作者 主题: 【FBL-PHB】第七章《旅行JOURNEYS》_p143~157  (阅读 3308 次)

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【FBL-PHB】第七章《旅行JOURNEYS》_p143~157
« 于: 2022-12-25, 周日 15:36:44 »
Forbidden Lands - Player's Handbook (2nd printing) [2019]Ch7_Journeys_p143-157
翻译基于2nd printing) [2019],及errata (https://freeleaguepublishing.com/wp-content/uploads/2018/10/errata_ENG.pdf)
翻译by Pany_Q 校对by 2个月后的Pany_Q

JOURNEYS
旅行
---------------------------------------
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“Yonder lies Feulenmark, where my people once ruled,” said Phinia, caressing the forest below them with her gesture. “It would be wise to cross the Seyster before nightfall to reach Klondervale. I know a druid there that will help us. He knows where we may safely barter with the lizardfolk.”
"彼方既是弗伦马克(Feulenmark),我族曾经统治之地,"菲妮娅(Phinia)说到,挥手指着他们的下方,那手势轻柔得仿佛在抚摸那片森林。"在夜幕降临前渡过塞斯特河(Seyster),以至克朗德维尔(Klondervale),乃是明智的做法。那里有一位我的旧识将会给予我们帮助。这位德鲁伊知晓在何处可与蜥蜴人和平地交易。"
----------------------------------------

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The Blood Mist has lifted. The demonic veil that rested heavily over the Forbidden Lands for three centuries, sucking the life out of anyone who wandered too far from home and hearth, has suddenly and inexplicably disappeared. You do not know why, but you do know what it means. You and other restless souls are finally free to leave your homes and travel far and wide through the Forbidden Lands, to explore and look for treasure and danger in ruins from ages past. This chapter explains how these processes work.
血雾——这片笼罩在禁地之上长达三个世纪之久的恶魔面纱,已经散去。曾经,它会吸干任何离家与温暖的壁炉太远之人的性命,现在却突然无来由地消失了。你不知道为什么,但你知道这意味着什么。你与其他不安于现状的灵魂终于可以自由地离开各自的家园,向禁地远行,在过去的废墟中探索、寻找宝藏以及危险。本章将解释这些过程是如何运作的。

THE MAP
地图
======================

剧透 -   :
The map of the Forbidden Lands found in the game box is the focus of the game when you, and your fellow adventurers, are out on a journey. The map is divided into hexagons, which are used to measure distances and govern movement. One hexagon is 10 kilometers across.
游戏盒中的《血雾禁地地图》将是你和你的冒险者同伴们进行旅行时的重点。地图被划分为六角格(hexagon),这些格子用于测量距离和管理旅行动作。每个六角格为10公里*。
*译注:此处没说10公里是角到角还是边到边,就当是行进一格约等于走了10公里吧。

TYPES OF TERRAIN
地形类型

*译注:注意,地形类型(types of terrain)与第五章中的区域特性(zone feature)是不同概念。地型类型主要用于长距离旅行的尺度,区域特性主要用于战斗遭遇的尺度。Terrain的特性分为open/difficult/impassable/requires a raft/requires a boat or raft,zone的特性分为cramped/rough/open/dark/foggy。
但是,本章的描述中有将Terrain特性中的open/difficult与Zone特性中的open/rough混为一谈的倾向,我也不确定是原本意图就是一样但瑞典语翻英语过程中译名没统一,还是原本意图就是不一样的。鉴于我也想不出更多译名来区分open(terrain特性)和open(zone特性)以及difficult(terrain特性)和rough(zone特性),暂且将他们都翻成“开阔/困难”。

剧透 -   :
The Forbidden Lands are divided into ten types of terrain. Each hexagon on the map has a certain type of terrain that is used to determine how difficult it is to move in the hexagon as well as what kind of random encounters can be faced. See the table on page 145.
血雾禁地中的地形划分为十种。地图上的每个六角格都具有一种地形,地形决定了在该六角格中移动有多困难,以及可能遇到什么样的随机遭遇。见第145页的表格*(*译注:见下文表格《地形类型TERRAIN TYPES》)*。
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RIVERS are not a type of terrain in and of themselves, but they function as borders between hexes on the map. Fords and bridges can be used to pass over a river. If there are none, you need a raft or boat to cross a river, or swim across it. Read more about journeys on lakes and rivers below.
河流(RIVERS):河流本身不是一种地形类型,但它们在地图上起到作为六角格之间的边界的作用。桥或浅滩可以用来渡过河流。如果没有,你们就需要用木筏或船来渡河,或者游过去。更多关于湖泊和河流的旅行规则见下文。
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HIGH MOUNTAINS: Hexagons with the terrain type HIGH MOUNTAINS block movement. It is impossible to move into these hexagons, and so they form a barrier around the Forbidden Lands.
高山山脉(HIGH MOUNTAINS):地形类型为“高山山脉”的六角格会阻挡移动。这些六角格是无法进入的,因此它们在禁地周围形成了一道屏障。
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THE IRON LOCK, standing across the pass to Alderland, is also a barrier that blocks movement completely.
大铁锁(THE IRON LOCK):矗立在通往阿尔德兰(Alderland,*译注:字面义为桤木之地)的必经之路上的铁锁,也是一道完全阻挡移动的屏障。
剧透 -   :
THE STILLMIST is a mythical place in the Elven domains of the north. Whatever hides in there is unknown to the humans of the Forbidden Lands, as well as what lies beyond it.
寂雾(THE STILLMIST):寂雾是位于北方精灵领地中的一处神话之地。对于血雾禁地中的人类来说,寂雾之中有什么、寂雾之外是什么,都是未解之谜。

引用
边栏p144
OTHER MAPS
其他地图

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The map of the Forbidden Lands is just the beginning. More game maps of other areas will be published by Free League Publishing in the future. If you want to play in another fantasy world, perhaps even one of your own making, all you need to do is draw the map on an empty hexagon map and fill in the different types of terrain. Then you're ready to play.
迷雾禁地的地图只是一个开始。未来,Free League Publishing将出版更多其他地区的游戏地图。如果你想在另一个幻想世界中游玩——甚至可能是你自己创造的世界,你所需要做的就是在一张空的六角格地图上画出地图,并填上不同类型的地形。然后你就可以开始游戏了

引用
p145表格
TERRAIN TYPES
地形类型

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TYPE   MOVEMENT   FORAGE   HUNT
Plain   Open terrain    -1    +1
Forest   Open terrain    +1    +1
DarkForest   Difficult terrain    -1    0
Hills   Open terrain    0    0
Mountains   Difficult terrain    -2    -1
High Mountains   Impassable   —   —
Lake/River   Requires a boat or raft   —    0
Marshlands   Requires a raft    +1    -1
Quagmire   Difficult terrain    -1    0
Ruins   Difficult terrain    -2    —

类型   TYPE   移动力   MOVEMENT*   采集FORAGE   狩猎HUNT
平原   Plain   开阔地形   Open terrain    -1    +1
森林   Forest   开阔地形   Open terrain    +1    +1
黑暗森林   Dark Forest   困难地形   Difficult terrain    -1    0
丘陵   Hills   开阔地形   Open terrain    0    0
山脉   Mountains   困难地形   Difficult terrain    -2    -1
高山山脉   High Mountains   无法通行   Impassable   —   —
湖/河   Lake/River   需要船或木筏   Requires a boat or raft   —    0
湿地   Marshlands   需要木筏   Requires a raft    +1    -1
沼泽   Quagmire   困难地形   Difficult terrain    -1    0
废墟   Ruins   困难地形   Difficult terrain    -2    —
*译注:见地形类型节开头的译注
类型
TYPE
移动力
MOVEMENT*采集FORAGE狩猎HUNT
平原
Plain
开阔地形
Open terrain-1+1
森林
Forest
开阔地形
Open terrain+1+1
黑暗森林
Dark Forest
困难地形
Difficult terrain-10
丘陵
Hills
开阔地形
Open terrain00
山脉
Mountains
困难地形
Difficult terrain-2-1
高山山脉
High Mountains
无法通行
Impassable
湖/河
Lake/River
需要船或木筏
Requires a boat or raft0
湿地
Marshlands
需要木筏
Requires a raft+1-1
沼泽
Quagmire
困难地形
Difficult terrain-10
废墟
Ruins
困难地形
Difficult terrain-2
*译注:见地形类型节开头的译注

