作者 主题: 【开坑】拯救过气规则,煮锅城《The Shackled City》1-20级AP! 自翻自校贴  (阅读 75679 次)

副标题: 第一章已翻译完毕……准备开始!第四章>_<第四章一半了

离线 弗雷德·弗兰克·弗朗西斯科

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M10 卡莫真的房间
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这个房间里杂乱不堪。墙壁上凿出了瘦长的壁龛,里面堆满了头盖骨,各种怪兽的皮被挂在几个壁龛之间的光秃秃的墙上。屋子中央放着一把兽皮和骨头做成的大椅子。一个应该是龙的头骨放在椅子顶上,空洞的眼眶好像盯着你们似的。在椅子后面,远处的墙边,一大堆腐肉长出了柔软的苔藓和菌类,上面还散落着几块骨头。
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卡莫真睡在布满苔藓、真菌和腐肉的床上,在与瓦兰图领主、沃威尔·阿什曼特和各种肮脏的幽暗地域来客的会面时,他会坐在椅子上。
卡莫真收集并展示过去受害者的头骨和兽皮。墙壁上装饰着石化蜥蜴、恐兽、位移兽、伊特怪、蛇发女妖和火蜥蜴的兽皮。头骨大多是大地精,但也包括一些侏儒,矮人,灰矮人,黑暗精灵,石盲蛮族和战蜥人的头骨。九头蛇蜥的头盖骨被放在它的“皮包骨头宝座”顶端。
在房间里搜寻的角色发现了散落的骨头、动物粪便和地上的长羽毛——都是卡莫真的宠物嚎兽留下的。卡莫真在这里没有留下贵重物品。南墙上的一扇秘密门通向他隐秘的金库(M11区)。

M11 隐秘的宝库 (EL4)
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这个三十平方英尺的房间没有其它出口。在密室的中央放着三个上锁的箱子,三个装满钱币的木桶,一个装满宝石的石碗,一堆铠甲,甚至还有两面大盾牌,也用来盛放更多的钱币了。其他各种各样的小饰品和纪念品也为这个宝库增添了光彩,包括一个镶满宝石的号角,一根华丽的手杖,还有一个挂在雕刻复杂的木制框架上的精美金锣。一根铁拉杆从南墙上的铁板中伸出,拉杆处于“向下”的状态。
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这三个箱子都是锁着的(开锁DC25),卡莫真拿着钥匙。仔细检查箱子可以发现,有一个箱子是铁制的,侧面有把手,便于搬运。另一个被火熏黑了,在它的上面有干涸的血迹画成的一个露齿微笑的嘴。第三个箱子有个铜制匕首形状的符号雕刻在它的盖子上,和一个隐秘的陷阱。
南墙上的铁拉杆控制着M12区域的陷阱。当拉杆向上时,陷阱锁住,可以安全通过。
生物:一个拟形怪模仿了金锣和它的木制框架。卡莫真的部下从杰扎德林区带来了这个拟形怪(见J60区)。它攻击任何接近宝藏5尺以的人,除了卡莫真。
拟形怪:hp52;怪物图鉴186。
陷阱:如果用侦测魔法侦测,带有匕首符号的箱子在它的盖子上会显示出中等的幻术系魔法灵光。打开盖子的人会创造出一把立场匕首,在消失之前攻击打开者7轮。匕首不能主动切换目标,除此之外它的属性和拥有14点感知的7级牧师使用的灵能武器完全一样。
力场匕首陷阱:CR2;魔法装置;触摸触发; 修复复位;攻击+5近战(1d4+2,力场匕首);持续7轮;搜索DC22;解除装置DC20。
宝藏: 这个铁箱子里面有四个黑色恶魔样式的大号铁钥匙,底下铺着4225枚银币,这些钥匙在孔雀石要塞是打不开任何门的,但在幽暗地域中可能会派上其他用场。
带着血腥微笑有灼烧痕迹的箱子包含450金币,1根带有银色新月形吊坠的银链(价值30金币),以及2瓶黑暗视觉药水,这些都埋在一层毫无价值的黑色铁币下面。
被匕首保护的箱子里有数百颗毫无价值的玻璃珠子。然而,珠子可以倒在20尺见方的区域,任何生物想要以正常速度或更快的通过,都需要成功的反射检定DC12,否则将会摔倒。
这里发现的其他宝藏包括:一个木桶里包含2219铜币,另一个发霉的木桶包含696银币和1451铜币,一铁桶里包含522 金币和900 银币,1件精制品链甲衫,1套精制品镶嵌皮甲,1张复合短弓(+2力量),1把镀银双头剑,1个盛着180银币的黑木盾,1个盛着362 铜币的大型轻钢盾,一个包含19块宝石的雕刻石碗(6块蓝宝石每块价值10 金币,4颗玛瑙每颗价值50 金币,4颗橄榄石每颗价值75 金币,2颗白色珍珠每颗价值100 金币,1颗粉色珍珠价值250 金币,2颗海蓝宝石每颗价值500 金币),1根带有血迹象牙,价值450 金币。1根银色天使形手柄的灰烬手杖,价值55 金币,手柄拧开后露出一个暗格,里面装着1瓶治疗中伤药。手杖属于科里斯顿·派克(见M21区)。
发展:通过搜索鉴定DC22在房间可以发现在烧焦的箱子后面有一张皱巴巴的纸,这是一封最近给卡莫真的信(不超过一个星期),来自沃威尔·阿什曼特,他在责问卡莫真用暴力的手段对煮锅城地表的居民进行的绑架。沃威尔警告卡莫真,这项生意很容易变得“太成功”,这通常会导致嫉妒的竞争者或被冒犯的善良派们不愉快的介入进来。信的结尾直截了当地说,如果卡莫真再不有所收敛,他会引起某些不必要的注意。卡莫真的名字被提到过很多次,但沃威尔从来没有提到过他自己的名字。他在信上盖了戳,是一只叼着卷轴的翠鸟的印章。一个成功的DC20知识(本地)鉴定将认出此印章,这个印章为基于翠鸟谷的一项名为“翠鸟寄信”的寄信服务标记。
PC们预计在第八章才会面对沃威尔·阿什曼特。就目前而言,他参与了煮锅城即将面临的大问题,而PC们在他眼里只不过是一条咸鱼。

M12 刺坑陷阱过道 (EL2)
这个房间位于两个秘密门之间,有一个陷阱。
陷阱:这个房间的地板实际上是一个20英尺深的有刺坑陷阱。当第一个角色踏入房间时,它就会打开。向上拉M11去中的拉杆,可以锁住陷阱盖。刺坑陷阱被关闭后,通过上下拉动拉杆可以重置陷阱。
刺坑陷阱(20尺深):CR 2;机械装置;位置触发;手动重置;DC 20反射鉴定避免;20尺深(2d6,坠落);多个目标(两个相邻5英尺正方形中的每一个中的fust目标);坑刺(攻击+10近战,每个目标1D4+2个);搜索DC 18;解除装置DC15。
剧透 -   :
M10. KAZMOJEN'S QUARTERS
This room is horridly appointed. The walls are carved with tall, narrow niches piled high with skulls, and the skinned hides of various monsters hang on the bare walls between them. A large chair made of monster skins stretched over a framework of bones stands in the middle of the room. A draconic skull surmounts the chair, empty eye sockets starting menacingly. Behind the chair, near the far wall, a bed of soft moss and fungi sprouts from a large heap of carrion. A few bones lie scattered around the bed.
Kazmojen sleeps on the bed of moss, fungi, and carrion and sits in the chair during private meetings with Lord Vhalantru, Vervil Ashrnantle, and various sordid Underdark clients.
Kazmojen collects and displays the skulls and hides of past victims. The walls are adorned with the skinned hides of a basilisk, digester, displacer beast, ettercap, medusa, and salamander. The skulls are mostly goblinoid but also include a few gnome, dwarf, duergar, dark elf, grimlock, and troglodyte skulls. A hydra skull rests atop his "throne of skins and bones."
Characters searching the room find scattered bones, animal droppings, and long quills on the floor-all left by Kazmojen's pet howler. Kazmojen keeps no valuables here. A secret door in the south wall leads to his hidden treasury (area M11).
M11 SECRET VAULT (EL 4)
This thirty-foot-square room bas no other visible exits. In the middle of the chamber rest three padlocked chests, three casks brimming with coins, a small stone bowl filled with gems, a heap of armor, and two large shields used as trays to hold more coins. Various other trinkets and trophies add to the trove, including a gem-encrusted horn, an ornate walking cane, and an engraved golden gong hanging from an intricately sculpted wooden frame. An iron lever juts from an iron plate in the south wall The lever is current in the "down" position.
The three chests are locked (Open Lock DC 25), and Kazmojen carries the keys. Closer inspection of the chests reveals that one is iron-bound and has handles on its sides for easy transport. Another is blackened by fire and has a toothy, crescent-shaped grin painted on its front in dried blood. The third has copper fittings, a dagger-shaped symbol carved into its lid, and a hidden Trap.
The iron lever in the south wall controls the pit trap in area M12. When the lever is raised, the pit locks shut and is safe to cross.
Creature: A mimic bas assumed the form of the gold gong and its wooden frame. Kazmojen's allies brought the mimic from Jzadirune (see area J6o). It attacks anyone other than Kazmojen who approaches within 5 feet of the hoard.
Mimic: hp 52; Monster Manual186.
Trap: The chest with the dagger carved into its lid radiates moderate evocation magic under the scrutiny of a detect magic spell. Anyone who opens the lid releases a spectral dagger that attacks the opener for 7 rounds before disappearing. The dagger cannot switch targets and otherwise behaves exactly as a spiritual weapon cast by a 7th-level cleric with 14 Wisdom.
Spectral Dagger Trap: CR 2; magic device; touch trigger; repair reset; Atk +s melee (1d4+2, spiritual dagger); lasts 7 rounds; Search DC 22; Disable Device DC 20.
Treasure: The iron-bound chest contains four large iron keys shaped like black demons resting on a bed of 4,225 sp. The keys do not open any doors in the Malachite Fortress but might prove useful elsewhere in the Underdark.
The scorched ches l with the bloody smile contains 450 gp, a silver crescent moon pendant on a silver chain (worth 30 gp), and two potions of darkvision, all buried under a layer of worthless black iron coins.
The trapped chest contains hundreds of worthless glass beads. However, the beads can be poured over a 20-foot-square area, requiring any creature that moves across them at normal speed or faster to succeed at a Reflex save(DC 12) or fall prone.
Other treasures found here include the following: an oak cask containing 2,219 cp, a fungal cask containing 696 sp and 1.451 cp, an iron cask containing 522 gp and 900 sp, a masterwork chain shirt a suit of masterwork studded leather armor, a composite shortbow (+2 Strength), a silvered two -bladed sword, a darkwood shield holding 180 sp, a large steel shield holding 362 cp, an-engraved stone bowl containing 19 gems (six chunks of blue quartz worth io gp each, four carnelians worth 50 gp each, four peridots worth 75 gp each, two white pearls worth 100 gp each, a pink pearl worth 250 gp, and two aquamarines worth 500 gp each), an ivory horn set with bloodstones worth 450 gp, and an ash walking cane with a silver, angel-shaped handle worth 55 gp which unscrews to reveal a tiny compartment containing a potion of cure moderate wounds in a vial The cane belongs to Coryston Pike (see area M21).
Development A DC 22 search of the room finds a crumpled piece of paper behind the scorched chest This is a recent letter (no more than a week old) to Kazmojen from Vervil Ashmantle asking him in not so gentle words to ease off on the snatching of slaves-to be from Cauldron. Vervil warns Kazmojen that it's easy to become "too successful" at this job, which usually results in the unpleasant involvement of jealous competitors or offended do-gooders. The letter closes by stating bluntly that if Kazmojen doesn't slow down on the ab du ctions, he'll attract the wrong sort of attention. Kazmojen is mentioned by name many times, but Vervil never mentions his own name. He signed the letter with nothing more than a stamp of a flying kingfisher clutching a scroll in its beak. A successful DC 20 Knowledge (local) check identifies this stamp as the mark of a mess enger service based in Kingfisher Hollow called "Kingfisher Sendings."
Vervil Ashmantle is scheduled to confront the PCs in Chapter Eight. For now, his involvement in the problems facing Cauldron amounts to little more than a red herring.
M12. TRAPPED ROOM (EL 2)
Located between two secret doors, this room contains a Trap.
Trap : The floor of this room is actually the lid of a twenty-foot-deep spiked pit. It opens when the first character sets foot in the room. The pit's lid can be locked shut by raising the lever in area Mu. The pit trap can be closed and the trap reset by raising and lowering the lever.
Spiked Pit (20 feet deep): CR 2; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (fust target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for id4+2 each); Search DC 18; Disable Device DC 15.
M13 拱桥
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一座拱形石桥与十尺宽的河堤相连,河堤紧挨着这个天然洞窟的西墙。与洞窟里其他粗糙的天然黑色石壁不同的是,这面墙被打磨的非常光滑整洁。两尊由白色大理石雕刻而成的九尺高的雕像耸立在墙壁中央一扇大门两侧的凹室里,这扇加固的木门深深地嵌入了西侧的墙壁。雕像雕刻成一男一女两个穿着盔甲的矮人形象,每个雕像都挥舞着一把矮人矛斧。这个洞窟的底部是位于河堤下方三十尺的黑色的水潭。
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拱桥通往M34区,与此门相对的是通往M14区的另一个出口。矮人雕像虽然高大威武,制作精良,但并不值得关注。从桥上或河堤上掉下来的人都会落入40尺深的冰水里。如有必要,请参阅《地下城主指南》第85页“危险水域”中的“溺水和寒冷”规则。
发展:M9、M21和MJ4区域的大地精守卫可以听到洞窟中喧闹的噪音,他们将在一轮后前往调查。

M14 守卫机器人
幻像墙将这个房间分隔成10英尺宽的走廊和南北两侧各一个房间。幻像墙在地图上用虚线表示。虽然墙壁看起来坚实且真实,但只要接触就能识破他们的真假。
从北方或南方进入这个房间的角色会发现自己身处一个20x30英尺的房间,被幻像墙所围绕。他们还会看到两个机器人中的一个在这里站岗(见下文中的生物)。
这个房间没有任何家具。木制拉杆从固定在西北侧和西南侧墙上的铁板中延伸出来。拉杆目前处于“向上”的位置;将其向下拉会导致M15区的石块封闭西侧的回廊(M16和M17区)。
生物:两个机器人偶守卫这个房间。一个站在北侧拉杆旁边,另一个站在南侧拉杆旁边。几年前,一个锈蚀怪破坏了这两堵墙,没人愿意花功夫修复它们。机器人偶是一种近似人形的构装体。它的两只手臂一只末端是一个巨大的钳子,另一只末端是一个巨大的锤子。
机器人偶(2):hp36(目前24和19);见附录。
发展:如果不是卡莫真、大哥布林或食人魔进入这个房间,机器人偶就会接到指令,拉下拉杆,封闭西侧的牢房。一旦拉杆被拉动,这些机器人就会攻击入侵者,从幻像墙里发起突袭。
机器人偶试图用钳子擒抱最近的敌人。如果成功,它会在接下来的几轮中用锤子击打被擒抱的受害者,直到受害者死亡或昏迷,这时它就会释放这个敌人去寻找下一个目标。一个被抓住的角色可以通过使用一个整轮动作“装死”来欺骗机器人,从而释放他。一个成功的唬骗检定(与机器人偶的感知检定对抗)会诱使机器人偶停止攻击并选择一个新的目标。扮演死亡的角色在机器人偶回合开始时摔倒。
宝藏:每个机器人偶的“心脏”实际上是一个价值500金币的紫色石榴石。找到它需要一个成功的DC24搜索鉴定。
特殊经验值说明:机器人偶通常是CR4怪物。然而,这些机器人偶已经损坏了,应该作为CR3生物对待。

