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Aventura AD&D - El Ojo de Myrkul

Eldarc

Member
Comparto la traducción de la aventura "El Ojo de Myrkul"

https://mega.nz/#!JAgmFapR!tilWuGyXqMfFx573VSNOjlZuIR8PO0Xg9Ek-acxFswI

“El Ojo de Myrkul” es un escenario de AD&D© para 5-7 personajes de niveles 6-8 (unos 56 niveles en total).

Pertenece a una especie de campaña que transcurre en el Estero de los Hombres Muertos de los Reinos Olvidados, y que se publicó a lo largo de 5 números de la revista Dungeon, del 69 al 73, durante 1998-1999. Esta aventura es la última, la que cierra la campaña, y la que se publicó en el número 73. En el rar, adjunto el PDF de la traducción, y un PDF de ese número de la revista para su consulta por si algún término o parte de la traducción fueran incorrectos o confusos.

Se agradecen todo tipo de críticas y correcciones. Además, aunque AD&D es la versión de mi adolescencia, la tenía más que olvidada y es posible que algunos términos estén "contaminados" por 5a edición. Gracias a mankyle y blackhand por vuestra ayuda.

Añadir que tengo intención de adaptarla a 5a edición porque la quiero añadir/adaptar en la campaña de Rise of Tiamat (en el Ojo de Myrkul salen viejos conocidos que aparecen en Hoard of the Dragon Queen), pero no sé cuando tardaré en hacerlo.

Aunque AD&D tiene ya más de 20 años, espero que a alguno le pueda servir y la disfrute xD
 

Svargth

Member
Genial. Gracias por traducirla.
Nosotros la jugamos hace años. Dirigí toda la serie. De hecho fue el primer conato de hacer aventure paths.
Aunque es cierto que esta aventura se podía jugar de forma independiente, se necesita uno de los anillos de Myrkul que salen en las otras aventuras. Eso se puede solucionar sin problemas, pero la gracia era ver todo el show con los lizardmen, la torra de Iniarv, los caballeros de Helm...
Toda una serie muy recomendable.
 

Eldarc

Member
@johanson123 Cuando lo haga ya te mandaré privado para ver en qué puedes echarme un cable. Gracias =)

@Svargth Sí... hace falta un anillo de Myrkul. A malas, se puede empezar la aventura con uno los pjs poseyendo uno de los anillos, por la razón que sea... En mi caso, en Hoard of the Dragon Queen se hicieron con uno de ellos en el Castillo Naeritar porque seguí varias ideas que sugerían en

http://slyflourish.com/hodq_chapter_6.html

y

http://hackslashmaster.blogspot.com.es/2014/12/on-hoard-of-dragon-queen-episode-6-part.html
http://hackslashmaster.blogspot.com.es/2014/12/on-hoard-of-dragon-queen-episode-6-part_17.html


Jugándola sin tener nada que ver con Tyranny of Dragons, seguro que es mucho más interesante jugar las otras cuatro aventuras primero. Pero claro... yo he traducido lo que me iba bien para mi campaña, y de paso lo maqueto y lo comparto  :prankster: Puede que en un futuro me anime con las otras... pero lo veo chungo yo solo.
 

humuusa

New member
Gracias, veremos que se puede hacer..

Por si acaso:

Dungeon 69
d69-221x300.jpg

Slave Vats of the Yuan-Ti
by Jason Kuhl
AD&D
Levels 3-5

“Keep a calculator at hand during this adventure, for the math.” Oh, joy … DERP! This three-parter, with the first being in this issue, is a precursor to the adventure paths to come. This one if a decrepit mansion full of jerlamainee triggering traps on the party, and then some yuan-ti labs in the basement, in a house that causes magic to misfire and giant insects/animals galore from a natural Enlarge effect. Parts of the house are nice (poison gas from an elephant trunk!) but the descriptions are mostly uninspired. The jerlamaine part feels like DM torture porn and the yuan-ti in the basement feels disconnected from the rest of the adventure.