QUARTERS OF THE DAY
半日*
======================

*译注:指1/4天
剧透 -   :
During journeys, the day is divided into four Quarter Days, used to measure time in the game:
✥ Morning
✥ Day
✥ Evening
✥ Night
在旅途中,一天被分为4个半日(Quarter Day),用于衡量游戏中的时间流逝:
✥ 早晨Morning
✥ 白天Day
✥ 黄昏Evening
✥ 夜晚Night
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At the start of every Quarter Day, each adventurer must choose one activity for the Quarter Day. No more than one activity can be performed at the same time, unless specified otherwise. Most activities can be performed by several PCs, but for a few activities, a single adventurer must be chosen. The various activities are explained in detail over the course of the coming pages.
✥ HIKE. Must be done by all adventurers if you want to proceed on the game map.
✥ LEAD THE WAY. Can be combined with HIKE, but can only be done by one adventurer in the group. Helping is not allowed.
✥ KEEP WATCH. Can be combined with HIKE, but can only be done by one adventurer in the group. Helping is not allowed.
✥ FORAGE. Can be done by several adventurers at the same time. Helping is allowed.
✥ HUNT. Can be done by several adventurers at the same time. Helping is allowed.
✥ FISH. Requires a river or a lake. Can be done by several adventurers. Helping is allowed.
✥ MAKE CAMP. Only one adventurer may roll, but helping is allowed.
✥ REST. Can be done by several adventurers at the same time. Occurs automatically when you SLEEP.
✥ SLEEP. Can be done by several adventurers at the same time. When you SLEEP, you automatically REST at the same time.
✥ EXPLORE. Can be done by several adventurers at the same time.
在每个半日(Quarter Day)的开始,每位冒险者必须为该半日选择一项活动(activity)。除非另有说明,否则不能同时进行一个以上的活动。大多数活动可以由几个PC一起执行,但有个别活动只能选择一位冒险者来执行。在接下来的几页中,将对各种活动作详细解释。
行进(HIKE):必须由所有冒险者共同执行,才能在游戏地图上前进。
领路(LEAD THE WAY):可以与行进同时执行,但只能由团队中的一名冒险者执行。不允许协助。
警戒(KEEP WATCH):可以与行进同时执行,但只能由团队中的一名冒险者执行。不允许协助。
采集(FORAGE):可以由几名冒险者同时执行。允许协助。
狩猎(HUNT):可以由几名冒险者同时执行。允许协助。
捕鱼(FISH):需要有河或湖。可以由几名冒险者同时执行。允许协助。
扎营(MAKE CAMP):只可由一名冒险者做检定,但允许协助。
休息(REST):可以由几名冒险者同时执行。当你执行睡眠(SLEEP)时自动发生。
睡眠(SLEEP):可以由几名冒险者同时执行。当你睡眠,你会自动在同一时间休息(REST)。
探索(EXPLORE):可以由几名冒险者同时执行。

HIKE
行进
=====================

剧透 -   :
Your journey through the Forbidden Lands progresses from hexagon to hexagon on the map. The rule of thumb is that you can HIKE two hexagons per Quarter Day in OPEN TERRAIN and one hexagon per Quarter Day in DIFFICULT TERRAIN. On horseback, your rate of movement increases to three hexagons per Quarter Day in OPEN TERRAIN. See the table below.
Short breaks are included in the specified time, but if you stop for more than a few minutes along the way, you might not be able travel the entire distance. The GM has the final word.
在迷雾禁地的旅程是以从地图上的一个六角格到下一个六角格实现的。经验法则是,在开阔地形(OPEN TERRAIN)中,你每半日可以行进2个六角格;在困难地形(DIFFICULT TERRAIN)中,每半日可以行进1个六角格。若骑马,你的移动速度增加至在开放地形中每半日可行进3个六角格。见下表格。
上述时间包括短暂的休息,但如果你们停留超过几分钟,就可能无法走完整个路程了。GM有最终决定权。

引用
p146表格
HIKING DISTANCE
行进距离

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TERRAIN   ON FOOT   HORSEBACK
Open   2 Hexagons/Quarter   3 Hexagons/Quarter
Difficult   1 Hexagon/Quarter   1 Hexagon/Quarter

地形TERRAIN*   徒步ON FOOT   骑马HORSEBACK
开阔Open   2六角格/半日   3六角格/半日
困难Difficult   1六角格/半日   1六角格/半日
*译注:这里前后两个表格名称不一致。上个表格里open/difficult这个分类的名称还叫MOVEMENT,这个表格里就又称为TERRAIN了。而TERRAIN在上个表格里是对应Plain/Forest/Mountains/Lake等分类的。总之大家意会一下。此外见地形类型节开头的译注。
地形TERRAIN*徒步ON FOOT骑马HORSEBACK
开阔Open2六角格/半日3六角格/半日
困难Difficult1六角格/半日1六角格/半日
*译注:这里前后两个表格名称不一致。上个表格里open/difficult这个分类的名称还叫MOVEMENT,这个表格里就又称为TERRAIN了。而TERRAIN在上个表格里是对应Plain/Forest/Mountains/Lake等分类的。总之大家意会一下。此外见地形类型节开头的译注。

FORCED MARCH
强行军

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You can HIKE for two of the four Quarter Days of the day without problem. If you need to, you can push yourselves and HIKE for a third Quarter Day. This requires that you all make ENDURANCE rolls. Failure means you suffer one point of damage to Agility and are unable to HIKE during the Quarter Day – instead, you must REST or SLEEP. If your ENDURANCE roll succeeds, you can choose to leave any stragglers behind and split up the group, or you can stay and wait.
If you are in a real rush, you can even attempt to HIKE for a fourth Quarter Day in the day. In that case, you must roll for ENDURANCE again as outlined above, but the roll gets a –2 penalty. Observe that this automatically makes you SLEEPY (see page 111), since you miss the necessary hours of SLEEP per day. Also, see Darkness, below.
你们可以在一天内花4个半日中的2个执行行进(HIKE)活动而不会有任何负面后果。若有需要,你们可以强撑着自己,用第三个半日继续行进。这样做的话,你们所有人都要做一次坚韧(ENDURANCE)检定。若检定失败,则受到1点敏捷伤害,并且在该半日中无法执行行进——相反,你必须执行休息或睡眠。若你的坚韧检定成功了,那你可以选择分裂队伍、留下任何掉队的人,或者你也可以停下来等。
如果真的很着急,你们甚至可以尝试在一天中的第四个半日继续执行行进。在这种情况下,你们必须再次如上做坚韧检定,且该检定承受-2减值。注意,这将自动使你困倦(见第111页*),因为你错过了每天必须的睡眠时间。另外,见下文“黑暗”(Darkness)。
*译注:见第五章《战斗和伤害Combat&Damage》—状态。

MOUNTS
坐骑

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Horses and other mounts allow you to move faster through OPEN TERRAIN, but not in DIFFICULT TERRAIN. In addition, a riding animal can carry a number of normal items equal to its Strength doubled if you ride on it, and twice that if you lead it by the halter.
A forced march (see above) is also possible while riding. Roll just like you did above, but use your ANIMAL HANDLING and the animal's Strength. If the roll fails, the animal goes lame. It cannot continue, and another successful ANIMAL HANDLING roll is required for the animal to recover and be able to travel the next day. If this roll fails, there are no options other than to put it down.
马和其他坐骑可以让你在开阔地形中移动得更快,不过在困难地形中不行。此外,骑乘动物在载着骑者的情况下能携带等于2倍其力量的普通物品;当你不骑乘而是用缰绳挽着它时,则其负重还可以再翻一倍。
骑乘时也可以强行军(见上)。如上所述做检定,不过使用的是你的驯养动物技能(ANIMAL HANDLING)和动物的力量属性(Strength)。若检定失败,该动物就会跛脚。无法继续。此时需要再做一次驯养动物检定,若成功,动物才能恢复体力,并在第二天继续旅行;若这次检定失败,那么除了丢下这只动物之外别无办法。


LEAD THE WAY
领路
==================

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Every time you move on the map, you must appoint one person to LEAD THE WAY. This individual is called the pathfinder. The pathfinder can LEAD THE WAY and HIKE at the same time, but they cannot also KEEP WATCH (see below). Usually, the same person will act as pathfinder for an entire Quarter Day, but nothing stops you from changing the pathfinder whenever you enter a new hexagon.
Every time you enter a new hexagon on the map, the pathfinder makes a SURVIVAL roll, modified by the PATHFINDER talent if she has it. Success means you find a viable path into the hexagon and you move on without any problems. Failure means that you still enter the hexagon, but you suffer a mishap and must immediately roll on the table on the next page.
每当你们在地图上移动,必须指定一个人执行领路(LEAD THE WAY)活动。这个人被称为寻路者(pathfinder)。寻路者可以同时执行领路和行进活动,但不能同时执行警戒(KEEP WATCH)(见下)。通常来说,同一个人会在一个半日内持续担任寻路者,但若你们想在每进入一个新的六角格时就换一个人担任寻路者也是完全可以的。
每当你们进入地图上的一个新的六角格,寻路者就做一次生存(SURVIVAL)检定——若其拥有寻路者(PATHFINDER)才能,则检定获得相应调整。检定成功意味着你们找到了一条可以进入该六角格的可行路径,你们可以顺利地继续前进。失败意味着虽然你们还是进入了该六角格,但遭遇了意外,必须立即按照下页表格投掷领路意外(*译注:见下《领路意外表LEADING THE WAY MISHAPS》)

