Segunda Aventura – Reuniendo para el Remedio La lista de ingredientes es larga y compleja de encontrar. Cada ingrediente requiere unas 36 horas de viaje para localizarlo además de los correspondientes encuentros, que pueden reducirse con una prueba de Saber: naturaleza, Supervivencia o Saber: Local (CD 15) a la mitad; dejando así tiempo para descansar además (en las 36 hay a menos de que la tirada no alcance el 10). Cada encuentro requiere de una tirada. Para hacer la cura el curandero requiere hacer cultivos y ver el veneno en acción, y la cura y luego el efecto de la cura en el veneno; y las únicas criaturas útiles en eso en realidad son las bacterias gigantes. Los jugadores tienen que atrapar alguna de ellas, que habitan en un pantano. Las criaturas habitan entre los manglares, y rezuman de las charcas que hay en la zona. Para atraparlos, pueden o bien intentar emplear alguna clase de contenedor o hacerles daño hasta que se disgreguen y atraparlos después.
Plaga
Bacteriana |
Tesoro:
Ninguno. |
CR
4
(1200
Experiencia) |
|
This
blob of protoplasm is somewhat transparent, allowing the bones of
undigested meals and a dark nucleus to be seen within.
AMOEBA
SWARM CR 1
XP
400
DEFENSE
AC
13, touch 13, flat-footed 13 (–5 Dex, +8 size)
hp
9 (2d8)
Fort
+0, Ref –5, Will –5
OFFENSE
Speed
10 ft., climb 10 ft., swim 20 ft.
Space
10 ft.; Reach 0 ft.
STATISTICS
Str
1, Dex 1, Con 10, Int —, Wis 1,Cha
1
Base
Atk +1; CMB — CMD —
SQ
amphibious
ECOLOGY
Environment
any land or underground
Organization
solitary or colony (2–5)
Treasure
none
An
amoeba swarm is a mobile group of amoebas, each about the size of
a coin. Giant amoebas may cleave off tiny portions of their
substance, which can then become amoeba swarms. At other times, a
giant amoeba can spontaneously transform into a swarm, usually if
the giant amoeba is starving or in an area with a high
concentration of magic. Likewise, a well-fed amoeba swarm may fuse
into a single giant amoeba.
When
an amoeba swarm is found in the vicinity of a giant amoeba, the
two oozes ignore each other. A giant amoeba in the space of an
amoeba swarm takes no damage from the swarm's attacks and does not
run the risk of becoming distracted as a result of being in the
swarm. |
This
blob of protoplasm is somewhat transparent, allowing the bones of
undigested meals and a dark nucleus to be seen within.
AMOEBA,
GIANT CR 1
XP
400
DEFENSE
AC
6, touch 6, flat-footed 6 (–5 Dex, +1 size)
hp
15 (2d8+6)
Fort
+3, Ref –5, Will –5
OFFENSE
Speed
10 ft., climb 10 ft., swim 20 ft.
Space
5 ft.; Reach 5 ft.
STATISTICS
Str
12, Dex 1, Con 16, Int —, Wis 1,
Cha 1
Base
Atk +1; CMB +1 (+5 grapple); CMD 6 (can't be
tripped)
SQ
amphibious
ECOLOGY
Environment
any land or underground
Organization
solitary or colony (2–9)
Treasure
none
A
giant amoeba is a shapeless mass of living, liquid protoplasm.
Though naturally translucent with darker interior spots, its
surface is slightly sticky and tends to collect dirt and other
debris from its environment; therefore, a moving giant amoeba
looks like muddy water. A weaker cousin of creatures such as the
gray ooze and black pudding, a giant amoeba is actually a mutated
version of a harmless creature too small to be seen by the naked
eye, grown dangerously large in size. Although happy to prey on
creatures smaller than it, the giant amoeba's constant hunger
often drives it to attack larger prey, such as humanoids.
