Fantasmas Del Castillo Lanza De Dragon

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Fantasmas Del Castillo Lanza De Dragon Fantasmas del Castillo Lanza de Dragon Guia del Dungeon Master Project Leads Interior Illustrations Jeremy Crawford, Christopher Perkins Dave Allsop, Kalman Andrasofszky, Steve Argyle, Dave Arneson, Den Beauvais, Ralph Beisner, Eric Belisle, D&D R&D Team Greg Bell, Noah Bradley, Sam Burley, Milivoj Ceran, Greg Bilsland, Bruce R. Cordell, Jeremy Crawford, Chris Conceptopolis, Stephen Crowe, Ned Dameron, Diesel, Tony Dupuis, Peter Lee, Mike Mearls, Kim Mohan, Tom Olsen, DiTerlizzi, Vincent Dutrait, Jeff Easley, Jesper Ejsing, Wayne Christopher Perkins, Ben Petrisor, Robert J. Schwalb, Matt England, Emily Fiegenschuh, Gonzalo Flores, Ken Frank, Sernett, Chris Sims, Rodney Thompson, Steve Winter, Dan Frazier, Lars Grant-West, Paul Guzenko, Des Hanley, James Wyatt, Chris Youngs Jared von Hindman, Tyler Jacobson, Michael Kaluta, Jorge Lacera, Roger Loveless, Howard Lyon, Victoria Maderna, D&D Brand and Marketing Team Slawomir Maniak, Will McLean, Christopher Moeller, Lee Chris Lindsay, Shelly Mazzanoble, Hilary Ross, Liz Schuh, Moyer, Jim Nelson, William O’Connor, Erol Otus, Patrick Nathan Stewart, Laura Tommervik Thomas Parnell, Darlene Pekul, Steve Prescott, David Rapoza,Scott Roller,Richard Sardinha, Craig J Spearing, Senior Creative Director David C. Sutherland III, Gabor Szikszai, Stephen Tappin, Jon Schindehette David A. Trampier, Beth Trott, Eva Widermann, and Sam Wood Art Director Kate Irwin Traducción español mankyle Graphic Designer Emi Tanji Maquetación Tel Arin Publishing Production Specialist Jessica Dubey Prepress Manager Jefferson Dunlap Imaging Technician Carmen Cheung Production Manager Cynda Callaway Cover Illustration Kekai Kotaki Cartography Jason A. Engle Material adicional Esta campaña está compuesta por cuatro aventuras, un documento con las estadisticas de los monstruos y este documento con las indicaciones y descripciones de los personajes no jugadores (Pnjs) y lugares más importantes. Ademas, en una carpeta llamada “recursos campaña se encuentran los mapas a buena resolución de la campaña, junto a ilustraciones y mapas de casillas para jugarla en mesa u online. 2 dungeons que los personajes pueden llegar a explorar. Capitulo 1 Para obtener una idea de lo que esta minicampaña puede llegar a ofrecer, estas son las partes que deberías leer primero: La campaña de * La sección sobre como jugar la campaña a continuación. Vado de la Daga * La sección sobre “las personalidades de Vado de la Daga”, donde se presentan varios PNJs que pudrían relacionarse de Vado de la Daga es una pequeña pero importante villa de forma importante con aventureros en ciernes. la Costa de la Espada donde aventureros en ciernes pueden * El mapa del Valle del Delimbiyr. labrarse un nombre. Es un excelente punto de partida para una campaña porque hay mucho territorio para explorar alrededor de Vado de la Daga y la villa se haya a una distancia Jugando la campaña razonable de tres ciudades muy importantes: Noyvern y Aguasprofundas hacia el Norte y Puerta de Baldur hacia el Vado de la Daga contiene todos los componentes del Sur. asentamiento medieval típico construido en la orilla de un En resumen, la Costa de la Espada es donde se produce la rio que desemboca en el mar. acción. Es un excelente punto de salida para una campaña porque Los personajes pueden escoger cualquiera de los personajes se halla cerca de lugares potencialmente llenos de aventuras pregenerados que aparecen al final de esta aventura o pueden como el Pantano del Lagarto, los Páramos Altos, la ciudad crear los suyos propios usando las reglas de D&D Next. enana abandonada bajo el Monte Ilefarn y las ruinas del Algunos de los personajes pueden querer crear personajes Castillo Lanza de Dragón. jugadores que provengan de Vado de la Daga o de granjas Vado de la Daga se halla situado además a lo largo de una o aldeas cercanas del Valle del Delimbyir (también conocido carretera bien transitada que conecta dos de las ciudades como Rio Brillante). más importantes de la costa de la Espada: Aguasprofundas y Puedes usar el material recogido en la sección “La villa de Puerta de Baldur. Vado de la Daga” para ayudar a los jugadores a desarrollar Multitud de caravanas y de rumores pasan por la villa creando trasfondos interesantes para sus personajes locales y forjar incluso más oportunidades para la aventura y la intriga. relaciones con PNJs que puedan servir como mentores y Al final de este largo capítulo, encontrarás una descripción maestros. completa de Vado de la Daga y sus habitantes, incluyendo Otros personajes pueden haber llegado a la villa desde otros Personajes No Jugadores (PNJs) detallados que pueden servir como mentores y entrenadores para clérigos, guerreros, magos y pícaros novatos. Como DM eres libre de desarrollar estos PNJs o sustituirlos según veas necesario. El final de este capítulo también incluye información sobre otras áreas de interés cerca de Vado de la Daga, junto con tablas de encuentros aleatorios