盖尔夫锁匠店
凭借圣·库斯伯特的谜语和对当地锁匠的怀疑, PC来到了盖尔夫锁匠店,这是一家不起眼的商店,坐落在熔岩大道上。锁匠凯根·盖尔夫给了潜伏客和幽暗匍匐者能打开这个城镇大部分锁具万能钥匙。由于这些钥匙,绑匪可以毫不费力地进入受害者家中。然而,凯根是被迫参与的,他的魔宠被当做人质抓了起来。这里PC们的目标是找到楼梯下的密门(G3区)穿过密门他们将会到达杰扎德林区的侏儒领地,当前幽暗匍匐者的老巢。杰扎德林区目前还关押着凯根的魔宠和被绑架的市民。当PC接近时,读出以下内容。
---------------------------------------------------------------
这座两层楼的黑石建筑的中间有突出了个五边形小塔楼。在塔楼一层的窗户里镶嵌着一根根的铁杆,上面陈列着各种形式的锁,从小到大,从简单到复杂。在塔楼的左边,一扇厚重的橡木门上方,挂着一个简单的牌子,上面写着“盖尔夫锁匠店”。
---------------------------------------------------------------
盖尔夫锁匠店在日出时开门,日落时关门。这家店在午餐时间也会关门一个小时,那段时间凯根会出去吃饭,顺便解决一些需要外出的事宜。
凯根的锁要价公道,他这的库存也很多,而且他三天就能做出一把普通锁,5天就能做出一把精致锁,当然,他目前的能力还不足以做出更好的锁 (尽管他有几把进口好锁还没卖出去)。
商店的前门有三个精致的机械锁,每个需要一个单独的钥匙或DC 30开锁鉴定来打开。工作时间门并不会锁上。如果PC们在晚上商店关门的时候敲门,凯根会走去二楼(G4区)的厨房,打开临街的一扇百叶窗,说:“商店关门了,朋友。明早再来吧。”如果PC们要求和他谈谈最近发生在这个城市的事情,他回答说,“太晚了,我还没准备好谈生意,明天再来吧!”除非拿出一个令人信服的理由,以及DC 15的成功交涉或威吓鉴定,才能说服他在下班后让PC们进入房间。如果PC们威吓他,但没有通过威吓鉴定,凯根会冲下楼去反锁前门,并在其开锁鉴定DC上额外+5。
PC们可以强行进入室内,不过前门很坚固,窗子后面还有隐藏着锁着的木百叶窗(开锁DC 30)。嵌在烟囱里的铁格栅可以防止小偷从烟囱里爬进来。
在凯根出去吃午饭的时间,PC们可能会试图溜进去。出发前,凯根在前门释放魔法警报(持续2小时)。只要不是凯根的人越过门的门槛,警报就会被激活,并且声音大到足以提醒凯根附近的邻居们(他们会好心地叫来警卫)。
前门(结实的铁皮木门): 厚2寸,硬度5;hp30;击破DC25;三个精致锁(开锁DC30)。
内门(优质木材): 厚1.5寸;硬度5; hp 15; 击破DC 18;精致锁(开锁DC30)。
百叶窗(普通木材): 厚1寸;硬度5; hp 10; 击破DC 15;精致锁(开锁DC30)。
窗户和烟囱的栏杆(铁): 厚1寸,硬度10; hp 30; 击破DC24。
标准锁:硬度15; hp30;开锁(简单:DC 20,普通:DC 25,精致:DC 30)。
劇透 - :
GHELVE'S LOCKS
Armed with St. Cuthbert's riddle and suspicions concerning the local locksmith, the PCs investigate Ghelve's Locks, a modest shop and dwelling on Lava Avenue.Keygan Ghelve, the locksmith, gave the skulks and dark creepers skeleton keys fitting most of the town's locks.Using these keys, the kidnappers can enter their victims' homes without too much fuss. However, Keygan is an unwilling accomplice eager to make amends-if only the evil skulks would release his familiar from captivity.The PCs' goal here is to find the secret door under the staircase (area G3)· Beyond the secret door lies the abandoned gnome enclave of Jzadirune, the current lair of the skulks and dark creepers. Jzadirune also holds Keygan's captive familiar and the way to the kidnapped townsfolk. When the PCs approach, read or paraphrase the following.
A small turret dominates the facade of this two-story black stone building. Iron bars are embedded in the thick window frames. Beyond the turret's groundfloor windows sits a lovely display oflocks, from large to small, simple to complex. To the left of the turret,above a heavy oak door, swings a simple sign that reads "GHELVE'S LOCKS."