(Dos
de ellas acompañan al enjambre) |
Para ayudar a reforzar el delicado estado de salud de la princesa, requieren del huevo de un animal feroz y duro. El animal más similar y cercano es el Cabezudo, o cabezuda. Matar al dinosaurio, no ofrecerá nada, pero lo mejor es reducir le a 0 con daño no letal, sencillo en principio...
This
bipedal reptile has a rounded, dome-like head adorned with bony
frills and ridges.
PACHYCEPHALOSAURUS
CR 4
XP
1,200
N
Large animal
Init
+2;
Senses
low-light
vision, scent;
Perception
+8
DEFENSE
AC
17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp
37 (5d8+15)
Fort
+7, Ref +6, Will +2
OFFENSE
Speed
40 ft.
Melee
slam +8 (2d6+9)
Space
10 ft.; Reach 10 ft.
Special
Attacks clobbering charge
STATISTICS
Str
22, Dex 15, Con 17, Int 2, Wis 12,
Cha 5
Base
Atk +3; CMB +10; CMD 22
Skills
Perception
+8,
Stealth
+2
ECOLOGY
Environment
warm or temperate plains
Organization
solitary or pair
Treasure
none
SPECIAL
ABILITIES
Clobbering
Charge (Ex) When a pachycephalosaurus hits a target with its
slam attack at the end of a charge, it can initiate a bull rush
as a free action to move the struck target back in the same
direction as the dinosaur's charge. The pachycephalosaurus cannot
move with the target of the bull rush. If a pachycephalosaurus
scores a critical hit against a creature with its slam attack at
the end of a charge, it also staggers the target for 1 round. If
the victim succeeds at a DC 18 Fortitude save, the stagger effect
is negated, but the victim still suffers the effects of the
dinosaur's bull rush attempt. The save DC is Strength-based.
A
pachycephalosaurus is a normally peaceful dinosaur that grows
irate and violent during mating season or when its herd is
intruded upon by potential predators. The dinosaur's skull has a
distinctive dome-shaped crown surrounded by numerous bony
horns—this, combined with the dinosaur's powerful, compact
neck, allows it to make battering-ram-like charges capable of
inflicting great damage.
Pachycephalosauruses
grow to a length of 15 feet and weigh 1,400 pounds. |
Otro componentes que se requieren hierbas que crecen en unas cuevas subterráneas que cuentan con una gran parte de cuevas sumergidas, donde se encuentran las algas que se requieren. En la entrada, se requiere evitar al oso que está al acecho, y que se resguarda en ella. Una vez dentro, se debe encontrar la poza con las algas, pero también hay una bestia en el agua... una muy peligrosa...
Broad,
powerful muscles move beneath this massive bear's brown fur,
promising both speed and lethal force.
GRIZZLY
BEAR CR 4
XP
1,200
N
Large animal
DEFENSE
AC
16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
hp
42 (5d8+20)
Fort
+8, Ref +5, Will +2
OFFENSE
Speed
40 ft.
Space
10 ft.; Reach 5 ft.
STATISTICS
Str
21, Dex 13, Con 19, Int 2, Wis 12,
Cha 6
Base
Atk +3; CMB +9 (+13 grapple); CMD 20 (24 vs.
trip)
ECOLOGY
Environment
cold forests
Organization
solitary or pair
Treasure
none
A
large, powerful omnivore, the grizzly bear inhabits many of the
world's forested hills. Equally happy consuming nuts, berries,
fish, or small mammals, the grizzly is nonetheless fiercely
territorial, and will chase off—or, failing that, kill and
eat—any intruders it views as competition.
When
faced with a foe or small group of threats, the grizzly attempts
to subdue or kill with its claws. When it can, the bear tries to
grab a single target to deal continual damage until that target is
dead, unconscious, or escapes.
To
generate stats for a smaller bear (like a black bear), you can
apply the young simple template to the grizzly bear's stat block.
