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Farae Istmelion, the shadow of the moon
By : LeonDelgado
She was at
first fascinated with Oak, as he was easy to learn the ways of the Druids, but
she soon learned that because of her household low position she was expedted to
never reach the same places than his childhood friend, and she decided to prove
all that she could not bear true power but also that she will bring justice and
balance to Aldaras.
She left her
town, and wondered by herself for some years until she found Almawt, the person
that will become her mentor, and soon Farae become a Necromancer.
With her is
always her skeletal minion, Theodred, a elf warrior that was always following
her as his love was true, and when he tried to stop her in become a true
necromancer Farae got bored of him and reduce him to bones.
Now, she is
working with the Demon prince of Undead, and accumulating power so she can
bring to Aldaras the same lesson Theodred learned, and in the process bring
balance to all…
FARAE ISTMELION
CR 15
Silvari
Wizard (Necromancer) 15
NG Medium
Humanoid (Human)
Init: +7; Senses: Perception
+5 (+8 in shadows)
DEFENSES
DEF: 17, Touch 14, Flat- footed 14 (+1
training, +3 dex, +3 natural armor)
CMD: 21
Hp: 54 (15d4+1 FC) or 69 with False life.
Fort: +12, Ref: +12, Will: +14,
Destiny Points: 3
Defensive Abilities: The spells Shield and Mage armor
raise his defence up to 23, Touch 16, Flat- footed 20
OFFENSE
Speed: 30
ft.
Melee: Elvensword +7/+2 (2d4; x2)
Ranged: Elvenbow +10/+5 (1d10; x3),
ranged touch attack +10.
Base Atk: +7/+2
CMB: +7
Attack Options: +1 to any ranged attack make
at 30 ft or less.
Special Actions: With time cast Shield and Mage
armor (in that Order) improving his DF in +8.
Combat gear (use in combat): potions of cure
serious wounds (3), scroll of iron body, scroll
of spell turning, scroll of wall of force, wand
of inflict moderate wounds (20 charges);
Spells Known/ Prepared (Int +8; MP 166; Caster level 15/16):
8th (15 MP,
DC 26)— Clone, create greater undead, horrid wilting (DC
28), mind blank
7th (13 MP, DC 25)— Control Undead (DC 27), ethereal jaunt, finger of death (DC 27), spell turning, waves of exhaustion
6th (11 MP, DC 24)—— Undeath to Death, chain lightning, create undead, disintegrate, eyebite (DC 26),
5th (9 MP, DC 23)—cloudkill, teleport, wall of force, waves of fatigue
4th (7 MP, DC 22)—animate dead, arcane eye, bestow curse (2, DC 24), dimension door, fire shield, maximized ray of enfeeblement, Greater Dark Orb (3d8+15, DC 24),
3rd (5 MP, DC 21)—blink, dispel magic, fireball, fly, vampiric touch, Dark Orb (2d8+10, DC 23),
2nd (3 MP, DC 20)—blindness/deafness (DC 22), darkvision, false life, glitterdust (DC 22), resist energy, scorching ray, see invisibility, Lesser Dark Orb (1d8+5, DC 22),
1st (1 MP, DC 19)—cause fear (DC 21), expeditious retreat, feather fall, grease, mage armor, magic missile, obscuring mist, Barrier
0th (at will, DC 18)—Touch of fatigue (DC 20), detect magic, mage hand, read magic, Magic missile (2d4+1), Ray of Frost (3d4+3),
7th (13 MP, DC 25)— Control Undead (DC 27), ethereal jaunt, finger of death (DC 27), spell turning, waves of exhaustion
6th (11 MP, DC 24)—— Undeath to Death, chain lightning, create undead, disintegrate, eyebite (DC 26),
5th (9 MP, DC 23)—cloudkill, teleport, wall of force, waves of fatigue
4th (7 MP, DC 22)—animate dead, arcane eye, bestow curse (2, DC 24), dimension door, fire shield, maximized ray of enfeeblement, Greater Dark Orb (3d8+15, DC 24),
3rd (5 MP, DC 21)—blink, dispel magic, fireball, fly, vampiric touch, Dark Orb (2d8+10, DC 23),
2nd (3 MP, DC 20)—blindness/deafness (DC 22), darkvision, false life, glitterdust (DC 22), resist energy, scorching ray, see invisibility, Lesser Dark Orb (1d8+5, DC 22),
1st (1 MP, DC 19)—cause fear (DC 21), expeditious retreat, feather fall, grease, mage armor, magic missile, obscuring mist, Barrier
0th (at will, DC 18)—Touch of fatigue (DC 20), detect magic, mage hand, read magic, Magic missile (2d4+1), Ray of Frost (3d4+3),
STATISTICS
Abilities Str
10 (+0), Dex 16 (+3), Con 16/12 (+3), Int 26/20 (+8), Wis 12(+1), Cha 12 (+1)
Atk Bonus: +7
SQ: Skeletal Minion.