引用
p148表格
LEADING THE WAY MISHAPS
领路意外表

剧透 -   :

D66   MISHAP   EFFECT
11—12   Quicksand   The ground gives way under your feet. You have walked into an area of quicksand. You are completely stuck, and you must roll MIGHT to escape. If you fail, you suffer 1 point of damage to Agility and must roll again. Whoever pulls free can help anyone who is still stuck. You also need to go around the treacherous area and won't make any progress on the map during this Quarter Day.
13—21   Blocked Terrain   The way forward is blocked by rocks, fallen trees, thick shrubbery, or flooding (depending on the terrain type in the hex). You must roll MIGHT or MOVE to be able to move forward. If you fail, you suffer one point of damage to Strength and must roll again. Anyone who rolls successfully can help anyone who did not. You won't make any progress on the map during this Quarter Day.
22—26   Lost   You realize that you have walked in a circle. You are lost and won't make any progress on the map during this Quarter Day. Your pathfinder must also roll SURVIVAL successfully to find her way out of the hexagon. One roll can be made per Quarter Day.
31—32   Sprained Ankle   Your pathfinder falls or twists her ankle and suffers a critical injury, equivalent to result 25–26 in the table for blunt trauma on page 197.
33—34   Torn Clothes   Your clothes are damaged. Your boots break or your robe rips on thorny plants or sharp rocks. You must roll for the effects of cold. Your clothes can be mended by making a successful CRAFTING roll.
35—36   Landslide   You are walking in rough terrain when the ground suddenly opens beneath your feet. You must roll MOVE – if you fail, you suffer an attack with four Base Dice and Weapon Damage 1 (blunt trauma).
41—45   Downpour   A massive rainfall or snow storm (depending on the time of year) catches you unawares. You must roll for the effects of cold (page 111). You must also seek shelter until the storm has passed and won't make any progress on the map during this Quarter Day
46—52   Fog   You are caught unawares by a thick fog. The distance you cover this Quarter Day is decreased by one hex. In difficult terrain, you're stuck in the hex you started. In addition, each adventurer suffers one point of damage to Empathy from the gloomy mist.
53—54   Wasps' Nest   You step right into a nest of wasps. An angry swarm attack the entire group. Each adventurer must make a MOVE roll or suffer an attack with four Base Dice, causing damage to Agility.
55—61   Mosquito Swarm   A large swarm of mosquitoes or gnats attacks you, driving you crazy with their biting and buzzing. They attack with four Base Dice, causing damage to Empathy.
62—54   Savage Animal   A wolf, bear or other wild animal feels threatened, and attacks you. The GM chooses an animal from the table on page 126 of the Gamemaster's Guide.
65—66   Persistent Animal   A squirrel, bird or other small animal follows you around and doesn't leave you alone. The animal causes trouble, described by the GM – it might make a noise at some inappropriate time, eat your food or steal something.

D66   意外   MISHAP   影响EFFECT
11—12   流沙   Quicksand   地面在你们的脚下崩塌。你们走进了一片流沙区。你们被完全困住了,必须做蛮力(MIGHT)检定来逃脱。若检定失败,则会受到1点敏捷伤害,且必须再做检定。已经挣脱的人可以帮助仍被困住的人。你们还不得不绕过这片险恶的区域,在这个半日中,你们在地图上无法无法取得任何进展。
13—21   道路受阻   Blocked Terrain   前进的道路被岩石、倒下的树木、茂密的灌木或洪水所阻挡(取决于该六角格的地形类型)。必须做蛮力或移动(MOVE)检定,才能继续前进。若检定失败,你会受到1点力量伤害,且必须再做检定。任何检定成功的人都可以帮助未成功的人。在这个半日中,你们在地图上无法取得任何进展。
22—26   迷路   Lost   你们意识到你们在绕圈圈。你们迷路了,在这个半日中,你们在地图上不会取得任何进展。你们的寻路者必须成功地通过一次生存(SURVIVAL)检定,才能找到离开当前六角格的路。该检定每半日可进行1次。
31—32   扭伤脚踝   Sprained Ankle   你们的寻路者摔倒或扭伤了脚踝,受到了重伤,采用p197页《钝击重伤表》的25-26结果*。
33—34   衣物破损   Torn Clothes   你们的衣物损坏了。或靴子破洞,或袍子被带刺的植物或尖锐的岩石割裂。你们必须投骰决定承受何种寒冷**影响。衣物可以通过一个成功的手艺(CRAFTING)检定来修补。
35—36   塌方   Landslide   你们在崎岖的地形上行走时,地面突然在脚下裂开。你们必须投掷移动检定;若检定失败,就会遭受一次4基础骰、武器伤害为1(钝击伤害)的攻击。
41—45   倾盆大雨/暴风雪   Downpour   一场大规模的降雨或暴雪(取决于当前季节)让你们措手不及。投骰决定承受何种寒冷影响(p111页**)。你们还必须寻找庇护所躲雨/雪,直到雨/雪过去才能出来;因此在这个半日中,你们无法在地图上取得任何进展。
46—52   浓雾   Fog   你们突然被一场浓雾包围。在这个半日中,你们的行进速度减少一个六角格。若处于困难地形,你们会被困在最开始的那一格。此外,每个冒险者都会因阴郁的雾气而受到1点共情伤害。
53—54   马蜂窝   Wasps' Nest   你们一头撞上了马蜂窝。愤怒的蜂群攻击整个团队。每个冒险者必须做移动检定,若失败,就会遭受一次4基础骰的攻击,该次攻击造成敏捷伤害。
55—61   蚊子群   Mosquito Swarm   一大群蚊子或蠓攻击你们,用它们的叮咬和嗡嗡声使你们发疯。该攻击具有4个基础骰,造成共情伤害。
62—54   猛兽   Savage Animal   一只狼、熊或其他野生动物感到被威胁,并攻击了你们。GM从《GM指南》第126页的表格中选择一种动物。
65—66   纠缠不休的小动物   Persistent Animal   一只松鼠、鸟或其他小动物跟在你们身边,不依不饶。该动物会引起麻烦,由GM描述——它可能在一些不恰当的时机发出声音、吃掉你们的食物,或偷东西。
*译注:p197,《钝击重伤表》,见书末《重伤表CriticalInjuries》
**译注:p111,寒冷影响。见 第五章《战斗和伤害Combat&Damage》—状态—寒冷。

D66
意外
MISHAP影响EFFECT
11-12
流沙
Quicksand地面在你们的脚下崩塌。你们走进了一片流沙区。你们被完全困住了,必须做蛮力(MIGHT)检定来逃脱。若检定失败,则会受到1点敏捷伤害,且必须再做检定。已经挣脱的人可以帮助仍被困住的人。你们还不得不绕过这片险恶的区域,在这个半日中,你们在地图上无法无法取得任何进展。
13-21
道路受阻
Blocked Terrain前进的道路被岩石、倒下的树木、茂密的灌木或洪水所阻挡(取决于该六角格的地形类型)。必须做蛮力或移动(MOVE)检定,才能继续前进。若检定失败,你会受到1点力量伤害,且必须再做检定。任何检定成功的人都可以帮助未成功的人。在这个半日中,你们在地图上无法取得任何进展。
22-26
迷路
Lost你们意识到你们在绕圈圈。你们迷路了,在这个半日中,你们在地图上不会取得任何进展。你们的寻路者必须成功地通过一次生存(SURVIVAL)检定,才能找到离开当前六角格的路。该检定每半日可进行1次。
31-32
扭伤脚踝
Sprained Ankle你们的寻路者摔倒或扭伤了脚踝,受到了重伤,采用p197页《钝击重伤表》的25-26结果*。
33-34
衣物破损
Torn Clothes你们的衣物损坏了。或靴子破洞,或袍子被带刺的植物或尖锐的岩石割裂。你们必须投骰决定承受何种寒冷**影响。衣物可以通过一个成功的手艺(CRAFTING)检定来修补。
35-36
塌方
Landslide你们在崎岖的地形上行走时,地面突然在脚下裂开。你们必须投掷移动检定;若检定失败,就会遭受一次4基础骰、武器伤害为1(钝击伤害)的攻击。
41-45
倾盆大雨/暴风雪
Downpour一场大规模的降雨或暴雪(取决于当前季节)让你们措手不及。投骰决定承受何种寒冷影响(p111页**)。你们还必须寻找庇护所躲雨/雪,直到雨/雪过去才能出来;因此在这个半日中,你们无法在地图上取得任何进展。
46-52
浓雾
Fog你们突然被一场浓雾包围。在这个半日中,你们的行进速度减少一个六角格。若处于困难地形,你们会被困在最开始的那一格。此外,每个冒险者都会因阴郁的雾气而受到1点共情伤害。
53-54
马蜂窝
Wasps' Nest你们一头撞上了马蜂窝。愤怒的蜂群攻击整个团队。每个冒险者必须做移动检定,若失败,就会遭受一次4基础骰的攻击,该次攻击造成敏捷伤害。
55-61
蚊子群
Mosquito Swarm一大群蚊子或蠓攻击你们,用它们的叮咬和嗡嗡声使你们发疯。该攻击具有4个基础骰,造成共情伤害。
62-54
猛兽
Savage Animal一只狼、熊或其他野生动物感到被威胁,并攻击了你们。GM从《GM指南》第126页的表格中选择一种动物。
65-66
纠缠不休的小动物
Persistent Animal一只松鼠、鸟或其他小动物跟在你们身边,不依不饶。该动物会引起麻烦,由GM描述——它可能在一些不恰当的时机发出声音、吃掉你们的食物,或偷东西。
*译注:p197,《钝击重伤表》,见书末《重伤表CriticalInjuries》
**译注:p111,寒冷影响。见 第五章《战斗和伤害Combat&Damage》—状态—寒冷。