que puedes usar en el caso de que los personajes quieran explorar otras zonas y obtener tesoros y puntos de experiencia. La mayor parte de este libro está dedicada a las aventuras. Las cuatro aventuras presentadas en este libro están diseñadas para llevar a los personajes desde el 1º nivel al 10º. Cada aventura requiere de aproximadamente unas ocho horas de juego, e idealmente, deberías tener un grupo de jugadores con el que puedas jugar las aventuras de forma secuencial, creando una corta, pero memorable, campaña de D&D Next. Todo lo que necesitas para jugar estas aventuras aparece recogido en este libro, incluyendo las reglas básicas y las reglas de creación de personajes. Encontrarás descripciones de objetos mágicos al final del capítulo 5 y estadísticas de monstruos en el capítulo 6. Aunque cada aventura tiene su propia historia para ser lugares o pueden haberse visto atraídos a Vado de la Daga contada, hay algunos elementos de la historia comunes que por la promesa de encontrar grandes aventuras, las enlazan. Estos aparecen descritos en la siguiente sección Vado de la Daga es, en muchos sentidos, la quintaesencia de (“Lo que los personajes no saben”). Cuando estés listo para una villa rural, completa con la cercanía de colinas infestadas comenzar la campaña ve a la sección “Donde comenzar”. de monstruos, bosques tenebrosos, castillos y mansiones en ruinas y aterradores pantanos. Lo que hace que Vado de la Daga destaque son los coloridos PNJs y los memorables 3 Lo que los personajes no saben En algún lugar a lo largo de la Costa de la Espada, lejos de su patria, los Magos Rojos de Thay están construyendo una fortaleza secreta. Esta fortaleza incluye una academia construida encima de unos portales mágicos conectados a cuatro nodos elementales –reservorios de un enorme poder. Los Magos Rojos intentan dominar esas energías y usarlas para amenazar y subyugar a las ciudades de la Costa de la Espada. Los Portales elementales fueron construidos hace muchos años por una sociedad de nobles nezherinos aburridos, ricos y sin escrúpulos, los cuales habían fundado un culto dedicado a los Príncipes del Mal Elemental. Cuando las actividades del culto empezaron a atraer atención no deseada, sus líderes sellaron los portales con cuatro llaves elementales, desmantelaron el culto y huyeron. Las llaves fueron escondidas en altares protegidos contra el escrutinio mágico dedicados a los príncipes elementales del Agua, Aire, Fuego y Tierra y enterradas profundamente. Las llaves elementales y los Príncipes del Mal Elemental Los Magos Rojos de Thay se hallan en pos de cuatro llaves elementales esparcidas en varios lugares cercanos a Vado de la Daga. Los Magos Rojos investigaron el desaparecido culto a los La aventuras en este libro se hallan estructuradas de una elementos y siguieron la pista de las llaves hasta la Costa de forma que hace difícil que los personajes obtengan las la Espada, donde hace mucho tiempo se retiraron los líderes cuatro llaves elementales. Incluso si los personajes lo hacen del culto. Los Magos Rojos enviaron a sus agentes a recuperar todo bien, es probable que la mayor parte o todas las llaves las cuatro llaves y devolverlas a su fortaleza. elementales caigan en manos de los Magos Rojos y eso es Los Magos Rojos ya han obtenido la llave del Aire y se algo bueno. hallan cerca de conseguir las otras tres. Sin embargo, se Las llaves elementales jugarán un papel fundamental en han encontrado con un gran problema: las autoridades de las temporadas iniciales de 2014 del programa de juegos Vado de la Daga han capturado a Arvik Zaltos, el principal en tiendas D&D ENCOUNTERS. Está bien si los personajes agente de los Magos Rojos en la zona. Su pérdida pone en piensan que es importante mantener las llaves elementales peligro la operación entera. Peor aún, por un fallo en la red de fuera de las garras de los Magos Rojos. Incluso si no lo comunicaciones de los Magos Rojos, los superiores de Arvik consiguen, habrán conseguido muchas otras cosas de gran no son siquiera conscientes de que ha sido arrestado, juzgado importancia, como ganarse la confianza de Isteval y derrotar , condenado y sentenciado a morir en la horca. al malvado Rajasa Nadir. Sin embargo, los Magos Rojos no son el único peligro al que se Los Príncipes del Mal Elemental no son ampliamente enfrenta Vado de la Daga. Un Rajasa llamado Nadir ha llegado conocidos o adorados en Faerûn. Los Magos Rojos saben de a la Villa para cobrarse venganza en su antiguo némesis, Sir su existencia gracias a sus investigaciones pero pocos otros Isteval. El Paladín, junto con varios compañeros, derrotó conocen de su existencia. a Nadir hace varios años en Cormyr. El espíritu incorpóreo Aunque atraer a una cierta cuota de cultistas dementes, los del Rajasa languideció durante años en los Neve Infiernos príncipes son más como monstruos poderosos que dioses. antes de reencarnarse, y Nadir ha pasado los últimos meses Los cuatro príncipes del mal elemental son Imix (el Principe buscando a Sir Isteval.
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