¿Qué hacer a partir de los resultados obtenidos?
Secuencia 18. Tecnología aplicada al conocimiento del Universo
Six thick stone pillars line this massive hall, whose ceiling stretches 20 feet into the air and whose walls are painted with images of churning clouds above a deserted battlefield. At the far end of the hall stands a 15-foot-tall tapered cone, with a set of narrow stairs ascending its steep northern face and atop which can be seen a beautifully crafted mace. Flanking the tower, dressed in red ceremonial robes, are 2 flesh golems, which move forward and attack as soon as intruders enter this sacred chamber (although see below).
FLESH GOLEMS (2) CR 7 XP 3,200
hp 79 (Pathfinder Roleplaying Game Bestiary, “Golem,
Flesh”)
Tactics: The flesh golems were put here centuries ago to guard the arm of Gromm (see below). They are, of course, far too powerful for a party
of low-level adventurers. If the players are smart, they have plenty of time to close the doors to this chamber and run (the golems to do not pursue anyone outside of this chamber unless they have taken the arm of
Gromm). If the party attempts to sneak the mace out, the mace acts like a
homing beacon and the golems pursue it relentlessly, never resting, across hill and field, through hamlets and cities, until they are killed or the mace is returned.
Only someone wearing the heart of Gromm (see Area 3B-12, below), is allowed to pass the golems and retrieve the arm of Gromm.
Treasure: Lying at the top of the cone tower is the arm of Gromm (see
the Appendix).
Area 2-37: Buried Chamber
This area is choked with dust and dirt from the cave in. The northern and eastern walls are inscribed in Arthemin lettering giving general details on how to activate the power source. If the dust is cleaned from the walls and — assuming the PCs can read the script — a successful DC 20 Intelligence check is made, the PCs learn the following: All three “torches” must be lit simultaneously, after which the sword of Kell may be activated. The sword
of Kell stays active as long as all three torches remain lit or until “he who
will not die” is slain. The inscription also mentions a “terrible stone,” and that it might be used to destroy this as well, but that in so doing the sword would certainly be destroyed.
Area 2-38: Blocked Passage
This north-south corridor is completely blocked by a cave in.
Area 2-39: Wight Lair (CR 3)
The door to this area is jammed shut with a chair (DC 25 Break). A
wight has made these four small, connected chambers its home. This area
had once been the home of some goblins, and their crude sayings are still scrawled on the walls. Broken and dilapidated Small-sized furniture litter the place, as well as shards of broken pottery, glass, and bits of broken leather armor.
WIGHT CR 3
XP 800
hp 26 (Pathfinder Roleplaying Game Bestiary, “Wight”) Tactics: If the PCs are able sneak into this area without making any
noise, the wight can be found in either Area A, B, or C. If, on the other hand, the PCs make noise trying to break the door down, the wight hides around the corner in Area B, and springs out at the PCs once they begin to investigate Area A.
Treasure: Searching through the rubble uncovers the following: Area A: An intact ceramic mug engraved with images of unicorns
worth 15 gp (DC 12 Perception)
Area B: Two masterwork daggers and a masterwork buckler (DC 10
Perception)
Area C: Two doses of antitoxin (DC 15 Perception).
In addition, Area D (a secret door, DC 20 Perception) contains two cots against the eastern wall upon each of which is a human skeleton dressed in rotting robes. One skeleton still wears a gold ring with a large ruby worth 350 gp.
Secret Door: 4 in. thick; hardness 8; hp 60; Break DC 28;
Perception DC 20.
Area 2-40: Crypt (CR 4)
This long chamber contains four massive stone pillars inscribed in Arthemin lettering. If able to decipher this writing, the PCs soon learn that this area was a burial ground of some sort. They probably learn this soon enough, however, as 8 skeletons are lurking in the small secret chambers (DC 25 Perception). They burst from their hiding places soon after the crypt has been entered and attack.
SKELETONS (8) CR 1/3 XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary, “Skeleton”) Treasure: Each secret chamber contains a small “grave”, actually a
6-foot-long, 2-foot-wide, 4-foot-deep depression in the stone floor. The southwestern most grave has a secret compartment (DC 22 Perception) within which is a gold vase inscribed with dragons worth 120 gp.
Area 2-41: Drow Guards (CR 1)
This is area is guarded carefully by 2 drow warriors. One keeps an eye on the passage to the northeast at all times, and both listen carefully for any sounds in the wide east-west passage to the north.DROW (2) CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, “Drow”)
Tactics: At the first sign of intruders, the drow fire their hand
crossbows and then, if possible, cast darkness. They then begin to call for reinforcements from Areas 2-42 and 2-43. The drow from Area 2-42 arrives in 3 rounds, while the drow from Area 2-43 arrive in 5 rounds.
Area 2-42: Refuse Room (CR 1/3)
A number empty barrels and boxes litter this small chamber, as well as several sacks containing moldy flour. Presently, a drow warrior is poking through the junk in search of anything valuable.
