TEXT:  
  1
  The Hungry Undead 
  Living Kingdoms of Kalamar 
  Harvest of Darkness
   
  Retail Adventure Adaptation 
  Creatures encountered during this adventure are not truly alive or 
  undead, but in a terrible state of existence somewhere between. As 
  a result, any skill checks to determine abilities, strengths, or 
  weaknesses must succeed with a -5 penalty. For example, 
  Knowledge (religion) usually reveals information about undead 
  creatures, but the character would have to get a result 5 points 
  higher than normal (for a creature of similar HD) to find out 
  information about Sharjani.  
   
  Additionally, when the Blood Rage takes hold of a Sharjani, they 
  appear to be vampiric in nature – their skin is pale and sunken and 
  their fangs become more prominent. Long periods of time without 
  blood cause their bodies to rot and wither away. These traits can 
  cause the creatures to be easily mistaken for undead, though 
  characters should be able to determine the truth with a reasonable 
  amount of examination.  
   
  All creatures in this adventure have the following special attacks or 
  special qualities: 
   
  Blood Rage (Ex): While in the blood rage, the Sharjani seeks to 
  drink the blood of any human or demihuman in sight. The Sharjani 
  temporarily gains +4 to Strength, +4 to Initiative checks, and doubles 
  all bite damage. While in the blood rage, the Sharjani loses its fast 
  healing ability, but it regains 1 hit point per 2 points of damage 
  inflicted by its bite (regardless of how the damage was suffered, as 
  opposed to their fast healing ability). The raging Sharjani only uses 
  the bite attack. Once fully healed, the rage subsides and the Sharjan 
  regains its normal human appearance and fast healing abilities, but it 
  loses any bonuses to hit, damage, and initiative caused by the rage. 
  Note that a Sharjani can heal damage while in the blood rage only by 
  drinking blood; their normal regenerative abilities are latent due to a 
  lack of blood in their system.  
   
  Improved Grab (Ex): This ability works normally, except a Sharjan 
  can use it on creatures the same size as itself.  
   
  Fast Healing (Ex): The Sharjan heals a certain number of hit points 
  every round, except for damage dealt by silver or magical weapons. 
   
  Vulnerability to Sunlight (Ex): In sunlight, Sharjani lose their fast 
  healing ability, as well as any bonuses to initiative. They also lose 
  any attack bonuses to their base attack. Sharjani also lose one hit 
  point per round of exposure to sunlight and cannot heal until they are 
  out of the light for one full hour. They have additional penalties to 
  attack and intitiave in sunlight based on their Sharjan status (Least -
  1, Lesser -2, Great -4, Lords cannot take any action other than 
  moving out of the light and attacking anyone preventing them from 
  moving out of the light, as if in blood rage).  
   
  Vulnerability to Water (Ex): Sharjani lose one-third of their 
  maximum hit points every round they are in contact with running 
  water. After three rounds of exposure to running water, the Sharjan 
  is permanently dead. Holy water inflicts 1d6 points of damage to the 
  creature. 
   
  Sharjani typically have the ability to transform victims into pseudo-
  ghouls (Narsharjani Affliction). Creatures in this adventure do not 
  have this ability; statistic blocks below correctly omit the Special 
  Attack entry.  
  Encounter 5a) Tomb of Janir Kodajy 
  All ATLs 
  Janir Kodajy 
   
  Janie Kodajy is not affected by Blood Rage at ATLs 1-5. At higher 
  ATLs, he has a 50% chance to be suffering from Blood Rage effects 
  during combat.  
   
  ATL 1 
  Male Greater Sharjani (Ftr1) CR 3 
  Medium humanoid 
  HD 1d12+6 (hp 14) 
  Init +2 (+2 Dex) 
  Spd 40 ft
    
  1 
  
   
  2
  The Hungry Undead 
  Living Kingdoms of Kalamar 
  Harvest of Darkness
   
  Retail Adventure Adaptation 
  BAB/Grp +1/+4 
  AC 19 (+2 Dex, +7 natural); touch 12, flat-footed 17 
  Atk Bite +3 melee (1d6+3/x2) or shortsword +4 melee (1d6+3/19-20 
  x2) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., spider climb, immunities, fast healing 2, scent, 
  weaknesses 
  AL CE 
  SV Fort +5, Ref +2, Will +0 
  Str 17, Dex 15, Con 16, Int 13, Wis 11, Cha 13 
   
