作者 主题: 【GMG】灾难(Disasters)  (阅读 5263 次)

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【GMG】灾难(Disasters)
« 于: 2022-05-19, 周四 22:54:30 »
自然灾害远远超出了单纯的环境危害,它们会带来死亡和毁灭。超自然灾害的破坏性甚至更大,有可能给世界留下永久的伤痕。灾难更像是一次冒险,而不是一次遭遇,并没有特定的挑战等级。相反,灾难的每一部分都应该被视为一次单独的遭遇,设计一个适合PC的挑战等级。

以下是处理三种不同类型自然和超自然灾害影响的规则。有些灾难发生得很快,如地震和海啸,而另一些则会经历几个阶段,如森林火灾、火山爆发和亡灵暴动。调整冒险的节奏以适应灾难事件,允许事件根据需要在几分钟或几天内展开。

火山爆发(Volcanoes)
当世界地壳破裂并排出其熔心(molten heart,知道意思但不知道怎么翻译)时,最剧烈的自然灾害之一就会发生:火山爆发。 火山爆发为 GM 提供了广泛的选择,包括岩浆、熔岩炸弹、有毒气体和火山碎屑流。 GM也可能会考虑用现有的灾害(如雪崩和小地震)来预测一场剧烈的火山喷发。

熔岩 Lava
熔岩流通常与非爆炸性喷发有关,并且可以伴随火山永久存在。 大多数熔岩流非常缓慢,每轮移动 15 英尺。 更热的熔岩流动得更快,达到每轮 60 英尺的速度。 熔岩管等通道中的熔岩尤其危险,每轮移动速度高达 120 英尺(CR 6)。 被熔岩流淹没的生物必须进行一次 DC 20 的反射豁免检定,以避免被熔岩吞没。 成功则表明他们与熔岩接触但没有浸入其中。

熔岩炸弹 Lava Bombs (CR 2 or 8)
熔岩团可能被抛离喷发的火山几英里远,在降落前冷却成固体岩石。典型的熔岩炸弹击中GM指定的一个点,并在30英尺半径范围内爆炸。该区域内的所有生物必须进行DC 15反射豁免检定,以避免受到4d6点伤害。有掩护或能够掩护自己的生物(如使用盾牌)在此豁免中获得+2加值。有时会出现特别大的熔岩炸弹,造成12d6点伤害。普通熔岩炸弹的CR为2,大型熔岩炸弹的CR为5。

有毒气体 Poisonous Gas (CR 5)
火山最隐蔽的威胁之一是有毒气体,在大火和破坏中经常难以被注意到。 火山喷发会产生各种各样的有毒气体,有些是可见的,有些不可见。 如果吸入有毒气体,每轮会造成 1d6 点体质伤害(强韧 DC 15 ,通过则免受伤害,每次豁免DC都会增加1),可见气体也可以产生浓烟。 毒气云会向低处流动,通常有 50 英尺高。 强风可以偏转毒气云,高障碍也可以——只要气体还有其他地方可去。

火山碎屑流 Pyroclastic Flows (CR 10)
一些火山爆发会产生毁灭性的火山灰、高温气体和火山碎片,被称为火山碎屑流,可以传播数英里。火山碎屑流可视作速度为每轮500英尺的雪崩,并加上上面列出的有毒气体的影响。与其中炽热碎片接触会受到每轮2d6点的火焰伤害,而淹没其中的生物每轮受到10d6点的伤害。只有扭曲现实的魔法,比如奇迹术或祈愿术,才能偏转或阻碍火山碎屑流。

