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进度:冒险书1完
进度:冒险书2第37页
介绍&如何使用这个冒险 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg426941#msg426941)
冒险简介&冒险线索 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg428317#msg428317)
遭遇A1:森林中的空地 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg428337#msg428337)
金字塔一层 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg428521#msg428521)
金字塔二层 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg428726#msg428726)
金字塔三层 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg428931#msg428931)
光之避难所 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg428947#msg428947)
交涉和联盟 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg429850#msg429850)
克兰沃克斯 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg430197#msg430197)
新怪物 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg430631#msg430631)
遭遇P1:入口之坑 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg430991#msg430991)
遭遇P2:老鼠之间 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg431345#msg431345)
遭遇P3:桥 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg431346#msg431346)
遭遇P4:坑中野兽 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg431741#msg431741)
遭遇P5:充满水的房间 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg432032#msg432032)
遭遇C1:树篱迷宫 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg432755#msg432755)
遭遇C2:井坑 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg433457#msg433457)
遭遇C3:黑色草地 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg433460#msg433460)
遭遇C4:苍绿之怒大礼堂 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg433463#msg433463)
遭遇C5:死亡藤蔓 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg433465#msg433465)
遭遇G1:警卫房 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg433748#msg433748)
遭遇G2:有很多门的房间 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg434915#msg434915)
遭遇G3:内室 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg435198#msg435198)
遭遇H1:耳语图书馆 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg435583#msg435583)
遭遇H2:隐寺 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg436349#msg436349)
遭遇S1:冷库 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg436351#msg436351)
遭遇S2:伏击走廊 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg436473#msg436473)
遭遇S3:石柱之间 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg436959#msg436959)
遭遇S4:壮观旋梯 (http://www.goddessfantasy.net/bbs/index.php?topic=47811.msg437261#msg437261)
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介绍
暗影金字塔静候在冬树森林的最深处。这个跨位面监狱捕捉并监禁来自任何界域的生物。在金字塔内部,各集团兴衰接替,在没有逃脱希望的情况下分割领土并继续生存...除了其中一个长期囚犯,他需要一些冒险者在不知不觉中帮他从金字塔中释放他自己。
阴影金字塔是一个为7到10级角色构建的龙与地下城冒险游戏。你需要使用玩家手册、怪物手册和城主指南来进行游戏。
Introduction
In the depths of the Winterbole Forest, the Pyramid of Shadows waits. This extradimensional prison catches and holds creatures from all planes of existence. Within the pyramid, factions rise and fall, carving out territories and surviving without hope of escape . . . all except for one longtime prisoner, who needs the unwitting aid of some adventurers to free himself from the pyramid.
Pyramid of Shadows is a DUNGEONS & DRAGONS game adventure for characters of 7th to 10th level. You need the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide to play.
背景
几个世纪过去了,一个名为克兰沃克斯的泰弗林法师进行了一次致命的交易。来自荒野怪物的威胁和威胁他铁拳政治的内部叛乱同时笼罩在他那小王国的土地。不顾一切的克兰沃克斯召唤了一只魔鬼并请求帮助。一个军团的炼狱护卫在他的命令下到达了边境,同时他加强了在他的领土内对恢复秩序-和一些刺耳的正义之声-的力量。
魔鬼军团得到了一个很合理的价格。他们将继续为他的利益战斗并毫无疑问的服从他的命令。不管用什么方法,如果他在任何时候将他们引向失败,他们将遗弃他并将他丢进永恒的囚禁之中。只有一个法师造成差错能够导致魔鬼的败北--在这个世界上没有军队能在战斗领域打败他们。
克兰沃克斯领导他的军团一个接着一个的征服。一个小王国变成了一个强大国度,足以作为在这个时期已经占据着大部分陆地的伟大的人类帝国耐若斯的对手。
当冬季来临时,克兰沃克斯停止了他的扩张运动。他和将成为他的新娘的雅灵公主,薇若莱丝,回到了他的宫殿。他宣布,他们将共同统治一个新的帝国,并且在春季来临之时他的军队将开拔妖精荒野,以便在两个世界中扩张他们的帝权。
当春季来临,魔鬼军队开拔通过了在两个世界之间的纤细裂缝。然而在妖精荒野,魔鬼们遇见了他们的对手。在主物质界的战场上战无不胜的魔鬼们,从来没有像这样毫无防护的踏入妖精荒野。妖精的尖矛和锐箭打倒了军团,结束了克兰沃克斯的征服之梦--并终止了他的魔鬼交易。克兰沃克斯被关在了暗影金字塔之中,而他的雅灵公主就在他的旁边。
暗影金字塔是被创造用来限制强大存在的许多炼狱监狱之一。就像棱镜将光分解成它的组成色一样,金字塔也将克兰沃克斯的生命活力分裂成自由意志的碎片,每一个都包含着他的一些威能。当他的威能散播在各个碎片之中时,克兰沃克斯毫无从监狱逃脱的希望。愤怒的克兰沃克斯,攻击他可以将他的失误归咎的唯一的人--薇若莱丝,他断定是她在妖精荒野引诱他被他的厄运攻击。他从薇若莱丝的肩膀上切下了她的头颅,并将他投入了金字塔核心位置的藏尸坑之中。
但是薇若莱丝没有死。她的生命能量也在她到达金字塔时被分裂成碎片。她的碎片中没有生气,而是被侵染的宝石和一个法珠传遍了金字塔。由对克兰沃克斯报仇这个灼热的渴望驱动着,薇若莱丝期待着结合她生命活力的碎片并逃离暗影金字塔的愿望。
Background
In centuries past, a tiefling wizard named Karavakos made a fatal bargain. The twin threats of monsters of the wild and rebellion from within threatened his iron grip over the lands of his petty kingdom. In desperation, Karavakos summoned a devil and asked for aid. A legion of infernal soldiers came to march under his command, and he stepped up his efforts to restore order—and a harsh justice—to his domain.
The legion of devils came at a very reasonable price. They would fight on his behalf and obey his orders without question. If he ever led them to defeat, however, they would abandon him and he would be cast into eternal captivity. Only an error made by the wizard could result in the devils’ defeat—no army in the world could defeat them on the field of battle.
Karavakos led his legions on one conquest after another. What had been a small kingdom grew into a mighty nation to rival the great human empire of Nerath that held sway over much of the land at this time.
With winter’s arrival, Karavakos called a halt to his campaign of expansion. He returned to his palace with the eladrin princess, Vyrellis, who was to be his bride. Together, he proclaimed, they would rule a new empire, and with spring’s dawning his armies would march into the Feywild, extending their rule across two worlds.
When spring came, the devil armies marched through the thin border between worlds. In the Feywild, though, the devils met their match. Invincible on the battlefields of the natural world, the devils had no such protection once they stepped into the Feywild. Fey spears and arrows felled the legions, putting an end to Karavakos’s dreams of conquest—and severing his diabolic bargain. Karavakos was imprisoned in the Pyramid of Shadows, his eladrin princess at his side.
The Pyramid of Shadows is one of many infernal prisons created to confine powerful beings. Just like a prism splits light into its component colors, the pyramid split Karavakos’s life force into free-willed splinters, each one containing a fragment of his power. With his power spread among various splinters, Karavakos couldn’t hope to break free from the prison. Enraged, he lashed out at the only person he could blame for his failure—Vyrellis, who he claimed tempted him into his ill-fated attack on the Feywild. He cut Vyrellis’s head from her shoulders and threw it into the charnel pit at the heart of the pyramid.
But Vyrellis didn’t die. Her life energy, too, was splintered upon her arrival in the pyramid. Her splinters are not animate, but have instead been imbued into gemstones and an orb spread throughout the pyramid. Vyrellis is now driven by a burning thirst for revenge against Karavakos, matched only by her desire to reunite the fragments of her life force and escape the Pyramid of Shadows.
暗影金字塔
暗影金字塔是一个充满了神秘怪物和古怪魔法效果的离奇跨位面空间。它的存在超越时间与空间,它在凡界和遥远界域的多个地方出现。在空间的内部不会知道经过了多少年。它是一个设计成无论什么想要从中逃跑都会被困的监狱。
金字塔的每三层都是各种生物集团的家(除了在它顶部的避难所)。每个新到达的都会尝试发现在已经存在的栖息者之间的空地,或者开拓他自己的生存空间。最后,随着生物在其内部设置陷阱,金字塔提供了一个近似他们天然环境的生存空间。自从囚犯们不需要为了消遣而竞争(见下文),他们就共存在一种不自然的停战状态之中。
The Pyramid of Shadows
The Pyramid of Shadows is a bizarre extradimensional space full of weird monsters and strange magical effects. It exists beyond space and time, appearing in multiple places in the world and planes beyond. The space within it knows nothing of the passage of years. It's a prison, designed to keep whatever is trapped within it from escaping.
Each of the pyramid's three levels (in addition to the sanctuary at its apex) is home to multiple factions of creatures. Each new arrival tries to find a place among the existing inhabitants, or to carve out its own living space. Eventually, the pyramid adapts to the creatures trapped within it, providing a living space approximating their natural environments. Since its prisoners don't need to compete for resources (see below), they coexist in an uneasy truce.
金字塔的特征
下列特性除非特殊说明否则为暗影金字塔所有区域所共有。
✦ 生计:囚犯不需要进食或喝水(虽然许多人出于习惯)。另外,在金字塔的每件事物由于监狱的跨位面特性缓慢的增长年纪,以至于显得在事实上是不朽的。
✦ 照明:除非另有说明,金字塔的所有区域都是昏暗光线的环境。这个光源没有任何具体的来源,它的存在归功于金字塔的魔法本质。
✦ 门扉:除非另有说明,金字塔的门由重木组成。一个DC20的力量检定允许角色击倒一扇门。门有10点AC和反射防御,15点强韧防御和20点生命值。一扇被毁坏或伤害的门会在24小时之后恢复。维持着金字塔的魔法对它的内部结构提供快速细微的修理。
Features of the Pyramid
The following features are common to all areas of the Pyramid of Shadows unless otherwise noted.
✦ Sustenance: The prisoners don't need to eat or drink (though many do out of habit). In addition, everything within the pyramid ages so slowly as to appear effectively immortal, due to the extradimensional nature of the prison.
✦ Illumination: Unless otherwise noted, all areas of the pyramid are filled with ambient dim light. This light does not come from any specific source and owes its existence to the pyramid's magical nature.
✦ Doors: Unless otherwise noted, the doors in the pyramid are made of heavy wood. A DC 20 Strength check allows a character to break one down. The doors have AC and Reflex defense 10, Fortitude defense 15, and 20 hit points. A destroyed or damaged door is restored after 24 hours. The magic that sustains the pyramid allows quick, minor repairs to its interior structure.
如何使用这个冒险
阴影金字塔是一个使5个玩家角色(PC们)从7级升到10级的龙与地下城冒险。你可以将这个冒险当做一系列英雄级冒险(从H1:坠影堡开始持续到H2:雷光顶的迷宫)的高潮或者作为你自己战役的一个独立冒险来跑。
包含这个冒险在内的这两本书是属于地下城主(DM)的。如果你打算作为一个玩家体验阴影金字塔,那就不需要了解的更多了。
阴影金字塔包含这些部分:
⒈冒险书一(这本书)提供给地下城主关于暗影金字塔概述。其中包括了关于重要非扮演角色(NPC们)的描述、关键场所的描述、地点和对手的插图、背景资料和个别的新怪物。
⒉冒险书二包含大部分冒险、许多可能在金字塔内部发生的遭遇。
⒊一个包含三个重要遭遇区域描绘的宣传地图。这是一张提供一个能让你的D&D模型放在上面的等比例地图。
⒋一个保存两本书和宣传地图的文件夹。
如果你是DM...
首先通读冒险书一,然后是你自己熟悉冒险书二的第一部分一边了解金字塔的布局和冒险的流程。
入门指南
冒险从在这本书第六页的遭遇A1:森林中的空地开始。
HOW TO USE THIS ADVENTURE
Pyramid of Shadows is a DUNGEONS & DRAGONS adventure that takes a party of five player characters (PCs) from 7th level to 10th level. You can run this adventure either as the culmination of the series of heroic tier adventures (which started with H1: Keep on the Shadowfell and continued with H2: Thunderspire Labyrinth), or as a stand-alone adventure in your own campaign.
The two booklets included in this adventure are for the Dungeon Master (DM). If you're planning to experience Pyramid of Shadows as a player, don't read any farther.
Pyramid of Shadows contains these components:
1. Adventure Book One (this booklet) provides the Dungeon Master with an overview of the Pyramid of Shadows. This includes descriptions of important nonplayer characters (NPCs), descriptions of key locations, illustrations of places and adversaries, background information, and several new monsters.
2. Adventure Book Two contains the bulk of the adventure, including many possible encounters within the pyramid.
3. A poster map containing depictions of three important encounter areas. The map is rendered in a scale that allows you to place your D&D Miniatures directly on the map.
4. A folder to hold the booklets and the poster map.
If You're the DM . . .
Read Adventure Book One first and then familiarize yourself with the first part of Adventure Book Two to get a sense of the pyramid's layout and the flow of the adventure.
Getting Started
The adventure starts with Encounter A1: The Clearing in the Forest, on page 6 of this book.
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冒险简介
克兰沃克斯拼命地想从暗影金字塔逃走。他正在用他大量的秘法能力和丰富的时间来将他酝酿已久的计划付诸行动。他已经得到了控制金字塔的有限能力,足能让金字塔在自然界显现。另外,他还获得了能够对金字塔外部的秘法威能使用者发出短暂幻象的能力。有了这两个在他掌控下的工具,克兰沃克斯已经做好了逃跑的准备。
克兰沃克斯是一强大的法师,但是他的能力在金字塔内部受到了严重限制。他的生命活力--和伴随着生命活力的威能--被分成了三个碎片散布在金字塔之中,每一个都实行着自己的逃脱计划。真正的克兰沃克斯被锁在金字塔顶部的光之避难所之中。他不能伤害另一个碎片,但是他知道这些碎片的破灭是他逃脱的关键。当一个碎片消亡时,他持有的威能将会转移到他身上。当所有克兰沃克斯的碎片被摧毁时,法师相信它将强大到足以从金字塔中逃脱。
克兰沃克斯已经发出了金字塔在自然界位置的影像,并做出了有关于金字塔权力的承诺。当玩家角色遭遇金字塔并且被引导进入金字塔的永恒层面时,冒险开始了。从那时开始,克兰沃克斯鼓励冒险者摧毁他的生命活力碎片以便让碎片各自占有的威能回到他的身上。当他的威能全部复原,克兰沃克斯计划完成能够让他自由的秘法仪式。冒险家的命运不会和法师关联,仅仅只要他们为他们的目的服务并摧毁克兰沃克斯生命活力的虚幻外表。
当这一切发生时,真正的克兰沃克斯正在光之避难所安全的等待。
薇若莱丝仍然是法师计划的漏洞。她的生命活力逗留在一件神器之中,一个在她无形头颅之中漂浮并在她意识之外的黑曜石法珠。她对自由的渴望和克兰沃克斯一样多。此外,她渴望复仇,而冒险者则提供给他一个机会去实现它。薇若莱丝将她自己当做一个盟友出现,指引冒险者前往光之避难所并敦催促他们摧毁克兰沃克斯--所有他的碎片和真正的法师--并在处理之后赢取他们的自由。
在整个冒险过程之中,玩家角色探索了奇异的礼堂和暗影金字塔的各个房间,与它带有敌意的居民(包括克兰沃克斯生命活力的碎片)战斗,收集打开光之避难所需要的三把钥匙并最终在一场高潮战斗中面对真正的克兰沃克斯--失败的代价不是死亡就是永恒的监禁。沿途,薇若莱丝也会指引他们从宝石中聚集她生命活力的碎片,薇若莱丝保留它们希望在她从金字塔中离开时能够复原她自己。
Adventure Synopsis
Karavakos desperately wants to escape from the Pyramid of Shadows. He has been using his considerable arcane abilities and the vast amount of time available to him to put a long-simmering plan into motion. He has gained limited control of the pyramid, and is able to influence where it appears in the natural world. In addition, he has developed the ability to send brief visions to other arcane power users outside the pyramid. With these two tools at his disposal, Karavakos has been working on a means of escape.
Karavakos is a mighty wizard, but his power within the pyramid is severely limited. His life force-and with it, his power-is divided among three splinters scattered throughout the pyramid, each pursuing its own plan of escape. The true Karavakos is locked iwthin the Sanctuary of Light at the pyramid’s apex. He can’t harm the other splinters, but he knows that their destruction is the key to his escape. When a splinter meets its end, the power it holds is transferred to him. When all of the splinter Karavakoses are destroyed, the wizard believes he will be mighty enough to escape from the pyramid.
Karavakos has been sending visions of the pyramid, its location in the natural world, and promises of power associated with the pyramid. The adventure begins when the player characters encounter the pyramid and are drawn into its timeless depths. From that point on, Karavakos encourages the adventurers to destroy the splinters of his life force so that the power each possesses returns to him. With his power fully restored, Karavakos plans to perform arcane rituals that will set him free. The fate of the adventurers matters not to the wizard, just so long as they serve their purpose and destroy the false expressions of Karavakos’s life force.
As all of this occurs, the true Karavakos waits safely in the Sanctuary of Light.
Vyrellis remains the flaw in the wizard’s plans. Her life force lingers within an artifact, an obsidian orb in which her disembodied head drifts in and out of view. She longs for freedom as much as Karavakos does. More, she hungers for revenge, and the adventurers provide her with an opportunity to attain it. Presenting herself as an ally, Vyrellis guides the adventurers toward the Sanctuary of Light and urges them to destroy Karavakos-all of the splintered versions of him as well as the true wizard-and win their freedom in the process.
Over the course of the adventure, the player characters explore the bizarre halls and chambers of the Pyramid of Shadows, fight its hostile inhabitants (including the splinters of Karavakos’s life force), collect the three keys needed to open the Sanctuary of Light, and finally face the true Karavakos in a pitched battle-with death or eternal imprisonment the price of failure. Along the way, Vyrellis also guides them to collect the splinters of her life force from the gemstones that hold them in hopes of restoring herself once she is freed from the pyramid.
冒险线索
使用下面提供的一个或者多个线索给玩家角色寻找金字塔的动机并给他们一个进入其中冒险的理由。使用这些线索,PC们有了获得完全由相关任务提供的经验的机会。
Adventure Hooks
Use one or more of the hooks below to provide the player characters with motivations for seeking out the pyramid and to give them a reason to get into the adventure. Using these hooks provides the PCs with opportunities to gain experience by completing the associated quests.
线索:神秘的地图
如果冒险者们经历了H2:雷山顶的迷宫事件,然后他们在帕德玛尔的所有物中发现了一张地图
地图展示了一个在郁郁葱葱的森林里发着辉光的金字塔,大约在楠提尔谷底以北需要旅行一周的时间。在页边潦草的注释着:"威能之地"、"待取的丰富魔力"和"寻找克兰沃克斯"。
仅是这个发现就足以让冒险者去调查暗影金字塔。如果不,参看下面的"替代部分"的附加动机。
参看部分:博学者萨伦,因为冒险者的行动而印象深刻并且担心着在地图上注释的含意,如果冒险者同意接受这个任务,他将提供更多的奖励。"找到这个威能之地并调查克兰沃克斯,"博学者对他们说:"带回神秘之地的情报,我们将回报你们一件强大的魔法物品(一个12级的物品)和2500金币。"
任务XP:1,500XP(主线任务)。
Hook: The Mysterious Map
If the adventurers experienced the events of H2: Thunderspire Labyrinth, then they discovered a map among Paldemar’s possessions.
The map shows a glowing pyramid within a lush forest, about a week’s travel north of Nentir Vale. Notes scribbled on the side of the page read: “Place of power.” “Vast magic for the taking.” And “Seek Karavakos.”
This discovery alone might be enough to send the adventurers in search of the Pyramid of Shadows. If not, see the “Alternative” below for additional motivations.
Alternative: The Mages of Saruun, impressed by the actions of the adventurers and worried about the implications of the notes on the map, provide one more incentive if the adventurers agree to take on this quest. “Find this place of power and seek out Karavakos,” the mage tells them. “Return with information that reveals the secrets of this place, and we will reward you with a powerful magic item (a level 12 item) and 2,500 gp.”
Quest XP: 1,500 XP (major quest).
线索:梦中幻象
冒险者--一个地方法师、学者或者贤者--在开始这个冒险之前已经被陌生而强迫的幻象在每一个夜晚的睡梦中困扰很久了。在这些梦中幻象中,泰弗林法师克兰沃克斯出现在智者的梦中并对他耳语等在暗影金字塔内的威能和秘密。
幻象变得更加的频繁、更加的急迫而地方法师或者贤者也变得越来越习惯于将每件事都放置一旁以便于找出威能之地和克兰沃克斯。甚至,学者经常在梦中影像中醒来,身边放着羊皮纸和羽毛笔,发现他或她完全不记得写过的潦草符号。这些记录包括多次重复的字句:"威能之地。""待取的丰富魔力。""寻找克兰沃克斯。"还有一张简略的展示了大约需要一周的时间才能到达的、在茂密森林中发着辉光的金字塔草图。
地方法师或者贤者被幻象激起了兴趣,并渴望得到预示的威能。他或她也可能怀疑这些梦境,并吃惊于其中的含义,他或她渴望满足追随梦境的冲动。
听说了冒险家的功绩,或者也许会作为朋友、同事或者熟人而认识他们,法师/学者/贤者请他们调查此事。 "我应付不来这个挑战,"博学者坦言,"我不会假装我不害怕这些梦境。但是我也肯定围绕着这些奇怪事情的一定是极为重要的事物,并且我毫不怀疑我的无尽威能的梦境是关于它们的真实的一环。"
法师/学者/贤者督促冒险者发现暗影金字塔并找出克兰沃克斯。"时间有限,"博学者说,"威能之地不会保持安静太长时间。你们必须找到它...在那些怀有邪恶之心的人为他们自己得到它之前。"
参看部分:职业能力利用奥术作为威能来源的玩家角色接收到梦境幻象。在这种情况下,在这个冒险开始之前,得到梦境的角色需要进行一个额外的个别游戏会议。首先它们缓慢的开始影响,仅仅简单的梦境不会看起来有所不同。然而,久而久之梦境中的信息变得更强大、更显著、更迫切。然后幻象的威力和频率增加,直到他们消耗掉角色需要的每个休息或睡眠周期。只有一种方法可以使他们停止,尽全力找出威能之地、找出克兰沃克斯。找出暗影金字塔。
任务XP:1,500XP(主线任务)。如果你使用这个线索的NPC获得梦境并寻求冒险者帮助的版本,当PC们带着有关金字塔的介绍和结束梦境影像的方法回来时,NPC会支付2500金币。(注意无论何种情况,一旦PC们接触到暗影金字塔梦境就会结束。)
Hook: The Dream Vision
Wherever the adventurers happen to be prior to the start of this adventure, a local wizard, scholar, or sage has been troubled by strange and compelling visions every night when he or she sleeps and dreams. In these dream visions, the tiefling wizard Karavakos appears to the dreaming mage and whispers about the power and secrets waiting within the Pyramid of Shadows.
The visions have grown more frequent, more urgent, and the local wizard or sage is growing more and more inclined to set everything aside and seek out the place of power and Karavakos. Indeed, the mage often awakens from the dream vision with a sheet of parchment and a quill to find notes scribbled over and over that he or she has no memory of writing. These notes include the oftrepeated phrases: “Place of power.” “Vast magic for the taking.” “Seek Karavakos.” There is also a crude sketch of a map that shows a stylized glowing pyramid deep within a lush forest about a week’s travel from this location.
The local wizard or sage is intrigued by the visions and anxious to claim the promised power. He or she is also suspicious of these dreams, and as frightened by the implications as he or she is desirous to fulfill the impulse to follow the dream.
Hearing of the exploits of the adventurers, or perhaps knowing them as friends or colleagues or acquaintances, the wizard/scholar/sage asks them to look into this matter “I am not up to this challenge,” the mage admits, “and I won’t pretend that I am not frightened by these dreams. But I am also sure that something of great importance surrounds these strange events, and I have no doubt that my dreams of untold power have a ring of truth about them.”
The wizard/scholar/sage urges the adventurers to find the Pyramid of Shadows and seek out Karavakos. “Time is short,” the mage says, “and the place of power won’t remain undisturbed for long. You must find it . . . before those with evil intentions claim it for their own.”
Alternative: A player character whose class abilities draw upon the arcane power source receives the dream visions. In this case, have the dreams come to the character over the course of several game sessions prior to the start of this adventure. They start out slowly at first, just simple dreams that don’t seem all that unusual. As time passes, however, the message in the dreams becomes stronger, more insistent, more urgent. Then the visions grow in power and frequency, until they consume every period of sleep or rest the character takes. The only way to make them stop is to strike out for the place of power, to seek out Karavakos. To find the Pyramid of Shadows.
Quest XP: 1,500 XP (major quest). If you are using the version of this hook where an NPC is having the dream and asks for the adventurers’ help, then have that NPC offer a reward of 2,500 gp once the PCs return with information about the pyramid and a way to stop the dream visions from returning. (Note that in all cases, the dreams stop once the PCs reach the Pyramid of Shadows.)
线索:疯狂的徘徊者
当通过一个茂密的森林时,冒险者们遇到了一个疯狂的徘徊者。徘徊者曾是一名充满威能和有着在遥远文明中心深远背景的法师。他已经被克兰沃克斯发出的梦境幻象折磨了好几个星期了,而这些幻象已经把他给逼疯了。他已经在这些树木间徘徊了比他能够记得的更长的时间,设法找到呼唤他的威能之地。
疯狂法师的头发和胡须肮脏的纠缠在一起。他的长袍也是破烂而污秽的。他的眼睛狂野而又充斥疯狂。当他遭遇冒险者时,他变的躁动而极端。"威能之地是我的!"他尖叫着:"克兰沃克斯召唤的是我,不是你!不是你!"他攻击冒险者,专心于摧毁任何为了暗影金字塔的对手。
在他的疯狂状态下,法师会战斗到死。当他的生命值变为0时,他在死前会有片刻的清明。"找到金字塔,"他用他最后的呼吸耳语:"找到克兰沃克斯。"
在疯狂法师的所有物中有一张地图。地图显示在一处茂密的森林中有一个发着辉光的金字塔,距离战斗发生的地点不远。在页边潦草的注释着:"威能之地"、"待取的丰富魔力"和"寻找克兰沃克斯"。
任务XP:1,500XP(主线任务)
Hook: The Mad Wanderer
While traveling through a lush forest, the adventurers encounter a crazed wanderer. The wanderer was once a wizard of power and influence back in a distant center of civilization. He has been plagued by the dream visions sent by Karavakos for weeks on end, however, and these visions have driven him mad. He has been wandering in these woods for more days than he can remember, trying to find the place of power that calls to him.
The crazed wizard’s hair and beard is tangled and unkempt. His robes are tattered and dirty. His eyes are wild and full of madness. When he encounters the adventurers, he becomes agitated and violent. “The place of power is mine!” he screams. “Karavakos has summoned me, not you! Not you!” He attacks the adventurers, intent on destroying any rivals for the Pyramid of Shadows.
In his crazed state, the wizard fights to the death. When he is reduced to 0 hit points, he has a moment of clarity before he dies. “Find the pyramid,” he whispers with his last remaining breaths. “Seek out Karavakos.”
Among the crazed wizard’s possessions is a map. The map shows a glowing pyramid within a lush forest, not far from where the battle took place. Notes scribbled on the side of the page read: “Place of power.” “Vast magic for the taking.” And “Seek Karavakos.”
Quest XP: 1,500 XP (major quest).
人类学者 等级8 精英 射手
中型 自然界 类人生物 XP 700
先攻+4 感官 侦查+7;
HP132;重伤66
AC 20;强韧18、反射20、意志22
豁免骰+2
速度6
行动点1
m铁头木棍(标准;随意)?武器
+11vs. AC1d8点伤害
r魔法飞弹(标准随意)?力场
远程20+13vs.反射;2d4+5点力场伤害。
C魔法飞弹风暴(标准;随意)?力场
近程爆发5;+11vs.反射;1d4 + 5点力场伤害。
R舞电术(标准;遭遇)?闪电
博学者对3个不同的目标进行独立的攻击:
射程10;+13vs.反射;1d8 + 5点闪电伤害。
A雷鸣爆发(标准;遭遇)?雷鸣
区域10爆发1;+13vs.强韧;2d8+5点雷鸣伤害,并且目标眩晕(豁免结束)。
A酸蚀爆发(标准;充能5、6)酸蚀
区域20爆发2;+13vs.反射;3d6 + 5点酸蚀伤害。
阵营 无阵营 语言 通用语
技能 神秘+13,洞察+11
力量10(+4)敏捷14(+6)感知17(+7)
体质12(+5)智力18(+8)魅力12(+5)
装备 长袍、铁头木棒、权杖
Human Mage Level 8 Elite Artillery
Medium natural humanoid XP 700
Initiative +4 Senses Perception +7
HP 132; Bloodied 66
AC 20; Fortitude 18, Reflex 20, Will 22
Saving Throws +2
Speed 6
Action Point 1
m Quarterstaff (standard; at-will) ✦ Weapon
+11 vs. AC; 1d8 damage.
r Magic Missile (standard; at-will) ✦ Force
Ranged 20; +13 vs. Reflex; 2d4 + 5 force damage.
C Magic Missile Storm (standard; at-will) ✦ Force
Close burst 5; +11 vs. Reflex; 1d4 + 5 force damage.
R Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against 3 diff erent targets: ranged 10; +13 vs. Reflex; 1d8 + 5 lightning damage.
AThunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +13 vs. Fortitude; 2d8 + 5 thunder damage, and the target is dazed (save ends).
A Acid Burst (standard; recharge 5 6) ✦ Acid
Area burst 2 within 20; +13 vs. Reflex; 3d6 + 5 acid damage.
Alignment Unaligned Languages Common
Skills Arcana +13, Insight +11
Str 10 (+4) Dex 14 (+6) Wis 17 (+7)
Con 12 (+5) Int 18 (+8) Cha 12 (+5)
Equipment robes, quarterstaff , wand
线索:格兰仕的头颅
当冒险者向冬树森林旅行时,一个地方政权(可能是来自瀑上镇或者避冬镇的某个人)出价850金币悬赏格兰仕·温,一个领导着一帮危险罪犯的龙裔。温的帮派这些年给这个地区带来了恐怖,而温刚刚从囚禁他的地方逃了出来,并躲进了冬树森林。
使用这个线索作为额外的奖励,或者这可以成为驱使冒险家进入最终会使他们发现暗影金字塔的森林。
格兰仕和他帮派的一部分成员已经被困在了暗影金字塔的内部。冒险者将会在探索金字塔内部时遭遇到龙裔罪犯。
任务XP:1,500XP(主线任务)
Hook: the Head of Gharash
As the adventurers travel toward the Winterbole Forest, a local authority (probably someone from Fallcrest or Winterhaven) offers a reward of 850 gp for the head of Gharash Vren, a dragonborn who leads a gang of dangerous criminals. Vren’s gang has terrorized the region for years, and Vren just escaped from his recent captivity, fleeing into the Winterbole Forest.
Use this hook as an extra incentive, or this could be the impetus that drives the adventurers into the forest where they eventually discover the Pyramid of Shadows.
Gharash and a portion of his gang have been trapped inside the Pyramid of Shadows. The adventurers will encounter the dragonborn criminal while exploring the pyramid’s interior chambers.
Quest XP: 1,500 XP (major quest).
长期准备
一旦冒险者进入暗影金字塔,他们将被困在金字塔内直到他们击败克兰沃克斯并逃离金字塔--冒险的主要部分能持续3到4级。角色在金字塔内部无需进食或饮水,并且他们可能发现一些地方能进行长时间休息。然而,他们不能购买魔法物品或者供给,不能回收在出发时保存的物品,也不能咨询NPC们仪式或情报。在你开始这个冒险之前,你可能想让玩家知道他们的角色应该对一次长时间的旅程有所准备,这样他们就不会在被困在金字塔内时遭受过多的障碍。
PREPARING FOR THE LONG HAUL
Once the adventurers enter the Pyramid of Shadows, they remain in it until they defeat Karavakos and escape-the better part of three or four levels of adventuring. The characters don’t need to eat or drink while they’re inside the pyramid, and they can find places to take extended rests. They can’t, however, buy magic items or supplies, retrieve items they left in safekeeping, or consult NPCs for rituals or information. You might want to let the players know that their characters should be prepared for a long journey before you begin this adventure, so they aren’t unduly hindered when they become trapped in the pyramid.
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遭遇A1:森林中的空地
遭遇等级6(1,400XP)
设置
3矮人战锤手
2人类伏兵
1狂怒龙兽
ENCOUNTER A1: THE CLEARING IN THE FOREST
Encounter Level 6 ( 1,400 XP )Setup3 dwarf hammerers
2 human ambushers
1 rage drake
开始冒险
无论出于什么么情况下,角色正穿过在楠提尔谷底北方边缘的冬树森林(参看城主指南第206页的地图)。他们可能是正在寻找一些特别的东西(参看第4页的冒险线索)或者他们可能只是简单的从一个地区旅行到另一个地区。当他们到达森林中的空地时,冒险开始了。
这个遭遇没有提供战术地图。敌人开始时只是隐藏在空地周围的树木之间,窥伺着冒险者们的所作所为。
当冒险者到达空地时,读:
茂密的森林中突然出现了一大片空地,大概有50尺宽,在空地中心有一些倒下的小岩石。空地周围的事物有种不适的感觉。这种感觉好像森林拒绝你们进入空地的宣告,围绕着你们的空气让你们感到不舒服和刺痛。
侦查检定
DC 21:你察觉到某些事物正在空地较远那边的树木间移动。
Starting the Adventure
Regardless of circumstance, the characters are traveling through the Winterbole Forest, on the northern edge of Nentir Vale (see the map on page 206 of the Dungeon Master’s Guide). They might be looking for something specific (see the “Adventure Hooks” on page 4) or they might simply be traveling from one location to another. The adventure begins when they reach this clearing in the forest.
No tactical map is provided for this encounter. The enemies begin hidden in the trees around the clearing, watching and waiting to see what the adventurers do.
When the adventurers reach the clearing, read:
The dense forest suddenly parts to reveal a large clearing, perhaps 50 feet across, with a small tumble of rocks at the center. Something about the clearing doesn’t feel right. It’s as though the sounds of the forest refuse to enter the clearing, and the air around you feels strange and tingling.
Perception Check
DC 21: You spot something moving among the trees just beyond the clearing.
攻击
如果任何冒险者在侦查检定上成功,他们注意到森林中的动静并会准备好应付麻烦。然而,任何在检定上失败的冒险者在遭遇开始时的突袭轮不会获得动作。
在突袭轮,每个矮人投掷锤子而人类则抛出匕首作为冲突的开始。同时,狂怒龙兽怒吼着进入空地并对最近的对手发动冲锋攻击。
The Attack
If any adventurers succeeded at the Perception check, they notice the movement in the forest and are ready for trouble. Any adventurers who failed the check, however, don’t get to act in the surprise round that starts this encounter.
In the surprise round, the dwarves each hurl a throwing hammer and the humans toss daggers to start the fray. At the same time, the rage drake roars into the clearing and makes a charge attack against the nearest opponent.
敌人
这队暴徒是由格兰仕·温的罪恶帮派的残存势力组成的。他们不知道在他们头领和其他帮派成员身上发生了什么。他们只知道格兰仕·温进入了空地并且再也没有回来。当他们察觉到冒险者接近这片区域时,他们决定将愤怒和失落倾泻在冒险者身上。这可能不会让格兰仕回来,但是却能让他们感觉好些。
The Enemy
This band of thugs constitutes the remnants of Gharash Vren’s gang of criminals. They don’t know what happened to their leader and the rest of their gang. All they know is that Gharash Vren entered this clearing and never returned. When they spotted the adventurers approaching the area, they decided to take out their anger and frustration on them. It may not bring Gharash back, but it will make them feel a little better.
战术
在突袭轮之后,罪犯们使用他们知道的基本战术。当战锤者和伏兵形成夹击时,他们让狂怒龙兽-一个格兰仕亲自训练过的生物-冲锋在前并作为战斗的中心力量。
Tactics
After the surprise round, the criminals use fairly basic tactics. They let the rage drake, one of the creatures that Gharash personally trained, plow ahead and take on the brunt of the battle, while the hammerers work to set up flanks for the ambushers.
引诱
在冒险者击败这队罪犯之后,克兰沃克斯的影像出现在空地中心。
如果冒险者俘虏了一个或者多个罪犯并尝试审问他们,克兰沃克斯立刻出现并用闪电矢和火矢"帮助"冒险者摧毁剩余的冒险者。克兰沃克斯不需要最放告诉PC们任何事。
当影像出现时,读:
当你左顾右盼时,一个影像出现在空地中心--一个鬼魂,或许是一个无实体的穿着长袍的男性泰弗林幻象。“恭喜,旅行者们,”影像说:“你在寻找暗影金字塔吗?”
影像是克兰沃克斯的心灵投影,一个他获得的在另一边的金字塔感应并影像凡界的能力。
“我们是森林遗迹的保护者,这是一个在遥远的过去献给梅诺娜的地域,”影像说:“是什么让你来到这个荒凉之地?”
如果冒险者告诉影像他们在寻找的事物,影像用谎言保证他们能在暗影金字塔内找到答案。到现在为止克兰沃克斯不会自主告诉冒险者他的名字,但如果他们询问,他断定他们能在金字塔内发现他被称呼为克兰沃克斯:“进入金字塔然后一切将会揭晓。”
冒险者有两个方法进入金字塔:自愿或者在克兰沃克斯的意志之下。
在空地中心,倒下的碎小石块之中,他们看到了一个小型的散发着辉光的金字塔。在金字塔每面的底部,覆盖着位置的标记。(DC28的神秘鉴定能认出这些标记是天界语。)
如果角色拾起或触摸金字塔,金字塔会把他们吸进去。如果他们试图离开,同样的事情依然自动的发生。读:
小型的金字塔突然膨胀。你们不知道是你们在缩小还是它在变大,但是金字塔充斥了环绕着你们的空地并将你们置于黑暗之中。泰夫林的声音最后一次回响在你们的耳畔。"欢迎来到暗影金字塔。只有一个方法赢得你们的自由,杀死我们--三次。"他嘲弄的笑声奚落着你们,在光芒回来时渐渐消散然后一股惊人的恶臭席卷了你们,暗示着你们已经离开了森林。
The Invitation
After the adventurers defeat the band of criminals, the image of Karavakos appears at the center of the clearing.
If the adventurers capture one or more of the criminals and attempt to question them, Karavakos appears immediately and “helps” the adventurers by destroying the remaining criminals with bolts of lightning and fire. Karavakos doesn’t want the criminals telling the PCs anything.
When the image appears, read:
As you look around, a figure appears near the center of the clearing-a ghost, perhaps, an insubstantial vision of a male tiefling draped in robes. “Greetings, travelers,” the image says. “What do you seek in the Pyramid of Shadows?”
The image is a psychic projection of Karavakos, one of his growing abilities to interact with and influence the world beyond the pyramid.
“We are the protector of the forest ruins, a place sacred to Melora in the distant past,” says the image. “What brings you to this forlorn place?”
If the adventurers tell the image what they seek, the image assures them that the answer lies within the Pyramid of Shadows. Karavakos doesn’t tell them his name as yet, but claims that one called Karavakos can be found within the pyramid if they ask. “Enter the pyramid and all will be revealed.”
The adventurers have two ways to get into the pyramid: of their own accord or by the will of Karavakos.
At the center of the clearing, amid a small tumble of worn stones, they see a small, glowing pyramid. The object, about a foot on each side, is covered with unknown markings. (Arcana DC 28 to recognize that the markings are Supernal.)
If the characters pick up or touch the pyramid, the object consumes them. If they attempt to leave, the same thing happens, but of its own accord. Read:
The small pyramid suddenly expands. You can’t tell if you’re shrinking or it’s growing, but it fills the clearing around you and you’re immersed in darkness. The voice of the tiefling comes to you one last time. “Welcome to the Pyramid of Shadows. The only way to win your freedom is to kill us—three times.” His mocking laughter taunts you, fading away as light returns and a tremendous stench assails you, suggesting that you’ve left the forest behind.
之后
角色现在是在暗影金字塔的入口凹陷处。他们已经被传送进入了跨位面空间,这里是孤立在空间或时间之外的存在。让冒险者花费一些时间来聚集起来,然后前往冒险书二的第2页的遭遇P1。
Next
The characters are now in the Entrance Pit of the Pyramid of Shadows. They have been transported into the extradimensional space that exists outside space or time. Give the adventurers a moment to collect themselves, then go to Encounter P1 on page 2 of Adventure Book Two.
3矮人战锤手 等级5 护卫
中型 自然界 类人生物 XP200每个
先攻+4 视觉 侦查+4;昏暗视觉
HP 64;重伤32;
AC 23;强韧18,反射15,意志17
豁免骰 +5对抗毒素效果
速度5
m战锤(标准;随意)武器
+11vs. AC1d10+3点伤害。
M盾击(次要动作;充能5、6)
+9vs.强韧;2d6+3点伤害,目标被挤到货被推离1格(由矮人战锤手选择)。
R飞锤(标准;随意)·武器
远程5/10;+10vs.AC;1d6+3点伤害。
坚如磐石(直觉打断,当敌人推离或击倒战锤手时;随意)
战锤手对敌人进行一次近战基础攻击。
脚踏实地
当一个效果强制矮人移动--拉动、推动或滑移时,矮人可以比效果指定的距离少移动1格。当一次攻击将会击倒矮人时,矮人可以立刻投一次豁免骰来避免倒地。
阵营 邪恶 语言 通用语,矮人语
技能 地城+11,坚韧+5
力量17(+5)敏捷10(+2)感知14(+4)
体质16(+5)智力11(+2)魅力12(+3)
装备 板甲,重盾,战锤,3把飞锤
3 Dwarf Hammerers Level 5 Soldier
Medium natural humanoid XP 200 each
Initiative +4 Senses Perception +4; low-light vision
HP 64; Bloodied 32
AC 23; Fortitude 18, Reflex 15, Will 17
Saving Throws +5 against poison eff ects
Speed 5
m Warhammer (standard; at-will) ✦ Weapon
+11 vs. AC; 1d10 + 3 damage.
M Shield Bash (minor; recharge ⚄ ⚅ )
+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked prone or pushed 1 square (dwarf hammerer's choice).
R Throwing Hammer (standard; at-will) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d6 + 3 damage.
Stubborn (immediate interrupt, when an enemy tries to push it or knock it prone; at-will)
The hammerer makes a melee basic attack against the enemy.
Stand Your Ground
When an eff ect forces a dwarf to move-through a pull, a push, or a slide-the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone.
Alignment Evil Languages Common, Dwarven
Skills Dungeoneering +11, Endurance +5
Str 17 (+5) Dex 10 (+2) Wis 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 12 (+3)
Equipment plate armor, heavy shield, warhammer, 3 throwing hammers
2人类伏兵 等级7 游击
中型 自然界 类人生物 XP300每个
先攻+8 视觉 侦查+3;
HP 77;重伤38
AC 21;强韧19,反射20,意志19
速度6
m硬头锤(标准;随意)·武器
+12vs. AC1d8+4点伤害,并且人类伏兵快步1格。
r匕首(标准;随意)·武器
远程5/10;+14vs.AC;1d4+4点伤害。
M眩晕打击(标准;遭遇)·武器
需要硬头锤;+12vs. AC1d8+4点伤害,目标眩晕直到人类伏兵的下一个回合结束,人类伏兵快步1格。
战斗优势
对任何为他提供战斗优势的生物,人类伏兵的近战和远程攻击造成额外1d6点伤害。
阵营 邪恶 语言 通用语
技能 潜行+11,市井+9,盗术+11
力量12(+4)敏捷17(+6)感知11(+3)
体质13(+4)智力10(+3)魅力12(+4)
装备 革甲,硬头锤,4把匕首
2 Human Ambushers Level 7 Skirmisher
Medium natural humanoid XP 300 each
Initiative +8 Senses Perception +3
HP 77; Bloodied 38
AC 21; Fortitude 19, Reflex 20, Will 19
Speed 6
m Mace (standard; at-will) ✦ Weapon
+12 vs. AC; 1d8 + 4 damage, and the human ambusher shifts 1 square.
r Dagger (standard; at-will) ✦ Weapon
Ranged 5/10; +14 vs. AC; 1d4 + 4 damage.
M Dazing Strike (standard; encounter) ✦ Weapon
Requires mace; +12 vs. AC; 1d8 + 4 damage, the target is dazed until the end of the human ambusher's next turn, and the human ambusher shifts 1 square.
Combat Advantage
The human ambusher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Alignment Evil Languages Common
Skills Stealth +11, Streetwise +9, Thievery +11
Str 12 (+4) Dex 17 (+6) Wis 11 (+3)
Con 13 (+4) Int 10 (+3) Cha 12 (+4)
Equipment leather armor, mace, 4 daggers
狂怒龙兽 等级5 蛮战
大型 自然界 野兽(座骑,鳞爪类) XP200
先攻+3 视觉 侦查+3;
HP 77;重伤38;参见嗜血狂怒
AC 17;强韧17,反射15,意志15
免疫恐惧(当重伤时)
速度8
m啮咬(标准;随意)
+9vs.AC;1d10+4点伤害;参见嗜血狂怒。
M爪抓(标准;随意)
+8vs.AC;1d6+4点伤害;参见嗜血狂怒。
M耙抓冲锋(标准;随意)
当狂怒龙兽冲锋时,它可以对同一个目标进行两次爪抓攻击。
嗜血狂怒(当重伤时)
狂怒龙兽每次攻击在攻击骰上获得一个+2的加值并且额外造成5点伤害。
狂怒坐骑(当重伤且被一个5级或者更高等级的盟友骑乘时;随意)·座骑
狂怒龙兽使骑手近战攻击在攻击骰和伤害骰上获得一个+2的加值。
阵营 无阵营 语言 -
力量19(+6)敏捷13(+3)感知13(+3)
体质17(+5)智力3(-2)魅力12(+3)
Rage Drake Level 5 Brute
Large natural beast (mount, reptile) XP 200
Initiative +3 Senses Perception +3
HP 77; Bloodied 38; see also bloodied rage
AC 17; Fortitude 17, Reflex 15, Will 15
Immune fear (while bloodied only)
Speed 8
m Bite (standard; at-will)
+9 vs. AC; 1d10 + 4 damage; see also bloodied rage.
M Claw (standard; at-will)
+8 vs. AC; 1d6 + 4 damage; see also bloodied rage.
M Raking Charge (standard; at-will)
When the rage drake charges, it makes two claw attacks against a single target.
Bloodied Rage (while bloodied)
The rage drake gains a +2 bonus to attack rolls and deals an extra 5 damage per attack.
Raging Mount (while bloodied and mounted by a friendly rider of 5th level or higher; at-will) ✦ Mount
The rage drake grants its rider a +2 bonus to attack rolls and damage rolls with melee attacks.
Alignment Unaligned Languages -
Str 19 (+6) Dex 13 (+3) Wis 13 (+3)
Con 17 (+5) Int 3 (-2) Cha 12 (+3)
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金字塔一层
冒险从暗影金字塔的底层开始。不管他们是怎么发现金字塔的,玩家角色到达入口凹陷--位置1--这一层的中心。第一层包括五个主要区域。
在这层中,不同群体的生物正处于一种紧张不安的状态,而玩家角色的到达可能有一些催化效果。然而,大部分金字塔的居民已经在这里很长时间了,他们不会对环境的变化做出快速反应。
PYRAMID LEVEL 1
The adventure begins on the bottom level of the Pyramid of Shadows. Regardless of how they find the pyramid, the player characters arrive in the Entrance Pit, Location 1, at the center of the level. Level 1 includes five main areas.
The different groups of creatures on this level live in a state of uneasy tension, and the player characters` arrival on the scene can have a destabilizing effect. However, most residents of the pyramid have been here for a long time, and they don`t react quickly to a change in circumstances.