M15 回廊
通往M16和M17区的回廊有10英尺高。墙上嵌着两块巨大的孔雀石,滚轮支撑着他们。这些巨石与走廊完美地契合,它们与周围的地板、墙壁和天花板之间只有一丝微小的缝隙。
当拉动M14区的拉杆时,巨石向东滑动10尺,有效地封闭了牢房入口且将囚犯困在了里面。阻止一个巨石滚动到指定地点需要一个成功的DC25力量鉴定;如果鉴定失败,任何试图阻挡的生物将会被推后10尺。
巨石必须被物理地推回到它原本的壁龛;这需要一个成功的DC25力量鉴定。从封闭的监狱内部移动巨石则要困难得多,需要DC30力量鉴定。

M16 空的监狱
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这条走廊绵延近百尺,尽头是一堵空白的墙壁。东西两侧的墙上有几扇六英尺高、两英尺宽的铁门,用铁链锁着。除了仅有六英寸宽、三英寸高的铁制条窗(它们与矮人的眼睛平齐),铁门看起来并没有什么特殊的地方。
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每一间10尺见方的牢房里都有一块极不舒服的石板(实际上是尽头墙壁的突出部分)、一个铁制夜壶、一个盛水的水壶,偶尔还会有啃过的骨头、一大块干面包或者一块发霉的奶酪。
目前没有囚犯被关押在这里。
剧透 -   :
M13. ARCHED BRIDGE
An arched stone bridge connects to a ten-foot-wide causeway that spans one wall of a great cavern. Fused with the rough-hewn cavern walls are smooth walls of dull black stone, some with doors and windows set into them. Two nine-foot-tall statues carved from white marble stand in alcoves on each side of a reinforced wooden door set deep into the west wall. The statues depict a male and fem ale dwarf clad in armor,each of which brandishes an urgrosh. The cavern plunges thirty fee t below the le vel of the causeway, ending in a pool of s till, black water .
The arched bridge leads to a door that opens into area M34· Opposite this door is another portal opening into area M14. The dwarf statues, though fearsome in stature and well crafted, are unremarkable.
Anyone who fall s from the bridge or causeway lands in a 40 -foot-deep pool of icy water. See "Water Dangers" on page 304 of the DUNCEON MASTER’s Guide for drowning and hypothermia rules, if they become necessary.
Development:Loud noises in this cavern can be heard by the hobgoblin guards in areas M9, M21, and MJ4, who investigate the following round.
M14. AUTOMATON GUARD (ELS)
Illusory walls separate this room into a 10-foot-wide corridor with two chambers to the north and south . The illusory walls are represented as dotted lines on the map. Although the walls appear solid and real, touching them reveals their insubstantial nature.
Characters who enter this room from the north or south find themselves in a 20-foot-by-30-foot room bound by the illusory walls. They also see one of two automatons standing guard here (see Creatures, below).
The room contains no furnishings. Wooden levers protrude from iron panels bolted to the northwest and southwest walls. The levers are currently in the "up" position; pulling them down causes the stone blocks in area M15 to seal off the western cellblocks (areas M16 and M17).
Creatures: Two hammerer automatons guard this chamber. One stands by the north lever, while the other stands beside the south lever. A rust monster damaged both constructs several years ago, and no one has bothered to repair them. A hammerer is a roughly human-shaped construct. One of its two arms ends in a massive pincer, and the other in an even more massive hammer.
Hammerer Automatons (2): hp 36 (currently 24 and 19); see Appendix 4.
Tactics: If someone other than Kazmojen, a hobgoblin, or an ogre enters this room, the automatons have instructions to pull down the levers, sealing off the western cellblocks. Once the levers have been pulled, the automatons attack intruders, striking from behind the illusory walls.
A hammerer attempts to grapple the nearest foe with its pincer. If it succeeds, it smashes the trapped victim with its hammer on subsequent rounds until the victim is dead or goes limp, at which point it releases its prey and seeks out its next target. A grappled character can trick the automaton into releasing its hold by using a full-round action to "play dead." A successful Bluff check (opposed by the hammerer's Wisdom check) fools the hammerer into releasing its hold on its next action and choosing a new target. The character playing dead falls prone at the start of the hammerer's turn.
Treasure: The "heart" of each automaton is actually a violet garnet worth 500 gp. Finding it requires a successful DC 24 Search check.
Ad-hoc XP Award: Hammerer automatons are normally CR 4 monsters. However, these ones are already damaged and should be treated as CR 3 creatures.
M15. SLIDING BLOCKS
The corridors leading to the cellblocks (areas M16 and M17) are 10 feet high. Recessed into the walls are two great blocks of malachite on stone rollers. The blocks fit the corridor perfectly, allowing only the slightest gap between them and the surrounding floor, walls, and ceiling.
When the levers in area M14 are pulled, the blocks roll 10 feet to the east, effectively sealing off the cellblocks and trapping the prisoners within. Keeping a block from rolling into place requires a successful DC 25 Strength check; if the check fails, any creature in the space to be occupied by the block is pushed back 10 feet automatically.
A rolled block must be physically pushed back into its niche; this requires a successful DC 25 Strength check. Moving the block is a lot harder from inside the sealed-off cellblock, requiring a DC 30 Strength check.
M16. EMPTY CELLBLOCK
This corridor stretches for nearly a hundred feet, ending at a blank wall. In the east and west walls are several six-foot-tall, two-foot-wide iron doors kept locked by iron bars. The iron doors are typical except for the six-inch-wide, three-inch-high barred windows set into them at dwarven eye level.
Each ten-foot-square cell contains an uncomfortable stone slab (actually a protrusion of the far wall), an iron chamber pot, a day jug for holding water, and the occasional gnawed bone, chunk of dried bread, or piece of moldy cheese.
None of the cells is currently occupied.
M17 空的监狱
这个牢房的配置类似于区域M16。目前没有囚犯被关押在这里。

M18 监狱
这条走廊的布局与M16区相同。不同之处在于,成功的DC5聆听鉴定会听到从大厅传来微弱的呜咽声。
牢房配置也与M16区域的牢房类似。在M20区,想要在不引起狱警注意的情况下打开囚室的门,需要进行成功的潜行鉴定对抗狱警的聆听鉴定。
生物:四名囚犯,都是被绑架的市民,被关在不同的牢房里。他们穿着破烂污秽的衣服,任何可能有价值或用途的财物都存放在M19区。

克瑞斯卡·恩德科特(战士2,hp14(目前5)),一名24岁的男性人类,尽管被狱卒打得很惨,但他仍然在喋喋不休的谩骂。这个肮脏,暴躁,令人讨厌的大嘴巴至今仍未被卖掉,并不令人意外。
德文·迈纳尔(平民1;hp3)这名18岁的男性已经失去了求生的欲望,他在狱卒的手中经受了特别的“关照”。狱卒们曾说过,如果没人把他做当奴隶买走,他们就会很快把他吃掉。
伊鲁思·梅卡迪(平民1;hp4),一名36岁的女性人类,在她牢房的一个黑暗角落里默默地颤抖着,想象着他将可能面临的各种恐怖。
贾斯珀·德伦斯皮普(专家2;hp6)一名74岁的侏儒,大部分时间都在自言自语。他利用一块锋利的石头在牢房的墙壁上刻下数学公式,这主要是为了打发空闲时间。

发展:德文、伊鲁思和贾斯珀都并不擅长战斗,但克瑞斯卡则会挥舞任何他能找到的东西来试图博取他的自由。然而,他辱骂权威,拒绝服从命令。如果PC们请求克瑞斯卡的帮助,使用街头暴徒的属性(见附录)。
发展:这些囚犯知道他们不是唯一被关在要塞里的人。最近,4名儿童被从牢房中带走,送到集市(M34区),另外6名奴隶被送到锻造间(M27区)工作。囚犯们知道从这个牢房到那两个房间该怎么走。
特殊经验值说明:对每名活着返回煮锅城的囚犯奖励100经验值,如果PC们返回城镇并埋葬了被杀的囚犯,奖励每名50经验值。

M19 囚犯的财物
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从这个房间的西墙上延伸出的两块石板上放着许多普通物品,从衣服到短剑应有尽有。
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囚禁在牢房里的囚犯被剥夺了所有的财产;不必要的衣服和其他普通装备都被存放在这里。搜索桌子的PC可以找到几套揉成一团的衣服、背心、斗篷、皮带、拖鞋和皮靴。房间里还包括一些被俘虏的幽暗地域居民的装备,他们比地表的居民更有可能携带武器和盔甲;详情请参阅下文的宝藏。
宝藏: 在这些毫无价值的衣服和个人物品中,PC们可以找到以下装备:1套镶嵌皮甲,1件沾满血迹的链甲衫,1把沾满血迹的短剑,2把长剑,1袋铁蒺藜,1根30尺长的麻绳,3支火把,1个空背包,和任何从俘虏的PC身上扒下的价值少于100 金币的物品。
剧透 -   :
M17. EMPTY CELLBLOCK
This cellblock is similar in configuration to area M16. No prisoners are currently kept here.
M18. CELLBLOCK
The layout of this corridor is identical to that in area M16. The difference here is that a successful DC 5 Listen check reveals faint whimpers from down the hall.
The cells are furnished similarly to the ones found in area M16. Attempting to unbar and open a cell door without attracting the attention of the guards in area M20 requires a successful Move Silently check opposed by the guards' Listen checks.
Creatures: Four prisoners, all kidnapped townsfolk, are incarcerated in separate cells. They wear tattered and stained clothes, but any other possessions of possible value or use have been stored in area M19.
Krylscar Endercott (warrior 2, hp 14 (currently 5)), a 24-year-old male human, remains impertinent and contentious despite a terrific beating given to him by his jailers. Not surprisingly, the scruffy, ornery, and obnoxious loudmouth remains an unsold commodity.
Deven Mynal (commoner l; hp 3), an 18-year-old male human, has lost all hope of being rescued and has endured special torment at the hands of his jailers, who have vowed , to eat him soon if no one buys him as a slave.
Irruth Mercadi (commoner 1; hp 4), a 36-year-old female human, trembles quietly in a dark corner of her cell, imagining the various horrors that await her.
Jasper Drundlesput (expert 2; hp 6), a 74-year-old gnome, mumbles quietly to himself most of the time. He has used a sharp stone to carve mathematical formulas into the walls of his cell, mostly to pass the idle time.
Tactics: Deven, Irruth, and Jasper are not much good in a fight, but Krylscar will swing a sword, a chair, or whatever else he can find to win his freedom. He rebukes authority and doesn't take orders well, however. Use the stats for a street thug (Appendix 4) if the PCs recruit Krylscar's aid in this manner.
Development: These prisoners know that they are not the only ones being held in the fortress. Four children were recently removed from their cells and taken to the auction chamber (area M34), and six other slaves have been put to work in the forge (area M17 ). The prisoners know how to get to both rooms from this cellblock.
Ad-hoc XP Award: Award the party 100 XP for each prisoner returned to Cauldron alive and 50 XP for each slain prisoner they return to the town for proper burial
M19. PRISONER GEAR
two stone slabs jutting from the west wall of this room bear a number of common items, from articles of clothing to daggers .
Prisoners detained in the cellblocks are stripped of all belongings; unnecessary clothing and other mundane equipment is stored here. PCs searching the tables find several bundled outfits, as well as vests, cloaks, belts, slippers, and boots. The room also contains some equipment taken &om captured Underdark denizens, who are more likely to carry weapons and armor than city-dwelling folk; see Treasure, below, for details .
Treasure: Among the worthless clothing and personal effects, PCs find the following gear: a Small suit of studded leather armor, a bloodstained chain shirt, a blood-encrusted short sword, two longswords, a leather bag of caltrops, a 30-foot length of hemp rope, three torches, an empty backpack, and any items worth 100 gp or less taken from captured PCs.
« 上次编辑: 2019-01-13, 周日 12:14:32 由 弗雷德·弗兰克·弗朗西斯科 »
皇冠战争 河风
钢铁巨神 巴格

离线 弗雷德·弗兰克·弗朗西斯科

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  • 帖子数: 175
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M20 狱卒宿舍 (EL1)
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这个房间里,五块被苔藓复盖的孔雀石板突出了的墙壁,房间中央放着一张破旧的木桌和四把椅子。一排标枪立在房间东北角。
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长满青苔的石板是典狱长和他的四个下属——都是大地精——的床铺。目前房间里只有两个大地精,但其他的都在隔壁的M21区。
东北角的武器架放置着16把普通标枪。
生物:两个大地精在这里休息。虽然他们躺着,但M21区的酷刑声让他们无法入睡。
大地精(2):每个hp6;怪物图鉴153。
发展:如果有人进入房间,或者在M13或M18区发出了巨大的响声,两个大地精就会拿起剑吼叫着过去增援。他们喜欢在战斗中从夹击敌人。
发展:这个房间里的任何响动都会惊动M21区的怪物,他们会在下一轮中出现。

