作者 主题: [FR神器]巫沙乌尔的魔法棋子  (阅读 14237 次)

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[FR神器]巫沙乌尔的魔法棋子
« 于: 2007-10-16, 周二 10:53:01 »
    Ultham- Urre的魔法棋子是一整组32个由某种稀有矿物雕刻而成并嵌以产自Maerth山的宝石的附有魔力的象棋子。每个棋子都是由luspeel雕刻以赋予它微弱的磁力用来吸附在钢制棋盘之上。绿色棋子嵌入了beljurils颗粒,而红色的则嵌入了小的风信子石。每个棋子都是独特的并被雕成一个栩栩如生的Chessentan市民的形象。每个棋子得高度由2英寸到6英寸不等,分别对应着他们力量的强弱。

历史

    Ultham- Urre的魔法棋子是在Chessenta早期Ring Tchazzar执政期间由Ultham——Urrekanam的儿子——制造出来的。Ultham是是位法力高强的大法师居住在 Maerth山中的纤塔(slender tower)之上。作为一个公正随和的巫师,他对oslin——这一位于Akanamere东海岸的商贸小镇有着深厚的感情,而且在与当地的长老们下西洋象棋的过程中度过了许多快乐的时光。
    一些贤者猜测Ultham已经预见到了Chessenta将迅速解体成为相互竞争的城市联盟以及那些随着而来的纷争,但是真相已经被遗失在历史之中了。无论如何,在他结束在这个世界的旅程之前,巫师留下了一份无价之宝——即我们所知的Ultham- Urre的魔法棋子,以保护他居住在附近村庄中的朋友们。
    棋子作为一件玩物存在了很多年直到附近的Maerduuth——一座建立在Akanax标准之上的大型城市——的统治者决定并吞这座小村庄。由于Oslin由农民、渔夫和商人组成的小村庄,所以没有人预测到他们会雇请任何的佣兵。(然而),由整建制的强有力的武者构成的第一远征军被法力强大的法师和牧师们击溃。第二远征军一去不复返。再也没有第三远征军,并且从此以后的许多年内oslin被周围的军队力量忽略。
    数十年后,一支从Unthalass到Akanax的武装完备的满载着珠宝的队伍在oslin和Maerduuth之间的路段消失。唯一的生还者提到他们遭到一支穿着闪亮盔甲的骑兵队伍的埋伏。调查员后来发现当晚Oslin一半的人口消失不见了,而且不只是他们那些象棋子和珠宝从此后也再没被看到。从此之后,失去了他的魔法防御的Oslin不得不雇佣诸如the Lords of the Inner Reach(应该怎么翻?)来守卫自身的安全。
    从来没有关于发现棋子的报告,虽然各种不同的谣言在国度内到处流传。一个名叫Wilund冒险家用Alcaister魔法卷册同博德之门的贤者Ardagundus交换棋子下落的消息,但他在追踪它们的下落方面是否取得了进展仍不得而知。一个传言宣称在一个Company of Crazed Venturers(怎么翻?疯狂风险会?……)中的女人使用棋子在一名贵族的豪宅中进行了一次大胆的逃亡,但是这很可能是虚构的。

在战役中使用

    Ultham- Urre的魔法棋子可能在国度之上的任何地方被发现并且适合人物们在短期内使用。一般的建议是在发现了象棋之后其中的一个棋子会很快的神秘消失,后续如下所述(于诅咒栏目)。显然追查棋子的过程将会卷入许多寻找奥术讯息冒险之中。寻找确定适当的启动指令将会需要引入另外一个冒险模组,而在此之后在它们重现于世时为了继续持有它们将是进行另一个不可完成的任务的时候了。
力量