藏尸坑(位置1-5)
这层的中心区域是围绕入口凹陷排列而成的,并从葬尸领主处得到了它的特征,一个食腐怪向这里灌输了暗蚀的能量(参看位置4)。从位置2的骨堆到位置3的深水,这些房间在字面上或是比喻意义上体现了腐烂和水深。
The Charnel Pit (Locations 1-5)
The central area of the level is arrayed around the Entrance Pit and takes its character from the Charnel Lord, an otyugh infused with necrotic energy (see Location 4). Literally or metaphorically, these rooms exemplify rot and depth, from the piles of bones in Location 2 to the deep water in Location 3.
苍绿废墟(位置6-10)
相信自己祖先的精神寄宿在植物上的阿伯瑞恩残忍而又嗜血,它们占据了第一层的南部。位置6和10形成了对抗其他金字塔居民的防御。
阿伯瑞恩是金字塔第一层最优组织和防守头脑的生物。如果冒险者深入这些区域又退出去休息,阿伯瑞恩们会巩固它们的防御。它们将它们内部位置7、8和9的守卫替换到位置6和10。这两个房间是特别设计成保护阿伯瑞恩领土的。如果处境艰难,他们在这里全力抵抗。
否则,阿伯瑞恩喜欢躲藏在它们拥有金字塔的部分。它们讨厌离开它们家园的草地去追捕敌人,除非它们觉得这样能够让他们杀死一个麻烦的敌人。
The Verdant Ruin (Locations 6-10)
Savage arboreans, bloodthirsty humanoids who believe the spirits of their ancestors reside in plants, have made the southern part of Level 1 their own. Locations 6 and 10 form their defenses against the rest of the pyramid`s inhabitants.
The arboreans are the most organized and defensively minded creatures in Level 1 of the pyramid. If the adventurers strike into these areas but withdraw to rest, the arboreans consolidate their defenses. They shift guards from their interior Locations 7, 8, and 9 to Locations 6 and 10. Both of these chambers are specifically designed to protect the arboreans` territory. If hard pressed, they make a stand here.
Otherwise, the arboreans prefer to hole up in their portion of the pyramid. They are loath to leave their home turf to track down enemies, unless they feel that such pursuit allows them to slay a troublesome foe.
格兰仕·温的帮派(位置11-13)
最近从瀑上镇越狱的龙裔罪犯格兰仕·温带着他的帮派逃进了冬树森林--却被困在了暗影金字塔内。温和他的帮派是最后进入金字塔的(在冒险者之前),他们刚刚才设法在第一层东部开拓了他们自己的生存地。他们不断的在他们占领的房间入口巩固防御(位置11和12),但却在他们中心部位的主要房间留下了一个潜在的敌人(位置13)。
Gharash Vren`s Gang (Locations 11-13)
Having recently escaped captivity in Fallcrest, the dragonborn criminal Gharash Vren fled with his gang into the Winterbole Forest-and was trapped in the Pyramid of Shadows. Vren and his gang are the most recent arrivals in the pyramid (before the adventurers), and they`ve only just managed to carve themselves a place to live in the eastern portion of Level 1. They keep secure defenses at the two entrances to the rooms they`ve claimed (Locations 11 and 12), but left a potential enemy in their midst in the central rooms (Location 13).
隐寺(位置14-15)
暗影金字塔有它自己的记忆储存系统,所有记忆都陈列在暗影图书馆中(位置14)。一个克兰沃克斯生命活力的碎片被隔离在图书馆之后(位置15)。
The Hermitage (Locations 14-15)
The Pyramid of Shadows has its own vault of memory, contained in the Library of Shadows (Location 14). One of the splinters of Karavakos`s life force lives in seclusion behind the library (Location 15).
壮观旋梯(位置16-19)
在其他有"教养"的怪物组织所占领的区域之间的这些区域有一点迷乱。位置19是向上一路到达第二层的旋梯。
The Grand Stair (Locations 16-19)
These areas include a bit of wilderness between the "civilized" areas claimed by other groups of monsters. Location 19 is the stairway leading up to Level 2.
长休息
第一层有一些可供防御的区域,冒险者可以躲藏在这些区域之中进行长休息以恢复他们的力量。在大部分地域之中,冒险者能够在长休息时不被打扰。然而,如果冒险者在苍绿废墟或被格兰仕·温的帮派控制的区域中休息,而没有第一时间战胜这些位置上的所有遭遇,他们大概没可能不被打扰。
你需要找到模拟地城中怪物的真实反映和给你的玩家提供乐趣之间的平衡,这很挑战游戏经验。如果一次打断他们长休息的遭遇可能杀死一个或者多个角色,就不要给他们这个遭遇。如果他们能处理一个简单的挑战,那就创造一个简单的低于角色等级2或3级的遭遇。
比方说,冒险者们在艰苦战斗之后通过了位置11的守卫,但是没有面对位置13的魅魔或位置12的格兰仕·温。他们躲进了位置11的内部休息,在控制板处安插了眼线并派遣一个人到大礼堂监视通往位置13的路。他们不够机警,但是你想通过一个他们能够在虚弱状态处理的遭遇使他们保持警觉。不要让格兰仕·温和他所有的同伙从位置12来打扰他们的睡眠(一个等级8级的遭遇)。作为代替,从那个区域派遣三个走狗和两个射手来威胁他们--一个等级4级的遭遇对他们来说将很容易应付。不要从遭遇中移动那些在位置12上的罪犯;仅仅假设那里存在着比冒险书中指出的更多的守卫。你奖励他们的精神,保持他们对攻击的警惕,但是让他们获得休息的好处。
作为参看部分,你可以将入眠的角色困在由位置13的魅魔制造的梦境之中,或者萦绕着克兰沃克斯嘲笑他们将要杀死他的幻象之下--作为一个将要到来事物的预示以保持玩家在他们的角色没有任何保险措施的情况下过于急躁。
Extended Rest
Level 1 has several defensible areas where adventurers can hole up for an extended rest to regain their strength. In most of these places, the adventurers should be able to take an extended rest without interruption. However, if adventurers rest either in the Verdant Ruin or in the area controlled by Gharash Vren`s gang without first having overcome every encounter in those locations, they probably won`t be able to take an uninterrupted rest.
You need to find the right balance between simulating the realistic response of the monsters in the dungeon and providing your players with a fun, hallenging game experience. If an encounter interrupting their extended rest would kill one or more characters, don`t throw an encounter at them. If they can handle an easy challenge, create an easy encounter 2 or 3 levels below the level of the characters.
For example, say the adventurers fought their way past the guards in Location 11 but didn`t face either the succubus in Location 13 or Gharash Vren in Location 12. They hole up to rest in the inner part of Location 11, with an eye on the control panel and a set watch in the hall leading to Location 13. They`re low on resources, but you want to keep them on their toes with an encounter they can handle in their weakened state. Don`t send Gharash Vren and all his associates from Location 12 to disturb their sleep (an 8th-level encounter). Instead, threaten them with three lackeys and two archers from that area-a 4th-level encounter that should be easy for them. Don`t remove those criminals from the encounter in Location 12; just assume that there were more guards than the adventure indicated. You`ll reward their caution, keep them on guard against attack, but let them gain the benefit of their rest.
As an alternative, you could give sleeping characters troubling dreams sent by the succubus in Location 13, or haunting visions of a mocking Karavakos who calls them to kill him-a foreshadowing of what`s to come that keeps the players on edge without putting their characters at any additional risk.
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金字塔二层
金字塔二层的大部分由于遥远之国的异样能量而扭曲损坏,这些能量是通过在位置24的失败构装体入口泄露进来的。壮观旋梯(在第一层的位置19)一直延伸到第二层的位置20。在位置20和位置25之间的楼梯延伸到位于第三层位置27和位置30之间的大礼堂,并越过那些门扉一直向上到达光之避难所(位置33)的守卫所在的位置。
PYRAMID LEVEL 2
The majority of Level 2 of the pyramid is warped and broken by the alien energy of the Far Realm, leaking through a failed portal constructed in Location 24. The Grand Stair (Location 19, on Level 1) leads up to Location 20 on this level. Stairs between Location 20 and Location 25 lead up to the hall between Locations 27 and 30 on Level 3, and straight up beyond there to the doors that guard the entrance to the Sanctuary of Light (Location 33).
破败的教堂(位置20-24)
这些位置的天然形态是一个献给遥远之国的扭曲怪物的怪异教堂。一个暗影金字塔的长期囚犯,一个名为赞陀罗的夺心魔,曾经尝试着去创造一个藉由解除遥远之国的一样实体而通向自由的通道,这个夺心魔扭曲的肉体参与先以疯狂之心的形态位于金字塔二层的核心部位(位置22)。一个克兰沃克斯的生命活力碎片也做了类似的尝试,同时由于遥远之国的影响他被扭曲成了一个异怪(位置24)。
秽恶邪裔在这些房间中拥有最多的神秘目的。如果冒险者攻击并杀死他们一定数量的部分,他们完全不会组织起来尝试抵抗。相反,如果冒险者杀死他们的首领--位于位置23的名为没装够(Medragal)的秽恶邪裔先知--他们很可能分裂成几个流浪帮伙。即使他们的领导者仍然活着,秽恶邪裔也没有参加到一场有体系的复仇之战的倾向。
没装够的人格魅力和魔法威能让他将秽恶邪裔和他们的盟友作为奴隶掌控着。当他死亡时,在金字塔的这个区域的怪物将会分散遍及到整个二层。冒险者们很可能遭遇到在大礼堂和走廊徘徊的这些野兽,那些PC们还没有摧毁的生物将作为一个盟友级团或者成为早先清空的金字塔区域的难民。
The Sundered Temple (Locations 20–24)
These locations take their nature from a strange temple dedicated to the alien monstrosities of the Far Realm. A long-time prisoner of the Pyramid of Shadows, a mind flayer called Xzathral, once tried to create a passage to freedom by contacting an alien entity of the Far Realm. The remnants of the mind flayer`s warped flesh now form the Heart of Madness at the core of this portion of the pyramid (Location 22). One splinter of Karavakos`s life force made a similar attempt, and the aberrant influence of the Far Realm warped him as well (Location 24).
The foulspawn in these chambers have enigmatic motives at best. If the adventurers attack and slay several of their number, they make little organized effort to respond. Instead, they are more likely to break up into several roving bands if the adventurers slay their leader, the foulspawn seer named Medragal in Location 23. Even with their leader still alive, the foulspawn have no inclination to engage in a systematic campaign of revenge.
Medragal`s force of personality and magical power allow him to hold the foulspawn and their allies in thrall. With his death, the monsters in that region of the pyramid scatter throughout the level. The adventurers are likely to encounter these beasts wandering through the halls and corridors, as allies of a faction that the PCs have not yet destroyed, or as refugees in a previously cleared section of the pyramid.
龙之巢穴(位置25-26)
金字塔会调整自身以适合那些在它限制内的强大存在的需要,它已经在位置26完成了为成年白龙制造龙穴的调整。这只龙由一支被名为暴雪代言人(位置25)的寒系精类生物领导的雅灵随从侍奉。
破败教堂的秽恶邪裔居民没有和龙及他的随从进行过交易。冒险者们在一个区域的活动不会对另一个区域的生物产生影响。
The Dragon`s Lair (Locations 25–26)
The pyramid reshapes itself to suit the needs of powerful beings within its confines, and it has done this for the adult white dragon that makes its lair in Location 26. The dragon is served by a devoted following of eladrin, led by a wintry fey called the Blizzard Speaker (Location 25).
The foulspawn denizens of the Sundered Temple have no dealings with the dragon and its followers. The activities of the adventurers in one area have no bearing on the creatures in the other.
长休息
冒险者们在金字塔的破败教堂部分不能安全的进行长休息。虽然秽恶邪裔先知没装够在位置23提供他们一个安全的休息场所,意图在夜里攻击之前欺骗他们。即使冒险者杀死全部的秽恶邪裔和其他在教堂中的威胁,在教堂的任何部分入睡都不会提供一个真正的休息。遥远之国的影响依然强大,它会在冒险者们入睡时侵入他们的思想。给角色们一个清楚地警告说这些房间看起来不是一个休息的好地方,当角色们在这些房间中时感觉不舒服。如果冒险者们无论如何都要固执的设法休息,他们在开始次日的冒险时将会比正常情况下少两个复原力,这是由于他们在休息时间只能得到不良的睡眠品质造成的。
如果冒险者击败了白龙和他的雅灵侍从,他们可以在位置25或者位置26安全的进行长休息。他们发现除了寒冷雅灵的膳宿很舒适。一旦龙死亡这个地方开始渐渐回暖,当它在几天内不会改变金字塔其他地方的环境温度。
Extended Rest
The adventurers can`t safely take an extended rest in the Sundered Temple portion of the pyramid. Although the foulspawn seer Medragal offers them a safe place to rest in Location 23, the offer is a ruse that precedes an attack in the night. Even if the adventurers kill all the foulspawn and other threats in the temple, sleeping in any portion of the temple doesn`t provide a real rest. The influence of the Far Realm remains strong, pressing in on the adventurers` minds as they sleep. Give the characters fair warning that these chambers don`t seem like a good place to rest, that the characters feel uneasy while within these rooms. If the adventurers persist and try to rest here anyway, they start the next day of adventuring with two fewer healing surges than normal due to the poor quality of sleep they were able to get during their period of rest.
If the adventurers defeat the white dragon and its eladrin servants, they can take an extended rest in safety in Location 25 or Location 26. They find the eladrin`s accommodations comfortable but cold. The place begins to warm slightly once the dragon is dead, but it won`t reach the ambient temperature of the rest of the pyramid for several days.
金字塔内部的时间
在暗影金字塔内部的时间和他在自然界遵循的表现形式略有不同。在金字塔内部的时间几乎是缓慢的爬行,这让金字塔的居民本质上获得了不休,没有人进入金字塔后会增长年龄或变老。这不意味着金字塔内部的生物不会死亡,无论如何,对一个生物施加暴力依然能损伤、毁坏或者杀死这个生物。
金字塔的魔法特性让为维持生存进行进食和饮水变得不必要。许多生物继续进食和摄取养分更多的是为了在食物和饮料上能够获得的乐趣或出于习惯,但是当呗困在金字塔内部的时候没有生理学的理由会需要这么做。
即使在这些魔法之地,生物仍然容易受到主观时间的破坏。当生物在战斗形势中尽了最大努力,例如,他们的遭遇威能和每日威能被消耗掉并且必须通过短休息或者长休息来重新获得。为了恢复这些生物的活力,周期性的睡眠或休息等长时间的缓和行动也必须不被打断。这可能更多的是个体体会而不是金字塔真实的神秘特性,然而即使在暗影金字塔内部休息也是一个必要的状态。
Time Within the Pyramid
Time behaves differently within the Pyramid of Shadows from the way it flows in the natural world. Time literally crawls within the pyramid, making its inhabitants essentially immortal, as no one within the pyramid ages or grows old. This doesn`t mean that creatures within the pyramid can`t die, however, and violence against a creature can still harm, injure, or kill that creature.
The magical nature of the pyramid makes eating and drinking for sustenance unnecessary. Many creatures continue to eat and imbibe for enjoyment or out of habit when they can acquire food and drink, but there is no physiological reason to do so while trapped within the pyramid.
Even with these magics in place, creatures are still susceptible to the ravages of subjective time. When creatures exert themselves in a combat situation, for example, their encounter powers and daily powers get used up and must be renewed through short or extended rest periods. Long stretches of moderate activity must also be punctuated by periods of sleep or rest for those creatures that need such periods of rejuvenation. This may have more to do with individual perception than with the reality of the pyramid`s arcane nature, but nevertheless rest is a required state even within the Pyramid of Shadows.
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金字塔三层
距离暗影金字塔顶最近的第三层,被克兰沃克斯生命活力的两个投影--位置29的死灵师和位置32的暗影的碎片--划分。这两个克兰沃克斯的投影击中他们的能量在发明一种逃离金字塔的方法上,但是当心情打击他们的时候他们不会在攻击彼此领域上派兵。
死灵师和暗影集中他们的努力以期逃离金字塔,并表现出对于临近他们巢穴的房间完全不感兴趣。冒险者们侵入到这层的房间时丝毫没有影响到他们的防御或者之后的遭遇。
通过这层中心大礼堂的楼梯(在位置27和位置30之间),从第二层(在位置20和位置25之间)延伸到上面的光之避难所的守卫处。
PYRAMID LEVEL 3
Situated near the apex of the Pyramid of Shadows, Level 3 is divided between two reflections of Karavakos`s life force-the splinter necromancer in Location 29 and the shadow in Location 32. The two versions of Karavakos focus their energy on devising a means of escaping the pyramid, but they are not above sending minions to attack each other`s domains when the mood strikes them.
The necromancer and the shadow are focused on their efforts to escape the pyramid and show little interest in the chambers beyond their immediate lairs. The adventurers` incursions into the chambers on this level have no impact on their defenses or later encounters.
A stairway passes through the central hall on this level (between Locations 27 and 30), leading from Level 2 (between Locations 20 and 25) to the doors guarding the Sanctuary of Light above (Location 33).
死灵师的墓穴(位置27-29)
三个大型的房间为克兰沃克斯生命活力的碎片和他的亡灵杂兵提供了一个处所。在第一层藏尸坑的食腐怪老鼠仆从也钻过在这个墓穴(位置27)和他们的巢穴(位置2)之间的细小通道。克兰沃克斯的死灵碎片,称呼自己为克兰沃克诅咒,已经设法建造一扇大门以便他逃离金字塔,但到目前为止他的努力都是徒劳的。
Crypt of the Necromancer (Locations 27–29)
Three large chambers provide a home for a splinter of Karavakos`s life force and his undead minions. Charnel rat servitors of the otyugh on Level 1 also crawl through tiny tunnels between the crypts here (Location 27) and their lair (Location 2). The necromantic splinter of Karavakos, calling himself Kravak the Damned, has been trying to construct a portal to facilitate his escape from the pyramid, but so far his efforts have been in vain.
暗影包囊(位置30-32)
克兰沃克斯之影不是法师生命活力的碎片,而是创造碎片时的副产物。它现在潜伏在位置32,追逐着通过一个坠影冥界的入口逃脱的空梦。它的仆从是黑暗追踪者,而它的巢穴则被扭曲的失魂迷宫所保护(位置31)。
Cyst of Shadow (Locations 30–32)
Karavakos`s shadow is not a splinter of the wizard`s life force, but a side effect of their creation. It lurks now in Location 32, pursuing the futile dream of escaping by way of a portal to the Shadowfell. Its servitors are dark stalkers, and its lair is protected by the twisting Maze of Lost Souls (Location 31).
长休息
一旦清理完毕,许多在这层相对安全的房间让冒险者安全的进行长休息变得十分容易。然而,他们的睡眠将被克兰沃克斯的幻象影响。当冒险者们在这层金字塔的任意位置进行一次长休息时,读:
那个泰夫林出现在的梦中。"杀了我!"他叫喊着:"杀我三次然后你逃脱的通道将会打开!"当他狂热的笑声在你的脑袋里回响时你醒了过来。
Extended Rest
Once cleared, plenty of relatively secure chambers on this level make it easy for the adventurers to safely take an extended rest here. However, their sleep is haunted by visions of Karavakos. When the adventurers take an extended rest anywhere on this level of the pyramid, read:
The tiefling appears in your dreams. "Kill me!" he cries. "Kill me three times and your path to escape will open!" You wake with his crazed laughter ringing through your mind.
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光之避难所
在暗影金子塔顶坐落着光之避难所,克兰沃克斯计划他的越狱的地方。要逃离金字塔,冒险者们必须进入避难所并摧毁克兰沃克斯。为什么这将释放冒险者们✦因为金字塔被建造起来只有一个控制泰弗林法师的目的。一旦他被消灭,监狱破碎并释放任何其他的居住者。
光之避难所的出现在地图海报上。
SANCTUARY OF LIGHT
At the peak of the Pyramid of Shadows sits the Sanctuary of Light, where Karavakos plans his escape. To escape from the pyramid, the adventurers must enter the Sanctuary and destroy Karavakos. Why will this release the adventurers? Because the pyramid was constructed for the singular purpose of containing the tiefling wizard. Once he is destroyed, the prison shatters and releases any other occupants.
The Sanctuary of Light appears on the poster map.
三个法师,三把钥匙
角色们不能进入光之避难所直到他们找到为打开避难所三扇大门所必需的三把钥匙。每一个克兰沃克斯生命活力的碎片拥有一把钥匙。杀死他们将提供冒险者们钥匙和打开大门的线索。
不幸的是,冒险者们杀死三个碎片也让克兰沃克斯的魔法威能回归于他,给于他逃跑所需要的力量。一旦第三个碎片死亡,克兰沃克斯立刻开始准备能够将他从金字塔释放的仪式。
一旦第三个碎片死亡并且它的生命活力回归克兰沃克斯,冒险者们有8小时到达光之避难所并击败泰弗林法师。如果他们没有在这个时间内到达,克兰沃克斯将完成他的仪式并逃脱,留下冒险者们和其他剩余的生物困在金字塔内部。
如果承载薇若莱丝的头颅已经获得了薇若莱丝生命活力的三个碎片,头颅在克兰沃克斯第三个碎片溃败之后就会催促冒险者们爬上金字塔顶。然而,冒险者们可能在战斗中变得虚弱,而想要在面对克兰沃克斯之前进行一次长休息。如果他们这么做,头颅的和谐性下降2点,但是冒险者们依然有时间在克兰沃克斯完成仪式并逃跑之前去击败他。
Three Mages, Three Keys
The characters can’t enter the Sanctuary of Light until they find the three keys necessary to open the Sanctuary’s three doors. Each of the splinters of Karavakos’s life force possesses a key. Killing them provides the adventurers with the keys and the clues they need to open the doors.
Unfortunately for the adventurers, killing the three splinters also returns Karavakos’s magical power to him, giving him the strength he needs to make his escape. Once the third splinter dies, Karavakos immediately begins preparing the ritual that will free him from the pyramid.
Once the third splinter dies and its life force returns to Karavakos, the adventurers have 8 hours to reach the Sanctuary of Light and defeat the tiefling wizard. If they don’t get there in that time, Karavakos completes his ritual and escapes, leaving the adventurers and the other remaining creatures trapped within the pyramid.
If the bearer of the Head of Vyrellis has already acquired the three splinters of Vyrellis’s life force, the Head urges the adventurers to climb to the apex of the pyramid as soon as the third splinter of Karavakos is defeated. The adventurers might be weakened enough from their battles that they want to take an extended rest before facing Karavakos, however. If they do, the Head’s concordance drops by 2, but the adventurers still have time to defeat Karavakos before he completes the ritual and escapes.
洞开的避难所
当冒险者获得了三把钥匙并将进入光之避难所,使用下列信息。
在爬上暗影金字塔顶的楼梯上,冒险者们发现他们在有着三套巨大的石质双层门的门厅之中。每套门有一个锁眼。被位于下面几层的碎片带着的三把钥匙符合这些锁眼。每把钥匙适合任意三个锁眼之一,但是要开门则三把钥匙必须都被插入并遵循一个特别的顺序。钥匙、锁眼和隐寺内的碑文给角色们解决这个逻辑难题提供了提示。向玩家们展示这本书第32页的插图,避难所的钥匙和避难所的锁眼。
Opening the Sanctuary
When the adventurers have acquired the three keys and are ready to enter the Sanctuary of Light, use the following information.
Upon climbing the stairs to the apex of the Pyramid of Shadows, the adventurers find themselves in a hallway with three great sets of stone double doors. Each set of doors has a keyhole. The three keys carried by the splinters in the lower levels fit into these holes. Each key fits into any of the three holes, but to open the doors the three keys must be inserted and turned in a particular order. The keys, the keyholes, and the inscription in the Hermitage provide the clues the characters need to solve this logic puzzle. Show players the illustrations on page 32 of this book, The Keys to the Sanctuary and The Sactuary Keyholes.
钥匙
这里有三把钥匙:知识的精金钥、力量的黄金钥和虔诚的秘银钥。三个锁眼是月亮、太阳和星辰。一旦他们发现全部三把钥匙,角色们必须解决的难题是鉴别每把钥匙,匹配每把钥匙和锁眼并决定他们必须转动钥匙的顺序。
要打开门,角色们必须将虔诚之钥插入月亮之锁并转动它,然后将力量之钥插入太阳之锁并转动它并最终将知识之钥插入星辰之锁并转动它。当他们这么做的时候,所有的三扇大门将会打开。如果没有按顺序将一把钥匙插入锁眼,即使不去转动它,锁也会被冻结直到所有的钥匙被移出锁眼5分钟。
The Keys
There are three keys: the Adamantine Key of Knowledge, the Gold Key of Strength, and the Mithral Key of Piety. The three keyholes are Moon, Sun, and Stars. The puzzle the characters must solve, once they’ve found all three keys, is to identify each key, match each key to a keyhole, and determine the order in which they have to turn in the keys.
To open the doors, the characters must insert the Key of Piety into the Moon keyhole and turn it, then insert the Key of Strength into the Sun keyhole and turn it, and finally insert the Key of Knowledge into the Stars keyhole and turn it. When they do so, all three doors swing open. If a key is inserted into a keyhole out of sequence, even if it’s not turned, the locks freeze up until all keys are removed from the keyholes for 5 minutes.
提示
✦知识之钥在神圣的星辰之环下闪耀。(在位置14的隐寺之中 .)
✦力量第二。(在黄金之钥上。)
✦黑暗是我的。(在秘银之钥上。)
✦硬度第一不适当。 (在精金之钥上。)
✦虔诚要求它特有的位置在其他之上。(在月亮之锁上。)
熟悉并享受逻辑难题的玩家们将会很快的解决这个。其他的玩家们可能在向前的路上需要提示。作为城主指南上的建议,你可以让角色们进行智力鉴定(DC24)来获取提示。薇若莱丝的头颅渴望帮助PC们接触到克兰沃克斯,也能帮助他们想出这个难题,然而逻辑和耐心不是它的特长。
阐明提示最基础的暗示:
✦知识之钥进入星辰之锁。
✦黄金之钥是力量之钥,它需要第二个进入并转动。
✦秘银之钥不能进入太阳之锁。
✦精金之钥不能第一个转动。
✦虔诚之钥进入月亮之锁并第一个转动。
尝试每一种钥匙、锁和序列的可能配对,这种使用反复试验的方法打开门是可能的。如果你的玩家们没有对难题的耐心或者只是卡住了,你可以假设他们在大约3小时内尝试了所有36种可能的组合。
The Clues
✦ The key of knowledge shines beneath a ring of holy stars. (In the Hermitage, Location 14.)
✦ Strength second. (On the gold key.)
✦ The night is mine. (On the mithral key.)
✦ First in hardness, not in place. (On the adamantine key.)
✦ Piety claims its proper place above all else. (On the moon keyhole.)
Players who are familiar with logic puzzles and enjoy them will solve this one quickly. Other players might need hints along the way. As suggested in the Dungeon Master’s Guide, you can let the characters make Intelligence checks (DC 24) for clues. The Head of Vyrellis, eager to help the PCs reach Karavakos, can also help them figure out the puzzle, though logic and patience aren’t its strong suits.
The most basic hints clarify the clues:
✦ The Key of Knowledge goes in the Stars keyhole.
✦ The gold key is the Key of Strength, and needs to be inserted and turned second.
✦ The Mithral Key doesn’t go in the Sun keyhole.
✦ The Adamantine Key doesn’t get turned first.
✦ The Key of Piety goes in the Moon keyhole and gets turned first.
It’s possible to use trial and error to get the doors open, trying every possible match of key, keyhole, and sequence. If your players have no patience for puzzles or just get stuck, you can assume they work through all 36 possible combinations in about 3 hours.
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交涉和联盟
暗影金字塔中充满了以小队为群体和不稳定联盟形态的怪物。随着越来越多的生物进入监狱,最强的联盟共同努力以捍卫自己的地盘。只有少数生物可以在这个天然的联盟和依托之外存在。当你读完冒险你能看到,地下城的居民将金字塔分成了若干个清晰的地区。
如果你的小组偏爱用砍杀通过怪物而很少关心扮演,你可以如介绍的那样简单的进行这个冒险。角色们进入金字塔的每个地区,和在那里发现的怪物战斗然后移动到下一个地区。然而,一个喜欢更多故事和互动的小组可以通过结成联盟而获得更多乐趣,插手怪物的事务并在他们之间挑拨周旋。作为一个覆盖许多派系的独立系统,暗影金字塔是一个为充满诡计、诽谤和谈判游戏提供的巨大场所。
本节将描述在金字塔内部个别派系的基本规划和动机。这也讨论了故事的潜在观念。
如果你想让冒险者们交谈并与怪物们商讨,而你的小猪喜欢这种风格的玩法,你能做的最好的事情就是为互动创造时机。 怪物们可能要求赌博而不是在看到之后就发动攻击。保护金字塔一个区域的守卫们监视着冒险者们并只有在被威胁时才会攻击。比起战斗他们更希望交流。
当然,如果你的小组更喜欢砍杀和鞭打的行动,这将很难迫使他们进入一种不同的玩法。给冒险者们机会去和敌人交谈,但是记住如果受到威胁怪物们会反击。如果冒险者们与一个群体战斗,不要放弃尝试让他们和下一个群体谈判。金字塔中的怪物们总是会注意到新的盟友。用这个作为扮演和谈判契机的理由。
然而,金字塔中的各派系是忠是最邪恶的,最善叛变的。他们将冒险者们视作游泳的工具而非真正的朋友。这就是说,你越想将派系间的争斗作为计算好的冒险,你越要缓和他们公开的邪恶倾向。无论如何,如果角色们与所有派系和睦相处整个冒险将变得太过简单。角色们,不是他们的盟友们,应该面对金字塔的危险和恶兆。此外,如果金字塔的各组人马能够协同合作并彼此信赖,他们将不会处于他们现在的状况。
XP奖励:如果你决定一些怪物们能够通过谈判处理,务必奖励冒险者们通过交涉而获得的全部XP等同"击败"他们。另外,你可以移动任何被这样的怪物们守护的财宝到其他区域,或者冒险者们可以作为签订联盟协议的一部分而获得它们。
DIPLOMACY AND ALLIANCES
The Pyramid of Shadows is filled with monsters that have grouped into small bands and formed uneasy alliances. As more creatures enter the prison, the strongest alliances work together to defend their turf. Only a few creatures can exist outside of this crude system of alliances and support. As you can see by reading over the adventure, the dungeon’s inhabitants have divided the pyramid into several distinct districts.
If your group loves hacking through monsters and cares little for roleplaying, you can simply run the adventure as presented. The characters enter each section of the pyramid, fight the monsters found there, and move on to the next section. However, a group that likes more story and interaction can have a lot of fun drawing up alliances, meddling in the affairs of the monsters, and playing the groups off each other. As a self-contained system housing a number of factions, the Pyramid of Shadows is a great locale for a game rife with intrigue, backstabbing, and negotiation.
This section describes the basic plans and motivations of several factions within the pyramid. It also discusses potential story ideas.
If you want the adventurers to talk and negotiate with monsters and your group likes that style of play, the best thing you can do is to create opportunities for interaction. Monsters might call for parlay rather than attack on sight. The guards that defend a section of the pyramid watch the adventurers and attack only if threatened; they are willing to talk rather than fight.
Of course, if your group prefers hack and slash action, it is difficult to force them into a different style of play. Give the adventurers the chance to talk with the enemy, but remember that the monsters fight back if threatened. If the adventurers fight one group, don’t give up on trying to have them negotiate with the next one. The monsters in the pyramid might always be on the lookout for new allies. Use that as an excuse to open up opportunities for roleplaying and negotiation.
In the end, though, the factions in the pyramid are evil at worst, traitorous at best. They see the adventurers as useful tools, not genuine friends. That said, the more you want to cast the adventure as a struggle between factions, the more you might want to tone down their overtly evil tendencies. However, the adventure might become too easy if the characters make friends with an entire faction. The characters, not their allies, should face the dangers and threats of the pyramid. Furthermore, if the groups in the pyramid could work together and trust each other, they wouldn’t be in their current situations.
XP Awards: If you decide that some monsters can be dealt with solely through negotiation, be sure to award the adventurers full XP for “defeating” them through diplomacy. In addition, you can shift any treasures guarded by such monsters to other areas, or the adventurers can earn them as part of a negotiated alliance.
苍绿废墟
阿伯瑞恩的领导者,卡莫诺是一个精明有野心的角色。他总是渴求更多的盟友,尤其是那些可能提供一个逃离方法的盟友。另外,他憎恨葬尸领主并想要它死。他坚持冒险者们拿回他们杀死那个生物的证据。作为报答,他为冒险者们提供一个安全的警戒森严的地方进行休息。
尽管它提供了帮助,卡莫诺的狂热会杜绝他变成一个冒险者们真正的盟友。他坚持冒险者们在位置9的祭坛上宣誓效忠于阿伯瑞恩。典礼要求每个玩家角色切开他或她的手臂并在割开的伤口里放置一个小种荚。笨到会同意这个程序的冒险者们会遭受两个缺点:卡莫诺可以总是知道他们在金字塔中的位置,并且他在对抗这些角色们的攻击骰上获得一个+2的加值。一个DC30的神秘检定允许一个PC辨别出典礼背后的真实,通过一个DC25的医疗检定可以移除种子并终止效果。
卡莫诺严厉、苛刻而又傲慢。将他扮演成深度狂热的一个别人会相信他说的话就是神明质疑的教主。当他想要冒险者们尽可能多的杀死在金字塔内部的敌对群落时,也会利用冒险者们逃离这个地方。他在与冒险者们结盟足够久之后会袭击光之避难所,但是只会在克兰沃克斯即将溃败时发动攻击。
The Verdant Ruin
Camnor, leader of the arboreans, is a canny, ambitious character. He always desires more allies, especially if they can offer a means of escape. In addition, he hates the Charnel Lord and wants the creature slain. He insists that the adventurers bring back evidence they have killed the creature. In return, he offers the adventurers a safe, guarded place to rest.
Despite his offers of help, Camnor’s fanaticism prevents him from becoming a true ally to the adventurers. He insists that the adventurers swear an oath of loyalty to the arboreans on the altar in Location 9. The ceremony requires each player character to cut his or her arm and place a small seedpod within the open wound. Adventurers foolish enough to agree to this procedure suffer two drawbacks: Camnor can always note their position in the pyramid, and he gains a +2 bonus to attack rolls against such characters. A DC 30 Arcana check allows a PC to discern the truth behind the ceremony, while a DC 25 Heal check removes the seed and ends the effect.
Camnor is severe, demanding, and arrogant. Play him like a deeply fanatical religious leader, one who believes that he speaks the will of the gods. He wants to set the adventurers to slaying as many rival groups within the pyramid as possible while also using the adventurers to escape from this place. He allies with the adventurers long enough to assault the Sanctuary of Light, but attacks them when Karavakos is on the verge of defeat.
格兰仕·温的帮派
匪帮或许是金字塔最弱的一群。他们是这个地方的新人,他们面对着在他们巢穴之外的蜥蜴人和被困在他们房间的狼人。
格兰仕·温只关心他自己。只要他能保留一些他的士兵在警戒岗位上,他就很高兴他的跟随者"自愿"为冒险者们服务。他从不将自己置于危险之中。他在谈判中尊重角色,只要他不需要面对任何直接危险他很高兴做出让步。如果冒险者们即将逃脱,他将伴同他们前往光之避难所,但是在战斗期间会假装一个骇人的伤害。当然,他会在适当的时候及时的痊愈以便完成自己逃脱企图。
格兰仕很凶恶,但会像许多暴徒一样他也是一个色厉内荏的懦夫。他的追随者们因为对他的恐惧而遵从,如果他派遣他们援助冒险者们,这些罪犯会在重伤或者在战斗边缘持续与陌生而凶恶的敌人战斗时逃走。这些罪犯和他们的领导者一样,没有打算为了除自己以外的其他人拼命。
如果格兰仕可以背叛冒险者们,他会这样做。他将他们的装备看做在开拓自己在金字塔中拥有的领地的一个有用的兵工厂。他可能密令那些他派遣随同冒险者们的罪犯带领他们作为格兰仕和其他帮派对抗的伏兵。
Gharash Vren’s Gang
The bandit gang is perhaps the weakest group in the pyramid. They are newcomers to the place, and they face active threats from the lizardfolk outside their lair and the werewolf they have trapped in their chambers.
Gharash Vren cares only for himself. He gladly “volunteers” his followers for service to the adventurers, as long as he can keep a few of his soldiers on guard duty. He never places himself in danger. He defers to the characters in negotiations, happily making concessions as long as he never faces any direct danger. If the adventurers are on the verge of escape, he accompanies them to the Sanctuary of Light, but feigns a terrible injury during the battle. Of course, he recovers in time to make his own escape attempt at the appropriate moment.
Gharash is tough, but like many bullies he is a coward at his core. His followers defer to him out of fear, and if he dispatches them to aid the adventurers, the criminals flee when bloodied or keep at the edges of a battle against any strange or tough foe. The criminals, like their leader, have no intention of risking their lives for anyone but themselves.
If Gharash can betray the adventurers, he does so. He sees their gear as a useful arsenal in carving out his own lair in the pyramid. He might secretly order criminals he sends with the adventurers to lead them into an ambush set by Gharash and the rest of the gang.
破败的教堂
破败教堂的主教,没拽够被妄想严重伤害了。如果冒险者们意图与他结盟,他要求杀死卡莫诺和尽可能多的阿伯瑞恩。他的侦查员报告说阿伯瑞恩长势迅猛,他想要他们在成为一个真正威胁到他在金字塔的领域之前死亡。他也想要在位置26的龙被杀,因为他相信一个用龙心的仪式可以为他提供的强大的威能。他错了,但是他没有意识到。如果冒险者们给他龙心,他假装获得的更多以便在改变他的地位--在和冒险者们之间的以及和金字塔内部其他派系之间的。
在克兰沃克斯的碎片毁坏以至于打开逃脱的路线(参看位置24),没拽够承认暗影金字塔所有留下的都是事实。他相信所有的逃跑企图都是注定的,他与冒险者们结盟只是为了监视他们的活动。然而,如果角色们宣称他们打算强攻光之避难所并杀死克兰沃克斯,主教将变的惶恐。他制造一次错误的帮助,但是命令他的追随者们在冒险者们进入避难所之前杀死他们。
如果谈判进展顺利,如果没拽够至少假装对冒险者们友善,他提供给他们自己的小屋进行休息(在位置23之中)。之后,他派遣他的追随者们埋伏在小屋,一旦冒险者们熟睡就放火并发动攻击。
没拽够是一个可怜的人物。他乞求冒险者们的援助,试图描绘教堂的摇摇欲坠,并且会做出了舔舐他们的长靴之外的任何事情以获得他们的信赖。如果PC们要求帮助作为报答,他仍然使用同样的虚弱的断言来拒绝向他们提供任何援助。
The Sundered Temple
Medragal, the high priest of the Sundered Temple, is wracked with paranoia. If the adventurers offer to ally with him, he demands that they slay Camnor and as many arboreans as possible. His scouts report that the arboreans grow ever stronger, and he wants them dead before they can pose a true threat to his portion of the pyramid. He also wants the dragon in Location 26 slain, since he believes that a ritual that uses the dragon’s heart can grant him great power. He’s wrong, but he doesn’t know that. If the adventurers give him the heart, he feigns the acquisition of greater might in a bid to improve his bargaining position-both with the adventurers and with other factions within the pyramid.
After the failure by Karavakos’s splinter to open an escape route (see Location 24), Medragal is convinced that the Pyramid of Shadows is all that is left of reality. He believes that any escape attempt is doomed, and he allies with the adventurers only to keep tabs on their activities. However, if the characters make it clear that they intend to storm the Sanctuary of Light and slay Karavakos, the high priest becomes terrified. He makes a false offer of help, but orders his followers to slay the adventurers just before they enter the Sanctuary.
If negotiations have gone well, and if Medragal is at least pretending to be on friendly terms with the adventurers, he offers them his own hut as a place to rest (in Location 23). Later, he orders his followers to set the hut on fire and attack once the adventurers have gone to sleep.
Medragal is a pathetic figure. He begs the adventurers for aid, tries to portray the temple as on the verge of collapse, and does everything but lick their boots to gain their trust. Yet he uses these same claims of weakness to deny the PCs any reinforcements if they ask for help in return.
龙之巢穴
居住在龙之巢穴的雅灵给冒险者们少许谈判的机会,而龙满足于它在金字塔中的完美地域。它不再需要进食,可以花费更长连续的时间像龙一样在深沉的睡梦之中。
龙会攻击抢劫它积蓄的冒险者们,但是在另一方面它乐于告诉他们想知道的事情。他想要偶尔品尝一些可口的食物,欣赏它的积蓄增加了财宝并乐于与新到的生物偶尔对话。尽管它不需要进食,它仍然很愿意品尝。龙也憎恨破败教堂的居民,因为他们曾一度尝试杀死它并将它作为祭品,龙要求成为盟友以清除教堂在进行任何其他交易之前。
龙傲慢而冷漠,却不是对必须的机智或礼貌感到麻烦。在它眼中,冒险者们只要做一个简单的选择:让龙高兴或者死在它的尖牙上。他不想参加任何与克兰沃克斯战斗的部分。
The Dragon’s Lair
The eladrin who dwell in the dragon’s lair offer the adventurers little opportunity for negotiations, and the dragon itself is perfectly content with its place in the pyramid. It no longer needs to eat, and can spend many long, uninterrupted hours in the deep, dreaming sleep of dragonkind.
The dragon attacks adventurers who rob from its hoard, but otherwise it is happy to talk to them. It wants the occasional tasty morsel, enjoys adding treasures to its hoard, and takes pleasure in the occasional conversation with new arrivals. Though it doesn’t need to eat, it still likes to. The dragon also hates the denizens of the Sundered Temple, since they tried to kill it as a sacrifice once, and asks would-be allies to clear the temple before making any other deals.
The dragon is arrogant, distant, and not particularly troubled by the need for tact or courtesy. In its eyes, the adventurers have an easy choice to make: keep the dragon happy, or die in its fangs. It wants no part of any battle with Karavakos.
阴影包囊
克兰沃克斯之影想把这个地方带给真正的克兰沃克斯。如果克兰沃克斯之影不能逃出金字塔,那么它愿意统治这个地方并完全控制它。克兰沃克斯之影不想死,它会在它将要失败时做出任何必须的赔偿以从冒险者们的手中救回它一命。克兰沃克斯之影告诉冒险者们它拥有对克兰沃克斯秘密最隐秘的知识,它知道许多金字塔的秘密,它知道克兰沃克斯真正的弱点。这些全部都是谎言,克兰沃克斯之影无论将要说什么活做什么都是为了从冒险者们手中逃脱所争取时间的手段。
只有有必要,克兰沃克斯之影保持任何外表。如果冒险者们看穿了它的诡计或拒绝相信它告诉他们的话语,克兰沃克斯之影将努力逃走并在金字塔的另一个地方创造一个新的派系。克兰沃克斯之影对得到格兰仕和他的帮派并让他们接受它作为他们的领导者特别有兴趣。
当冒险者们攻击光之避难所,克兰沃克斯之影和它的新随从(格兰仕·温手下的土匪或在早起被冒险者们清理过的区域里的任何幸存的怪物,将充斥这里)在战斗期间到达以求能将冒险者和克兰沃克斯两者一起击败。
The Cyst of Shadows
Karavakos’s Shadow wants to take the place of the true Karavakos. If the Shadow cannot escape from the pyramid, then it is content to reign over the place and control it completely. The Shadow has no desire to die, and it makes any claim necessary to prevent the adventurers from slaying it should it face defeat at their hands. The Shadow tells the adventurers that it possesses intimate knowledge of Karavakos’s secrets, that it knows many secrets of the pyramid, and that it knows Karavakos’s true weakness. These are all lies, but the Shadow will say and do whatever is necessary to buy time to escape from the adventurers.
The Shadow maintains whatever facade it takes on for as long as is necessary. If the adventurers see through its deception or refuse to believe what it tells them, the Shadow attempts to flee and forge a new faction elsewhere in the pyramid. The Shadow has a particular interest in getting Gharash and his band to accept it as their leader.
When the adventurers attack the Sanctuary of Light, the Shadow and its new followers (the bandits under Gharash Vren, or any surviving monsters from areas cleared earlier by the adventurers fill this bill) arrive during the fight in an attempt to defeat both Karavakos and the adventurers.
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克兰沃克斯
被称为克兰沃克斯的泰夫林法师是一个小气的男爵领统治者,他尝试着在远离耐若斯边境的荒野创造他自己的王国。他的暴虐统治依赖于他的军队的力量和他的法术的威能维持秩序,即使在羽翼未丰的王国在他身边崩溃之时。当他自己的威能被证明不足以维持他的领土安全和他的统治受到挑战之时,他求助于恶魔交易以加强他的军队,然后恶魔军团在他的命令下开赴全国的领土。
和与魔鬼交易中经常出现的一样,克兰沃克斯的交易出漏子了。他的军团抵挡不住妖精荒野的保护者们,而法师被终止了契约并关押在暗影金字塔内部。他的生命活力被分成三个碎片,从而分离他的威能。冒险者们在金字塔内面对的克兰沃克斯事实上是许多不同的,个性鲜明的敌人。
KARAVAKOS
The tiefling wizard called Karavakos was the ruler of a petty barony who tried to create his own kingdom in a wilderness far from the borders of Nerath. His was a tyrannical rule, relying on the strength of his armies and the power of his spells to maintain order even as the fledgling kingdom crumbled around him. When his own power proved insufficient to keep his lands secure and his rule unchallenged, he turned to a diabolical bargain to reinforce his armies, and legions of devils marched across the land at his command.
As agreements with devils usually do, Karavakos's bargain went sour. His legions could not stand against the defenders of the Feywild, and the wizard ended up imprisoned within the Pyramid of Shadows. His life force was separated into three splinters, thereby fragmenting his power. The Karavakos the adventurers face in the pyramid is actually a number of different, distinct foes.
阿伦特·克兰沃克斯,隐士
一个克兰沃克斯的碎片保存在金字塔一层,在隐寺之后的耳语图书馆内(位置15)。这个碎片代表克兰沃克斯的思想和记忆,他在神秘魔法理论方面的掌握和他的理性意识。这个碎片受到许多食知者的影响,这些生物吞吃思想和学问。他的记忆已经衰退,他是强大施法者--未曾分裂的克兰沃克斯--的一部分。
在战斗中,阿伦特·克兰沃克斯专注又具有判断力。他不说话,他的判断有一个强弱标准建议他进行有效的尝试去回忆如何使用法术扔向冒险者们。他看起来既恐惧着又轻视着冒险者们,即使他一点也不知道他们是谁或者他们为什么在金字塔里。
当碎片被杀死时,一个紫色能量形式的球体出现在尸体的上方然后飞速(速度10)的离开房间,通过壮观旋梯向上并直至进入光之避难所再次回到真正的克兰沃克斯体内。
Arat Karavakos, the Hermit
One splinter of Karavakos resides on Level 1 of the pyramid, in the hermitage behind the Library of Whispers (Location 15). This splinter represents Karavakos's thoughts and memories, his mastery of the theoretical aspects of arcane magic, and his rational mind. This splinter fell under the influence of a pack of eaters of knowledge, creatures that devour thought and learning. His memory has faded, and he is a fraction of the powerful spellcaster that the unsplintered Karavakos once was.
In combat, Arat Karavakos is focused and determined. He does not speak, and there's an intensity to his determination that suggests that he's making a significant effort to remember how to use the spells he's hurling at the adventurers. He seems to both fear and despise the adventurers, even though he has no idea who they are or why they are in the pyramid.
When this splinter is killed, a sphere of purple energy forms above the body and then hurtles (speed 10) out of the room, up the Grand Stair, and all the way to the Sanctuary of Light to rejoin with the true Karavakos.