  Skills and Feats: Hide +3, Listen +2, Move Silently +3, Spot +2; 
  Alertness, Toughness, Weapon Focus (shortsword) 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
   
  Spider Climb (Sp): Greater Sharjani may use the spider climb spell 
  at will (self only) 
   
  ATL 3 
  Male Greater Sharjani (Ftr3) CR 7 
  Medium humanoid 
  HD 3d12+12 (hp 33) 
  Init +6 (+2 Dex, +4 Improved Init) 
  Spd 40 ft 
  BAB/Grp +3/+6 
  AC 19 (+2 Dex, +7 natural); touch 12, flat-footed 17 
  Atk Bite +6 melee (1d6+3/x2) or shortsword +7 melee (1d6+3/19-20 
  x2) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., spider climb, immunities, fast healing 2, scent, 
  weaknesses 
  AL CE 
  SV Fort +6, Ref +3, Will +1 
  Str 17, Dex 15, Con 16, Int 13, Wis 11, Cha 13 
   
  Skills and Feats: Hide +4, Listen +4, Move Silently +4, Spot +4; 
  Alertness, Combat Reflexes, Improved Initiative, Toughness, 
  Weapon Focus (shortsword) 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
   
  Spider Climb (Sp): Greater Sharjani may use the spider climb spell 
  at will (self only) 
   
  ATL 5 
  Male Greater Sharjani (Ftr5) CR 7 
  Medium humanoid 
  HD 5d12+18 (hp 56) 
  Init +6 (+2 Dex, +4 Improved Init) 
  Spd 40 ft 
  BAB/Grp +5/+8 
  AC 19 (+2 Dex, +7 natural); touch 12, flat-footed 17 
  Atk Bite +8 melee (1d6+3/x2) or shortsword +9 melee (1d6+5/19-20 
  x2) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., spider climb, immunities, fast healing 2, scent, 
  weaknesses 
  AL CE 
  SV Fort +7, Ref +3, Will +5 
  Str 17, Dex 15, Con 16, Int 13, Wis 11, Cha 13 
   
  Skills and Feats: Hide +6, Listen +6, Move Silently +6, Spot +6; 
  Alertness, Combat Expertise, Combat Reflexes, Improved Initiative, 
  Toughness, Weapon Focus (shortsword), Weapon Specialization 
  (shortsword) 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
    
  2 
  
   
  3
  The Hungry Undead 
  Living Kingdoms of Kalamar 
  Harvest of Darkness
   
  Retail Adventure Adaptation 
  Spider Climb (Sp): Greater Sharjani may use the spider climb spell 
  at will (self only) 
   
  ATL 7 
  Male Greater Sharjani (Ftr8) CR 10 
  Medium humanoid 
  HD 8d12+27 (hp 87) 
  Init +6 (+2 Dex, +4 Improved Init) 
  Spd 40 ft 
  BAB/Grp +8/+12 
  AC 19 (+2 Dex, +7 natural); touch 12, flat-footed 17 
  Atk Bite +12 melee (1d6+3/x2) or shortsword +14 melee (1d6+6/17-
  20 x2) 
  Full Atk Shortsword +14/+9 melee (1d6+6/17-20 x2) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., spider climb, immunities, fast healing 2, scent, 
  weaknesses 
  AL CE 
  SV Fort +9, Ref +4, Will +2 
  Str 18, Dex 15, Con 16, Int 13, Wis 11, Cha 13 
   
  Skills and Feats: Hide +7, Listen +7, Move Silently +6, Spot +7; 
  Alertness, Combat Expertise, Combat Reflexes, Greater Weapon 
  Focus (shortsword), Improved Critical (shortsword), Improved 
  Initiative, Power Attack, Toughness, Weapon Focus (shortsword), 
  Weapon Specialization (shortsword) 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
   
  Spider Climb (Sp): Greater Sharjani may use the spider climb spell 
  at will (self only) 
   
