sábado, 7 de diciembre de 2013

Aventura y Mazmorras para Pathfinder - 2ª de una crónica.

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
N Fine ooze (swarm)
Init –5; Senses blindsight 30 ft.; Perception –5
DEFENSE
AC 13, touch 13, flat-footed 13 (–5 Dex, +8 size)
hp 9 (2d8)
Fort +0, Ref –5, Will –5
Defensive Abilities ooze and swarm traits; Immune weapon damage
OFFENSE
Speed 10 ft., climb 10 ft., swim 20 ft.
Melee swarm (1d6 acid plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)
STATISTICS
Str 1, Dex 1, Con 10, Int —, Wis 1,Cha 1
Base Atk +1; CMB CMD
Skills Climb +3, Swim +3
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
N Small ooze (aquatic)
Init –5; Senses blindsight 30 ft.; Perception –5
DEFENSE
AC 6, touch 6, flat-footed 6 (–5 Dex, +1 size)
hp 15 (2d8+6)
Fort +3, Ref –5, Will –5
Defensive Abilities ooze traits
OFFENSE
Speed 10 ft., climb 10 ft., swim 20 ft.
Melee slam +3 (1d3+1 plus 1d3 acid and grab)
Space 5 ft.; Reach 5 ft.
Special Attacks constrict (1d3+1 plus 1d3 acid)
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)
Skills Climb +9, Swim +9
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
Feats Improved Bull Rush, Power Attack, Run
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
Init +1; Senses low-light vision, scent; Perception +6
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.
Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5)
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)
Skills Perception +6, Survival +5, Swim +14; Racial Modifiers +4 Swim
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
Init +3; Senses low-light vision, see in darkness; Perception +5
DEFENSE
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 42 (5d10+15)
Fort +7, Ref +7, Will +2
Resist cold 10
OFFENSE
Speed 10 ft., swim 40 ft.; jet (240 ft.)
Melee tentacles +7 (3d6+4 plus grab)
Space 10 ft.; Reach 15 ft.
Special Attacks savage bite (+7 melee, 2d6+4/18–20 plus poison), unholy blood
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)
Skills Escape Artist +5, Perception +5, Stealth +3, Swim +15
Languages Abyssal, Aquan, Common
SQ water dependency
ECOLOGY
Environment any aquatic
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
Skills Fly +9, Perception +12, Stealth +4;Racial Modifiers +4 Perception when using blindsense
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
N Diminutive animal (swarm)
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
Defensive Abilities swarm traits; Immune weapon damage
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
Feats Lightning Reflexes, Skill Focus (Perception)
Skills Fly +12, Perception +15; Racial Modifiers +4 Perception when using blindsense
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
Init +2; Senses blindsense 120 ft., low-light vision; Perception +6
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
Feats Flyby Attack, Skill Focus (Stealth)
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
Init +7; Senses blindsense 120 ft.; Perception +14
DEFENSE
AC 19, touch 13, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 58 (9d8+18)
Fort +5, Ref +6, Will +8
Immune undead traits
OFFENSE
Speed 20 ft., fly 40 ft. (good)
Melee bite +10 (2d8+7 plus disease and paralysis)
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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