遥远之国的憎恨
第二个碎片(参看位置24)尝试通过遥远之国逃离暗影金字塔。他与破败教堂的秽恶邪裔结盟并设法打开一个遥远之国的入口。然而,他成功的破坏了他的意识并扭曲了他的肉体,而不是通过位面发现只有。他变成了一个比他的秽恶邪裔盟友更加畸形的外表。那些盟友在疯狂降临于他而让他能毁灭他们之前将他困在一股漩涡能量的中心。憎恨仅仅作为克兰沃克斯的映像而被认识,但他确实反映了在克兰沃克斯坐牢之前驱使他发动征服之战的野心(现在则更接近于疯狂)。
憎恨的任何与冒险者们的互动都是超出理解的。他放纵狂怒的攻击,设法摧毁任何他遇到的生命。
当这个碎片被摧毁,一个搅动着苍绿色雾气的法珠凝结在尸体上方然后朝着光之避难所渗透(速度5)并再次回到真正的克兰沃克斯体内。
The Far Realm Abomination
The second splinter (see Location 24) tried to travel through the Far Realm to escape the Pyramid of Shadows. He allied with the foulspawn in the Sundered Temple and managed to open a portal to the Far Realm. Instead of passing through the plane and finding freedom, however, he succeeded only in wrecking his mind and warping his flesh. He became a monstrosity even more alien than his foulspawn allies. Those same allies trapped him in a vortex of swirling energy before he could destroy them in the madness that overtook him. The abomination is barely recognizable as a reflection of Karavakos, but he does reflect the ambition (now bordering on madness) that drove Karavakos to his campaign of conquests before he was imprisoned.
In any kind of interaction with the adventurers, the abomination is beyond comprehension. He attacks with unbridled fury, seeking to destroy whatever life he encounters.
When this splinter is destroyed, a churning orb of lurid green mist congeals above the body and oozes toward the Sanctuary of Light (speed 5) to rejoin with the true Karavakos.
克兰沃克诅咒,死灵师
第三个克兰沃克斯的碎片在金字塔第三层制造了他的家。(位置29)。他称呼自己克兰沃克,这个碎片表现了克兰沃克斯政府死亡和永远统治的愿望。然而,这个华丽的野心现在被扭曲成了一个悲哀的绝望。克兰沃克被死亡和不死生物吸引,他让不死随从围绕在自己身侧。
当与冒险者们互动时,克兰沃克辜负了他的名字--他相信宿命,确定他注定死亡并被毁灭。他凶猛的战斗,因为他同样希望成为毁灭冒险者们的工具。他的冷酷预测了死亡并且淡泊的接受可怕的命运作用在他和与他互动的冒险者们。
当这个碎片被摧毁,一个黑色阴影形态的油迹出现在尸体上方然后径直朝漂流向光之避难所(速度10)并再次回到真正的克兰沃克斯体内。
Kravak the Damned, the Necromancer
The third splinter of Karavakos makes his home on Level 3 of the pyramid. (Location 29). He calls himself Kravak, and this splinter is a manifestation of Karavakos's desire to conquer death and rule for eternity. However, this grand ambition is now warped into a melancholy despair. Kravak is fascinated with death and the undead, and surrounds himself with undead servants.
When interacting with the adventurers, Kravak lives up to his name-he is fatalistic, sure that he is doomed to both death and damnation. He fights fiercely, since he hopes to be an instrument of destruction for the adventurers, as well. His grim predictions of doom and stoic acceptance of a terrible fate define his interaction with them.
When this splinter is destroyed, a smear of black shadow forms over the body and drifts directly upward to the Sanctuary of Light (speed 10) to rejoin with the true Karavakos.
克兰沃克斯的阴影
在位置32的生物不是克兰沃克斯生命活力的碎片,而是创造碎片时的副产物。就像坠影冥界是自然界的一个扭曲的影像,克兰沃克斯之影不是克兰沃克斯的一部分,而是他的一个反映。
克兰沃克斯之影认为他是真正的克兰沃克斯,他拥有所有法师的梦想和欲望。它想从暗影金字塔逃走。它想要重新开始征服帝国的目标。它想完成在它进入这座金字塔坐牢之前的任务,而它正着手进行着。它一点也不知道它没有超越法师的反映,而它如果被告知所有事情也不会相信这样的故事。
克兰沃克斯之影的死亡对真正的克兰沃克斯没有影响。当它被破坏时,它没有展现任何生命活力回到真正克兰沃克斯体内的证据。
Karavakos's Shadow
The creature in Location 32 is not a splinter of Karavakos's life force, but a side effect of their creation. Just as the Shadowfell is a distorted echo of the natural world, Karavakos's Shadow is not part of Karavakos, but a reflection of him.
The Shadow thinks it is the true Karavakos, and it has all of the wizard's dreams and desires. It wants to escape from the pyramid. It wants to resume its goal of conquest and empire. It wants to complete the task it set out to do before it was imprisoned in this pyramid. It has no idea that it is nothing more than a reflection of the wizard, and it won't believe such tales if told as much.
The Shadow's death has no effect on the true Karavakos. It exhibits no visible manifestation of life force returning to the true Karavakos when it is destroyed.
虚假碎片
在光之避难所(位置33)的虚假碎片只不过是法师给予了基本生命精华的克兰沃克斯外观的副本。他们能够遵循简单的命令,但是他们不会有独立思考的能力。他们被回音洗脑,唯一的目标就是服从他们的创造者。
只要真正的克兰沃克斯愿意就可以栖息在他制造的虚假碎片的身体之内。当他被直接威胁时克兰沃克斯从一具身体跳跃到另一具身体之中,利用他的虚假碎片作为炮灰和便利的逃脱方式的结合体。
False Shards
The false shards in the Sanctuary of Light (Location 33) are little more than copies of Karavakos's physical form given basic life essence by the wizard. They are capable of following simple orders, but are otherwise incapable of independent thought. They are brainwashed echoes whose only goal is to obey their creator.
The true Karavakos fashioned false shards whose bodies his mind can inhabit. Karavakos jumps from body to body when he is directly threatened, using his false shards as a combination of cannon fodder and a convenient escape route.
真正的克兰沃克斯
真正的克兰沃克斯在他被监禁的这些年之中忍受了非常大的痛苦。曾经自称国王并将要成为皇帝的他,已经落到了几近疯狂的状态。当他的生命活力被分离进入金字塔时,他失去了大部分意志力并注意力这让他成为一个强大的法师。尽管他失去了他意志的力量,他仍然保留他的神秘力量。
克兰沃克斯花费了几个世纪的监禁深深的隐藏了起来以研究逃脱的方法。他曾尝试打开各种界域、异世界和私有位面的大门。他涉及到预言法术的研究没能显示出任何有关他怎样可以逃脱的消息,而他尝试联系神明、魔鬼、恶魔、领主甚至于遥远之国的存在全部失败了。
即使如此,克兰沃克斯依然取得了进展。他已经能够发送梦境和幻象连接到自然界中的神秘威能。他已经得到了金字塔名义上的控制权,导致金字塔分散而具有周期性的出现自然界的特定地点。他偶尔也能将其他生物抓进金字塔,为这个跨位面监狱增加入口。
在任何与冒险者们的互动中,克兰沃克斯用复数第一人称说话。"我们邀请你进入这里,"他告诉他们:"我们有伟大的计划和伟大的契约需要完成。"当然,他也有沮丧和愤怒的一面:"我们被抛弃了!我们被摒弃了!我们恨这个地方!我们会毁灭你们!"
在他的心会从一个虚假碎片移动到另一个碎片的若干年之后他已经失去了他真正身体的线索,并发现出现的任何生物都比他自己可怕。有些时候,他希望进化金字塔内除了他虚假碎片以外的所有生物,创造一个只有他和他的副本作为居民的奇妙的"乌托邦"。另外一些时候,他会突然对他的监禁大为愤怒,最后化为他的法术和拳头打坏金字塔的墙壁。
在某些方面,克兰沃克斯是一个悲剧角色。他想用铁拳政治控制他的周围。如果他愿意他能统治金字塔,但是这样可怜的服务范围只会增加他的愤怒和挫折感。
当将这个冒险加入你的战役时,记住地狱领主要对克兰沃克斯的监禁负责。他们所做的每一件事只为一个伟大的目的服务。或许金字塔在他们的计划中扮演了一个决定性的角色,或者冒险者们注定要击败克兰沃克斯并逃离金字塔真是魔鬼那不可知方案的一环。
The True Karavakos
The true Karavakos has suffered greatly during his years of imprisonment. Once a self-proclaimed king and wouldbe emperor, he has descended into a nearmaniacal state. When his life force was sundered upon entering the pyramid, he lost much of the willpower and focus that made him a great wizard. Though he lost his strength of will, he still retains his arcane might.
Karavakos has spent his centuries of imprisonment deeply ensconced in researching methods of escape. He has attempted to open gates to a variety of planes, alien worlds, and pocket dimensions. His research into divination magic failed to reveal any information on how he might escape, and his attempts to contact gods, devils, demon lords, and even the entities of the Far Realm have all failed.
Even so, Karavakos has made progress. He has been able to send dreams and visions to those connected to arcane power in the natural world. He has been able to gain nominal control of the pyramid, causing it to sporadically and periodically appear in specific locations in the natural world. And he is able to occasionally draw other creatures into the pyramid, adding to the population of this extradimensional prison.
In any interaction with the adventurers, Karavakos speaks using the first person plural. "We have invited you here," he tells them. "We have great plans and great deeds to accomplish." Of course, he also has bouts of depression and anger: "We are lost! We are forsaken! We hate this place! We will destroy you!"
He has lost track of his true body after years of slipping his mind from one false shard to the next, and finds the appearance of any creature other than himself horrid. Some days, he wishes to purge the pyramid of all creatures other than his false shards, creating a bizarre "utopia" with him and his copies as its only residents. Other times, he descends into rage against his imprisonment, reduced to battering at the pyramid's walls with his spells and, eventually, fists.
In some ways, Karavakos is a tragic figure. He wanted to control his surroundings with an iron fist. He could rule over the pyramid if he chose to, but such a pathetic domain serves only to heighten his rage and frustration.
When inserting this adventure into your campaign, keep in mind that the lords of Hell are responsible for Karavakos's imprisonment. Everything they do serves a greater purpose. Perhaps the pyramid plays a critical role in their schemes, or the adventurers are destined to defeat Karavakos and escape the pyramid as part of an unknowable diabolic scheme.
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新怪物
阿伯瑞恩
残忍的阿伯瑞恩献祭鲜血作为他们奇异崇拜的祭品,他们相信茂盛的植物是他们祖先精魂的支撑。阿伯瑞恩是残暴的类人生物,他们有着类似树皮纹理的褐色皮肤。他们凶猛的追逐并杀死所有进入他们领地的生物。阿伯瑞恩将入侵者悬刺在他们的神圣花园之上,以便让他们的鲜血滋养他们下面的植物。
NEW MONSTERS
ArboreanThe ferocious arboreans offer blood sAC;rifices to their strange idols, lush plants that they believe sustain the spirits of their ancestors. Arboreans are humanoids with tough, brown skin similar in texture to tree bark. They are violent, stalking and killing all who enter their lands. Arboreans hang intruders above their sAC;red gardens to allow their blood to nourish the plants below.
阿伯瑞恩收割者 等级7 护卫
中型 自然界 类人生物(植物) XP300
先攻+6 感官:侦查+5;
HP81;重伤40
AC; 23;强韧20、反射18、意志19
易伤 5火焰(当受到火焰伤害时被推离1格。)
速度6
m长柄镰刀(标准;随意)?武器
+14vs. AC;1d10+5点伤害,并且目标被标记直到阿伯瑞恩收割者的下一个回合结束。
C针叶启发(标准;遭遇)?毒素
近程冲击3;+12vs.强韧;2d6+4点伤害,并且目标缓慢(豁免结束)。
阵营:邪恶 语言:通用语,精灵语
技能:自然+10
力量15(+5)敏捷13(+4)感知14(+5)
体质17(+6)智力9(+2)魅力11(+3)
装备:血色长袍,长柄镰刀
Arborean Reaper Level 7 Soldier
Medium natural humanoid (plant) XP 300
Initiative +6 Senses Perception +5
HP 81; Bloodied 40
AC; 23; Fortitude 20, Reflex 18, Will 19
Vulnerable 5 fire (pushed 1 square when it takes fire damage)
Speed 6
m Scythe (standard; at-will) ✦ Weapon
+14 vs. AC;; 1d10 + 5 damage, and the target is marked until the end of the arborean reaper’s next turn.
C Needle Volley (standard; encounter) ✦ Poison
Close blast 3; +12 vs. Fortitude; 2d6 + 4 damage, and the target is slowed (save ends).
Alignment Evil Languages Common, Elven
Skills Nature +10
Str 15 (+5) Dex 13 (+4) Wis 14 (+5)
Con 17 (+6) Int 9 (+2) Cha 11 (+3)
Equipment blood-stained robes, scythe
阿伯瑞恩哨兵 等级7 伏兵
中型 自然界 类人生物(植物) XP300
先攻+13 感官:侦查+10
HP65;重伤32;
AC; 21;强韧19、反射20、意志18
易伤 5火焰(当受到火焰伤害时被推离1格。)
速度7
m短剑(标准;随意)?武器
+12vs. AC;2d6+4点伤害。
C折磨之藤(标准;遭遇)
近程爆发2;+10vs.反射;1d6+4点伤害,并且目标定身(豁免结束)。
战斗优势
当阿伯瑞恩哨兵有战斗优势时,它命中的近战攻击造成2d6额外伤害。
树木面纱(次要动作;随意)?幻术
如果没有敌人在3格之内,阿伯瑞恩烧饼隐形直到它的下一个回合结束。
阵营:邪恶 语言:通用语,精灵语
技能:运动+10、隐秘+11
力量14(+5)敏捷17(+6)感知15(+5)
体质17(+6)智力11(+3)魅力12(+4)
装备:长袍,短剑
Arborean Watcher Level 7 Lurker
Medium natural humanoid (plant) XP 300
Initiative +10 Senses Perception +10
HP 65; Bloodied 32
AC; 21; Fortitude 19, Reflex 20, Will 18
Vulnerable 5 fire (pushed 1 square when it takes fire damage)
Speed 7
mShort Sword (standard; at-will) ✦ Weapon
+12 vs. AC;; 2d6 + 4 damage.
C Vine Plague (standard; encounter)
Close burst 2; +10 vs. Reflex; 1d6 + 4 damage, and the target is immobilized (save ends).
Combat Advantage
When the arborean watcher has combat advantage, its melee attAC;ks deal 2d6 extra damage on a hit.
Arboreal Veil (minor; at-will) ✦ Illusion
If no enemy is within 3 squares, the arborean watcher gains invisibility until the end of its next turn.
Alignment Evil Languages Common, Elven
Skills Athletics +10, Stealth +11
Str 14 (+5) Dex 17 (+6) Wis 15 (+5)
Con 17 (+6) Int 11 (+3) Cha 12 (+4)
Equipment robes, short sword
阿伯瑞恩议长 等级10 控制者(领导者)
中型 自然界 类人生物(植物) XP500
先攻+8 感官:侦查+5;
毒素孢子(毒素)灵气5:进入或者灵气范围内开始他们回合的敌人受到5点毒素伤害。
HP109;重伤54
AC; 24;强韧23,反射21,意志23
易伤 5火焰(当受到火焰伤害时被推离1格。)
速度6
m长柄镰刀(标准;随意)?毒素,武器
+15vs. AC;1d10+2点伤害,5点持续的毒素伤害并且目标缓慢(豁免终止两者)。
C鼓舞孢子(标准;随意)
近程爆发5;在爆发范围内的盟友恢复5点生命值并立即快步3格。
C阻塞孢子(标准;充能 5、6)? 毒素
近程爆发5;+14vs.强韧;爆发范围内的敌人受到2d4+4点毒素伤害,受到5点持续的毒素伤害并眩晕(豁免终止两者)。
阵营:邪恶 语言:通用语,精灵语
技能:交涉+13,洞察+15,自然+15
力量16(+8)敏捷17(+8)感知20(+10)
体质21(+10)智力14(+7)魅力17(+8)
装备:长袍,长柄镰刀
Arborean Speaker Level 10 Controller (Leader)
Medium natural humanoid (plant) XP 500
Initiative +8 Senses Perception +5
Poison Spores (Poison) aura 5; enemies that enter or start their turns in the aura take 5 poison damage.
HP 109; Bloodied 54
AC; 24; Fortitude 23, Reflex 21, Will 23
Vulnerable 5 fire (pushed 1 square when it takes fire damage)
Speed 6
mScythe (standard; at-will) ✦ Poison, Weapon
+15 vs. AC;; 1d10 + 2 damage, and ongoing 5 poison damage and the target is slowed (save ends both).
C Invigorating Spores (standard; at-will)
Close burst 5; allies within burst regain 5 hit points and immediately shift 3 squares.
C Choking Spores (standard; recharge ⚄ ⚅) ✦ Poison
Close burst 5; +14 vs. Fortitude; enemies within burst take 2d4 + 4 poison damage and are dazed and take ongoing 5 poison damage (save ends both).
Alignment Evil Languages Common, Elven
Skills DiplomAC;y +13, Insight +15, Nature +15
Str 16 (+8) Dex 17 (+8) Wis 20 (+10)
Con 21 (+10) Int 14 (+7) Cha 17 (+8)
Equipment robes, scythe
阿伯瑞恩植物恐惧 等级11 精英 蛮战
大型 自然界 活化生物(植物) XP1,200
先攻+7 感官:侦查+9;
木瘤根须:邻接植物恐怖的区域是困难地形。
HP286;重伤143
AC; 23;强韧25,反射21,意志23
易伤 5火焰(当受到火焰伤害时被推离1格。)
速度5
m藤击(标准;随意)
触及2;+14vs. AC;2d8+6点伤害,并且目标滑移1格。
M藤击骤雨(标准;随意)
植物恐怖进行两次基础攻击,每一次对抗两个不同的目标。
汲血
当植物恐怖对一个重伤的敌人用近战攻击造成伤害,它恢复10点生命值。
恶意投机者
当植物恐怖进行借机攻击时,它在攻击骰上获得一个+2的加值并在伤害上获得一个+5的加值。
威胁触及
植物恐怖能够对所有在它触及(2格)内的敌人进行借机攻击。
阵营 邪恶 语言:--
力量22(+11)敏捷14(+7)感知18(+9)
体质23(+11)智力11(+5)魅力19(+9)
Arborean Plant Terror Level 11 Elite Brute
Large natural animate (plant) XP 1,200
Initiative +7 Senses Perception +9
Gnarled Roots The area adjAC;ent to the plant terror is difficult terrain.
HP 286; Bloodied 143
AC; 23; Fortitude 25, Reflex 21, Will 23
Vulnerable 5 fire (pushed 1 square when it takes fire damage)
Speed 5
mVine (standard; at-will)
ReAC;h 2; +14 vs. AC;; 2d8 + 6 damage, and the target slides 1
square.
M Vine Flurry (standard; at-will)
The plant terror makes two basic attAC;ks, one eAC;h against two different targets.
Blood Devourer
When a plant terror damages a bloodied foe with a melee attAC;k, it regains 10 hit points.
Vicious Opportunist
The plant terror gains a +2 bonus to attAC;k rolls and a +5 bonus to damage when it makes opportunity attAC;ks.
Threatening ReAC;h
The plant terror can make opportunity attAC;ks against all enemies within its reAC;h (2 squares).
Alignment Evil Languages -
Str 22 (+11) Dex 14 (+7) Wis 18 (+9)
Con 23 (+11) Int 11 (+5) Cha 19 (+9)
阿伯瑞恩战术
阿伯瑞恩收割者齐射出带毒的针叶缓慢他们的猎物,这让它们可以在敌人逃跑之前用他们残酷的长柄镰刀干掉他们。
守卫们负责监视通向阿伯瑞恩领地的道路,哨兵从埋伏处攻击。它们尽量使用折磨之藤让凶恶的植物从地面喷出并长时间的困住它们的牺牲者们,这让它们从远处变为隐形,然后在近战中疾走进出。一旦隐形,哨兵用冲锋攻击敌人。
议长是阿伯瑞恩的牧师,负责与它们的植物神祇共鸣并揭示神祇的要求。在战斗中,议长仅会潜伏在它们的随从之后,在使用鼓舞孢子支援盟友之前利用阻塞孢子分裂敌人。
植物恐怖是努力将敌人敲碎成血淋淋碎肉的简单蛮战。它前进到任意近战前面,努力用它的威胁触及尽可能的约束对手。在战斗中无畏的活化生物植物恐怖一点也不关心会寡不敌众。它面对越多的敌人,它就能更好的利用它的攻击。
Arborean TAC;tics
Arborean reapers fire volleys of poisoned needles that slow their quarry, allowing them to finish off enemies with their cruel scythes before they can escape.
Sentinels charged with watching the paths to arborean lands, watchers attAC;k from ambush. They attempt to use vine plague to cause long, tough plants to erupt from the ground and trap their victims, allowing them to turn invisible from a distance and dart in and out of the melee.
Once invisible, watchers use a charge to attAC;k a foe.
Speakers are the priests of the arboreans, charged with communing with their plant gods and revealing the desires of those gods. In battle, speakers lurk just behind their followers, using choking spores to disrupt enemies before turning to invigorating spores to support allies.
The plant terror is a simple brute that attempts to batter foes into bloody pulps. It strides to the front of any melee, attempting to engage as many opponents with its threatening reAC;h ability as possible. Fearless in battle, an animated plant terror cares little for being outnumbered. The more foes it fAC;es, the better it can utilize its attAC;ks.
阿伯瑞恩知识
通过一个成功的自然鉴定角色知道以下情报:
DC 15:阿伯瑞恩是居住在深渊和原始森林最偏远地区的奇异的类人植物。它们俘获并杀死那些侵犯它们领土的生物,并用新鲜的血液喂食它们崇敬的植物。
DC 20:阿伯瑞恩讨厌火焰。它们会受到额外的火焰伤害并不自觉的远离伤害它们的火焰。
Arborean Lore
A charAC;ter knows the following information with a successful Nature check:
DC 15: Arboreans are strange plant humanoids that dwell in the deepest, most isolated regions of primeval forests. They capture and kill those who trespass on their territories to feed fresh blood to the plants they worship.
DC 20: Arboreans hate fire. They take additional damage from flames and involuntarily move away from fires that hurt them.
阿伯瑞恩文化
阿伯瑞恩是恶毒的讨厌教化的部落生物种族。每一个部落都围绕着一个它们死后被埋葬的神圣树林。阿伯瑞恩在这个树林中栽种树木、灌木和其他的植物。它们相信它们祖先的精魂会进入这些植物并通过森林传播开去。任何进入阿伯瑞文领土侵犯了神圣土地的人将会招致残忍的攻击。
阿伯瑞恩习惯索取,那些被杀死的入侵者将为了平息它们的祖先而被作为供养。杀死的仇敌和俘获的敌人被悬挂在部落最神圣的植物之上,让他们滴下的血液滋养他们下面的植物。一个生擒的俘虏可能被高高的挂起,切开几个地方,给他留下缓慢而痛苦的死亡过程。一旦牺牲者流尽了血液,他的头颅和骨骼将被悬挂在阿伯瑞恩领土的边缘以警告将来的入侵者。
阿伯瑞恩们被议长支配,主教与部落祖先的精魂共鸣并就它们的利益演讲。在一个部落中每十个阿伯瑞恩通常会存在一个议长,而议长们作为一个整体在会议中决定重要问题。
大多数阿伯瑞恩居住在地面上,但是一些部落住进被植物和蕈类充斥的幽暗地穴的洞窟之中。这些韦伯瑞恩和它们的地表表亲一样,只是它们的神圣树林由巨大的蘑菇和丛生的蕈类而不是树木和其他植物组成。
当一个阿伯瑞恩部落面对一个可怕的威胁,它的成员们恳求它们的祖先保护它们远离危害。部落神圣树林的地面搅动喷发着释放植物恐怖,山般巨大体型的生物由染血的土壤、根须和植物混合而成。
阿伯瑞恩很少以其他的类人生物一起工作,它们喜欢独处。它们有时袭击附近的定居点,偶尔一个强大的德鲁伊可能与它们缔结联盟。
阿伯瑞恩有少许对奥术魔法的认知,它们泛灵论传统排斥几乎所有形式的神术魔法。
收割者组成部落猎人和战士的主体。它们以那些在它们手臂和躯干萌芽的带毒针叶而著名。在战斗中,它们对它们的敌人齐射出这些针叶。
哨兵是潜伏在部落领土边缘的侦查员和守卫。它们使用原力魔法融入背景之中并呼唤地面生长的藤蔓抓住它们的敌人。
作为阿伯瑞恩部落祭司和萨满的议长,与部落祖先的精魂共鸣。它们在处理部落每日事物上求助于这些精魂建议和指导。
奇异的植物可恐怖是活化生物,它们攻击那些过于接近阿伯瑞恩神圣花园的入侵者。议长们也能呼唤它们出来处理特别强大的敌人。
Arborean Culture
Arboreans are vicious, tribal creatures that hate civilized rAC;es. EAC;h tribe is centered around a sAC;red grove where its dead are buried. The arboreans plant trees, bushes, and other plants atop these graves. They believe that their ancestors’ spirits enter these plants and spread through the forest. Anyone who enters arborean territory violates this sAC;red ground and invites a brutal attAC;k.
Arborean custom demands that intruders be killed and fed to the ancestors in order to appease their wrath. Slain enemies and captured foes are hung above the tribe’s most sAC;red plants, where their blood drips down to nourish the plants below. A living captive might be strung up, cut in several plAC;es, and left to die a slow, painful death. Once a victim has been drained of blood, his skull and bones are hung at the edge of the arborean territory as a warning to future invaders.
Arboreans are ruled by speakers, high priests that commune with the tribe’s ancestor spirits and speak on their behalf. There is usually one speaker for every ten arboreans in a tribe, and the speakers meet as a group to decide important issues.
Most arboreans dwell above ground, but some tribes occupy plant and fungus-choked caverns of the Underdark. These valloreans are identical to their surfAC;e cousins, except that their sAC;red groves consist of enormous mushrooms and fungus growths rather than trees and other plants.
When an arborean tribe fAC;es a dire threat, its members call upon their ancestors to defend them from harm. The ground of the tribe’s sAC;red groves churns and erupts to unleash the plant terrors, hill giant-sized creatures that are an amalgam of blood-drenched soil, roots, and plants.
Arboreans rarely work with other humanoids, preferring to keep to themselves. They sometimes raid nearby settlements, and occasionally a powerful druid can forge an alliance with them.
Arboreans have little knowledge of arcane magic, and their animistic tradition precludes almost every form of divine magic.
Reapers make up the main body of a tribe’s hunters and warriors. They are distinguished by poisonous needles that sprout from their arms and torsos. In battle, they fire volleys of these needles at their enemies.
Watchers are scouts and sentinels who prowl the edge of a tribe’s territory. They use primal magic to fade into the bAC;kground and call vines to grow from the ground and grasp their foes.
As the priests and shamans of the arborean tribes, the speakers commune with the tribe’s ancestral spirits. They turn to these spirits for advice and guidance in running the tribe’s daily affairs.
The strange plant terrors animate and attAC;k intruders who draw too close to the arboreans’ sAC;red gardens. The speakers can also call them forth to deal with particularly powerful foes.
葬尸领主
以毒素和邪恶魔法为食并拒绝死亡几个世纪之后将这个食腐怪转变成一种新的怪物。
Charnel Lord
Centuries of feeding on the poison of evil magic and the refuse of the dead have transformed this otyugh into something entirely new.
葬尸领主(稀有的食腐怪) 等级10 精英 护卫
大型 自然界 野兽 XP1,000
先攻+7 感官:侦查+13;黑暗视觉
食腐怪恶臭 灵气1:在灵气范围内的敌人在攻击骰上受到-2的惩罚。
HP212;重伤106
AC; 26;强韧27,反射21,意志24
免疫疾病 抗性:5点黯蚀
豁免骰+2
速度5,游泳速度5
行动点1
m葬尸鞭挞(标准;随意)·黯蚀
触及3;+17vs. AC;1d8+6点伤害,和5点持续的黯蚀伤害(豁免结束)。
m生命蛭吸(标准;随意)?黯蚀
触及3;+17vs. AC;目标被拉近2格并被擒抱(直到逃脱)。被擒抱的目标受到5点黯蚀伤害,当葬尸领主处于擒抱状态并在被擒抱的目标回合开始时葬尸领主恢复5点生命值。
C葬尸狂暴(标准;随意)?黯蚀
近程爆发3;+17vs. AC;1d8+6点伤害,和5点持续的黯蚀伤害(豁免结束)。
M腐烂啮咬(标准;随意)?黯蚀
+15vs. AC;2d6+6点黯蚀伤害,和5点持续的黯蚀伤害(豁免结束)。
阵营 邪恶 语言:--
技能:潜行+10
力量22(+11)敏捷11(+5)感知16(+8)
体质18(+9)智力6(+3)魅力5(+2)
Charnel Lord (Unique Otyugh) Level 10 Elite Soldier
Large natural beast XP 1,000
Initiative +7 Senses Perception +13; darkvision
Otyugh Stench aura 1; enemies in the aura take a –2 penalty to attAC;k rolls.
HP 212; Bloodied 106
AC; 26; Fortitude 27, Reflex 21, Will 24
Immune disease Resist necrotic 5
Saving Throws +2
Speed 5, swim 5
AC;tion Point 1
mCharnel Lash (standard; at-will) Necrotic
ReAC;h 3; +17 vs. AC;; 1d8 + 6 damage, and ongoing 5 necrotic damage (save ends).
m Lifeleech (standard; at-will) ✦ Necrotic
ReAC;h 3; +17 vs. AC;; target is pulled 2 squares and grabbed (until escape). Grabbed target takes 5 necrotic damage, and the Charnel Lord regains 5 hit points when grabbed and at the start of the grabbed target’s turn.
C Charnel Frenzy (standard; at-will) ✦ Necrotic
Close burst 3; +17 vs. AC;; 1d8 + 6 damage, and ongoing 5 necrotic damage (save ends).
M Rotting Bite (standard; at-will) ✦ Necrotic
+15 vs. AC;; 2d6 + 6 necrotic damage, and ongoing 5 necrotic damage (save ends).
Alignment Evil Languages -
Skills Stealth +10
Str 22 (+11) Dex 11 (+5) Wis 16 (+8)
Con 18 (+9) Int 6 (+3) Cha 5 (+2)
葬尸领主知识
通过一个成功的自然鉴定角色知道以下关于葬尸领主的基本介绍:
DC 15:食腐怪一般自身在大型城市的下水道系统,并隐藏在地下城最黑暗最萧条的部分之中。
另外,一个成功的神秘检定给予角色洞察出这是一个稀有品种。
DC 20:这个食腐怪已经被改变了,或许是通过包含死亡魔法和不死生物的长期辐射而改变的。
DC 25:它的本质现在很少与它周围的污秽环境相协调,更多的是它内在存在的腐败。更糟糕的是,它看起来比普通的食腐怪更聪明,它由邪恶驱动而不仅仅是饥饿。
Charnel Lord Lore
A charAC;ter knows the following basic information about the charnel lord with a successful Nature check.
DC 15: Otyughs typically infest the sewer systems of large cities and lurk in the darkest and most stagnant portions of dungeons.
In addition, a successful Arcana check gives the charAC;ter insight into this particular specimen.
DC 20: This otyugh has been altered, likely through long exposure to magic involving death and the undead.
DC 25: Its nature now has less to do with the filth of its environment and more with the inherent corruption of its being. Worse, it seems to be more intelligent than the average otyugh, and driven by malignancy, not just hunger.
葬尸鼠
在腐败的葬尸领主旁边,一群巨大的老鼠作为食腐怪的随从发展壮大。
Charnel Rat
Alongside the corruption of the Charnel Lord, a population of giant rats has developed into the otyugh’s servitors.
葬尸鼠 等级7 杂兵
小型 自然界 野兽 XP75
先攻+8 感官:侦查+4;昏暗视觉
腐烂灵气 灵气1:在邻接葬尸鼠位置开始其回合的敌人受到2点伤害。
HP 1;一个失手的攻击不会对杂兵造成伤害。
AC; 21;强韧18、反射21、意志20
速度6、攀爬速度3
m啮咬(标准;随意)?武器
+12vs. AC;5点伤害。
阵营 邪恶 语言:--
技能:潜行+13
力量15(+5)敏捷20(+8)感知13(+4)
体质15(+5)智力4(+0)魅力6(+1)
Charnel Rat Level 7 Minion
Small natural beast XP 75
Initiative +8 Senses Perception +4; low-light vision
Aura of Rot aura 1; an enemy that starts its turn adjAC;ent to a charnel rat takes 2 damage.
HP 1; a missed attAC;k never damages a minion.
AC; 21; Fortitude 18, Reflex 21, Will 20
Speed 6, climb 3
m Bite (standard; at-will) ✦ Weapon
+12 vs. AC;; 5 damage.
Alignment Evil Languages -
Skills Stealth +13
Str 15 (+5) Dex 20 (+8) Wis 13 (+4)
Con 15 (+5) Int 4 (+0) Cha 6 (+1)
葬尸鼠知识
通过一个成功的自然鉴定角色知道以下情报:
DC 15:这些生物看起来是被污染了天性的巨大老鼠。
另外,一个成功的神秘检定给予角色洞察出它们的天性被污染了。
DC 20:被不死生物之骨侵蚀并以死灵术为食充斥着的肉体已经将这些老鼠污染成了一种有着迷茫的邪恶智力的生物。
Charnel Rat Lore
A charAC;ter knows the following information with a successful Nature check:
DC 15: These creatures seem to be giant rats whose nature has been corrupted.
In addition, a successful Arcana check gives the charAC;ter insight into the nature of that corruption:
DC 20: Gnawing on undead bones and feeding on necromantically charged flesh has corrupted these rats into creatures with a vague, evil intelligence.
食知者
神祇维克那对于知识的渴望如此巨大,以至于它有时会用生命形态爬入凡界的暗处吞食着寻找到的秘密。
Eater of Knowledge
So great is the god Vecna’s hunger for knowledge that it sometimes takes on living form and crawls into the darkest plAC;es of the world in search of secrets to devour.
食知者知识
通过一个宗教鉴定的角色知道以下情报:
DC 24:食知者也被呼为维克那之卵。它们是神祇对于知识和秘密渴望的具化,它们寻觅储存知识的地方。当这些存在停留时,书籍变为空白,记忆渐渐淡去。
DC 28:无论食知者知道什么,维克那都会知道。当它杀死一个生物,它带走了这个生物的知识和记忆。
Eater of Knowledge Lore
A charAC;ter knows the following with a Religion check:
DC 24: Eaters of knowledge are also called the Brood of Vecna. They’re embodiments of the god’s hunger for knowledge and secrets, and they seek out plAC;es where knowledge is stored. When these beings linger, books become blank and memories fade.
DC 28: Whatever an eater knows, Vecna knows as well. When it kills a creature, it takes its knowledge and memories.
食知者虚空之刃 等级6 护卫
中型 不朽界 类人生物 XP250
先攻+7 感官:侦查+7;昏暗视觉
HP70;重伤35
AC; 22;强韧17、反射19、意志18
抗性:5点心灵
速度5
m弯刀(标准;随意)?心灵,武器
+13vs. AC;1d8+5点心灵伤害,并且目标被标记直到虚空之刃的下一个回合结束。被标记的目标如果进行一个不包括虚空之刃的攻击则会受到5点心灵伤害。
C心灵尖叫(标准;充能 5、6)?心灵
近程爆发1;+11vs.意志;1d8+5点心灵伤害,并且目标被定身直到虚空之刃的下一个回合结束。
阵营 邪恶 语言:天界语
技能:神秘+13,地城+12,历史+13,自然+12,宗教+13
力量16(+6)敏捷14(+5)感知18(+7)
体质14(+5)智力20(+8)魅力14(+5)
装备:弯刀
Eater of Knowledge Voidblade Level 6 Soldier
Medium immortal humanoid XP 250
Initiative +7 Senses Perception +7; low-light vision
HP 70; Bloodied 35
AC; 22; Fortitude 17, Reflex 19, Will 18
Resist 5 psychic
Speed 5
mScimitar (standard; at-will) ✦ Psychic, Weapon
+13 vs. AC;; 1d8 + 5 psychic damage, and the target is marked until the end of the voidblade’s next turn. A marked target takes 5 psychic damage if it makes an attAC;k that does not include the voidblade.
C Psychic Scream (standard; recharge ⚄ ⚅) ✦ Psychic
Close burst 1; +11 vs. Will; 1d8 + 5 psychic damage, and the target is immobilized until the end of the voidblade’s next turn.
Alignment Evil Languages Supernal
Skills Arcana +13, Dungeoneering +12, History +13, Nature +12, Religion +13
Str 16 (+6) Dex 14 (+5) Wis 18 (+7)
Con 14 (+5) Int 20 (+8) Cha 14 (+5)
Equipment scimitar
食知者思维之弓 等级7 射手
中型 不朽界 类人生物 XP300
先攻+6 感官:侦查+12;昏暗视觉
HP 64;重伤32;
AC; 19;强韧18、反射20、意志19
抗性:5点心灵
速度7
m弯刀(标准;随意)?心灵,武器
+13vs. AC;1d8+4点心灵伤害。
r长弓(标准随意)?心灵,武器
远程20/40;+14vs. AC;1d10+5点心灵伤害。
A箭矢风暴(标准;充能 5、6)?心灵,武器
需要长弓;区域20爆发1;+10vs.意志;1d10+5点心灵伤害,并且目标眩晕(豁免结束)。
阵营 邪恶 语言:天界语
技能:神秘+13,地城+12,历史+13,自然+12,宗教+13
力量14(+5)敏捷16(+6)感知19(+7)
体质16(+6)智力21(+8)魅力14(+5)
装备:弯刀,长弓,装有20只箭的箭袋
Eater of Knowledge Thoughtbow Level 7 Artillery
Medium immortal humanoid XP 300
Initiative +6 Senses Perception +12; low-light vision
HP 64; Bloodied 32
AC; 19; Fortitude 18, Reflex 20, Will 19
Resist 5 psychic
Speed 7
m Scimitar (standard; at-will) ✦ Psychic, Weapon
+13 vs. AC;; 1d8 + 4 psychic damage.
r Longbow (standard; at-will) ✦ Psychic, Weapon
Ranged 20/40; +14 vs. AC;; 1d10 + 5 psychic damage.
A Arrowstorm (standard; recharge ⚄ ⚅) ✦ Psychic, Weapon
Requires longbow; area burst 1 within 20 squares; +10 vs. Will; 1d10 + 5 psychic damage, and the target is dazed (save ends).
Alignment Evil Languages Supernal
Skills Arcana +13, Dungeoneering +12, History +13, Nature +12, Religion +13
Str 14 (+5) Dex 16 (+6) Wis 19 (+7)
Con 16 (+6) Int 21 (+8) Cha 14 (+5)
Equipment scimitar, longbow, quiver of 20 arrows
食知者心念之击 等级8 精英 控制者
中型 不朽界 类人生物 XP700
先攻+7 感官:侦查+9;昏暗视觉
心念之野(心灵)灵气3;进入灵气或者在灵气范围内开始其回合的敌人受到5点心灵伤害并在意志防御上受到一个-2的惩罚。
HP174;重伤87
AC; 23;强韧21,反射23,意志22
豁免骰+2
抗性:5点心灵
速度6
行动点1
m弯刀(标准;随意)?心灵,武器
+13vs. AC;1d8+6点心灵伤害。
C心念之潮(标准;随意)
近程爆发10;在心念之潮内的每个盟友可以进行一次基础攻击。
M心念残迹(标准;充能 5、6)?心灵,武器
需要弯刀;+13vs. AC;2d8+6点心灵伤害,并且目标只能使用基础攻击(豁免结束)。
C心念呼号(标准;充能6)?心灵
近程爆发2;+12vs.意志;2d8+6点心灵伤害,并且目标眩晕(豁免结束)。
阵营 邪恶 语言:天界语
技能:神秘+15,地城+14,历史+15,洞察+14,自然+14,宗教+15
力量19(+8)敏捷16(+7)感知21(+9)
体质15(+6)智力23(+10)魅力16(+7)
装备:弯刀
Eater of Knowledge Mindstrike Level 8 Elite Controller
Medium immortal humanoid XP 700
Initiative +7 Senses Perception +9; low-light vision
Mindfi eld (Psychic) aura 3; enemies that enter or start their turn in the aura take 5 psychic damage and a –2 penalty to Will defense.
HP 174; Bloodied 87
AC; 23; Fortitude 21, Reflex 23, Will 22
Saving Throws +2
Resist 5 psychic
Speed 6
AC;tion Point 1
mScimitar (standard; at-will) ✦ Psychic, Weapon
+13 vs. AC;; 1d8 + 6 psychic damage.
C Mindsurge (standard; at-will)
Close burst 10; eAC;h ally in surge can make a basic attAC;k.
M MindwrAC;k (standard; recharge ⚄ ⚅) ✦ Psychic, Weapon
Requires scimitar; +13 vs. AC;; 2d8 + 6 psychic damage, and the target is can only make basic attAC;ks (save ends).
C Mindhowl (standard; recharge ⚅) ✦ Psychic
Close burst 2; +12 vs. Will; 2d8 + 6 psychic damage, and the target is dazed (save ends).
Alignment Evil Languages Supernal
Skills Arcana +15, Dungeoneering +14, History +15, Insight +14, Nature +14, Religion +15
Str 19 (+8) Dex 16 (+7) Wis 21 (+9)
Con 15 (+6) Int 23 (+10) Cha 16 (+7)
Equipment scimitar
薇若莱丝之头
薇若莱丝之头是一个在这次冒险中扮演着重要角色的人工制品。冒险者们在进入金字塔的第一个房间就遇见头颅,如果他们允许,它会帮助并指引他们通过金字塔直到他们逃脱。然而,它有它自己的记录,这些记录可能完美的与冒险者们的目标一致,或者可能不一致。
Head of Vyrellis
The Head of Vyrellis is an artifAC;t that plays a central role in this adventure. The adventurers encounter the Head in the first chamber of the pyramid, and if they allow it to, it helps and guides them through the pyramid until they escape. It has its own agenda, however, which might or might not perfectly align with the goals of the adventurers.
薇若莱丝之头 英雄级
这是一个很容易握在你的手掌中的漆黑的黑曜岩法珠。当你凝视它的如墨的深处之时,它会浮出被切断的雅灵公主头颅的幻象并且你听见她那如歌唱的诉说:"我是薇若莱丝,我会为任何持有这个法珠的人提供帮助。"薇若莱丝之头是一个有着下列特性和威能的奇物。
特性:你在神秘、历史和宗教检定上获得一个+2的加值,并且可以如同已经受训了这些技能一般的进行检定。
威能(遭遇):移动动作。你可以传送最多7格。
威能(每日):标准动作。你被一股寒风气旋围绕。在邻接你的位置开始其回合的生物受到1d6的寒冷伤害并被缓慢直到他们的下一个回合开始。
Head of Vyrellis Heroic Level
This orb of darkest obsidian easily fits in the palm of your hand. As you stare into its inky depths, the severed head of an eladrin princess floats into view and you hear her sing-song voice, “I am Vyrellis, and I offer my assistance to whoever carries this orb.” The Head of Vyrellis is a wondrous item with the following properties and powers.
Property: You gain a +2 bonus to Arcana, History, and Religion checks and can make checks as if trained in those skills.
Power (Encounter): Move AC;tion. You can teleport up to 7 squares.
Power (Daily): Standard AC;tion. You are surrounded by a cyclone of biting cold wind. Creatures that begin their turn adjAC;ent to you take 1d6 cold damage and are slowed until the start of their next turn.
薇若莱丝之头的目标
✦ 将薇若莱丝生命活力的三个碎片再次结合并带着它们逃出暗影金字塔。
✦ 摧毁克兰沃克斯或者确定他被困在暗影金字塔之中。
头颅的附加目标由你决定,这取决于你想在这个冒险之外如何使用(或是否使用)这件物品。
Goals of the Head of Vyrellis
✦ Reunite the three splinters of Vyrellis’s life force and escape with them from the Pyramid of Shadows.
✦ Destroy Karavakos or make sure he remains imprisoned in the Pyramid of Shadows.
The Head’s additional goals are up to you, depending on how (or whether) you want to use the item beyond the scope of this adventure.
扮演薇若莱丝之头
薇若莱丝之头是傲慢,文艺而又富有口才的--非常像一个活生生的雅灵贵族。
当冒险者们第一次遇见头颅时,它会对克兰沃克斯的故事进行基本的解释(参看第16页)。它为冒险者们摧毁克兰沃克斯并逃离暗影金字塔提供帮助。它保留寻找它自己生命活力碎片的秘密,直到它的同步值最少达到12。它催促角色带着它去获得所有这些被发现的物品,暗示它们的意义而不提供解释。
Roleplaying the Head of Vyrellis
The Head of Vyrellis is haughty, cultured, and eloquent-very much like a living eladrin noble.
When the adventurers first encounter the Head, it explains the basics of Karavakos’s story (see page 16). It offers to help the adventurers destroy Karavakos and escape from the Pyramid of Shadows. It keeps its search for the splinters of its own life force secret until its concordance is at least 12. It does urge the charAC;ter carrying it to take possession of those items if found, hinting at their significance without providing all the details.
同步值
开始值 5
所有者获得一个等级 +1d10
所有者是一个雅灵 +2
所有者是一个精灵 +1
每个被回收的薇若莱丝生命活力的碎片在头颅同步值上+3其他调整值,而且关于继续的细节贯穿了整个冒险。
ConcordanceStarting score 5
Owner gains a level +1d10Owner is an eladrin +2
Owner is an elf +1EAC;h splinter of Vyrellis’ life force retrieved +3 Other modifiers to the Head’s concordance, as well as details about moving on, are indicated throughout the adventure.
愉悦(16-20) “诚然,在你内心有伟大的一面,英雄。” 薇若莱丝之头很高兴并被他的所有者感动,它有非常高的期望来完成它的目标。它真诚的帮助并同所有者分享它的知识。
特性:你获得10点光耀抗性。
威能(每日?幻术):标准动作。你隐身直到你的一次攻击失手或者受到伤害。Pleased (16–20)
“Truly, you have greatness in you, hero.”
The Head of Vyrellis is pleased and impressed with its owner, and has high hopes of AC;hieving its goals. It’s genuinely helpful in sharing its knowledge with the charAC;ter.
Property: You gain resist 10 radiance.
Power (Daily ✦ Illusion): Standard AC;tion. You become invisible until you miss with an attAC;k or take damage.
满足(12-15) “你做的很好。如果你不是阻碍了事情的继续,我们刚才就可以离开这里了。” 如同它原本一样骄傲,薇若莱丝之头不会对一个普通的凡人抱有更多的期待。它尝试给予更多有效地关于它所有者能够期待发现任何金字塔内的地区的介绍,但是它的知识很有限。它能描述在位置6-10的阿伯瑞恩,它知道位置26的龙是白色的,它知道最后到达金字塔并忽视了它求救的生物定居在位置11和13。
头颅也解释薇若莱丝生命活力被分割城散落在金字塔内部的三块宝石。当宝石再次结合,薇若莱丝能够得到最后的休息--甚或恢复生命。
特性:你在意志防御上获得一个+1的加值。
威能(每日?心灵):标准动作。近程爆发3;+13vs.意志;2d3+3点心灵伤害,并且目标眩晕(豁免结束)。Satisfied (12–15)
“You are doing well. If you don’t foul things up, we might just get out of here.”
Proud as it is, the Head of Vyrellis couldn’t reasonably expect more from an ordinary mortal. It tries to give helpful information about what its possessor can expect to find in any region of the pyramid, but its knowledge is limited. It can describe the arboreans in Locations 6–10, it knows that the dragon in Location 26 is white, and it knows about recent arrivals to the pyramid that ignored its pleas for help and took up residence in Locations 11 and 13.
The Head also explains that Vyrellis’s life force is splintered and contained within three gemstones scattered through the pyramid. With the stones reunited, Vyrellis can pass to her final rest-or perhaps even return to life.
Property: You gain a +1 bonus to Will defense.
Power (Daily ✦ Psychic): Standard AC;tion. Close burst 3; +13 vs. Will; 2d6 + 3 psychic damage, and the target is dazed (save ends).