Ghelve's Locks opens at sunrise and closes at sunset.the shop also closes for an hour around lunchtime,when Keygan runs most of his errands. Keygan charges fair prices for his locks. Although he has plenty of locks in inventory, and can make an average lock in 3 days and a good lock in 5 days, he lacks the skill to make amazingly good locks (although he has a few imported from Sasserine for sale).The front door has three good locking mechanisms, each requiring a separate key or DC 30 Open Locks check to open. The door is unlocked during work hours. If the PCs knock on the door at night when the shop is closed, Keygan goes to the kitchen on the
second floor (area G4), opens one of the shuttered windows facing the street, and says, "Shop's closed, friend. Come back after sunrise." If the PCs ask to speak with him about recent events in the city, he replies, "It's late, and I'm not ready to talk business- yours or mine. Come back tomorrow!" Only a compelling argument-and a successful DC 15 Diplomacy or Intimidate check-persuades him to let the PCs inside after hours. If a PC threatens him and fails the Intimidate check, Keygan rushes downstairs to cast hold portal on the front door, adding +5 to its break DC.
PCs can force their way inside, but the front door is sturdy and the windows have bars hidden behind locked wooden shutters (Open Lock DC 30). An iron grill embedded in the chimney mortar prevents Small intruders from crawling down the chimney.
PCs might attempt to sneak inside while Keygan is running errands during lunch hour. Before setting out, the gnome casts an alarm op the front door (the spell lasts 2 hours). The spell activates whenever someone other than Keygan crosses the door's threshold, and the noise is loud enough to alert Keygan's closest neighbors (who are kind enough to summon the town guard)
Front Door (strong, iron-bound wood): 2 in. thick;Hardness 5; hp 30; break DC 25; three good locks (Open Lock, DC 30).
Interior Door (good wood): 1 1/2 in. thick; Hardness5; hp 15; break DC 18; good lock (Open Lock, DC 30).
Window Shutters (simple wood): 1 in. thick; Hardness 5; hp 10; break DC 15; good lock (Open Lock, DC 30).
Window and Chimney Bars (iron): 1 in. thick;Hardness 10; hp 30; break DC 24.
Typical Lock: Hardness 15; hp 30; Open Lock (very simple: DC 20, average: DC 25, good: DC 30).
生物:凯根·盖尔夫已经110岁了,留着花白相间的头发,蓄着修剪整齐的山羊胡。他有着浓密的眉毛,深深的皱纹使他看上去既土气又阴沉,但他有着狡猾的才智和平易近人的态度。
凯根看不上讨价还价的客户。在上班时间,他会穿一条超长的裤子来遮掩小腿上木头和铁做成的高跷。高跷使他看起来接近6尺高,他习惯了在高跷上走路,他的速度不会因此受到任何惩罚。他晚上或跑步的时候不穿高跷,不用的时候就把高跷靠在楼梯的角落里。
虽然他从来没在杰扎德林区住过,但在他年轻的时候,他曾数次造访过侏儒领地。再一场被称作“逝者之影”的魔法灾害导致领地上的人们神秘失踪后,他就再也没有去过那里,并将那之后的时间花在学习锁匠手艺和帮助父亲管理盖尔夫锁匠店上,他的商店隐藏了唯一已知的进入杰扎德林区的入口,尽管如此还是有少数住在煮锅城里的侏儒知道这一点。75年过去了,杰扎德林区已经从大多数人的记忆中消失了。由于对自己的工作有些厌倦,一年前,凯根开始学习魔法。三个多月前,一群潜伏客和幽暗匍匐者进入了杰扎德
林区。他们悄无声息的顺着楼梯来到了店铺,给了凯根和他的老鼠魔宠斯塔布罗一个大大的“惊喜”。他们绑架了凯根的魔宠,要挟凯根把他所知道的关于煮锅城的一切都告诉了他们。当潜伏客和幽暗匍匐者得知侏儒已经制造了镇上的大部分锁时,他们让他制造一把可以打开所有锁的钥匙。由于担心他们会杀死自己的魔宠,凯根发明了一种特殊的“万能钥匙”,可以打开他自己造的任何一把锁。然后,他给了他们一份详细的清单,上面列着过去十年里他卖给镇上的每把锁。
凯根并不为自己的同谋感到骄傲,但只要还在被监视着,人质还没安全,他就不敢对这些家伙做什么。
凯根·盖尔夫,男侏儒专家3/法师(幻术专精)1:hp 17;见附件4。
如果英雄们指控凯根有犯罪行为或共谋,他会否认他们的指控。然而,如果他们试图激起对绑架受害者的同情,凯根就会变得越来越紧张和激动,因为他要小心对抗自己的“同伙”。说服凯根揭露真相需要合理的扮演和一个DC15的成功交涉鉴定。PC们也可以试图使用魅惑人类。即使这样,小心谨慎的侏儒也不会脱口而出说出真相,谁也不能保证那群潜伏客会不会正在监视着他(见区域G3) 相反,他试图用微妙的手势(拱起眉毛,向店后点头等等)来警告PC们,表达这里不仅只有他一个人。凯根必须做一个DC15的唬骗鉴定来成功将信息传递给PC们。不过,他的唬骗只有 +0,如果鉴定结果为5或者更低,角色们可能会觉得他是在邀请他们中的一个到后面房间做客。
如果受到攻击,凯根会试图使用七彩喷射控制尽可能多的PC。如果所有的PC都受到法术效果而昏迷,凯根会用在他工作室里找到的绳子把PC们绑起来。他会花两轮时间去取绳
子,花两轮时间带着绳子回来,然后再花两轮时间来捆绑一个角色。被指派监视凯根的潜伏客(参见下面的发展,以及区域G3)帮助凯根捆绑PC们,然后前往杰扎德林区去请求支援。PC们通过成功的逃脱鉴定(DC凯根的绳技鉴定+10)来释放自己。