持续:每个嵌入风信子石的棋子在被握持时将被视为火焰抵抗戒指而起效。同样地,每块嵌入beljurils的棋子将被视为闪电抵抗戒指起效。

触发:每个棋子有二个启动指令,而且这些启动指令对每块棋子是来说是一样的。触发任何效果需要进行一个完全专注的整轮动作(类似施法)并且能被一次成功攻击打断。
当任何的棋子 (除了四个城堡以外)被一名人类、半人类或类人生物用拳紧握而且念出启动指令时,持有者将暂时变成一名等级和职业一定的冒险者同时棋子将消失。除了天生武器擅长之外的所有先前基于职业(或基于装备)的能力将暂时失去。这包括施法能力,武器加值等等之类的能力。牧师与法师的所记忆的法术则是固定的,如同新的武器擅长,都由DM决定。
在变形期间使用者无法使用另一个棋子。变形持续一小时,直到使用者重复指令,或直到使用者死亡。当变形结束时,使用者回复到他最初的状态如同接受了一个医疗术的影响,而棋子也将回到他的手中。变形能力每24小时能使用一次。每个棋子的变形效果如下表所示:
棋子                    等级和职业
红色的士兵               3级游荡者
红色的城堡               见下
红色的骑士               9级战士
红色的主教               9级牧师
红色的国王               15级战士
红色的皇后               15级法师
绿色的士兵               3级战士
绿色的城堡               见下
绿色的骑士               9级巡林客
绿色的主教               9级德鲁伊
绿色的国王               15级巡林客
绿色的皇后               15级法师
当城堡棋子被拿着同时发出启动指令时,棋子将立即转换成一座要塞。(参照《地下城主手册》中迪恩的折叠要塞。但与那个例子不同的是,城堡妻子会在变形之后修复之前收到的所有损伤。)棋子能无限期维持这种形态直到要塞内的任何人重复指令,然后城堡将以棋子的形状重新出现在最初的召唤者拳中。
每个棋子也有如同次元袋一样的次元储物空间。相当于最大型的次元袋(士兵)或最大型的次元袋(其它棋子)(原文这里是相同的,都是largest)当一个无生命的物体在与棋子一起被握持时,同时第二个指令被喊出的时候,该物体立即消失在异次元空间之内。如果在握着棋子的同时指令再一次被喊出(同时没有别的无生命的物体与棋子连在一起)的时候,一个空间中随机的得到举出现在离棋子最接近的地方。因此你在棋子中储藏的东西越多,你就要花越长的时间去寻找你要的东西。
如果异次元空间已满,任何继续储存新的道具的尝试将没有任何效果。如果异次元空间是空的,在你尝试储物失败时附近随机的一件无生命的道具将被传送进入异次元空间。 任何将棋子放入次元袋、或将次元袋吸入棋子的尝试都是不可能的。也不可能将一枚棋子放入另一枚之中。
Ultham本来在城堡棋子中放入了不会腐坏变质的食水,并在其他的棋子中储存了一些适当盔甲,武器,工具和施法材料。其中一些工具能够自我修复。但是,贤者们通常认为大部份最初的工具久已遗失,而且在如今的棋子当中这些工具中的几乎大部分或全部都已经找不到了。

诅咒:虽然不是真正地诅咒,但Ultham-Urre的魔法棋子确实有着不同寻常之处使得他们难以被持有。不知何故附了魔的luspeel会被魔法金属所吸引并与它们同调。因此,如果一个穿着魔法铠甲或佩带着魔法剑的战士带着棋子的话,棋子会渐渐的(在三到四天之内)与那些装备同调,从此之后就忽视它们。但如果此时附近出现一位牧师,他又装备着那枚棋子从没接触过的魔法盾,那么你所携带的每个棋子都有1%的几率被传送到那个新的魔法金属(盾牌)附近。(例如,它可能出现在在牧师的行囊或背包中)。如果牧师已经持有了一枚棋子则什么事都不会发生。
此后的每个小时,随即一枚棋子将会出现在牧师的身上,无论他采取什么物理或魔法的防护方式以阻止这种事的发生。这种准磁性的特征确保了棋子不会随着时间的流逝而四散失落。如果一普通物体与棋子系在、捆在或包在一起,它有可能会与棋子一起被传送——也有可能不,但活物或魔法物品则绝对不可能。
除了以上的"诅咒"之外,任意其他随机传送来的棋子都是有一定的使用风险的,比如先前的拥有者可能在异次元空间中乎储存任何东西。