To generate stats for a larger grizzly or a polar bear, apply the
advanced simple template to the grizzly's stats. |
This
purple, seven-armed octopoid monstrosity is the size of a horse,
with hook-lined tentacles and cold, blue eyes.
DEVILFISH
CR 4
XP
1,200
DEFENSE
AC
17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp
42 (5d10+15)
Fort
+7, Ref +7, Will +2
OFFENSE
Space
10 ft.; Reach 15 ft.
STATISTICS
Str
17, Dex 17, Con 16, Int 3, Wis 12,
Cha 8
Base
Atk +5; CMB +9 (+13 grapple); CMD 22 (can't be
tripped)
Languages
Abyssal, Aquan, Common
SQ
water dependency
ECOLOGY
Organization
solitary
Treasure
none
SPECIAL
ABILITIES
Poison
(Ex)
Savage
bite—injury; save
Fort
DC 15; frequency
1/round
for 6 rounds; effect
1d2
Str; cure
2
consecutive saves.
Savage
Bite (Ex) A
devilfish can attack with its savage bite whenever it makes a
successful grapple check. This attack is in place of any other
action made with a successful grapple check. The bite threatens a
critical hit on a roll of 18–20, and injects the target with
poison
as
well.
Unholy
Blood (Su) A devilfish's blood is infused with fiendish magic.
Once per day, as a swift action, a devilfish can emit a
night-black cloud of this foul liquid, filling a 20-foot-radius
cloud if underwater, or a 20-foot-radius burst on land. In water,
the blood provides total concealment for everything but a
devilfish (which can see through the blood with ease); on land the
slippery blood coats the ground, making the area difficult
terrain. The blood persists for 1 minute before fading. Anyone who
enters a cloud of the blood in the water or who is within the area
of a burst of blood on land must make a DC 15 Fortitude save or be
nauseated for 1d4 rounds—this save need be made only once per
cloud. The save DC is Constitution-based.
Water
Dependency (Ex) A devilfish can survive out of the water for 1
hour, after which it becomes fatigued. After 2 hours, the
devilfish becomes exhausted and begins to suffocate (Pathfinder
RPG Core Rulebook 445).
Although
the devilfish superficially resembles a seven-armed octopus, it is
an altogether different creature. Possessing a rudimentary
intellect, a devilfish can understand and even speak a few words
and phrases in various languages, although when it speaks, it has
a tendency to mix languages together, making it somewhat difficult
to understand for anyone who doesn't speak all the languages known
by the devilfish.
More
than those of a mere animal, the devilfish's intelligence and
several of its abilities are gifts from a fiendish legacy—most
sages believe that the original devilfish were once outsiders from
the Abyss, and that over the course of thousands of years they
became true natives of the Material Plane's oceans. Rumors of far
more intelligent devilfish dwelling in the deepest ocean trenches
persist, although if these rumors are true, these deep-dwelling
devilfish do not often come to the surface.
A
devilfish is 10 feet long and weighs 500 pounds. |
La poza en sí no requiere muchos esfuerzos para nadar (dificultad 10 para zambullirse, bucear, coger algas y subir en dos turnos – cada 5 de diferencia resta los turnos hasta mínimo uno pero dando tiempo de salir de la poza en el mismo turno). Otro componente del remedio es una serie de hongos brillantes de una cueva (son plantas inofensivas menudas). Lo malo es que las cuevas están habitadas por murciélagos peligrosos. Hay tres segmentos de cuevas, cada una habitado por varios murciélagos que forman enjambres y uno mayor más peligroso. En el interior de la cueva, ahí se puede encontrar los depósitos de setas. Los segmentos de las cuevas son terrenos difíciles. Moverse aquí y recoger las setas requiere Percepción o Saber: Dungeons (CD 12).