  ATL 9 
  Male Greater Sharjani (Ftr10) CR 7 
  Medium humanoid 
  HD 10d12+33 (hp 100) 
  Init +6 (+2 Dex, +4 Improved Init) 
  Spd 40 ft 
  BAB/Grp +10/+18 
  AC 19 (+2 Dex, +7 natural); touch 12, flat-footed 17 
  Atk Bite +14 melee (1d6+3/x2) or shortsword +16 melee (1d6+6/17-
  20 x2) 
  Full Atk Shortsword +16/+11 melee (1d6+6/17-20 x2) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., spider climb, immunities, fast healing 2, scent, 
  weaknesses 
  AL CE 
  SV Fort +10, Ref +5, Will +3 
  Str 18, Dex 15, Con 16, Int 13, Wis 11, Cha 13 
   
  Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; 
  Alertness, Cleave, Combat Expertise, Combat Reflexes, Greater 
  Weapon Focus (shortsword), Improved Critical (shortsword), 
  Improved Grapple, Improved Initiative, Power Attack, Toughness, 
  Weapon Focus (shortsword), Weapon Specialization (shortsword) 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
   
  Spider Climb (Sp): Greater Sharjani may use the spider climb spell 
  at will (self only) 
   
  5e) Tomb of Ranjar the Great 
  All APLs 
  Ranjar 
   
  NOTE: The longsword used by Ranjar has been blunted by agest 
  spent inside the crypt. Its damage has been adjusted accordingly.  
   
    
  3 
  
   
  4
  The Hungry Undead 
  Living Kingdoms of Kalamar 
  Harvest of Darkness
   
  Retail Adventure Adaptation 
  ATL 1 
  Male Greater Sharjani (Ftr1) CR 3 
  Medium humanoid 
  HD 1d12+6 (hp 14) 
  Init +2 (+2 Dex) 
  Spd 40 ft 
  BAB/Grp +1/+4 
  AC 19 (+2 Dex, +7 natural); touch 12, flat-footed 17 
  Atk Bite +3 melee (1d6+3/x2) or longsword +4 melee (1d8+4/x2 
  bludgeoning) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., spider climb, immunities, fast healing 2, scent, 
  weaknesses 
  AL CE 
  SV Fort +9, Ref +2, Will +4 
  Str 17, Dex 15, Con 16, Int 13, Wis 11, Cha 13 
   
  Skills and Feats: Hide +3, Listen +2, Move Silently +3, Spot +2; 
  Alertness, Toughness, Weapon Focus (longsword) 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
   
  Spider Climb (Sp): Greater Sharjani may use the spider climb spell 
  at will (self only) 
   
  ATL 3 
  Male Greater Sharjani (Ftr3) CR 7 
  Medium humanoid 
  HD 3d12+12 (hp 33) 
  Init +6 (+2 Dex, +4 Improved Init) 
  Spd 40 ft 
  BAB/Grp +3/+6 
  AC 19 (+2 Dex, +7 natural); touch 12, flat-footed 17 
  Atk Bite +6 melee (1d6+3/x2) or longsword +7 melee (1d8+4/x2 
  bludgeoning) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., spider climb, immunities, fast healing 2, scent, 
  weaknesses 
  AL CE 
  SV Fort +10, Ref +3, Will +5 
  Str 17, Dex 15, Con 16, Int 13, Wis 11, Cha 13 
   
  Skills and Feats: Hide +4, Listen +4, Move Silently +4, Spot +4; 
  Alertness, Combat Reflexes, Improved Initiative, Toughness, 
  Weapon Focus (longsword) 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
   
  Spider Climb (Sp): Greater Sharjani may use the spider climb spell 
  at will (self only) 
   
  ATL 5 
  Male Greater Sharjani (Ftr5) CR 7 
  Medium humanoid 
  HD 5d12+18 (hp 56) 
  Init +6 (+2 Dex, +4 Improved Init) 
  Spd 40 ft 
  BAB/Grp +5/+8 
  AC 19 (+2 Dex, +7 natural); touch 12, flat-footed 17 
  Atk Bite +8 melee (1d6+3/x2) or longsword +9 melee (1d8+6/x2 
  bludgeoning) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., spider climb, immunities, fast healing 2, scent, 
  weaknesses 
  AL CE 
  SV Fort +11, Ref +3, Will +6 
  Str 17, Dex 15, Con 16, Int 13, Wis 11, Cha 13 
   