M21 刑讯室
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恐怖的摆设装饰着这个灯光昏暗的房间。一个直径六尺的铁炉子放在中间,火红的煤块填满炉腔。三个烙铁半插在煤块里。两个铁笼悬挂在火炉两侧的天花板上:一个笼子里有一只巨大的甲虫,它的腺体发出橙色的光芒,另一个笼子里有一堆骨头。放置骨头的笼子旁边是一扇很窄的窗户,窗外一片漆黑。靠着南墙,一个憔悴的女人坐在一把高高的铁制椅子上,手腕、脚踝和脖子上都扣着金属的镣铐。
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除非有什么响动把他们吸引去了别的地方,否则卡莫真的典狱长和另外两个大地精就待在这里。他们折磨主人的囚犯——一位名叫科里斯顿·派克的迷人中年妇女——来消磨时间。她的镣铐是用铁钉固定住的,很容易地就能取下,并将他释放。
关在笼子里的巨型火甲虫只要被关在笼子里就不会构成威胁。另一个笼子里有许多不同动物的骨头,放在这里是为了装饰。
生物:典狱长是一个乌黑皮肤的大地精,名叫扎卡德;他在战斗中给卡莫真留下了深刻的印象,尽管他看上去病恹恹的。另外两个则是标准的大地精。
13年前,科里斯顿·派克就放弃了冒险生涯,因为一个劫掠的巨魔把她的同伴撕成碎片,而且差点就把她也撕了。最终她一瘸一拐地逃走了,但巨魔给她留下了巨大的心理阴影。如果PC们释放了她,她会尽她所能帮助他们。
巨型火甲虫:hp4;怪物图鉴285。
大地精(2):每个hp6;怪物图鉴153。
扎卡德,男性大地精,战士2:hp15;见附录。
科里斯顿·派克,女人类游荡者1/术士2:hp 17(当前5);见附录。
特殊经验值说明:如果科里斯顿活着回到煮锅城中,奖励队伍150 经验值;如果PC们将她的尸体送回城镇进行了妥善安葬,则奖励队伍75 经验值。

M22大厅 (EL2 +)
这个大厅有既人看守,又有陷阱。如果PC们在大地精的护送下进入大厅(被魅惑或者以其他方式达到乐于帮助的态度),他们可以穿过大厅,敲开通往卡莫真集市(M34区)的门。如果PC们在无人护送的情况下进入大厅,他们就会受到攻击。
生物:两个大地精守卫站在大厅的南端,在通往M34区的铁制双开门两旁。
大地精(2):每个hp6;怪物图鉴153。
发展:如果他们发现了PC们,大地精就会砰的一声关上双开门,大喊“有入侵者!”,警告M26和M34区的守卫,然后他们开始射击入侵者。
战斗的第二轮,M26区的4个大地精将会进入大厅,停在刺坑陷阱附近(见下文陷阱)。两个射手准备拉下拉杆,当他们认为可能抓住大多数入侵者时,就拉下陷阱。
大地精们试着利用陷阱里困住尽可能多的敌人,然后开始向他们投掷标枪。一旦拉动拉杆,两名射手将继续向仍在大厅内的PC们射箭。
陷阱:大厅里有两个10x20英尺的陷阱。当拉动南门的拉杆时,坑就会打开;西侧拉杆打开北边的坑,东侧拉杆打开南边的坑。每个坑都有10尺深,布满了尖刺。坑内墙面打磨光滑,没有攀爬工具无法攀爬。
坑盖可以通过拉杆来复位,坑盖很重,需要一轮时间才能重新关闭。
刺坑陷阱:CR1;机械装置;手动触发;手动复位; 深10尺;1d6伤害(坠落);攻击 +3近战(1d4穿刺伤害,1d4根尖刺);反射避免DC15;搜索鉴定DC17;解除装置DC 17。
当M34地区的两名大地精听到战斗的声音时,他们会通过南侧双开门上的猫眼观看战斗的进展。如果大厅守卫们的战事不利,M34区的大地精们会封锁通往该区域的双开门,并通过迂回路线(穿过M29和M27区域)抵达战场。卡莫真仍留在M34地区。

M23 客房
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房间一角的天花板上吊着一个铁笼子。在笼子里,一只大甲虫的腺体发出了诡异的光芒。房间里有两张简单的床和一张有两把椅子的桌子。
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这两个房间是为卡莫真的客户预留的。两个房间目前都没有人使用。
生物:如果释放铁笼中的火甲虫,火甲虫会攻击最近的生物。
巨型火甲虫:hp4;怪物图鉴285。
特殊经验值说明:PC们不会获得释放和杀死巨型火甲虫的经验。
剧透 -   :
M20. JAILER'S QUARTERS (EL 1)
Moss pallets cover five malachite slabs that protrude from the walls of this rank chamber. A somewhat mistreated wooden table and four chairs stand in the middle of the room. A rack of javelins occupies the northeast corner.
The moss-covered slabs serve as beds for the chief jailer and his four subordinates-all hobgoblins. Only two hobgoblins are in the room at present, but the others are close by in area M21 .
The weapon rack in the northeast corner holds 16 normal javelins.
Creatures: two hobgoblins rest here. Although they are lying down, they are kept awake by the sounds of torture in area M21.
Hobgoblins (2): hp 6 each; Monster Manual l53.
Tactics: If anyone enters the room or if they hear loud noises in area M13 or M18, the two hobgoblins grab their swords and shout for reinforcements. They like to flank foes in combat. Development: Any disturbance in this room attracts the monsters in area M21, who appear one round later.   
M21. TORTURE CHAMBER (EL 2)
Ghastly furnishings decorate this hellishly lit chamber. Glowing-hot coals fill the black belly of a six-foot-diameter iron oven that dominates the room. Three branding irons lie half- immersed in the coals. Two iron cages hang from the ceiling on either side of the oven: one holds an enormous beetle with red-glowing glands, and the other holds a pile of bones and skulls. The latter cage hangs by a narrow window that looks out into a dark cavern. Against the south wall, a haggard woman sits in a tall, iron-wrought chair, metal clamps around her wrists, ankles, and neck.
Unless a disturbance lures them elsewhere, Kazmojen's chief jailer and two other hobgoblins lurk here. They are killing time by torturing one of their master's prisoners-an attractive middle-aged woman named Coryston Pike. Hers hackles are held shut with iron pins, which can be easily removed to set her free.
The caged giant fire beetle poses no threat as long as it remains confined. The other cage contains bones from many different creatures, placed here to add to the decor.
Creatures: The chief jailer is an ebon-skinned hobgoblin with one arm named Zarkad; he impressed Kazmojen in battle despite his apparent infirmity. The other two hobgoblins are typical of their kind.
Coryston Pike gave up adventuring 13 years ago after a marauding troll tore her comrades to pieces and nearly did the same to her. She walks with a limp-a painful reminder of her encounter with the troll. If the PCs set her free, she assists them any way she can .
Giant Fire Beetle: hp 4; Monster Manual 285.
Hobgoblins (2): hp 6 each ; Monste r Manual l53 .
Zarkad, male hobgoblin warrior 2: hp 15; see Appendix 4
Coryston Pike, female human rogue 1/sorcerer 2: hp 17 (currently 5); see Appendix 4.
Ad-hoc XP Award: Award the party 150 XP if Coryston is returned to Cauldron alive, or 75 XP if the PCs return her dead body to the town for proper burial.
M22. MAIN HALL (EL2+)
This hall is guarded and trapped. If the PCs enter the hall with a hobgoblin escort (either charmed or otherwise befriended), they are allowed to traverse the hall and knock on the doors leading to Kazmojen's auction chamber (area M34). If the PCs enter the hall unescorted, they are attacked.
Creatures: two hobgoblin guards stand at the south end of the ball, on either side of the iron double doors leading to area M34· Their darkvision allows them· to see the length of the hall.
Hobgoblins (2): hp 6 each; Monster Manual 153.
Tactics: If they spot the PCs, the hobgoblins bang on the double doors and shout "Croleks!" ("Intruders!''), alerting the occupants of areas M26 and M34· They then begin shooting arrows at the intruders.
On the second round, four hobgoblins from area M26 enter the hall, stopping just short of the pit traps (sec Trap, below). The two archers ready actions to pull down the levers, opening the pit traps when they think they can catch the most intruders.
The hobgoblins try to catch as many PCs as possible in the pit traps, then begin hurling javelins down at them. Once the levers are pulled, the two archers resume shooting arrows at PCs still in the hall proper.
Trap: The hall contains two io-foot-by-20-foot pit traps. The pits open when the levers by the southern doors are pulled; the west lever opens the northernmost pit, and the east lever .opens the southernmost pit. Each pit is io feet deep and lined with spikes. The inside walls of the pit are polished smooth and cannot be climbed without climbing gear.
The pit lids can be closed and locked by pulling up the levers, although the lids are heavy and take a round to close.
Spiked Pits: CR1; mechanical; manual trigger; manual reset; 20-ft. deep; 1d6 damage (fall); Atk +3 melee (1d4 points of piercing damage, 1d4 spikes); Reflex save (DC 15) avoids; Search DC 17; Disable Device DC 17.
Development When they hear the call to arms, the two hobgoblins in area MJ4 watch the battle unfold through tiny eyeholes in the southern set of double doors. If the hall guards are overwhelmed, the hobgoblins in area M34 bar the double doors leading to that area and use a circuitous route (through areas M29 and M27) to reach the interlopers. Kazmojen remains in area M34.
M23. GUEST QUARTERS
An iron cage dangles from the ceiling in one corner of this room. Trapped inside the cage, a large beetle with glowing glands bathes the room in an infernal light. The room contains a pair of simple beds and a table with two chairs.
These two rooms are set aside for Kazmojen's clients. Neither room is currently in use.
Creature: If released, the caged beetle attacks the nearest creature.
Giant Fire Beetle: hp 4; Monster Manual 285.
Ad-hoc XP Award: PCs do not receive experience for releasing and killing the giant fire beetle.
M24 客房
卡莫真为特殊的客人保留了这个房间(比如沃威尔·阿什曼特),但目前没人使用。一个空的铁笼子吊在角落的天花板上。房间的家具包括一张有着矮人哨兵形象床角柱的大床和三张小床、一张桌子、四把椅子。

M25 派拉克的房间 (EL2)
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在这个长方形房间的天花板一角悬着一个铁笼。关在里面的是两只巨大的甲虫,发出着诡异的光芒。房间的家具包括一张复盖着兽皮的大床,床角的柱子被雕刻成了矮人哨兵的形象。在床边放着一个有着爪形脚的铁箱子,四条铁链拴在箱子侧面。
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派拉克·希拉特, 卡莫真的优质客户之一,预定了这个房间。
铁箱子是锁着的(开锁DC25),里面有派拉克的个人物品(见下文宝藏)。侧面的钩环固定了四条锁链; 派拉克有锁链的钥匙,在他返回幽暗地域的长途跋涉中,他需要用锁链来捆绑他购买的奴隶。
生物:两个可怕的生物也潜伏在这个房间;他们是派拉克的劣魔仆从。他们的任务是攻击任何除派拉克以外进入房间的人。
劣魔(2): 每个hp9;怪物图鉴48。
宝藏: 派拉克锁着的箱子里有以下物品:1套冒险者服装、1床被褥、1壶酒、1个装满水的水袋、4套备用手铐、4个空麻袋和2瓶治疗轻伤药。

M26 兵营 (EL2)
这个房间的门半开着,使得里面的守卫可以听到M22区的呼喊。
这个兵营有四排铁制的双层床,可以容纳32名守卫,尽管只有一半的大地精会睡在这里。这些铺位是为矮人准备的,这使得大地精们非常的不爽。天花板上挂着两个空的铁笼子。
生物:四个大地精在这里休息,他们的武器放在床上或床边的地板上。他们对M22区的警报或战斗声反应迅速。
大地精(4):每个hp6;怪物图鉴153。

M27 锻造间 (EL3)
在西门或南门聆听的PC可以听到熊熊烈火和铁锤敲击金属的声音。北侧密门是隔音的。
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这个锻造间有着让人难以接受的高温,到处都充斥着铁水和灰烬的臭味。一座燃烧的锻炉摆放在东墙边,两侧装饰着孔雀石雕刻成的矮人工匠形象。两个黑色的铁砧放在炉前一块十英尺宽,二十英尺长的灰色石板上,水桶和金属的加工工具就摆在旁边。两个五英尺高,两英尺宽的圆柱形铁笼,被铁链吊在天花板上。笼子的底部高出地面五尺,锁在笼子里的巨大火甲虫发出一种诡异的橙色光芒。石板上,一个女矮人和三个地精捶打着一根新锻造的标枪,两个半身人坐在附近的地板上,将细小的铁链编织在一起,看起来成品将是一套盔甲。矮人和半身人的脚踝上都绑着镣铐。
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矮人曾用锻造间来制造盔甲和武器,卡莫真最近才刚开始启用这个房间来做类似的事情。然而,他的部下们在金属制造工艺方面并没有受过良好的训练,所以进展缓慢。
其中一个大地精拿着打开奴隶镣铐的钥匙。除此之外,想要打开这些镣铐只能是摘除、打碎或使用魔法。
生物:守卫奴隶的四个大地精已经厌倦了看着他们干活。巨大的锤击声和熊熊的大火掩盖了他们向要塞的其他地方发出的警告声。
此外,在这里还有三只地精。他们会和大地精并肩作战。如果所有的大地精都被杀死了,地精就会投降。PC们可以驱使去帮助自己,但他们并不值得信任,随时可能会反抗PC们以保全自己的性命。
矮人和半身人是煮锅城的居民。他们穿着破烂,他们身上任何可能有价值或用途的财物都被转移到M19区了。

桑多·艾尔弗洛德(平民1;hp4) 一名127岁的女性侏儒和她的丈夫一起来到这里,四周前她的丈夫被卖掉了。从那以后,她感觉非常的孤独。
杰尼·埃弗朗德(平民1;hp2;估价+4) 一名42岁的男性半身人,因恐惧而神志不清。他的黑眼圈证明了他那被噩梦替代的睡眠。
梅普尔(见下文)一名32岁的女性半身人,她一直在寻找逃跑的方法。在她心中,逃跑和保护好自己永远是最重要的。她还会说地精语,所以她能知道抓她的人在说些什么。