建议的破坏方式

·魔法棋子必须被用于两位半神之间进行的一次对战——红骑士和托姆(红色对绿色)。 整套棋子将在比赛结束时消失除非结果是和棋。

·红色的棋子必须被塔那离族使用同时绿色的棋子必须被巴特祖族使用。两者将用于血战。整组棋子将在战争结束时消失,无论谁赢

——————————————————原文在此————————————————————————
    the Magical Chessmen of Ultham-Urre are a complete set of 32 enchanted chess pieces carved from rare mineral and inlaid with gemstones found predominantly in the Hills of Maerth. Each chessman is carved from luspeel to give it a faint magnetic attraction to a steel chessboard. The green set is inlaid with tiny beljurils, while the red set is inlaid with miniature jacinths. Each piece is unique and depicts a lifelike sculpture of a Chessentan citizen. The Chessmen range in height from 2 inches to 6 inches, proportionate to the strength of the piece.
History
    The Magical Chessmen of Ultham-Urre were created by Ultham, son of Urrekanam, in the early days of Chessenta during the reign of Ring Tchazzar. Ultham was a powerful archmage whose slender tower stood amides the Hill of Maerth. A fairly pleasant man for a wizard, he had a great fondness for the small trading village of oslin, located on the eastern shores of the Akanamere, and spent many happy hours there playing chess with the village elders.
    Some sages speculate that Ultham predicted the rapid dissolution of Chessenta into rival city-states and the accompanying strife, but the truth is lost to history. Regardless, before he disappeared to wander the planes, the wizard left a priceless legacy known as the Magical Chessmen of Ultham-Urre to safeguard his friends in the nearby village.
    The Chessmen served as simple playing pieces for several years until the lord of neighboring Maerduuth, then a large city on par with Akanax, decided to annex the small village. Since the village of Oslin was made up of farmers, fishermen, and merchants, no one expected them to hire any mercenaries. The first expeditionary force was routed by a fierce company of warriors backed up with powerful wizards and priests. The second expeditionary force never returned. There was no third expeditionary force, and oslin was ignored by the surrounding military powers for many years thereafter.
    Several decades later, a well-armed caravan carrying a fortune in gems from Unthalass to Akanax vanished on the road between oslin and Maerduuth. the sole survivor told of an ambush by a glittering company of armored knights. Investigators discovered that half of the population of Oslin had vanished overnight, and neither they, the Chessmen, nor the gems were ever seen again. Since that time, bereft of its magical defense, Oslin has had to defend itself with mercenary companies such as the Lords of the Inner Reach.
    The Chessmen have never been reported found, although various rumors have placed them throughout the Realms. It is known that an adventurer named Wilund traded the Alcaister spell tome to the sage Ardagundus of Baldur's Gate for information on their whereabouts, but whether he had any success in tracking them down is unknown. One story claims that a woman in the Company of Crazed Venturers used the Chessmen to make a daring escape from a noble's mansion, but this is probably apocryphal.
Campaign Use
    The Magical Chessmen of Ultham-Urre might be found nearly anywhere in the realms and are suitable for use by player characters for a short period of time. It is suggested that one of the pieces mysteriously disappears very quickly after the set is discovered, with the consequences detailed below(under Curse).Simply tracking down the Chessmen will involve numerous adventures seeking out arcane bits of lore. Determining the appropriate command words will require another entire set of adventures, and then hanging on to them when word gets out that they have been recovered will be next to impossible.
Powers
Constant. Each piece inlaid with jacinths acts as a ring of fire resistance when gripped within one’s fist.   Similarly, each piece inlaid with beljurils acts as a ring of lightning resistance.
Invoked. each Chessman has two command words, and the command words are identical for every piece. Invoking any of the powers takes one full round of complete concentration(similar to casting a spell)and can be disrupted by a successful attack.
When any Chessman(except for one of the four rooks)is held within a clenched fist by a human, demihuman, or humanoid and the fist command word invoked, the bearer is temporarily transformed into an adventurer of a certain level and class and the piece vanishes. all preexisting class-based(and kit-based)skills are temporarily lost except for nonweapon proficiencies. This includes spell use, weapon proficiency or specialization, etc. Some of the green pieces also impose certain alignment restrictions that must be adhered to while employing the piece. The spell selection of priests and mages is fixed, as are the weapon proficiencies of the new class, as determined by the DM.
It is not possible to employ a different Chessman while in a transformed state. The transformation lasts for one hour, until the bearer repeats the command word, or until the bearer dies. When the transformation is reversed, the bearer returns to his or her original class and level with the benefit of a heal spell, and the chess piece reappears in the bearer’s hand. This transformative power can be invoked once per 24-hour period. The level and class associated with each piece are as follows:
