nadie puede ver esta escena, si tú puedes verla no entres y avisa de inmediato al máster....
Cosas pendientes antes de pasar a los jugadores.
1. Pasar PNJ, esta vez con el pequeño previo de su historia pasada con el grupo.
2. Buscar a los dos nuevos jugadores que se integran al elenco.
3. Crear sistema de rangos dentro de la fortaleza.
4. Crear sistema de beneficios por ser miembros del gremio.
5. Crear escena introductoria.
Los Brazos de Urdimbre
Tipo: Aventureros.
Alineamiento: Caótico Bueno.
Tamaño: Grande.
Numero: 350.
Oro: 50,000 po semanal.
Clases: 37, 20, 18, 10, 7, 5, 3%.
Niveles: 16 Guerrero, 14 Mago, 14 bárbaro, 16 Pícaro, 15 Clérigo.
Tirada: 1d8(+12)
Motivo: rango mayor
Resultado: 2(+12)=14
-Infante
-Soldado
-Sargento
-Teniente
-capitán
-Mayor
-Coronel
-General
Rangos:
-Escudo de Urdimbre
-Látigo de Urdimbre
-Maestro de Cadenas
-Comandante de Batalla
-Comandante de la Lealtad
-Comandante de Regimiento
-Comandante de División
-Comandante dela Armada
Beneficios de Pertenecer a los Brazos:
- -10% al costo de todo.
- Prestamos / Tarifa Mensual CD 15 Diplomacia / x10 DC 20 / x100 CD 25 (-2 por cada previa petición)
- 60% De pago por objetos usados.
After a short jaunt down a side passage, you enter
a room filled with dust and cobwebs. An elf child
sits in the center of the room laughing, seemingly
unperturbed as three enormous spiders
wrap it in silk.
The elf child is the result of a permanent major image
spell cast by one of Arda’s followers. The monstrous spiders,
however, are quite real and are currently busy
wrapping a web around the wooden figure over which
the major image spell was cast. The room measures
about 20 by 25 feet.
Medium-Sized Monstrous Spiders (3): CR 1,
HD 1, 4 hp each; see MONSTER MANUAL, page 210.
There is a 10% chance each round of combat that the
ettercaps from Area 3 will hear the noise and come to
investigate.
01 - 05 Weapon Malfunction:
** Range: bowstring snaps
** Melee : weapon slips from hand, lands 1d3+1 squares away
06 - 10 Stumble : Opponent gains AoO
11 - 15 Doubt skills: Shaken 1 rd
** -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks
16 - 20 Severe Stumble : Opponent gains AoO, you are Flat Footed (denied Dex bonus)
21 - 25 Tripped: fall prone (still have weapon)
** standing provokes AoO. Attacking from prone -4 to hit. AC vs Range +4AC
26 - 39 Injure self (roll weapon damage)
40 - 60 Drop weapon / item in the space occupied by character
61 - 75 Swing too wide : Injure other character (roll weapon damage)
** DM will determine what random dice to roll to dertermine which character is injured
76 - 82 Hit self with non-injuring portion of weapon: Dazed 1 rd
** The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC
83 - 88 Lose balance : Staggered 1 rd
** A staggered character may take a single move action or standard action each round (but not both,
nor can she take full-round actions).
89 - 94 Overexerted : Fatigued 1 rd
** A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity.
95 - 100 Lucky : nothing happens exept the miss.
Pergaminos nivel 1/caster level 1 creados: Detectar Muertos Vivientes 2, Detect Secret Doors 2. (Costo x pergamino 12.5 po) Total= 50 po
Pergaminos nivel 1/caster level 3 creados: Comprehend Languages 1, Mount 1, Alarm 1, Mage armor 4, Shield 4. (Costo x pergamino 37.5 po) Total= 412.5 po
Pergaminos nivel 2/caster level 3 creados: Combust 5 (Costo x pergamino 37.5 po) Total= 375
The PCs must make a Spot check (DC 20) as they enter
the room or become entangled in the ettercaps’ hidden
web. This webbing covers the 120
square feet immediately in front of
the entrance to the chamber. A
Spot check opposed by the creatures’
Hide checks allow unimpeded
PCs to notice the creatures.
The ettercaps attempt to incapacitate
their prey as quickly as
possible, concentrating their
attacks first on the PCs that seem
most likely to escape or break free
from their webbing. If the fight
goes against them, the ettercaps attempt to withdraw.
The table at the far end of the room contains a locked
drawer (Open Lock DC 15).
Inside, the PCs can find four gems valued at 400 gp
each and a single golden necklace valued at 600 gp.
If the PCs are searching for the Golden Band, a successful
Search check (DC 15) reveals that the bones in the
corner are most likely too old to be those of the missing
adventurers.
d Ettercaps (2): CR 4, hp 26, 28; see MONSTER
MANUAL, page 88.
The wall frescoes show a drow priestess in a black-widow
mask performing a bloody sacrifice. They form a narrative
as the captive, apparently a young drow or elf male, is first
chained, then tortured, then hauled before the priestess,
who cuts his heart out with a ceremonial dagger.
The room seems clean, except for a pile of
bleached bones in the far corner. Frescoes depicting
the bloody and gruesome worship of Lolth
the Spider Goddess cover the walls. A table or
altar of some kind stands against the far wall.
After a short jaunt down a side passage, you enter
a room filled with dust and cobwebs. An elf child
sits in the center of the room laughing, seemingly
unperturbed as three enormous spiders
wrap it in silk.
The stale air feels thick and humid. Etched into
the walls are ancient designs muted by time. A
coat of heavy dust covers the floor. A passage
leads away to the north.
Conditions Inside
Unless otherwise mentioned, the
walls throughout this cavern complex
are plaster-coated stone about 5 feet
thick. There are no doors into the various
chambers, just doorways. The
floors are worked stone and fairly
smooth and level, though covered
with dust.
4
12
!
11 10
9
7
6
4
2
1
3
5
8
1 sq. = 2.5 ft.
! = statue
N #
5
A successful Spot check (DC 15) reveals barely hidden
writing beneath the final frame of the fresco narrative.
The writing, an ancient prayer to Lolth inscribed
shortly after her fall from the elven pantheon, can be
deciphered with a successful Decipher Script check
(DC 20). However, a character who successfully deciphers
the script must succeed at a Will save or fall
under the effects of a suggestion spell cast at 15th level.
The suggestion implanted in the character’s mind makes
the affected PC believe that the best way to help the
party compatriots escape this complex is to speak to the
Spider Goddess by sitting on the altar in this room. A
trap upon the altar is designed to hold intruders as
ettercap meals.
a Trapped Altar: CR 3; magic device; location trigger;
automatic reset; spell effect (hold monster, caster
level 19th [cleric]; no save for anyone affected by the
suggestion); Search (DC 27); Disable Device (DC 27).
Arda keenly observes the actions of affected PCs and
their companions.