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La Bestia de Farton
La Bestia de Farton
Vieja
Escuela
-
el juego de rol
La Bestia de
Farton
Escrito por Iñaki Raya
Mapas por Iñaki Raya
Ilustración de portada por Endyamar
Maquetado por Eneko Palencia
grapas&mapas
1
La Bestia de Farton - Vieja Escuela: el juego de rol
El trabajo en Farton
Los personajes forman parte de un en el bosque, ya que también pueden
grupo de aventureros con una peligrosa encontrarse con arañas gigantes y lobos
misión, adentrarse en el Bosque del Ogro hambrientos.
y acabar con él. Han sido contratados
por un pueblo cercano al bosque que La partida comienza una vez han acep-
lleva demasiados años soportando tado el trabajo y están pertrechándose
los ataques de la criatura, que sale y comprando equipo en la tienda del
del bosque cuando tiene hambre para pueblo. Pueden tratar de obtener más
alimentarse saqueando Farton. El ogro información del tendero, Podrik.
no es el único peligro que les aguarda
2
La Bestia de Farton - Vieja Escuela: el juego de rol
3
La Bestia de Farton - Vieja Escuela: el juego de rol
para todos aquellos que ya lo hayan con ellas deberá superar una prueba
tocado alguna vez. No pueden volver a de FUE CD 11 para soltarse o quedará
ser marcados por el destino. atrapado, liándose cada vez más en las
telarañas (sube en 1 punto la dificultad
El río y el lago tras cada fallo).
Se trata de un caudaloso río que lleva
En los bultos es posible encontrar
bastante corriente. Pasarlo a nado
huesos y criaturas agonizantes de aves,
requerirá una prueba de FUE CD 14
zorros y otros roedores, pero tam-
para no ser arrastrado por la corriente.
bién pueden encontrarse los restos de
Es posible cruzarlo con dos tiradas exi-
cazadores y guardabosques (6 en 1d6)
tosas, pero tras cada fallo se debe tirar
encontrando 1d6 mp y alguna pieza útil
instintos (CON 14) o perder 1D6 puntos
de equipo (a discreción del Director de
de Vida por tragar agua y el esfuerzo.
Juego).
Es posible buscar un vado con Supervi-
vencia CD 14 pero este lleva al Bosque No es buena idea trastear con las telas
de las Arañas. de araña ya que cada asalto existe una
posibilidad de que detecten la intrusión
También pueden intentar cruzar el
de los aventureros gracias a la vibra-
lago, aunque un extraño cartel reza
ción de las telas (5-6 en 1d6).
“no es buena idea molestar al agua”. Este
consejo tiene fundamento, ya que en el Araña gigante
fondo del lago crecen unas peligrosas Nivel 1 ( 1 PV + Veneno) Defensa 11 Veneno
algas caníbales. mortal (Instintos CON 11)
4
La Bestia de Farton - Vieja Escuela: el juego de rol
5
La Bestia de Farton - Vieja Escuela: el juego de rol
6
La Bestia de Farton - Vieja Escuela: el juego de rol
Cubo gelatinoso
Nivel 4 Golpe (2d4) Defensa 11 inmovili-
zar y disolver a presas en su interior.
7
BROM
PIEDRAROTA ENANO GUERRERO
16 +1 22
+3
10 +0 9
18 +2 14
+1
+1 9 +0 +1
+3
15 +1 +3
7 +0 0
10 +0 15
+2
+1 18 +2 9
+3
15 +1 14
+2 7 +0 +1
16 +1 +2
9 +0 0
HONDA 1D4 +2
KURGAN
EL BÁRBARO HUMANO GUERRERO
18 +2 19
+2
16 +1 12
15 +1 12
+3 7 +0 +1
+3
10 +0 +4
9 +0 0
2 DAGAS 1D4 +2
TCIMIEL
LA PRECLARA ELFA HECHICERA
7 +0 8
+2
+2 16 +1 9
+1
10 +0 11
+2
+1 18 +2 +0
15 +1 +2
9 +0 4
BASTÓN 1D6
La Bestia de Farton - Vieja Escuela: el juego de rol
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