DROW CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, “Drow”)
Area 2-43: Recon Team (CR 5)
A group of drow, led by Karna the Wizard and Faybon the
Rogue, have been sent by Sizret to arrange a deal with the aranea in Area 2-45, and to trap this area against intruders. In addition to the
team leaders, 2 drow warriors are also camped here, aiding in the trap setting. The western door is bolted shut. Both doors have been rigged with a poison dart trap (see below). The drow have not had time yet to construct a bolt for the southern door. If one of the drow from Areas 2-41 or 2-42 wishes to enter this chamber they must knock twice and say, “The Queen of Spiders has cast her web,” at which point one of the drow here disarms the trap and unlocks the door.
DROW (2) CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, “Drow”)
KARNA CR 1
XP 400
Female drow universalist 2 (Pathfinder Roleplaying Game
Bestiary, “Drow”)
CE Medium humanoid (elf)
Init +2; Senses darkvision 120 ft., low-light vision; Perception
+5
AC 12, touch 12, flat-footed 10 (+2 Dex) hp 14 (2d6 plus 5)
Fort +0; Ref +2; Will +4; +2 vs. enchantments Immune magic sleep; Resist elven immunities; SR 8 Weakness light blindness
Speed 30 ft.
Melee quarterstaff +0 (1d6–1)
Special Attacks hand of the apprentice 6/day (+4) Spell-Like Abilities (CL 2nd):
1/day—dancing lights, darkness, faerie fire
Spells Prepared (CL 2nd; ranged touch +3):
1st—mage armor, magic missile, ray of enfeeblement (DC 14) 0 (at will)—detect magic, mending, read magic, resistance
Str 8, Dex 14, Con 10, Int 16, Wis 12, Cha 12 Base Atk +1; CMB +0; CMD 12
Feats Scribe Scroll, Toughness
Skills Craft (alchemy) +8, Intimidate +3, Knowledge
(arcana) +8, Perception +5, Spellcraft +8; Racial Modifiers +2 Perception
SQ poison use
Combat Gear scroll of magic missile, sleep and hold portal; Other Gear hand crossbow, 10 poisoned crossbow bolts
(drow poison), quarterstaff
FAYBON CR 1
XP 400
Female drow rogue 2 (Pathfinder Roleplaying Game
Bestiary, “Drow”)
CE Medium humanoid (elf)
Init +4; Senses darkvision 120 ft., low-light vision; Perception +8 AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 14 (2d8 plus 2)
Fort +0; Ref +7; Will +1; +2 vs. enchantments
Defensive Abilities evasion; Immune magic sleep; Resist
elven immunities; SR 8
Weakness light blindness Speed 30 ft.
Melee mwk short sword +6 (1d6/19–20)
Ranged hand crossbow +5 (1d4/19–20 plus poison) Special Attacks rogue talents (bleeding attack +1), sneak
attack +1d6
Spell-Like Abilities (CL 2nd):
1/day—dancing lights, darkness, faerie fire
Str 10, Dex 18, Con 11, Int 12, Wis 12, Cha 14 Base Atk +1; CMB +1; CMD 15
Feats Weapon Finesse
Skills Acrobatics +9, Climb +4, Craft (traps) +6, Diplomacy
+7, Disable Device +10, Intimidate +7, Perception +8 (+9 to locate traps), Sense Motive +6, Sleight of Hand +8, Stealth +9; Racial Modifiers +2 Perception
SQ poison use, trapfinding +1
Combat Gear potion of cat’s grace, potion of cure light wounds; Other Gear masterwork studded leather armor,
hand crossbow, 10 poisoned crossbow bolts (drow poison), masterwork short sword, masterwork thieves’ tools, thick silver necklace (75 gp)
Tactics: If possible, all 4 drow fire a round of crossbow bolts first. Karna
then instructs the warriors to engage the enemy while she casts spells (both prepared and from her scrolls) and Faybon uses her Acrobatics skill to gain a flanking position for a sneak attack.
Locked Wooden Door: hardness 5; hp 20; Break DC 25;
Disable Device n/a (bolted from the other side).
POISON DART TRAP CR 2 XP 600
Type mechanical; Perception DC 20; Disable Device DC 20 Trigger location; Reset manual; Bypass hidden switch on the
un-trapped side (DC 25 Perception)
Effect Atk +12 ranged (1d4 [x1d6], plus drow poison);
multiple targets (up to 6)
Note: Only one side of each door is trapped. The western door is
trapped from the western side, and the southern door is trapped from the northern side. Both traps can be disarmed by throwing a hidden switch on their un-trapped side.
Area 2-44: Store Room
Areas 2-41 to 2-44 once contained a lot of useless trash accumulated
over the years. The drow tossed most of it in here. Strewn about the floor are filthy rags, old bones, broken glass, shattered furniture, torn books, cracked skulls, a box of buttons, a bag of leather straps, and a three kegs of foul rum.
Area 2-45: Guardian at the Gates
(CR 4)
The east and west portions of this room are covered floor-to-ceiling filled with thick spider webs. The floor is littered with humanoid skulls and bones.