Bandada
de Murciélagos 1 |
Tesoro:
1200
Pos en joyas |
CR
4
(1200
Experiencia) |
|
This
giant, furry bat is nearly the size of an ox, with dark leathery
wings that open wider than two men with arms outstretched.
DIRE
BAT CR 2
XP
600
N
Large animal
Init
+2;
Senses
blindsense
40
ft.; Perception
+12
DEFENSE
AC
14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp
22 (4d8+4)
Fort
+5, Ref +6, Will +3
OFFENSE
Speed
20 ft., fly 40 ft. (good)
Melee
bite +5 (1d8+4)
Space
10 ft.; Reach 5 ft.
STATISTICS
Str
17, Dex 15, Con 13, Int 2, Wis 14,
Cha 6
Base
Atk +3; CMB +7; CMD 19
ECOLOGY
Environment
any temperate or tropical
Organization
solitary, pair, or colony (3–8)
Treasure
incidental
The
dire bat is usually found lairing in desolate areas, resting in
caves or other secluded areas during the day and taking to the
skies in search of prey at night. This immense creature has an
average wingspan of 15 feet and weighs roughly 200 pounds.
The
dire bat generally doesn't shelter in groups larger than eight,
often living a solitary life. A dire bat prefers feeding on
livestock and herd animals.
(Uno
de estos y dos bandadas [enjambres] como los de al lado)
|
Hundreds
of high-pitched squeaks fill the air as a mass of small,
carnivorous bats surges forth, all of them hungry for blood.
BAT
SWARM CR 2
XP
600
Init
+2;
Senses
blindsense
20
ft., low-light vision; Perception
+15
DEFENSE
AC
16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp
13 (3d8)
Fort
+3, Ref +7, Will +3
OFFENSE
Speed
5 ft., fly 40 ft. (good)
Melee
swarm (1d6)
Space
10 ft.; Reach 0 ft.
Special
Attacks distraction (DC 11), wounding
STATISTICS
Str
3, Dex 15, Con 11, Int 2, Wis 14,
Cha 4
Base
Atk +2; CMB —; CMD —
SQ
swarm traits
ECOLOGY
Environment
any temperate or tropical
Organization
solitary, pair, flight (3–6 swarms), or colony (11–20
swarms)
Treasure
none
SPECIAL
FEATURES
Wounding
(Ex) Any
living creature damaged by a bat swarm continues to bleed,
losing 1 hit point per round thereafter. Multiple wounds do not
result in cumulative bleeding loss. The bleeding can be stopped by
a DC 10 Heal
check
or the application of a cure spell or some other healing magic.
Bat
swarms dwell in large caves, ruins, or even city sewers—anywhere
they can find darkness to hide in during the day and a supply of
food to feast upon at night. They are only encountered outside in
a group at dawn or dusk, or when they have been startled and
forced to flee their lairs. |
||
Bandada
de Murciélagos 2 |
Tesoro:
1200
Pos en joyas |
CR
4
(1200
Experiencia) |
|
This
bat has a wingspan the length of two humans, over-sized ears, and
a squat, upturned snout with rows of needle-like teeth.
MOBAT
CR 3
XP
800
N
Large magical
beast
DEFENSE
AC
15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp
34 (4d10+12)
Fort
+7, Ref +6, Will +2
OFFENSE
Speed
20 ft., fly 40 ft. (good)
Melee
bite +6 (2d6+4)
Space
10 ft.; Reach 5 ft.
Special
Attacks screech
STATISTICS
Str
17, Dex 15, Con 16, Int 6, Wis 13,
Cha 6
Base
Atk +4; CMB +8; CMD 20
Skills
Fly
+8,
Perception
+6
(+10 when using blindsense),
Stealth
+5;
Racial
Modifiers +4
Perception
when
using blindsense
Languages
Undercommon (cannot speak)
ECOLOGY
Environment
temperate or warm forests, hills, or underground
Organization
solitary or colony (2–8)
Treasure
incidental
SPECIAL
ABILITIES
Screech
(Su) Once
per day as a standard action, a mobat can produce an ear-splitting
screech that stuns non-mobats in a 20-foot-radius burst. All
creatures within the area must make a DC 15 Fortitude save or be
staggered for 1d3 rounds. Other mobats and urdefhans
are
immune to this effect. This is a sonic mind-affecting effect. The
save DC is Constitution-based.
