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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