Racial
Traits (already applied):
Feats: scribe Scroll*, Improve
initiative, Point blank shot, Spell Focus (Necromancy), Quickspell (+7 MP),
Empower spell (+3 MP), corpse crafter, necromantic presence (+ 4 turn
resistance), necromantic might (+ 2 attacks and saves).
Trained Skills (level Bonus +7): Acrobatics +12, Arcana +20,
Concentration +14, Local (Sethra) +20, Local (Spirit world) +20, Planes +20,
Perception +11, Diplomacy +11, Use Magic devise +13.
Combat Gear: potions of cure
serious wounds (3), scroll of iron body, scroll
of spell turning, scroll of wall of force, wand
of inflict moderate wounds (20 charges); Other Gear: +2 silver Elvensword, amulet of natural
armor +3, belt of mighty constitution +4, clear spindle
ioun stone (no need food to live), cloak of resistance +4, dusty
rose prism ioun stone (+1 DF insight), headband of vast
intelligence +6, restorative ointment, ring of major (20) energy
resistance (cold), ring of protection +4, onyx gems (worth 2,000 gp),
spellbook, 8,973 gp
Theodred
Skeleton
Sylvari Fighter 15
CN Medium Undead
(elf)
Int: +11; Senses: Perception +7, darkvision 60 ft .
Defences
DF: 33, Touch 17, Flat- footed 26 (+7 Dex, +5 armor, +9
natural, +2 heavy Mithryll shield);
DR (from Armor): 2/-
CMD: 34
Hp: 103 (15D12)
Resistances: Damage reduction 5/bludgeoning, immunity
to cold, undead traits
For: +5, Ref: +5, Will: +9,
Offence
Melee: Scimitar +17 melee (1d6+6/18–20) or
2 claws +17 melee (1d4+1)
Ranged: Composite Elvenbow +18 (1d10+7 /x3)
Base Atk: +11
CMB: +17
Special Actions: -
Statistics
Str: 23 (+6), Dex: 25 (+7), Con: -, Int: - , Wis :
10 (+0), Cha: 1,
Feast: Improve initiative.
Trained Skills (LB +7): -.
Lenguages: -
Racial Traits (already applied): -.
SQ: Damage reduction 5/bludgeoning, darkvision 60 ft ., immunity to cold,
undead traits.
Gear: +2 Mithryll Breasplate, heavy Mithryll shield, Scimitar, Elvenbow with 20
arrows.
Katapesh, the Golden City (Legacy of Fire campaing)
By : LeonDelgado
North of Sethra, close to the border with the Dite empire,
sprawling across a valley of blazing-hot sand, is one of the most incredible
and wondrous cities in all of Arcadia: the great desert metropolis of Katapesh.
Within its sandstone walls, anything one wishes can be bought, sold, or traded—for
the right price. Katapesh is a city of organized chaos where cash is king and
commerce is the highest god.
Through all of the trials and tribulations Katapesh has
weathered, from its beginnings as the “Golden City” to the bustling metropolis of
today, it has retained its mercantile importance no matter who or what has
occupied it. Some believe that it is Katapesh’s divine purpose to one day
become the greatest center of commerce in all of Arcadia .
The city holds more than 200,000 souls, and each one wants
to sell you something. At first glance it appears there are more businesses
than residences in Katapesh, because so many merchants sleep in their shops, as
they are there most hours of the day anyway, and it provides a deterrent to
thieves.
Thievery isn’t as big a problem as one might expect in Katapesh.