正常(5-11) “不错,你已经比挂在墙上的钓钩强多了。” 薇若莱丝之头对它新的"所有者"有一点信心,但它只能被折服。如果被询问,它给出有关金字塔内各部分的基本介绍,但是只在角色们靠近时这么做。它谈论在位置6-10的"那些植物怪物"、位置14和15的"图书馆"、位置20-24的"怪异的恐怖东西"、位置26的"龙"和位置27-29的"亡者"。它断言不知道任何细节。Normal (5–11)
“Well, you’re better than hanging from a hook on the wall.”
The Head of Vyrellis has little confidence in its new “owner,” but is willing to be convinced. If asked, it gives basic information about what’s in eAC;h section of the pyramid, but only as charAC;ters get close. It speaks of “those plant monsters” in Locations 6–10, “the library” (14 and 15), “aberrations, horrible things” in Locations 20–24, “a dragon” around Location 26, and “the walking dead” in Locations 27–29. It claims ignorance of any details.
不满(1-4) “这样永远不行。” 所有者打乱了她的计划,而薇若莱丝只有微弱的希望能够逃出金字塔了。她最害怕落入克兰沃克斯的碎片的手中。它不为它的所有人提供任何情报。
特殊:你立刻失去一个复原力并且每天都会比前一天少一个复原力。Unsatisfied (1–4)
“This will never do.”
The owner is making a mess of her plans, and Vyrellis has little hope of escaping the pyramid. Its greatest fear is falling into the hands of one of the splinters of Karavakos. It doesn’t share any information with its possessor.
Special: You immediately lose one healing surge and start eAC;h new day with one less surge than the day before.
愤怒(0或以下) “蠢材!我要求你将我交给能够胜任的人手中!” 头颅积极的寻找一个它感觉有机会击败克兰沃克斯并胜利逃出金字塔的角色。
特殊:你在意志防御上获得一个-2的惩罚。Angered (0 or Lower)
“Imbecile! I insist you put me in the care of someone competent!”
The Head AC;tively seeks a charAC;ter it feels has a chance to defeat Karavakos and win escape from the pyramid.
Special: You take a –2 penalty to Will defense.
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遭遇P1:入口之坑
遭遇等级7(1,714XP)
设置
2个食腐虫(C)
哥伦克,双头巨人猎颅者(G)
3个腐肉僵尸
ENCOUNTER P1: ENTRANCE PIT
Encounter Level 7 ( 1,714 XP )Setup2 carrion crawlers (C)
Gurrak, ettin headtaker (G)
3 zombie rotters
位置1:每个被吸进暗影金字塔的生物都会到达入口之坑。当冒险者们完成遭遇A1(参看冒险书一第6页)之时会到达这里。坑中充满了那些在克兰沃克斯征服的奴隶以及奠定他的王国失败期间--特别是因为他--死亡的尸体。作为他的持续惩罚和监禁的一部分,这个坑包含了冲突两边的护卫,无害的战争伤员、克兰沃克斯压迫统治的受害者和一些克兰沃克斯渐渐因不信任而放逐、关押或因冒犯他而被杀死的朋友和顾问。
当冒险者们到达时介绍,现在它们全都在这,在坑的内部,旋转着流入或者流出以保持尸体深度的精确性。偶而,一个或多个尸体活化为僵尸持续的战斗下去,它死了但却以它的方法前往光之避难所提醒克兰沃克斯他过去的诸多罪恶。
一个被偶尔出现在凡界的金字塔困住的生物是哥伦克,一个将入口之坑当做他自己的个人猎场的双头巨人。他从填满了坑的军队中收集头颅,但是由于这个地方的魔法它们总会消失并回到坑中。所以,哥伦克更喜欢猎取新到的生物的头颅,他是如此自豪的爱好炫耀。
当冒险者们出现在坑中时,想玩家们战士在冒险书一第23页的“入口之坑的地图”,并读道:
当你突然出现在大量尸体之上时,死亡和鲜血的恶臭向你袭来。人类、矮人、精灵、半身人和所有其他的生物表面上都是最近被杀的却穿着旧时代的盔甲。那对尸体看起来在挪移,好像某些东西正在它之下移动。在你上面,坑的最高处,你看见一个丑恶的、两个脑袋的巨人--他正在擦拭两把刀刃伴随着从他两个脑袋上的眼睛发出的渴望的光芒。
Location 1: Every creature drawn into the Pyramid of Shadows arrives in the Entrance Pit. The adventurers arrive here when they complete Encounter A1 (see Adventure Book One, page 6). The pit is full of the bodies of those who died during-and specifically, because of-Karavakos's failed attempt to conquer and settle his kingdom. As part of his ongoing punishment and imprisonment, this pit contains the fallen soldiers from both sides of the conflict, the innocent casualties of war, the victims of the oppressive reign of Karavakos, and the series of friends and advisers that Karavakos grew to increasingly distrust until he had them banished, imprisoned, or put to death for displeasing him.
Now they are all here, within the pit, rotating into and out of existence to maintain the exact depth of bodies that are present when the adventurers arrive. Occasionally, one or more of these bodies animates as a zombie to continue the fight in which it died or to work its way toward the Sanctuary of Light to remind Karavakos of the many sins of his past.
One creature that was trapped during the pyramid's occasional appearance in the natural world is Gurrak, an ettin who has claimed the entrance pit as his own personal hunting ground. He collects heads from the corpses that fill the pit, but they disappear and eventually return to the pit thanks to the magic of the place. So, Gurrak much prefers to hunt new arrivals for the heads he so proudly likes to display.
When the adventurers appear in the pit, show the players "View of the Entrance Pit" on page 23 of Adventure Book One, and read:
A stench of death and blood assails you as you appear suddenly atop a pile of bodies. Humans, dwarves, elves, halflings, and others, all apparently recently killed but all wearing clothing and armor of an earlier age. The pile of bodies seems to shift, as though something might be moving beneath it. Above you, at the top of the pit, you see a hideous, two-headed giant-he's rubbing two blades together with an eager gleam in the eyes of both its horrifying heads.
侦查检定
DC 16:你看见一道较大的绿色生物从你脚下的废物之间穿过。它可能是一个巨大的蛇或者蠕虫。
Perception Check
DC 16: You see a flash of something large and green moving through the refuse beneath your feet. It might be a giant snake or worm.
2 食腐虫(C) 等级7 控制者
大型 异界 野兽 XP300每个
先攻+6 感官:侦查+5;黑暗视觉
HP81;重伤40
AC 20;强韧19、反射18、意志17
速度6、攀爬速度6(蛛行)
M触手(标准;随意)?毒素
触及2;+10vs.强韧;1d4+5点伤害,目标被缓慢并且受到5点持续的毒素(豁免终止两者)。首次豁免失败:目标定身代替缓慢(豁免结束)。再次豁免失败:目标震慑代替定身(豁免结束)。对抗食腐虫的麻痹触手的豁免骰承受一个-2的惩罚。。
M啮咬(标准;随意)
+12vs. AC;1d10+5点伤害。
阵营 无阵营 语言-
力量20(+8)敏捷16(+6)感知14(+5)
体质17(+6)智力2(-1)魅力16(+6)
2 Carrion Crawlers (C) Level 7 Controller
Large aberrant beast XP 300 each
Initiative +6 Senses Perception +5; darkvision
HP 81; Bloodied 40
AC 20; Fortitude 19, Reflex 18, Will 17
Speed 6, climb 6 (spider climb)
m Tentacles (standard; at-will) ✦ Poison
Reach 2; +10 vs. Fortitude; 1d4 + 5 damage, and the target takes ongoing 5 poison and is slowed (save ends both). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is stunned instead of immobilized (save ends). Saving throws made against the carrion crawler's paralytic tentacles take a –2 penalty.
M Bite (standard; at-will)
+12 vs. AC; 1d10 + 5 damage.
Alignment Unaligned Languages -
Str 20 (+8) Dex 16 (+6) Wis 14 (+5)
Con 17 (+6) Int 2 (–1) Cha 16 (+6)
哥伦克,双头巨人猎颅者(G) 等级10 精英 护卫
大型 自然界 类人生物(巨人) XP1,000
先攻 +8;参看双重动作 感官:侦查+12
HP222;重伤111
AC 28;强韧26、反射18、意志19
豁免骰+2
速度6
AP 1
m大砍刀(标准;随意)?武器
触及2;+15vs. AC;1d6+9点伤害,并且目标被推离1格。
M拍击(即时反应,当一个敌人移动到夹击双头巨人的位置时;随意)
双头巨人以夹击它的一个生物为目标;+13vs.强韧;目标被推离3格。
双重动作
双头巨人投两次先攻,每一轮获得两个回合并在每个回合有整套动作(标准、移动和次要)。每套动作相当于不同头的。双头巨人的能力使其每回合都能反复的使用直觉动作。
双重头脑
在其回合终止时,双头巨人对它所处的眩晕、震慑状态和可以豁免终止的魅惑效果自动豁免成功。
阵营 混乱邪恶 语言:巨人语
力量28(+14)敏捷12(+6)感知15(+7)
体质23(+11)智力8(+4)魅力9(+4)
装备:革甲,2把大砍刀
Gurrak, Ettin Headtaker (G) Level 10 Elite Soldier
Large natural humanoid (giant) XP 1,000
Initiative +8; see also double actions Senses Perception +12
HP 222; Bloodied 111
AC 28; Fortitude 26, Reflex 18, Will 19
Saving Throws +2
Speed 6
Action Points 1
m Cleaver (standard; at-will) ✦ Weapon
Reach 2; +15 vs. AC; 1d6 + 9 damage, and the target is pushed 1 square.
M Swat (immediate reaction, when an enemy moves into a position that flanks the ettin; at-will)
The ettin targets one creature flanking it: +13 vs. Fortitude; the target is pushed 3 squares.
Double Actions
An ettin rolls initiative twice, gets two turns during a round, and has a full set of actions (standard, move, minor) on each turn. Each set of actions corresponds to a different head. The ettin's ability to take immediate actions refreshes on each of its turns.
Dual Brain
At the end of its turn, the ettin automatically saves against the dazed and stunned conditions and against charm flects that a save can end.
Alignment Chaotic evil Languages Giant
Str 28 (+14) Dex 12 (+6) Wis 15 (+7)
Con 23 (+11) Int 8 (+4) Cha 9 (+4)
Equipment hide armor, 2 cleavers
3 腐肉僵尸 等级3 杂兵
中型 自然界 活化生物(不死生物) XP38每个
先攻-2 感官:侦查-1;黑暗视觉
HP 1;一个失手的攻击不会对杂兵造成伤害。
AC 13;强韧13,反射9,意志10
免疫:疾病、毒素
速度4
m挥击(标准;随意)
+6vs. AC;5点伤害。
阵营 无阵营 语言-
力量14(+2)敏捷6(-2)感知8(-1)
体质10(+0)智力1(-5)魅力3(-4)
3 Zombie Rotters Level 3 Minion
Medium natural animate (undead) XP 38 each
Initiative –2 Senses Perception –1; darkvision
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Reflex 9, Will 10
Immune disease, poison
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 5 damage.
Alignment Unaligned Languages -
Str 14 (+2) Dex 6 (–2) Wis 8 (–1)
Con 10 (+0) Int 1 (–5) Cha 3 (–4)
战术
哥伦克在坑的顶部战斗,利用他的推动威能尽可能保证角色们位于坑内。他的触及让他很容易接触到PC们。如果他能杀死一个冒险者,他立即尝试将这个角色带到陈列墙一边他可以陈列切掉角色的头颅。
食腐虫呆在坑内并将它们的攻击集中在超出双头巨人触及的角色上。如果角色们爬出坑,食腐虫会追过去。如果他们重伤,他们会逃入坑内。
在战斗的第二个轮,三个坑内的尸体被活化并攻击冒险者们。他们曾是为了克兰沃克斯英勇战斗过的模范战士。现在,作为僵尸,它们堕落的复苏再次战斗并且他们将冒险者们当做敌人。将是不要标记在地图之上;它们按照先攻顺序在它们的回合从坑内的尸体中复活。
Tactics
Gurrak fights from the top of the pit, using his push powers to keep characters in the pit for as long as possible. His reach allows him to easily reach the PCs. If he can manage to kill one of the adventurers, he immediately tries to carry that character over to the display wall so that he can begin preparing the character's head for display.
The carrion crawlers stay in the pit and focus their attacks on characters that to move out of the ettin's reach. If the characters climb out of the pit, the carrion crawlers follow. They flee into the pit if they are bloodied.
In the second round of combat, three of the bodies in the pit animate and attack the adventurers. These are former soldiers that once fought so bravely for Karavakos. Now, as zombies, they rise to resume the battle in which they fell-and they see the adventurers as the enemy. The zombies are not marked on the map; they rise from among the bodies in the pit on their turn in the initiative order.
扮演哥伦克
哥伦克将所有新到达的生物作为他收集的对象。特别的,他将冒险者们作为带来他渴望删除并在他的收藏中展现的头颅的带来者。同样的,他将每个角色用“东西”或“它”不停地重复“它的头颅正好是我之前丢掉的。”、“我需要那个。”和“那个正好是我需要完成我收藏的东西。”
Roleplaying Gurrak
Gurrak treats all new arrivals as objects to add to his collection. Specifically, he treats the adventurers as carriers for the heads he longs to remove and display in his collection. As such, he refers to each character as "thing" or "it," constantly repeating "its head is just what I've been missing," and "I need that," and "that's just what I need to complete my collection."
区域特征
照明:微暗光线。
坑:坑从尸堆顶部有10尺深,到隐藏在尸体之下的底部有20尺深。坑内部的格子是困难地形。攀爬坑壁要求通过一个DC20的运动检定。
一个DC22的历史检定显示出装饰在坑内大部分尸体上的护甲、武器和衣物可以追溯到耐若斯时代,大约300年之前。
任何护甲或武器一旦从这个区域带走,就会在离开坑时消失。它们最后由于金字塔的魔法回到坑内。
凹室:四个被截断的头颅(H)悬挂在东北方的凹室上木钉上。这些头颅包括一个男性影灵、一个男性兽人、一个女性人类和一个男性人类。每个头颅看起来好像都是仅仅在之前一段时间内摘掉的。
一个袋子悬挂在第五个木钉上。他看起来和头颅一样大小而且是有着球状的某种物体。袋子内的物体是薇若莱丝之头的人工制品,一个保存着雅灵公主薇若莱丝一丝精神的法珠。
Features of the Area
Illumination: Dimly lit.
Pit: The pit is 10 feet deep to the top of the pile of bodies, and another 20 feet deep to the bottom, which is hidden beneath the bodies. Squares inside the pit are difficult terrain. Climbing the wall of the pit requires a DC 20 Athletics check.
A DC 22 History check reveals that the armor, weapons, and clothing that adorns most of the bodies in the pit dates back to the late Nerath era, circa 300 years ago.
Any armor or weapons taken from the pit disappear once they are carried beyond this area. They eventually return to the pit thanks to the magic of the pyramid.
Alcove: Four severed heads (H) hang on pegs in the northeastern alcove. These heads include a male shadarkai, a male orc, a female human, and a male human. Each head looks as though it was freshly removed from its corpse only moments ago.
A sack hangs from the fifth peg. It's about the same size as the heads, and seems to hold some kind of sphereshaped object. The object inside the sack is the Head of Vyrellis artifact, an orb that holds the lingering spirit of the eladrin princess Vyrellis.
结束
当冒险者们击败了双头巨人,在凹室的头颅召唤着他们。读:
“你们离开那!我们能互相帮助彼此,我刚知道它。”一个女性的声音从凹室的左侧传来。
薇若莱丝的声音持续呼唤冒险者们,知道他们中的一个摘下袋子将黑曜石法珠展示给大家看。如果在队伍中存在一个雅灵或精灵,薇若莱丝会直接向那个角色解释并寻求帮助,直到至少一个冒险者占有法珠并变成它的所有者。
“你们已经被这个监狱中最强大的居民,克兰沃克斯--国王和征服者--的意志拉了进来。”薇若莱丝解释道:“逃出这里的唯一途径就是摧毁最讨厌的那个法师。但是完成这样的人物,向你们这样的生物会需要我的帮助的。”
薇若莱丝解释克兰沃克斯最基本的历史。薇若莱丝仍然不会表露这里有许多绕着金字塔到处转的克兰沃克斯的版本,也不会完全解释她在此时此刻的地位。但是她会尽她全力去说服冒险者们帮助她,这样她就可以帮助他们。
一旦头颅的同步值达到12,它将要求冒险者们调查收集薇若莱丝生命活力的碎片。这是一个在完成时奖励2,000XP的主要任务。
参看薇若莱丝之头(冒险书一第22页)的描述作为情报。
Conclusion
When the adventurers defeat the ettin, the Head calls out to them from the alcove. Read:
"You out there! We can help each other, I just know it," calls a female voice from the alcove to the left.
The voice of Vyrellis continues to call to the adventurers until one of them takes down the sack and reveals the obsidian orb for all to see. If there is an eladrin or elf in the party, Vyrellis directs her comments and pleas to that character, at least until one of the adventurers takes possession of the orb and becomes its owner.
"You have been drawn into this prison by its most celebrated inmate, Karavakos the would-be king and conqueror," Vyrellis explains. "The only way to escape is to destroy that most-hated wizard. But to accomplish such a task, creatures the likes of you will need my help."
Vyrellis explains the basics of the history of Karavakos. Vyrellis will not yet reveal that there are multiple versions of Karavakos running around the pyramid, nor will she fully explain her own situation just yet. But she will do everything else in her power to convince the adventurers to help her so that she can help them.
Once the Head's concordance reaches 12, it offers the adventurers the quest to collect Vyrellis' splinters of life force. This is a major quest that awards 2,000 XP upon completion.
See the description of the Head of Vyrellis (page 22 of Adventure Book One) for information.
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遭遇P2:老鼠之间
遭遇等级7 (1,500XP)
设置
16只葬尸鼠(R)
滑骨险境
位置2:暗影金字塔多得成灾的葬尸鼠是服务于葬尸领主的害兽(参看遭遇在第六页的遭遇P4)。老鼠钻过金字塔的墙壁和地板,以无论是死于事故还是暴力的血肉和金字塔邪恶的死灵能量为食,特别是位置27-29的死灵能量。这个房间是它们的巢穴。
当冒险者们打开门时,读:
当门被打开时一股寒气带着灰尘和新变质油污的气味涌了出来。除了在遥远的由骸骨堆积成的巨大隆起以外,细小的白色粉尘铺满了地板。
侦查检定
DC 20:在散落的灰尘之中,你清晰的看到细小的爪印或是被尾巴扫过扫过地板形成的一条线。
DC 25:设计在北面墙壁的门边有一条足够让小型动物挤过的大裂缝。类似的裂缝明显的存在两个房间的墙上。
十六只葬尸鼠隐藏在这个房间之中,呆在骨堆之中看不到的地方直到猎物进入触及范围。当冒险者们全部进入房间并通过垃圾房的门时,它们开始涌出。
ENCOUNTER P2: CHAMBER OF RATS
Encounter Level 7 ( 1,500 XP )Setup 16 charnel rats (R)
Boneslide hazard
Location 2: The Pyramid of Shadows is infested with charnel rats, vermin that serve the Charnel Lord (see Encounter P4 on page 6). These rats crawl through the walls and floors of the pyramid, feeding on the flesh of whatever dies by accident or violence, and on the necromantic energy that infuses the pyramid, particularly Locations 27–29. This chamber serves as their nest.
When the adventurers open the door, read:
Cold air brushes past as the door opens, carrying the smell of dust and freshly turned dirt. A fine white powder dusts the floor, except in the far corner, where bones form an enormous mound.
Perception Check
DC 20: Within the scattered dust you see the clear print of a small claw or a line made by a tail dragging along the floor.
DC 25: A large crack runs along the frame of the door in the north wall-large enough for a small animal to squeeze through. Similar cracks are evident in the walls in both chambers.
Sixteen charnel rats lurk in this room, staying out of sight in the bone piles until prey is in reach. They begin to spill out when the adventurers have all entered the room and moved past the doors leading to the refuse chamber.
16 葬尸鼠(R) 等级7 杂兵
小型 自然界 野兽 XP75每个
先攻+8 感官:侦查+4;昏暗视觉
腐烂灵气 灵气1:在邻接葬尸鼠位置开始其回合的敌人受到2点伤害。
HP 1;一个失手的攻击不会对杂兵造成伤害。
AC 21;强韧18、反射21、意志20
速度6、攀爬速度3
M啮咬(标准;随意)?武器
+12vs. AC;5点伤害。
阵营 邪恶 语言:--
技能:潜行+13
力量15(+5)敏捷20(+8)感知13(+4)
体质15(+5)智力4(+0)魅力6(+1)
16 Charnel Rats (R) Level 7 Minion
Small natural beast XP 75 each
Initiative +8 Senses Perception +4; low-light vision
Aura of Rot aura 1; an enemy that starts its turn adjacent to a charnel rat takes 2 damage.
HP 1; a missed attack never damages a minion.
AC 21; Fortitude 18, Reflex 21, Will 20
Speed 6, climb 3
m Bite (standard; at-will) ✦ Weapon
+12 vs. AC; 5 damage.
Alignment Evil Languages -
Skills Stealth +13
Str 15 (+5) Dex 20 (+8) Wis 13 (+4)
Con 15 (+5) Int 4 (+0) Cha 6 (+1)
战术
葬尸鼠围绕着它们的敌人攻击。它们仅有的战术就是让尽可能多的老鼠邻接每个敌人。它们渐渐的加入战斗--第一轮出现四只老鼠,然后八只并且最后四只在第三轮出现。这可以防止全部十六只老鼠被一个区域效果威能抓住。
Tactics
Charnel rats attack by surrounding their foes. Their only tactic is to put as many rats adjacent to each enemy as possible. They enter combat gradually-four rats emerge in the first round, then eight more, and finally the last four in the third round. This prevents all sixteen rats from being caught in a single area effect power.[/size]
区域特征
照明:微暗光线。
骨堆:在房间角落的骨堆是困难地形。
垃圾房:关闭主房间的北边房间充满了骨头和垃圾。老鼠通过门两侧的裂缝或者天花板的隧道(通向位置27)爬进爬出。如果冒险者们打开门,他们释放一个滑骨险境。
Features of the Area
Illumination: Dimly lit.
Bone Piles: The piles of bones in the corners of the room are difficult terrain.
Refuse Chamber: The northern chamber off the main room is full of bones and refuse. The rats crawl in and out of that room through a crack in the doorjamb or a small tunnel in the ceiling (which leads to Location 27). If the adventurers open the door, they release a boneslide hazard.[/size]
滑骨 等级7 伏兵
险境 XP300
微微凸起的门猛然打开,释放出骸骨的波涛。
险境:当门打开时,房间中的骸骨急速的涌出。
侦查
?DC 28:角色注意到那扇门向外弯曲。
附加技能:地城
通过一个DC24的地城检定的角色在检查门时注意到它后面有巨大的压力,这暗示着一个自然险境。
触发
打开门会立即释放滑骨。
攻击
标准动作 近程冲击2
目标∶在冲击内的生物
攻击∶+11vs.反射
命中∶2d8+5点伤害并被定身(豁免结束)
失手:一半伤害。
维持标准:滑骨持续4轮。在险境持续期间和之后,冲击区域是困难地形。
Boneslide Level 7 Lurker
Hazard XP 300
The bulging door bursts open, unleashing a wave of bones.
Hazard: When the door opens, bones gush forth from the chamber in a rushing wave.
Perception
✦ DC 28: The character notices that the door warps outward.
Additional Skill: Dungeoneering
A character who makes a DC 24 Dungeoneering check while examining the door notices that there’s enormous pressure behind it, suggesting the nature of the hazard.
Trigger
Opening the door immediately sets off the boneslide.
Attack
Standard Action Close blast 2
Targets: Creatures in blast
Attack: +11 vs. Reflex
Hit: 2d8+5 damage and immobilized (save ends)
Miss: Half damage
Sustain Standard: The boneslide continues for four rounds. The blast area is difficult terrain during and after the hazard.
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遭遇P3:桥
遭遇等级7 (1,600XP)
设置
2只鹰身鸟妖(H)
3沙华鱼人袭击者(S)
沙华鱼人祭司(P)
位置3
向玩家们展示在冒险书一第23页的“桥的地图”,并读:
楼厅俯瞰着充满了黑水的房间。一个吊桥倾斜向下的对着仅仅在黑水之上的平台。其他两座桥连接着平台和其他楼厅。每个楼厅都在水上10尺。
ENCOUNTER P3: THE BRIDGE
Encounter Level 7 ( 1,600 XP )Setup 2 harpies (H)
3 sahuagin raiders (S)
Sahuagin priest (P)
Location 3
Show the players “View of the Bridge” on page 23 of Adventure Book One, and read:
A balcony overlooks a room filled with dark water. A rope bridge slants sharply downward toward a wooden platform just above the level of the water. Two other bridges connect that platform to other balconies. Each balcony is 10 feet above the water.
2 鹰身鸟妖(H) 等级6 控制者
中型 妖精界 类人生物 XP250每个
先攻+5 感官:侦查+5;
HP71;重伤35
AC 20;强韧17、反射17、意志19
抗性:10点雷鸣
速度6、飞行8(笨拙)
m爪抓(标准;随意)
+11vs. AC;1d8+2点伤害。
C迷魂曲(标准;次要维持;随意)?魅惑
近程爆发10;耳聋的生物免疫;+12vs.意志;目标被拉近3格并被定身(豁免结束)。当鹰身鸟妖维持威能时,任何还没对效果豁免的目标被拉近3格并被定身(豁免结束)。
C死亡尖啸(标准;充能 5、6)?雷鸣
近程爆发4;+12vs.强韧;1d6+4点雷鸣伤害,并且目标被晕眩(豁免结束)。
阵营 邪恶 语言:通用语
技能:潜行+10
力量15(+5)敏捷15(+5)感知14(+5)
体质15(+5)智力10(+3)魅力19(+7)
2 Harpies (H) Level 6 Controller
Medium fey humanoid XP 250 each
Initiative +5 Senses Perception +5
HP 71; Bloodied 35
AC 20; Fortitude 17, Reflex 17, Will 19
Resist 10 thunder
Speed 6, fly 8 (clumsy)
mClaw (standard; at-will)
+11 vs. AC; 1d8 + 2 damage.
C Alluring Song (standard; sustain minor; at-will) ✦ Charm
Close burst 10; deafened creatures are immune; +12 vs. Will; the target is pulled 3 squares and immobilized (save ends). When the harpy sustains the power, any target that has not yet saved against the effect is pulled 3 squares and immobilized (save ends).
C Deadly Screech (standard; recharge ⚄ ⚅ ) ✦ Thunder
Close burst 4; +12 vs. Fortitude; 1d6 + 4 thunder damage, and the target is dazed (save ends).
Alignment Evil Languages Common
Skills Stealth +10
Str 15 (+5) Dex 15 (+5) Wis 14 (+5)
Con 15 (+5) Int 10 (+3) Cha 19 (+7)
3 沙华鱼人袭击者(S) 等级6 护卫
中型 自然界 类人生物(水生) XP250每个
先攻+7 感官:侦查+4;昏暗视觉
HP70;重伤35
AC 20;强韧19、反射16、意志15
速度6,游泳速度6
m三叉戟(标准;随意)?武器
+11vs. AC;1d8+5点伤害,并且目标被标记直到沙华鱼人袭击者的下一个回合结束。参见渴血狂暴。
R三叉戟(标准;随意)?武器
远程3/6;+11vs. AC;1d8 + 5点伤害。沙华鱼人袭击者必须在它再次投掷前捡回它的三叉戟。
渴血狂暴
沙华鱼人在对抗重伤敌人时在攻击骰上获得一个+1的加值并在伤害骰上获得一个+2的加值。
阵营 混乱邪恶 语言:深渊语
力量20(+8)敏捷14(+5)感知12(+4)
体质14(+5)智力10(+3)魅力10(+3)
装备:三叉戟
3 Sahuagin Raiders (S) Level 6 Soldier
Medium natural humanoid (aquatic) XP 250 each
Initiative +7 Senses Perception +4; low-light vision
HP 70; Bloodied 35
AC 20; Fortitude 19, Reflex 16, Will 15
Speed 6, swim 6
m Trident (standard; at-will) ✦ Weapon
+11 vs. AC; 1d8 + 5 damage, and the target is marked until the end of the sahuagin raider’s next turn; see also blood frenzy.
R Trident (standard; at-will) ✦ Weapon
Ranged 3/6; +11 vs. AC; 1d8 + 5 damage. The sahuagin raider must retrieve its trident before it can throw it again.
Blood Frenzy
The sahuagin gains a +1 bonus to attack rolls and a +2 bonus to damage rolls against bloodied enemies.
Alignment Chaotic evil Languages Abyssal
Str 20 (+8) Dex 14 (+5) Wis 12 (+4)
Con 14 (+5) Int 10 (+3) Cha 10 (+3)
Equipment trident
沙华鱼人祭司(P) 等级8 射手
中型 自然界 类人生物(水生) XP 350
先攻+8 感官:侦查+9;昏暗视觉
HP70;重伤35
AC 22;强韧19、反射20、意志21
速度8,游泳速度8
m三叉戟(标准;随意)?武器
+12vs. AC;1d8+3点伤害。
R三叉戟(标准;随意)?武器
远程3/6;+12vs. AC;1d8+3点伤害。沙华鱼人祭司必须在它再次投掷前捡回它的三叉戟。
R水矢(标准;随意)
远程20(离开水10);+14vs. AC;2d8+5点伤害(1d8+5点伤害);参见渴血狂暴。
阵营 混乱邪恶 语言:深渊语、通用语
技能:威吓+12
力量16(+7)敏捷18(+8)感知20(+9)
体质16(+7)智力12(+5)魅力16(+7)
装备:三叉戟,圣徽,海藻长袍
Sahuagin Priest (P) Level 8 Artillery
Medium natural humanoid (aquatic) XP 350
Initiative +8 Senses Perception +9; low-light vision
HP 70; Bloodied 35
AC 22; Fortitude 19, Reflex 20, Will 21
Speed 6, swim 8
m Trident (standard; at-will) ✦ Weapon
+12 vs. AC; 1d8 + 3 damage.
R Trident (standard; at-will) ✦ Weapon
Ranged 3/6; +12 vs. AC; 1d8 + 3 damage. The sahuagin priest must retrieve its trident before it can throw it again.
R Water Bolt (standard; at-will)
Ranged 20 (10 out of water); +14 vs. AC; 2d8 + 5 damage (1d8 + 5 out of water); see also blood frenzy.
Alignment Chaotic evil Languages Abyssal, Common
Skills Intimidate +12
Str 16 (+7) Dex 18 (+8) Wis 20 (+9)
Con 16 (+7) Int 12 (+5) Cha 16 (+7)
Equipment trident, holy symbol, kelp robe
战术
鹰身鸟妖使用迷魂曲将角色们拉入水中。沙华鱼人发现当迷魂曲被使用时,如果他们在水下就对他们无效。
沙华鱼人祭司重点攻击持有薇若莱丝之头的角色。她想用它逃跑。她命令她的袭击者做同样的事情,尽管他们也会攻击任何落入水中的敌人。
Tactics
The harpies use alluring song to pull characters into the water. The sahuagin have found that the song does not effect them if they are underwater when it is used.
The sahuagin priest focuses her attacks on a character carrying the Head of Vyrellis. She hopes to use it to escape. She orders her raiders to do the same, though they also attack anyone who falls into the water.
-
遭遇P4:坑中野兽
遭遇等级8 (1,750XP)
设置
葬尸领主(C)
6只葬尸鼠
旋转地板和旋转墙陷阱(T)
位置4:当冒险者们进入这个区域,它看起来像一个20尺宽和20尺高的单纯的门厅或房间,在它的每一侧都有一个门和雕像还有一个向东北方延伸的楼梯。不要画或放置向下到坑的D&D地下城拼版,直到陷阱被触发。
当冒险者们进入门厅时,读:
一个长袍人物的雕像注视着这个宽门厅另一边的一个复制品。
当冒险者们触发陷阱时,读:
你们站立的地板突然向南边的墙倾斜翻转。两个这样的轴承将你们丢向南边斜道下。当你滑下斜道,腐烂和衰变的恶臭从中涌出。
ENCOUNTER P4: THE BEAST IN THE PIT
Encounter Level 8 ( 1,750 XP )SetupCharnel lord (C)
6 charnel rats
Pivoting floor and wall trap (T)
Location 4: When the adventurers enter this area, it appears as a plain hallway or chamber, 20-feet wide and 20-feet tall, with a door and a statue at either end and a staircase leading from the northeast. Don’t draw or place D&D Dungeon Tiles for the slope down to the pit until the trap is triggered.
When the adventurers enter the hallway, read:
A statue of a robed figure stares down the length of this wide hallway toward an exact duplicate on the other end.
When the adventurers trigger the trap, read:
The floor you’re standing on suddenly tilts wildly as the wall to the south falls away. Both pivot in such a way as to hurl you down a chute to the south. The stench of rot and decay emerges from the chute as you go hurtling down it.
区域特征
照明:微暗光线。
陡坡:墙壁变成了一个光滑而短小的地板,陡坡通往拥有同样特征的坑。角色可以通过一个DC23的运动检定以半速攀登陡坡。靠近墙的角色可以依靠墙攀爬,这会在检定上获得一个+2的加值。
坑:在陡坡的底部是一个10尺深充满污秽的坑,是葬尸领主完美的家。掉落坑中的角色受到1d10点伤害。坑底部的格子是困难地形。爬出坑需要通过一个DC28的运动检定。
陷阱:陷阱不仅仅只是将角色们丢进葬尸领主所在的坑,它将他们限制在陡坡之中。每次它被触发,地板和墙都会转动,将冒险者们丢入滑到,并将葬尸鼠释放进入门厅。陷阱每轮只能被激活一次。所以,如果它被一个角色激活,直到这个角色下一轮开始它不能再次被激活。
当陷阱被触发时,如果任何角色站在陷阱区域最北边一排的四格中的任何一格中。他们会在地板转动时掉入地板之下的隔间之中。这会对每个角色造成1d10点伤害。另外,每一轮角色都处在地板下的漆黑的黑暗之中,在角色的回合开始时骰1d6。结果表明有多少葬尸鼠在这个角色回合开始时接近了他或她(参看在葬尸鼠部分的"腐烂灵气")。
如果陷阱第三次转动,在地板下隔间的角色们被推入更深的黑暗之中。另一个转轴使他们沉积在门厅的地板上。所以,如果陷阱每轮都被触发,在地板下的角色们必须花费两轮呆在老鼠中间,受到围绕着的每个老鼠的灵气伤害。
Features of the Area
Illumination: Dimly lit.
Steep Slope: The wall that becomes a floor is smooth and slick, and the short, steep slope leading to the pit has the same characteristics. A character can ascend the slope at half speed with a DC 23 Athletics check. A character adjacent to a wall can use the wall to help climb, gaining a +2 bonus to the check.
Pit: The pit at the bottom of the slope is 10 feet deep and full of filth, making it a perfect home for the Charnel Lord. Characters who fall into the pit take 1d10 damage. The squares at the bottom of the pit are difficult terrain. Climbing out of the pit requires a DC 28 Athletics check.
The Trap: The trap not only hurls characters into the Charnel Lord’s pit, it also confines them within the sloped chute. Each time it is triggered, the floor and wall pivots, hurling adventurers into the chute and depositing charnel rats into the hallway. The trap can only be activated once per turn. So, if it is activated by a character, it can’t be activated again until after the start of that character’s next turn.
If any characters are standing on any of the squares in the four northernmost rows of squares in the chute area when the trap is triggered, they are dumped into the space beneath the floor when the floor pivots. This deals 1d10 points of damage to each character. In addition, for each round that a character remains in the pitch-black darkness beneath the floor, roll 1d6 at the start of a character’s turn. The result indicates how many charnel rats are adjacent to the character at the start of his or her turn (see “aura of rot” in the charnel rat stat block).
If the trap pivots a third time, characters in the space beneath the floor are pushed deeper into the darkness. Another pivot deposits them on the floor of the hallway. So, if the trap is activated each turn, characters must spend two turns amid the rats beneath the floor, taking damage from the aura that surrounds each rat.
战术
葬尸领主击中攻击和它同在坑内的角色。如果没有角色陷入坑中,它会用它的长触及攻击任何在靠近坑内两格的人。
葬尸鼠设法让尽可能多同类围绕在角色周围。在这个位置的老鼠因为陷阱和突变而惊恐,它们会将它们的恐惧和愤怒向最近的冒险者发泄。它们会战斗到死。(注意,在地板下隔间的葬尸鼠不会攻击PC们,但是PC们依然会受它们腐烂灵气的影响,如下所述。)
Tactics
The Charnel Lord focuses attacks on characters who are in the pit with it. If no characters land in the pit, it attacks characters within its reach, anyone within the two rows of squares closest to the pit.
The charnel rats try to crowd as many of their number as possible around the characters. The rats, startled by the trap and the sudden change in location, take their fear and anger out on the nearest adventurers. They fight to the death. (Note that charnel rats in the space beneath the floor don’t attack the PCs, but the PCs still suffer from their auras of rot, as described below.)
旋转地板和旋转墙(T) 等级7 障碍
陷阱 XP300
陷阱:当相邻的墙壁向上倾斜时,地板向下倾斜将角色们从门厅滑落到葬尸坑中。墙壁变为滑坡的一部分,而地板则变为阻碍逃跑的墙壁。本质上,这个旋转结构是自旋的,以便地板变成墙壁而一个新地板来替换它,如此这样它就能每次都被一个新角色触发效果(见下文)。
侦查
?DC 25:橘色注意到前面的地板和南边墙上的缝隙,而且在北边墙下的刮痕暗示着陷阱的运行。
?DC 28:角色也认出在南墙内部陷阱区域的一个陌生特征:它非常顺畅光滑。
触发
当一个角色穿过陷阱格并到达他或她进入区域的对面至少一排格子时,陷阱被激活。整个建筑自旋90度,这让墙壁变成滑道,地板变为墙壁,而一个新的地板突然从下方升上来。陷阱每轮只能被触发一次。
攻击
直觉打断 近程冲击4;
目标∶在冲击范围内的生物(在地图上标记的陷阱区域)
效果∶墙壁和地板以一个惊人的速度转动,将生物从地板上丢到光滑的墙上并滑下滑道,造成1d10点伤害。一个DC25的运动检定可以在进入坑之前停止滑动到至少靠近坑的第二排的格子上,否则角色掉进10尺深的坑中并受到另外1d10点伤害。
当新地板升起,六只葬尸鼠散落在上面,它们是从地板下的隔间--老鼠集群和陷阱转轴所在的位置--被拉上来的。
特殊:这个陷阱每次在一个角色通过陷阱格时被激活。
Pivoting Floor and Wall (T) Level 7 Obstacle
Trap XP 300
Trap: The floor tilts up as the adjacent wall tilts down, sliding characters from the hallway down a sloped chute toward a charnal pit. The wall becomes part of the sloped chute, and the floor becomes a wall that cuts off escape. In essence, this pivoting construction spins so that the floor becomes the wall and a new floor replaces it, so that it can activate each time a new character triggers the effect (see below).
Perception
✦ DC 25: The character notices seams along the floor and south wall, as well as scrapes at the bottom of the north wall that hints at the trap’s function.
✦ DC 28: The character also spots a strange characteristic of the southern wall within the trapped area: it is unusually smooth and slick.
Trigger
When a character crosses the trapped squares and reaches the last row of squares on the opposite side of where he or she entered the area, the trap activates. The whole construction spins 90 degrees, so that the wall becomes the chute, the floor becomes the wall, and a new floor snaps into place from below. This trap can only be triggered once per turn
Attack
Immediate Interrupt Close blast 4
Targets: Creatures in blast (trapped area marked on map)
effect: The wall and floor pivot at an amazing rate of speed, hurling creatures from the floor onto the slick wall and down the chute, dealing 1d10 damage. A DC 25 Athletics check halts a slide in one of the last two rows of squares before the pit, otherwise the character falls into the 10-foot-deep pit and takes another 1d10 damage.
When the new floor snaps into place, six charnel rats are scattered atop it, drawn up from the space beneath the floor where the rats swarm and the trap pivots.
Special: This trap activates as described above each time a character crosses the trapped squares.
陷阱之后的弹簧
取决于冒险者们怎么靠近这间房间,他们中的一些将会进入或靠近坑,而另一些将会呆在门厅中。
任何呆在门厅中的角色必须处理葬尸鼠;在陷阱区域的任何位置放置六只老鼠。如果更多葬尸鼠进入战斗,调整XP。
任何在滑道和坑内的角色必须处理葬尸领主。
为怪物投先攻,然后让战斗开始吧!
After the Trap is Sprung
Depending on how the adventurers approach this chamber, some number of them will be in or near the pit, and some will be in the hallway.
Any characters in the hallway must deal with the charnel rats; place the six rats anywhere within the trapped area. If more charnel rats enter the battle, adjust the XP.
Any characters in the chute and pit area must deal with the Charnel Lord.
Roll initiative for the monsters and let the battle begin!
6 葬尸鼠 等级7 杂兵
小型 自然界 野兽 XP75每个
先攻+8 感官:侦查+4;昏暗视觉
腐烂灵气 灵气1:在邻接葬尸鼠位置开始其回合的敌人受到2点伤害。
HP 1;一个失手的攻击不会对杂兵造成伤害。
AC 21;强韧18、反射21、意志20
速度6、攀爬速度3
m啮咬(标准;随意)?武器
+12vs. AC;5点伤害。
阵营 邪恶 语言:-
技能:潜行+13
力量15(+5)敏捷20(+8)感知13(+4)
体质15(+5)智力4(+0)魅力6(+1)
6 Charnal Rats Level 7 Minion
Small natural beast XP 75 each
Initiative +8 Senses Perception +4; low-light vision
Aura of Rot aura 1; an enemy that starts its turn adjacent to a charnel rat takes 2 damage.
HP 1; a missed attack never damages a minion.
AC 21; Fortitude 18, Reflex 21, Will 20
Speed 6, climb 3
mBite (standard; at-will) ✦ Weapon
+12 vs. AC; 5 damage.
Alignment Evil Languages —
Skills Stealth +13
Str 15 (+5) Dex 20 (+8) Wis 13 (+4)
Con 15 (+5) Int 4 (+0) Cha 6 (+1)
葬尸领主(C) 等级10 精英 护卫
大型 自然界 野兽,食腐怪 XP1,000
先攻+7 感官:侦查+13;黑暗视觉
食腐怪恶臭 灵气1:在灵气范围内的敌人在攻击骰上受到-2的惩罚。
HP212;重伤106
AC 26;强韧27,反射21,意志24
免疫:疾病 抗性:5点黯蚀
豁免骰+2
速度5,游泳速度5
行动点1
m葬尸鞭挞(标准;随意)?黯蚀
触及3;+17vs. AC1d8+6点伤害,和5点持续的黯蚀伤害(豁免结束)。
m生命蛭吸(标准;随意)?黯蚀
触及3;+17vs. AC目标被拉近2格并被擒抱(直到逃脱)。被擒抱的目标受到5点黯蚀伤害,当葬尸领主处于擒抱状态并在被擒抱的目标回合开始时葬尸领主恢复5点生命值。
C葬尸狂暴(标准;随意)?黯蚀
近程爆发3;+17vs. AC1d8+6点伤害,和5点持续的黯蚀伤害(豁免结束)。
M腐烂啮咬(标准;随意)?黯蚀
+15vs. AC;2d6+6点黯蚀伤害,和5点持续的黯蚀伤害(豁免结束)。
阵营 邪恶 语言:-
技能:潜行+10
力量22(+11)敏捷11(+5)感知16(+8)
体质18(+9)智力6(+3)魅力5(+2)
Charnel Lord (C) Level 10 Elite Soldier
Large natural beast, otyugh XP 1,000
Initiative +7 Senses Perception +13; darkvision
Otyugh Stench aura 1; enemies in the aura take a –2 penalty to attack rolls.
HP 212; Bloodied 106
AC 26; Fortitude 27, Reflex 21, Will 24
Immune disease Resist necrotic 5
Saving Throws +2
Speed 5, swim 5
Action Point 1
m Charnel Lash (standard; at-will) ✦ Necrotic
Reach 3; +17 vs. AC; 1d8 + 6 damage, and ongoing 5 necrotic damage (save ends).
m Lifeleech (standard; at-will) ✦ Necrotic
Reach 3; +17 vs. AC; target is pulled 2 squares and grabbed (until escape). Grabbed target takes 5 necrotic damage, and the Charnel Lord regains 5 hit points when grabbed and at the start of the grabbed target’s turn.
C Charnel Frenzy (standard; at-will) ✦ Necrotic
Close burst 3; +17 vs. AC; 1d8 + 6 damage, and ongoing 5 necrotic damage (save ends).
M Rotting Bite (standard; at-will) ✦ Necrotic
+15 vs. AC; 2d6+6 necrotic damage, and ongoing 5 necrotic damage (save ends).
Alignment Evil Languages —
Skills Stealth +10
Str 22 (+11) Dex 11 (+5) Wis 16 (+8)
Con 18 (+9) Int 6 (+3) Cha 5 (+2)
逃出陷阱:
如果任何角色呆在门厅之中,他们可能远离激活陷阱的危险区域所在的触发格。这可能用于最后让被困住的冒险者们退入门厅,尽管他们需要进行一次黑暗的遍布葬尸鼠的旅程。
然而,如果所有的角色停在滑道上,想要逃出这个陷阱还是有点难的。没有办法反向推动转轴(逆时针方向),而唯一的从滑道内部激活陷阱的方法就是穿过光滑的地板站在在最后触发陷阱的那排格子相反的那格。
停在地板之下的隔间里是最坏的位置。不仅需要角色们在漆黑的区域处理由所有葬尸鼠产生的腐烂灵气,还需要他们必须找出怎样激活转动地板以离开这个奇怪的角度。当处在隔间之下,角色需要通过一个DC24的侦查检定来发现触发装置,而一个DC21的贼活检定可以触发他。如果角色拥有光源,这个检定获得一个+2的加值。转动的墙壁和转动的地板基本形态是两个在黑暗的地板下的两间房间,所以检定必须在每个隔间中各做一次。
Escaping the Trap
If any characters remain in the hallway, they can avoid the triggering squares and activate the trap from outside the dangerous area. This can be used to eventually deposit trapped adventurers back into the hallway, though not before a trip through darkness and a mass of charnel rats.
If all of the characters wind up in the chute, however, figuring out how to escape from this trap is a bit harder. There’s no way to push against the direction of the pivot (counter clockwise), and the only way to activate the trap from inside the chute is to cross the smooth floor to stand in an end square opposite from the row of squares which last triggered the trap.
Winding up in the space beneath the floor is the worst possible situation. Not only must the characters in this pitch-black area deal with the auras of rot generated by all of the charnel rats, they must figure out how to activate the pivoting floor from this strange angle. While in the space below, a character needs to make a DC 24 Perception check to find a triggering mechanism, and a DC 21 Thievery check to activate it. If the character’s have a light source, these checks receive a +2 bonus. The pivoting walls and floor basically form two chambers in the darkness beneath the floor, so the checks must be made in each compartment.
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遭遇P5:充满水的房间
遭遇等级8 (1,750XP)
设置
2只黒鳞暴徒蜥蜴人(B)
1只绿鳞湿地秘术师蜥蜴人(M)
2只绿鳞精英猎手蜥蜴人(H)
水管陷阱(T)
位置5:充满这间房间的水,深4尺。
当冒险者们进入房间时,读:
楼梯消失在掩盖了这间老式房间地板的漆黑水中。还有三个楼梯通向房间之外,一个平台浮在房间东面的水上。在平台旁的墙上一扇厚重的大门屹立在那。两只笨重的爬虫类生物从靠近房间中间的水中站了起来,而三只较小的影子在他们周围游动。
侦查检定:
DC 23:这水不流动。在楼梯底部的水中泛起了涟漪和泡沫。
ENCOUNTER P5: FLOODED CHAMBER
Encounter Level 8 ( 1,750 XP )Setup2 blackscale bruiser lizardfolk (b)
1 greenscale marsh mystic lizardfolk (M)
2 greenscale elite hunter lizardfolk (H)
Water pipe trap (T)
Location 5: Water fills this room to a depth of 4 feet.