Sizret commissioned Risstor the aranea, to guard this chamber and the stairs to the south of it that lead to Level 4. Recently, Risstor has been having to stave off too many goblins and orcs and is considering abandoning her post. The drow sent some emissaries (see Area 2-43) to calm the aranea, placate her with a few baubles, and set some traps in the room to the north to make Risstor’s job a little easier. They also installed a bolt on her side of the door. Risstor keeps the bolt thrown at all times and only opens the door if it is struck three times and the password “Gilfnet” is given.
Note: Anyone entering the webbed areas in this room must succeed on
a DC 15 Ref save or be stuck within the webs as per the web spell.
RISSTOR CR 4
XP 1,200
hp 37 (Pathfinder Roleplaying Game Bestiary 2, “Aranea”) Spells Known (CL 5th; ranged touch +8):
2nd (5/day)—glitterdust (DC 15), scorching ray
1st (7/day)—cause fear (DC 14), mage armor, magic missile,
true strike
0 (at will)—detect magic, flare (DC 13), mending, resistance,
ray of frost, read magic
Locked Wooden Door: hardness 5; hp 20; Break DC 25; Disable
Device N/A (bolted from the other side).
Tactics: Risstor hides within her webs (Stealth +5 due to the webs).
If the door is opened by force she immediately casts her web at the first intruders, followed by glitterdust and cause fear, and, if possible several
magic missiles. She prefers to cast true strike before attempting to bite
her opponents.
It is possible to negotiate with Risstor. Since she is nothing more than a mercenary, she can be bribed to let the PCs pass into the drow compound below. This requires a fairly hefty sum, however, since once she has accepted the bribe her job as gate guardian is effectively over. Only gold or valuables worth 1,500 gp would suffice. If the PCs are willing to pay this, she takes their money and leaves the dungeon, never to be seen or heard from again.
Treasure: Hidden within the webs (DC 20 Perception) is a pouch with
4 jaspers worth 50 gp each (the drow’s payment), and a suit of Small half-plate.
Stairs: These stone steps twist down into the darkness for some 200
yards, until they emerge in Area 4-1, below.
Area 2-46: Lookout (CR 1/2)
A pair of orc brothers have set up an ambush here in the hopes of lining their pockets with goblin coins. Garrick, an orc, waits here and spies through a peephole (which requires a DC 25 Perception to notice)
at anyone passing down the northwest to southeast passage. Once some victims are spotted he runs to Area 2-47, and alerts his brother.
GARRICK CR 1/2
XP 200
Male orc fighter 1 (Pathfinder Roleplaying Game Bestiary, “Orc”)
NE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +1 AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 13 (1d10+2 plus 1)
Fort +4; Ref +2; Will +1 Defensive Abilities ferocity Weakness light sensitivity Speed 20 ft.
Melee greatsword +5 (2d6+4/19–20) Ranged longbow +3 (1d8/x3)
Str 17, Dex 14, Con 14, Int 8, Wis 12, Cha 6 Base Atk +1; CMB +4; CMD 16
Feats Point-Blank Shot, Weapon Focus (greatsword) Skills Intimidate +2
Languages Common, Orc
Gear breastplate, greatsword, longbow, 25 arrows, silver
medallion (25 gp)
The secret door leading to this area requires a DC 20 Perception check to locate.
Secret Door: 4 in. thick; hardness 8; hp 60; Break DC 28;
Perception DC 20.
Area 2-47: Firing Range (CR 1/2)
Braam, the second orc robber waits here for word from his brother
in Area 2-46.
BRAAM CR 1/2
XP 200
Male orc fighter 1 (Pathfinder Roleplaying Game Bestiary, “Orc”)
NE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +1
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield) hp 13 (1d10+2 plus 1)
Fort +4; Ref +2; Will +1 Defensive Abilities ferocity Weakness light sensitivity Speed 20 ft.
Melee battleaxe +5 (1d8+3/x3) Ranged longbow +3 (1d8/x3)
Str 17, Dex 14, Con 14, Int 8, Wis 12, Cha 6 Base Atk +1; CMB +4; CMD 16
Feats Point-Blank Shot, Weapon Focus (battleaxe) Skills Intimidate +2
Gear breastplate, heavy wooden shield, battleaxe,
longbow, 25 arrows
Tactics: Once the party has entered Area 2-48, the brothers begin firing
on them from their arrow slits, enjoying the benefit of improved cover. If the PCs enter this chamber via Area 2-49, Braam begins firing and on his own and calls for his brother in Area 2-46, who arrives in 2 rounds. The orcs prefer to avoid melee, and run if faced with melee combat and outnumbered by two to one or more.
Treasure: This small chamber contains a box with 10 extra arrows, two
stools, and 5-gallon jug of mead. In a secret niche in the southern wall (DC 20 Perception) is a pouch containing 135 sp, an ivory drinking horn (15 gp), a small silver mirror, 2 suits of noble’s clothes, a bullseye lantern, a blank wizard’s spellbook, and a small diamond worth 75 gp.