  Skills and Feats: Hide +6, Listen +6, Move Silently +6, Spot +6; 
  Alertness, Combat Expertise, Combat Reflexes, Improved Initiative, 
  Toughness, Weapon Focus (longsword), Weapon Specialization 
  (longsword)
    
  4 
  
   
  5
  The Hungry Undead 
  Living Kingdoms of Kalamar 
  Harvest of Darkness
   
  Retail Adventure Adaptation 
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
   
  Spider Climb (Sp): Greater Sharjani may use the spider climb spell 
  at will (self only) 
   
  ATL 7 
  Male Greater Sharjani (Ftr8) CR 10 
  Medium humanoid 
  HD 8d12+27 (hp 87) 
  Init +6 (+2 Dex, +4 Improved Init) 
  Spd 40 ft 
  BAB/Grp +8/+12 
  AC 19 (+2 Dex, +7 natural); touch 12, flat-footed 17 
  Atk Bite +12 melee (1d6+3/x2) or longsword +14 melee (1d8+8/19-
  20 x2 bludgeoning) 
  Full Atk Longsword +14/+9 melee (1d6+6/19-20 x2 bludgeoning) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., spider climb, immunities, fast healing 2, scent, 
  weaknesses 
  AL CE 
  SV Fort +13, Ref +4, Will +6 
  Str 18, Dex 15, Con 16, Int 13, Wis 11, Cha 13 
   
  Skills and Feats: Hide +7, Listen +7, Move Silently +6, Spot +7; 
  Alertness, Combat Expertise, Combat Reflexes, Greater Weapon 
  Focus (shortsword), Improved Critical (longsword), Improved 
  Initiative, Power Attack, Toughness, Weapon Focus (longsword), 
  Weapon Specialization (longsword) 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
   
  Spider Climb (Sp): Greater Sharjani may use the spider climb spell 
  at will (self only) 
   
  ATL 9 
  Male Greater Sharjani (Ftr10) CR 7 
  Medium humanoid 
  HD 10d12+33 (hp 100) 
  Init +6 (+2 Dex, +4 Improved Init) 
  Spd 40 ft 
  BAB/Grp +10/+18 
  AC 19 (+2 Dex, +7 natural); touch 12, flat-footed 17 
  Atk Bite +14 melee (1d6+3/x2) or longsword +16 melee (1d8+8/19-
  20 x2 bludgeoning) 
  Full Atk Longsword +16/+11 melee (1d8+8/19-20 x2 bludgeoning) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., spider climb, immunities, fast healing 2, scent, 
  weaknesses 
  AL CE 
  SV Fort +14, Ref +5, Will +7 
  Str 18, Dex 15, Con 16, Int 13, Wis 11, Cha 13 
   
  Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; 
  Alertness, Cleave, Combat Expertise, Combat Reflexes, Greater 
  Weapon Focus (longsword), Improved Critical (longsword), Improved 
  Grapple, Improved Initiative, Power Attack, Toughness, Weapon 
  Focus (longsword), Weapon Specialization (longsword) 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
   
  Spider Climb (Sp): Greater Sharjani may use the spider climb spell 
  at will (self only) 
   
   
   
   
   
   
    
  5 
  
   
  6
  The Hungry Undead 
  Living Kingdoms of Kalamar 
  Harvest of Darkness
   
  Retail Adventure Adaptation 
  12) The Great Crypt 
  All ATLs 
  Lesser Sharjani x4 
  These creatures have a 75% chance of suffering from the Blood 
  Rage when combat begins, except for ATL 1. Roll 1d4 for each of 
  the creatures; the result is the round which the creature "wakes up" 
  and joins combat after the characters enter the room.  
   