When the adventurers enter the room, read:
The stairs disappear into murky water that covers the floor of this odd-shaped chamber. Three other stairways lead out of the chamber, and a platform floats atop the water on the eastern side of the chamber. A heavy door stands in the wall beside the platform. Two hulking, reptilian creatures rise from the water near the middle of the room, and three smaller figures swim around them.
Perception Check:
DC 23: The water isn't stagnant. It ripples and froths at the base of the stairs.
战术
黑鳞蜥蜴人将他们的攻击集中在一个防护者角色身上。他们呆在中心管道口附近,使用他们的巨木棒攻击以将除了他们关注的对象以外的敌人推到管道中,然后退开并让其他的蜥蜴人可以对付他们。
湿地秘术师选择一个能将它的湿地庇佑灵气使尽可能多的盟友受益的位置。一旦黒鳞暴徒与角色们进入近战,它就使用沼泽束缚控制角色们和暴徒战斗的区域,在必要时还会将它的盟友包括在爆发内。然后它会在它能将尽可能多的敌人笼罩在爆发内一边伤害并眩晕他们时使用沼云术,然而它也愿意只影响一个目标,如果这样做意味着减少一个PC打击者或控制者一轮的威胁。如果它被真正的威胁到,它游进水管逃走,利用运动检定尽量避免陷阱的负面效果并进行一次隐秘检定以躲藏在靠近管道另一端的水下。它会保持躲藏直到冒险者们发现它或离开房间。
猎手喜欢攻击那些离开他们盟友的角色,利用侧跃突袭快步到他们敌人身边攻击然后快步离开。
Tactics
The blackscale lizardfolk focus their attacks on a single defender character. They stay near the center pipe mouth and use their greatclub attacks to push foes other than the object of their attention into the pipe and away to where the other lizardfolk can deal with them.
The marsh mystic chooses a position such that the greatest possible number of its allies benefit from its marsh blessing aura. As soon as the blackscale bruisers engage characters in melee, it uses swamp's grasp in the area where the characters and bruisers are fighting, including its allies in the burst if necessary. It then uses bog cloud as often as it can to hurt and daze as many enemies as it can catch in the burst, though it's content to affect just a single target if doing so means reducing the threat of a PC striker or controller for a round. If it is seriously threatened, it swims into a water pipe to escape, using Athletics to try to avoid the negative effects of the trap, and makes a Stealth check to hide underwater near the other end of the pipe. It stays hidden until the adventurers find it or leave the room.
The hunters prefer to attack characters who are separated from their allies, using sidestep attack to shift near their foes and then shift away.
2 黒鳞暴徒(B) 等级6 蛮战
大型 自然界 类人生物(鳞爪类) XP250每个
先攻+6 感官:侦查+9
HP86;重伤43
AC 18;强韧19、反射16、意志14
速度8(沼泽行者)
m巨木棒(标准;随意)✦武器
触及2;+9vs. AC1d10+6点伤害,并且目标被推离1格。
M甩尾(标准;随意)
+7vs.反射;1d8+6点伤害,并且目标被击倒。
阵营:无阵营 语言:龙语
技能:运动+14
力量22(+9)敏捷16(+6)感知12(+4)
体质16(+6)智力5(+0)魅力6(+1)
装备:巨木棒
2 Blackscale Bruisers (b) Level 6 Brute
Large natural humanoid (reptile) XP 250 each
Initiative +6 Senses Perception +9
HP 86; Bloodied 43
AC 18; Fortitude 19, Reflex 16, Will 14
Speed 8 (swamp walk)
m Greatclub (standard; at-will) ✦ Weapon
Reach 2; +9 vs. AC; 1d10 + 6 damage, and the target is pushed 1 square.
M Tail Slap (standard; at-will)
+7 vs. Reflex; 1d8 + 6 damage, and the target is knocked prone.
Alignment Unaligned Languages Draconic
Skills Athletics +14
Str 22 (+9) Dex 16 (+6) Wis 12 (+4)
Con 16 (+6) Int 5 (+0) Cha 6 (+1)
Equipment greatclub
2 绿鳞猎手(H) 等级4 精英 游击
中型 自然界 类人生物(鳞爪类) XP350每个
先攻+6 感官:侦查+8
HP108;重伤54
AC 19;强韧17,反射14,意志15
豁免骰+2
速度6(沼泽行者)
行动点1
m矛(标准;随意)✦武器
+9vs. AC;1d8+3点伤害。
m双重打击(标准;随意)✦武器
精英绿鳞猎手进行两次矛攻击。
M侧跃突袭(次要动作,每轮1次;随意)✦武器
蜥蜴人快步并进行一次近战基础攻击。
阵营:无阵营 语言:龙语
技能:运动+10、自然+8
力量17(+5)敏捷15(+4)感知12(+3)
体质14(+4)智力8(+1)魅力8(+1)
装备:轻盾,矛
2 Greenscale Hunters (H) Level 4 Elite Skirmisher
Medium natural humanoid (reptile) XP 350 each
Initiative +6 Senses Perception +8
HP 108; Bloodied 54
AC 19; Fortitude 17, Reflex 14, Will 15
Saving Throws +2
Speed 6 (swamp walk)
Action Point 1
m Spear (standard; at-will) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
m Doublestrike (standard; at-will) ✦ Weapon
The elite greenscale hunter makes two spear attacks.
M Sidestep Attack (minor, 1/turn; at-will) ✦ Weapon
The lizardfolk shifts and make a melee basic attack.
Alignment Unaligned Languages Draconic
Skills Athletics +10, Nature +8
Str 17 (+5) Dex 15 (+4) Wis 12 (+3)
Con 14 (+4) Int 8 (+1) Cha 8 (+1)
Equipment light shield, spear
绿鳞湿地秘术师(M) 等级6 控制者(领导者)
中型 自然界 类人生物(鳞爪类) XP250
先攻+4 感官:侦查+7
湿地庇佑(医疗) 灵气5:在灵气范围内开始其回合的盟友恢复3点生命值。
HP70;重伤35
AC 19;强韧15,反射14,意志19
速度6(沼泽行者)
m矛(标准;随意)✦武器
+7vs. AC;1d8+2点伤害。
A沼泽束缚(标准;遭遇)✦结界
区域10爆发2;+9vs.反射;目标被定身(豁免结束)。结界形成困难地形"沼泽",直到遭遇结束。
A沼云术(标准;充能 5、6)✦毒素
区域10爆发2;+9vs.强韧;2d8+4点毒素伤害,并且目标眩晕直到湿地秘术师的下一个回合结束。
阵营:无阵营 语言:龙语
技能:运动+10、自然+12
力量15(+5)敏捷13(+4)感知19(+7)
体质14(+5)智力10(+3)魅力12(+4)
装备:矛,骨质胸甲
Greenscale Marsh Mystic (M) Level 6 Controller (Leader)
Medium natural humanoid (reptile) XP 250
Initiative +4 Senses Perception +7
Marsh Blessing (Healing) aura 5; allies that start their turns in the aura regain 3 hit points.
HP 70; Bloodied 35
AC 19; Fortitude 15, Reflex 14, Will 19
Speed 6 (swamp walk)
mSpear (standard; at-will) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
ASwamp's Grasp (standard; encounter) ✦ Zone
Area burst 2 within 10; +9 vs. Reflex; the target is immobilized (save ends). The zone is diffi cult swamp terrain until the end of the encounter.
ABog Cloud (standard; recharge ⚄ ⚅ ) ✦ Poison
Area burst 2 within 10; +9 vs. Fortitude; 2d8 + 4 poison damage, and the target is dazed until the end of the marsh mystic's next turn.
Alignment Unaligned Languages Draconic
Skills Athletics +10, Nature +12
Str 15 (+5) Dex 13 (+4) Wis 19 (+7)
Con 14 (+5) Int 10 (+3) Cha 12 (+4)
Equipment spear, bone breastplate
区域特征
照明:微暗光线。
水:水深4尺。中体型角色们可以费力的跋涉过水,将它视为困难地形。小体型角色们必须使用运动检定来游泳。蜥蜴人的沼泽行者能力让他们可以用正常速度移动(和快步)通过水。
在水中游泳的生物对攻击有遮蔽。实际上,这意味着绿鳞蜥蜴人、小体型角色们或者哪些选择游泳而不是跋涉过水的中体型角色们在移动时有遮蔽,或者帮助他们避免借机攻击。生物们也可以用水的遮蔽隐藏。
管道陷阱:在地图上标记的四个位置是将水(和生物)吸入然后吐出的管道,随机的将水送到房间周围。蜥蜴人知道管道的位置,这让它们可以避开或者为它们的利益而使用它们。
水管(T) 等级7 障碍
陷阱 XP300
一股突然从水下面传来的吸力将你拉了下去。然后,又突然的将你和浑浊的水一起喷发出去。
陷阱:在水下地板之间的管道通过吸入水并排出水这种处理,使遍及房间的水不断的循环。
侦查
✦DC 23:角色注意到水不是流动的。在各个楼梯底部的水中泛起了涟漪和泡沫。
触发
当一个角色进入地图上的陷阱所在的格,或者在邻接这些格开始他或她的回合时,陷阱被激活。
攻击
直觉打断 近战
目标∶进入陷阱格或者在邻接陷阱格开始其回合的生物。
攻击∶+9vs.强韧
命中∶1d10+4点伤害,并且目标被晕眩(豁免结束)。目标被吸入管道并被在瞬间之后于房间内的任意管道排出(投1d4)。目标可以选择他们浮现时的占据格。
对策
✦生物可以有意的游向管道。进行一个DC17的运动检定来避免攻击。一个失败的检定表明上述攻击依然发生。
✦角色可以通过一个DC23的侦查检定发现在房间东面平台上的机械装置。这个机械装置综合了魔法和齿轮控制着管道吸入/排出的周期。一个成功的DC25的神秘或贼活检定能使一个管道作废(随机决定)。一个失败的检定导致所有的管道对在陷阱格中或邻接陷阱格的任何生物进行一次立即的攻击。三次成功的检定之后,所有的管道都会关闭。
平台:平台上布满的水和藻类让它变得光滑,穿过它是一个挑战。一个DC18的杂技检定允许一个角色以半速穿过平台。检定失败的角色倒地。
重木柱将平台抬高到略高于水面的位置。操作水管的机械装置在平台之下(参看上述的陷阱对策)。在平台之下的空间十分紧密有限,所以一个中体型角色必须挤入(并屏住他或她的呼吸)到达机械装置的位置。挤入的角色们在攻击骰上承受一个-5的惩罚并为所有敌人提供战斗优势。
门:在平台上的门被锁住了(一个DC24的贼活检定能够打开)。
房间:在门后是一个小房间,干燥而温暖。当冒险者们进入房间时,读:
在房间遥远角落的位置屹立着一个雕刻成游雅的持矛雅灵骑士的雕像。纯石大招的雕像的前额装饰着一颗明亮的月长石。"你必须为我保护那块月长石。"薇若莱丝之头对角色说道并占有它。
月长石是薇若莱丝生命活力的一个碎片。一个DC19的贼活检定能将石头从它的放置处拿出来。如果角色将月长石交给薇若莱丝之头,头颅的同步值增加3点。
Features of the Area
Illumination: Dimly lit.
Water: The water is about 4 feet deep. Medium characters can wade through the water, treating it as difficult terrain. Small characters must use Athletics checks to swim. The lizardfolks' swamp walk ability allows them to move at normal speed (and shift) through the water.
A creature swimming in the water has concealment against attacks. In practice, this means that the greenscale lizardfolk, Small characters, or Medium characters who choose to swim rather than wade have concealment while moving, possibly helping them avoid opportunity attacks. Creatures can also use the water's concealment to hide.
Trapped Pipes: The four locations marked on the map are pipes that suck water (and creatures) in and spit it back out, randomly moving the water around the room. The lizardfolk know the locations of the pipes and either avoid them or use them to their advantage.
Water Pipe (T) Level 7 Obstacle
Trap XP 300
A sudden suction from beneath the water pulls you under. Then, just as suddenly, you explode back out in a gush of roiling water.
Trap: Pipes in the floor beneath the water constantly cycle through a process of sucking in water and expelling it to circulate the liquid throughout the chamber.
Perception
✦ DC 23: A character notices that the water isn't stagnant. It ripples and froths at the base of each staircase.
Trigger
When a character enters one of the trap spaces on the map, or starts his or her turn adjacent to these spaces, the trap activates.
Attack
Immediate Interrupt Melee
Targets: Creatures entering a trap space or starting their turn adjacent to a trap space.
Attack: +9 vs. Fortitude
Hit: 1d10 + 4 damage, and the target is dazed (save ends). The target is sucked into the pipe and expelled an instant later from a random pipe in the chamber (roll 1d4). The target can choose which square within the trap to occupy upon emerging.
Countermeasures
✦ A creature can intentionally swim into a pipe. Make a DC 17 Athletics check to avoid the attack. A failed check indicates that the attack occurs as described above.
✦ A character can fi nd a mechanism beneath the platform on the east side of the chamber with a DC 23 Perception check. The mechanism, a combination of magic and gearworks, controls the intake/outtake cycle of the pipes. A successful DC 25 Arcana or Thievery check disables one of the pipes (determined randomly). A failed check causes all of the pipes to make an immediate attack on any creatures within or adjacent to the trapped spaces. With the third successful check, all of the pipes shut down.
Platform: The platform is slick with water and algae, making it challenging to walk across. A DC 18 Acrobatics check allows a character to move at half speed across the platform. A character who fails the check falls prone.
Heavy wooden posts lift the platform so that it is just above the surface of the water. The mechanism that operates the water pipes is located beneath the platform (see the trap's Countermeasures, above). The space beneath the platform is tightly confined, so a Medium character must squeeze (and hold his or her breath) to access the mechanism. Squeezing characters take a –5 penalty to attack rolls and grant combat advantage to all enemies.
Door: The door leading off the platform is locked (DC 24 Thievery check to open).
Room: Beyond the door is a small room, dry and warm. When the adventurers enter the room, read:
A statue in the far corner of the room depicts a graceful eladrin knight with a spear. The plain stone is adorned with a bright moonstone set into the statue's forehead. "You must secure that moonstone for me," the Head of Vyrellis says to the character that possesses it.
The moonstone is one of the splinters of Vyrellis's life force. A DC 19 Thievery check removes the stone from its housing. If the character carrying the Head of Vyrellis takes possession of the moonstone, the Head's concordance increases by 3.
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遭遇C1:树篱迷宫
遭遇等级7 (1,450XP)
设置
2个阿伯瑞恩收割者(R)
阿伯瑞恩哨兵(W)
尖叫鬼婆(H)
凶暴野猪(B)
位置6:这个房间被茂盛的仔细照料的树篱迷宫充斥。和金字塔这层的其他地方不同,这里的地面被茂盛厚实的草地覆盖。天花板上也覆盖着吼吼的泥土,泥土的各个地方都有着向下生长的根须。很多年前,一个阿伯瑞恩的小型族群被困在了金字塔内,现在和他们的妖精界盟友居住在了这里。他们用这个区域和在位置10栽种的类似的防卫植物一起保护他们的巢穴。
一些阿伯瑞恩、他们的尖叫鬼婆盟友和一只凶暴野猪一直作为警戒兽巡逻迷宫。
当冒险者进入这个房间,向玩家们战士冒险书一第24页的"树篱迷宫的地图"并读下列文字:
当进入这个房间时,你们注意到地板、天花板和墙上覆盖着厚厚的肥沃的泥土。你么看到从地板到天花板的密集灌木,形成一堵迫使你向左或向右转的墙。昏黄的光芒充斥着房间。相当密集的灌木阻挡了视线,它们的蔓藤还被细长尖锐的荆棘所覆盖。
ENCOUNTER C1: HEDGE MAZE
Encounter Level 7 ( 1,450 XP )Setup2 arborean reapers (R)
Arborean watcher (W)
Howling hag (H)
Dire boar (B)
Location 6: This chamber is filled with a lush, carefully tended hedge maze. Unlike the rest of this level of the pyramid, the floor here is covered in rich, thick sod. The ceiling above is also covered with thick dirt, and here and there roots grow downward from it. A small colony of arboreans, trapped in the pyramid several years ago, dwells in this area along with their fey allies. They use this area, along with similar defensive plants grown in Location 10, to defend their lair.
Several arboreans, their howling hag ally, and a dire boar they keep as a watch beast patrol the maze.
When the adventurers enter this chamber, show the players “View of the Hedge Maze” on page 24 of Adventure Book One and read the following:
As you enter this chamber, you notice that the floor, ceiling, and walls are covered with thick, rich earth. You see a dense thicket that reaches from floor to ceiling, forming a wall that forces you to turn to the right or left. A dim yellow glow fills the chamber. The thickets are dense enough to block vision, and their vines are covered with long, sharp thorns.
阿伯瑞恩哨兵(W) 等级7 伏兵
中型 自然界 类人生物(植物) XP300
先攻+13 感官:侦查+10
HP65;重伤32;
AC 21;强韧19、反射20、意志18
易伤:5火焰(当受到火焰伤害时被推离1格。)
速度7
m短剑(标准;随意)?武器
+12vs. AC;2d6+4点伤害。
C折磨之藤(标准;遭遇)
近程爆发2;+10vs.反射;1d6+4点伤害,并且目标定身(豁免结束)。
战斗优势
当阿伯瑞恩哨兵有战斗优势时,它命中的近战攻击造成2d6额外伤害。
树木面纱(次要动作;随意)?幻术
如果没有敌人在3格之内,阿伯瑞恩烧饼隐形直到它的下一个回合结束。
阵营:邪恶 语言:通用语,精灵语
技能:运动+10、隐秘+11
力量14(+5)敏捷17(+6)感知15(+5)
体质17(+6)智力11(+3)魅力12(+4)
装备:长袍,短剑
Arborean Watcher (W) Level 7 Lurker
Medium natural humanoid (plant) XP 300
Initiative +10 Senses Perception +10
HP 65; Bloodied 32
AC 21; Fortitude 19, Reflex 20, Will 18
Vulnerable 5 fire (pushed 1 square when it takes fire damage)
Speed 7
m Short Sword (standard; at-will) ✦ Weapon
+12 vs. AC; 2d6 + 4 damage.
C Vine Plague (standard; encounter)
Close burst 2; +10 vs. Reflex; 1d6 + 4 damage, and the target is immobilized (save ends).
Combat Advantage
When the arborean watcher has combat advantage, its melee attacks deal 2d6 extra damage on a hit.
Arboreal Veil (minor; at-will) ✦ Illusion
If no enemy is within 3 squares, the arborean watcher gains invisibility until the end of its next turn.
Alignment Evil Languages Common, Elven
Skills Athletics +10, Stealth +11
Str 14 (+5) Dex 17 (+6) Wis 15 (+5)
Con 17 (+6) Int 11 (+3) Cha 12 (+4)
Equipment robes, short sword
2 阿伯瑞恩收割者(R) 等级7 护卫
中型 自然界 类人生物(植物) XP300每个
先攻+6 感官:侦查+5
HP81;重伤40
AC 23;强韧20、反射18、意志19
易伤:5火焰(当受到火焰伤害时被推离1格。)
速度6
m长柄镰刀(标准;随意)?武器
+14vs. AC;1d10+5点伤害,并且目标被标记直到阿伯瑞恩收割者的下一个回合结束。
C针叶齐发(标准;遭遇)?毒素
近程爆发3;+12vs.强韧;2d6+4点伤害,并且目标缓慢(豁免结束)。
阵营:邪恶 语言:通用语,精灵语
技能:自然+10
力量15(+5)敏捷13(+4)感知14(+5)
体质17(+6)智力9(+2)魅力11(+3)
装备:血色长袍,长柄镰刀
2 Arborean Reapers (R) Level 7 Soldier
Medium natural humanoid (plant) XP 300 each
Initiative +6 Senses Perception +5
HP 81; Bloodied 40
AC 23; Fortitude 20, Reflex 18, Will 19
Vulnerable 5 fire (pushed 1 square when it takes fire damage)
Speed 6
m Scythe (standard; at-will) ✦ Weapon
+14 vs. AC; 1d10 + 5 damage, and the target is marked until the end of the arborean reaper’s next turn.
C Needle Volley (standard; encounter) ✦ Poison
Close blast 3; +12 vs. Fortitude; 2d6 + 4 damage, and the target is slowed (save ends).
Alignment Evil Languages Common, Elven
Skills Nature +10
Str 15 (+5) Dex 13 (+4) Wis 14 (+5)
Con 17 (+6) Int 9 (+2) Cha 11 (+3)
Equipment blood-stained robes, scythe
尖叫鬼婆(H) 等级7 控制者
中型 妖精界 类人生物 XP300
先攻+7 感官:侦查+10;昏暗视觉
凶恶低语(心灵) 灵气5;在灵气范围内结束其回合的敌人受到1d6点心灵伤害。
HP83;重伤41;参见痛苦尖叫。
AC 21;强韧20、反射19、意志18
抗性:10点雷鸣
速度6;参见妖精步舞
m铁头木棍(标准;随意)?武器
+9vs. AC;1d8 + 4点伤害。
C哀号(标准;随意)?雷鸣
近程冲击5;+10vs.强韧;1d6+4点雷鸣伤害,并且目标被推离3格。
C痛苦尖叫(标准;第一次重伤时充能)?雷鸣
近程冲击5;+8 vs.坚韧;3d6+4点雷鸣伤害,如果尖叫鬼婆重伤则造成3d6+9点雷鸣伤害。失手:一半伤害。
变形(次要动作;随意)?变形
尖叫鬼婆可以把外表改变为中体型类人种族老年女性形象(参见怪物图鉴第280页变形)。
妖精步舞(移动;遭遇)?传送
尖叫鬼婆可以传送10格。
阵营:邪恶 语言:通用语,精灵语
技能:唬骗+11、洞察+10,威吓+11,自然+10
力量18(+7)敏捷18(+7)感知15(+5)
体质19(+7)智力12(+4)魅力16(+6)
装备:铁头木棒
Howling Hag (H) Level 7 Controller
Medium fey humanoid XP 300
Initiative +7 Senses Perception +10; low-light vision
Baleful Whispers (Psychic) aura 5; an enemy that ends its turn in the aura takes 1d6 psychic damage.
HP 83; Bloodied 41; see also shriek of pain
AC 21; Fortitude 20, Reflex 19, Will 18
Resist 10 thunder
Speed 6; see also fey step
m Quarterstaff (standard; at-will) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
C Howl (standard; at-will) ✦ Thunder
Close blast 5; +10 vs. Fortitude; 1d6 + 4 thunder damage, and the target is pushed 3 squares.
C Shriek of Pain (standard; recharges when first bloodied) ✦ Thunder
Close blast 5; +8 vs. Fortitude; 3d6 + 4 thunder damage, or 3d6 + 9 thunder damage if the howling hag is bloodied. Miss: Half damage.
Change Shape (minor; at-will) ✦ Polymorph
A howling hag can alter its physical form to appear as an old crone of any Medium humanoid race (see Change Shape, page 280).
Fey Step (move; encounter) ✦ Teleportation
The howling hag can teleport 10 squares.
Alignment Evil Languages Common, Elven
Skills Bluff +11, Insight +10, Intimidate +11, Nature +10
Str 18 (+7) Dex 18 (+7) Wis 15 (+5)
Con 19 (+7) Int 12 (+4) Cha 16 (+6)
Equipment quarterstaff
凶暴野猪(B) 等级6 蛮战
大型 自然界 野兽(座骑) XP250
先攻+3 感官:侦查+2
HP85;重伤42;参见死亡打击
AC 17;强韧21,反射17,意志16
速度8
m抵撞(标准;随意)
+9vs. AC;1d10+4点伤害,或者对一个倒地的目标造成1d10+9点伤害。
M死亡打击(当生命值化为0时)
凶暴野猪进行一次抵撞攻击。
M狂暴冲锋者(当被一个6级或更高等级的友好骑手骑乘时;随意)?座骑
当它冲锋时,凶暴野猪在它的旗手的冲锋攻击之外再进行一次抵撞攻击;参见暴怒冲锋。
暴怒冲锋
当凶暴野猪冲锋时,它成功的抵撞造成5点额外伤害,推离目标2格并将目标击倒。
阵营 无阵营 语言 -
力量19(+7)敏捷10(+3)感知9(+2)
体质15(+5)智力2(-1)魅力8(+2)
Dire Boar (B) Level 6 Brute
Large natural beast (mount) XP 250
Initiative +3 Senses Perception +2
HP 85; Bloodied 42; see also death strike
AC 17; Fortitude 21, Reflex 17, Will 16
Speed 8
m Gore (standard; at-will)
+9 vs. AC; 1d10 + 4 damage, or 1d10 + 9 damage against a prone target.
M Death Strike (when reduced to 0 hit points)
The dire boar makes a gore attack.
M Rabid Charger (while mounted by a friendly rider of 6th level or higher; at-will) ✦ Mount
When it charges, the dire boar makes a gore attack in addition to its rider’s charge attack; see also furious charge.
Furious Charge
When a dire boar charges, its gore deals an extra 5 damage, pushes the target 2 squares, and knocks the target prone on a hit.
Alignment Unaligned Languages —
Str 19 (+7) Dex 10 (+3) Wis 9 (+2)
Con 15 (+5) Int 2 (–1) Cha 8 (+2)
战术
阿伯瑞恩使用打带跑战术对抗冒险者们,作为凶暴野猪铁砧的锤子。
仅仅是呗阿伯瑞恩控制的凶暴野猪暴躁的穿过树篱迷宫。它在任何可能的情况下冲锋,如果它将一个生物推进灌木丛中,那个生物将受到1d10点伤害并且受迫运动立即终止。野猪在任何可能的情况下尝试将冒险者们击倒在迷宫中心的灌木丛或小水坑中。在冲锋之后,它尝试远离目标以便布置另一次冲锋攻击。
两个阿伯瑞恩收割者在房间东面的密室中开始遭遇。他们企图在隐藏处悄悄的滑出并在冒险者们的背后攻击,从两个方向分开攻击。他们乐于远离混战几轮,以绕着房间移动到可以从后面攻击。他们喜欢在野猪吸引了任何战士和圣武士的注意时,集中力量攻击法师、邪术师和牧师。
阿伯瑞恩哨兵在每轮开始使用它的树木面纱保持隐形,以让它可以轻松的悄悄靠近冒险者们。一旦野猪攻击,哨兵尝试移动到被野猪吸引的角色们和其他群体之间,以让它既可以夹击前排的战斗者们也可以借助阿伯瑞恩收割者的援助扑向队伍的轻甲成员。
尖叫鬼婆用它的嚎叫将冒险者们推向夹击位或其他不利的位置。在遭遇开始时,它用变形来以一个年轻的精灵女性的样貌出现。如果冒险者们在遇到这间房间的其他守卫之前就遇到了她,她会尝试当业主和阿伯瑞恩埋伏好时转移冒险者们的注意力。尽管鬼婆已经与阿伯瑞恩结盟,她也会在她能击中两个或更多冒险者们时将阿伯瑞恩纳入攻击范围之内。
这间房间的生物会战斗至死。他们绝对盲信他们所效忠的部落和阿伯瑞恩议长,卡莫诺(参看位置9和遭遇C4)。
Tactics
The arboreans use hit and run tactics against the adventurers, serving as a hammer to the dire boar’s anvil.
The dire boar, barely controlled by the arboreans, rampages through the hedge maze. It charges whenever possible, and if it pushes a creature into the thickets the creature takes 1d10 damage and its forced movement immediately ends. The boar tries to knock adventurers into the thickets or into the pool of water in the center of the maze whenever possible. After charging, it tries to move away from the party to set up a second charge attack.
The two arborean reapers start the encounter in secret chambers in the eastern side of the room. They attempt to slip out of hiding and attack the adventurers from the rear, splitting up to strike from two directions. They are willing to hang away from the melee for a few rounds to make a circuit of the room and attack from behind. They prefer to focus on wizards, warlocks, and clerics while the boar keeps any fighters and paladins occupied.
The arborean watcher uses its arboreal veil each round to remain invisible, allowing it to sneak up on the adventurers with ease. Once the boar attacks, the watcher tries to slip between the characters engaged by the boar and the rest of the group, allowing it to either move to flank front-line combatants or pounce upon the party’s lightly armored members with the aid of the arborean reapers.
The howling hag uses its howl to push adventurers into flanks and other disadvantageous situations. It begins the encounter using change shape to take on the appearance of a young elf woman. If the adventurers come across her before the rest of this chamber’s guardians, she tries to distract them while the boar and the arboreans ready an ambush. Although the hag has allied with the arboreans, she is willing to include them in her attacks if she can also hit two or more adventurers.
The creatures in this room fight to the death. They are utterly fanatical in their loyalty to their tribe and the arborean speaker, Camnor (see Location 9 and Encounter C4).
区域特征
这个地方已经明确的作为一个防止入侵者的防卫点而被改造。这样,地形就特别有利于阿伯瑞恩和他们的凶暴野猪宠物。
照明:微暗光线。
灌木丛:灌木丛是形成树篱迷宫的植物,当这个区域守卫尝试迂回攻击入侵者时这将迫使入侵者犯下错误。如果一个角色移动进入灌木丛,他的移动立即终止并受到1d10点伤害。灌木丛阻碍视线。单格灌木丛有30点生命值和10点火焰易伤。如果一格被摧毁,它变为空地。
池塘:在房间中心的池塘提供新鲜的饮水。它有10尺深,任何跌进其中的角色必须游泳。
困难地形:在房间部分地区的厚厚根须和荒草地是困难地形。这间房间的阿伯瑞恩和凶暴野猪忽略这些困难地形。他们十分熟悉房间并知道如何以全速穿过厚厚的根须和荒草地。
暗门:这间房间内的暗门由木制嵌板和部分降低的灌木丛组成。他们是阿伯瑞恩收割者等待入侵者的伏击点。认出一扇暗门需要通过一个DC28的侦查检定。一旦认出暗门,就可以很轻松的以一个移动动作开启门板。隐藏在暗门内的生物可以通过暗门看见外面,但是外面的生物无法看见隐藏的空间。
Features of the Area
This place has been specifically created to serve as a defensive point against intruders. Thus, the terrain heavily favors the arboreans and their dire boar pet.
Illumination: Dimly lit.
Thickets: The thickets were planted here to form a hedge maze, forcing intruders to blunder about while the guardians of this area attempt to outflank and attack them. If a character moves into a thicket, his movement immediately ends and he takes 1d10 damage. The thickets block line of sight. A single square of thickets has 30 hit points and vulnerable 10 fire. If a square is destroyed, it becomes clear terrain.
Pool: The pool in the center of this chamber provides fresh, drinkable water. It is 10 feet deep, and any character knocked into it must swim.
Difficult Terrain: Thick roots and uneven ground in some parts of the chamber form difficult terrain. The arboreans and the dire boar in this chamber ignore all difficult terrain here. They are familiar with the room and know how to move across the thick roots and uneven ground at full speed.
Secret Doors: The secret doors in this chamber consist of wooden panels woven with branches taken from the thickets. They hide ambush points where the arborean reapers wait for intruders. Spotting a secret door requires a DC 28 Perception check. Once spotted, the panels can be easily opened with a move action. A creature inside one of the hidden areas can see out through the secret door, but a creature outside cannot see into the hidden space.
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遭遇C2:井坑
遭遇等级7 (1,850XP)
设置
阿伯瑞恩收割者(R)
3只蔓生怪(M)
半羊人风笛手(S)
位置7:阿伯瑞恩憧憬它们先祖的精魂。它们相信当阿伯瑞恩死亡时,它们的灵魂会栖息在由部落照料的神圣花园之中。在需要的时候,例如在面对攻击的敌人时,阿伯瑞恩呼唤先祖的精魂活化神圣的花园并催生出一个阿伯瑞恩植物恐怖,一个活化的大量根须、蔓藤、泥巴和岩石的集合体。被困在暗影金字塔内部的阿伯瑞恩部落试图创造一个小型的花园(参看位置8遭遇C3),一边呼唤一个植物恐怖帮助保护它们。埋伏在这里的三只被催生的蔓生怪守卫着花园。
这间房的深井地貌是由于阿伯瑞恩钻开地面以逃离金字塔的无用尝试的后果。蔓生怪潜伏在坑中。一个由阿伯瑞恩收割者和半羊人风笛手组成的警卫队警戒着蔓生怪并帮助他们击退任何攻击者。
当冒险者进入这个区域,读并解释下列文字:
一些人或一些东西在这个房间中挖了一个深井。地板上铺满了丰厚的沃土,一个宽阔的有着明显陡峭侧壁的坑穴占据着房间的中心。在坑的各个侧壁和底部看起像是一些蔓藤、石头和土壤,所有这些都被挤压成10尺宽的一丛。在坑的对面是一个有着山羊角,拿着风笛的生物。一把长弓斜挎在他的肩上。
ENCOUNTER C2: THE WELL
Encounter Level 7 ( 1,850 XP )SetupArborean reaper (R)
3 shambling mounds (M)
Satyr piper (S)
Location 7: The arboreans worship the spirits of their ancestors. They believe that when an arborean dies, its soul inhabits the sacred gardens that the tribe tends. During times of need, such as in the face of an attacking enemy, the arboreans call upon these ancestral spirits to animate the gardens and produce an arborean plant terror, an animated mass of roots, vines, dirt, and rock. The arborean tribe locked within the Pyramid of Shadows managed to create a small garden (see Location 8, Encounter C3) and can call upon a plant terror to help protect them. Three shambling mounds, spawned to guard that garden, lurk here.
This chamber features a deep hole dug into the ground by the arboreans in a futile effort to escape the pyramid. The shambling mounds lurk in the pit. An honor guard of an arborean reaper and a satyr piper stand watch over the shambling mounds and help them repel any attackers.
When the adventurers enter this area, read or paraphrase the following:
Someone or something has dug a deep hole in this chamber. The floor is thick, loamy soil, and a wide pit with sharply sloped sides dominates the center of the chamber. On the sides and at the bottom of the pit are what looks like several masses of vines, rocks, and soil, all pressed into 10-foot wide clumps. Across the pit stands a creature with goatlike horns, holding a set of reed pipes. A longbow is slung over its shoulder.
阿伯瑞恩收割者(R) 等级7 护卫
中型 自然界 类人生物(植物) XP300
先攻+6 感官:侦查+5
HP81;重伤40
AC 23;强韧20、反射18、意志19
易伤:5火焰(当受到火焰伤害时被推离1格。)
速度6
m长柄镰刀(标准;随意)⚅武器
+14vs. AC;1d10+5点伤害,并且目标被标记直到阿伯瑞恩收割者的下一个回合结束。
C针叶齐发(标准;遭遇)⚅毒素
近程冲击3;+12vs.强韧;2d6+4点伤害,并且目标缓慢(豁免结束)。
阵营:邪恶 语言:通用语,精灵语
技能:自然+10
力量15(+5)敏捷13(+4)感知14(+5)
体质17(+6)智力9(+2)魅力11(+3)
装备:血色长袍,长柄镰刀
Arborean Reaper (R) Level 7 Soldier
Medium natural humanoid (plant) XP 300
Initiative +6 Senses Perception +5
HP 81; Bloodied 40
AC 23; Fortitude 20, Reflex 18, Will 19
Vulnerable 5 fire (pushed 1 square when it takes fire damage)
Speed 6
m Scythe (standard; at-will) ✦ Weapon
+14 vs. AC; 1d10 + 5 damage, and the target is marked until the end of the arborean reaper's next turn.
C Needle Volley (standard; encounter) ✦ Poison
Close blast 3; +12 vs. Fortitude; 2d6 + 4 damage, and the target is slowed (save ends).
Alignment Evil Languages Common, Elven
Skills Nature +10
Str 15 (+5) Dex 13 (+4) Wis 14 (+5)
Con 17 (+6) Int 9 (+2) Cha 11 (+3)
Equipment blood-stained robes, scythe
3 蔓生怪(M) 等级9 蛮战
大型 自然界 活化生物(植物) XP400每个
先攻+5 感官:侦查+4;黑暗视觉
HP120;重伤60
再生5
AC 21;强韧23、反射18、意志17
免疫:闪电;参见闪电亲合
速度4(沼泽行者)
m卷须(标准;随意)
触及2;+12vs. AC;1d8+6点伤害。
M双重包缠攻击(标准;随意)⚅医疗
蔓生怪进行两次基础攻击。如果两次攻击命中同一个中体型或更小体型的目标,蔓生怪对目标进行二次攻击。二次攻击:+12vs.强韧;目标被拉近蔓生怪体内的空间并被束缚(豁
免结束)。当目标被束缚时,没有生物对它有视觉线或效果线。在每轮蔓生怪的回合开始时,被包缠的目标受到10点伤害而蔓生怪恢复10点生命值。蔓生怪一次可以最多包缠两个
生物。当目标通过豁免时,它出现在它选择的邻接蔓生怪的任意一格。
闪电亲合(即时反应,当被一个闪电攻击命中时;随意)⚅医疗
蔓生怪恢复10点生命值。
阵营:无阵营 语言:-
技能:潜行+10
力量22(+10)敏捷12(+5)感知10(+4)
体质20(+9)智力5(+1)魅力10(+4)
3 Shambling Mounds (M) Level 9 Brute
Large natural animate (plant) XP 400 each
Initiative +5 Senses Perception +4; darkvision
HP 120; Bloodied 60
Regeneration 5
AC 21; Fortitude 23, Reflex 18, Will 17
Immune lightning; see also lightning affinity
Speed 4 (swamp walk)
m Tendrils (standard; at-will)
Reach 2; +12 vs. AC; 1d8 + 6 damage.
M Enveloping Double Attack (standard; at-will) ✦ Healing
The shambling mound makes two basic attacks. If both attacks hit the same Medium or smaller target, the shambling mound makes a secondary attack against the target. Secondary Attack: +12 vs. Fortitude; the target is pulled into the shambling mound's space and restrained (save ends). While the target is restrained, no creature has line of sight or line of effect to it. At the start of the shambling mound's turn each round, the enveloped target takes 10 damage and the shambling mound regains 10 hit points. The shambling mound can envelop up to 2 creatures at a time. When the target makes its save, it reappears in a square of its choice adjacent to the shambling mound.
Lightning Affinity (immediate reaction, when hit by a lightning attack; at-will) ✦ Healing
The shambling mound regains 10 hit points.
Alignment Unaligned Languages -
Skills Stealth +10
Str 22 (+10) Dex 12 (+5) Wis 10 (+4)
Con 20 (+9) Int 5 (+1) Cha 10 (+4)
半羊人风笛手(S) 等级8 控制者(领导者)
中型 妖精界 类人生物 XP350
先攻+8 感官:侦查+10;昏暗视觉
HP86;重伤43
AC 22;强韧18、反射20、意志21
速度6
m抵撞(标准;随意)
+11vs. AC;1d8点伤害,并且目标被击倒。
r长弓(标准随意)⚅武器
远程20/40;+12vs. AC;1d10+4点伤害。
C木笛(标准;标准维持;随意)
近程爆发5;耳聋的生物免疫;半羊人风笛手用木笛吹奏下列任意一种旋律。
晕眩调(魅惑):目标敌人;+11vs.意志;目标被晕眩术直到半羊人风笛手的下一个回合结束。风笛手必须在维持这个效果时进行一次新的攻击骰。
野性序曲:直到半羊人风笛手的下一个回合结束,每个在爆发内的盟友在攻击骰上获得一个+1的加值并在伤害骰上获得一个+2的加值。
跃鹿舞曲:爆发范围内的盟友可以立即快步2格。
自由歌:爆发范围内的盟友可以对任意一个可以豁免结束的效果以自由动作投豁免骰。
阵营:无阵营 语言:精灵语
技能:唬骗+14,自然+10,潜行+13
力量10(+4)敏捷18(+8)感知13(+5)
体质14(+6)智力13(+5)魅力20(+9)
装备:长弓,装有30只箭的箭袋,木笛
Satyr Piper (S) Level 8 Controller (Leader)
Medium fey humanoid XP 350
Initiative +8 Senses Perception +10; low-light vision
HP 86; Bloodied 43
AC 22; Fortitude 18, Reflex 20, Will 21
Speed 6
m Gore (standard; at-will)
+11 vs. AC; 1d8 damage, and the target is knocked prone.
r Longbow (standard; at-will) ✦ Weapon
Ranged 20/40; +12 vs. AC; 1d10 + 4 damage.
C Wooden Pipes (standard; sustain standard; at-will)
Close burst 5; deafened creatures are immune; the satyr piper plays one of the following tunes on its pipes.
Dazing Melody (Charm): Targets enemies; +11 vs. Will; the target is dazed until the end of the satyr piper's next turn. The piper must make a new attack roll when it sustains this effect.
Feral Overture: Allies in the burst gain a +1 bonus to attack rolls and a +2 bonus to damage rolls until the end of the satyr piper's next turn.
Leaping Stag Dance: Allies in the burst can shift 2 squares immediately.
Song of Freedom: Allies in the burst can each make a free saving throw against an effect that a save can end.
Alignment Unaligned Languages Elven
Skills Bluff +14, Nature +10, Stealth +13
Str 10 (+4) Dex 18 (+8) Wis 13 (+5)
Con 14 (+6) Int 13 (+5) Cha 20 (+9)
Equipment longbow, quiver of 30 arrows, wooden pipes
战术
当收割者和半羊人通过将冒险者们驱赶进深坑并防止他们从房间中逃走来支援蔓生怪时,蔓生怪尝试将入侵者拖入它们所在的深坑。
蔓生怪冲向最近的入侵者,疯狂的尝试吃掉他们。他们尝试呆在坑中,利用它们的触及将冒险者拉入泥土斜坡并困住他们(参看"区域特征"的细节)。
阿伯瑞恩收割者在东边的空房间开始遭遇。在战斗信号发出时,它奔跑过来援助蔓生怪。它用针叶齐发来减速坑内的角色,这是一个独特的破坏试图爬上斜坡的冒险者的战术然后它进入近身战,攻击近身战斗最好的目标并标记他们,让他们很少能与蔓生怪战斗。
半羊人风笛手处于自我保护耳语阿伯瑞恩结盟。他的名字是安多恩,他是因为一个股可怕的运气而被拉近暗影金字塔的。无关道德而又极为自我的他,用他的长弓和目的来妨碍冒险者们。他眩晕在坑内的角色们以阻碍他们逃跑的尝试,并向远程战斗者射出箭矢。参看这页边栏关于安多恩的附加信息。
Tactics
The shambling mounds attempt to drag intruders down into their pit, while the reaper and the satyr support the shambling mounds by driving adventurers into the pit and preventing them from escaping the chamber.
The shambling mounds lunge at the nearest intruders in frenzied attempts to feast upon them. They try to remain in the pit, using their reach to pull adventurers into the dirt slopes and trap them (see "Features of the Area" for details).
The arborean reaper starts the encounter in an empty chamber to the east. At the first sign of combat, it rushes out to aid the shambling mounds. It uses needle volley to slow down characters in the pit, a particularly devastating tactic against adventurers trying to clamber up the slope. It then wades into melee, attacking the party's best melee fighters to mark them and leave them less capable of fighting the shambling mounds.
The satyr piper allied with the arboreans out of a sense of self-preservation. His name is Andaran, and he was drawn into the Pyramid of Shadows through a stroke of terrible luck. Amoral and supremely self-centered, he uses his longbow and his wooden pipes to hamper the adventurers. He dazes characters in the pit to hamper their efforts to escape and fires arrows at the party's ranged combatants. See the sidebar on this page for additional information about Andaran.
区域特征
照明:微暗光线。
坑:在这间房间中间的坑是这个区域唯一的显著特征。坑的侧壁急剧倾斜,到底面落差15尺,坑的底部有10尺长宽。滑下坑不像笔直坠落15尺一样致命。滑到坑底部的生物受到一半伤害(投1d10并取结果的一半的伤害,最少为1点伤害)。
沿坑侧壁向上移动,每一格花费三格移动力。向下移动则较为简单。在坑侧壁开始其回合的生物向坑底部滑动1格。
在坑斜壁移动的生物很难抵挡借机攻击。借机攻击在攻击骰上获得一格+2的加值,因为危险地形导致生物失去平衡而且很难保持本身的步调。
蔓生怪和所有大型或更大型的生物忽视倾斜地形的效果,但是半羊人和阿伯瑞恩收割者依然遭受上述效果。因此,阿伯瑞恩和半羊人会尽可能避免滑入坑中。
Features of the Area
Illumination: Dimly lit.
Pit: The pit in the middle of the room is this area's only notable feature. The pit has sharply sloped sides that drop 15 feet down to a flat, 10-foot by 10-foot space at the bottom. Sliding down into the pit isn't as deadly as making a straight 15-foot drop. Creatures that slide to the bottom of the pit take half damage from the fall (roll 1d10 and divide the result in half, minimum of 1 point of damage).
Moving up the pit's sides costs 3 squares of movement per square. Moving down is easier. A creature that begins its turn on the pit's sides slides 1 square toward the bottom.
A creature moving on the pit's slopes has trouble defending against opportunity attacks. Such attacks gain a +2 bonus to hit, since the treacherous terrain causes a creature to lose its balance and have trouble gaining proper footing.
The shambling mounds and all Large or bigger creatures ignore the effects of the slope terrain, but the satyr and the arborean reaper suffer its effects as described above. For this reason, the arborean and the satyr do everything they can to avoid sliding into the pit.
一个半羊人的故事
如果两个蔓生怪被杀死,安多恩逃向西方(位置8,遭遇C3)。在这间房间中,他向最具有能力的保护者求助,他仍然会尽可能保持伊特怪和阿伯瑞恩在他和入侵的冒险者们之间。
如果安多恩被阿伯瑞恩强迫留下,他将投向并为冒险者们提供帮助。如果冒险者们接受半羊人的帮助,他将用他的音乐在战斗中帮助他们,但会不惜任何代价的避免卷入到近身战中。冒险者们第一次休息时,安多恩会尝试偷窃他能偷窃到的任何金币或药剂,然后逃亡之前被清理出的金字塔区域。他可能会与金字塔内的另一组怪物结成新联盟。
安多恩是一个爱吹牛并且夸夸其谈,他谈论一场盛大的竞技但很少有实际行动支持它。他有某种意义的胆小和自卫本能驱使,喜欢和为他提供安全的派系组队并尽可能要求以少量劳动获取报酬。如果冒险者们在之后的金字塔你的旅程中再次遭遇到他,他会战斗到死。
A SATYR'S TALE
If two of the shambling mounds are slain, Andaran flees to the west (Location 8, Encounter C3). In that chamber, he aids the defenders to the best of his abilities, yet takes care to keep the ettercaps and arboreans there between himself and the invading adventurers.
If Andaran is the last of the arborean forces left standing, he surrenders and offers to aid the adventurers. Should the party accept the satyr's offer, he uses his music to help them in combat but avoids engaging in melee at all costs. The first time the party rests, Andaran tries to steal any gold or potions he can and flees to a previously cleared area of the pyramid. He might strike up a new alliance with another group of monsters in the pyramid.
Andaran is a braggart and a loud mouth who talks a big game but rarely backs it up with action. He is driven by a sense of cowardice mixed with self-preservation, and prefers to team with a faction that offers him safety and requires as little work as possible in return. If the adventurers encounter him again later in their travels through the pyramid, he fights to the death.
-
遭遇C3:黑色草地
遭遇等级5 (975XP)
设置
2只阿伯瑞恩哨兵(W)
伊特怪利齿守卫(F)
伊特怪织网者(E)
位置8:这个房间已经被变成了黑色草地,一个阿伯瑞恩趋向于植物寄宿着它们已经离开的年长者精魂的地方。阿伯瑞恩已经被困在金字塔内久到足够尽全力恢复它们的文化(如同它本来一样)。
这是一个神圣的土地,阿伯瑞恩依靠它们其他控制区内的防卫者让入侵者远离这里。如同位置9(遭遇C4)表明的一样,阿伯瑞恩只有受到非常严重的逼迫才会最终站在这里。如果冒险者们在进入这个房间之前先侵袭位置9,他们或许将面对一场相对简单的战斗。
阿伯瑞恩利用幻术将这个场所制造的如同室外一样,但是它依然坐落在金字塔内部。
当冒险者们进入时,读下列文字:
这个房间的们向户外敞开。当你看到一片葱郁的绿色树环时,一股清风从你身边扫过。在远处,你看见森林向天边蔓延。你站在塔顶的斜坡上,这为你提供了令人赞叹的周围森林的风景。当你注视着正午太阳明亮耀眼的光芒时,你注意到在树环中间的一些环绕着的石座和符文。
ENCOUNTER C3: THE BLACK MEADOW
Encounter Level 5 ( 975 XP )Setup2 arborean watchers (W)
Ettercap fang guard (F)
Ettercap webspinner (E)
Location 8: This chamber has been converted to a dark meadow, a place where the arboreans tend to plants that hold the spirits of their departed elders. The arboreans have been trapped within the pyramid long enough to recreate their culture (such as it is) to the best of their ability.