如果火甲虫被从笼子里放出来,他就会不由分说的地攻击附近的目标。
大地精(4):每个hp6; 怪物图鉴153。
地精(3):每个hp5;怪物图鉴133。
巨型火甲虫:hp4;怪物图鉴285。
梅普尔,女性半身人游荡者1: hp5;见附录。
特殊经验值说明:奖励队伍每个活着的NPC100经验值,或者奖励死去的NPC每个50经验值。
剧透 -   :
M24. GUEST QUARTERS
Kazmojen reserves this room for special guests (like Vervil Ashmantle), but it is currently not in use. An empty iron cage dangles from the ceiling in one corner. The room's furnishings include a large bed, its corner posts shaped like dwarven sentinels. Three cots, a table, and four chairs fill out the decor.
M25. PYLLRAK'S QUARTERS (EL 2)
An iron cage dangles from the ceiling in one corner of this rectangular chamber. Trapped inside are two enormous beetles that shed a hellish light. The room's furnishings include a large bed covered with animal hides, its corner posts shaped like dwarven sentinels. Next to the bed sits an iron trunk with claw-shaped feet and four chains bolted to its sides.
Pyllrak Shyraat, one of Kazmojen's best clients, claims this room as his own.
The iron chest is locked (Open Lock, DC 25) and contains Pyllrak's supplies and personal effects (see Treasure, below). The four chains attached to the chest end in shackles; Pyllrak has keys for the shackles, which he uses to bind his slaves during long treks through the Underdark.
Creatures: two horrid blobs of flesh lurk here as well; these are Pyllrak's lemure thralls. They have orders to attack anyone other than Pyllrak who enters the room.
Lemures (2): hp 9 each; Monster Manual 48.
Treasure: Pyllrak's locked trunk contains the following items: an explorer's outfit, a bedroll, a jug of wine, a full waterskin, four spare sets of manacles, four small empty sacks, and two potions 0f cure light wounds.
M26. MAIN BARRACKS (EL 2)
The door to this room is slightly ajar, allowing the guards within to hear cries of alarm in area M22.
These barracks, which hold four rows of iron-wrought bunk beds, can accommodate 32 guards, although only half that many hobgoblins sleep here. The bunks are sized for dwarves, much to the hobgoblins' chagrin. two empty iron cages hang from the ceiling.
Creatures: Four hobgoblins rest here, their weapons leaning against their bunks or lying on the floor nearby. They respond quickly to cries of alarm or sounds of battle in area M22.
Hobgoblins (4): hp 6 each; Monster Manual 153.
M27. FORGE (EL 3)
PCs who listen at the west or south door can hear the sounds of a roaring fire and hammers striking metal. The north secret door is soundproof
This smithy is unpleasantly warm and filled with the stench of hot metal and ash. A blazing forge dominates the east wall, flanked by malachite caryatids depicting dwarven metalsmiths. In front of the hearth rests a ten-foot-wide, twenty-foot-long slab of gray stone surmounted by two black anvils. Barrels of water and metalsmithing tools rest nearby. two cylindrical iron cages, each one five feet tall and two feet wide, dangle from the ceiling by iron chains. The bottoms of the cages hang five feet above the floor, and the giant fire beetles locked within them shed a lurid orange glow. Atop the slab, a female dwarf and three goblins hammer away at pair of newly forged javelins while two halflings sit on the floor nearby, linking together tiny chains for what will ultimately become a suit of armor. The dwarf and halflings have manacles binding their ankles.
Dwarves used the forge to craft armor and weapons, and Kazmojen has just begun using the room for a similar purpose. His slaves are not well trained in the art of metalsrnithing, however, and progress has been slow.
One of the hobgoblins carries the key that unlocks the slaves' manacles. Otherwise, the manacles must be picked, smashed, or magically opened.
Creatures: The four hobgoblins who guard the slaves here are tired of watching them work. The loud hammering and roaring fire prevent them from bearing cries of alarm elsewhere in the fortress.
In addition, three goblins can be found here. They fight alongside the hobgoblins. If all of the hobgoblins are slain, the goblins surrender. They can be goaded into helping the PCs, but they remain untrustworthy and turn against the PCs to save their skins.
The dwarf and halflings are Cauldron townsfolk. They wear tattered clothes, but any other possessions of possible value or use have been stored in area M19.
Sondor lronfold (commoner 1; hp 4), a 127-year-old female dwarf who came here with her husband who was sold off four weeks ago. She has felt a lone ever since.
Jeneer Everdawn (commoner 1; hp 2; Appraise +4) is a 42 -year-old male balfling and is delirious with fear. Red rings around his eyes attest to the nightmares that consume his sleep.
Maple (see below) is a 32-year-old female halfling who constantly looks for a way to escape captivity. Escape and self-preservation are always foremost in her mind. She also speaks Goblin, so she secretly knows what her captors are saying.
If released from their cages, the giant fire beetles attack nearby targets indiscriminately.
Hobgoblins (4): hp 6 each; Monster Ma nual 153.
Goblins (3): hp 5 each; Monster Manual 133.
Maple, female balling rogue 1 : hp 5; see Appendix 4.
Giant Fire Beetle: hp 4; Monster Manual 285.
Ad-hoc XP Award: Award the party 100 XP for each townsperson returned lo Cau ldron alive, or 50 XP for each dead NPC returned to the town for proper burial.
M28 隐秘的武器库
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几十件锻造好的武器整齐地排列在房间中央的四个铁制武器架上。东侧的墙边有两张桌子,上面摆满了各种盔甲。
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宝藏:搜查这个房间的PC发现了以下装备:2件链甲衫,2套混织铁甲,1套半身铠甲,2副带刺铁手套,1把精致品巨斧,15跟短矛,10把飞斧,10把手斧,5把重型十字镐,5把战斧和5把战锤。

M29 食堂
餐厅目前空无一人,尽管大地精卫兵每天都会在这里享用奴隶厨师们(见M33区)提供的大餐。他们坐在四张长桌子旁的长凳上,桌子上现在散落着各种空罐头盒、破碎的陶器和变质食物的残渣。

M30 厨师宿舍
厨师们(见M33区)住在这里,这里没有贵重物品,也没有地方适合躲藏。房间里只有三张小床,上面铺着一条灰色的细长被单。

M31 食物橱
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挂在挂钩上的是四块干肉,他们是由四种中体型大小的动物剥皮风干后制成的:一只巨大的蜥蜴,一只骨面斑兽,一只蝙蝠和一条蛇。
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这些尸体最终会被煮熟,并作为食物提供给卡莫真和他的部下。

M32 食品贮藏室
PC们可以从石头架子上的水壶、瓶子、罐子、木桶和麻袋里,找到从幽暗地域商人那里买来的各种可食用的食品。大多数食物由食用菌、霉菌、害虫和麦芽酒组成。
宝藏: 货架里满是装着来自幽暗地域的调味料的瓶子。PC们最多可以收集15瓶异国香料,每瓶价值2 金币。