DARKNESS
黑暗

剧透 -   :
In the dark, travel through the wilderness is dangerous. Getting lost or choosing the wrong path is an ever-present risk. A pathfinder without night vision gets a –2 penalty during the dark Quarter Days of the day, and everyone in the group without night vision must make a SCOUTING roll – failure means they fall and take one point of damage to Strength.
The winters are darker than the summers in the Forbidden Lands. In the winter, there is light only during the Day, while all the other Quarter Days are dark. In autumn and spring there is light in the Morning and Day, while the Evening and the Night are dark. In summer, darkness only reigns during the Night. See the table below.
在黑暗中穿行于荒野是危险的。你们时刻面临着迷路或走错路的风险。在黑暗的半日中,没有夜视能力的寻路者要承受-2减值;而队伍中所有没有夜视能力的人则必须做侦察检定,若失败则意味着他们跌倒了并受到1点力量伤害。
血雾禁地的冬天比夏天更暗。在冬天,只有白天(Day)有光照,其他半日都是黑暗的。在秋天和春天,早晨(Morning)和白天(Day)有光照,而黄昏(Evening)和夜晚(Night)是黑暗的。在夏季,黑暗的只有夜晚(Night)。详见下表。

引用
p147表格
LIGHT&DARKNESS
明亮&黑暗

剧透 -   :
   SPRING   SUMMER   AUTUMN   WINTER
Morning   Light   Light   Light   Dark
Daytime   Light   Light   Light   Light
Evening   Dark   Light   Dark   Dark
Nighttime   Dark   Dark   Dark   Dark

   春SPRING   夏SUMMER   秋AUTUMN   冬WINTER
早晨Morning   明亮   明亮   明亮   黑暗
白天Daytime   明亮   明亮   明亮   明亮
黄昏Evening   黑暗   明亮   黑暗   黑暗
夜晚Nighttime   黑暗   黑暗   黑暗   黑暗
春SPRING夏SUMMER秋AUTUMN冬WINTER
早晨Morning明亮明亮明亮黑暗
白天Daytime明亮明亮明亮明亮
黄昏Evening黑暗明亮黑暗黑暗
夜晚Nighttime黑暗黑暗黑暗黑暗

BACK AGAIN?
又回来了?

剧透 -   :
If you return to a hex on the map where you have been before, you don't need to make another roll to LEAD THE WAY. It is up to you the players to keep track of where you have been during your journeys.
如果你们返回到你们曾经到达过的地图上的某个六角格,就不需要再做领路检定了。这就需要玩家们自己记录下在旅途中曾经到过哪些地方。

KEEP WATCH
警戒
==========================

剧透 -   :
During every Quarter Day of your journey, you should also designate one adventurer in your group who is responsible for scouting for threats and enemies. The lookout can KEEP WATCH and HIKE at the same time, but cannot LEAD THE WAY while doing so. A lookout is useful during every Quarter Day, even after you MAKE CAMP. You don't need to have a lookout if you don't want to, but without one you have no chance to spot threats before they are upon you.
The scout comes into play when the GM rolls for a random encounter or introduces some other kind of threat. Tables for random encounters, based on which type of terrain dominates the hexagon where the characters find themselves, can be found in Chapter 7 of the Gamemaster's Guide.
The rule of thumb is that the GM rolls on the random encounter table once every Quarter Day while you HIKE, and once per day if you remain in the same hexagon. Sometimes, the GM can choose to roll more or less frequently.
If the random encounter is some sort of threat, the lookout makes a SCOUTING roll to detect it. Make a straight roll, not an opposed roll unless the threat is actively ambushing you. Success generally means that the lookout notices the threat while it's still at a safe distance. You can then decide whether to show yourselves, set up an ambush, or to SNEAK away undetected. Failing the SCOUTING roll means that the threat is up close and personal before you notice it.
在旅程中的每个半日,你们还应该指定团队中的一名冒险者来负责侦察威胁和敌人,这个人被称为侦察员(lookout)。侦查员可以同时执行警戒(KEEP WATCH)和行进,但不能同时领路。侦察员在每个半日中都很有用——即使在你们扎营之后也是如此。如果你们不想,也可以不指定侦察员。不过,若没有侦察员,你们就没有机会在威胁来临之前发现它们。
侦察员就会发挥作用的时机,是当GM投掷随机遭遇或引入其他类型的威胁的时候。《GM指南》第七章有根据角色所在六角格的主要地形类型决定随机遭遇的表格。
经验法则是,若你们在行进(HIKE),GM每半日骰一次随机遭遇表;若你们停留在同一个六角格,则GM每天骰一次随机遭遇表。有时,GM可以选择增加或减少骰随机遭遇表的频度。
如果骰出的随机遭遇是某种威胁,则侦察员要做侦察(SCOUTING)检定来发现它。大部分情况下,直接投骰子即可,不用做对抗检定——若敌人采取了主动伏击(ambush)的的方式,就需要做对抗检定。通常来说,成功意味着侦察员在还留有一段安全距离的时候就发现了威胁。然后,你们可以自行决定是主动现身、准备伏击,还是悄悄地在不被发现的情况下离开。侦察检定失败则意味着在你注意到威胁之前,它就已经近在咫尺。

引用
p149边栏
HIKING ALONE
独自一人行进

剧透 -   :
If you journey alone in the Forbidden Lands, you may LEAD THE WAY and KEEP WATCH at the same time. This is an exception to the rule that says these two actions cannot be combined.
如果你独自在迷雾禁地中旅行,你可以同时领路和警戒。这是对这两个动作不能执行的规则的一个例外。

FORAGE
采集
=================

剧透 -   :
If you are running out of provisions, you can spend a Quarter Day looking for edible plants and drinkable water. You cannot HIKE at the same time, so if you want to FORAGE you have to stop in the hexagon that you are in.
Several adventurers can FORAGE at the same time. If you want to make separate rolls, you can't FORAGE in the same location, which means that any mishaps will affect you individually. The alternative is that one of you FORAGES and the others help her.
To FORAGE, you must choose whether you are looking for food or water. Then make a SURVIVAL roll, modified by the terrain type (see the table on page 145). The roll is also modified by the time of year (see the table to the right).
When looking for food, success means that you find a number of units of VEGETABLES in the form of edible roots or plants, equal to the number of x you rolled. The VEGETABLES can be cooked by a CHEF (see page 74) or at an INN (see page 168), and are then turned into an equal amount of FOOD. You can eat VEGETABLES raw – you then consume a unit of VEGETABLES instead of rolling your Resource Die for FOOD. You need to do this within a day, or the VEGETABLES will be spoiled.
When looking for water, success means that you find enough drinkable water for everyone in your group to fill their water skins up to a D12 Resource Die, if they like.
If your FORAGE roll fails, you don't find any food or water and you suffer a mishap. Roll on the table to the left.
如果你们的补给不够了,可以花一个半日的时间去寻找可食用的植物和可饮用的水。不可同时执行行进(HIKE)活动,所以如果你们想执行采集(FORAGE),就必须停在你们当前所在的六角格中。
多个冒险者可以同时执行采集。如果你们想分别做检定,那你们就不能在同一个地点采集,这意味着任何采集意外都只会影响到一个人。另一个办法是,由你们中的一个人采集,其他人提供协助。
采集时,你必须选择要寻找的是食物还是水。然后做一个生存(SURVIVAL)检定——该检定会因所在地形类型不同而受到调整(见第145页的表格*),也会因当前所处季节不同而受到调整(见右边的表格**)。
*译注:见上文《地形类型TERRAIN TYPES》表。
**译注:见下文《季节SEASONS》表。
是的你没看错,为了确定采集的生存检定要参照两张表格= =b