This is sacred ground, and the arboreans rely on the defenders in other parts of their controlled area to keep intruders away. As noted in Location 9 (Encounter C4), the arboreans make a last stand here only if they are sorely pressed. If the adventurers enter into this chamber before visiting Location 9, they likely face a relatively easy fight.
The arboreans have woven illusions to make this room appear outdoors, but it is located within the pyramid.
When the adventurers enter, read the following:
The door to this chamber opens to the outdoors. A fresh breeze greets you as you take in the sight of a ring of lush, green trees. In the distance, you can see that a forest stretches off to the horizon. You are atop a towering hill, which offers a wondrous view of the forest all around you. As your eyes adjust to the bright glare of the noonday sun, you notice several stone plinths and a runic circle in the middle of the ring of trees.
2 阿伯瑞恩哨兵(W) 等级7 伏兵
中型 自然界 类人生物(植物) XP300每个
先攻+10 感官:侦查+10
HP65;重伤32;
AC 21;强韧19、反射20、意志18
易伤:5火焰(当受到火焰伤害时被推离1格。)
速度7
m短剑(标准;随意)⚅武器
+12vs. AC;2d6+4点伤害。
C折磨之藤(标准;遭遇)
近程爆发2;+10vs.反射;1d6+4点伤害,并且目标定身(豁免结束)。
战斗优势
当阿伯瑞恩哨兵有战斗优势时,它命中的近战攻击造成2d6额外伤害。
树木面纱(次要动作;随意)⚅幻术
如果没有敌人在3格之内,阿伯瑞恩哨兵隐形直到它的下一个回合结束。
阵营:邪恶 语言:通用语,精灵语
技能:运动+10、隐秘+11
力量14(+5)敏捷17(+6)感知15(+5)
体质17(+6)智力11(+3)魅力12(+4)
装备:长袍,短剑
2 Arborean Watchers (W) Level 7 Lurker
Medium natural humanoid (plant) XP 300 each
Initiative +10 Senses Perception +10
HP 65; Bloodied 32
AC 21; Fortitude 19, Reflex 20, Will 18
Vulnerable 5 fire (pushed 1 square when it takes fire damage)
Speed 7
mShort Sword (standard; at-will) ✦ Weapon
+12 vs. AC; 2d6 + 4 damage.
C Vine Plague (standard; encounter)
Close burst 2; +10 vs. Reflex; 1d6 + 4 damage, and the target is immobilized (save ends).
Combat Advantage
When the arborean watcher has combat advantage, its melee attacks deal 2d6 extra damage on a hit.
Arboreal Veil (minor; at-will) ✦ Illusion
If no enemy is within 3 squares, the arborean watcher gains invisibility until the end of its next turn.
Alignment Evil Languages Common, Elven
Skills Athletics +10, Stealth +11
Str 14 (+5) Dex 17 (+6) Wis 15 (+5)
Con 17 (+6) Int 11 (+3) Cha 12 (+4)
Equipment robes, short sword
伊特怪利齿守卫(F) 等级4 护卫
中型 自然界 类人生物(蜘蛛) XP175
先攻+6 感官:侦查+3
HP56;重伤28
AC 20;强韧17,反射16,意志15
抗性:10点毒素
速度5,攀爬速度5(蛛行);参见蛛网行者
m巨斧(标准;随意)⚅武器
+9vs. AC;1d12+5点伤害(重击1d12+17)。
M蜘蛛啮咬(标准;随意)⚅毒素
需要战斗优势;+9vs. AC;1d6+4点伤害。如果攻击命中,伊特怪对同一个目标进行二次攻击。二次攻击:+7vs.坚韧;目标被震慑直到伊特怪的下一个回合结束并受到5点持续的毒素伤害(豁免结束)。
M纠缠蛛网(标准;随意)
+7vs.反射;目标被定身(豁免结束)。
蛛网收割者
伊特怪利齿守卫对束缚和定身的生物在攻击骰和伤害骰上获得一个+2的加值。
蛛网行者
伊特怪忽视蛛网对移动的影响以及任何与蛛群有关的困难地形。
阵营:无阵营 语言:-
技能:潜行+9
力量16(+5)敏捷14(+4)感知13(+3)
体质16(+5)智力5(-1)魅力11(+2)
装备:革甲,巨斧
Ettercap Fang Guard (F) Level 4 Soldier
Medium natural humanoid (spider) XP 175
Initiative +6 Senses Perception +3
HP 56; Bloodied 28
AC 20; Fortitude 17, Reflex 16, Will 15
Resist 10 poison
Speed 5, climb 5 (spider climb); see also web walker
m Greataxe (standard; at-will) ✦ Weapon
+9 vs. AC; 1d12 + 5 damage (crit 1d12 + 17).
M Spider Bite (standard; at-will) ✦ Poison
Requires combat advantage; +9 vs. AC; 1d6 + 4 damage. If the attack hits, the ettercap makes a secondary attack against the same target. Secondary Attack: +7 vs. Fortitude; the target is stunned until the end of the ettercap's next turn and takes ongoing 5 poison damage (save ends).
M Web Tangle (standard; at-will)
+7 vs. Reflex; the target is immobilized (save ends).
Web Reaper
The ettercap fang guard gains a +2 bonus to attack rolls and deals an extra 2 damage against restrained and immobilized creatures.
Web Walker
An ettercap ignores the movement effects of spider webs and difficult terrain related to spider swarms.
Alignment Unaligned Languages -
Skills Stealth +9
Str 16 (+5) Dex 14 (+4) Wis 13 (+3)
Con 16 (+5) Int 5 (–1) Cha 11 (+2)
Equipment leather armor, greataxe
伊特怪织网者(E) 等级5 控制者
中型 自然界 类人生物(蜘蛛) XP200
先攻+4 感官:侦查+9;
HP 64;重伤32;
AC 18;强韧17,反射16,意志16
抗性:10点毒素
速度5,攀爬速度5(蛛行);参见蛛网行者
m长矛(标准;随意)⚅武器
触及2,+10 vs. AC;1d10+3点伤害。
M蜘蛛啮咬(标准;随意)⚅毒素
需要战斗优势;+10vs. AC;1d6+3点伤害,并且伊特怪对同一个目标进行二次攻击。二次攻击:+8 vs.坚韧;5点持续的毒素伤害(豁免结束)。
R织网(次要 1次/轮;随意)
射程5;+9vs.反射;目标被束缚(豁免结束)。
A蛛网地形(标准;充能6)⚅结界
区域10爆发2;+9vs.反射;目标被定身(豁免结束)。结界被蛛网充斥,直到遭遇结束范围内被视为困难地形。
蛛网行者
伊特怪忽视蛛网对移动的影响以及任何与蛛群有关的困难地形。
阵营:无阵营 语言:-
技能:潜行+9
力量16(+5)敏捷14(+4)感知15(+4)
体质16(+5)智力5(-1)魅力13(+3)
装备:革甲,长矛
Ettercap Webspinner (E) Level 5 Controller
Medium natural humanoid (spider) XP 200
Initiative +4 Senses Perception +9
HP 64; Bloodied 32
AC 18; Fortitude 17, Reflex 16, Will 16
Resist 10 poison
Speed 5, climb 5 (spider climb); see also web walker
m Longspear (standard; at-will) ✦ Weapon
Reach 2, +10 vs. AC; 1d10 + 3 damage.
M Spider Bite (standard; at-will) ✦ Poison
Requires combat advantage; +10 vs. AC; 1d6 + 3 damage, and the ettercap makes a secondary attack against the same target.
Secondary Attack: +8 vs. Fortitude; ongoing 5 poison damage (save ends).
R Web Net (minor 1/round; at-will)
Ranged 5; +9 vs. Reflex; the target is restrained (save ends).
A Webbed Terrain (standard; recharge ⚅ ) ✦ Zone
Area burst 2 within 10; +9 vs. Reflex; the target is immobilized (save ends). The zone is filled with spider webs and is considered difficult terrain until the end of the encounter.
Web Walker
An ettercap ignores the movement effects of spider webs and difficult terrain related to spider swarms.
Alignment Unaligned Languages -
Skills Stealth +9
Str 16 (+5) Dex 14 (+4) Wis 15 (+4)
Con 16 (+5) Int 5 (–1) Cha 13 (+3)
Equipment leather armor, longspear
战术
这个房间中的生物在隐藏中开始遭遇。它们利用树林提供的遮蔽躲藏在视线之外,直到他们跳出来攻击。怪物喜欢在目标已经进入树环之内时攻击,以便哨兵们可以在多个方向发动攻击。
这个房间内的伊特怪尽力控制入侵者,好让阿伯瑞恩哨兵利用他们的战斗优势的伤害加值摧残蹂躏冒险者们。和在位置7的半羊人(遭遇C2)相似,伊特怪也是出于自卫本能而与阿伯瑞恩结盟的。
织网者尝试将尽可能多的角色困在它的蛛网地形中。然后它移动到近身战的边缘,设法用它的织网延长冒险者们被保持5格远的距离。它只会在被迫至一隅或冒险者们全被定身时进入近身战。
利齿守卫利用它的纠缠蛛网定身角色,然后在近身战中攻击他们一边获得伤害加值。作为族群中的护卫,它试图阻拦角色们。它的工作就是用它的蛛网威能控制敌人,组织阿伯瑞恩哨兵造成大量伤害。因此,它喜欢定身更甚于进行近战攻击,除非一个角色已经被定身了。
阿伯瑞恩哨兵由于他们的树木面纱能力以隐身开始遭遇。他们依靠伊特怪减速和定身入侵者。一个定身的角色将变成他们攻击的目标,它们在隐形效果下冲入,进行一次攻击,然后使用一个移动动作逃回树林中。如果冒险者追赶哨兵,哨兵会带着他们穿过房间,跳到伊特怪可以减速追赶者并让它们回到隐藏的地方。
Tactics
The creatures in this chamber begin the encounter in hiding. They use the concealment offered by the trees to remain out of sight until they spring their attack. The monsters prefer to strike once the party has entered the ring of trees, so that the watchers can better attack from multiple directions.
The ettercaps in this room attempt to contain the intruders, allowing the arborean watchers to wreck havoc on the adventurers with their bonus combat advantage damage. Like the satyr in Location 7 (Encounter C2), the ettercaps have allied with the arboreans out of a sense of self-preservation.
The web spinner tries to catch as many characters in its webbed terrain as possible. It then moves to the edge of the melee, trying to keep 5 squares away from the adventurers as it continues to snipe at them with its web net. It resorts to melee only if it is cornered or if the adventurers are all immobilized.
The fang guard uses its web tangle to immobilize characters, and then attacks them in melee to gain its bonus damage. As the lone soldier in the group, it tries to hold back characters. Its job is to contain enemies with its web powers, setting up the arborean watchers to do the bulk of the damage. Thus, it prefers to immobilize rather than make melee attacks unless a character is already immobilized.
The arborean watchers start the encounter invisible, thanks to their arboreal veil ability. They rely on the ettercaps to slow down and immobilize the intruders. An immobilized character becomes the target of their attacks, as they charge in under the effects of invisibility, make an attack, then use a move action to escape back into the trees. If the adventurers pursue the watchers, the watchers lead them on a chase through the chamber, hoping that the ettercaps can slow down the pursuers and allow them a moment to go back into hiding.
区域特征
照明:幻术太阳将房间沐浴在强光之中。
底座:这个房间内的底座是纯粹的装饰,然而它们依然提供掩蔽和阻碍移动。它们被竖立在这是为了标记此地是神圣之地。它们没有特别的魔力。
树:粗壮、翠绿而茂盛的树木为任何站在由一棵树填满的格子的生物提供遮蔽。树干,如同地图标记的一样,做为困难地形并且也提供掩蔽。
符文:符文环被阿伯瑞恩灌输了用于耕种的原力魔法。任何亵渎神圣草地的人都将遭受沉重的后果。任何生物,包括阿伯瑞恩和其他怪物,踩在符文上会受到1d10点黯蚀伤害、被推离4格并倒地。阿伯瑞恩精魂树木猛烈的反击任何侵扰着它们神圣休息处的生物。
幻影森林:房间的真实尺寸如地图所示。日夜更迭、太阳升入天空或当黑暗归来之时沉落,在这里都是幻术持续的一部分。冒险者们如果发现金字塔的其他区域都是幽闭的,他们可以在这里露营。然而,如果冒险者们尝试探索森林,他或她将撞到墙壁的边缘。在战斗期间,不知情的角色试图穿过墙壁会立即结束他们的移动。这里的生物们可能尝试使用这个去诱骗冒险者们靠近墙壁来获取优势。
Features of the Area
Illumination: The illusory sun bathes the room in bright light.
Plinths: The plinths in this room are purely decorative, though they do provide cover and block movement. They are erected here to mark this place as sacred ground. They hold no special magical powers.
Trees: The trees have thick, lush overgrowth that provides concealment to anyone who stands in a square filled by a tree. The tree trunks, as marked on the map, count as difficult terrain and also provide cover.
Runes: The runic circle is infused with primal magic cultivated by the arboreans. Anyone who violates the sanctity of the meadow suffers grave consequences. Any creature, including arboreans and other monsters, that steps on the runes takes 1d10 necrotic damage, is pushed 4 squares, and is knocked prone. The spirits of the arborean grove react violently to any intrusions on their sacred resting place.
Illusory Forest: The room's true size is as shown on the map. Day and night passes here as part of the ongoing illusion, with the sun rising into the sky and setting as night returns. The adventurers can camp here if they find the other areas of the pyramid claustrophobic. If an adventurer tries to explore the forest, however, he or she bumps into the edge of the wall. During combat, characters who unwittingly try to walk through a wall immediately end their movement. The creatures here might try to use this to their advantage by luring the adventurers close to the walls.
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遭遇C4:苍绿之怒大礼堂
遭遇等级9 (2,200XP)
设置
阿伯瑞恩议长(S)
洞熊(B)
阿伯瑞恩植物恐怖(T)
位置9:献给阿伯瑞恩奇异崇拜的大礼堂已经在它们的领导者--一个名为卡莫诺的议长--的指导下建立起来了。卡莫诺是一个依靠它的宠物洞熊和阿伯瑞恩或者的神祇——植物恐怖——战斗的残忍战士。
当冒险者进入这个房间,向玩家们战士冒险书一第24页的"大礼堂的地图"并读下列文字:
当你们进入这个房间时,你们看见一个巨大的,光照良好的房间,这显然是某种大礼堂。这里的地板是厚重松软的沃土。大型树木在房间中生长。在房间的远端屹立着一个石质祭坛和一些石质碑柱。一个水池填满了房间的东南角落。靠近祭坛站立着三个生物:一个奇怪的、如植物的野兽,一个塔楼般高大的熊和另一个与其他和你们在金字塔这个区域战斗过的植物型类人生物。
ENCOUNTER C4: TEMPLE OF VERDANT RAGE
Encounter Level 9 ( 2,200 XP )SetupArborean speaker (S)
Cave bear (B)
Arborean plant terror (T)
Location 9: A temple dedicated to the arboreans' strange cult has been erected here under the direction of their leader, a speaker named Camnor. Camnor is a ferocious warrior who fights alongside his pet cave bear and the arborean's living god, the plant terror.
When the adventurers enter this chamber, show the players "View of the Temple" on page 24 of Adventure Book One and read the following:
As you enter this chamber, you see a huge, well-lit room that is obviously a temple of some sort. The floor here is thick, soft loam. Large trees grow in the chamber. At the far end of the room stand a stone altar and several stone monoliths. A pool of water fills the chamber's southeast corner. Near the altar stand three creatures: a strange, plantlike beast, a towering bear, and another of the plant humanoids similar to the others you fought in this section of the pyramid.
阿伯瑞恩植物恐怖(T) 等级11 精英 蛮战
大型 自然界 活化生物(植物) XP1,200
先攻+7 感官:侦查+9
木瘤根须:邻接植物恐怖的区域是困难地形。
HP286;重伤143
AC 23;强韧25,反射21,意志23
易伤:5火焰(当受到火焰伤害时被推离1格。)
速度5
m藤(标准;随意)
触及2;+14vs. AC;2d8+6点伤害,并且目标滑移1格。
M藤击骤雨(标准;随意)
植物恐怖进行两次基础攻击,每一次对抗两个不同的目标。
汲血
当植物恐怖对一个重伤的敌人用近战攻击造成伤害,它恢复10点生命值。
恶意投机者
当植物恐怖进行借机攻击时,它在攻击骰上获得一个+2的加值并在伤害上获得一个+5的加值。
威胁触及
植物恐怖能够对所有在它触及(2格)内的敌人进行借机攻击。
阵营:邪恶 语言:--
力量22(+11)敏捷14(+7)感知18(+9)
体质23(+11)智力11(+5)魅力19(+9)
Arborean Plant Terror (T) Level 11 Elite Brute
Large natural animate (plant) XP 1,200
Initiative +7 Senses Perception +9
Gnarled Roots The area adjacent to the plant terror is difficult terrain.
HP 286; Bloodied 143
AC 23; Fortitude 25, Reflex 21, Will 23
Vulnerable 5 fire (pushed 1 square when it takes fire damage)
Speed 5
m Vine (standard; at-will)
Reach 2; +14 vs. AC; 2d8+6 damage, and the target slides 1 square.
M Vine Flurry (standard; at-will)
The plant terror makes two basic attacks, one each against two different targets.
Blood Devourer
When a plant terror damages a bloodied foe with a melee attack, it regains 10 hit points.
Vicious Opportunist
The plant terror gains a +2 bonus to attack rolls and a +5 bonus to damage when it makes opportunity attacks.
Threatening Reach
The plant terror can make opportunity attacks against all enemies within its reach (2 squares).
Alignment Evil Languages -
Str 22 (+11) Dex 14 (+7) Wis 18 (+9)
Con 23 (+11) Int 11 (+5) Cha 19 (+9)
阿伯瑞恩议长(S) 等级10 控制者(领导者)
中型 自然界 类人生物(植物) XP500
先攻+8 感官:侦查+5;
毒素孢子(毒素)灵气5:在灵气范围内开始他们回合的敌人受到5点毒素伤害。
HP109;重伤54
AC 24;强韧23,反射21,意志23
易伤:5火焰(当受到火焰伤害时被推离1格。)
速度6
m长柄镰刀(标准;随意)⚅毒素,武器
+15vs. AC;1d10+2点伤害,5点持续的毒素伤害并且目标缓慢(豁免终止两者)。
C鼓舞孢子(标准;随意)
近程爆发5;在爆发范围内的盟友恢复5点生命值并立即快步3格。
C阻塞孢子(标准;充能 5、6)⚅毒素
近程爆发5;+14vs.强韧;爆发范围内的敌人受到2d4+4点毒素伤害,受到5点持续的毒素伤害并眩晕(豁免终止两者)。
阵营:邪恶 语言:通用语,精灵语
技能:交涉+13,洞察+15,自然+15
力量16(+8)敏捷17(+8)感知20(+10)
体质21(+10)智力14(+7)魅力17(+8)
装备:长袍,长柄镰刀
Arborean Speaker (S) Level 10 Controller (Leader)
Medium natural humanoid (plant) XP 500
Initiative +8 Senses Perception +5
Poison Spores (Poison) aura 5; enemies that enter of start their turns in the aura take 5 poison damage.
HP 109; Bloodied 54
AC 24; Fortitude 23, Reflex 21, Will 23
Vulnerable 5 fire (pushed 1 square when it takes fire damage)
Speed 6
m Scythe (standard; at-will) ✦ Poison, Weapon
+15 vs. AC; 1d10 + 2 damage, and ongoing 5 poison damage and the target is slowed (save ends both).
C Invigorating Spores (standard; at-will)
Close burst 5; allies within burst regain 5 hit points and immediately shift 3 squares.
C Choking Spores (standard; recharge ⚄ ⚅) ✦ Poison
Close burst 5; +14 vs. Fortitude; enemies within burst take 2d4 + 4 poison damage and are dazed and take ongoing 5 poison damage (save ends both).
Alignment Evil Languages Common, Elven
Skills Diplomacy +13, Insight +15, Nature +15
Str 16 (+8) Dex 17 (+8) Wis 20 (+10)
Con 21 (+10) Int 14 (+7) Cha 17 (+8)
Equipment robes, scythe
洞熊(B) 等级6 精英 蛮战
中型 自然界 野兽 XP500
先攻+4 感官:侦查+5;黑暗视觉
HP170;重伤85
AC 20;强韧21、反射17、意志18
豁免骰+2
速度8
AP 1
m爪抓(标准;随意)
+10vs. AC;1d8+5点伤害。
C洞熊狂暴(标准;充能5、6)
近程爆发1;目标敌人;+10vs. AC;1d8+5点伤害。
阵营:无阵营 语言:-
力量20(+8)敏捷13(+4)感知14(+5)
体质15(+5)智力2(-1)魅力12(+4)
Cave Bear (B) Level 6 Elite Brute
Medium natural beast XP 500
Initiative +4 Senses Perception +5; darkvision
HP 170; Bloodied 85
AC 20; Fortitude 21, Reflex 17, Will 18
Saving Throws +2
Speed 8
Action Points 1
m Claw (standard; at-will)
+10 vs. AC; 1d8 + 5 damage.
C Cave Bear Frenzy (standard; recharge ⚄ ⚅ )
Close burst 1; targets enemies; +10 vs. AC; 1d8 + 5 damage.
Alignment Unaligned Languages -
Str 20 (+8) Dex 13 (+4) Wis 14 (+5)
Con 15 (+5) Int 2 (–1) Cha 12 (+4)
战术
在这个房间的阿伯瑞恩进行凶猛的防御,因为它们不喜欢投降,它们将这看做是它们部落文化的关键。如果它们没有其他的选择,它们撤退到位置8(遭遇C3)。
在这间房间内的植物和宗教首领会奋起反抗入侵者。务必复查以下列出的"区域特征"的效果。
卡莫诺,阿伯瑞恩议长,有一些短射程能力,所以它尽力呆在近身战边缘。它用它的灵气伤害冒险者们,只有在它能命中超过一个以上的角色时才会使用阻塞孢子。另外,如果它被冒险者们隔离它也会使用这个攻击。在这种情况下,它尝试眩晕一个冒险者然后逃跑,最好能跑出冲锋攻击的范围之外。
除非卡莫诺能玩弄一个重伤的角色否则他避难近身战,如能它移动过去击杀他。否则它使用鼓舞孢子来在战斗中援助它的盟友们。议长的盟友们快步进入夹击形式而没有被借机攻击的危险。
卡莫诺与洞熊有紧密的联系。议长会对任何伤害洞熊的角色在攻击骰上获得一个+2的加值。如果洞熊被杀死,卡莫诺在所有攻击上获得这个加值。这个加值持续到遭遇结束。
在卡莫诺的命令下,凶暴熊尝试冲过冒险者们直到房间的边缘然后从后面攻击。它尝试和暴怒的植物恐怖夹击,但是它乐于追逐扑击那些缺乏装备易于掠食的冒险者们。它会为它服务的主人战斗至死。
植物恐怖使用简单的战术。它暴怒的前进,饥渴的攻击入侵者。它聪明到足够尝试诱惑角色们进入房间,准备一个动作冲锋更甚于将洞熊和卡莫诺甩在后面太远。更重要的是,植物恐怖可以抓住并拔起碑柱和在这里生长的树木。因此它对冒险者们侵入的巨大愤怒,会使它将整个教堂拆开以压碎冒险者们。
Tactics
The arboreans in this room put up a ferocious defense, since they are loath to surrender what they see as the key to their tribal culture. If they have no other choice, they retreat to Location 8 (Encounter C3).
The plants and religious idols in this chamber rise up against intruders. Be sure to review the effects listed below under "Features of the Area."
Camnor, the arborean speaker, has several short-range abilities, so he attempts to stay at the edge of the melee. He uses his aura to harm the adventurers, employing choking spores only if it can hit more than one character. Otherwise, he uses that attack if he is isolated by the party. In that case, he tries to daze an adventurer and then run away, preferably escaping beyond the range of a charge attack.
Camnor avoids melee unless he can engage a bloodied character, at which point he moves in for the kill. Otherwise he uses invigorating spores to aid his allies in the battle. The speaker's allies shift to form flanks without risking opportunity attacks.
Camnor has a close connection to the cave bear. The speaker gains a +2 bonus to attack rolls against any character who injures the bear. If the bear is slain, Camnor gains this bonus to all attacks. The bonus lasts until the end of the encounter.
Under Camnor's command, the dire bear attempts to rush past the adventurers along one edge of the room and attack from behind. It tries to flank with the rampaging plant terror, but it gladly chases and pounces upon poorly equipped adventurers who might make easy prey. It fights to the death in the service of its master.
The plant terror uses simple tactics. It rampages forward, eager to attack the intruders. It is smart enough to try to lure the characters into the room, readying an action to charge rather than rushing forward and leaving the bear and Camnor waiting too far behind. More importantly, the plant terror can grab and uproot the monoliths and trees that grow in this place. So great is its anger at the party's intrusion that it tears apart this temple to crush the adventurers.
区域特征
照明:明亮光线。
树:被树枝杈覆盖的面积提供遮蔽。树干阻碍移动并为任何站在邻接它位置的生物提供掩蔽。
这个房间的树木充斥着邪恶的神术魔法。任何在由树提供掩蔽的格内或邻接这些格的位置开始他或她的回合的角色,受到一次+14vs.AC的攻击。命中,这次攻击造成1d6+3点伤害。树木对入侵者又刺又敲。这个效果在卡莫诺的生命值减少到0或更低时结束。
祭坛和碑柱:这些天然的石质物品提供掩蔽并阻碍移动。另外,卡莫诺用堕落的神术魔法浸染了它们。在这里战斗期间,祭坛和碑柱发出一股绿色的灵气。当卡莫诺用一个近程爆发威能时,他可以选择选择效果的中心是它自己或者一个碑柱。另外,邻接祭坛开始其回合的冒险者们缓慢直到他们的回合结束,就好像祭坛周围的草抓住了角色的脚一般。
如果植物恐怖使用碑柱作为武器,碑柱被打碎并且绿色灵气立刻消失。卡莫诺不能再使用这个碑柱作为它近程爆发威能的起始格之一。
水:水坑的边缘3尺深,其他地方10尺深。无论什么理由进入池塘的角色必须游泳。另外,阿伯瑞恩污秽魔法让这池水讨厌它们的敌人。任何进入水中的PC承受一次+10vs.强韧的攻击。命中,橘色受到5点持续的毒素伤害(豁免结束)。
财富:如果冒险者们调查东北的小房间和这个小房间中的土窖、树梢和堆的高高的疏松岩石堆,他们可以发现一面守护者盾牌(英雄级)。这要求10分钟的搜索并通过一个DC21的侦查检定。参看玩家手册上的这个魔法物品的细节。
Features of the Area
Illumination: Brightly lit.
Trees: The area covered by the tree's branches provides concealment. The trunk blocks movement and provides cover to anyone standing adjacent to it.
The trees in this chamber are infused with evil divine magic. Any character who begins his or her turn adjacent to or in a square covered by a tree is subject to a +14 attack vs. AC. On a hit, this attack deals 1d6 + 3 damage. The trees lunge and batter at intruders. This effect ends if Camnor drops to 0 or fewer hit points.
Altar and Monoliths: These crude stone objects provide cover and block movement. In addition, Camnor imbued them with fell, divine magic. During the battle here, the altar and monoliths glow with a green aura. When Camnor uses a close burst power, he can choose to center the effect on himself or one of the monoliths. In addition, adventurers who begin their turn adjacent to the altar are slowed until the end of their turn, as the grass around the altar grabs at the characters' feet.
If the plant terror uses a monolith as a weapon, the monolith is smashed and the green aura immediately fades. Camnor can no longer use that monolith as the origin square for one of his close burst powers.
Water: The pool of water is 3 feet deep at its edge squares, 10 feet deep elsewhere. Characters who enter the pool for whatever reason must swim. In addition, the arboreans' foul magic has made the water poisonous to their enemies. Any PC who enters the water receives a +10 attack vs. Fortitude. On a hit, the character takes ongoing 5 poison damage (save ends).
Treasure: If the adventurers search the small room to the northeast, buried amid soil, tree clippings, and loose rocks piled high in this storage space, they can find a guardian shield (heroic tier). This requires 10 minutes of searching and a DC 21 Perception check. See the Player's Handbook for details on this magic item.
特殊攻击
以一个标准动作,植物恐怖可以抓住并拔起一棵树木。当树被拔出地面时,在这棵树2格内的角色们必须承受一个+14vs.强韧的攻击。命中,角色倒地。
植物恐怖还可以抓住并投掷碑柱。这个攻击有10射程;进行一次+14vs.反射的攻击。命中,目标受到2d6+7点伤害;失手的攻击造成一半伤害。另外,因为碑柱粉碎,目标占据的1格和所有邻接的格子变为困难地形。
SPECIAL ATTACKS
As a standard action, the plant terror can grab and uproot a tree. Characters within 2 squares of the tree's trunk receive a +14 attack vs. Fortitude as the tree is pulled from the ground. On a hit, the attack knocks a character prone.
The plant terror can also grab and throw the monoliths. This attack has a range of 10 attack; make a +14 attack vs. Reflex. On a hit, the target takes 2d6 + 7 damage; the attack deals half damage on a miss. In addition, 1 square occupied by the target and all squares adjacent to that square become difficult terrain from the shattered monolith's rubble.
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遭遇C5:死亡藤蔓
遭遇等级8 (1,700XP)
设置
2只快可灵疾行者(Q)
阿伯瑞恩哨兵(W)
2个阿伯瑞恩收割者(R)
位置10:类似于位置6(遭遇C1),这个房间由种植在这里的植物形成一个活体防卫壁垒来作为一个重要的屏障为对抗攻击者服务。三只阿伯瑞恩和一对快可灵保护着这片土地。注意,这个房间被从上方垂下的吼吼的藤蔓分开,而不是一个树篱迷宫。
当冒险者们进入这个房间时,读下列文字:
这个昏暗的房间显然比地下城的另一些区域更加湿热。生长在天花板上厚重的绿色蔓藤垂落在巨大树丛底部,形成了密集的帷幕阻碍了你观察房间的视野。看起来这些蔓藤渐渐形成了一个短小的迷宫。此地的地板和天花板光秃秃的,在这里坚硬努实的土壤到处都是裂缝和豁口。
当快可灵攻击时,读:
一个矮小的、银灰色的朦胧影子从厚重蔓藤帷幕中显露出来。它嘲笑并用看起来简单的语言辱骂你,作为它用邪恶尖锐短剑攻击你的一部分。然后,在你反攻之前,它推进了蔓藤的华盖之中。
ENCOUNTER C5: VINES OF DEATH
Encounter Level 8 ( 1,700 XP )Setup2 quickling runners (Q)
Arborean watcher (W)
2 arborean reapers (R)
Location 10: Similar to Location 6 (Encounter C1), this chamber provides a living defensive rampart that consists of plants cultivated to serve as a significant barrier against attackers. Three arboreans and a pair of quicklings watch over this place. Note that instead of a hedge maze, this chamber is divided by thick curtains of vines that hang from above.
When the adventurers enter this chamber, read the following:
This dimly lit chamber is noticeably hotter and more humid than the other areas of the dungeon. Thick green vines grow from the ceiling down to the floor in massive clumps, forming dense curtains that block your view of the chamber. It looks like the vines have grown to form a sort of maze. The floor and ceiling of this place consists of bare, hard-packed soil that is cracked and broken in places.
When the quicklings attack, read:
A small, silver-gray blur emerges from the thick curtain of vines. It laughs and seems to taunt you in its singsong language as it slices at you with a wickedly sharp short sword. Then, before you can react, it darts back into the canopy of vines.
阿伯瑞恩哨兵(W) 等级7 伏兵
中型 自然界 类人生物(植物) XP300
先攻+10 感官:侦查+10
HP65;重伤32
AC 21;强韧19、反射20、意志18
易伤:5火焰(当受到火焰伤害时被推离1格。)
速度7
m短剑(标准;随意)⚅武器
+12vs. AC;2d6+4点伤害。
C折磨之藤(标准;遭遇)
近程爆发2;+10vs.反射;1d6+4点伤害,并且目标定身(豁免结束)。
战斗优势
当阿伯瑞恩哨兵有战斗优势时,它命中的近战攻击造成2d6额外伤害。
树木面纱(次要动作;随意)⚅幻术
如果没有敌人在3格之内,阿伯瑞恩哨兵隐形直到它的下一个回合结束。
阵营:邪恶 语言:通用语,精灵语
技能:运动+10、隐秘+11
力量14(+5)敏捷17(+6)感知15(+5)
体质17(+6)智力11(+3)魅力12(+4)
装备:长袍,短剑
Arborean Watcher (W) Level 7 Lurker
Medium natural humanoid (plant) XP 300
Initiative +10 Senses Perception +10
HP 65; Bloodied 32
AC 21; Fortitude 19, Reflex 20, Will 18
Vulnerable 5 fire (pushed 1 square when it takes fire damage)
Speed 7
m Short Sword (standard; at-will) ✦ Weapon
+12 vs. AC; 2d6 + 4 damage.
C Vine Plague (standard; encounter)
Close burst 2; +10 vs. Reflex; 1d6 + 4 damage, and the target is immobilized (save ends).
Combat Advantage
When the arborean watcher has combat advantage, its melee attacks deal 2d6 extra damage on a hit.
Arboreal Veil (minor; at-will) ✦ Illusion
If no enemy is within 3 squares, the arborean watcher gains invisibility until the end of its next turn.
Alignment Evil Languages Common, Elven
Skills Athletics +10, Stealth +11
Str 14 (+5) Dex 17 (+6) Wis 15 (+5)
Con 17 (+6) Int 11 (+3) Cha 12 (+4)
Equipment robes, short sword
2 阿伯瑞恩收割者(R) 等级7 护卫
中型 自然界 类人生物(植物) XP300每个
先攻+6 感官:侦查+5
HP81;重伤40
AC 23;强韧20、反射18、意志19
易伤:5火焰(当受到火焰伤害时被推离1格。)
速度6
m长柄镰刀(标准;随意)⚅武器
+14vs. AC;1d10+5点伤害,并且目标被标记直到阿伯瑞恩收割者的下一个回合结束。
C针叶齐发(标准;遭遇)⚅毒素
近程冲击3;+12vs.强韧;2d6+4点伤害,并且目标缓慢(豁免结束)。
阵营:邪恶 语言:通用语,精灵语
技能:自然+10
力量15(+5)敏捷13(+4)感知14(+5)
体质17(+6)智力9(+2)魅力11(+3)
装备:血色长袍,长柄镰刀
2 Arborean Reapers (R) Level 7 Soldier
Medium natural humanoid (plant) XP 300 each
Initiative +6 Senses Perception +5
HP 81; Bloodied 40
AC 23; Fortitude 20, Reflex 18, Will 19
Vulnerable 5 fire (pushed 1 square when it takes fire damage)
Speed 6
m Scythe (standard; at-will) ✦ Weapon
+14 vs. AC; 1d10 + 5 damage, and the target is marked until the end of the arborean reaper's next turn.
C Needle Volley (standard; encounter) ✦ Poison
Close blast 3; +12 vs. Fortitude; 2d6 + 4 damage, and the target is slowed (save ends).
Alignment Evil Languages Common, Elven
Skills Nature +10
Str 15 (+5) Dex 13 (+4) Wis 14 (+5)
Con 17 (+6) Int 9 (+2) Cha 11 (+3)
Equipment blood-stained robes, scythe
2 快可灵疾行者(Q) 等级9 游击
小型 妖精界 类人生物 XP400每个
先攻+13 感官:侦查+7;昏暗视觉
HP 96;重伤48
AC 24(28对抗借机攻击);强韧20,反射24,意志20
速度12,攀爬速度6;参见妖精快步和迅切
m短剑(标准;随意)⚅武器
+14vs. AC;1d6+7点伤害。
M快的割(标准;随意)⚅武器
快可灵以其速度移动。在移动期间的任意两点,快可灵进行-2惩罚的近战基础攻击。快可灵不能在定身或缓慢时使用这个威能。
妖精快步(标准;遭遇)
快可灵疾行者快步10格。
保持灵动(次要动作;充能4、5、6)
被定身的快可灵疾行者不再被定身。
阵营:邪恶 语言:精灵语
技能:杂技+21,唬骗+9,潜行+16
力量9(+3)敏捷24(+11)感知17(+7)
体质16(+7)智力14(+6)魅力10(+4)
装备:短剑
2 Quickling Runners (Q) Level 9 Skirmisher
Small fey humanoid XP 400 each
Initiative +13 Senses Perception +7; low-light vision
HP 96; Bloodied 48
AC 24 (28 against opportunity attacks); Fortitude 20, Reflex 24,
Will 20
Speed 12, climb 6; see also fey shift and quick cuts
m Short Sword (standard; at-will) ✦ Weapon
+14 vs. AC; 1d6 + 7 damage.
M Quick Cuts (standard; at-will) ✦ Weapon
The quickling moves its speed. At any two points during its move, the quickling makes a melee basic attack at a –2 penalty. The quickling cannot use this power while immobilized or slowed.
Fey Shift (standard; encounter)
The quickling runner shifts 10 squares.
Maintain Mobility (minor; recharge ⚃ ⚄ ⚅ )
An immobilized quickling runner is no longer immobilized.
Alignment Evil Languages Elven
Skills Acrobatics +21, Bluff +9, Stealth +16
Str 9 (+3) Dex 24 (+11) Wis 17 (+7)
Con 16 (+7) Int 14 (+6) Cha 10 (+4)
Equipment short sword
战术
当两只快可灵冲进近战削减冒险者生命力又冲出时,阿伯瑞恩收割者尝试减速冒险者们。其间,阿伯瑞恩哨兵保持在冲突边缘,等待着正确的时机冲进去施展致命一击。
厚重的蔓藤为冒险者们造成了少许阻碍,然而这个房间中的怪物们可以相对比较轻松地穿过它们。参看"区域特征"提供的更多的情报。
收割者在蔓藤的帘幕之中巡逻,它们走过的循环正好监视着房间的两个入口。如果它们认出入侵者,它们大声呼救并冲向入侵者。它们在战斗开始时用它们的针叶齐发能力防止入侵者跑过它们进入后面的房间。
收割者会战斗到死。一旦进入战斗,即使冒险者们尝试逃走它们也会持续战斗。它们只会在入侵者离开金字塔内阿伯瑞恩领土时放弃追逐。
如果收割者知道角色们而角色们不知道它们,这些阿伯瑞恩尝试通过蔓藤攻击角色(参见下文)。这个战术让收割者可以易于攻击较弱的成员或者夹击一个战士或圣武士。
哨兵喜欢在进入战斗之前让战斗进行个几轮。在隐身进入战斗之前它等待机会,并利用折磨之藤困住角色们或对一个重伤或轻甲角色在提供战斗优势时使用致命的短剑。
一旦加入战斗,哨兵尝试和它的盟友夹击或者,如果负伤或没有夹击位置,它顶着借机攻击逃开并使用树木面纱。
险恶的矮小快可灵从不停留,他们大概是第一个浮现在冒险者们面前并攻击他们的敌人。他们快速通过冒险者,一次又一次的利用它们的迅切攻击。快可灵足够嚣张到不顾借机攻击。即使被这样的攻击打中,它们也会认为这是运气不佳而不是任何入侵者的技能造成的。然而,快可灵注意避免被任何角色用威能停止它们,例如战士通过一个成功的借机攻击来阻止移动的能力。
快可灵辱骂冒险者们并尝试将他们引入不好的位置,例如被收割者夹击或者一个看不见哨兵扑向缺乏护甲的敌人的位置。
快可灵特别喜欢攻击缓慢或定身的目标。它们甚至花费时间在这样的敌人身边到处跑动,冲过去炫耀它们的优越感。它们穿过蔓藤(参见下文)并出现攻击冒险者们,当角色必须花费几轮穿过蔓藤或者自始至终绕着活着的帘幕奔跑以期追上邪恶的妖精界生物时,它们以其惊人的速度转而获得更大的优势。
Tactics
The arborean reapers attempt to slow down the adventurers while the two quicklings dash in and out of melee to whittle down the party's vitality. Meanwhile, the arborean watcher keeps to the edge of the conflict, waiting for just the right moment to dash in and deliver a deadly blow.
The thick vines offer a major hindrance to the adventurers, yet the monsters in this room can move through them with relative ease. See "Features of the Area" for more information.
The reapers patrol the passages between the hanging curtains of vines, keeping watch on the two entrances to the room as they walk a circuit. If they spot intruders, they yell for help and rush forward to engage intruders. They start the fight using their needle volley ability to prevent intruders from running past them and into the chambers beyond.
The reapers fight to the death. Once engaged, they fight on even if the adventurers attempt to flee. They give up the chase only if the intruders leave the arboreans' region of the pyramid.
If the reapers are aware of the party and the characters do not yet know about them, these arboreans try to attack the party by moving through the vines (see below). This tactic makes it easier for the reapers to attack weaker party members or flank a fighter or paladin.
The watcher prefers to let the fight progress for a couple of rounds before becoming involved in the melee. It waits for an opportune moment before invisibly slipping into the midst of the party and using either vine plague to trap the characters or a deadly short sword attack with combat advantage against a bloodied or lightly armored character.
Once joined in the fight, the watcher attempts to flank with its allies or, if wounded or if no flank is available, it risks opportunity attacks to escape and use arboreal veil.
The nasty little quicklings never remain still and are probably the first of the enemies to emerge and attack the adventurers. They rush past the party, using their quick cuts attack over and over again. The quicklings are arrogant enough to disregard opportunity attacks. Even if struck by such attacks, they chalk it up to bad luck rather than any skill on the part of the intruders However, the quicklings take care to avoid any characters with the power to stop them, such as a fighter's ability to prevent movement with a successful opportunity attack.
The quicklings taunt the adventurers and attempt to lead them into poor positions, such as a flank with a reaper or a spot where the invisible watcher can pounce on a poorly armored foe.
The quicklings particularly enjoy attacking slowed or immobilized targets. They even spend time running around such foes, dashing in circles simply to show off their superiority. They move through the vines (see below) and emerge to attack the adventurers, turning their already impressive speed into an even bigger advantage as the characters must either spend a few rounds moving through the vines or run all the way around the living curtains to try to catch the evil fey.
区域特征
这个房间内的困难地形和生长的蔓藤使用特别的规则。
照明:微暗光线。
困难地形:标记为困难地形的格子表示这些坚硬致密的土壤是特别的裂缝和豁口之地。必须很小心的穿过这额格子,尤其是那些不熟悉这个区域的生物。这个房间内的怪物已经小心的研究过了这个房间内的破裂的土地。它们可以相对轻松的穿过这些格子,这让它们忽视困难地形的效果。无论如何,冒险者们没有这种权利。
蔓藤:从天花板上垂下的蔓藤形成了厚重、粘着的垂帘,重道足以阻碍移动。当穿过被垂下的蔓藤占满的格子时,冒险者被认为是缓慢的。他们只能哎他们的移动结束前移动2格。这个房间的怪物们,由于与这个区域生长的植物紧密相连,将蔓藤作为困难地形。它们可以穿过蔓藤,虽然比正常速度慢,当依然可以凭此行使上述战术。站在蔓藤中的生物获得掩蔽。蔓藤阻碍视线。
Features of the Area
The difficult terrain and the wall-like vine growths in this chamber have special rules associated with them.
Illumination: Dimly lit.
Difficult Terrain: The squares marked as difficult terrain represent places where the hard-packed soil is particularly cracked and broken. Care must be taken to traverse these squares, especially by those not familiar with the area. The monsters in this chamber have carefully studied the broken ground in this room. They can move over these squares with ease, allowing them to ignore the effects of the difficult terrain. The adventurers, however, don't have that option.
Vines: The vines dangle from the ceiling in thick, clinging curtains that are heavy enough to prevent movement. An adventurer is considered slowed while moving through squares filled with the hanging vines; they can only move 2 squares before their movement ends. The monsters in this room, due to their close connection to the plants that grow in this area, treat the vines as difficult terrain. They can move through them, albeit at a slower speed than normal, and take advantage of this as noted above in their tactics. A creature standing in the vines gains cover. The vines block line of sight.
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遭遇G1:警卫房
遭遇等级9 (2,000XP)
设置
3个人类歹徒(O)
2个人类射手(A)
地狱房间/传送礼堂陷阱(T)
位置11:最近被拉近暗影金字塔的由龙裔格兰仕·温领导的犯罪团伙,已经占据了这些房间网络(位置11-13)作为它们自己的巢穴。罪犯们经常警戒以防位置5的蜥蜴人或其他入侵者发动攻击。在位置5发出的战斗声让这些警卫准备好了路障,然而即使没有提醒也会有至少一个警卫一直呆在路障5格内。自从进入金字塔格兰仕就很不舒服,而他疯狂妄想中对他追随者们所做的事情,让他的追随者们对危险非常警觉。
当冒险者们从位置5进入房间时,读:
一堆板条箱和木桶的碎片、损坏的武器、护盾、圆木和其他物资形成了将这个房间分成两半的路障。路障靠近你们的一边,有一扇厚重的通向东方的门。五个人影站在路障之后,显然是在等待你们的到来。
如果冒险者们从位置13进入区域时,读:
这个简单的房间包含了在远端墙壁上的两道门和一个在你们左手边的奇怪的青铜色嵌板。一丛拉杆插在嵌板上,这被安装在设置于人类视平线之下的银镜之中。
ENCOUNTER G1: GUARD CHAMBER
Encounter Level 9 ( 2,00 0 XP )Setup3 human outlaws (O)
2 human archers (A)
Inferno room/teleport hall trap (T)
Location 11: A gang of criminals led by the dragonborn Gharash Vren was recently drawn into the Pyramid of Shadows and has staked out this network of chambers (Locations 11–13) as its own. The criminals are on constant alert against attacks from the lizardfolk in Location 5 and other intruders. The sound of combat in Location 5 brings these guards to the barricade at the ready, but even with no warning at least one guard stays within 5 squares of the barricade at all times. Gharash has been uneasy since entering the pyramid, and he has worked his followers into a paranoid frenzy that makes them all highly alert for danger.
When the adventurers enter the room from Location 5, read:
A heap of debris-crates and barrels, broken weapons, shields, logs, and other materials-forms a barricade dividing this room in half. On the near side of the barricade, a heavy door leads to the east. Five figures stand arrayed behind the barricade, obviously waiting for you to arrive.
If the adventurers enter the area from Location 13, read:
This plain room features two doors on the far wall and a strange bronze panel to your left. A thicket of levers sprouts from the panel, which is positioned beneath a silvered mirror set at a human’s eye level.
3 人类歹徒(O) 等级8 护卫
中型 自然界 类人生物 XP350每个
先攻+8 感官:侦查+4
HP87;重伤43
AC 24;强韧21、反射20、意志19
速度5
m戟(标准;随意)✦武器
触及2;+15vs. AC;1d10+7点伤害,并且目标被标记直到歹徒的下一个回合结束。
M推拒打击(标准;充能5、6)✦武器
需要戟;触及2;+15vs. AC;1d10+10点伤害,目标被推离1格并倒地。
R弩(标准;随意)✦武器
远程15 / 30;+11vs. AC;1d8+4点伤害。
阵营:无阵营 语言:通用语
力量16(+7)敏捷14(+6)感知11(+4)
体质15(+6)智力10(+4)魅力12(+5)
装备:链甲,戟,弩,20只矢的弩袋
3 Human Outlaws (O) Level 8 Soldier
Medium natural humanoid XP 350 each
Initiative +8 Senses Perception +4
HP 87; Bloodied 43
AC 24; Fortitude 21, Reflex 20, Will 19
Speed 5
m Halberd (standard; at-will) ✦ Weapon
Reach 2; +15 vs. AC; 1d10 + 7 damage, and the target is marked until the end of the outlaw’s next turn.