如果他的喷彩没有生效,或者他受到了9点甚至更多的伤害,凯根就会投降,并承诺会揭露他所知道的一切。一个潜伏客会从二楼的阳台俯瞰G3区域,他一直监视着商店,尤其是楼梯下的密门。这个躲在暗处的家伙可以偷听到商店里的谈话,一旦有人发现楼梯下的密门,他就就会攻击所有人。如果凯根在店里受到攻击,潜伏客并不会来救他。
如果可以说服凯根帮助PC找到失踪的市民,凯根透露了以下关于杰扎德林区及其现有居民的信息:
劇透 - :
Creature: Keygan Ghelve is 110 years old, with salt-and-pepper hair and a neatly trimmed mustache and goatee. His bushy eyebrows, creased face, and graven frown make him look frumpy and dour, but he possesses a sly wit and a disarming manner.
Keygan doesn't like clients looking down on him while they're haggling over prices. During business hours, he wears a pair of wood-and-iron stilts that clamp to his calves and wears extra-long pants to hide them. The stilts make him appear nearly 6 feet tall He is accustomed to walking on the stilts and suffers no penalty to his speed. He does not wear the stilts at night or while running errands, and leans them in a comer by the stairs when they're not in use.
Although he never lived in Jzadirune, Keygan visited the gnome enclave several times in his youth and spent the rest of his free time learning the locksmith trade and helping his father run Ghelve's Locks. He stopped visiting the enclave when a strange magical affliction called the Vanishing caused many of Jzadirune's denizens to fade into nothingness. His shop hides the only known entrance into Jzadirune, although only a handful of gnomes living in Cauldron know this. After 75 years, Jzadirune has faded from most people's memories.
Somewhat bored with his business,Keygan began studying magic a year ago. A little over three months ago, a gang of skulks and dark creepers found their way into Jzadirune from below. They followed the staircase up to the locksmith's shop, crept inside, and surprised both keygan and his rat familiar, Starbrow. Taking the familiar hostage, they blackmailed Keygan into telling them everything he knew about Cauldron. When the skulks learned that the gnome had crafted many of the town's locks, they made him create a single key that could open all of them. Fearing they would kill him and his familiar, keygan created special "skeleton keys" that would open any of his own locks. He then gave them a meticulous List of everyone in town to whom he'd sold locks in the past ten years. Keygan is not proud of his complicity, but he dares not act against the skulks so long as they're watching him and holding his familiar hostage.
Keygao Ghelve, Male Gnome expert 3/illusionist 1: hp 17; see Appendix 4.
If attacked, Keygan tries to incapacitate as many PCs as possible using color spray. If all of the PCs are knocked unconscious by the spell, Keygam binds them with rope found in his workshop. It takes him 2 rounds to fetch the rope and return with it, and 2 rounds to bind a single character. The skulk assigned to watch Keygan (see Development, below, and area G3) helps Keygan tie up the characters, then heads down to Jzadirune to fetch reinforcements. PCs can Cree themselves with a successful Escape Artist check (DC10+ Keygan's Use Rope check result).
If his color spray fails horribly, or if he takes 9 or more points of damage, Kcygan surrenders and promises to reveal everything he knows. Development One skulk guards the shop at all times. The skulk hides on the second-floor balcony overlooking area G3 , within view of the secret door under the staircase. Hidden from plain sight, the skulk can overhear conversations in the shop and jump on anyone who detects the secret door under the staircase. The skulk does not come to Keygan's rescue if the gnome is attacked in his shop.