M33 厨房 (EL1)
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这间设备简陋的厨房的东南角有一个石砌壁炉,中央有一张工作台,桌子上摆着各种锅碗瓢盆。西墙上镶着几个储物架,架子上堆满了陶器。
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厨房没什么有价值的物品,而且通常都有人在。
生物: 格里芬·马雷克(平民1; hp4) 一个33岁的人类是卡莫真的首席厨师,他曾经是煮锅城的酒保。为了避免卡莫真将他当做奴隶贩卖,他千方百计的要到了这份工作。作为对他忠诚服务的回报,他可以睡在小床上而不是牢房,他可以吃热的剩饭而不是冷的剩饭。当然也有不便的地方,他必须和两个地精一起工作,他们甚至分不清叉子和勺子的区别。
地精(2):每个hp5;怪物图鉴
发展:大地精们安排了两个地精去监视格里芬,并检测他做的食物是否有毒。地精会在受到重伤或面对死亡时投降。
如果PC们给格里芬提供一个完美的逃跑计划,格里芬就会同意和PC们一起执行。然而,如果所谓的“救星”们不能提出一个可行的逃跑计划,格里芬宁愿留在这里,他不愿承担卡莫真的怒火。说服他逃跑的PC需要一个成功的唬骗,外交,或恐吓鉴定,如果他的朋友克瑞斯(见M1区)也在场,则+2环境加值,。
特殊经验值说明:如果格里芬活着回到坩埚里,就奖励100 经验值;如果PC们把他的尸体送回城镇并妥善安葬,则奖励50 经验值。
剧透 -   :
M28. SECRET ARMORY
Dozens of forged weapons are neatly arrayed on four wrought-iron weapo n racks standing in the middle of this floor. Pushed against the east wall are two tables covered with suits of armor.
Treasure; Characters who search this room find the following equipment: two chain shirts, two suits of banded mail, a suit of half-plate, two spiked gauntlets, a masterwork greataxe, 15 sbortspears, ten throwing axes, ten handaxes, five batlleaxes, five heavy picks, and five warhammers.
M29. DINING HALL
The dining hall is currently unoccupied, although the hobgoblin garrison gathers here every 24 hours to partake in a feast served by their enslaved cooks (see area M33). They seat themselves on benches around the four long tables, which are littered with empty tankards, smashed pottery, and moldering scraps of food.
M30. COO K’S QUARTERS
The cooks (see area M33 ) sleep here and have neither valuables nor a place 10 hide them. The room holds only three cots atop a gray, slained rug.
M31. LARDER
Four slabs of meat hanging from hooked chains are the skinned, dried corpses of four Medium-size monsters: a giant lizard, a krenshar, a bunting bat, and a snake.
These remains will eventually be cooked and served up to Kazmojen and his garrison.
M32. PANTRY
Characters who search the jugs, flasks, pots, casks, and sacks on the stone shelves find various edible fo odstuffs purchased from Underdark traders. Most of the food consists of edible fungi, mold, small vermin, and ale.
Treasure: Exotic Underdark spices and seasonings fill bottles along the shelves. Characters can collect 15 bottles of exotic spices worth 2 gp each.
M33. KITCHEN ( EL 1)
This sparsely appointed kitchen has a stone hearth set into the southeast corner, a worktable in the middle of the room, and some shelves carved into the west wall. The table bears many pots and utensils, and clay dishware clutters the shelves.
The kitchen contains little of value but is usually occupied
Creatures: Gryffon Malek (commoner 1; hp 4), a 33-year-old human barkeeper from Cauldron, serves as Kazmojen's head cook. He wormed his way into the position to avoid Kazmojen's slave auction. In exchange for his loyal service, he gets to sleep in a cot instead of a cell, and he gets to eat warm leftovers instead of cold ones. On the downside, he musl work with two goblin assistants who can't tell the difference between a fork and a spoon.
Goblins (2): hp 5 each; Monster Manual 133 .
Tactics: The hobgoblins have instructed the two goblins to watch Grytfon and test the food he cooks to make sure it's not poisoned. The goblins are bullies who yield when injured or faced with certain death.
If presented with a no-fail plan of escape, Gryffon agrees to accompany the PCs. However, if his so- called "saviors" fail to present a viable plan of escape, Gryffon would rather stay here than risk Kazmojen's ire. Convincing him to accompany the PCs requires a successful Bluff, Diplomacy, or Intimidate check, with a +2 circumstance bonus if his friend Krylscar (see area M18) is present.
Ad-hoc XP Award: Award the party 100 XP ifGryffon is returned to Cauldron alive or 50 XP if the PCs return his dead body to the town for proper burial. ·
« 上次编辑: 2019-01-13, 周日 12:20:11 由 弗雷德·弗兰克·弗朗西斯科 »
皇冠战争 河风
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M34 奴隶集市 (EL6)
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四根孔雀石柱子支撑着这个大房间二十英尺高的天花板。每根柱子边的铁支架上都挂着一个放着巨大的甲虫的铁笼子,虫子发出了一种诡异的橙色光芒。房间的南侧比北侧高五尺,由一段宽大的黑色楼梯相连。在楼梯的顶端,一根八英尺高的铁柱从地板上伸出。铁链从柱子顶端垂下。南侧墙上凿出了五扇狭窄的窗户,窗外一片漆黑。
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通过这个房间的北侧双开门上的一个猫眼,可以让卡莫真的大地精守卫随时了解M22区的实时状况。猫眼可以从南侧关上并锁住。
如果M22区的守卫发出了警告,卡莫真就会命令这个房间里的两个大地精守卫用一根铁门栓封锁北侧的双开门。然后,他派守卫们穿过M29和M27区,对抗入侵者(详情见M22区)。
如果PC们在受到魅惑的大地精护送和帮助下到达这个房间(并且期间没有任何人发出了警告),他们就可以正常进入这个房间。
生物:一个5英尺高、肌肉发达、身穿黑色金属盔甲的人站在楼梯上,他的脸隐匿在头盔之中。他的一只铁手套抓着一把矮人矛斧。另一只抓着一根铁链,铁链的末端是一个男孩脖子上的镣铐。这就是卡莫真,幽暗地域的奴隶贩子,绑架事件的幕后主使。在他身后,隐约可见,他的宠物嚎兽正蹲在楼梯上。
卡莫真是一个疯狂的法师将雄性侏儒和雌性巨魔杂交的实验产物。在他黑暗的童年,由于缺乏父母耐心的管教,卡莫真很快就悟出在黑暗中生存的三条法则:永远不要从陌生人那里买食物,永远不要信任身边的人,永远不要让任何人看到你哭泣。他的巨魔血统也使得他对酸和火的极度厌恶。
在一次黑暗的探险中,卡兹莫珍发现了年幼的吼兽宠物尖刺。他对尖刺的关爱比他所有部下加起来的都多,如果尖刺被杀死,他会非常愤怒。
卡莫真目前正在和一位长着灰色皮肤、尖耳朵、黄眼睛的侏儒生物讨价还价。他穿着长满霉菌的长袍,手里拿着一个装满钱币的骨质盒子。这是派拉克·希拉特, 卡莫真的老客户。
这个房间里还有三个被铐在柱子上的奴隶: 迪肯·史多姆谢尔顿,伊芙琳·拉达维克和露辛达·奥尔德琳。卡莫真(身穿黑色盔甲的人)带着镣铐的钥匙。
他握着第四名囚犯特雷姆·克巴拉提斯的镣铐,这样派拉克可以更仔细地检查这个男孩。
特雷姆·克巴拉提斯的左脸颊上有一个隐藏的印记:一个卡瑟利的标志。印记是不可见的,尽管可以使用识破隐形或真知术看到。派拉克特别要求的儿童奴隶,因为他们更好管教,也无力反抗。然而,特雷姆身上的某些东西让派拉克感到不安,尽管这个德拉哥并不能发现不安的原因。他已经谈好了另外三个孩子的价格,就在他拿的骨制盒子里装着。
房间里的还有其他人,包括两只大地精卫兵(他们在北侧的双开门那站岗)、派拉克和四个被绑架的孩子。
卡莫真,男性半矮人半巨魔,战士3:hp39;见附录。
尖刺,幼年嚎兽:hp29;见附录
派拉克·希拉特,男性德拉哥: hp 32;见附录。
大地精(2):每个hp6;怪物图鉴153。
巨型火甲虫(4):hp4;怪物图鉴285。
策略:卡莫真正忙于推销第四个孩子特雷姆,如果PC们打断了他的“谈判”,他会非常愤怒。尽管如此,他还是很好奇为什么这些PC们会来到他的要塞,所以他会允许他们说说来意,好让他思考是杀死他们,俘虏他们还是与他们交易。
虽然他从他的巨魔母亲那里继承了邪恶处事方式,但同样的,卡莫真也继承了他父亲
守序的天性。原则上,他已经同派拉克达成了三个孩子的交易(迪肯、伊芙琳和露辛达)每人50 金币,目前正提议以30 金币的折扣价出售特雷姆。PC们可以自由地“投标”特雷姆,但只要派拉克·希拉特还活着,卡莫真是不会让PC们染指其他三个的。
如果PC们们威胁卡莫真或试图用武力带走孩子,卡莫真将会命令尖刺攻击,并向这些傲慢的PC们投掷他的飞斧。然后他拿着他的矮人矛斧进入混战,丢下楼梯旁无人看守的特雷姆。如果被卸武,它就会用锋利的牙齿和爪子来撕碎敌人。尖刺奋力的嚎叫声足以让要塞里所有活着的大地精听到(除了M4区的徐卡斯),他们将迅速的朝集市聚来。
战斗爆发后,派拉克将会隐形,并试图躲避战事。如果卡莫真或尖刺在战斗中倒下,派拉克就会逃离房间(必要时他会用用黑暗来掩盖他的退场),回到他的住处(M25区)收拾他的物品。然后他带着他的劣魔仆从离开要塞。
不像卡莫真,派拉克不喜欢暴力行事。如果PC们向他索要孩子的所有权,派拉克会让步,同意他们的要求,前提是他得到450 金币价值的钱币或魔法物品的“补偿”(他希望PC们——不是卡莫真——来支付)。一个成功的DC 15交涉鉴定可以说服他减少金额,虽然最低不会低于150 金币。
PC们可以为特雷姆谈判。当卡莫真提出以100金币的价格出售这个男孩时,派拉克并不会反对。PC们可以讨价还价,尽管派拉克对他们的“未经允许的闯入”非常愤怒。但一个成功的DC20交涉鉴定依然能说服卡莫真降低他的价格,最低为50金币。
特殊经验值说明:为每名安全返回坩埚灯笼街孤儿院的儿童奖励100经验值,或为每名被带回镇上妥善安葬的儿童奖励50经验值。
除非PC们在战斗中击败派拉克·希拉特,否则不会获得他的经验值。
剧透 -   :
M34. SLAVE BAZAAR (EL 6)
Four malachite pillars support the twenty-foot-high ceiling of this grand chamber. Hanging from an iron brace mounted near the top of each pillar is a cylindrical iron cage containing a giant beetle that sheds an infernal orange light. The southern half of the chamber rises five feet, and a wide black staircase leads up to the raised floor. Just past the top of the stairs, an eight-foot-tall iron post erupts from the floor. Iron shackles hang from the top of the post. Five narrow windows carved into the south wall stand open to the darkness beyond.
The northern double doors leading to this room have small eyeholes set into them, allowing Kazmojen's hobgoblin guards to keep abreast of events in area M22. The shutters for the eyeholes can be closed and locked from the south side.
If the guards in area M22 raise a general alarm, Kazmojen orders the two hobgoblin guards in this room to slide an iron bar across the northern double doors, sealing them. He then sends the guards through areas M29 and M27 to deal with the intruders (see area M22 for details).
If the PCs reach this chamber with the aid of a charmed hobgoblin escort (and without raising a general alarm), they are allowed inside.
Creatures: A 5-foot-tall muscular figure clad in black plate annor stands on the staircase, his face hidden behind a visor. ln one gauntlet, he clutches a wicked dwarven urgrosh. In the other, he grasps a chain ending in an iron ring clamped around a human boy's neck.  This is Kazmojen, the Underdark slaver behind the abductions that have plagued Cauldron. Behind him, crouched at the top of the stairs, looms his howler pet.
Kazmojen was the product of a mad wizard's experiment at crossbreeding a male dwarf with a female troll. Lacking strong parental guidance as an ugly youth, Kazmojen quickly learned the three rules of survival in the Underdark: never buy food from a stranger, never take your eyes off your traveling companions, and never let anyone see you cry. His troll heritage also reinforced a general loathing of acid and fire.
Kazmojen found Prickles, his juvenile howler companion, on an Underdark expedition. He treats Prickles
better than all of his other servants combined and becomes positively enraged if Prickles is slain.
Kazmojen is currently haggling with a creature that looks like an ash-skinned dwarf with sharply pointed ears and yellow eyes. He wears robes encrusted with mold, and he holds a bone box filled with coins. This is Pyllrak Shyraat, Kazmojen's latest customer.
Shackled to the slave posts in this room are three children: Deakon Stormshield, Evelyn Radavec, and Lucinda Aldreen. Kazmojen (the figure in black armor) carries the keys to their shackles. He holds the shackles of the fourth prisoner-Terrero Kharatys-so that Pyllrak can inspect the boy more closely.
Terrem Kharatys bears a hidden mark on his left cheek: a Carcerian Sign. The birthmark is naturally invisible and can be seen using a see invisibility or true seeinlJ spell. Pyllrak specifically requested child slaves because they are easier to subjugate and less likely to revolt. However, something about Terrem unnerves Pyllrak, although the durzagon can't put his finger on it. He has already negotiated a fair price for the other three children; the bone box he carries contains his offer.
The other occupants of the room include a pair of hobgoblin sentries (who stand guard just inside the northern double doors), Pyllrak, and the four kidnapped children.
Kazmojen , male half-trollfbalf-dwarf fighter 3: hp 39; see Appendix 4
Prickles , juvenile howler: hp 29; see Appendix 4
Pyllrak Shyraat, male durzagon: hp 32; see Appendix 4.
Hobgobli ns (2): hp 6 each; Monster Manual 153-
Giant Fire Beetles (4): hp 4; Monster Manual 285.
Tactics: Kazmojen is busy pushing the sale of the fourth child, Terrero, and becomes quite annoyed if the PCs interrupt his "negotiations." Still, he's curious to know why the PCs have come to his stronghold and al lows them to speak before deciding whether to kill them,capture them, or trade with them.
Although he inherited his evil ways from his troll mother, Kazmojen also inherited his father's lawful nature. He has agreed in principle 10 give Pyllrak three of the children (Deakon, Evelyn, and Lucinda) for 50 gp each and is currently offering to sell Terrero "at a discount" of 30 gp. The PCs are free to "bid" on Terrem, but the other children are off limits as long as Pyllrak Shyraat is alive.
If the PCs threaten Kazmojen or attempt to take the children by force, Kazmojen orders Prickles to attack and hurls one of his throwing axes at the insolent PCs. He then wades into melee with his urgrosh, leaving Terrem unguarded by the stairs. If disarmed, he uses his sharp teeth and clawed gauntlets to rend foes. Prickles's desperate howls are loud enough to be heard by every living hobgoblin in the fortress (but not Xukasus in area M4), and they quickly converge on the auction chamber.
The round after combat erupts, Pyllrak turns invisible and tries to stay out of harm's way. If either Kazmojen or Prickles falls in battle, Pyllrak flees the room (using darkness to mask his exit, if necessary) and returns to his quarters (area M25) to gather his belongings. He then vacates the fortress with his lemure minions.
Unlike Kazmojen, Pyllrak has no taste for blood. If the PCs challenge him for ownership of the children, Pyllrak backs down, agreeing to their demands provided be receives "compensation" in the form of 450 gp worth of coins or magic items (which he expects the PCs-not Kazmojen-to pay). A successful DC 15 Diplomacy check persuades him to reduce the amount, although he won't go lower than 150 gp.
PCs can negotiate for Terrem. Pyllrak does not pro test when Kazmojen offers to sell the boy for 100 gp. PCs can haggle over the price, although Kazmojen is already mad at them for "arriving unannounced." A successful DC 20 Diplomacy check persuades Kazmojen to drop his price by as much as half
Ad -hoc XP Award: Award the party loo XP per child returned safely to the Lantern Street Orphanage in Cauldron, or half that amount for each dead child brought back to the town for proper burial.
Do not award experience for Pyllrak Shyraat unless the PCs defeat him in combat.
事件5:瓦兰图的干预 (EL18)
瓦兰图领主知道卡莫真的奴隶集市;半巨魔每个月都会给眼魔送去一笔“费用”,以确保生意能够继续。当特雷姆被绑架时,眼魔很生气,但他知道他随时都可以来接孩子走。相反,他允许卡莫真继续经营生意,眼魔计划一旦卡莫真把孩子卖了,他就会去找买家把孩子要回来。这样的话,半巨魔就可以从这笔交易中获利(当然,其中一部分利润会孝敬给瓦兰图)。自从特雷姆被绑架后,瓦兰图的盟友特法缘(她自己也是卡瑟利互助会成员之一)就经常来找特雷姆,以确保他不会受到太恶劣的对待。一旦PC们成功救援 (或他被卖出),特法缘会迅速向瓦兰图报告进展。然后两人准备把这个束缚者男孩带走。
特法缘对自己施放了高级隐形术,瓦兰图卸下了他的伪装,展露出他眼魔的真实形态,然后特法缘施放了高等传送术,将两人传送到特雷姆身边。这个事件的时间由你决定,但是你应该尽量在一个戏剧性的时刻呈现他们的到来,也许就在PC们正在努力杀出孔雀石要塞时。
生物: 眼魔的出现会让PC们非常震惊。即使没有任何一个PC意识到他们的危险境地,并且攻击了他,瓦兰图也应该能毫不费力的完成下文的发展部分。瓦兰图一直闭着他中央的主眼,除非情况特别紧急——他不想冒险在反魔区抓住特雷姆,这样会向PC们暴露他作为束缚者的特殊印记。
如果一名或多名PC可以看到看不见的生物,它们也能看到站在眼魔旁边的轻盈身影: 一个穿着黑色的长袍、头戴黑色头饰的人类女性正飞在空中,她的脸隐藏在黑色的面纱之后。她一手握着细长的水晶魔杖,脖子上挂着一个小小的银质笼子吊坠。当然,她就是特法缘。她仔细地避免进入瓦兰图的反魔眼所能笼罩的区域,以防他突然睁开眼睛。
如果卡莫真也在现场,瓦兰图会直接与他交谈。否则,眼魔就会和那个似乎孩子负责人的人说话。
“我是来找特雷姆·克巴拉提斯的,他不能被带离煮锅城。我准备将他安全送回孤儿院。其他人你留着吧,他们与我无关。过来吧,特雷姆——你和我在一起会很安全的。”
眼魔瓦兰图: hp157;见附录。
特法缘·瑞瓦迪,女性人类法师(变化专精)13:hp 51;见附录。
发展: 瓦兰图可以轻松消灭一群低级冒险者,但他没有兴趣伤害PC们,因为他觉得以后这群人可能还有有用的地方(见第四章)。一旦特雷姆被移交,特法缘就会将他们全部传送回瓦兰图的庄园。
瓦兰图并没有透露他的名字,也不觉得有必要回答PC的任何问题。如果他们不把特雷罗交给他看管,眼魔就会用武力把孩子带走。他可以分辨出这些PC们相当弱小,不对他们使用他致命的射线,而是使用魅惑人类、恐惧术和睡眠术射线,希望保留这些PC的小命以备日后使用。
虽然特法缘认为让PC们活下来是一个错误,但特法缘听从了瓦兰图的领导,试图避免杀害任何人。
瓦兰图提议为卡莫真惹出的麻烦支付50 白金币,这时戴面纱的女人会拿出一个装满钱币的袋子。即使PC们被控制了,眼魔还是愿意提供相同的数量。
如果特雷姆在瓦兰图带走他之前死去,眼魔就会试图带走特雷姆的尸体,这样男孩就能从死亡中复活。
发展:PC们从眼魔那里“拯救”特雷姆的希望很小。他们所能期望的最好结果是把迪肯、伊芙琳和露辛达三人安全的送回孤儿院。他们回到孤儿院后,发现特雷姆已经安然无恙地返回了。孤儿院的女校长只知道一个戴着黑面纱的神秘女人护送特雷姆回到了门口,然后就迅速的离开了。特雷姆不认识那个女人,也不知道她的名字。
如果在瓦兰图离开后卡莫真仍然活着,他将拒绝提供任何关于眼魔的信息。即使PC成功地魅惑了他,他也会拒绝谈论眼魔,因为他相信瓦兰图总有一天能发现并会杀死他。无论如何,他总是尽量柔和的方式与眼魔打交道,并且只知道他的名字叫欧比斯,卡莫真不知道的是“欧比斯”和“瓦兰图”其实是同一个人。如果瓦兰图是在战斗中抵达的,那么在眼魔离开后,卡莫真对英雄们就不再友好了。他举起他的矮人矛斧说:“交易完成了!现在,你们该去死了。”
剧透 -   :
EVENT 5: VHALANTRU 'S INTERVENTION (EL 18)
Lord Vbalantru knows about Kazmojen's slave ring operation; the beholder receives monthly payments from the half-troll in order to ensure that the operation can continue. When Terrem was abducted, the beholder was annoyed but knew he could come to collect the child at any moment.Instead, he allowed Kazmojen to continue, planning on showing up to reclaim the child once Kazmojen sold him off. This way, the half-troll would have a chance to profit from the sale (and of course, a portion of that profit gets siphoned up to Vhalantru). Ever since Terrem's abduction, Vhalantru's ally Thifuane (herself one of the Cagewrights) has scryed upon Terrem regularly to make sure he's not being treated too poorly. Once the PCs manage to rescue
him (or once his sale is complete), she quickly reports the development to Vhalantru. The two then prepare to gather up the Shackleborn boy.
Thifirane casts greater invisibility on herself and Vhalantru removed his simulacrum suit to assume his true beholder form, and then Thifirane casts Greater teleport to transport both of them to Terrem's side. The timing of this event is left to you, but you should strive to present their arrival at a dramatic moment, perhaps as the PCs are fighting their way out of the Malachite Fortress.
Creatures: The appearance of a beholder should shock the PCs. Even if none of the players realize what danger they're in and attack him, Vhalantru should have no problem handling them as detailed below in Tactics. Vhalantru keeps his central eye closed unless he needs it in an emergency-he doesn't want to risk catching Terrero in its area of effect and revealing his Shackleborn birthmark to the PCs.
If one or more PCs can see invisible creatures, they 'also see ·a lithe figure standing next to the beholder: a flying human woman wearing black robes and a tall black headdress, her face concealed behind a dark veil. In one hand she clutches a slender crystal wand, and around her neck she wears a pendant shaped like a tiny silver cage. This is, of course, Thifirane. She's careful to avoid being caught in Vhalantru's anti-magic eye, should he open it.
If Kazmojen lives and is present, Vhalantru addresses him directly. Otherwise, the beholder speaks to whomever seems to be in charge of the child for the momen.
"I have come for Terrero Kharatys. That boy should not have been taken from Cauldron. I intend to see that he is safely returned to his orphanage. You can keep the others. They are of no consequence. Come, Terrero-you will be safe with me."
Vbalantru, beholder: hp 157; see Appendix 4.
Thifirane Rhiavadi, female human transmuter 13: hp 51; see Appendix 4.
Tactics: Vhalantru can annihilate a low-level group of adventurers, but he has no interest in harming the PCs since he might have a use for them later (see Chapter Four). Once Terrero is handed over, Thifirane teleports them all back to Vbalantru's manor.
Vhalantru does not divulge his name, and does not feel compelled to answer any of the PCs' questions. If they do not surrender Terrero into his custody, the beholder takes the child by force. He can tell that the PCs are relative weaklings and abstains from using his lethal rays, instead using his charm person, fear, and sleep rays, hoping to preserve the PCs for later use.
Although she thinks it's a mistake to let the PCs live, Thifirane follows Vhalantru's lead and refrains from killing anyone.
Vhalantru offers to pay Kazmojen 50 pp for his trouble, at which point the veiled woman yields a pouch filled with coins. The beholder offers the same amount to the PCs if they're in control.
If Terrero dies before Vhalantru can claim him, the beholder tries to claim Terrem's body so that the boy can be raised from the dead.
Development: The PCs have little hope of "saving" Terrem from the beholder. The best they can hope for is
to return Deakon, Evelyn, and Lucinda safely to the orphanage. Assuming they make it back to the orphanage, they discover that Terr em has been returned unharmed. The orphanage headmistress knows only that a mysterious woman wearing a dark veil escorted Terrem to the doorstep, then quickly departed. Terrero did not recognize the woman, nor did he think to ask her name.
If Kazmojen is still alive after Vhalantru departs, be refuses to impart any information about the beholder . Even if a PC successfully charms him, he declines to speak of the beholder, believing that Vhalantru would find out and kill him. In any case, he's always dealt with the beholder in his natural form, and knows him only by the name of Orbius-Kazmojen is unaware that "Orbius" and "Vhalantru" are the same creature. If Vhalantru arrived in the middle of a battle, Kazmojen is no friendlier toward the heroes after the beholder departs. He raises his urgrosh and says, "The deal is done! Now, you die."
本章结束
成功完成本章,英雄们从孔雀石要塞的危险中生存了下来,并将迪肯、伊芙琳和露辛达活着送回了灯笼街孤儿院。
圣·库斯伯特教堂承诺,如果四名孤儿安然无恙地返回,将向支付他们承诺的2500金。此外,珍妮娅还去市政厅进行了建言,建议在不久的将来的某个时刻针对PC们的善举公开表彰,并委任以更大的责任。每名被杀或未安全带回孤儿院的儿童教会减少了每人500金的奖励。珍妮娅仍然向市政厅推荐了PC们,但没有得到那么高的评价和赞扬。她对PC们没有什么看法;她只是觉得没有圆满完成的任务不应拿到完整的报酬。