当寻找食物时,若成功,那么你找到了与你掷出的X数量相等的若干单位(units)的蔬菜(VEGETABLES)——即可食用的根茎或植物。蔬菜可以由厨师(CHEF,见第74页*)或在旅店(INN,见第168页**)进行烹饪,然后会变成等量的食物。你也可以直接生吃蔬菜——这样做会直接消耗1单位的蔬菜,而不是投掷你的食物(FOOD)资源骰。若要生吃蔬菜,你需要在一天内吃完,否则蔬菜会变质。
*译注:见第四章《才能TALENTS》。
**译注:见第八章《STRONGHOLD》。

当寻找水时,若成功,那么你找到了足够团队每个人喝的可饮用的水,如果他们愿意的话,你可以将他们的水袋都装满到D12资源骰(Resource Die)。
如果你的采集检定失败了,那么你没能找到任何食物或水,并且会遭遇一个意外。在左边的表格*上投骰决定遭受哪个意外。
*译注:见下文《采集意外表FORAGING MISHAPS》。

引用
p151边栏
SEASONS
季节

剧透 -   :

SEASON   FORAGE
Spring   -1
Summer   0
Autumn   +1
Winter   -2

季节SEASON   采集调整值FORAGE
春Spring   -1
夏Summer   0
秋Autumn   +1
冬Winter   -2
季节SEASON采集调整值FORAGE
春Spring-1
夏Summer0
秋Autumn+1
冬Winter-2

引用
p150表格
FORAGING MISHAPS
采集意外表

剧透 -   :
D6   MISHAP   EFFECT
1   Poisonous   You find one unit of VEGETABLES, but it is poisonous, something you only discover during your next meal. The poison in the VEGETABLES has a Potency of 3.
2   Leeches   Blood sucking leeches bite into your flesh and you suffer one point of damage to Strength. The leeches can be removed by making a successful HEALING roll. If you fail the roll you suffer another point of damage, but manage to get them off anyway
3   Sprained Ankle   You fall or twist your ankle and suffer a critical injury, equivalent to result 25–26 in the table for blunt trauma on page 197.
4   Torn Clothes   Your clothes are damaged. Your boots break or your robe snags on thorny plants or sharp rocks. You must roll for the effects of cold. Your clothes can be mended by making a successful CRAFTING roll.
5   Savage Animal   A wolf, bear or other wild animal feels threatened, and attacks you. The GM chooses an animal from the table on page 126 of the Gamemaster's Guide.
6   Persistent Animal   A squirrel, bird or other small animal follows you around and doesn't leave you alone. The animal causes trouble, described by the GM – it might make a noise at some inappropriate time, eat your food or steal something.

D6   意外   MISHAP   影响EFFECT
1   有毒   Poisonous   你找到了1单位的蔬菜(VEGETABLES),但是它有毒——你们在下一次吃饭时才发现这一点。蔬菜中毒物的效力(potency)为3。
2   水蛭   Leeches   吸血的水蛭咬入你的肉体,你受到1点力量伤害。若做治疗检定并成功,水蛭可以被去除。若检定失败了,你会再受到1点力量伤害,不过最后还是设法把它们弄掉了。
3   扭伤脚踝   Sprained Ankle   你摔倒或扭伤了脚踝,受到了重伤,采用p197页*《钝击重伤表》的25-26结果。
4   衣物破损   Torn Clothes   你的衣物损坏了。或靴子破洞,或袍子被带刺的植物或尖锐的岩石割裂。你必须投骰决定承受何种寒冷**影响。衣物可以通过一个成功的手艺检定来修补。
5   猛兽   Savage Animal   一只狼、熊或其他野生动物感到被威胁,并攻击你。GM从《GM指南》第126页的表格中选择一种动物。
6   纠缠不休的小动物   Persistent Animal   一只松鼠、鸟或其他小动物跟在你身边,不依不饶。该动物会引起麻烦,由GM描述——它可能在一些不恰当的时机发出声音,吃掉你的食物或偷东西。
*译注:p197,《钝击重伤表》,见另一帖书末《重伤表CriticalInjuries》
**译注:p111,寒冷影响。见另一帖第五章《战斗和伤害Combat&Damage》,—状态—寒冷。

D6
意外
MISHAP影响EFFECT
1
有毒
Poisonous你找到了1单位的蔬菜(VEGETABLES),但是它有毒——你们在下一次吃饭时才发现这一点。蔬菜中毒物的效力(potency)为3。
2
水蛭
Leeches吸血的水蛭咬入你的肉体,你受到1点力量伤害。若做治疗检定并成功,水蛭可以被去除。若检定失败了,你会再受到1点力量伤害,不过最后还是设法把它们弄掉了。
3
扭伤脚踝
Sprained Ankle你摔倒或扭伤了脚踝,受到了重伤,采用p197页*《钝击重伤表》的25-26结果。
4
衣物破损
Torn Clothes你的衣物损坏了。或靴子破洞,或袍子被带刺的植物或尖锐的岩石割裂。你必须投骰决定承受何种寒冷**影响。衣物可以通过一个成功的手艺检定来修补。
5
猛兽
Savage Animal一只狼、熊或其他野生动物感到被威胁,并攻击你。GM从《GM指南》第126页的表格中选择一种动物。
6
纠缠不休的小动物
Persistent Animal一只松鼠、鸟或其他小动物跟在你身边,不依不饶。该动物会引起麻烦,由GM描述——它可能在一些不恰当的时机发出声音,吃掉你的食物或偷东西。
*译注:p197,《钝击重伤表》,见另一帖书末《重伤表CriticalInjuries》
**译注:p111,寒冷影响。见另一帖第五章《战斗和伤害Combat&Damage》,—状态—寒冷。


HUNT
狩猎
===============

剧透 -   :
Another way to find food during a journey is to HUNT. You cannot HIKE at the same time as you HUNT. However, several people can HUNT at the same time. If you want to roll separately you cannot HUNT in the same location, which means that any mishaps will affect you individually. An option is that one of you HUNTS and the others help.
You need some form of gear to HUNT – either a ranged weapon or a hunting trap of some type (see the table on page 184). First, you must find your prey, which you can do by making a SURVIVAL roll (see the MASTER OF THE HUNT and HUNTING INSTINCTS talents in Chapter 4).
Success means that you find some kind of prey. Roll on the table above to see what type of animal it is. If you roll multiple x, you can reroll on the hunting table once per extra x. You cannot go back to a previous result.
To kill your prey you must roll again, this time for MARKSMANSHIP (if using a weapon) or SURVIVAL again (if you are using a trap). Modify the roll with the difficulty of the animal, according to the table. You don't need to fight the animal, rolling once is enough. Note that some animals cannot be caught with a trap.
The table to the upper left indicates how many units of MEAT and PELTS your prey yields. The MEAT can be cooked by a CHEF (see page 74) or at an INN (see page 168), and is then turned into an equal amount of FOOD. You can eat MEAT raw – you then consume a unit of MEAT instead of rolling your Resource Die for FOOD. You need to do this within a day, or the MEAT will be spoiled. The PELTS can be turned into LEATHER by a TANNER (see page 82), preferably at a TANNERY (see page 172).
If your first SURVIVAL roll fails, you suffer a mishap. Roll on the table to the lower left. If your second roll fails to kill your prey, it only means you don't get the FOOD – unless it is a boar, in which case it immediately attacks.
狩猎(HUNT)是在旅途中寻找食物的另一种方法。你不能在行进的同时执行狩猎。不过,狩猎可以由多个人同时执行。如果你们想分别做检定,那你们就不能在同一个地点狩猎,这意味着任何狩猎意外都只会影响到一个人。还有一个办法是,由你们中的一个人执行狩猎,其他人提供协助。
你必须有远程武器或某种形式的狩猎陷阱(见第184页的表格*)之类的装备才能执行狩猎。首先,你必须先找到你的猎物,为此做一个生存检定(参见第4章种狩猎大师MASTER OF THE HUNT和狩猎本能HUNTING INSTINCTS才能)。
*译注,即第九章《装备GEAR》。
若检定成功,则意味着你找到了某种猎物。按照上表*(*译注:见下表《狩猎表HUNT》)投骰来决定你找到的是什么类型的动物。若你掷出了多个X,每多一个X你可以在狩猎表上多重骰一次,你不能返回到之前的结果。
为了杀死你的猎物,你必须再做一个检定:若使用武器狩猎,则投掷射术(MARKSMANSHIP)检定;若使用陷阱狩猎,则再投掷一个生存检定。依据表中该动物的难度(DIFFICULTY)来调整这次检定。你不需要和动物战斗,只需要投掷一次检定就够了。注意,有些动物是不能通过陷阱捕捉的。
左上的表格*(*译注:见下表格《狩猎表HUNT》)列出了你的猎物能产出多少单位的肉(MEAT)和毛皮(PELTS)。肉可以由厨师(CHFF,见第74页*)或在旅馆(INN,见第168页**)进行烹饪,然后会变成等量的食物。你也可以生吃肉——这样做会直接消耗1单位的肉,而不是投掷你的食物资源骰。若要生吃肉,你需要在一天内吃完,否则肉会变质。毛皮可以由制革匠(TANNER,见第82页*)制作成皮革(LEATHER),且最好是在制革工坊(TANNERY,见第172页**)里进行。
*译注:见第四章《才能TALENTS》。
**译注:见第八章《STRONGHOLD》。

