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Dungeon Crawl Classics #53: Sellswords of Punjar (4E)
Goodman Games
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Print Edition:
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$13.49
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PDF:
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$8.99
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An Adventure for Character Level 1
Deep within the heart of the slums, in the rat-ridden city of Punjar, the Beggar-King weaves his plots. Unearthing rites best left forgotten and offering up sacrifices to the loathsome Lords of Shade, the Beggar-King's ambitions threaten to unleash a horde of shadow-horrors upon Punjar's huddled masses.
You and your fellow companions must bring the reign of the Beggar-King to an end. Your quest will take you from the rooftops of Punjar to its filthiest alleys, and beneath the streets of Punjar to the fetid heart of the city, where even the bravest of sellswords will tremble before the fell secrets of the Beggar-King of Punjar.
An introductory adventure designed specifically for first level characters, Sellswords of Punjar is an urban Dungeon Crawl Classic unlike any other. It includes a full-color double-sided battle map to allow your characters to fully experience the perils of Punjar! This stand-alone adventure can also be used to launch a campaign in the epic fantasy world of Áereth.
Rules Set: 4E.
Reviews:
- EN World Staff Review: 5 stars. "The book has charm. With some more nods to old school, such as statues with cursed treasure and handouts, the book does a solid job of providing everything that the Game Master needs."
- EN World Fan Review: 5 stars. "An intriguing adventure that showcases the strengths of 4E. Cool battlemaps. Memorable villains and killer traps."
40 pages plus battle map
Are there errors or omissions in this product information? Got corrections? Let us know at
webmaster@paizo.com.
IMPGMG5052
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Hmm, sounds like a good adventure, I have to admit the Dungeon Crawl Classics rarely held much appeal for me but this story sounds intriguing. What do other people think and do you have any suggestions for their older 3.x stuff that I might try and track down?
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Are we going to see PDF versions like the 3.5 versions?
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I bought this at Gen Con. I haven't read it in detail yet, but it looks good at a glance. The battle map is excellent with some neat innovations. Mainly, a photocopiable sheet of roof templates to put on buildings that can then be removed if the PC's enter a building.
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Steven White 59 wrote:
Are we going to see PDF versions like the 3.5 versions?
I would think so... Goodman just uploaded their first 4E PDF—the Character Codex yesterday.
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Why 4e. Why?
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Devil of Roses wrote:
Hmm, sounds like a good adventure, I have to admit the Dungeon Crawl Classics rarely held much appeal for me but this story sounds intriguing. What do other people think and do you have any suggestions for their older 3.x stuff that I might try and track down?
You've pretty much voiced my position as well. Story sounds good. Something a little complex and not another straightforward dungeon crawl.
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"Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere."
I like the old days, and the maps sound killer, but I dunno about the brainless part of the above. Is the series really like this? Sounds like criticisms of the new 4e adventure Keep on the Shadowfell.
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baradifi wrote:
"Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere."
I like the old days, and the maps sound killer, but I dunno about the brainless part of the above. Is the series really like this? Sounds like criticisms of the new 4e adventure Keep on the Shadowfell.
This is the generic description for this series [Dungeon Crawl Classics] of adventures from goodman games, IIRC, for 3x and now 4e. Never actually played one, but they are pretty good at what they advertise to be from what I hear though. Goodman games stuff general gets positive reviews. YMMV always.
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gnomewizard wrote:
Why 4e. Why?
Joseph Goodman himself answers this question well and thoughtfully in this podcast. This effort by Goodman was also discussed here, in this thread.
I support Goodman Games and I think this is a great idea. I am fortunate to have two copies of Punjar: The Tarnished Jewel where this and two other adventures in the series are set. Looks good. A welcome and badly needed alternative to Dungeon's Scales of War and other 4E adventures. I'm gonna pick these up locally to support my FLGS. They're not too expensive (like certain overpriced $30 4E adventures...).
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gnomewizard wrote:
Why 4e. Why?
I know...this is the first Goodman Games release I won't be buying and it's a bit sad
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It's Harley Stroh too. He does great work. He's a great guy too.
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tadkil wrote:
It's Harley Stroh too. He does great work. He's a great guy too.
If you wanted to put Punjar in Golarion, where would you put it?
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The PDF is now available!
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Mactaka wrote:
If you wanted to put Punjar in Golarion, where would you put it?
Well, where would you put Lankhmar? That's where I'd put it.
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My wife is running this adventure for our group and sadly, we're running into problems. The traps we've run across seem to have weird mechanics, the treasure has been sparse and oddly parceled (a +1 sword?), and the adventure references the wrong rules (she noted an area where players 'save or die'). Granted, since my wife's the one running it, I haven't had a chance to go over it, so this is all second-hand "griping". While not a bad adventure, and one beautifully told, the crunch needs a bit of tightening up.
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Golarion Goblin wrote:
My wife is running this adventure for our group and sadly, we're running into problems. The traps we've run across seem to have weird mechanics, the treasure has been sparse and oddly parceled (a +1 sword?), and the adventure references the wrong rules (she noted an area where players 'save or die'). Granted, since my wife's the one running it, I haven't had a chance to go over it, so this is all second-hand "griping". While not a bad adventure, and one beautifully told, the crunch needs a bit of tightening up.
Given that this was ready to go at Gen Con, I wonder if it was originally written based on a viewing of the playtest rules, and some items got changed along the way? Then again, I though that using alignment as a game mechanic was suppose to be gone, and an actual WOTC adventure did that.
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KnightErrantJR wrote:
Given that this was ready to go at Gen Con, I wonder if it was originally written based on a viewing of the playtest rules, and some items got changed along the way? Then again, I though that using alignment as a game mechanic was suppose to be gone, and an actual WOTC adventure did that.
I was wondering that myself actually, and now that I find out it was ready for GenCon, I can see what probably happened. Like I said, it's not bad, but my wife is having to go through and fix bits throughout. If you're up for a little extra work, it's a fine module.
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I have bought a number of Goodman Games products in tbe past, my favorite being "Transmuter's Last Touch" for 3.5. It sells for $3.00 for a paper copy and demonstrates their take on adventuring very well. I also find Harley Stroh to be my favorite writer, so it's a shame that this is 4.0 for me. If I can find it at a good [read: reduced] price, I will buy it and attempt to rework it.
For those of you unsure of Goodman Games flavour, it tastes a lot like classic dungeon crawl, they aren't lying to you one bit. What I like is the twist on classic monsters. For example, in "Transmuters", the goblins have mastered the traps in their lair and use them to grant them awesome draconic powers. "Curse of the Emerald Cobra" has a new spell and new types of yuan-ti.
I find these adventures to form a lousy campaign in and of themselves, but make excellent diversions, especially if you need time to think of your next devious major campaign path.
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