幕后:生命集市
在第一章应当向玩家介绍煮锅城以及他们在接下来的战役中将要面对的一些关键NPC:珍妮娅,法兰恩的漫步者们,和眼魔瓦兰图。他们还不应该了解整个战役的细节,也不应该走出孔雀石要塞,知道该地区正在发生的任何更大的事情。
同样,在这一章中,本次战役中的大多数邪恶组织还都没有真正注意到PC们。当然,例外是笑到最后(在这一点上,他们认为PC们不过是幸运的行善者)和瓦兰图(他看到了团队的希望,并开始巩固自己对它们的计划——这些计划会在第四章中实现)。尽管特法缘是卡瑟利互助会的成员,但她认为PC们在这个阶段只不过是无足轻重的小卒,甚至不屑于向她的盟友提及它们的存在。
剧透 -   :
BEHinD tHE SCEnES:LIFE'S BazaaR
This first chapter should introduce the PCs to Cauldron and some of the key NPCs they'll be dealing with during the rest of the campaign: Jenya, the Striders of Fharlanghn, and Vhalantru the beholder. They shouldn't learn anything of the overall plot of the campaign yet, nor should they come out of the Malachite Fortress knowing anything bigger than it seems is afoot in the region.
Likewise, most of the various evil organizations featured in this campaign take no real notice of the PCs during this chapter. The exceptions, of course, are the Last Laugh (who at this point view the PCs as little more than lucky do-gooders) and Vhalantru (who sees promise in the group and begins to solidify his plans for them-plans that come to fruition in Chapter Four). Although Thifirane is a member of the Cagewrights, she doesn't think of the PCs as anything more than unimportant pawns at this stage and doesn't even mention their existence to her allies.
ENDING THE CHAPTER
To complete this chapter successfully, the heroes must survive the perils of the Malachite Fortress and return Deakon, Evelyn, and Lucinda to the Lantern Street Orphanage alive.
The church of St.Cuthbert pays the characters the promised 2,500 gp if all four orphans are returned unharmed.In addition, Jenya puts in a word with the office of the lord mayor, recommending that the PCs be granted an audience at some time in the near futu.re to be commended for their deeds and offered future employment The church reduces the award by 500 gp per child slain or not safely brought back to the orphanage. Jenya still recommends the PCs to the lord mayor, but not with the same feeling or commendations. She has no hard feelings toward the PCs; she just feels that an incomplete job is not what she promised to compensate.
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进阶职业:道途卫士
煮锅城那危险、原始的边境,见证了无数旅行者、朝圣者、难民和冒险者的死亡。法兰恩的漫步者们是最熟悉这些地方的人,他们总是尽最大努力保护那些必须穿越荒野的人,同时确保邪恶不会在那个世界的遥远角落里站稳脚跟。他们在无人敢去的地方巡逻,维持着偏僻小路的安全。
在本组织中,有些人认为这并不止是职责,而是一种生活方式。这些人被称为道途卫士。道途卫士们既引导又抑制了文明向野外的扩张。道途卫士的生活是一种不断变化的生活,他们在荒野中游荡,寻求履行自己的职责。
法兰恩的牧师,吟游诗人,巡林客和游荡者是最有可能称为道途卫士的人,因为他们的技能与此进阶职业非常契合。德鲁伊、术士和法师也有部分人成为了道途卫士,但是苛刻的技能和专长要求常常使得这些角色在职业生涯的后期才可能进阶。

生命骰:d6
先决条件
要想称为一名道途卫士,角色必须买组以下条件:
阵营:任意非邪恶
技能:收集信息6级,知识(地理)6级,聆听10级,侦查10级,生存6级
专长:飞跑,追踪
特殊:在成为一个道途卫士之前,一个角色必须加入到法兰恩漫步者组织。他还必须得到一名漫步者成员的推荐。

本职技能
道途卫士的技能包括:攀爬,专注,医疗,隐匿,跳跃,知识(地理),知识(自然),聆听,潜行,搜索,侦查,生存和游泳。
每次升级获得的技能点:4+智力调整

职业特性
擅长武器和防具类型:道途卫士擅长所有简易武器、短弓和长弓。他们擅长所有的轻甲,但不擅长盾牌。
快速移动(Ex):在第1级,和之后的第3级和第5级,道途卫士的基本移动速度增加了5尺,这个能力仅限轻载且未着甲或穿戴轻型盔甲时生效。
稳定步伐(Ex):每个道途卫士会一种不可思议的本领,他们能在崎岖不平的地面上找到最好走的路线。在困难的地形,如:碎石,凹凸不平的洞穴,或茂密的灌木丛中,困难地形并不会妨碍一个道途卫士的行动,她甚至可以在困难地形上奔跑或冲锋。
奖励专长/强化施法:在第2级和第4级,一个道途卫士可以选择获得奖励专长或强化她的施法能力。
如果她选择奖励专长,她则必须从以下列表选择奖励专长: 杂耍, 警觉,动物亲和, 竞技, 顽强, 坚忍, 远程射击, 强韧加强, 精通重击(长弓或短弓), 精通先攻, 高等精准射击,钢铁意志,闪电反射, 多重射击, 自然施法, 近程射击, 精准射击, 快速射击,飞跑, 移动射击, 专攻技能(任何道途卫士的本职技能), 隐秘, 健壮,或者专攻武器(长弓或短弓)。
如果她选择提高施法能力,那么角色每日法术数量(或可知法术,如果适用)都就像之前的施法职业一样获得提升,如同他获得了一个原本施法职业的等级。但他不能获得之前施法职业等级的其他能力。若角色成为道途卫士之前有多个施法职业,则角色必须选择要将升级后获得的施法等级添加到哪一种施法职业上,以决定新的每日法术数量、施法者等级和已知法术。
自然的恩典(Ex):在第3级,一个道途卫士能够感受到自然的恩典,这种恩典时刻伴他左右。在任何移动了至少30尺的回合中,她在防御等级上获得+2闪避加值,在反射豁免上获得+2洞察加值。
自省(Su):在第5级,一个道途卫士可以找到一个非常美丽或暗藏力量的特殊地点。通过在那个地方进入一种自省的冥想状态,并花费少量的经验点,道途卫士可以将那个地方的魔法能量注入她的精神和身体,在这个过程中获得永久的利益。
自省需要8小时不间断的冥想。在这段时间结束时,她必须花费1,000 XP。自省所获得的收益是一种永恒的超自然特质。道途卫士可以选择在任何时候通过在其它地点完成新一次的自省来替换当前已获得的超自然特质。
自省的类型对路径管理员的好处取决于站点,如下所示:

动物:在一个至少有CR 7的活着的动物的巢穴中冥想,敏捷可以获得+2内在加值。
洞穴:在至少地下一英里深的洞穴中冥想,可以获得60英尺黑暗视觉。
恶魔领地:在恶魔领地的冥想给予角色10 +你的角色等级的法术抗力,以对抗恶魔施放的法术和类法术能力。
龙穴:在龙穴中冥想,当龙还活着的时候,给予+1天防的防御等级。龙至少得有CR 7,并且在冥想期间始终保持离你60尺以内。
冰川:在冰川冥想可以得到30寒冷抗性。
湖泊:在至少1000英尺深的湖泊上漂浮时冥想,意志豁免检定上获得+2洞察加值。
长影:在塔底的长阴下冥想给予免疫能量吸取。
山峰:在海拔至少12000英尺的山峰上冥想,黑鱼体质+2内在加值。
海洋:在远离陆地的海洋上冥想,强韧豁免检定上获得+2洞察加值。
河流:漂浮在至少100英里长的河流上冥想,反射豁免检定上获得+2洞察加值。
沙特霍恩:在沙特霍恩的废墟中冥想可以获得免疫毒素。
雷暴:在雷暴中的山顶或树梢冥想可以获得30闪电坑性。
大树:在方圆100英里内最大的树(最低100英尺)的底部冥想,给予力量+2内在加值。
火山:在火山口冥想可以获得30火焰抗力。
DM可以添加您认为合适的特殊地点来创造新的效果。

关于道途卫士的流言
具有知识(宗教)的角色可以通过研究道途卫士来了解他们。当一个角色进行技能鉴定时,阅读或演绎所有低于鉴定结果的DC的信息。
DC10:“法兰恩漫步者是一个组织松散的群体,他们在努力寻找邪恶和危险的痕迹。他们中的一些成员把巡视的重点放在了远离文明的边境上——这些守护者被称为“道途卫士”。
DC15:“一个道途卫士的利益与法兰恩和许多德鲁伊圈子的宗教教义相吻合,但他们中并非所有的人都是德鲁伊人或是法兰恩的崇拜者。”
DC20:“道途卫士的步伐快得惊人。即使在最复杂的地形中,它们也能自如地移动。它们仿佛有着避免伤害的本领”
DC30:“最强大的道途卫士能够与自然界中的最美丽或暗藏力量区域形成某种神秘的联系,他们就可以利用这些区域来增强他们的身体或灵魂。”

等级
基础攻击加值
强韧豁免
反射豁免
意志豁免
职业能力
第1级
+0
+2
+2
+0
快速移动+5,稳定步伐
第2级
+1
+3
+3
+0
奖励专长/强化施法
第3级
+2
+3
+3
+1
快速移动+10,自然的恩典
第4级
+3
+4
+4
+1
奖励专长/强化施法
第5级
+3
+4
+4
+1
快速移动+15,自省
« 上次编辑: 2019-01-16, 周三 00:36:36 由 弗雷德·弗兰克·弗朗西斯科 »
皇冠战争 河风
钢铁巨神 巴格

离线 弗雷德·弗兰克·弗朗西斯科

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今天翻了一个特别有意思的部分:创建角色

《枷锁城》冒险之路是一场艰难的战役。瓦兰图明白冒险者是他最大的敌人,在过去的几十年里,他已经练就了一双评估新手冒险者的好眼力。他扮演着具有讽刺意味的保护者角色,向新手冒险者提供帮助和支持,引导他们走向危险的境地。他通过鼓励新手冒险者去完成他们不可能完成的任务来阻止冒险者成长从而对他构成威胁。当PC们完成第一章的时候,PC们已经以这种方式引起了他的注意,他希望通过鼓励他们在第二章、第三章和第四章中进行更危险的冒险,从而导致他们的死亡。
因此,这一战役有着许多遭遇和事件,对你和你的PC们都是一项重大的挑战。模组为特别危险的遭遇给出了提示;你需要小心处理这些遭遇,也许你会给你的玩家一些微妙的暗示,也许给他们修整的时间。当然,也许可能并不需要。
无论如何,当你召集你的PC们准备开始这个战役之前,你应该告诉他们,这是一场困难的冒险。虽然道路是坎坷的,但是回报同样诱人。《枷锁城》冒险之路,是为6名玩家设计的,如果你的PC人数少于这个数字,你应该考虑减少一些遭遇,或者给他们有更多的休息机会。
为了在这次战役中给PC一点“优势”,你应该在创建角色过程中使用以下指导原则。当然,如果你的玩家喜欢更艰苦的冒险,你也可以忽略这些建议并正常创造角色;但是,当Tongueeater、Aushanna或Nabthataron把你的PC大杀特杀时,请不要惊讶!

角色属性: 如果使用标准骰点法生成角色属性(骰4d6,并去掉最低结果),那请允许PC们生成三组角色属性,然后让他自由选择最贴近他的角色的那一组。如果使用购点法生成角色属性,允许玩家采用28buy购买角色属性。
职业选择:虽然《枷锁城》应该为任何职业提供足够发挥空间,但有些职业在战役期间的某些时候可能会有特别的麻烦。当你发现你的玩家正在选择一个职业时,你应该使用下面给出的信息来建议他们选择对战役更有帮助的的构建。

野蛮人:大部分冒险发生在地城或城市。因此,在战役中一个把他的技能点集中在诸如攀爬、威吓、跳跃和聆听等事情的野蛮人,可比一个被设定成在荒野中出类拔萃的野蛮人要可靠的多。你可能会花更多的时间关注第四章中被带到城里的半兽人佣兵团的困境,以便给野蛮人角色一个群体来认同。

吟游诗人:吟游诗人是这次战役的最佳选择之一。在战役中有足够的机会去影响重要的NPC,并且,在面对大量人群时,唬骗,交涉和威吓等社交技能,惑控和幻术系法术的使用,都将带来很大的帮助。如果你的团队中有一个吟游诗人,你应该确保PC有足够的机会与法兰恩漫步者、商盟和城镇的贵族进行互动。

牧师:煮锅城里只有四座已经建成的教堂;圣·库斯伯特,培罗,寇德和维婕丝。笑到最后的盗贼公会在其隐蔽的公会内部有一个渥利达马拉的小神龛。幸运的猴子里有一座法兰恩神殿,他的忠实信徒们虽然组织松散(漫步者),但在该地区势力最为强大。周边的偏远城镇和村庄中,还可以发现培罗、维婕丝、莫拉丁、悠达拉和加尔·闪金的神龛。信仰其中之一的神职人员有一个优势,那就是他们可以得到神殿的支持,虽然一旦煮锅城里教堂的腐败露出了水面,维婕丝的牧师最终将被迫支持某一方。而海若尼斯,艾罗娜,柯瑞隆·拉瑞斯安,博卡布,欧拜·亥的神职人员,都是以个体为单位的在煮锅城闯荡,虽然他们依然可以在盟友的神殿中得到支持。同时请注意,虽然在这个战役中会遇见不死生物,但他们不是战役的重点。专注于提升驱散/呵斥不死生物的牧师可以考虑其他神圣专长,让他们将驱散/呵斥不死生物能力用于其他途径。最后,如果你的团队中有一位牧师,确保其对应的教堂在战役中发挥更重要的作用。如果角色的神在这个地区没有建立一个教堂,也许这位玩家终极目标就是亲手建立一个!