如果你的第一个生存检定失败了,你承受一个狩猎意外(MISHAP)。按左下表格(*译注:即下下表格《狩猎意外表HUNTING MISHAPS》)投骰决定是哪一个。如果你的第二个检定失败了,即你没能杀死猎物,这只意味着你没有得到食物罢了——除非你找到的猎物是一只野猪(boar),这种情况下它会立刻发起攻击。

引用
p152-1表格
HUNT
狩猎表

剧透 -   :
D6   ANIMAL   DIFFICULTY   REQUIREMENT   MEAT   PELTS
1   Mouse   +1   Weapon or trap   1   —
2   Crow   0   Weapon   1   —
3   Rabbit   +1   Weapon or trap   2   1
4   Fox   -1   Weapon or trap   3   1
5   Boar   -1*   Weapon   4   2
6   Deer   0   Weapon   5   3
*Boars attack you if you fail.

D6   动物   ANIMAL   难度DIFFICULTY   条件REQUIREMENT   肉MEAT   毛皮PELTS
1   老鼠   Mouse   +1   武器或陷阱   1   —
2   乌鸦   Crow   0   武器   1   —
3   兔子   Rabbit   +1   武器或陷阱   2   1
4   狐狸   Fox   -1   武器或陷阱   3   1
5   野猪   Boar   -1*   武器   4   2
6   鹿   Deer   0   武器   5   3
*若失败,野猪会攻击你。
D6
动物
ANIMAL难度DIFFICULTY条件REQUIREMENT肉MEAT毛皮PELTS
1
老鼠
Mouse+1武器或陷阱1
2
乌鸦
Crow0武器1
3
兔子
Rabbit+1武器或陷阱21
4
狐狸
Fox-1武器或陷阱31
5
野猪
Boar-1*武器42
6
鹿
Deer0武器53
*若失败,野猪会攻击你。

引用
p152-2表格
HUNTING MISHAPS
狩猎意外表

剧透 -   :
D6   MISHAP   EFFECT
1   Sprained ankle   You fall or twist your ankle and suffer a critical injury, equivalent to result 25–26 in the table for blunt trauma on page 197.
2   Lost gear/weapon   You lose some of your hunting gear or a weapon. The GM decides which.
3   Torn Clothes   Your clothes are damaged. Your boots break or your robe rips on thorny plants or sharp rocks. You must roll for for the effects of cold. Your clothes can be mended by making a successful CRAFTING roll.
4   Trap   You step into another hunter's trap. It could be a snare, a net, or a covered pit. You suffer one point of damage to Strength and must make a MOVE roll to get out of the trap.
5   Savage Animal   A wolf, bear or other wild animal feels threatened, and attacks you. The GM chooses an animal from the table on page 124 of the Gamemaster's Guide.
6   Sick Prey   You bring down a random animal, but is sick and whoever eats of its flesh is infected by a disease with a Virulence rating of 3. This is discovered during your next meal.

D6   意外   MISHAP   影响EFFECT
1   扭伤脚踝   Sprained ankle   你摔倒或扭伤了脚踝,受到了重伤,采用p197页*《钝击重伤表》的25-26结果。
2   丢失装备/武器   Lost gear/weapon   你丢失了一些你用于狩猎的装备或一把武器。GM决定丢了什么。
3   衣物破损   Torn Clothes   你的衣物损坏了。或靴子破洞,或袍子被带刺的植物或尖锐的岩石割裂。你必须投骰决定承受何种寒冷**影响。衣物可以通过一个成功的手艺检定来修补。
4   陷阱   Trap   你踏入了另一个猎人设下的陷阱。可能是一个圈套、捕兽网,或一个被掩盖的坑。你受到1点力量伤害,并且必须做一次移动检定才能从陷阱脱身。
5   猛兽   Savage Animal   一只狼、熊或其他野生动物感到被威胁,并攻击你。GM从《GM指南》第126页***的表格中选择一种动物。
6   生病的猎物   Sick Prey   你设法打到了一只猎物,但它生病了,吃了它的肉的人会感染一种致病性为3级的疾病。你们在下一次吃饭时才会发现这一点。
*译注:p197,《钝击重伤表》,见另一帖书末《重伤表CriticalInjuries》
**译注:p111,寒冷影响。见另一帖 第五章《战斗和伤害Combat&Damage》—状态—寒冷。
***译注:原文写124页,但那不是动物表格,改成与前文一致的126页。

D6
意外
MISHAP影响EFFECT
1
扭伤脚踝
Sprained ankle你摔倒或扭伤了脚踝,受到了重伤,采用p197页*《钝击重伤表》的25-26结果。
2
丢失装备/武器
Lost gear/weapon你丢失了一些你用于狩猎的装备或一把武器。GM决定丢了什么。
3
衣物破损
Torn Clothes你的衣物损坏了。或靴子破洞,或袍子被带刺的植物或尖锐的岩石割裂。你必须投骰决定承受何种寒冷**影响。衣物可以通过一个成功的手艺检定来修补。
4
陷阱
Trap你踏入了另一个猎人设下的陷阱。可能是一个圈套、捕兽网,或一个被掩盖的坑。你受到1点力量伤害,并且必须做一次移动检定才能从陷阱脱身。
5
猛兽
Savage Animal一只狼、熊或其他野生动物感到被威胁,并攻击你。GM从《GM指南》第126页***的表格中选择一种动物。
6
生病的猎物
Sick Prey你设法打到了一只猎物,但它生病了,吃了它的肉的人会感染一种致病性为3级的疾病。你们在下一次吃饭时才会发现这一点。
*译注:p197,《钝击重伤表》,见另一帖书末《重伤表CriticalInjuries》
**译注:p111,寒冷影响。见另一帖 第五章《战斗和伤害Combat&Damage》—状态—寒冷。
***译注:原文写124页,但那不是动物表格,改成与前文一致的126页。


FISH
捕鱼
================

剧透 -   :
If you are in a hexagon by a river or lake or by the ocean you can FISH. If you are on foot, you cannot HIKE while FISHING, but you can FISH from a moving boat. Several people can FISH at the same time. If you want to roll separately you cannot FISH in the same location, which means that any mishaps will affect you individually. Alternatively, one of you FISHES and the others help.
To FISH, you need fishing gear (see the table on page 184). Make a SURVIVAL roll modified by the FISHER talent and any Gear Bonus from your fishing gear.
Success means you catch a number of units of FISH equal to the number of x you rolled. The FISH can be cooked by a CHEF (see page 74) or at an INN (see page 168), and is then turned into an equal amount of FOOD. You can eat FISH raw – you then consume a unit of FISH instead of rolling your Resource Die for FOOD. You need to do this within a day, or the FISH will be spoiled.
If your roll fails, you don't catch any FISH and you also suffer a mishap. Roll on the table on the previous page.
如果你所在的六角格与河流、湖泊或海相邻,那么你可以捕鱼(FISH)。如果你们是步行的,那么你们不能在捕鱼的同时行进;不过,如果你们乘坐船只移动,就可以一边移动一边捕鱼。多个人可以同时执行捕鱼活动。如果你们想分别做检定,那你们就不能在同一个地点捕鱼,这意味着任何捕鱼意外都只会影响到一个人。还有一个办法是,由你们中的一个人执行捕鱼,其他人提供协助。
你需要有渔具(见第184页的表格*)才能捕鱼。做一个生存检定,该检定受到渔夫(FISHER)才能及任何你的渔具所具有的的装备奖励调整,若有。
*译注:即第九章《装备GEAR》
若检定成功,那么你捕到了与你掷出的X数量相等的若干单位(unit)的鱼。这些鱼可以由厨师(CHFF,见第74页*)或在旅店(INN,见第168页**)进行烹饪,然后会变成等量的食物。你也可以生吃鱼——这样做会直接消耗1单位的鱼,而不是投掷你的食物资源骰。若要生吃鱼,你需要在一天内吃完,否则鱼会变质。
*译注:见第四章《才能TALENTS》。
**译注:见第八章《STRONGHOLD》。