  ATL1 (CR 6) 
  None of the creatures in ATL 1 are in the Blood Rage state 
  Male/Female Lesser Sharjani (Ftr1) CR 2 
  Medium humanoid 
  HD 1d10+4 (hp 10) 
  Init +6 (+2 Dex, +4 Improved Init) 
  Spd 30 ft 
  BAB/Grp +1/+3 
  AC 17 (+2 Dex, +5 natural); touch 12, flat-footed 15 
  Atk Bite +3 melee (1d4+2) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., immunities, fast healing 1, scent, weaknesses 
  AL CE 
  SV Fort +7, Ref +2, Will +4 
  Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 8 
   
  Skills and Feats: Hide +4, Listen +2, Move Silently +4, Spot +2; 
  Combat Reflexes, Improved Initiative, Toughness 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
   
  ATL 3 (CR 6) 
  Male/Female Lesser Sharjani (Ftr1) CR 2 
  Medium humanoid 
  HD 1d10+4 (hp 10) 
  Init +6 (+2 Dex, +4 Improved Init) 
  Spd 30 ft 
  BAB/Grp +1/+3 
  AC 17 (+2 Dex, +5 natural); touch 12, flat-footed 15 
  Atk Bite +3 melee (1d4+2) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., immunities, fast healing 1, scent, weaknesses 
  AL CE 
  SV Fort +7, Ref +2, Will +4 
  Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 8 
   
  Skills and Feats: Hide +4, Listen +2, Move Silently +4, Spot +2; 
  Combat Reflexes, Improved Initiative, Toughness 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
   
  ATL 5 (CR 8) 
  Male/Female Lesser Sharjani (Ftr3) CR 4 
  Medium humanoid 
  HD 3d10+6 (hp 24) 
  Init +6 (+2 Dex, +4 Improved Init) 
  Spd 30 ft 
  BAB/Grp +3/+5 
  AC 17 (+2 Dex, +5 natural); touch 12, flat-footed 15 
  Atk Bite +5 melee (1d4+2) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., immunities, fast healing 1, scent, weaknesses 
  AL CE 
  SV Fort +8, Ref +3, Will +5 
  Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 8 
   
  Skills and Feats: Hide +5, Listen +2, Move Silently +5, Spot +2; 
  Combat Reflexes, Improved Initiative, Improved Unarmed Strike, 
  Toughness 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
    
  6 
  
   
  7
  The Hungry Undead 
  Living Kingdoms of Kalamar 
  Harvest of Darkness
   
  Retail Adventure Adaptation 
  ATL 7 (CR 9) 
  Male/Female Lesser Sharjani (Ftr4) CR 5 
  Medium humanoid 
  HD 4d10+7 (hp 32) 
  Init +6 (+2 Dex, +4 Improved Init) 
  Spd 30 ft 
  BAB/Grp +4/+10 
  AC 17 (+2 Dex, +5 natural); touch 12, flat-footed 15 
  Atk Bite +6 melee (1d4+2) 
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., immunities, fast healing 1, scent, weaknesses 
  AL CE 
  SV Fort +9, Ref +3, Will +5 
  Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 8 
   
  Skills and Feats: Hide +5, Listen +3, Move Silently +5, Spot +2; 
  Combat Reflexes, Improved Grapple, Improved Initiative, Improved 
  Unarmed Strike, Toughness 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
   
  ATL 9 (CR 11) 
  Male/Female Lesser Sharjani (Ftr6) CR 7 
  Medium humanoid 
  HD 6d10+9 (hp 49) 
  Init +6 (+2 Dex, +4 Improved Init) 
  Spd 30 ft 
  BAB/Grp +6/+12 
  AC 17 (+2 Dex, +5 natural); touch 12, flat-footed 15 
  Atk Bite +8 melee (1d4+2) 
  Full Atk Bite  
  SA Improved grab, Blood Rage 
  SQ Darkvision 60 ft., immunities, fast healing 1, scent, weaknesses 
  AL CE 
  SV Fort +10, Ref +4, Will +6 
  Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 8 
   
  Skills and Feats: Hide +5, Listen +3, Move Silently +5, Spot +3; 
  Combat Reflexes, Improved Grapple, Improved Initiative, Improved 
  Unarmed Strike, Toughness 
   
  Immunities (Ex): Greater Sharjani are immune to sleep, poison, 
  paralysis, and mind-affecting spells, except for those caused by 
  Sharjani Lords.  
   
    
  7 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3rd Edition/RPGA/Living Kalamar Organised Play/Adventures/LKOK-A-THU1 The Hungry Undead Encounters.pdf