德鲁伊:和野蛮人一样,你应该记住,大部分战斗发生在城市和地城里。尽管如此,德鲁伊的职业能力还是有足够的机会使用,特别是在第三章,第四章和第九章。煮锅城的居民知道动物伙伴,而且很可能不会对德鲁伊的伙伴做出太激烈的反应,除非她带了一个特别大的或异种的伙伴。如果你的团队中有一个德鲁伊,确保法兰恩漫步者在你的游戏中扮演着一个重要的角色,因为这个组织严格遵循着传统德鲁伊的价值观。

战士:战士们在这场战役中应该有足够的理由让他们忙碌起来。如果你的团队中有一名战士,可以考虑加强煮锅城警卫队在战役中扮演的角色,因为战士可能会考虑在以后加入这样的组织。寇德教会是这一角色的另一个很好的选择。

武僧:当地没有教堂或其他设施来满足武僧独特的兴趣和技能。当地人很可能对武僧怀有好奇和敬畏之情。如果你有一个武僧在战役中,考虑改变Shensen Tesseril的升级,把更多的精力集中在武僧而不是德鲁伊上,这样她就可以作为导师,盟友,甚至是PC扮演的武僧的学生。

圣武士:圣武士是这个战役里一个很好的选择,如果你不想让玩家早早就发现Embril Aloustinai, 瓦兰图,以及其他在幕后悄悄作恶的NPC们是邪恶的话,你应该尽量少安排他们和玩家的会面。同时,不要鼓励玩家做一个恶即斩的圣武士;如果圣武士意识到镇上最重要的贵族之一是邪恶的,你应该做好必要的准备来改变战役中的某些事件。如果你的团队中有一个圣武士,考虑把圣·库斯伯特教堂作为冒险的中心。如果圣武士和Alek Tercival有某种关系,第五章应该是非常值得纪念的!

巡林客:上面给野蛮人和德鲁伊的建议也适用于巡林客。有一点需要注意的是,巡林客的宿敌在职业能力中是独一无二的;选择一个不合适的宿敌会极大地降低巡林客玩家的乐趣。在《枷锁城》里,巡林客热衷的敌人应该是动物、龙、类人(人类、半兽人或兽人)或异界(邪恶)。尽管如此,无论选择什么都应该给巡林客一个在战役中去使用他宿敌的机会。如果你的团队中有巡林客,确保法兰恩漫步者在你的战役中扮演重要角色。

游荡者: 游荡者也是这次战役的最佳选择之一;在众多的地城中,有大量的陷阱需要游荡者去处理,而一个专注于社交技能的游荡者在第九章火山爆发期间可能是一笔宝贵的财富。如果你的团队中有一个游荡者,确保笑到最后可以发挥更明显的作用。一个玩家扮演的游荡者可能会想要加入这个公会,但是更有可能的是,玩家扮演的游荡者会发现自己的行为遭到了这个同行公会的反对,从而为有趣的扮演提供了充足的机会。或者,PC可能会被引诱加入Alleybashers,与笑到最后不同,这个组织非常混乱,并且有一个强大的、有魅力的领导者(就像PC),这个组织可以被塑造成任何形象。对于一个没有兴趣加入“笑到最后”的游荡者来说,商盟也可能是一个很好选择。

术士: 术士为这个战役中提供了一个有趣的可能性。由于术士从一些神秘的血统中获得他们的魔法力量,也许你的团队的术士获得他的力量的原因是天生就有(见下面的“本地英雄”),或者,术士也可以把龙之父的一个孩子算作他的祖先。如果在第六章中没有人得到邪王真眼,那么有可能是术士的血统在第十二章中充当了阿迪马克思牢笼的钥匙。

法师:如果你的PC中有法师,你需要特别关注的是战役内的时间。法师在冒险之间需要比其他职业更多的休息时间,既要在法术书中抄录新的法术,也要利用他们的专长制造奇物。在战役后期,休整的机会逐渐减少;您应该考虑重新组织后面的一系列事件,使的它们之间有一些间隙,以便给法师提供完成他们设想的机会。法师们可能对加入商盟很感兴趣,因为这个组织有相当广泛的神秘知识。

本地英雄
如果PC们是煮锅城里的本地人,那么他们将有更多的理由踏入《枷锁城》的这条冒险之路。如果他们在煮锅城周围的村庄甚至就在城镇有着自己的家,他们就会更加关注煮锅城的命运,并积极的保卫自己的家园。为了鼓励玩家们扮演本地的英雄,可以考虑让玩家在创建角色的过程中随机决定或选择以下特性之一。这些特性与《破译奥秘》(UA)中的缺陷类似,但是他的惩罚并不严重;专门设计成这样就是希望奖励那些愿意扮演本地英雄的玩家。如果你同意玩家可以选择他们的本地特性,你可以提供一个列表来供他们选择,但是请记住,这些特性中包含了有许多只有在游戏中才能发现的秘密。
除非文中另有说明,否则不得赋予NPC下述的任何特性;这些都是英雄们的专属特性。普通NPC的重要性还不足使得他们能从这些特性中获得奖励。

d100
特性
01-10
杰扎德林区的遗孤
11-20
恶魔后裔
21-30
魂牵梦绕
31-40
暗影潜伏
41-50
野兽印记
51-60
达官显贵
61-70
灵魂瘢痕
71-80
苏拉巴的子嗣
81-90
脑子有坑/脑子被门挤了
91-100
龙之血脉

杰扎德林区的遗孤
你的一个祖先在“逝者之影”爆发的时候就住在杰扎德林区。你对疾病特的抵抗力特别的强,但是你发现自己是如此的恐惧疾病。
奖励:你在抵抗疾病效果的所有豁免检定中获得+2加值。
缺点:当你在废弃的杰扎德林区,或者当你与生病的生物战斗时,或者当你在用法术,超自然能力,或者特异来制造疾病时,你在对抗恐惧的豁免检定会受到-2士气减值。
扮演的建议:你的父母告诉你了关于“逝者之影”的悲惨故事,你总是梦到自己被感染了“逝者之影”而逐渐消失。

恶魔后裔
你的一个祖先是半恶魔。现在,你依然受到着祖先的影响。
奖励:无论你是何阵营,法术和类似法术的能力作用在你身上时,总是认为你是邪恶的。这一特性针对魔法物品同样生效。例如:一个邪影击法术不会对你造成伤害,无论你是何阵营。
缺点: 无论你是何阵营,善良描述符的法术和类法术能也会认为你是邪恶的。这一特性针对魔法物品同样生效。例如:一个圣言法术,一样会伤害到你,即使你是善良阵营。
扮演的建议:你喜怒无常,时而情绪低落,时而脾气暴躁。

魂牵梦绕
你的梦被里到处都是扭曲的风景和畸形的怪物所形成的奇异景象。甚至有的梦里,你就是那些怪物!
奖励:你已经习惯了疲乏,当你疲乏时,你不会受到任何惩罚。当你力竭时,你被视为疲乏。
缺点:你在对抗导致疯狂或精神错乱的效果,以及睡眠效果的豁免中受到-2减值。如果你本身免疫睡眠效果,那么你将会失去对睡眠的免疫。
扮演的建议:你总是很累,虽然还不算累到极点。当你感到无聊的时候,你就会打瞌睡,有时你会发现很难记住一些次要的、相对不重要的信息。

暗影潜伏
你是一个土著部落的后裔,这个部落在许多世纪前就已经消失了。尽管如此,这个部落对巫术的嗜好仍然在你血液中流淌。
奖励:如果生命值降到负值,你会自动稳定。当你受到负能量伤害时,你实际受到的伤害会减少5点。
缺点:治疗法术在你身上效果很差。每当你从魔法治疗中恢复生命值时,减少你生命骰的点数,至少为1。
扮演的建议:你显的病恹恹的,看起来随时都会死去,即便你纯粹是为了了解你的敌人才将自己弄成了这副德行。

野兽印记
你的一个祖先是狼人。选择一种的食肉动物,你与这种动物有着神秘的联系。
奖励:这种动物攻击你时会有一种奇怪的迟疑,所有攻击你的命中骰都会受到-2的减值。如果你有野性认同,你会在野性认同鉴定中获得+1加值。
缺点:你在对抗狼人的豁免检定中受到-4的减值,并且在受到银质武器攻击时+1伤害。
扮演的建议:你有一种奇特的对动物的吸引力,既有趣又令人不安。你的举止可能有点粗鲁,但你对朋友很忠诚。

达官显贵
你出生在一个贵族家庭。
奖励:在游戏开始是你额外获得200金,并获得对煮锅城和附近的村庄的所有居民+1交涉和威吓鉴定。在这个战役中某些NPC可能会对你表现出更多的善意。
缺点:你是如此的出名以至于大家都认识你,在对煮锅城和附近的村庄的所有居民的易容鉴定中,遭受-4减值。在这个战役中某些NPC可能会对你表现出更多的恶意。
扮演的建议:你很可能傲慢,不耐烦或者居高临下地对待别人。你可能会大手大脚,花天酒地,并总是认为会有更多的收入。

灵魂瘢痕
你的生活特别艰难。你可能是个孤儿,也可能在你小时候经历过一些创伤。不管什么原因,你童年的经历让你心惊肉跳,心神不宁。
奖励:你在先攻鉴定中获得+2加值。
缺点:你的经历让你的大脑处理创伤的能力下降,导致你在所有的意志豁免中都受到-1的减值。
扮演的建议:你很容易生气,神经质,甚至可能有点一惊一乍。你容易产生妄想症和毫无根据的恐惧。

苏拉巴的子嗣
你是那个发现煮锅城的人的后代,他帮助人们在这里定居下来,并帮助打败了一支古老的恶魔军团。
奖励:为你的血统骄傲,你的思想和灵魂时刻做好着准备。你在对抗恐惧、死亡效果、精神错乱或混乱的豁免检定中获得+2士气加值。
缺点:在这个区域遇到你的恶魔(不是那些来自其他位面的恶魔)可以本能地感知你的血统和与他们古老敌人的联系,并且在攻击骰和伤害骰上获得+1士气加值。
扮演的建议:你为自己的血统感到骄傲,如果别人嘲笑你,你就会生气。你难以忍受恶魔,有些人可能会认为你傲慢或专横。

脑子有坑
你有些古怪。
奖励:你头脑混乱。你在对抗所有影响心灵效果的豁免检定中获得+1加值,除了那些造成困惑或精神错乱的效果。
缺点:你不能长时间集中注意力,这会使你在所有基于感知的技能鉴定中受到-1的减值。
扮演的建议:你有很多奇怪的怪癖(吹口哨走调、生肉吃、紧张时抽搐、在奇怪的时刻尖叫等等),这些怪癖会让你很难相处。

龙之血脉
你的祖先之一位半黑龙。你有一些独特的龙的特征,可能是爬行动物的眼睛,可能手背上的鳞片,或者头上长有残留的小角。
奖励:你在对抗酸性效果的所有豁免检定中获得+4加值,在游泳检定中获得+2加值,在聆听和侦查检定中获得+1加值。
缺点:你的身体不够灵活。反射豁免获得-1减值。
扮演的建议:你对自己所做的每一件事都有充满激情,你压抑不住你那激动的情绪。