若检定失败,你就没抓到任何鱼,还会遭遇一个捕鱼意外。按前一页的表格(*译注:见下表《捕鱼意外表FISHING MISHAPS》)投骰决定遭遇哪个意外。

引用
p153表格
FISHING MISHAPS
捕鱼意外表

剧透 -   :
D6   MISHAP   EFFECT
1   Snagged Hook/Net   Your hook or net snags on the bottom. You must make a MIGHT roll to be able to retrieve your fishing gear. If you fail, it is lost.
2   Hook in Finger   You manage to pierce your own finger with the hook, instead of hooking a fish. You suffer one point of damage to Strength. Reroll if fishing with a net.
3   Broken Fishing Gear   Your fishing gear breaks. You need to repair it (a CRAFTING roll) or get new gear.
4   Mosquito Swarm   A large swarm of mosquitoes or gnats attacks you, driving you crazy with their bites and buzzing. They attack with four Base Dice, causing damage to Empathy.
5   Splash!   You lose your balance and fall into the water. See rules for swimming and drowning on page 113.
6   Attacked   A vicious fish or eel attacks you, causing a nasty bleeding wound. You suffer one point of damage to Strength.

D6   意外   MISHAP   影响EFFECT
1   鱼钩/渔网卡住   Snagged Hook/Net   你的鱼钩或鱼网卡在了水底。你必须做一个蛮力(MIGHT)检定才能取回你的渔具。若检定失败,你就失去了它。
2   鱼钩扎手   Hook in Finger   你的鱼钩设法钩到了你自己的手指,而不是鱼。你受到1点力量伤害。若用鱼网捕鱼,则重骰。
3   渔具破损   Broken Fishing Gear   你的渔具坏了。你需要修理它(一个手艺(CRAFTING)检定),或者换新的。
4   蚊子群   Mosquito Swarm   一大群蚊子或蠓攻击你,用它们的叮咬和嗡嗡声使你发疯。该攻击具有4个基础骰,造成共情伤害。
5   哗啦!   Splash!   你失去了平衡,落入水中。见第113页*游泳和溺水的规则。
6   被鱼咬了   Attacked   一条凶恶的鱼或鳗攻击你,造成一个可怕的流血伤口。你受到1点力量伤害。
*译注:见另一帖第五章《战斗和伤害Combat&Damage》—溺水。
D6
意外
MISHAP影响EFFECT
1
鱼钩/渔网卡住
Snagged Hook/Net你的鱼钩或鱼网卡在了水底。你必须做一个蛮力(MIGHT)检定才能取回你的渔具。若检定失败,你就失去了它。
2
鱼钩扎手
Hook in Finger你的鱼钩设法钩到了你自己的手指,而不是鱼。你受到1点力量伤害。若用鱼网捕鱼,则重骰。
3
渔具破损
Broken Fishing Gear你的渔具坏了。你需要修理它(一个手艺(CRAFTING)检定),或者换新的。
4
蚊子群
Mosquito Swarm一大群蚊子或蠓攻击你,用它们的叮咬和嗡嗡声使你发疯。该攻击具有4个基础骰,造成共情伤害。
5
哗啦!
Splash!你失去了平衡,落入水中。见第113页*游泳和溺水的规则。
6
被鱼咬了
Attacked一条凶恶的鱼或鳗攻击你,造成一个可怕的流血伤口。你受到1点力量伤害。
*译注:见另一帖第五章《战斗和伤害Combat&Damage》—溺水。

MAKE CAMP
扎营
===============

剧透 -   :
When the journey of the day is over, it's time to MAKE CAMP. Finding a good location for a camp, making a fire, and preparing where to SLEEP takes a whole Quarter Day – usually the Evening. Only one person rolls to MAKE CAMP, but others can help her (see page 48).
Make a SURVIVAL roll, modified by the QUARTERMASTER talent. If your roll succeeds, you find a sheltered and comfortable place to spend the night, where you can all rest up before the next day's journey.
If your roll fails, your camp is less pleasant. You still set up a camp where you can REST and SLEEP, but the GM makes a hidden roll on the mishap table below. The GM can spring this mishap on you anytime she wants while you are in the camp.
STANDING GUARD: The wilderness is a dangerous place and even while you are in your camp, you need a sentry to stay awake to KEEP WATCH (see above). You need to choose who stands guard during the Night, and let this person SLEEP during some other Quarter Day (usually the Evening).
当一天的旅程结束,就到了扎营(MAKE CAMP)的时候了。寻找一个合适的营地位置,生火,准备睡觉(SLEEP)的地方——这些活动会花掉一个半日的时间,通常在黄昏(Evening)进行。只有一个人能为扎营做检定,但其他人可以提供协助(见第48页*)。
*译注:见另一帖 第二章《技能SKILLS》—协助。
做一个生存(SURVIVAL)检定——若有军需官(QUARTERMASTER)才能,做相应调整。若检定成功,那么你找到了一个避风、舒适的地方过夜,你们都可以在这里休息直到到第二天的旅程开始。
若检定失败,你的营地就不那么令人愉快了。你们仍然搭出了一个可供休息(REST)和睡觉(SLEEP)的营地,但是GM会依据下文表格《扎营意外表》暗骰一个结果。当你们呆在营地的时候,GM可以随时对你们发动这个意外。
守夜(STANDING GUARD):荒野是个危险的地方,即使当你们在营地里,你们也时刻需要有一位清醒的哨兵来保持警戒(KEEP WATCH)(见上文)。你们需要选择谁在夜晚(Night)守夜,并让这个人在其他半日(通常是黄昏(Evening))睡觉。

引用
p154表格
MAKING CAMP MISHAPS
扎营意外表

剧透 -   :
D66   MISHAP   EFFECT
11-13   Spoiled Water   The water you are carrying has spoiled. Everyone in the group must reduce their Resource Die for water by one step.
14-16   Rotten Food   Your food has rotted or been infected by insects. Everyone in the group must reduce their Resource Die for food by one step.
21-25   Bad Capmsite   Your campsite turns out to be very uncomfortable to sleep in. No one in the group gets any SLEEP at all until you have found a new campsite.
26-32   Downpoor   A massive rainfall starts in the middle of the night. The camp is flooded and everything gets soaking wet. All adventurers must roll for the effects of cold, and no one gets any SLEEP this night.
33-36   Fire Dies   The firewood is wet, and your campfire goes out. Everyone in the group must roll for the effects of cold (see page 111).
41-42   Fire!   Suddenly, the flames from your campfire spread out of control. Your tents, sleeping furs and other gear catch fire. Each adventurer suffers an attack with five Base Dice (Weapon Damage 1). Each adventurer must also make a MOVE roll to save her gear. Failure means that one piece of equipment (the GM decides which) is lost in the fire.

D66   意外   MISHAP   影响
11-13   水变质   Spoiled Water   你们所携带的水变质了。团队中每个人都必须将各自的水资源骰降低1阶。
14-16   食物腐坏   Rotten Food   你们的食物腐败或被虫子污染了。团队中每个人都必须将各自的食物资源骰降低1阶。
21-25   营地位置不佳   Bad Capmsite   你们的营地选址被证明睡起来非常不舒服。在你们找到新的营地之前,团队中没有人能获得任何睡眠(SLEEP)。
26-32   瓢泼大雨   Downpoor   半夜突然下起一场大雨。营地被淹没了,所有东西都湿透了。所有的冒险者都必须投骰决定寒冷影响*。这一夜没有人得到任何睡眠。
33-36   篝火熄灭   Fire Dies   木柴是湿的,你们的营火熄灭了。团队中的每个人都必须投骰决定寒冷影响(见第111页*)。
41-42   着火了!   Fire!   突然,你们的营火失去了控制,蔓延开来。你们的帐篷、睡觉的毛皮和其他装备着火了。每个冒险者都会受到一次基础骰为5的攻击(武器伤害1)。每个冒险者还必须做一次移动检定来拯救自己的装备。失败意味着有一件装备(由GM决定是哪件)会在火中丢失。
*译注:见另一帖第五章《战斗和伤害Combat&Damage》—状态—寒冷。
D66
意外
MISHAP影响
11-13
水变质
Spoiled Water你们所携带的水变质了。团队中每个人都必须将各自的水资源骰降低1阶。
14-16
食物腐坏
Rotten Food你们的食物腐败或被虫子污染了。团队中每个人都必须将各自的食物资源骰降低1阶。
21-25
营地位置不佳
Bad Capmsite你们的营地选址被证明睡起来非常不舒服。在你们找到新的营地之前,团队中没有人能获得任何睡眠(SLEEP)。
26-32
瓢泼大雨
Downpoor半夜突然下起一场大雨。营地被淹没了,所有东西都湿透了。所有的冒险者都必须投骰决定寒冷影响*。这一夜没有人得到任何睡眠。
33-36
篝火熄灭
Fire Dies木柴是湿的,你们的营火熄灭了。团队中的每个人都必须投骰决定寒冷影响(见第111页*)。
41-42
着火了!
Fire!突然,你们的营火失去了控制,蔓延开来。你们的帐篷、睡觉的毛皮和其他装备着火了。每个冒险者都会受到一次基础骰为5的攻击(武器伤害1)。每个冒险者还必须做一次移动检定来拯救自己的装备。失败意味着有一件装备(由GM决定是哪件)会在火中丢失。
*译注:见另一帖第五章《战斗和伤害Combat&Damage》—状态—寒冷。