M Pushback Strike (standard; recharge ⚄⚅) ✦ Weapon
Requires halberd; reach 2; +15 vs. AC; 1d10 +10 damage, and the target is pushed 1 square and knocked prone.
R Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +11 vs. AC; 1d8 + 4 damage.
Alignment Unaligned Languages Common
Str 16 (+7) Dex 14 (+6) Wis 11 (+4)
Con 15 (+6) Int 10 (+4) Cha 12 (+5)
Equipment chainmail, halberd, crossbow, quiver of 20 bolts
2 人类射手(A) 等级7 射手
中型 自然界 类人生物 XP300每个
先攻+6 感官:侦查+4
HP62;重伤31
AC 19;强韧18、反射19、意志17
速度6
m木棒(标准;随意)✦武器
+12vs. AC;1d6+2点伤害。
r弩(标准;随意)✦武器
远程15/30;+14vs. AC;2d8+3点伤害。
R锥心矢(标准;充能5、6)
远程15/30;+14vs. AC;3d8+3点伤害,并且目标眩晕(豁免结束)。
阵营:无阵营 语言:通用语
力量14(+5)敏捷16(+6)感知12(+4)
体质14(+5)智力12(+4)魅力13(+4)
装备:木棒,弩,20只矢
2 Human Archers (A) Level 7 Artillery
Medium natural humanoid XP 300 each
Initiative +6 Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 18, Reflex 19, Will 17
Speed 6
m Club (standard; at-will) ✦ Weapon
+12 vs. AC; 1d6 + 2 damage.
r Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +14 vs. AC; 2d8 + 3 damage.
R Bullseye Bolt (standard; recharge ⚄ ⚅)
Ranged 15/30; +14 vs. AC; 3d8 + 3 damage and the target is dazed (save ends).
Alignment Unaligned Languages Common
Str 14 (+5) Dex 16 (+6) Wis 12 (+4)
Con 14 (+5) Int 12 (+4) Cha 13 (+4)
Equipment club, crossbow, 20 bolts
战术
五个罪犯已经被命令不惜任何代价保护这个区域。他们知道这个区域的陷阱如何运作,当他们进入战斗时他们能运用战术利用陷阱。
罪犯们会调整他们自己来应对从路障后面传来的任何听起来是入侵者接近的声音。歹徒们用他们的戟穿过路障攻击,在角色们能爬过来之前将他们推离出去。当用他们的弩射击出现在楼梯顶部或退缩的角色们时,射手们会充分利用路障提供的掩蔽。
一旦一个角色尝试打开通往地狱礼堂的门,一个射手就会跑向控制板。这需要花费射手1轮来到达远处的房间(守卫们为了快速移动而未关门)。在第二轮,射手会提起控制板,并且如果一个角色在这个时候进入了地狱礼堂他就会用一个标准动作拉动拉杆。如果一个角色已经穿过了地狱礼堂的危险部分,射手会呼救然后一个歹徒会跑过去帮助他。歹徒尝试将角色推进地狱礼堂之中,以便射手可以触发陷阱。
只要射手留在控制板处,他就会在每轮准备一个动作在一个角色进入地狱礼堂或者传送礼堂时拉下拉杆(参看"区域特征"的细节部分)。
当一个或多个角色闯过路障时,两个射手逃向东面的房间并占据控制板旁的位置。当一个射手准备用弩矢攻击(当锥心矢可用时,包括锥心矢)进入房间的角色们时,另一个射手以准备动作拉下拉杆。
如果角色们从位置13进入这个区域,警卫们对攻击缺乏准备。当尝试留下他们中的一个激活控制板后,他们设法进入西边的房间并将他们后面的角色们推进陷阱或走廊里。
Tactics
The five criminals have been ordered to protect this area at all costs. They know how the traps in this area work, and they have come up with tactics that take advantage of the traps when they get into a battle.
The criminals respond to any sound of approaching intruders by positioning themselves behind the barricade. The outlaws use their halberds to attack across the barricade, pushing characters back before they can scramble over. The archers make the most of the cover the barricade offers while loosing their crossbows at characters as they appear at the top of the stairs or those that hang back.
As soon as a character attempts to open the door leading into the inferno hall, one of the archers runs to the control panel. It takes the archer 1 round to reach the far room (the guards leave the doors open for quick movement). In the second round, the archer moves up to the panel and uses a standard action to pull a lever if a character is inside the inferno hall at the time. If a character has already passed the dangerous part of the inferno hall, the archer calls for help, and an outlaw runs to his aid. The outlaw tries to push the character back into the inferno hall so that the archer can spring the trap.
As long as an archer remains at the control panel, he readies an action each round to pull both levers if a character enters either the inferno hall or the teleport hall (see “Features of the Area” for details).
When one or more characters crosses the barricade, both archers flee to the eastern chamber and take up positions beside the control panel. One readies actions to pull levers, while the other readies crossbow attacks (including bullseye bolt when it’s available) to use against characters who enter the room.
If the characters enter this area from Location 13, the guards are less prepared for the attack. They try to get into the western room and pull the characters through either trapped hallway after them, while attempting to leave one of their number behind to activate the control panel.
区域特征
照明:微暗光线。
路障:罪犯们在西边的房间利用家具堆、板条箱、木桶和其他碎片设立了临时路障。路障高4尺。一个邻接路障的生物对穿过路障的攻击有掩蔽。角色可以通过一个DC19的运动检定爬过路障(以半速移动),然而失败则意味着角色掉进了路障的碎片之间,这时他被束缚知道他进行了另一个成功检定的移动动作。
门:进入和离开地狱礼堂的门被插住了,这要求一个DC21的力量检定(标准动作)打开。通向和离开传送礼堂的门可以自由打开。
地狱礼堂和传送礼堂:连接东边房间和西边房间的两个礼堂是一个精心设计的,由东边房间内的控制板操纵的陷阱的一部分。在控制板上的一个拉杆激活南边礼堂的魔法,立即将每个生物传送进北方礼堂内的任意格中。另一个拉杆控制着北方礼堂(地狱礼堂)喷射出火焰物质,焚化其中的生物。(额外的拉杆控制着火焰喷射的强度并激活或复位喷射,但是在遭遇过程中犯罪者不会调试这些拉杆。)
角色可以以一个标准动作拉动一个或两个拉杆。一般来说,一个罪犯可以用一个准备动作拉动两个拉杆,传送在传送礼堂内一个或多个角色进入地狱礼堂然后激活喷射火焰。
控制板:控制板是一个有着十二根拉杆的青铜色嵌板。在拉杆之上的两个镜面显示着地狱礼堂和传送礼堂内部的情况,这让在控制板边的角色可以在敌人处于适当位置时拉动拉杆。
如果玩家角色尝试激活陷阱,投1d12。结果为1,角色激活传送礼堂。结果为12,角色激活地狱礼堂。任何其他的结果,房间的四分之一的陷阱造成的火焰伤害减少一半。
Features of the Area
Illumination: Dimly lit.
Barricade: The criminals erected a makeshift barricade across the western room, using heaped furniture, crates, barrels, and other debris. The barricade is 4 feet high. A creature adjacent to the barricade has cover against attacks made across it. A character can scramble across the barricade (moving at half speed) with a DC 19 Athletics check, but failure means the character falls in among the debris of the barricade and is restrained until he makes a successful check with another move action.
Doors: The doors leading in and out of the inferno hall are stuck, requiring a DC 21 Strength check (standard action) to open. The doors leading in and out of the teleport hall open freely.
Inferno Hall and Teleport Hall: The two halls connecting the eastern and western rooms are part of an elaborate trap operated from a control panel in the eastern room. One lever on the panel activates the magic of the southern hall, instantly teleporting every creature in the hall to random squares in the northern hall. Another lever sends jets of flame spewing into the northern hall (the inferno hall), incinerating creatures within. (Additional levers control the intensity of the fiery jets and activate or deactivate specific jets, but the criminals do not adjust these levers in the course of the encounter.)
A character can pull one or two levers as a standard action. Typically, a criminal uses a readied action to pull both levers, teleporting one or more characters from the teleport hall into the inferno hall and then activating the jets of fire.
Control Panel: The control panel is a bronze plate with twelve levers. Two mirrorlike panels above the levers show the interiors of both the inferno hall and the teleport hall, allowing a character at the panel to pull the levers when enemies are in the appropriate locations.
If a player character tries to activate the trap, have the player roll 1d12. On a 1, the character activates the teleport hall. On a 12, the character activates the inferno hall. On any other result, the fire damage the trap deals in one quadrant of the room is reduced by half.
地狱场所/传送礼堂 等级8 冲击型
陷阱 XP350
在一道闪光之中,你突然从狭窄的礼堂中被传送进一个大房间中。然后,火焰在你周围爆发出来将这个房间变作地狱。
陷阱:拉动一个拉杆,大型的北方礼堂将被火焰充斥。另一个拉杆将任何在南方走廊中的角色传送进入火热的房间之中。
侦查
✦DC 20:一个在地狱礼堂的角色注意到房间的地板、墙壁和天花板上的喷管,有着硫磺的苦味。
✦DC 23:一个在传送礼堂内的角色注意到一个怪异的扭曲距离,如同通过厚玻璃观察一样。
触发
当一个角色拉动在东边房间控制板上的拉杆时,陷阱攻击。角色可以以一个标准动作拉动一个或两个拉杆。
攻击(地狱礼堂)
标准动作 区域4x4格(礼堂的全部)
目标∶区域内的所有生物
攻击∶+10vs.反射
命中∶4d8+5点火焰伤害。
攻击(传送礼堂)
标准动作 区域4格(礼堂的全部)
目标∶区域内的所有生物
效果∶目标被传送进入地狱礼堂的任意一格。
对策
✦角色可以攻击控制板(AC18,反射16;HP70;5点全抗)。破坏控制板并废掉两个陷阱。
✦角色可以通过三次成功的贼活检定来废掉控制板(DC28)。
Inferno Room/Teleport Hall Level 8 Blaster
Trap XP 350
In a flash of light, you are suddenly transported from the narrow hall into a larger chamber. Then, flames erupt all around you as the room becomes an inferno.
Trap: With the touch of a lever, the large northern hall is filled with fire. Another lever teleports any character in the southern hallway into the fiery chamber.
Perception
✦ DC 20: A character in the inferno hall notices nozzles on the floor, walls, and ceiling of the room, along with the lingering, acrid smell of sulfur.
✦ DC 23: A character in the teleport hall notices a weird distortion of distance, like peering through thick glass.
Trigger
The trap attacks when a character pulls a lever on the control panel in the eastern room. A character can pull one or two levers as a standard action.
Attack (Inferno Hall)
Standard Action Area 4 squares by 4 squares (the entire hall)
Target: All creatures in area
Attack: +10 vs. Reflex
Hit: 4d8 + 5 fire damage.
Attack (Teleport Hall)
Standard Action Area 4 squares (the entire hall)
Target: All creatures in area
Effect: Target is teleported to a random square in the inferno hall.
Countermeasures
✦ A character can attack the control panel (AC 18, Def 16; hp 70; resist 5 all). Destroying the control panel disables both traps.
✦ A character can use Thievery to disable the control panel with three successful checks (DC 28).
-
遭遇G2:有很多门的房间
遭遇等级12(3,450XP),或者两个分开的8级遭遇(1,700XP和1,750XP)
设置
格兰仕·温,龙裔督军(G)
2个人类射手(A)
8个人类侍从(L)
狂乱狼人(W)
位置12:这是由格兰仕·温领导的犯罪集团的主要生活区域。在圆形礼堂之间和位置5的两组门阻隔了从充满水的房间传来的战斗声。格兰仕和他的帮众利用厚重的门减缓通过蜥蜴人的任何入侵者的脚步。
当冒险者从位置5进入并通过两道门之后,读:
五根粗大的柱子排列在这个大礼堂中。三道厚重的双扇门通向外面,除此之外还有两条狭窄的走廊。一道双扇门几乎被隐藏在大量的碎石和残骸中。几个人站在礼堂中,有着钢铁般意志的他们准备着战斗。在你打开门的瞬间,正中的门打开了,一个威严的龙裔站在门框边上。“所以,我们有一些来访者。”他嘲笑道。
如果冒险者们从位置13进入时,读:
四个占据着这个简朴的房间的人看起来和见到他们的你们一样惊讶。他们拔出武器然后一起呼喊:“格兰仕!我们有伴了!”
ENCOUNTER G2: CHAMBER OF DOORS
Encounter Level 12 ( 3,450 XP ) , or two separate 8th-level encounters ( 1,700 XP and 1,750 XP )SetupGharash Vren, dragonborn warlord (G)
2 human archers (A)
8 human lackeys (L)
Frenzied werewolf (W)
Location 12: This is the main living area for the criminal gang led by Gharash Vren. Two sets of heavy doors between the columned hall and Location 5 block the sounds of combat in the water-filled room. Gharash and his gang rely on the heavy doors to slow down any intruders that get past the lizardfolk.
When the adventurers enter from Location 5, after passing through the two sets of double doors, read:
Five massive pillars line this great hall. Three heavy double doors lead out, as well as two narrow passages. One set of double doors is almost completely hidden behind a pile of rubble and debris. Several figures stand arrayed around the hall, steeling themselves for battle. A split-second after you open the door, the center set of doors opens, and an impressive-looking dragonborn stands framed in the doorway. "So we have visitors," he sneers.
If the adventurers enter from Location 13, read:
The four figures that occupy this plain room seem as surprised to see you as you are to see them. They draw weapons as one shouts, "Gharash! We’ve got company!"
2 人类射手(A) 等级7 射手
中型 自然界 类人生物 XP300每个
先攻+6 感官:侦查+4
HP62;重伤31
AC 19;强韧18、反射19、意志17
速度6
m木棒(标准;随意)?武器
+12vs. AC;1d6+2点伤害。
r弩(标准;随意)?武器
远程15/30;+14vs. AC;2d8+3点伤害。
R锥心矢(标准;充能5、6)
远程15/30;+14vs. AC;3d8+3点伤害,并且目标眩晕(豁免结束)。
阵营:无阵营 语言:通用语
力量14(+5)敏捷16(+6)感知12(+4)
体质14(+5)智力12(+4)魅力13(+4)
装备:木棒,弩,20只矢
2 Human Archers (A) Level 7 Artillery
Medium natural humanoid XP 300 each
Initiative +6 Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 18, Reflex 19, Will 17
Speed 6
m Club (standard; at-will) ✦ Weapon
+12 vs. AC; 1d6 + 2 damage.
r Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +14 vs. AC; 2d8 + 3 damage.
R Bullseye Bolt (standard; recharge ⚄⚅)
Ranged 15/30; +14 vs. AC; 3d8 + 3 damage and the target is dazed (save ends).
Alignment Unaligned Languages Common
Str 14 (+5) Dex 16 (+6) Wis 12 (+4)
Con 14 (+5) Int 12 (+4) Cha 13 (+4)
Equipment club, crossbow, 20 bolts
格兰仕·温(G) 等级10 护卫
中型 自然界 类人生物,龙裔 XP500
先攻+7 感官:侦查+5
HP101;重伤50;参见龙血之怒
AC 27;强韧22,反射19,意志22
速度5
m重剑(标准;随意)?武器
+17 vs. AC(重伤时+18);1d10+8点伤害。
M毒蛇打击(标准;随意)?武器
+17 vs. AC(重伤时+18);1d10+8点伤害。如果目标在格兰仕·温的下一个回合结束之前快步,它会引起温选择的一个盟友的借机攻击。
M剥甲(标准;遭遇)?武器
+17 vs. AC(重伤时+18);2d10+8点伤害。直到格兰仕·温的下一个回合结束,任何对目标的攻击骰在18-20时重击。
C振奋呼声(次要动作;每遭遇两次)?医疗
近程爆发5;格兰仕·温或一个在爆发内的盟友;目标花费一点复原力并额外恢复2d6点生命值。
C龙息(次要动作;遭遇)?火焰
近程冲击3;+12vs.反射(重伤时+13);1d6+4点闪电伤害。
龙血之怒(当重伤时)
龙裔在攻击骰上获得一个+1的种族加值。
矮人护甲(自由动作;每日)?医疗
格兰仕·温恢复25点生命值。
阵营:无阵营 语言:通用语,龙语
技能:运动+15,历史+7,威吓+15
力量20(+10)敏捷10(+5)感知11(+5)
体质13(+6)智力12(+6)魅力18(+9)
装备:+3矮人链甲,轻盾,重剑
Gharash Vren (G) Level 10 Soldier
Medium natural humanoid, dragonborn XP 500
Initiative +7 Senses Perception +5
HP 101; Bloodied 50; see also dragonborn fury
AC 27; Fortitude 22, Reflex 19, Will 22
Speed 5
m Bastard Sword (standard; at-will) ✦ Weapon
+17 vs. AC (+18 while bloodied); 1d10 + 8 damage.
M Viper's Strike (standard; at-will) ✦ Weapon
+17 vs. AC (+18 while bloodied); 1d10 + 8 damage. If the target shifts before the end of Gharash Vren's next turn, it provokes an opportunity attack from an ally of Vren's choice.
M Sunder Armor (standard; encounter) ✦ Weapon
+17 vs. AC (+18 while bloodied); 2d10 + 8 damage. Until the end of Gharash Vren's next turn, any attack roll against the target can score a critical hit on a roll of 18–20.
C Inspiring Word (minor; twice per encounter) ✦ Healing
Close burst 5; Gharash Vren or one ally in burst; target spends a healing surge and regains an additional 2d6 hit points.
C Dragon Breath (minor; encounter) ✦ Fire
Close blast 3; +12 vs. Reflex (+13 while bloodied); 1d6 + 4 lightning damage.
Dragonborn Fury (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls.
Dwarven Armor (free; daily) ✦ Healing
Gharash Vren regains 25 hit points.
Alignment Unaligned Languages Common, Draconic
Skills Athletics +15, History +7, Intimidate +15
Str 20 (+10) Dex 10 (+5) Wis 11 (+5)
Con 13 (+6) Int 12 (+6) Cha 18 (+9)
Equipment +3 dwarven chainmail, light shield, bastard sword
8 人类侍从(L) 等级7 杂兵
中型 自然界 类人生物 XP75每个
先攻+3 感官:侦查+4
HP 1;一个失手的攻击不会对杂兵造成伤害。
AC 19;强韧17,反射14,意志15;参见暴民阵势
速度6
m木棒(标准;随意)?武器
+12vs. AC;6点伤害。
暴民阵势
当在人类侍周围5格内至少有两个其他的人类侍从时,它在全防御上获得一个+2的威能加值。
阵营:无阵营 语言:通用语
力量16(+6)敏捷11(+3)感知12(+4)
体质14(+5)智力10(+3)魅力13(+4)
装备:革甲,木棒
8 Human Lackeys (L) Level 7 Minion
Medium natural humanoid XP 75 each
Initiative +3 Senses Perception +4
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 17, Reflex 14, Will 15; see also mob rule
Speed 6
m Club (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage.
Mob Rule
The human lackey gains a +2 power bonus to all defenses while at least two other human lackeys are within 5 squares of it.
Alignment Unaligned Languages Common
Str 16 (+6) Dex 11 (+3) Wis 12 (+4)
Con 14 (+5) Int 10 (+3) Cha 13 (+4)
Equipment leather armor, club
战术
三个斥候以排列在礼堂西半边开始遭遇。两个射手和最后一个侍从在战斗的第二轮从西北边的房间出来。在第三轮,四个侍从从东面边的房间出来。
射手用柱子获得掩蔽,并对清楚的目标用他们的弩射击。侍从以松散的集合呆着,保持他们自己在彼此5格内以受益于暴民阵势,又不密集的以至于受到区域攻击的伤害。
当剩余的侍从将他们的力量集中在一个或两个其他玩家身上时,格兰仕·温和两到三个侍从攻击扮演骑士或战士的玩家。当格兰仕·温的生命值低于17点时他就会立刻使用矮人护甲的医疗能力,他会优先用他的振奋呼声治疗自己而不是治疗他的盟友。
当出了一个之外的罪犯(或者两个,如果剩下的其中一个是侍从)都死掉了的时候,残存者跑到禁忌房间(东边最远的房间)的门前锤开门(一个次要动作)。然后开始快速挪开碎石(一个标准动作)。这时,为狂乱狼人投先攻。在狼人的回合,他通过力量检定试图突破门扉。最开始的DC为30,每个疏通道路的动作使DC降低5点(最少15点)。
Tactics
Three lackeys begin the encounter ranged around the western half of the hall. The two archers and one more lackey emerge from the northwest chamber in the second round of combat. In the third round, four more lackeys come from the southeast room.
The archers use the pillars for cover and loose their crossbows at clear targets. The lackeys stay in loose clumps, keeping themselves in a 5-square area to benefit from mob rule without clumping so close that they're exceptionally vulnerable to area attacks.
Gharash Vren and two or three lackeys attack a player character paladin or fighter, while the remaining lackeys focus on one or two other targets. Gharash Vren uses the healing ability of his dwarven armor as soon as he has lost at least 17 hit points, and uses his inspiring word to keep himself alive in preference to healing his allies.
When all but one of the criminals are dead (or all but two, if one of those remaining is a lackey), the survivor runs to the doors of the shunned room (at the far east end of the chamber) and pounds on the doors (a minor action), then starts shifting rubble away (a standard action). At that point, roll initiative for the frenzied werewolf. On the werewolf 's turn, he begins making Strength checks to try to break through the doors. The DC begins at 30, and drops by 5 for each action used to shift the blockage out of the way (to a minimum of 15).
狂乱狼人(W) 等级8 强者(蛮战)
中型 自然界 类人生物(变形者) XP1,750
先攻+7 感官:侦查+6;昏暗视觉
HP450;重伤225
再生5(如果狼人从银制武器上受到伤害,它的再生停止直到它的下一个回合)
AC 22;强韧24,反射22,意志21
免疫:月狂症(见下文)
速度6(在狼形态8)
AP 2
m爪抓(标准;随意)
2个目标;+12vs. AC;2d6+5点伤害;参见血怒。
m啮咬(标准;随意)?疾病
+12vs.AC;1d6+5点伤害,目标受到5点持续的伤害并感染月狂症(见下文)。参见血怒。
血怒
狼人对重伤的目标进行的金行工造成4点额外的伤害。
凶狂
如果狼人将一个敌人的生命值减少到0,它获得1点行动点。
原始斥责(即时反应,当被一个近战攻击命中时;随意)
狼人进行一次啮咬攻击。
变形(次要动作;随意)?变形
狼人可以将它的外观变为一只灰色的狼或一个无与伦比的人类(参看变形,怪物手册第280页)。在人类形态它不能使用啮咬攻击,浪形态不能使用爪抓攻击。
阵营:邪恶 语言:通用语
技能:唬骗+9、洞察+11,威吓+9,自然+11
力量21(+9)敏捷16(+7)感知14(+6)
体质18(+8)智力10(+4)魅力11(+4)
Frenzied Werewolf (W) Level 8 Solo (Brute)
Medium natural humanoid (shapechanger) XP 1,750
Initiative +7 Senses Perception +6; low-light vision
HP 450; Bloodied 225
Regeneration 5 (if the werewolf takes damage from a silver weapon, its regeneration doesn't function on its next turn)
AC 22; Fortitude 24, Reflex 22, Will 21
Immune moon frenzy (see below)
Speed 6 (8 in wolf form)
Action Points 2
m Claws (standard; at-will)
2 targets; +12 vs. AC; 2d6 + 5 damage; see also blood rage.
m Bite (standard; at-will) ✦ Disease
+12 vs. AC; 1d6 + 5 damage, and the target takes ongoing 5 damage (save ends) and contracts moon frenzy (see below); see also blood rage.
Blood Rage
The werewolf's melee attacks deal 4 extra damage against a bloodied target.
Murderous Frenzy
The werewolf gains 1 action point if it reduces a foe to 0 hit points.
Savage Rebuke (immediate reaction, when hit by a melee attack; at will)
The werewolf makes a bite attack.
Change Shape (minor; at-will) ✦ Polymorph
A werewolf can alter its physical form to appear as a gray wolf or a unique human (see Change Shape, Monster Manual page 280). It cannot use its bite attack in human form and cannot make claw attacks in wolf form.
Alignment Evil Languages Common
Skills Bluff +9, Insight +11, Intimidate +9, Nature +11
Str 21 (+9) Dex 16 (+7) Wis 14 (+6)
Con 18 (+8) Int 10 (+4) Cha 11 (+4)
区域特征
照明:微暗光线。
门:两道从位置5通向这个区域的门需要通过DC20的力量检定打开。
柱:礼堂主体的柱子提供掩蔽。
床:犯罪集团睡觉的三个房间有摇摆的木制双层床。中体型生物必须挤进这些格子。
财富:除了格兰仕·温的护甲之外,他将更多的财富隐藏在他房间的金库中(北边房间的中间)。打开金库需要一个DC25的贼活检定。在里面有六个月长石,每个价值100金币和一个价值500金币的黑珍珠。
Features of the Area
Illumination: Dimly lit.
Doors: Both sets of doors leading from Location 5 into this area require DC 20 Strength checks to open.
Pillars: The pillars in the main hall provide cover.
Beds: Three rooms have rickety wooden bunkbeds where the criminal gang sleeps. Medium creatures must squeeze to enter these squares.
Treasure: In addition to his armor, Gharash Vren has more treasure stashed in a locked chest in his room (the middle room along the north). Opening the chest requires a DC 25 Thievery check. Inside are six moonstones worth 100 gp each, and a single black pearl worth 500 gp.[/b]
禁忌房间
东北边的房间是"禁忌房间",那里是罪犯将他们开始变化的成员锁起来的地方。费伦茨已经变成了一只狼人,并且在他被监禁的这些天里他已经发疯了。
在这个空旷的房间的墙壁和地板上,到处都是费伦茨疯狂的痕迹--它们被费伦茨疯狂的尝试逃脱时用其尖锐爪子的抓痕盖住了。
如果禁忌房间的们打开,狼人会工国际最近的深谷,无论他是玩家角色还是费伦茨的一个旧同伴。费伦茨的攻击没有策略和理由,以顺序攻击相邻的重伤敌人、自从他上个回合打中他的相邻的生物或最近的生物。
The Shunned Room
The northeast chamber is the "shunned room," where the criminals have locked away a member of their ranks who began to change. Ference has become a werewolf, and in the days of his imprisonment he has utterly lost his mind.
The walls and floor of this bare room show signs of Ference's madness—they are covered with scratches made by his sharp claws in his frantic efforts to escape.
If the door to the shunned room opens, the werewolf attacks the nearest creature, whether that's a player character or one of Ference's former companions. Ference attacks without strategy or reason, attacking an adjacent bloodied foe, an adjacent creature that hit him since his last turn, or the nearest creature, in that order.
月狂症 等级8 疾病 坚韧 稳定DC20,改善DC24
目标被治愈。
最初效果:目标在意志防御上收到一个-2的惩罚。
当重伤时,目标必须在他的每个回合结束时进行一次豁免骰。如果豁免骰失败,目标在其下一个回合对任意一个在他5格内的目标进行一次近战攻击。如果没有目标在其5格内,目标随机选择一个方向移动。
最终状态:目标攻击在他视线内的最近生物。如果它看不见任何其他生物,它随机选择一个方向移动。
Moon Frenzy Level 8 Disease Endurance stable DC 20, improve DC 24
The target is cured.
Initial Effect: The target takes a –2 penalty to Will defense.
While bloodied, the target must make a saving throw at the end of each turn. If the saving throw fails, the target makes a melee attack on its next turn against a random target within 5 squares of it. If no targets are within 5 squares, the target does nothing but move in a randomly chosen direction.
Final State: The target attacks the nearest creature in its line of sight. If it can't see any other creatures, it does nothing but move in a randomly chosen direction.
-
遭遇G3:内室
遭遇等级9 (2,000XP)
设置
魅魔蛊惑者(S)
军团魔地狱守卫(D)
位置13:在这个区域筑巢的罪犯们避开了内室,当他们跑向在位置11和位置12之间的北边房间的雕像群中时,尽可能快的合上他们的眼睛并盖住他们的耳朵他们避开小教堂,因为他们知道在那里有着比死亡更悲惨的命运在那里等着。
如果冒险者们从南边(位置11)接近并直接去小教堂,他们会立刻见到魅魔。如果他们越过小教堂并向北边前往有雕像的房间,或者首先从北边(位置12)进入有雕像的房间,他们将遇到试图将他们引诱到小教堂的吟唱雕像。
在小教堂的魅魔是第一个与克兰沃克斯订立契约的魔鬼。她现在更像是一个泰弗林法师的囚犯,被困在仿佛无害的小教堂内。
ENCOUNTER G3: INNER CHAMBERS
Encounter Level 9 ( 2,000 XP )SetupSuccubus demagogue (S)
Legion devil hellguards (D)
Location 13: The criminals who have made their lair in this area avoid these inner chambers, hurrying between Locations 11 and 12 as quickly as possible, closing their eyes and covering their ears as they run between the statues in the northern room. They steer clear of the chapel, knowing that a fate worse than death waits for them there.
If the adventurers approach from the south (Location 11) and go directly to the chapel, they meet the succubus right away. If they skip the chapel and head north to the room with the statues, or come from the north (Location 12) and enter the statue room first, they encounter the singing statues, which try to lure them into the chapel.
The succubus in the chapel is the fiend that first bargained with Karavakos. She is now just as much a prisoner as the tiefling wizard, trapped within the room that appears to be an innocuous chapel.
吟唱雕像
当冒险者们进入这个房间时,读:
四个排列在这里的雕像描绘着身着护甲的英雄,它们站立的姿势表现出它们的英勇和威武。当你靠近时,它们开始唱起圣歌,例如你可能听见神圣礼典或祈祷仪式的一部分。
宗教检定
DC 20:圣歌的字句是赞扬天堂山上的众神--巴哈姆特、寇德和莫拉丁的传统颂歌。
如果角色移近雕像,它停下圣歌并说道:
“我的仆从被魔鬼关在了我的教堂里。释放她!”
如果角色接触雕像,魅魔将会通过雕像对这个角色施加影响。投一次攻击:+12vs.意志。如果命中,生物被魅惑如同被魅魔的魅惑之吻所影响(参看下述属性),但是角色不会察觉到攻击或它的效果。如果攻击失手,只有角色或被操纵者知道对抗了一次对意志的攻击。
这个效果,和魅魔的魅惑之吻一样,每次只可以影响一个目标。如果角色被雕像魅惑,魅魔不能对另一个角色使用魅惑之吻。
Singing Statues
When adventurers enter this room, read:
Four statues arrayed here depict armored heroes, standing in poses that suggest their prowess and might. As you draw near, they begin chanting, such as you might hear as part of a divine ritual or prayer service.
Religion Check
DC 20: The words of the chant are a traditional ode of praise to the gods of Mount Celestia-Bahamut, Kord, and Moradin.
If a character moves adjacent to a statue, it stops its chant and speaks:
"My servant is held by devils in my chapel. Free her!"
If a character touches a statue, the succubus's will is exerted through it. It rolls an attack: +12 vs. Will. If it hits, the creature is charmed as if affected by the succubus's charming kiss (see the statistics below), but the character is not aware of an attack or its effects. If the attack misses, the character knows only that he or managed to fight off an attack against will.
This effect, like the succubus's charming kiss, can affect one target at a time. If a character is charmed by a statue, the succubus can't use its charming kiss on another character.
小教堂
当冒险者们进入在小教堂中时,向问家门展示在冒险书一第25页的“内室的地图”,并读下列信息:
在这个房间里可以触摸到在空气中混合着愤怒威胁的神圣力量。一个女性跪在装饰着拉住的干净祭坛之前,但是当门打开时她十分惊愕,她的眼中充满了恐惧。同时,薇若莱丝之头低声说道:“它在这里的某个地方,我能感觉到它。”
洞察检定
DC 25:这个女性不是她看上去那样的无罪囚犯--还有一些别的东西在接近这里。
女人恳求冒险者们从将她困在小教堂的魔鬼手中拯救她。期间,薇若莱丝之头催促它的持有者寻找一片它能在附近感觉到的薇若莱丝生命活力的碎片。(它被锁在北边隐藏的房间中。)
在进入小教堂后,每当任何角色移动到出去的门口时,一对军团魔出现在地图上显示的位置。
Chapel
When the adventurers enter the chapel, show the players "View of the Inner Chambers" on page 25 of Adventure Book One and read the following:
There's a palpable air of divine power in this room, mixed with angry menace. A woman kneels before a plain altar adorned with candles, but she wheels in surprise as the door opens, her eyes wide with fear. At the same time, the Head of Vyrellis whispers, "It's here, somewhere-I can feel it."
Insight Check
DC 25: This woman is not the innocent prisoner she appears to be-there's something else going on here.
The woman pleads with the adventurers to free her from the devils that keep her imprisoned in the chapel. The Head of Vyrellis, meanwhile, urges its owner to search for one of the splinters of Vyrellis's life force, which it can sense nearby. (It's located in the secret room to the north.)
After entering the chapel, whenever any character moves to exit the doors, a pair of legion devils appear in the spaces shown on the map.
魅魔 等级9 控制者
中型 星界 类人生物(魔鬼,变形者) XP400
先攻+8 感官:侦查+8;黑暗视觉
HP 90;重伤45
AC 23;强韧17、反射21、意志23
抗性:20点火焰
速度6,飞行6
m堕落之触(标准;随意)
+14vs.AC;1d6+6点伤害。
M魅惑之吻(标准;随意)?魅惑
+14vs.AC;命中,魅魔对同一目标进行二次攻击。二次攻击:+12vs.意志;目标不能攻击魅魔,并且当魅魔成为一个近战或远程攻击的目标时,如果目标与魅魔邻接目标将它自己插入禁区变为攻击的目标。效果持续到魅魔或她的盟友攻击目标或者魅魔死亡。
如果目标在遭遇结束时依然处于这个威能的效果下,魅魔可以通过对目标每天一次接吻来维持这个效果。魅魔每次只能用她的魅惑之吻影响一个目标。
R支配(标准;随意)?魅惑
射程5;+12vs.意志;目标被支配直到魅魔的下一个回合结束。
变形(次要动作;随意)?变形
魅魔在出现时可以将它的外表变为任意中体型类人生物,包括一个独特的个体(参看怪物手册第280页的变形。)
阵营:邪恶 语言:通用语,天界语
技能:唬骗+15,交涉+15,洞察+13
力量11(+4)敏捷18(+8)感知19(+8)
体质10(+4)智力15(+6)魅力22(+10)
Succubus Level 9 Controller
Medium immortal humanoid (devil, shapechanger) XP 400
Initiative +8 Senses Perception +8; darkvision
HP 90; Bloodied 45
AC 23; Fortitude 17, Reflex 21, Will 23
Resist 20 fire
Speed 6, fly 6
m Corrupting Touch (standard; at-will)
+14 vs. AC; 1d6 + 6 damage.
M Charming Kiss (standard; at-will) ✦ Charm
+14 vs. AC; on a hit, the succubus makes a secondary attack against the same target. Secondary Attack: +12 vs. Will; the target cannot attack the succubus, and if the target is adjacent to the succubus when the succubus is targeted by a melee or a ranged attack, the target interposes itself and becomes the target of the attack instead. The effects last until the succubus or one of its allies attacks the target or until the succubus dies.
If the target is still under the effect of this power at the end of the encounter, the succubus can sustain the effect indefinitely by kissing the target once per day. The succubus can aff ect only one target at a time with its charming kiss.
R Dominate (standard; at-will) ✦ Charm
Ranged 5; +12 vs. Will; the target is dominated until the end of the succubus's next turn.
Change Shape (minor; at-will) ✦ Polymorph
The succubus can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, Monster Manual page 280).
Alignment Evil Languages Common, Supernal
Skills Bluff +15, Diplomacy +15, Insight +13
Str 11 (+4) Dex 18 (+8) Wis 19 (+8)
Con 10 (+4) Int 15 (+6) Cha 22 (+10)
军团魔地狱守卫 等级11 杂兵
中型 星界 类人生物(魔鬼,变形者) XP150
先攻+6 感官:侦查+6;黑暗视觉
HP 1;一个失手的攻击不会对杂兵造成伤害。
AC 27;强韧23,反射22,意志22;参见军团防御
抗性:10点火焰
速度6、传送3
m长剑(标准;随意)?武器
+16vs.AC;6点伤害。
军团防御
当与另一个军团魔邻接时,军团魔地狱守卫在它的防御上获得一个+2的加值。
阵营:邪恶 语言:天界语
力量14(+7)敏捷12(+6)感知12(+6)
体质14(+7)智力10(+5)魅力12(+6)
装备:板甲,重盾,重剑
Legion Devil Hellguard Level 11 Minion
Medium immortal humanoid (devil) XP 150
Initiative +6 Senses Perception +6; darkvision
HP 1; a missed attack never damages a minion.
AC 27; Fortitude 23, Reflex 22, Will 22; see also squad defense
Resist 10 fire
Speed 6, teleport 3
m Longsword (standard; at-will) ✦ Weapon
+16 vs. AC; 6 damage.
Squad Defense
The legion devil hellguard gains a +2 bonus to its defenses when adjacent to at least one other legion devil.
Alignment Evil Languages Supernal
Str 14 (+7) Dex 12 (+6) Wis 12 (+6)
Con 14 (+7) Int 10 (+5) Cha 12 (+6)
Equipment plate armor, heavy shield, longsword
魅魔的故事
魅魔以一个自称丹娜的人类女性出现。她说她是附近房间罪犯的俘虏,但是他们一窝蜂从这个小教堂逃跑去避难已经是大约一周以前的事了。现在她不能离开--只要她靠近门,一对魔鬼就会出现并将她拦回去。她不知道它们为什么抓住她,所以她将她的时间花费在向巴哈姆特寻求援助的祈祷上。她确信角色们时回应了她的祈祷出现的。
The Succubus's Story
The succubus claims to be a human woman named Danna. She says that she was a captive of the criminals in the nearby rooms, but fled their clutches and took refuge in this chapel about a week ago. Now she can't leave-when she gets near the doors, a pair of devils appears and blocks her exit. She doesn't know why they're holding her, so she spends her days in prayer to Bahamut asking for aid. She's sure that the characters are the answer to her prayers.
破坏牢房
角色们可以用他们的技能尝试释放小教堂中的"丹娜"。这是一个等级9、复杂度3的技能挑战,要求在4次失败的检定之前成功8次。每次失败的检定,一对军团魔军团魔地狱守卫出现在房间的门口并攻击角色。
首选技能:神秘,宗教,侦查。
神秘(DC 23):角色可以用神秘察觉到魔法的存在,并识别出形成监狱的牢房本质。成功显示出门是重点,可以在门上利用贼活或力量检定以打开门。额外的成功表明通过神秘技能破坏了牢房。
宗教(DC 23):角色可以用宗教调查祭坛和拉住,识别出拉住是牢房的威能焦点。额外的成功表明通过宗教技能破坏了牢房。
贼活(DC 24):在一次成功的神秘检定之后,角色可以用贼活来时牢房的门报废。
力量(DC 19):在一次成功的神秘检定之后,角色可以用对牢房门的力量检定来获得一个成功。随后的检定不提供帮助。
侦查(DC 20):角色可以使用侦查来帮助指引对门进行的贼活或力量检定。使用这个检定不会当做一次成功或失败,但是为下一次贼活或力量检定提供一个+2的加值或-2的惩罚。
成功:魅魔可以凭借其意志离开房间。她果断的消失,不再被金字塔所束缚。
失败:最后一对军团魔出现,魅魔加入他们对抗PC们。
Breaking the Ward
The characters can use their skills in an attempt to free "Danna" from the chapel. This is a 9th-level skill challenge with a complexity of 3, requiring 8 successes before 4 failed checks. With each failed check, a pair of legion devil hellguards appears in the doorway of the room and attacks the characters.
Primary Skills: Arcana, Religion, Perception.
Arcana (DC 23): A character can use Arcana to sense the presence of magic and identify the nature of the ward that forms this prison. A success reveals that the doors are the focal point, and opens up the use of Thievery and Strength checks on the doors. Additional successes indicate a breaking of the ward through arcane means.
Religion (DC 23): A character can use Religion to examine the altar and the candles, identifying the candles as a power focus for the ward. Additional successes indicate a breaking of the ward through divine means.
Thievery (DC 24): After one success in Arcana, a character can use Thievery to disable the ward in the doors.
Strength (DC 19): After one success in Arcana, a character can make Strength checks to gain one success against the wards in the door. Later checks provide no help.
Perception (DC 20): A character can use Perception to help guide Thievery or Strength checks against the doors. A use of this skill doesn't count as a success or failure, but provides a +2 bonus or –2 penalty to the next Thievery or Strength check.
Success: The succubus can leave the room, which she does. She promptly disappears, no longer bound to the pyramid.
Failure: A final pair of legion devils appears, and the succubus joins their attack against the PCs.
区域特征
照明:微暗光线。
家具:光秃秃的石质小教堂有俩条简单的长椅(没有靠背或把手)和一个装饰着两根纤细红烛的干净祭坛。
暗门:一个DC28的侦查检定显示出小教堂北方墙壁存在暗门。一个在祭坛后面隐藏的开关能打开门,挺像一个小型的黑暗凹室。
财富:在暗室内的保险箱(DC25的贼活检定能打开)里包含了一组祭司法袍。亮白色长袍形成了一个+3布甲的基础法袍。另外,在保险箱内的一个大型石榴石是薇若莱丝生命活力的一个碎片。如果角色将石榴石交给薇若莱丝之头,头颅的同步值增加3点。
Features of the Area
Illumination: Dimly lit.
Furniture: The bare stone chapel has two simple benches (no backs or arms) and a plain altar adorned with two slender red candles.
Secret Door: A DC 28 Perception check reveals the presence of a secret door on the north wall of the chapel. A hidden switch on the back of the altar opens the door, leading to a small, dark alcove.
Treasure: A locked chest (DC 25 Thievery check to open) in the secret chamber contains a set of priestly vestments. The plain white robe that forms the basis of the vestments is +3 cloth armor. In addition, a large garnet in the chest is one of the splinters of Vyrellis's life force. If the character carrying the Head of Vyrellis takes possession of the garnet, the Head's concordance increases by 3.
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遭遇H1:耳语图书馆
遭遇等级8 (1,800XP)
设置
2个食知者虚空之刃(V)
2个食知者思维之弓(T)
食知者心灵之击(M)
位置14:这个图书馆是体现克兰沃克斯和其他被困入暗影金字塔的囚犯的知识的地方。如此珍贵的储藏室吸引了5个食知者的注意,他们是神祇维克那对秘密的渴望的具象化。
当冒险者们进入在这个房间时,向玩家们展示在冒险书一第25页的“图书馆的地图”,并读下列信息:
“图书馆!”薇若莱丝之头说道,她的语态平静。“不要理会低语!”
房间的墙边和侧面堆置着放满书的书架。书架顶部和天花板大约有10尺左右的距离。房间中心,一圈绿色的格子围绕着一个雅灵公主的雕像。
起先,房间死寂一般静止。随后你开始听到模糊的低语。它们起初仅能听见,但却逐渐增大并在你到脑袋里说着由许多语言组成的难以理解的杂乱词汇,如同一次性用成千种语态发牢骚。
当冒险者们遭遇到食知者时,展示在冒险书一第26页的“食知者的图片”。
ENCOUNTER H1: LIBRARY OF WHISPERS
Encounter Level 8 ( 1,800 XP )Setup2 eater of knowledge voidblades (V)
2 eater of knowledge thoughtbows (T)
Eater of knowledge mindstrike (M)
Location 14: This library is a manifestation of the knowledge possessed by Karavakos and all other prisoners ever trapped in the Pyramid of Shadows. Such a valuable repository has attracted the attention of five eaters of knowledge, living embodiments of the god Vecna's hunger for secrets.
When the adventurers enter this room, show the players "View of the Library" on page 25 of Adventure Book One and read the following:
"The library!" the Head of Vyrellis says, her voice hushed. "Heed not the whispers!"
Shelves packed with books line the walls and stand to the sides of the room. There's about ten feet or so between the tops of the shelves and the ceiling. In the center, a grassy square surrounds a proud statue of an eladrin princess.
At first, the room appears to be deathly quiet. Then you begin to hear faint whispers. They start out barely audible, but then grow louder and press upon your mind-an unintelligible jumble of words in many languages, like a thousand voices murmuring at once.
When the adventurers encounter the eaters of knowledge, show the players "View of an Eater of Knowledge" on page 26 of Adventure Book One.
2 食知者虚空之刃(V) 等级6 护卫
中型 星界 类人生物 XP250每个
先攻+7 感官:侦查+7;昏暗视觉
HP70;重伤35
AC 22;强韧17、反射19、意志18
抗性:5点心灵
速度5
m弯刀(标准;随意)?心灵,武器
+13vs.AC;1d8+5点心灵伤害,并且目标被标记直到虚空之刃的下一个回合结束。被标记的目标如果进行一个不包括虚空之刃的攻击则会受到5点心灵伤害。
C心灵尖叫(标准;充能 5、6)?心灵
近程爆发1;+11vs.意志;1d8+5点心灵伤害,并且目标被定身直到虚空之刃的下一个回合结束。
阵营:邪恶 语言:天界语
技能:神秘+13,地城+12,历史+13,自然+12,宗教+13
力量16(+6)敏捷14(+5)感知18(+7)
体质14(+5)智力20(+8)魅力14(+5)
装备:弯刀
3 Human Outlaws (O) Level 8 Soldier
Medium natural humanoid XP 350 each
Initiative +8 Senses Perception +4
HP 87; Bloodied 43
AC 24; Fortitude 21, Reflex 20, Will 19
Speed 5
m Halberd (standard; at-will) ? Weapon
Reach 2; +15 vs. AC; 1d10 + 7 damage, and the target is marked until the end of the outlaw’s next turn.
M Pushback Strike (standard; recharge ??) ? Weapon
Requires halberd; reach 2; +15 vs. AC; 1d10 +10 damage, and the target is pushed 1 square and knocked prone.
R Crossbow (standard; at-will) ? Weapon
Ranged 15/30; +11 vs. AC; 1d8 + 4 damage.
Alignment Unaligned Languages Common
Str 16 (+7) Dex 14 (+6) Wis 11 (+4)
Con 15 (+6) Int 10 (+4) Cha 12 (+5)
Equipment chainmail, halberd, crossbow, quiver of 20 bolts
2 食知者思维之弓(T) 等级7 射手
中型 星界 类人生物 XP300每个
先攻+6 感官:侦查+12;昏暗视觉
HP 64;重伤32
AC 19;强韧18、反射20、意志19
抗性:5点心灵
速度7
m弯刀(标准;随意)?心灵,武器
+13vs.AC;1d8+4点心灵伤害。
r长弓(标准;随意)?心灵,武器
远程20/40;+14vs.AC;1d10+5点心灵伤害。
A箭矢风暴(标准;充能5、6)?心灵,武器
需要长弓;区域20爆发1;+10vs.意志;1d10+5点心灵伤害,并且目标眩晕(豁免结束)。
阵营:邪恶 语言:天界语
技能:神秘+13,地城+12,历史+13,自然+12,宗教+13
力量14(+5)敏捷16(+6)感知19(+7)
体质16(+6)智力21(+8)魅力14(+5)
装备:弯刀,长弓,装有20只箭的箭袋
2 Eater of Knowledge Thoughtbows (T) Level 7 Artillery
Medium immortal humanoid XP 300 each
Initiative +6 Senses Perception +12; low-light vision
HP 64; Bloodied 32
AC 19; Fortitude 18, Reflex 20, Will 19
Resist 5 psychic
Speed 7
m Scimitar (standard; at-will) ✦ Psychic, Weapon
+13 vs. AC; 1d8 + 4 psychic damage.
r Longbow (standard; at-will) ✦ Psychic, Weapon
Ranged 20/40; +14 vs. AC; 1d10 + 5 psychic damage.