Mobats
are magical giant bats with wolfish grins and immense wingspans.
Survivors of a lost era, they are rarely seen beyond the dark
forests and deep caves they haunt. Although mobats are omnivores,
they vastly prefer the flavor of fresh meat over that of other
prey.
Mobats'
fur varies in coloration, from deep auburn to almost black, and
their skin is black. A mobat's wingspan is 15 feet across, and it
weighs 250 pounds. |
Y
una bandada como la de arriba. |
||
Bandada
de Murciélagos 3 |
Tesoro:
1200
Pos en joyas |
CR
4
(1200
Experiencia) |
|
This
monstrously sized, undead bat has mottled, decayed flesh and eyes
that smolder with an unholy green glow.
Skaveling
CR 5
XP
1,600
CE
Large undead
DEFENSE
AC
19, touch 13, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp
58 (9d8+18)
Fort
+5, Ref +6, Will +8
OFFENSE
Speed
20 ft., fly 40 ft. (good)
Space
10 ft.; Reach 5 ft.
Special
Attacks screech, paralysis (1d4+1 rounds, DC 16)
STATISTICS
Str
21, Dex 17, Con —, Int 8, Wis 15,
Cha 14
Base
Atk +6; CMB +12; CMD 26
Skills
Fly
+13,
Perception
+14
(+18 when using blindsense),
Stealth
+14;
Racial
Modifiers +4
Perception
when
using blindsense
Languages
Undercommon
ECOLOGY
Environment
any underground
Organization
solitary or colony (2–8)
Treasure
incidental
SPECIAL
ABILITIES
Disease
(Su)
Ghoul
Fever:
Bite—injury; save
Fort
DC 16; onset
1
day; frequency
1/day;
effect
1d3
Con and 1d3 Dex damage; cure
2
consecutive saves. The save DC is Charisma-based. A humanoid
who
dies of ghoul fever rises as a ghoul at the next midnight (see
ghouls).
Screech
(Su) Once per day as a standard action, a skaveling can
screech as a mobat, save that those who are affected are stunned
for 1d3 rounds unless they make a DC 16 Fortitude save. The save
DC is Charisma-based.
Known
in some circles as ghoul bats, skavelings are the hideous result
of necromantic manipulation by urdefhans, who create them from
mobats specially raised on diets of fungus and humanoid flesh.
Upon reaching maturity, urdefhans ritually slay the bats using
necrotic poisons, then raise the corpses to serve as mounts and
guardians. |
El último ingrediente, pero el fundamental, es el antiguo manantial sagrado que hay en un templo abandonado. Una prueba de CD 14 de Saber: Religión, Saber: Historia, Saber: Local o Saber: Dungeons, permite suponer donde está el manantial. Lo malo, es que más allá de él, todo el templo está desacralizado y habitado por no muertos. Usando Saber: arcano, Saber: religión o Artesanía: Alquimia; con dificultad 12; se pueden recoger 1D6 muestras del manantial, que actúan como un Curar Heridas Moderadas de un clérigo bueno de cuarto nivel. En las armas, los no muertos sufren el daño de energía positiva -y hace un arma capaz de saltar resistencias de no muertos. Los grupos de Ghouls se encuentran en las zonas de la entrada y al rededor, con los grupos comandados por Campeones esqueléticos en zonas donde hay tesoros de los difuntos.
[Editada la partida, para verse mejor. Pronto la tercera parte ¡Y cómo siempre de parte de vuestro amigo y ciber vecino Mario!]
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