Dungeon 70
d70-222x300.jpg


Ssscaly Thingsss
by Kent Ertman
AD&D
Levels 3-6

A decent bit of adventure. A swamp, a lot of hostile lizardmen, and a fort with some humans trying to outlast the lizardman siege. The big to do is that the fort folk ae almost all dopplegangers and ONE member of the party may know about it. They have some eggs, and there’s a wizards tower with a trapped demon, and a final siege … oh boy. That’s a lot going on and I LOVE IT when there’s a lot going on. Maybe a few civilians or not everyone in the fort being in on it would improve things a bit, but that’s a minor quibble. There’s a railroad or two also, and again that’s a pretty minor thing. There’s good atmosphere in the swamp, weirdness going on, a desperate siege, several factions in the lizard men. This one stands head and shoulders above the vast majority of Dungeon adventures.

Dungeon 71
d71-221x300.jpg


Dreadful Vestiges
by Steve Johnson
AD&D
Levels 4-7

More Mere of Dead Men adventure, and, again, not a suck-fest. You’re sent to stop/investigate the evils of an old manor. It’s flooded, and lizard men are about. inside are some spooky undead, a demon, and an EHP. There’s a nicely little evocative piece around a magic pool that shows visions ala the Dead Marshes. I think it’s marred by having lizard men attack … I’d put that encounter later. The lizard men at the flooded manor probably turns into a little assault, which would be nice. The flooded manor, proper, is nicely described in a way which brings it to life. The undead could be a bit more … spooky? And the EHP/lizard men/etc inside could have a plan for responding to assaults on the lizard men. Uh, a plan other than “I spy on you with my magic mirror and prepare for you in the final room.” That’s ALWAYS lame. But the core is nice, if wordy, particularly around empty rooms.

Dungeon 72
350


Mistress on the Mere
by Paul F Culotta
AD&D
Levels 5-7

Maybe the weakest so far in the Mere of Dead Men series. I love the premise of the series and the previous entries have been pretty good. This is a vampire hunt in the swamp, after a meeting with a group of female stargazers. Eventually the party finds out the headmistress is evil. The stargazer compound has some interesting people. They could be better organized into a table for use during play, but this is Dungeon in the 90’s, so, let’s be happy they have names and personalities and entries that are only one paragraph each. The swamp vampire is more like a set piece and the astronomy castle is pretty open ended. I wasn’t really inspired by the vampire, expect with an off-hand note that he lurks on the astronomy compound roof at night scratching at windows and whispering things to the people inside. That’s a great line that can lead to loads of fun. Most of the rest of the adventure doesn’t come close to that though. Putting a vampire in the swamp is not imaginative, nor is putting his grave in quicksand or putting some evil trees in. That’s just procedural and mechanistic. Scratching at windows at night and whispering love to the women inside … that’s imaginative and leads to creative play by the DM and players. One sentence.

El Anillo de Myrkul

in:
Rings, Jewelry, Items, and 4 more
Ring of Myrkul
EDIT

Ring of Myrkul
Basic Information
Type
Magical ring
Rules Information
2nd Edition Statistics
Value
1,000 gold pieces
A ring of Myrkul was a magical ring originally worn by a priest of Myrkul.


Description
A ring of Myrkul was a relatively thick gold band painted black adorned with an image of a white flaming skull (the symbol of Myrkul).
Evil, intelligent creatures who passed within 30 feet of a ring of Myrkul were drawn to it.[1]

Powers
Rings of Myrkul served as keys for priests of Myrkul to enter a temple of Myrkul safely. They also allowed the wearer the ability to walk among the undead without being attacked (unless the wearer attacked the undead). Additionally, the rings had a few offensive abilities, including casting the spells chill touch and ghoul touch.
Before the Time of Troubles (1358 DR), the rings had greater necromantic powers that could be invoked by Myrkulites, but after the Time of Troubles those powers disappeared

History
When Myrkul was killed in 1358 DR, his secret temple in the Mere of Dead Men in the Sword Coast North sank into the swamp. The priests escaped into the Mere but were killed, their rings falling into the possession of the beasts of the Mere.
Around 1370 DR, the cleric Varak Redshield found a ring of Myrkul in the Holk House in the Mere of Dead Men. Several other rings have also been found in the Mere