Piece                  Level and Class
Red pawn               3rd-level thief
Red rook               See below
Red knight             9th-level fighter
Red bishop             9th-level cleric
Red king               15th-level fighter
Red queen              15th-level mage
Green pawn             3rd-level fighter
Green rook             See below
Green knight           9th-level ranger
Green bishop           9th-level durid
Green king             15th-level ranger
Green queen            15th-level mage
When a rook is held and the command word uttered, the rook transforms into an instant fortress.(See Daern’s instant fortress in the DUNGEON MASTER Guide or the Encylopedia magica, but unlike that version, a magical rook repairs all damage suffered between transformations. ) this form can be maintained indefinitely until anyone inside the tower repeats the command word, at which point the fortress reappears in the form of a rook in the original bearer’s fist.
Each Chessman also contains an extradimensional space similar in size and function to the largest size of bag of holding (for pawns)or the largest size of bag of holding (for all other pieces). When a nonliving item is held in contact with a chess piece and the second command word is invoked, the item vanishes into the extradimensional space associated with that piece. If the command word is spoken again while a piece is held(and no nonliving matter is in contact with the piece),one random item reappears in close proximity to the Chessman. Hence the more items stored in the extradimensional space, the longer it may take to recover any particular item.
If an extradimensional space is full, nothing happens when an attempt is made to store an additional item. If an extradimensional space is empty, one random nonliving item from the nearby vicinity is transported into the extradimensional space as a result of the unsuccessful attempt to remove an item. It is impossible to place any of the Magical Chessmen into an extradimensional space, and attempts to put an item such as a bag of holding or portable hole into a Chessman have no effect. It is also impossible to place a chess piece within another chess piece.
Ultham originally stored an appropriate set of armor, weapons, equipment and spell components in each of the nonrook pieces and nonperishable food and water in the rooks. Some of this equipment was reputed to be magical. However, sages generally agree that most of the original gear has been long since lost, and almost anything or nothing at all could be found in any of the Chessmen now.
Curse. Although not truly cursed, the Magical Chessmen of Ultham-urre do have an unusual property that makes them difficult to hold on to. Somehow the enchanted luspeel is magnetically attracted to concentrations of magical steel that it is attuned to. Hence, if a warrior bears a suit of magical armor or a magical sward and carries a chessman on his or her person, the chess piece slowly(over the course of three or four days) becomes attuned to those items of magic, and thereafter ignores them. But if a priest bearing an enchanted shield that the chess piece has never been in close proximity to should happen to pass by there is a 1% chance per chess piece carried that one Chessman teleports to the vicinity of the new concentration of magical steel.(For example, it might appear in the priest’s satchel or backpack.) Nothing happens if the priest already bears one or more Chessmen.
Thereafter, every hour another random piece appears on the priest’s person, no matter what physical or magic safeguards might be employed by the original owners. This quasimagnetic property ensures that the Magical Chessmen are never separated for extended periods of time. If an inorganic item is tied, strapped, or wrapped around one of the chess pieces it when it makes this journey, it may or may not accompany the piece—but livings or items bearing a dweomer never make such a journey.
In addition to this“curse”, extracting random items form any particular chess piece can be quite risky, as previous owners may have stored nearly anything in the extradimensional space.
Suggested Means of Destruction
·The Magical Chessmen must be animated and forced to battle each other(red vs. green) in a deific chess match between the demipowers Torm and the Red knight. The entire set vanishes permanently upon completion of the game unless there is a stalemate.
·The red set of the Magical Chessmen must be employed by a force of tanar’ri and forced to battle the green set employed by a force of baatezu as part of the Blood War. The entire set vanishes permanently upon completion of the battle, no matter who wins.

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[FR神器]巫沙乌尔的魔法棋子
« 回帖 #1 于: 2007-10-16, 周二 11:26:03 »
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[FR神器]巫沙乌尔的魔法棋子
« 回帖 #2 于: 2007-10-16, 周二 14:04:08 »
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