海啸(Tsunamis)
海啸,有时也称为潮汐波,是由水下地震、火山爆发、山体滑坡甚至小行星撞击引起的波浪。 海啸在到达浅水区之前几乎无法检测到,此时大量海水会形成巨浪。
根据海啸的规模和海岸的坡度,海浪可以从深入陆地数百码到超过一英里的任何地方传播,并在其后留下毁灭的痕迹。 然后海水会流回,把各种各样的碎片和生物拖到很远的海里。
海啸造成的确切损害由 GM 自行决定,但典型的海啸会摧毁或移动沿途的所有临时和粗制滥造的建筑物,摧毁大约 25% 建造良好的建筑物(并对幸存的建筑物造成重大损害) ,而严密的防御工事仅会受到轻微损坏。 该地区多达四分之一的人口(包括动物和怪物)会在这场灾难中丧生,要么被卷入大海,要么被淹死在岸上,要么被埋在瓦砾下。
生物可以通过 DC 25的游泳检定避免被拖到海里;否则它会被拖离海岸6d6 × 10英尺。海啸过后的水域总是被视为激流或者怒涛(见游泳技能),除非受到魔法效果的影响。一个被困在倒塌建筑物中的生物受到6d6点的伤害(反射DC 15,通过减半) ,如果建筑物特别小,则伤害减半。有50% 的概率,该生物被掩埋(塌方) ,或者,海啸也可能会将建筑物撕裂,将其从瓦砾中解救出来。

亡灵暴动(Undead Uprising)

【译注:以下内容中的祝圣,圣居,亵渎,邪居请参考CRB同名法术】

无论是来自古老的诅咒还是堕落的死灵法术,所有超自然灾害中最可怕的一种是亡灵暴动——死者从坟墓中爬出来,取代活人。这场灾难可以侵袭任何一个安葬死者的地方,而不仅仅是城镇和城市。不止一个血染的战场催生了一大群干瘪的亡灵战士。
亡灵暴动的发展是波浪式的,时间根据其背后的力量而变化。这些事件可能在仅仅几天的时间里就毁灭一个城市,或者在惊恐的民众紧锁门后蜷缩着挣扎求生的几周内蔓延开来。白天,生活常常会回归到某种表面上的正常状态,因为阳光会短暂地抑制不死生物的力量。

亡者复苏 The Unquiet Dead
在亡灵暴动的第一个晚上,最近死去的尸体会像丧尸一样复苏。 那些被埋葬在祝圣土地上的人仍然会安息,但未被掩埋的尸体或乱葬坑中的尸体会蹒跚地涌向街头,造成严重破坏。 起初,只有少数尸体能够从棺材和坟墓中脱离出来,但每晚都会有更多的尸体回到生者的土地上行走。 当黎明破晓时,死者在他们的坟墓或其他隐藏的地方寻求安全。 任何在日光下的丧尸都处于困惑状态,直到他们被摧毁或设法蹒跚地躲进遮蔽处。 根据 GM 的判断,非人形尸体可能会在随后的夜晚变成不死生物。

骷髅觉醒 Skeletal Awakening
随着暴动的进行,死去时间越来越久的尸体加入了步履蹒跚的不死族行列。骷髅身上带着腐烂已久的丧服痕迹,从墓地和地穴中爬出来,表现出一种恶意和组织性,这在它们的同类中很少见。不死生物仍然没有头脑,但入侵背后的魔法力量赋予了他们一支活生生的军队的效率和战术敏锐度。骷髅们会寻找武器和盔甲,为战斗做好准备。精英骷勇士们则挥舞着从废弃坟墓中捡来的魔法物品领导部队。最终,夜幕降临后,食尸鬼和尸鬼,以及其他意志薄弱的自由不死生物,也来到街上徘徊。

失落灵魂 Lost Souls
当暴动积聚力量时,早已化为尘土的身体中不安的灵魂也苏醒了。幽魂、幽影、缚灵甚至幽灵(Ghosts, shadows, wraiths, and even spectres)都会出来捕食活人。少数幽魂可能不会受到亡灵暴动的恶意影响,而有魄力的PC可能能够从这些麻烦的鬼魂身上收集到宝贵的情报。
负能量的注入增强了入暴动域内的不死生物,提供了亵渎术 (Desecrate)的效果。 曾经被祝圣的区域现在被视为普通土地,很可能为不死军队提供新的尸体来源,但圣居的区域仍然不可侵犯。
随着不死生物越来越强大,不断增长的负能量洪流将影界拉近,外界颜色会减弱或变得灰暗,除了在白天最亮的时候。即使是那些最容易受到光线伤害的不死生物,也可以从下午晚些时候到上午十点左右自由活动。