Crammed full of stores, stalls, tents, warehouses, hawkers, and purchasers as
it is, the teeming city seems a thieves’ paradise. The edicts of the
Pactmasters, however, make it clear that anyone interfering with trade in the
city faces death—or worse. While the occasional petty theft is to be expected,
organized or chronic crime threatens to disrupt a merchant’s everyday business.
The Pactmasters come down hard on those who endanger the city’s economy (sometimes
using constructs powered by the souls of slaves, called aluum, when necessary),
and ignore everyone else.
While the Pactmasters maintain control over the city, day-to-day
business and governance is left to Pactbroker Hashim ibn Sayyid. Ibn Sayyid has a reputation for upholding the
Pactmasters’ judgments and enacting their laws, whatever his personal feelings.
Some suspect ibn Sayyid has a personal agenda that will someday come to light,
but for now he enjoys a stable and respected position. Ibn Sayyid also presides
over the merchant council, which makes decisions about Katapesh’s trade
policies and ensures the market remains free. In practice, the merchant council
rarely interferes in citizens’ daily lives; their attitude is laissez-faire, if
not downright apathetic. The Nightstalls garner the most attention in Katapesh.
The bazaars there sell items that are more than unusual— they’re immoral,
addictive, or ephemeral. The Nightstalls is where one can buy a dragon’s
tongue, feathers from a couatl’s wing, drugs and poisons of all kinds, or a
devil’s regret.
Crime and Punishment in Katapesh
Before
considering breaking any of the laws of Katapesh, one should be familiar with
the penalties. Of course, with the right attitude and a handful of coins, the
Zephyr Guard may just let the offending party off with a warning.
Murder of guild member, Zephyr Guard,
or government official: Execution
Murder of unaffiliated person: 6 months imprisonment, 100 gp fine,
and official warning
Assault of guild member, Zephyr
Guard, or government official: 1 year imprisonment
Assault of unaffiliated person: 1 gp
Destruction of Property: Fine equal to the value of the property,
or slavery (time varies)
Tax Evasion: Fine equal to the unpaid taxes and 6
months imprisonment
Theft: Loss of a hand, branding, and 25 gp
fine, or death (second offense)
Unsanctioned sale prices: Fine equal to the value of the item,
official warning, and/or loss of guild membership
Disorderly conduct: 5 gp
Recent rumors of Katapesh
- During a
clear and cold night, many people witnessed a star falling from the
sky and landing in the nearby desert.
- The nearby
tombs of the city have been looted by Grave Robbers. Family members
of the deceased are asking for help to stop them.
- The water
in a well in the slum district have turned blood red.
- The people
of the northern mountains have been peaceful towards the caravan traders for a
long time. Recently however, they have blocked the mountain pass. Now the
traders have to travel through new and dangerous parts of the wastelands to
find a new route to the west.
- Some
children and young boys had gone missing in the slums, close to the old house
of a fallen merchant.
- Some claim
that a new group of criminals (theft and assassins) are forming under the old
tunnels below the city, and their leader is called "the red cloak".
Legacy of Fire (02): Battle on the fields and Death on the river
By : LeonDelgado
The Heroes started to keep a watch of the town, soon they
view a group of Pugwampis marching from the temple of Ra
with offerings for the gods (the Gnolls). This creatures marched through the
abandoned field around the town in the middle of the night.
The group follow them, ignoring that the fields were the
hunting grounds of a Dust digger, a large aberrant monster, who try to eat
them. This started a fast and tense battle where Ariadna (the Gnomeran Oracle)
was almost kill.
The sound of the battle bring a group of Gnolls guide by a
harpy to the fields, and the heroes use the night to make and ambush, soon the
sky was set a fire by the spells of Aurora as she and Trellian battled the
harpy and in the ground Alav, Lucio, Tempercraft and Ariadna defeated the
Gnolls.
After this the group retreated and set a camp crossing the
river, hoping to have time to fight the Gnolls in the coming days.
Whoever, the next morning, the caravan was wake up by the
powerful calls of a group of Gnolls guide by a Janni, this was the leader of
pack that held control of the ruins of the town, his name: Kardswann.
The group challenge Kardswann to battle and he agreed. This
was a climatic battle where Ariadna sacrifice her life and Alav the Mamluc
almost die (he has to burn destiny to survive), but finally the group kill the
powerful Janni, and the Gnolls flee in fear leaving the town to the heroes.