Mision a la Casa Holk
Sir Justin Melenikus gives the floor to his entrusted historian: “Holk House was once a sanctuary for a coven of priests and druids of Eldath, goddess of peace, pools, springs, and druid groves.  It was named in honor of the archdruid Tarken Holk, who once roamed the Mere keeping watch over the land. As his power grew Tarken attracted many priestly followers willing to protect the wilderness from humanoid incursions. Long after Tarken passed away, his followers and their descendants continued his time-honored traditions and watched over the land. Eventually, the coven constructed the large, fortified house to provide shelter and hold councils. A secret vault was also built within it to protect several holy artifacts of the faith. These artifacts were rumored to possess healing powers and insight into Eldath’s plane of existence. The priests and druids also kept many valuable books of lore and provided enlightenment to any who made the pilgrimage to the sanctuary with peace in their hearts. When the mere slowly crept up on the grounds, horrible beasts began to haunt the wilderness. Attacks upon pilgrims by monstrosities from the swamp became frequent until Holk House was seldom visited and the priests alone ket residence there.

Sir Justin continues: “We believe that Holk House was once a sanctuary for benign priests of Eldath but now harbors creatures of darkness, and that a being of great power may be directing the attacks upon the High Road from within. A priestly comrade of mine, Varak Redshield, led a small expedition into the Mere, intent on ridding Holk House of evil. Only two men returned.  They said that the expedition party was separated by will o’ wisps, and that a dragon that lurks beneath the mire that devoured two of their comrades. It has become clear that something must be done. You will have my personal gratitude if you are able to find and rescue any members of the missing expedition, especially Varak. You will be richly rewarded should you succeed in destroying the Holk House menace and finding Varak. I can give you 5000 gp.  In undertaking this mission, I can offer your party 1) three potions of extra-healing OR one potion of healing per person; 2) a scrolls of dispel evil (9th level), neutralize poison AND cure disease in a water-tight bone scroll tubes; 3) a minor magical ring of water berating, which lasts only 12 days from the day it is worn; 4) sundry goods like (rations, water, rope etc).  My friends, I wish you luck and strength.

 

Eldarc

Member
Buenas!

Vuelvo a recompartir el archivo porque he añadido y modificado algunas cosas:

https://mega.nz/#!JAgmFapR!tilWuGyXqMfFx573VSNOjlZuIR8PO0Xg9Ek-acxFswI

Cambios/Modificaciones/Añadidos:
  • He corregido algunas faltas del PDF. Aún habrá, pero menos  :scenic:
  • He añadido el docx de la adaptación que estaba intentando hacer para 5a edición. Hice poquísimo, la portada y poco más. Pero si alguien se ve con los ánimos y la motivación para adaptarla a 5a, que no empiece de 0. Si alguien lo hace, avisad por aquí si no os importa  :friends:
  • He añadido el módulo para Fantasy Grounds que he hecho para integrar la aventura en Tyranny of Dragons. El módulo no está completo por razones que no valen la pena comentar, pero sí que tenéis bastantes NPCs, ítems, parcelas y, sobretodo, los mapas que hice con el Dungeon Painter Studio. Procuré ser lo más fiel posible a los mapas del módulo. Especialmente con los primeros mapas. El dungeon final lo simplifiqué porque, en mi opinión, hay demasiada cámara innecesaria. Si no opináis igual, hacedlo vosotros mismos xD En cualquier caso, aunque no os interese jugar este módulo, o no utilicéis FG, siempre podéis cambiar la extensión del archivo de ".mod" a ".rar" y extraer los mapas para jugarlos en otra partida o plataforma, como Roll20

Creo que no me dejo nada. Si tenéis cualquier duda o lo que sea, ya sabéis...


Os dejo el link al youtube de la primera sesión de las 5 o 6 que necesitamos para completarla. Esto es no solo una adaptación a 5a sinó también a Tyranny of Dragons, porque los jugadores ya habían estado en esta misma campaña en el Estero de los Hombres Muertos y ya habían descubierto el secreto de Voaraghamanthar... Así que, aunque no muchos, algún cambio que otro hay...

https://youtu.be/JFFq19it2HU?t=1h46s


Saludos!
 

Birthright

New member
:wizard: mola mazo. Eldarc, he visto que eso es una mini campaña, los otros módulos también los has traducido?  :spiteful:
 
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