死亡墓场 Necropolis
如果负能量的流动没有逆转,黑暗最终会占据该区域,将其笼罩在永久的阴影中。亡灵暴动的整个区域就像在邪居 (Unhallow)作用下一样(没有附加额外的法术效果)。圣居之地仍然是一个罕见的庇护所,直到被外界的邪恶力量摧毁。
在与暴动的战斗中阵亡的英雄们以可怕的不死将军的身份回归。 为数不多的幸存者沦为奴隶。 该地区成为死亡之城,或者如果没有这样的城市存在或幸存,则开始建设。 自由意志的不死生物涌向这个新的避难所,只有最伟大的英雄才能将这片如今荒芜的区域带回生者的世界。
剧透 -   :
Disasters
Natural disasters go far beyond any mere environmental hazard, leaving death and devastation in their wake. Supernatural disasters can be even more disruptive, with the potential to forever scar a world. A disaster is much more like an adventure than an encounter, and does not have a specific Challenge Rating. Rather, each portion of the disaster should be treated as a separate encounter designed with a CR appropriate to the PCs.

Presented below are rules for handling the effects of three different types of disasters, both natural and supernatural. Some disasters happen quickly, like earthquakes and tsunamis, while others progress through several stages, like forest fires, volcanoes, and undead uprisings. Adjust the pacing of the adventure to fit the disaster, allowing the events to unfold over mere minutes or over several days as your needs require.

Volcanoes
When the world's crust ruptures and expels its molten heart, one of the most dramatic natural disasters results: a volcano. Volcanic eruptions offer a wide range of options for the GM, including lava, lava bombs, poisonous gases, and pyroclastic flows. GMs might also consider presaging a dramatic volcanic eruption with existing hazards, like avalanches and minor earthquakes.

Lava
Lava flows are usually associated with nonexplosive eruptions, and can be a permanent fixture of active volcanoes. Most lava flows are quite slow, moving at 15 feet per round. Hotter flows move faster, achieving speeds up to 60 feet per round. Lava in a channel such as a lava tube is especially dangerous, moving as fast as 120 feet per round (a CR 6 hazard). Creatures overrun by a lava flow must make a DC 20 Reflex save or be engulfed in the lava. Success indicates that they are in contact with the lava but not immersed.

Lava Bombs (CR 2 or 8)
Blobs of molten rock may be hurled several miles from an erupting volcano, cooling into solid rock before they land. A typical lava bomb strikes a point designated by the GM and explodes in a 30-foot radius. All creatures in the area must make a DC 15 Reflex save or take 4d6 points of damage. Creatures under cover or capable of covering themselves (like with a shield) gain a +2 bonus on this save. Particularly large lava bombs might sometimes occur, dealing 12d6 points of damage. Normal lava bombs have a CR of 2, large lava bombs have a CR of 5.

Poisonous Gas (CR 5)
One of the more insidious threats of a volcano is toxic gas, often escaping notice amid the fire and destruction. A wide variety of poisonous vapors can result from a volcanic eruption, some visible, some unseen. Poisonous gas causes 1d6 points of Constitution damage per round if inhaled (Fortitude DC 15 negates, the DC increases by 1 per previous save), and visible gases also function as heavy smoke. Poisonous gas clouds flow toward low ground, and are typically 50 feet high. Gale-force winds can divert gas clouds, as can high barriers—provided the gas has somewhere else to go.

Pyroclastic Flows (CR 10)
Some volcanic eruptions create a devastating wave of burning ash, hot gases, and volcanic debris called a pyroclastic flow that can travel for miles. Treat a pyroclastic flow as an avalanche traveling at 500 feet per round, combined with the effects of poisonous gas listed above. Contact with the searing-hot debris of the flow causes 2d6 points of fire damage per round, while any creature buried in the flow suffers 10d6 points of damage per round. Only reality-warping magic like miracle or wish can turn aside or impede a pyroclastic flow.

Tsunamis
Tsunamis, sometimes referred to as tidal waves, are crushing waves of water caused by underwater earthquakes, volcanic explosions, landslides, or even asteroid impacts. Tsunamis are almost undetectable until they reach shallow water, at which point the mass of water builds up into a great wave.