隐秘的影响
魂牵梦绕和脑子有坑的特性表明一个人物已经被阿迪马克思的疯狂所影响。这可能会在冒险期间产生额外的变数,DM可以自由安排。
龙之血脉的特性说明这个角色的祖先之一实际上是多鲁特的一个儿子或女儿。
灵魂瘢痕的灵魂特性表明,这个角色是一个天生的束缚者!如果这个角色处于消除隐形、反魔场或其他可以抑制隐形的区域范围内,那么他的脸上就可以清楚地看到卡瑟利的标志,能看破隐形的人物也能看到标志。作为一个束缚者,意味着卡瑟利兄弟会如果俘虏了PC,这个角色就可能被用于位面连接仪式。同样的,如果兄弟会成员意识到PC是一个束缚者,他们可能会以同样的理由试图俘虏他。这可以具象为笑到最后公会的伏击,邪教分子的攻击,或者任何你想到的方式。这一特性的设计成并不容易被人发现就是为了防止PC们利用这一特性,将冒险复杂化。尽管如此,让一位PC成为一个束缚者,绝对是一项令人难忘的游戏体验!
剧透 -   :
The Shackled City Adventure Path is a tough campaign. Vhalantru understands that adventurers are his greatest enemy, and for the past Tew decades has developed an excellent eye for appraising the potential of beginning adventurers. Under the ironic mantle of patron, he offers his aid and support to new adventurers, guiding them toward quests of great danger. He keeps the threat of highlevel adventurers at bay by encouraging lower-level adventurers to take on quests that they cannot possibly handle. By the time the PCs finish Chapter One, they have caught his attention in this manner and he hopes that by encouraging them to take on the more dangerous adventures in Chapters Two, Three, and Four that they’ll perish.
As a result, this campaign has a number of encounters and events that are designed to significantly challenge your players. Particularly dangerous encounters are indicated in the text; you'll want to take care with these encounters and perhaps drop subtle hints to your players that they might want to rest and recover from existing wounds before continuing. Or perhaps not.
In any event, when you gather your players for this campaign, you should inform them at the start that this is a difficult campaign. The rewards are great, but getting to them will be tough. The Shackled City Adventure Path is designed to challenge a group of six player characters- if your group has fewer numbers than this, you should consider reducing some of the dangers the PCs will face, or perhaps simply allow them more opportunities to rest.
To give the PCs a little bit of an "edge" in this campaign, you should use the following guidelines during character generation. Of course, if your players enjoy tougher adventures, you should ignore these suggestions and generate characters normally; just don't be surprised when Tongueater,  Aushanna, or Nabthataron kill off a few more PCs than you expected them to!
Ability Scores: If you use the standard method for generating ability scores (roll 4d6 and drop the lowest result), allow the player to generate three sets of ability scores and then let him choose which set he wishes to use for his character. If you use the pointbuy method to generate ability scores (DUNC.llON
MASTl!R's Guide, page 169), allow the player to spend 28 points to purchase his ability scores.
Class Choices: Although Shackled City should provide characters of any class ample opportunities to shine, some classes may have particular troubles at certain points during the campaign. When you find out what kinds of classes your players are choosing, you should use the information given below to advise them on what choices might make the most sense for the campaign.
Barbarian: Much of this campaign takes place in dungeon or urban environs. As such, a barbarian designed to excel in the wilderness won't have as much to do as one who focuses his skill points on things like Climb, Intimidate, Jump, and Listen. If you have a barbarian in your group, you might want to spend additional time focusing on the plight of the half-ore mercenaries who are brought into town in Chapter Four, in order to give the barbarian character a group to identify with.
Bard: Bards are an excellent choice for this campaign. There are ample opportunities to influence important NPCs during the campaign, and skill in Bluff, Diplomacy, and Intimidate, plus access to enchantment and illusion spells, can be a great help in dealing with large crowds of people (as occurs in Chapters Four, Five, and Nine). If you have a bard in your group, you should make sure that the PCs have plenty of opportunities to interact with the Striders Of Fharlanghn, the Chisel, and the town's nobility.
Cleric: There are only four established temples in Cauldron; temples to St. Cuthbert, Pelor, Kord, and . Wee Jas. The Last Laugh thieves' guild has a small shrine of Olidarnmara within its hidden guildhouse. A shrine to Fharlanghn exists at the Lucky Monkey, and a 1oosely organized group of his faithful (the Striders) have a strong presence in the region. Additional shrines to Pelor, Wee Jas, Moradin, Yondalla, and Garl Glittergold can be found in the outlying towns and villages in the area. Clerics who worship one of these deities have an advantage in that they'll have a support structure of some sort to rely upon, although clerics of Wee Jas will eventually be forced to choose sides once the corruption within the Cathedral at Cauldron becomes apparent. Clerics of Heironeous, Ehlonna, Corellon Larethian, Boccob,
and Obad-Hai are on their own in the Cauldron region, although they could find support in an allied church. Note also that while undead can be found in this campaign, they are not the campaign's focus. Clerics who focus on feats to enhance their ability to turn undead might consider instead other divine feats that allow them to use their energy channeling ability for other uses. Finally, if you have a cleric in your group, make sure the corresponding church plays a more prominent role in the campaign. If the character's deity doesn't have an established church in the region, perhaps he is eventually tasked with founding one!
Druid: As with barbarians, you should bear in mind that much of this campaign takes place in urban and dungeon environs. Nonetheless, there are ample opportunities for a druid's specialized skills to shine, particularly in Chapters Three, Four, and Nine. The citizens of Cauldron kriow about animal companions, and probably won't react too violently to a druid's companion unless she takes a particularly large or exotic one. If you have a druid in your group, make sure that the Striders of Fharlanghn play a strong role in your game, since this organization adheres closely to classic druidic values.
Fighter: Fighters should have plenty to keep them busy in this campaign. If you have a fighter in your group, consider punching up the role that Cauldron's town guard plays in the campaign, as a fighter might consider joining such a group at a later date. The church of Kord is another good nomination for such a role.
Monk: There are no local monasteries or other establishments that cater to a monk's unique interests and skills. A monk is likely to be regarded by locals with a mixture of curiosity and quiet awe. If you have a monk in the party, consider changing Shensen Tesseril's advancement to focus more heavily on monk rather than druid, so she can serve as a mentor, ally, or·even pupil for the PC monk.
Paladin: A paladin is an excellent choice for this campaign, although you should take care to keep meetings with Embril Aloustinai, Vhalantru, and other NPCs who are quietly evil behind the scenes to a minimum if you don't want to risk having them being found out by a detect evil. At the same time, don't punish the paladin by making her detect evil useless; you should be prepared to alter certain events in this campaign as necessary if, for example, the paladin realizes that one of the town's most important nobles is evil.If you have a paladin in your group, consider making the church of St. Cuthbert a focus of the adventure. If the paladin has some sort of relationship with Alek Tercival, Chapter Five should be quite memorable!
Ranger: The advice given above for barbarians and druids applies to rangers as well. One thing to note is that the ranger's favored enemy ability is unique amongst the class abilities; a poor choice of favored enemy can dramatically reduce the enjoyment of playing a ranger. In the Shackled City Adventure Path, the best choices for a ranger's favored enemies are anima ls, dragons, humanoid (human, goblinoid, or ore), or outsider (evil). Nevertheless, all choices should give a ranger at least a few chances through the campaign to use his favored enemy bonuses. If a ranger is in your group, make sure the Striders of Fharlanghn play an important role in your campaign.
Rogue: Rogue is an excellent choice for this campaign; there are a large number of traps for rogues to handle in the numerous dungeons, and a rogue focused in social skills could be an invaluable asset during the eruption of the volcano in Chapter Nine. If you have a rogue in your party, make sure that the Last Laugh has a more visible role. A PC rogue might wish to try to join this group, but more likely, the PC rogue will find her actions opposed by this guild, providing ample opportunities for amusing roleplay. Alternately, the PC may be tempted to join the Alleybashers-unlike the Last Laugh, this guild is quite disorganized and with a strong, charismatic leader in place (like a PC), this guild could be shaped into anything. The Chisel might make a good support option for a rogue who has no interest in joining the Last Laugh .
Sorcerer: Sorcerers pose an interesting possibility in this campaign. Since sorcerers gain their magical powers from some mystical inborn source, perhaps your group's sorcerer gains his powers due to the fact that he's one of the Shackle born (see "Local Heroes,"below). Alternately, the sorcerer could count one of Dhorlot the Dragon-Father's spawn as one of his ancestors.These links can be nothing more than flavor, or they can actually make a difference; if no one in the group gains the Sign of the Smoking Eye template in Chapter Five, maybe it's the sorcerer's bloodline that functions as a key to Adimarchus's cage in Chapter Twelve.
Wizard: The primary concern to keep in mind if there's a wizard in your group is one of campaign timing. Wizards need more down time between adventures than other classes, both to scribe new spells into their spellbooks and to take advantage of their bonus Item Creation feats. Later in the campaign, the opportunity for down time fades away; you should consider re-organizing .some of the later events to have some gaps between them so the wizard will have a chance to do her thing. Wizards might have a keen interest in joining the Chisel, since that organization has a fairly extensive collection of secret lore.
LOCAL HEROES
The Shackled City Adventure Path works best if the PCs are locals from the Cauldron region. If they count Cauldron or one of the surrounding villages or towns as their home, they'll be all the more concerned about the region's fate and more likely to take an active interest in its defense. In order to encourage players to make their characters locals, consider allowing players to randomly determine or choose one of the following traits during character creation. These traits are similar to those introduced in Unearthed Arcatia, save that their drawbacks are slightly less potent; this is intentional, and is meant to reward a player who chooses to make his character local. If you let the players choose their local traits, give them a list to use to decide which trait they want, but keep in mind that many of these traits incorporate secrets that can only be discovered during play.
No NPC should be given any of these traits unless otherwise specified in the text; these are meant to be the marks of heroes. The average NPC is simply not important enough to gain the benefits of one of these local traits.

Cllild of Jzadirunc
One of your ancestors lived in Jzaclirune at the time the Vanishing struck. You are especially resistant to diseases, but find the prospect of becoming sick yourself horrifying.
Benefit: You gain a +2 bonus on all saving throws made to resist the effects of disease.
Drawback: You suffer a +2 morale penalty on saving throws against fear while in the ruins of Jzaclirune, or when fighting creatures that are diseased or can inflict disease with a spell, supernatural ability, or extraordinary ability.
Roleplaying Ideas: Your parents told you harrowing stories about the Vanishing, and your dreams are haunted by visions in which you catch the disease and slowly fade away.

Dcmonscarrcd
One of your ancestors was a half-fiend . As a result, you carry some of that taint with you.
Benefit: Regardless of your actual alignment, spells and spell-like abilities with the evil descriptor treat you as if your alignment were evil. Magic items are similarly fooled. An unholy blight spell, for example, won't damage you, no matter what your actual alignment is.

Drawback: Regardless of your actual alignment, spells and spell-like abilities with the good descriptor treat you as if your alignment were evil. Magic items are similarly fooled. A holy word spell, for example, will harm you even if you are good aligned.
Roleplaying Ideas: You are moody, gloomy, and have a short temper.

Dream Haunted
Your dreams are haunted by strange visions of tortured landscapes and deformed monsters. In some of these dreams, you are the deformed monster!
Benefit: You are used to fatigue, and suffer no penalties when you become fatigued. When you become exhausted, you are instead treated as if you are fatigued.
Drawback: You suffer a -2 penalty on saving throws against effects that cause madness or insanity, and on saving throws against sleep effects. If you are normally immune to sleep effects, you lose that immunity.
Roleplaying Ideas: You are always tired, though not to the point of fatigue. You tend to nod off when bored, and sometimes find it difficult to remember minor, relatively unimportant bits of information.

Long Shadowed
You are descended from a tribe of indigenous peoples who died out as a separate tribe many centuries ago. Still, this tribe's penchant for necromantic magic runs in your blood.
Benefit: You automatically stabilize if reduced to negative hit points. When you take damage from negative energy, you reduce the actual damage you take by 5 points.
Drawback: Healing magic works poorly on you. Whenever you regain hit points from magical healing, you gain 1 less point of healing per character leve l you possess, to a minimum of one point per die rolled.
Roleplaying Ideas: You are somewhat morbid and intn gued by death and undeath, even if these interests are purely to learn more of your enemies.

Mark of the Beast
One of your ancestors was a lycanthrope. Select a predatory animal of your choice; that animal feels a mystic bond with you.
Benefit: Animals have a strange reticence when
they attack you, and suffer a -2 penalty on all attack rolls made against you. If you have the wild empathy abihty, you gain a +1 bonus on wild empathy checks. Drawback: You suffer a -4 penalty to saving throws made to resist lycanthropy, and take +1 point of damage from attacks made by silver weapons.
Role playing Ideas: You have a curious animal magnetism that is at once intriguing and disturbing. Your manners might be a bit crude, but you're loyal to your friends.

Nobility
You were born into a noble family.
Benefit: You start play with an additional 200 gp, and gain a +1 bonus on all Diplomacy and Intimidate checks made against citizens of Cauldron or the nearby villages. Certain NPCs in this campaign may react more favorably to your presence.
Drawback: You are well-known and recognizable, and suffer a-4 penalty on Disguise rolls made against citizens of Cauldron or the nearby villages. Certain NPCs in this campaign may react more poorly to your presence.
Roleplaying Ideas: You might be haughty, impatient, or condescending to others. You might spend money frivolously, believing that there'll always be more income to be had.

Scarred Soul
You've led a particularly tough life. Perhaps you're an orphan, or maybe you suffered some sort of traumatic experience as a child. Whatever the cause, your childhood experiences have left you jumpy and haunted.
Benefit You gain a +2 bonus on initiative checks.
Drawback: Your experiences have left your mind less able to deal with trauma, and as a result you suffer a -1 penalty on all Will saves.
Roleplaying Ideas: You are quick to anger, jumpy, and possibly even a bit hyperactive. You're prone to feelings of paranoia and unfounded fear.

Scion of Surabar
You are a descendant of the man who discovered Cauldron, helped settle the region, and aided in the defeat of an ancient demonic army.
Benefit: Pride for your lineage girds your mind and soul. You gain a +2 morale bonus on saving throws against fear, death effects, and insanity or confusion.
Drawback: Demons that encounter you in this region (not those that you might fight on other planes) can instinctively sense your lineage and connection to their old enemy, and gain a +1 morale bonus on attack rolls and weapon damage rolls when fighting you.
Roleplaying Ideas: You are proud of your heritage,
and quick to anger if another mocks it. You find demons
intolerable, and some might see you as haughty
or imperious.

Touched in the Head
You're a little crazy.
Benefit: Your mind is disorganized and chaotic. You gain a +1 bonus on all saving throws against mind-af-fecting effects, save for those effects that cause confusion or insanity.
Drawback: Your inability to concentrate for long makes you suffer a -1 penalty on all Wisdom-based skill checks.
Roleplaying Ideas: You have a number of strange quirks (whistling off-key, eating raw meat, a nervous tic, a tendency to scream at odd moments, and so on) that can make you difficult to get along with.

Wyrm Blooded
One of your ancestors was a half-black dragon. You have some sort of distinctive ly draconic feature, be it reptilian eyes, scales on the backs of your hands, or tiny vestigial horns on your head.
Benefit: You gain a +4 bonus on all saving throws against acid effects, a +2 bonus on Swim checks, and a +1 bonus on Listen and Spot checks.
Drawback: Your body isn't quite as limber as it should be. You take a - 1 penalty on Reflex saves.
Roleplaying Ideas: You have an intensity about everything you do, and your emotions are powerful and often difficult for you to control.

SECRET EFFECTS
The Dream Haunted and Touched in the Head traits indicate a character has been touched by the madness of Adimarchus. This may have additional effects during the campaign, as you see fit.
The Wyrm Blooded trait indicates that one of the character's ancestors was in fact one of Dhorlot's sons or daughters.
The Scarred Soul trait indicates that the character is also one of the Shackleborn! The Carcerian Sign is plainly visible on this character's face if he is in the radius of an invisibility purge, anti-magic zone, or other region that suppresses invisibility. Likewise, characters that can see invisible things can see the Sign. Being one of the Shackleborn means that if the Cagewrights capture the PC, they may try to use her in the ritual of planar junction. Likewise, if their agents realize that the PC is one of the Shackleborn, they might try to capture her for the same reason. This could translate into ambushes by Last Laugh agents, attacks by cultists, or whatever you desire. The benefit and drawback for this trait are intentionally underwhelming, to discourage PCs from taking the trait and thus complicating the campaign. Still, having one of the PCs be one of the Shacklebom can make for truly memorable game play!
« 上次编辑: 2019-01-19, 周六 18:00:31 由 弗雷德·弗兰克·弗朗西斯科 »
皇冠战争 河风
钢铁巨神 巴格

离线 -红-

  • 职业盗贼
  • Knight
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天啊我看到了煮锅城!!!
想起好多好多年前九天曾经带我们跑过这个锅城,但后面因为一些事情而坑掉了。

依稀能够想起很多当时一起跑的细节和故事,翻译成吉猴的lucky monkey旅馆hhh

无论哪个阶段都要关注,加油啊楼主!!!!
一个好的故事,是每个玩家的故事。
我想写一个好的故事,希望有一天,有人也会为之哭为之笑,为之感动。

离线 ulived

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所以,能等到全本吗 :em006

离线 xiananosukida

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2年已过~~请问大佬还在翻译吗~~进度如何

离线 1543250981

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同问,请问大佬现在进度如何了 :em001

离线 Mystletainn

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  • 左手天才 右手疯子
进度如何了,同问~
开/跑1-20级的长团(0/1)