If he can be coaxed into helping the PCs find the missing townsfolk, Keygan reveals the following information about Jzadirune and its current denizens:
绑匪还关押了他的老鼠魔宠斯塔布罗。他的老鼠魔宠位于一英里内的一个黑暗的地方,通过他的情感共享能力,他可以感觉到老鼠的饥饿和恐惧。
绑匪包括两种生物:“高的”和“矮的”。这些“高的”长得像赤裸着身子、没有头发、没有性别的人类,蓝色瞳仁没有瞳孔,灰色皮肤能够变色,这让他们可以完美地融入周围的环境之中。他们通常是两个或三个一组,披着斗篷离开商店。“矮的”是一种阴险的侏儒,皮肤苍白,鼻子大,脚部是柔软的黑色蹄子。他们穿着黑色斗篷和兜帽,这里以帮助他们隐藏于阴影之中。绑匪们可以互相沟通,但凯根并听不懂。(地底通用语)
凯根至今还没见过绑匪头目。“高的”和“矮的”似乎之间似乎也有矛盾。凯根给了绑匪三把大小不同的万能钥匙,可以打开镇上大部分的锁(任何一把开着30度或以下的锁)。其中一个“高的”拿着这把钥匙在银戒指上(见J15区域)。
“高的”使用细剑和轻弩。“矮的”使用着锋利的匕首。他们住在杰扎德林区的废墟里。
杰扎德林区是一个不大的区域,之前居住着侏儒施法者。这片区域在75年前被一场被称作“逝者之影”的魔法灾害席卷后被遗弃。这种灾害导致一些杰扎德林区的居民慢慢地消失在虚无之中。凯根不知道灾害现在是否还存在。
通往杰扎德林区的门是圆形,呈齿轮状,可以向两边滚动。那里面有许多陷阱只有侏儒才能安全通过。
凯根可以提供一张磨损的杰扎德林区地图,但他拒绝陪同PC们进入侏儒领地,除非被魅惑或者被逼迫。尽管凯根记得他的父亲说过通往杰扎德林区的密道,但凯根并不知道它在哪,也没有被标注在他的地图上。凯根对各个房间及其功能只有粗略的记忆,尽管凯根没有上报他所知道的绑架事件,这是可以理解的,但仍然是不可原谅的。如果他对潜伏客的顺从受到了城镇守卫的注意,凯根就会认罪,请求宽大处理。虽然他的最终命运由你来决定,但在这个地区的某些强大的人(尤其是沃威尔·阿什曼特,他与绑架案息息相关)如果他觉得侏儒可能构成威胁的话,他可能会对他采取行动。
特别XP奖励:如果PC与他成为朋友或说服他改正错误,则奖励他完整的经验。奖励一半的经验(我觉得他是想表达,奖励就像在战斗中击败他一样经验的1.5倍)
劇透 - :
The kidnappers also look his rat familiar, Starbrow.His rat fauniliar is located in a dark place within one mile, and through his empathic link, he can sense both the rat's hunger and fright.
The kidnappers include two types of creatures:"tall ones" and "short ones." The "tall ones" resemble naked, hairless, genderless humans with blue pupilless eyes and gray skin that changes color,allowing them to blend perfectly with their surroundings.They are usually encountered in pairs or threes and often leave the shop wearing cloaks.
The "short ones" are sinister gnomelike creatures with pallid skin, large noses, and soft black hooves for feet. They wear black cloaks and cowls that help them hide in shadows.
The kidnappers share a common language that Keygan doesn't recognize (Undercommon).
If the kidnappers have a leader, Keygan hasn't seen it. The "tall ones" and "short ones" seem to get alongjust fine without one. Keygan gave the kidnappers three different-sized skeleton keys that can open most of the town's locks (any lock with an Open Lock DC of 30 or lower). One of the "tall ones" carries the keys on a silver ring (see area J15).
The "tall ones" wield rapiers and light crossbows. The "short ones" wield sharp daggers. They live in the ruins of Jzadirune.Jzadirune was a small enclave inhabited by gnome spellcasters. The enclave was abandoned 75 years ago after a magical plague called the Vanishing swept through it. The disease caused several of Jzadirune's residents to slowly fade away into nothingness.Keygan doesn't know whether the plague still poses a threat.
Jzadirune's doors arc gear-shaped and designed to roll to one side or the other. Many of them bore traps that only the gnomes could safely bypass.
Keygan can provide a worn map of Jzadirune, but he refuses to accompany the PCs into the gnome enclave unless charmed or forced at sword point. Although Keygan remembers his father telling him about secret passages in Jzadirune, Keygan doesn't know where any of them are, and they are not shown on his map. Keygan's memory of the various chambers and their contents is sketchy, at best Although Keygan's failure to report what he knew about the abductions might be understandable, it's still not excusable. If his compliance with the skulks is brought to the attention of the town guard, Keygan pleads guilty and begs for leniency. His eventual fate is left to you to decide, but certain powerful individuals in the region (particularly the slaver Vervil Ashmantle, who is tangentially tied to the abductions) might take action against him if he feels the gnome could pose a threat.
Ad-hoc XP Award : Award full experience for Keygan if the PCs befriend him or persuade him to make amends. Award half experience