Depending on the size of the tsunami and the slope of the shore, the wave can travel anywhere from hundreds of yards to more than a mile inland, leaving destruction in its wake. The water then drains back, dragging all manner of debris and creatures far out to sea.

The exact damage caused by a tsunami is subject to the GM's discretion, but a typical tsunami obliterates or displaces all temporary and poorly built structures in its path, destroys about 25% of well-built buildings (and causes significant damage to those that survive), and leaves serious fortifications only lightly damaged. As much as a quarter of the population living in the area (including animals and monsters) perishes in the disaster, either swept out to sea, drowned on shore, or buried under rubble.

A creature can avoid being pulled out to sea with a DC 25 Swim check; otherwise it is pulled 6d6 × 10 feet away from shore. Waters after a tsunami are always treated as rough or stormy, barring magical influence. A creature caught in a collapsing building takes 6d6 points of damage (DC 15 Reflex save for half), or half that amount if the building is particularly small. There is a 50% chance that the creature is buried (as for a cave-in), or the tsunami may tear the building apart, freeing the creature from the rubble.

Undead Uprising
Whether from an ancient curse or fell necromancy, one of the most terrifying of all supernatural disasters is the undead uprising—the dead emerging from their graves to claim the living. This disaster can strike any area where the dead have been laid to rest, not just towns and cities. More than one blood-soaked battlefield has given rise to a legion of desiccated undead warriors.

Undead uprisings occur in waves, with the timing varying according to the underlying forces at play. The events may happen over the course of only a few days, devastating a city, or be spread out over weeks as the terrified populace cowers behind locked doors and struggles to survive. During the day, life often returns to some semblance of normalcy, as the light of day briefly suppresses the power of the undead.

The Unquiet Dead
On the first nights of an undead uprising, the bodies of the recently dead rise as zombies. Those interred in consecrated ground remain at rest, but bodies left unburied or in mass graves lurch out into the streets, wreaking havoc. At first, only a few corpses are able to free themselves from their coffins and tombs, but each night, more bodies return to walk the land of the living. When dawn breaks, the dead seek safety in their graves or other hidden places. Any caught in the daylight flail about confused until they are destroyed or manage to stagger into shelter. At the GM's discretion, non-humanoid corpses may rise as undead on subsequent nights.

Skeletal Awakening
As the uprising progresses, older and older corpses join the shambling ranks of the undead. Skeletons wearing traces of long-rotted funeral garb claw their way out of graveyards and crypts, and act with a malevolence and organization rarely encountered among their ilk.The undead remain mindless, but the magical power behind the incursion gives them the efficiency and tactical acumen of a living army. The skeletons seek out weapons and armor to gird themselves for battle. Elite skeletal champions lead the troops, wielding magic items scavenged from abandoned graves. Eventually, ghouls and wights prowl the streets after dark as well, along with other lesser, free-willed undead.

Lost Souls
As the uprising gathers strength, the unquiet souls of bodies long since turned to dust awaken as well. Ghosts, shadows, wraiths, and even spectres arise to prey upon the living. A handful of the ghosts might be free from the malevolent influence of the uprising, and enterprising PCs may be able to glean valuable intelligence from these troubled spirits.

The infusion of negative energy strengthens the undead within the area of the incursion, providing the benefits of a desecrate spell. Areas that were once consecrated are now treated as normal ground, and may well provide new sources of corpses for the undead armies, but hallowed ground remains inviolate.

As the undead grow stronger, the growing flood of negative energy brings the Shadow Plane closer, leaving colors muted or gray except during the brightest hours of daylight. Even those undead most vulnerable to light can move about with impunity from late afternoon to mid-morning.

Necropolis
If the flow of negative energy is not reversed, darkness finally claims the area, cloaking it in perpetual shadow. The entire area of the undead uprising functions as if under the effects of an unhallow spell (with no additional spell effect tied to it). Hallowed ground remains a rare sanctuary, but only until destroyed by the malevolent forces without.

Heroes who perished in the battle against the uprising return as fearsome undead generals. The few living survivors are enslaved as thralls. The area becomes a city of the dead, or construction begins if no such city existed or survived. Free-willed undead flock to this new sanctuary, and only the greatest of heroes can return this now-blighted area to the world of the living.
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