REST
休息
==========================

剧透 -   :
Resting by the campfire is a good opportunity to recover from damage. Read more about recovery on page 108. If your REST is interrupted by something dramatic, like combat or other similar activity, your activity during the Quarter Day no longer counts as REST.
在篝火旁休息是恢复伤痛的好机会。更多详见第108页*关于恢复的内容。如果你的休息(REST)被一些戏剧性的事情打断了,比如战斗或其他类似的活动,你的该半日的活动就不再算作休息了。
*译注:见第五章《战斗和伤害Combat&Damage》—恢复节。

SLEEP
睡眠
========================

剧透 -   :
You have to SLEEP at least one Quarter Day per day (usually during the Night) to avoid becoming SLEEPY (see page 111). If your SLEEP is interrupted by something dramatic, like combat or other similar activity, your activity during the Quarter Day no longer counts as SLEEP. SLEEP also counts as REST.
你必须每天花至少一个半日的时间睡眠(SLEEP) (通常在夜晚执行),才能避免进入困倦状态(SLEEPY)(见第111页*)。如果你的睡眠被一些戏剧性的事情打断了,比如战斗或其他类似的活动,你在该半日的活动就不再算作睡眠了。此外,睡眠(SLEEP)也算作休息(REST)。
*译注:见第五章《战斗和伤害Combat&Damage》—状态节。

引用
p156边栏
BARE GROUND
席地而睡

剧透 -   :
It is possible to SLEEP in the wilderness without MAKING CAMP – you simply find a suitable tree to SLEEP under. You save the time it takes to MAKE CAMP, but everyone in the group must make a SURVIVAL roll to find a good spot to SLEEP. Failure means the individual doesn't SLEEP at all, and thus becomes SLEEPY (see page 111). Since you don't have a fire to keep the cold away, you all also suffer the effects of cold (see page 111).
不扎营(MAKING CAMP),直接睡(SLEEP)在荒野中的方法也是可行的——你们只需要找到一棵能遮风挡雨的树就可以了。你们省去了扎营的时间,但是团队中的每个人都必须做一个生存(SURVIVAL)检定才能找到一个适合睡觉的好地方。失败意味着这个人根本没能睡着,因此获得困倦状态(SLEEPY)(见第111页*)。此外,由于你们没有火来御寒,所以也都要承受寒冷的影响(见第111页*)。
*译注:见第五章《战斗和伤害Combat&Damage》—状态。

EXPLORE
探索
=========================

剧透 -   :
When you stop at an adventure site to EXPLORE it, your journey is interrupted. EXPLORING an adventure site can take anything from a Quarter Day up to several days or even weeks. Sometimes, you might have to take a break to REST or SLEEP while EXPLORING. You cannot REST or SLEEP during the same Quarter as you EXPLORE.
当你们在一个冒险地点停下来探索(EXPLORE)时,旅程就中断了。探索一个冒险地点花费的时间长短不一,可能只需要半日,也可能要花几天或数周。有时,你们可能需要在探索(EXPLORE)中途停下来,执行休息(REST)或睡眠(SLEEP)活动。若你们在该半日中执行了探索活动,就不能在同一半日中执行休息或睡眠活动。

SEA TRAVEL
水上旅行*
======================

*译注:原文sea travel意为海上旅行,但看内容包括河流、湖泊和海,认为可能是英文版用词不当,故中文改为符合内容的水上旅行。
剧透 -   :
If you have access to a boat or raft (see the table on page 190), you can cross a river without using a bridge or a ford. You can also travel along a river, across a lake or on an ocean. Travel by sea works like journeys on land, but with some differences. Instead of a pathfinder, a boat has a skipper, who LEADS THE WAY (roll for SURVIVAL modified by the SAILOR talent) in each new hexagon. Failure takes you into the new hexagon anyway, but you must make a roll on the mishap table.
如果你们有船或木筏(见p190表格*),你们就可以不借助桥梁或浅滩来渡河。你们也可以沿河、跨湖或在海上旅行。水上旅行与陆地上的旅行基本一样,但有一些不同。水上旅行时,不再需要寻路者(pathfinder),而是要有一位领航员(skipper),领航员在每进入一个新六角格时执行领路(LEAD THE WAY)活动——投掷生存检定,受水手才能**(SAILOR)调整,若有。即使检定失败,你们依然可以进入新六角格,只不过必须投掷一次《水上旅行意外表》以决定遭受何种意外。
*译注:见第九章《装备GEAR》。
**译注:见第四章《才能TALENTS》。


引用
p156表格
SEA TRAVEL MISHAPS
水上旅行意外表

剧透 -   :

D6   MISHAP   EFFECT
1   Navigational Error   You sail off course and make no progress on the map during this Quarter Day.
2   Sudden Squall   A sudden squall makes your boat tilt suddenly. One important item falls into the water. The GM decides what it is.
3   Whirlpool   Your boat is caught in a whirlpool. The skipper must make a SURVIVAL roll (modified by the SAILOR talent). Failure means the boat runs aground and has to be repaired (a CRAFTING roll) before your journey can continue.
4   Leak   Your boat springs a leak and takes on water. The leak must be repaired (a CRAFTING roll), which takes one turn (15 minutes), but your journey can continue while you do so. If the leak is not repaired, the boat sinks after D6 hours.
5   Overboard   Someone in the group (GM's choice) falls overboard after a large wave hits the boat. See rules for swimming and drowning on page 113.
6   Grounding   Your boat runs aground and must be abandoned or repaired with a CRAFTING roll. The boat must be on the shore to be repaired.

D6   意外   MISHAP   影响
1   导航错误   Navigational Error   你们偏离了航线,在这个半日中,你们在地图上没有任何进展。
2   暴雨来袭   Sudden Squall   一场突如其来的暴风雨使你们的船突然倾斜。有一件重要的东西掉进了水里。GM决定它是什么。
3   漩涡   Whirlpool   你们的船被卷入一个漩涡中。领航员必须做一个生存检定,受到水手才能调整,若有。失败意味着船触底了,在继续旅行之前必须进行修理(手艺检定)。
4   漏水   Leak   你们的船破了个小洞,开始进水了。你们必须修理漏洞(一次手艺检定),这需要1个回合(15分钟),不过,在你们修船的同时,旅程还可以继续。如果漏洞没有修好,船将在D6小时后沉没。
5   落水   Overboard   一个大浪拍到你们的船上,队伍中有人(GM选择)落水。见第113页*的游泳和溺水规则。
6   触底   Grounding   你们的船触底了,你们必须用手艺检定来修理,或弃船。必须在岸上才能修理船只。

*译注:见第五章《战斗和伤害Combat&Damage》—溺水。
D6
意外
MISHAP影响
1
导航错误
Navigational Error你们偏离了航线,在这个半日中,你们在地图上没有任何进展。
2
暴雨来袭
Sudden Squall一场突如其来的暴风雨使你们的船突然倾斜。有一件重要的东西掉进了水里。GM决定它是什么。
3
漩涡
Whirlpool你们的船被卷入一个漩涡中。领航员必须做一个生存检定,受到水手才能调整,若有。失败意味着船触底了,在继续旅行之前必须进行修理(手艺检定)。
4
漏水
Leak你们的船破了个小洞,开始进水了。你们必须修理漏洞(一次手艺检定),这需要1个回合(15分钟),不过,在你们修船的同时,旅程还可以继续。如果漏洞没有修好,船将在D6小时后沉没。
5
落水
Overboard一个大浪拍到你们的船上,队伍中有人(GM选择)落水。见第113页*的游泳和溺水规则。
6
触底
Grounding你们的船触底了,你们必须用手艺检定来修理,或弃船。必须在岸上才能修理船只。
*译注:见第五章《战斗和伤害Combat&Damage》—溺水。

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