fire, soiled by pestilence, and scarred by war, its sandy collection of spiderwebbed tenements and rat-ridden bazaars have birthed some of the worst rogues and villains to ever stalk the storied thrones of the north.
But Punjar is also a city of chance and adventure, where fortunes are won in a night and lost before dawn. Where gems glint and flare in the lamplight, the might of magic knows no bounds, and a warrior's quick blade and shirt of mail are his best defense.

So loosen your sword, keep a hand on your coin pouch, and take these first steps into its shadowy, torch-lit streets. A black mist is rolling in off the salt marsh, and the ancient city beckons...

Welcome to Punjar, The Tarnished Jewel!"

Punjar is a city that I've been in love with since the early days of 4E. I snagged a copy of Punjar: The Tarnished Jewel on Free RPGDay 2008. It's just a dirty city with a lot of character, much like a Freeport (one of my other loves), just without the piracy (but with the evil of slavery which is something forbidden in Freeport).

I've picked up all of the Punjar adventure path (pictured above). I also have a few Dungeon Crawl Classics adventures that feature the city, notably Jewels of Carnifax, Mists of Madness, and The Jeweler That Dealt in Stardust. According to the blurb on their latest DCC Kickstarter, Harley Stroh is doing a Punjar city setting.

While I am planning on running Tyranny of Dragons for my first 5E game, I think Punjar is a setting I'd really like to use for my second. I will probably start converting the Punjar adventures I have (monster, magic items, and traps) to 5E and posting them here.