AArrowstorm (standard; recharge ⚄⚅) ✦ Psychic, Weapon
Requires longbow; area burst 1 within 20 squares; +10 vs. Will; 1d10 + 5 psychic damage, and the target is dazed (save ends).
Alignment Evil Languages Supernal
Skills Arcana +13, Dungeoneering +12, History +13, Nature +12,
Religion +13
Str 14 (+5) Dex 16 (+6) Wis 19 (+7)
Con 16 (+6) Int 21 (+8) Cha 14 (+5)
Equipment scimitar, longbow, quiver of 20 arrows
食知者心灵之击 等级8 精英 控制者
中型 不朽界 类人生物 XP700
先攻+7 感官:侦查+9;昏暗视觉
心念之野(心灵)灵气3;进入灵气或者在灵气范围内开始其回合的敌人受到5点心灵伤害并在意志防御上受到一个-2的惩罚。
HP174;重伤87
AC 23;强韧21,反射23,意志22
豁免骰+2
抗性:5点心灵
速度6
行动点1
m弯刀(标准;随意)?心灵,武器
+13vs.AC;1d8+6点心灵伤害。
C心念激增(标准;随意)
近程爆发10;在心念激增内的每个盟友可以进行一次基础攻击。
M心念残迹(标准;充能5、6)?心灵,武器
需要弯刀;+13vs.AC;2d8+6点心灵伤害,并且目标只能使用基础攻击(豁免结束)。
C心念呼号(标准;充能6)?心灵
近程爆发2;+12vs.意志;2d8+6点心灵伤害,并且目标眩晕(豁免结束)。
阵营:邪恶 语言:天界语
技能:神秘+15,地城+14,历史+15,洞察+14,自然+14,宗教+15
力量19(+8)敏捷16(+7)感知21(+9)
体质15(+6)智力23(+10)魅力16(+7)
装备:弯刀
Eater of Knowledge Mindstrike Level 8 Elite Controller
Medium immortal humanoid XP 700
Initiative +7 Senses Perception +9; low-light vision
Mindfi eld (Psychic) aura 3; enemies that enter or start their turn in the aura take 5 psychic damage and a –2 penalty to Will defense.
HP 174; Bloodied 87
AC 23; Fortitude 21, Reflex 23, Will 22
Saving Throws +2
Resist 5 psychic
Speed 6
Action Point 1
m Scimitar (standard; at-will) ✦ Psychic, Weapon
+13 vs. AC; 1d8 + 6 psychic damage.
C Mindsurge (standard; at-will)
Close burst 10; each ally in surge can make a basic attack.
M Mindwrack (standard; recharge ⚄⚅) ✦ Psychic, Weapon
Requires scimitar; +13 vs. AC; 2d8 + 6 psychic damage, and the target is can only make basic attacks (save ends).
C Mindhowl (standard; recharge ⚅) ✦ Psychic
Close burst 2; +12 vs. Will; 2d8 + 6 psychic damage, and the target is dazed (save ends).
Alignment Evil Languages Supernal
Skills Arcana +15, Dungeoneering +14, History +15, Insight +14,
Nature +14, Religion +15
Str 19 (+8) Dex 16 (+7) Wis 21 (+9)
Con 15 (+6) Int 23 (+10) Cha 16 (+7)
Equipment scimitar
战术
两个思维之弓保持在房间墙边的书架顶端,对在地板上的目标射出它们弓箭。它们自由漫游在房间的边缘一边对尝试隐藏在书架之后的角色进行清楚地射击。
虚空之刃将角色们拖入近战,设法保持在心灵之击的2至3格内一边它的灵气影响到它们的对手。它们用心灵尖叫以及它们基础攻击的标记保持角色将注意力集中在他们身上并将试图攻击射手的角色定身。
心灵之击呆在虚空之刃会将,将它的攻击集中在它能在其身上察觉出的最为危险的角色身上。如果盟友在爆发区域内,它会避免使用心灵呼号。它只会在没有敌人处于它自己攻击的触及范围时,才会使用它的心念激增。
Tactics
The two thoughtbows remain on the top of the shelves that line the room's walls, firing their bows down at targets on the floor. They range freely around the edges of the room to gain clear shots at characters who try to hide among the shelves.
The voidblades engage the characters in melee, trying to remain within 2 or 3 squares of the mindstrike so that its aura affects their opponents. They use psychic scream as well as their marking basic attack to keep the characters' attention focused on them and to immobilize characters that try to attack the archers.
The mindstrike stays in the midst of the voidblades, focusing its attacks on the character it perceives as most dangerous. It avoids using mindhowl if allies are within the area of the burst. It uses its mindsurge only if no enemies are in reach of its own attacks.
区域特征
照明:微暗光线。
低语:以听到低语的角色的看法,低语发生于装满了图册和卷轴的书架上。因此,这些不断的低语具有一种特殊的魅力让它很难移开。离开一个邻接书架的格子到一个不邻接书架的格子需要花费1格额外的移动力。
书架:装着书和卷轴的架子是阻碍地形,如同墙一样。它们10尺高并且牢固的附在地板上。角色可以通过一个DC20的运动检定攀爬到架子上。天花板距离地板20尺。
书籍和卷轴充满了书架集合了每个被金字塔拉进来的生物的知识。许多最古老的收集起来的卷册已经被食知者毁坏了(参看下文)。
梯子:两个梯子通向外圈书架的顶端。角色可以用梯子花费2格移动力到达暑假的顶部(无需运动检定)。
雕像:一个薇若莱丝的雕像骄傲的站在图书馆中间,看起来华贵而善良,一个星光闪烁的王冠戴在她的头上。被困在了由一个PC持有的法珠里的雅灵本职,承认雕像是她看待生命的表现。
薇若莱丝期待发现她生命活力碎片附着在雕像上,当它没有。(它现在是在位置26龙的收藏的一部分。)因为碎片丢失了,薇若莱丝变得焦躁,更多的则是害怕。她需要很长时间平静下来,然后她才能开始指出丢失的碎片的方向。持有头颅的角色可以通过一个DC20的交涉检定来帮助薇若莱丝平静下来;成功增加1点同步值。
门:在北边墙上的门通向位置15,门位于暑假的上层。
财富:在图书馆书架上藏有两个仪式卷轴:在中空骨头内部的卷轴是死者复活,装在革甲内部的是咨询贤者。在死者复活卷轴内部有一个装有价值500金币残油的小玻璃瓶--只够使用这个仪式一次的分量。在神秘技能上受训的角色可以用技能从书架上的其他痕迹感知魔法存在并定位卷轴(DC24)。这要求10分钟的专注和调查。
由于食知者在房间内存在了许多年,很多放在书架上的书籍和卷轴都变为空白了。完整无损的书籍每本可以向正确的买主卖到5至10金币。如果角色们用一个便利的帆布包只装书,他们可以将书籍打包卖到500金币。
Features of the Area
Illumination: Dimly lit.
Whispers: The whispers the characters hear in their minds emanate from the tomes and scrolls that fill the shelves. Because of this constant murmur, the volumes hold a strange fascination that makes it hard to move away. Leaving a square adjacent to a bookshelf to move to a square that's not adjacent to a bookshelf costs 1 extra square of movement.
Shelves: The shelves of books and scrolls are blocking terrain, acting like walls. They are 10 feet high and firmly attached to the floor. A character can climb to the top of a shelf with a DC 20 Athletics check. The ceiling is 20 feet above the floor.
The books and scrolls that fill the shelves contain the collected knowledge of every creature that has ever been drawn into the pyramid. Many of the oldest volumes in the collection have already been ravaged by the eaters of knowledge (see below).
Ladders: Two ladders lead to the top of the outer ring of shelves. A character can use a ladder to reach the top of the shelves with 2 squares of movement (no Athletics check required).
Statue: A statue of Vyrellis stands proudly in the middle of the library, looking regal and benevolent, a starry crown on her head. The essence of the eladrin, trapped in the orb that one of the PCs carries, admits that the statue is a representation of her as she looked in life.
Vyrellis expects to find a splinter of her life force attached to the statue, but it is not present. (It's now part of the dragon's hoard in Location 26.) Because the splinter is missing, Vyrellis becomes agitated and more than a little afraid. It takes her long moments to calm down, and then she can begin to sense the direction to the missing splinter. The character possessing the Head can make a DC 20 Diplomacy check to help calm Vyrellis; a success improves its concordance by 1 point.
Door: The door in the north wall that leads to Location 15 is at the level of the tops of the shelves.
Treasure: Buried on the shelves of the library are two ritual scrolls: a scroll of Raise Dead in a bone tube and a scroll of Consult Mystic Sages wrapped in leather. A small glass vial wrapped inside the Raise Dead scroll holds 500 gp worth of residuum-just enough to perform the ritual once. A character trained in Arcana can use that skill to sense the presence of magic and locate the scrolls among the other writings on the shelves (DC 24). This requires 10 minutes of concentration and searching.
Many of the other books and scrolls on the shelves are blank, due to the presence of eaters of knowledge in the room for the past several years. The books that remain intact might be worth 5 to 10 gp each, to the right buyer. If characters load a handy haversack with nothing but books, they can sell the books for 500 gp.
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遭遇H2:隐寺
遭遇等级9 (2,050XP)
设置
阿伦特·克兰沃克斯,泰夫林法师(K)
3个食知者虚空之刃(V)
雕像的艾恩 陷阱
位置15:克兰沃克斯生命活力的三个碎片之一隐藏在图书馆之后的孤立的隐寺之中。因为图书馆和这里的食知者的存在,碎片的记忆已经褪色,他几乎不能记得任何与克兰沃克斯本体的联系。他依然是一个具有威力的法师,但是他的个性和真正的克兰沃克斯不同。
当冒险者们进入房间时,读:
一个双翼聚拢在身体之后的石质天使,站在一个华丽的基座上。艾恩的发光印记被托在它的手中,它的目光凝视着你。一个L型的桌子和一个沉重的柜子靠在另一边的墙上,它们之间有一扇门而在左边有另一扇。
侦查检定
DC 24:在天使手中的艾恩印记刻着一个或许具有魔法效果的铭文。
当冒险者们进入在这个房间时,向玩家们展示在冒险书一第26页的“隐寺的地图”,并在他们看见克兰沃克斯时读下列信息:
“他在那!”薇若莱丝之头呼喊道:“一个克兰沃克斯生命活力的碎片!摧毁他,找到他的钥匙!”
ENCOUNTER H2: THE HERMITAGE
Encounter Level 9 ( 2,050 XP )SetupArat Karavakos, tiefling wizard (K)
3 eater of knowledge voidblades (V)
Glyph of Ioun trap
Location 15: One of the three splinters of Karavakos's life force hides in the seclusion of this hermitage behind the library. Because of the presence of the eaters of knowledge here and in the library, the splinter's memory has faded, and he barely remembers any connection to the original Karavakos. He is still a potent wizard, but his personality is quite different from that of the true Karavakos.
When the adventurers enter the room, read:
A stone angel, its wings folded around its body, stands on an ornate pedestal. The gleaming symbol of Ioun is cradled in its hands, its eye gazing directly at you. An L-shaped table and a heavy cabinet stand against the opposite wall, with a closed door between them and another door stands to the left.
Perception Check
DC 24: The symbol of Ioun in the angel's hands carries an inscription that might have a magical effect.
When the adventurers enter this room, show the players "View of the Hermitage" on page 26 of Adventure Book One and read the following when they see Karavakos:
"There he is!" the Head of Vyrellis shouts. "A splinter of Karavakos's life force! Destroy him and find his key!"
3 食知者虚空之刃(V) 等级6 护卫
中型 星界 类人生物 XP250每个
先攻+7 感官:侦查+7;昏暗视觉
HP70;重伤35
AC 22;强韧17、反射19、意志18
抗性:5点心灵
速度5
m弯刀(标准;随意)⚅心灵,武器
+13vs.AC;1d8+5点心灵伤害,并且目标被标记直到虚空之刃的下一个回合结束。被标记的目标如果进行一个不包括虚空之刃的攻击则会受到5点心灵伤害。
C心灵尖叫(标准;充能5、6)⚅心灵
近程爆发1;+11vs.意志;1d8+5点心灵伤害,并且目标被定身直到虚空之刃的下一个回合结束。
阵营:邪恶 语言:天界语
技能:神秘+13,地城+12,历史+13,自然+12,宗教+13
力量16(+6)敏捷14(+5)感知18(+7)
体质14(+5)智力20(+8)魅力14(+5)
装备:弯刀
3 Eater of Knowledge Voidblades (V) Level 6 Soldier
Medium immortal humanoid XP 250 each
Initiative +7 Senses Perception +7; low-light vision
HP 70; Bloodied 35
AC 22; Fortitude 17, Reflex 19, Will 18
Resist 5 psychic
Speed 5
m Scimitar (standard; at-will) ⚅ Psychic, Weapon
+13 vs. AC; 1d8 + 5 psychic damage, and the target is marked until the end of the voidblade's next turn. A marked target takes 5 psychic damage if it makes an attack that does not include the voidblade.
C Psychic Scream (standard; recharge ⚄ ⚅ ⚅ Psychic
Close burst 1; +11 vs. Will; 1d8 + 5 psychic damage, and the target is immobilized until the end of the voidblade's next turn.
Alignment Evil Languages Supernal
Skills Arcana +13, Dungeoneering +12, History +13, Nature +12, Religion +13
Str 16 (+6) Dex 14 (+5) Wis 18 (+7)
Con 14 (+5) Int 20 (+8) Cha 14 (+5)
Equipment scimitar
阿伦特·克兰沃克斯(K) 等级10 精英 射手
中型 自然界 类人生物,泰夫林 XP1,000
先攻+7 感官:侦查+7;昏暗视觉
HP156;重伤78;参见回气
AC 22;强韧20,反射24,意志21
豁免骰+2
抗性:10点火焰
速度6
行动点1
次元门(移动;充能6)
传送10。
r魔法飞弹(标准随意)⚅力场,法器
远程20;+14vs.反射;2d4+9点力场伤害。
C雷鸣波(标准;随意)⚅法器
近程冲击3;+14vs.强韧;1d6+9点伤害,并且目标被推离2格。
R闪电矢(标准;充能 5、6)⚅法器,闪电
射程10;目标 在射程内的1个主要生物和在主要目标10格内的2个次要目标;+14vs.反射;对主要目标2d6+9点闪电伤害,对次要目标1d6+9闪电伤害。
R魔邓肯之剑(标准;每日)⚅咒法,力场,法器
射程10;+14vs.反射;1d10+9点力场伤害。次要维持:剑再次攻击。移动动作:将剑移动到在射程内的一个新目标处。
炼狱之怒(次要动作;遭遇)
泰弗林在对从他上一个回合之后命中他的目标的下一次攻击骰上获得一个+1的威能加值,若命中推离目标1格。
逐血
泰夫林对重伤的敌人在攻击骰上获得一个+1的种族加值。
回气(标准;遭遇)⚅医疗
阿伦特·克兰沃克斯花费一点复原力并额外恢复39点生命值。直到他的下一个回合开始,他在全防御上获得一个+2的加值。
风暴法杖(自由动作;每日)⚅闪电,雷鸣
在消耗一个带有闪电或雷鸣关键字的威能之后,法杖对近程冲击3内的所有生物造成1d8点闪电和雷鸣伤害。
技能:神秘+15,唬骗+9,潜行+9
阵营:无阵营 语言:通用语,龙语
力量10(+5)敏捷14(+7)感知14(+7)
体质12(+6)智力20(+10)魅力14(+7)
装备:+2风暴法杖
Arat Karavakos (K) Level 10 Elite Artillery
Medium natural humanoid, tiefling XP 1,000
Initiative +7 Senses Perception +7; low-light vision
HP 156; Bloodied 78; see also second wind
AC 22; Fortitude 20, Reflex 24, Will 21
Saving Throws +2
Resist 10 fire
Speed 6
Action Point 1
Dimension Door (move; recharge ⚅)
Teleport 10.
r Magic Missile (standard; at-will) ⚅ Force, Implement
Ranged 20; +14 vs. Reflex; 2d4 + 9 force damage.
C Thunderwave (standard; at-will) ⚅ Implement
Close blast 3; +14 vs. Fortitude; 1d6 + 9 damage, and the target is pushed 2 squares.
R Lightning Bolt (standard; recharge ⚄ ⚅) ⚅ Implement, Lightning
Ranged 10; targets 1 primary creature in range and 2 secondary targets within 10 squares of the primary target; +14 vs. Reflex; 2d6 + 9 lightning damage to primary target, 1d6 + 9 lightning damage to secondary targets.
R Mordenkainen's Sword (standard; daily) ⚅ Conjuration, Force, Implement
Ranged 10; +14 vs. Reflex; 1d10 + 9 force damage. Sustain minor: sword attacks again. Move action: move the sword to a new target within range.
Infernal Wrath (minor; encounter)
The tiefling's next attack against a target that hit him since his last turn gains a +1 power bonus to the attack roll and pushes the target 1 square if it hits.
Bloodhunt
A tiefling gains a +1 racial bonus to attack rolls against bloodied foes.
Second Wind (standard; encounter) ⚅ Healing
Arat Karavakos spends a healing surge and regains 39 hit points. He gains a +2 bonus to all defenses until the start of his next turn.
Staff of Storms (free; daily) ⚅ Lightning, Thunder
After resolving a power that has the lightning or thunder keyword, the staff deals 1d8 lightning and thunder damage to every creature in a close blast 3.
Skills Arcana +15, Bluff +9, Stealth +9
Alignment Unaligned Languages Common, Draconic
Str 10 (+5) Dex 14 (+7) Wis 14 (+7)
Con 12 (+6) Int 20 (+10) Cha 14 (+7)
Equipment +2 staff of storms
战术
天使雕像是一个有保护雕像的陷阱,它警告这个区域的居民入侵者的到来。当一个角色移动到邻接于雕像时,陷阱被触发。这时,投先攻。食知者在他们的回合从房间中出现。
在他的第一轮,阿伦特·克兰沃克斯从西北方的睡眠区域移动到西南边的房间并对他能通过门看到的角色使用一发魔法飞弹。如果角色们追赶阿伦特·克兰沃克斯进入到西南边的房间,他利用窗帘逃入东北边的房间,然后通过东南边的房间绕到他们的身后。
Tactics
The angelic statue is trapped with a warding glyph that alerts the inhabitants of this area to the presence of intruders. When a character moves adjacent to the statue, the trap is triggered. At that point, roll initiative. The eaters of knowledge emerge from the rooms on their turns.
On his first turn, Arat Karavakos moves from the northwest sleeping area to the southwest room and looses a magic missile at a character he can see through the open door. If characters pursue Arat Karavakos into the southwest room, he uses the curtains to escape into the northeast room, then circles around behind them in the southeast room.
区域特征
照明:微暗光线。
雕像:这个天使的雕像填满了它的格子并提供掩蔽。它是雕像陷阱的来源。
艾恩的雕像 等级7 守卫型
陷阱 XP300
从天使雕像处发出一股心灵能量波。
陷阱:天使雕像通过它那艾恩之眼辨识谁属于这个区域而谁不属于。
侦查
⚅DC 24:角色注意到雕像。附加技能:神秘
⚅DC 24:试图通过盗术检定使雕像报废的人物在该检定上获得一个+2的加值。
触发
当一个除了阿伦特·克兰沃克斯或食知者的生物进入雕像的邻接格,雕像被活化。
攻击
即时反应 近程爆发1;
目标∶爆发范围内的生物
攻击∶+10vs.反射
命中∶2d6+2点心灵伤害,并且目标眩晕(豁免结束)。
效果∶爆发形成一个环绕雕像的灵气。任何进入或在灵气范围内开始其回合的生物受到攻击。灵气范围每轮增加1格(在第二轮变为爆发2,第三轮变为爆发3,等等)。
对策
⚅与雕像邻接的角色可以通过一个DC28的盗术检定使雕像报废并关掉灵气。
窗帘:将西北边的房间分割出两个相邻的房间的两个窗帘是魔法屏障。通过说出一个魔法命令词,阿伦特·克兰沃克斯可以不花费一个动作的穿过窗帘,好像他的移动正常的穿过并出现在另一边或者传送到窗帘的任意一边。任何其他的生物或角色发现很难移动到窗帘的另一边。这需要一个次要动作将窗帘推到一边,但是当角色穿过时窗帘进行一个擒抱攻击:+10vs.反射。如果命中,角色被定身在原理窗帘另一端的格里,直到通过一个DC20的运动或杂技检定逃脱。
两个窗帘都描绘着在星空之下的绿色原野,一轮明亮的满月挂在血红的天边。
星辰拱顶:在西南边房间内的四个厚柱支持者一个离地大约10尺的拱顶,距离房间天花板的最高处还有另外10尺。在它黑色石面上散发着闪烁强光的点点,让拱顶看起来像是满天星斗的天空。一个柔和辉光的符文环被写在拱顶下面的地板上。它们可以通过龙语读出:"知识之钥在神圣的星辰之环下闪耀。"(在拱顶上的星辰没有形成一个圆环。)
站在符文环内的生物获得5点暗蚀抗性和5点光耀抗性,只要它保持在环内。
家具:在东南边房间的桌子是空的,但是在西北边房间的书桌堆放着书籍和卷轴--所有这些都是空白的。柜子被锁住了(DC24的盗术检定可以打开),柜子包含了四个充满灰尘的架子和空白的卷册。
仓库:东北边的房间是充斥着板条箱和木桶的仓储区。它们包括腌肉、陈啤、干果、压缩饼干和几捆布料。
财富:在西北边房间内的金库被锁住了(DC26的盗术检定能够打开)。里面有一个象牙的天使雕像(和前室内的雕像雷子,价值250金币),一个曾经属于薇若莱丝的银项链(也价值250金币),四片被切割的玉每个价值100金币和800枚金币。
阿伦特·克兰沃克斯带有另外两件财富:他的+2风暴法杖和精金制的知识之钥,打开光之避难所的三把钥匙之一。向玩家们展示在冒险书一第32页的精金钥匙部分的插图。在钥匙上的字说(龙语):"硬度第一不适当。"参看冒险书一第13页关于更多打开光之避难所的信息。
Features of the Area
Illumination: Dimly lit.
Statue: The statue of an angel fills its square and provides cover. It's the source of the glyph trap.
Glyph of Ioun Level 7 Warder
Trap XP 300
Waves of psychic energy emanate from the statue of an angel.
Trap: The angelic statue with its eye of Ioun knows who belongs in this area and who does not.
Perception
⚅ DC 24: The character notices the glyph. Additional Skill: Arcana
⚅ DC 24: The party gets a +2 bonus to Thievery checks to disable the glyph.
Trigger
When a creature other than Arat Karavakos or an eater of knowledge enters a square adjacent to the statue, the glyph activates.
Attack
Immediate Reaction Close burst 1
Targets: Creatures in burst
Attack: +10 vs. Reflex
Hit: 2d6 + 2 psychic damage, and the target is dazed (save ends).
effect: The burst becomes an aura around the statue. A creature that enters or starts its turn in the aura is subject to the attack. The size of the aura increases by 1 square each round (to a close burst 2 on the second round, a close burst 3 on the third round, and so on).
Countermeasures
⚅ An adjacent character can disable the glyph and turn off the aura with a DC 28 Thievery check.
Curtains: The two curtains dividing the northwest room from the two adjacent rooms are magical barriers. By speaking a magical command word, Arat Karavakos can pass through a curtain without using an action, and either appear on the other side as if he had moved normally or teleport to either side of the other curtain. Any other creature or character finds the curtains difficult to move aside. It requires a minor action to push the curtain aside, but as the character moves through the curtain makes a grab attack: +10 vs. Reflex. If it hits, the character is immobilized in the square on the far side of the curtain until escaping with a DC 20 Athletics or Acrobatics check.
Both curtains depict a grassy field beneath a starry sky, with a full moon shining bright and red at the horizon.
Dome of Stars: Four thick pillars in the southwest room support a shallow dome about 10 feet off the ground, still 10 feet beneath the room's high ceiling. The dome looks like the starry night sky, with points of bright light gleaming in its dark stone surface. A circle of softly glowing runes is inscribed into the ground beneath the dome. In Draconic, they read, "The key of knowledge shines beneath a ring of holy stars." (The stars in the dome do not form a ring.)
A creature standing in the circle of runes has resist 5 necrotic and resist 5 radiant while it remains in the circle.
Furniture: The table in the southeast room is bare, but the desk in the northwest room is piled with books and scrolls-all of them completely blank. The cabinet is locked (DC 24 Thievery check to open), and contains four shelves full of dusty, blank tomes.
Storage: The northeast room is a storage area loaded with crates and barrels. They contain salted meat, stale beer, dried fruits, hard bread, and a few bolts of cloth.
Treasure: The chest in the northwest room is locked (DC 26 Thievery check to open). It holds an ivory statuette of an angel (similar to the statue in the front room, worth 250 gp), a silver necklace that once belonged to Vyrellis (also worth 250 gp), four cut pieces of jade worth 100 gp each, and 800 gp.
Arat Karavakos carries two additional treasures: his +2 staff of storms and the adamantine key of knowledge, one of the three keys that opens the Sanctuary of Light. Show the players the portion of the illustration on page 32 of Adventure Book One that shows the adamantine key. The words on the key say (in Draconic), "First in hardness, not in place." See page 13 in Adventure Book One for more about opening the Sanctuary of Light.
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遭遇S1:冷库
遭遇等级8 (1,750XP)
设置
4只寒生僵尸(Z)
梅佐虫魔(M)
寒冷灵气 险境
位置16:金字塔的这个部分容纳着一只危险的名为穿死狗·佐恩的梅佐虫魔。暂时的,在金字塔内穿死狗拥有大部分威能,它为一个被拉进金字塔内的兽人队伍提供服务。当阿伯瑞恩进入金字塔时,它们将穿死狗从它们现在的区域中驱逐出去。梅佐虫魔现在被关押在一个寒冷的墓冢之中,一个致命陷阱的牺牲者。
当冒险者们进入在地图上标记为“礼堂”的区域时,薇若莱丝说道:
“啊,我记得此地。我确信许多强大的魔法武器被保存在那边的房间里。看那门上覆盖着的霜。在另一边的几个物品可能会对你有用。小心冰冷的守护者在等着你。”
由于薇若莱丝一直仇恨穿死狗,所以她想要冒险者们进入房间。她相信梅佐虫魔能够打败克兰沃克斯,但是他太胆小了。她想要他死,但是她也很小心的掩盖自己的痕迹。她督促冒险者们调查房间,但避免将她的话题焦点在隐藏在房间中内的某些危险上。如果冒险者们没有发现财富,薇若莱丝仅仅会认为一些人在他们前面就到达过这里了。她聪明到足够将她对穿死狗的仇恨约束起来,但是梅佐虫魔不会沉默。参见下文的更多细节。
当冒险者们通过覆霜的大门进入房间时,向玩家们展示在冒险书一第27页的“冷库的地图”,并读下列信息:
当你打开门时,一股冷空气冲里面爆发出来。远处,你看见一个被冰覆盖的房间。冰霜涂满了地板、墙壁和天花板。四个大冰柱从地板向天花板延伸。在南方,你们看见了一扇覆盖着冰霜的金属门。
一旦冒险者们打开外室的门,就对任何在礼堂、外室或内室的任何人施加一个寒冷灵气地形险境的效果。靠近礼堂和外室之间的门防止险境影响礼堂。
一旦冒险者门打开门,记得投掷寒冷灵气的先攻。
侦查检定
DC 25:你注意到在冰柱内有朦胧的类人形态。
ENCOUNTER S1: THE ICE CHAMBER
Encounter Level 8 ( 1,750 XP )Setup4 chillborn zombies (Z)
Mezzodemon (M)
Frigid aura hazard
Location 16: This section of the pyramid holds a dangerous mezzodemon named Trathkul Zorn. For a time, Trathkul was a major power in the pyramid, gaining the service of a band of orcs who were drawn into the place. When the arboreans came to the pyramid, they drove Trathkul from the area they now claim. The mezzodemon is now imprisoned within an icy tomb, the victim of a deadly trap.
When the adventurers enter the area marked "Hall" on the map, Vyrellis speaks:
"Ah, I remember this place. I believe that a number of powerful magic weapons are stored in the chamber beyond. Look to the door covered in frost. Beyond are several items that might prove useful to you. Beware the icy guardians that await you."
Vyrellis wants the adventurers to enter the room due to her long-standing hatred of Trathkul. She believes that the mezzodemon could have defeated Karavakos, but he was too cowardly to do so. She wants him dead, but she is also careful to cover her tracks. She urges the adventurers to investigate the room, but hedges her gambit by pointing out that something dangerous likely lurks in the chamber. If the adventurers find no treasure, Vyrellis merely claims that someone must have gotten to it before them. She is smart enough to restrain her hatred of Trathkul, but the mezzodemon is not so tight lipped. See below for more details.
When the adventurers enter room beyond the frostcovered door, show the players "View of the Ice Chamber" on page 27 of Adventure Book One and read the following:
A blast of cold air hits explodes from within as you open the door. Beyond, you see a room covered in ice. It coats the floor, walls, and ceiling. Four large ice pillars run from floor to ceiling. To the south, you see a metal door covered in frost.
As soon as the adventurers open the door to the outer chamber, apply the effects of the frigid aura terrain hazard to anyone in the hall, outer chamber, or inner chamber. Closing the door between the hall and the outer chamber prevents the hazard from affecting the hall.
Once the adventurers open the door, remember to roll the frigid aura's initiative.
Perception Check
DC 25: You notice shadowy, humanoid forms within the ice pillars.
4 寒生僵尸(Z) 等级6 护卫
中型 自然界 活化生物(寒系,不死生物) XP250
先攻+5 感官:侦查+3;黑暗视觉
生寒灵气(寒冷)灵气2:任何进入或在灵气范围内开始其回合的生物受到5点寒冷伤害。多个生寒灵气造成的伤害叠加。
HP71;重伤35;参见死亡爆发
AC 22;强韧20,反射16,意志16
免疫:疾病、毒素;抗性:10点寒冷,10点黯蚀;易伤:5点火焰,5点光耀
速度4
m挥击(标准;随意)⚅寒冷
+11vs. AC;1d6+4点伤害,目标定身直到寒生僵尸的下一个回合结束并受到5点持续的寒冷伤害(豁免结束);参见冰冻收割者。
C死亡爆发(当生命值减少到0时)⚅寒冷
寒生僵尸爆炸。近程爆发1;+9vs.强韧;2d6+ 2点寒冷伤害,并且目标缓慢(豁免结束)。
冰冻收割者⚅寒冷
寒生僵尸对定身的生物造成额外的5点寒冷伤害。
阵营:无阵营 语言:-
力量19(+7)敏捷10(+3)感知10(+3)
体质15(+5)智力2(-1)魅力6(+1)
4 Chillborn Zombies (Z) Level 6 Soldier
Medium natural animate (cold, undead) XP 250
Initiative +5 Senses Perception +3; darkvision
Chillborn Aura (Cold) aura 2; any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage.
HP 71; Bloodied 35; see also death burst
AC 22; Fortitude 20, Reflex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
Speed 4
m Slam (standard; at-will) ⚅ Cold
+11 vs. AC; 1d6 + 4 damage, and the target is immobilized until the end of the chillborn zombie's next turn and takes ongoing 5 cold damage (save ends); see also ice reaper.
C Death Burst (when reduced to 0 hit points) ⚅ Cold
The chillborn zombie explodes. Close burst 1; +9 vs. Fortitude; 2d6 + 2 cold damage, and the target is slowed (save ends).
Ice Reaper ⚅ Cold
The chillborn zombie deals an extra 5 cold damage to an immobilized creature.
Alignment Unaligned Languages -
Str 19 (+7) Dex 10 (+3) Wis 10 (+3)
Con 15 (+5) Int 2 (–1) Cha 6 (+1)
梅佐虫魔(M) 等级11 护卫
大型 元素界 类人生物(恶魔) XP600
先攻+9 感官:侦查+13;黑暗视觉
HP113;重伤56
AC 27;强韧25,反射22,意志23
抗性:20点毒素,10点可变(每遭遇2次;参看怪物手册第282页)
速度6
m三叉戟(标准;随意)⚅武器
需要三叉戟;触及2;+18vs.AC;1d8+5点伤害。
M贯穿钉刺(标准;随意)⚅武器
触及2;+18vs.AC;1d8+5点伤害,5点持续的伤害并且目标被束缚(豁免终止两者)。当目标被束缚时,梅佐虫魔不能进行三叉戟攻击。
C毒素吐息(标准;充能 5、6)⚅毒素
近程冲击3;目标敌人;+16vs.强韧;2d6+3点毒素伤害和5点持续的毒素伤害(豁免结束)。
阵营:混乱邪恶 语言:深渊语
技能:威吓+11
力量20(+10)敏捷15(+7)感知16(+8)
体质17(+8)智力10(+5)魅力13(+6)
装备:三叉戟
Mezzodemon (M) Level 11 Soldier
Large elemental humanoid (demon) XP 600
Initiative +9 Senses Perception +13; darkvision
HP 113; Bloodied 56
AC 27; Fortitude 25, Reflex 22, Will 23
Resist 20 poison, 10 variable (2/encounter; see Monster Manual, page 282)
Speed 6
m Trident (standard; at-will) ⚅ Weapon
Requires trident; reach 2; +18 vs. AC; 1d8 + 5 damage.
M Skewering Tines (standard; at-will) ⚅ Weapon
Reach 2; +18 vs. AC; 1d8 + 5 damage, ongoing 5 damage target enemies only and the target is restrained (save ends both). While the target is restrained, the mezzodemon can't make trident attacks.
C Poison Breath (standard; recharge ⚄ ⚅ ) ⚅ Poison
Close blast 3; targets enemies; +16 vs. Fortitude; 2d6 + 3 poison damage, and ongoing 5 poison damage (save ends).
Alignment Chaotic evil Languages Abyssal
Skills Intimidate +11
Str 20 (+10) Dex 15 (+7) Wis 16 (+8)
Con 17 (+8) Int 10 (+5) Cha 13 (+6)
Equipment trident
寒冷灵气 等级3 障碍
险境 XP150
超自然的寒冷从房间传出向前,将整个区域充斥于寒冷的雾气之中。
险境:这个区域的寒冷凛风伤害对冰点缺乏任何抗力的生物。
先攻+4
触发
一旦外室的门被打开,就为险境投先攻。
攻击
标准动作 区域特殊;外室,如果门被打开还有礼堂和内室。
目标∶所有在房间内被灵气影响的生物
攻击∶+8vs.坚韧
命中∶1d4+1点寒冷伤害,并且目标缓慢(豁免结束)。
失手:一半伤害,并且不缓慢。
Frigid Aura Level 3 Obstacle
Hazard XP 150
Supernatural cold rolls out of the chamber ahead, filling the area with a frigid mist.
Hazard: The frigid cold of this area harms creatures that lack any resistance to freezing temperatures.
Initiative +4
Trigger
The hazard rolls initiative as soon as the door to the outer chamber is opened.
Attack
Standard Action Area special; the outer chamber, and if the doors are opened, the hall and the inner chamber.
Target: All creatures in rooms aff ected by the aura
Attack: +8 vs. Fortitude
Hit: 1d4 +1 cold damage, and the target is slowed (save ends).
Miss: Half damage, but not slowed.
战术
在外室和内室的怪物以困在冰中开始遭遇。当冒险者打开门并调查这个地方时,冰缓慢的融化并释放它们。
当冒险者们第一次打开外室的门时,冰开始融化。每轮之后,投1d20。如过10或更高,在房间中的这块崩溃化并释放寒生僵尸。为僵尸投先攻。当冰崩溃时,阻碍的格变为困难地形(代替阻碍)。角色们可以通过DC20的侦查检定注意到冰柱的融化。
一旦僵尸被释放,在每轮的开始持续投1d20。在另一个投掷结果为10或以上时,在内室的冰块崩溃,释放梅佐虫魔,穿死狗·佐恩。当它崩溃时,他的冰块变为困难地形。
记住僵尸的额外伤害也适用于被穿死狗束缚住的敌人,因为这个状态包括定身。
穿死狗·佐恩最初是被这里的陷阱抓住的。他积极地加入近身战中,设法用他的方法战斗以穿过冒险者们逃出金字塔。他从不让他自己被借机攻击,除非它面对一个战士。如果被胶着,他在近战中攻击然后试图快步脱身。他保留他的毒素吐息以掩护他的撤退或者被困在这个地方。
如果穿死狗可以攻击一个轻甲或造成严重伤害的角色,他用他的贯穿钉刺能力将角色作为人质。他需要以角色的生命交换安全的通道。
穿死狗用他的可变抗性保护他自己不受寒冷。否则不会改变它。
如果穿死狗认出名为薇若莱丝之头的人工制品,他的全部的逃跑念头都不见了。反而,他将狂躁的攻击聚焦在它的持有人身上,尖叫的侮辱、赌咒、诅咒并战斗到死。如果在之后询问关于这些攻击,薇若莱丝断言她之前从未见过这个恶魔。如果PC们俘获了他,恶魔会做任何羞辱薇若莱丝并摧毁容纳她的容器的事情。她是那个建议他探索这个房间,并触发陷阱将他埋葬在冰中的人。薇若莱丝尝试让PC们站在她这边,但是穿死狗将会说出任何事,甚至宣誓联盟(将要愚蠢地接受的人,很快就会受到他的背叛),以摧毁她。
Tactics
The monsters in the outer and inner chambers begin the encounter trapped in ice. As the adventurers open doors and investigate this place, the ice slowly melts and unleashes them.
When the adventurers first open the door to the outer chamber, the ice begins to melt. Each round thereafter, roll 1d20. On a 10 or higher, the blocks of ice in the room collapse to unleash the chillborn zombies. Roll the zombies' initiative. When the ice collapses, the squares the blocks occupied are now difficult terrain (instead of blocked). Characters can make DC 20 Perception checks to notice that the ice pillars are melting.
Once the zombies are unleashed, continue rolling 1d20 at the start of each round. On another roll of 10 or higher, the block of ice in the inner chamber collapses, unleashing the mezzodemon, Trathkul Zorn. His ice block also becomes difficult terrain when it falls apart.
Keep in mind that the zombies' extra damage also applies to foes that Trathkul has restrained, since that condition includes immobilization.
Trathkul Zorn was originally caught here by a trap. He throws himself into the melee, trying to fight his way past the adventurers to escape into the pyramid. He never opens himself to opportunity attacks unless he faces a fighter. If engaged, he attacks in melee and then tries to shift toward the exit. He saves his poison breath to cover his retreat or if trapped in place.
If Trathkul can attack a lightly armored or severely injured character, he uses his skewering tines ability to take the character hostage. He demands safe passage in return for the character's life.
Trathkul uses his variable immunity to protect himself from the cold. He otherwise does not change it.
Should Trathkul spot the artifact known as the Head of Vyrellis, all thoughts of escape flee his mind. Instead, he focuses a maniacal assault on its bearer, screaming insults, oaths, and curses and fighting to the death. If later asked about this assault, Vyrellis claims she has never seen the demon before. If the PCs capture him, the demon does everything he can to discredit Vyrellis and destroy the vessel containing her. She was the one who suggested that he explore this room, triggering the trap that entombed him in the ice. Vyrellis tries to keep the PCs on her side, but Trathkul will say anything, even pledging an alliance (which the party would be fools to accept, since he betrays them as soon as possible), to destroy her.
区域特征
在内室和外室的墙壁、地板和天花板上覆盖着冰雪。在这些房间中由于寒冷灵气险境而冻结。
柱子由粗制的冰组成。如果PC们攻击柱子,它在粉碎之前能承受15点伤害。如果柱子断裂,全部四只寒生僵尸和穿死狗如同上述一般被唤醒。
这个地区主要的有趣的特性是寒冷灵气。确定施加它的效果并描述通过这个区域的暴怒的冰冷,或许甚至立即缓慢角色们。
Features of the Area
The walls, floor, and ceiling of the inner and outer chamber are covered with ice and snow. It is freezing in these chambers due to the frigid aura hazard.
The pillars are made of rough-hewn ice. If the PCs attack a pillar, it can sustain 15 points of damage before it shatters. If a pillar breaks, all four chillborn zombies and Trathkul awaken as described above.
The primary interesting feature of this place is the frigid aura. Be sure to apply its effects and describe the freezing cold rampages through the area, perhaps even slowing the characters in their tracks.
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遭遇S2:伏击走廊
遭遇等级8 (1,750XP)
设置
烈焰骷髅(F)
3只魔裔地狱之剑(C)
2只黑暗潜行者(D)
位置17:因为附着在走廊外面的镜子让在附近房间的生物可以窥探这个区域的走廊,所以这变成了一个致命的埋伏区。当冒险者们进入这个区域时,烈焰骷髅和它的追随者们守株待兔,准备对任何笨到侵入到他们领土的生物发出攻击。
烈焰骷髅领导着这个奇怪的怪物组织,许多找不到更大地方的流浪者,更多的是在金字塔内的强大族群的残党。它们使用走廊的镜子作为一个伏击点,攻击任何成功到达这里期待积聚魔法物品、财富的任何生物,或许甚至是可以补充扩大他们组织的囚犯。
当冒险者们进入这个区域时,读下列文字:
前面是一个长长的吊索走廊。许多镜子悬挂在外壁上。一组双重门吊在镜子对面的墙上。
ENCOUNTER S2: AMBUSH HALL
Encounter Level 8 ( 1,750 XP )SetupFlameskull (F)
3 cambion hellswords (C)
2 dark creepers (D)
Location 17: The corridor in this area has developed into a deadly ambush zone, since the mirrors hung in the outer hall allow a creature to spy upon it from a nearby chamber. When the adventurers enter this area, a flameskull and its followers are standing by, ready to launch an attack against anyone foolish enough to intrude on their territory.
The flameskull leads this strange band of monsters, a collection of outcasts unable to find a place among the larger, more powerful groups residing in the pyramid. They use the hall of mirrors as an ambush point, attacking anything that comes through here in hopes of amassing magic items, treasure, and perhaps even prisoners to use as recruits to enlarge their band.
When the adventurers enter this area, read the following:
Ahead is a long, hooked corridor. A number of mirrors hang upon the outer wall. A set of double doors hang in the opposite wall, across from the mirrors.
2 黑暗潜行者(D) 等级4 游击
小型 阴影 类人生物 XP175每个
先攻+8 感官:侦查+4;黑暗视觉
HP54;重伤27;参见杀戮之暗
AC 18(参见暗行);强韧15,反射17,意志15
速度6
m匕首(标准;随意)✦武器
+9vs. AC;1d4+4点伤害。
R匕首(标准;随意)✦武器
远程5/10;+9vs. AC;1d4+4点伤害。
C杀戮之暗(当生命值化为0时)
近程爆发1;目标敌人;目标被致盲(豁免结束)。当被杀死时,黑暗潜行者爆发出一股黑暗。
战斗优势
对任何为他提供战斗优势的目标,黑暗潜行者的近战和远程攻击造成额外1d6点伤害。
暗行(移动;随意)
黑暗潜行者移动至多4格,在AC上对借机攻击获得一个+4的加值,并获得在其在移动结束时邻接的任何目标的战斗优势。
阵营:无阵营 语言:通用语
技能:潜行+11、盗术+11
力量11(+2)敏捷18(+6)感知14(+4)
体质14(+4)智力13(+3)魅力13(+3)
装备:黑色外衣,5把匕首
2 Dark Creepers (D) Level 4 Skirmisher
Small shadow humanoid XP 175 each
Initiative +8 Senses Perception +4; darkvision
HP 54; Bloodied 27; see also killing dark
AC 18 (see also dark step), Fortitude 15, Reflex 17, Will 15
Speed 6
m Dagger (standard; at-will) ✦ Weapon
+9 vs. AC; 1d4 + 4 damage.
R Dagger (standard; at-will) ✦ Weapon
Ranged 5/10; +9 vs. AC; 1d4 + 4 damage.
C Killing Dark (when reduced to 0 hit points)
Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark creeper explodes in a spout of darkness.
Combat Advantage
The dark creeper deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Dark Step (move; at-will)
The dark creeper moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to.
Alignment Unaligned Languages Common
Skills Stealth +11, Thievery +11
Str 11 (+2) Dex 18 (+6) Wis 14 (+4)
Con 14 (+4) Int 13 (+3) Cha 13 (+3)
Equipment black garments, 5 daggers
烈焰骷髅(F) 等级8 射手
超小型 自然界 活化生物(不死生物) XP350
先攻+7 感官:侦查+11
HP70;重伤35
再生5
AC 21;强韧18、反射23、意志21
免疫:疾病、毒素;抗性:10点火焰,5点黯蚀;易伤:5点光耀
速度:飞行10(盘旋)
m火热啮咬(标准;随意)✦火焰
触及0;+10vs. AC;1点伤害加上1d8点火焰伤害。
R火焰射线(标准;随意)✦火焰
射程10;+12vs.反射;2d6+6点火焰伤害。
A火球(标准;遭遇)✦火焰
区域20爆发3;+12vs.反射;3d6+6点火焰伤害。失手:一半伤害。烈焰骷髅可以使两名盟友不受影响。
法师之手(次要动作;随意)✦咒法
如同法师威能法师之手(玩家手册第158页)
照明
烈焰骷髅流露出5格强光,但是它也能用一个自由动作将明亮度减少为2格的微光。
阵营:无阵营 语言:通用语
技能:潜行+12
力量5(+1)敏捷16(+7)感知14(+6)
体质16(+7)智力22(+10)魅力20(+9)
Flameskull (F) Level 8 Artillery
Tiny natural animate (undead) XP 350
Initiative +7 Senses Perception +11
HP 70; Bloodied 35
Regeneration 5
AC 21; Fortitude 18, Reflex 23, Will 21
Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5 radiant
Speed fly 10 (hover)
mFiery Bite (standard; at-will) ✦ Fire
Reach 0; +10 vs. AC; 1 damage plus 1d8 fire damage.
R Flame Ray (standard; at-will) ✦ Fire
Ranged 10; +12 vs. Reflex; 2d6 + 6 fire damage.
AFireball (standard; encounter) ✦ Fire
Area burst 3 within 20; +12 vs. Reflex; 3d6 + 6 fire damage. Miss: Half damage. The flameskull can exclude two allies from the effect.
Mage Hand (minor; at-will) ✦ Conjuration
As the wizard power mage hand (Player's Handbook 158).
Illumination
The flameskull sheds bright light out to 5 squares, but it can reduce its brightness to dim light out to 2 squares as a free action.
Alignment Unaligned Languages Common
Skills Stealth +12
Str 5 (+1) Dex 16 (+7) Wis 14 (+6)
Con 16 (+7) Int 22 (+10) Cha 20 (+9)
3 魔裔地狱之剑(C) 等级8 蛮战
中型 星界 类人生物(魔鬼) XP350每个
先攻+8 感官:侦查+7;黑暗视觉
HP106;重伤53
AC 20;强韧20、反射18、意志21
抗性:10点火焰
速度6、飞行8(笨拙的)
m巨剑(标准;随意)✦火焰,武器
+10vs. AC;1d10+5点伤害,和5点持续的火焰伤害(豁免结束)。
旋风冲锋
当地狱之剑冲锋一个敌人时,它能对所有在它冲锋结束后触及范围内的敌人进行巨剑攻击。
胜意高涨
每次当魔裔地狱之剑将一个敌人重伤或者将其生命值减少到0或更低时,它获得5点生命值。
阵营:邪恶 语言:通用语,天界语
技能:运动+13、威吓+14
力量20(+9)敏捷18(+8)感知16(+7)
体质16(+7)智力10(+4)魅力21(+9)
装备:链甲,巨剑
3 Cambion Hellswords (C) Level 8 Brute
Medium immortal humanoid (devil) XP 350 each
Initiative +8 Senses Perception +7; darkvision
HP 106; Bloodied 53
AC 20; Fortitude 20, Reflex 18, Will 21
Resist 10 fire
Speed 6, fly 8 (clumsy)
m Greatsword (standard; at-will) ✦ Fire, Weapon
+10 vs. AC; 1d10 + 5 damage, and ongoing 5 fire damage (save ends).
Whirlwind Charge
When a hellsword charges an enemy, it can make a greatsword attack against each enemy within its reach at the end of its charge.
Triumphant Surge
The cambion hellsword gains 5 temporary hit points each time it bloodies an enemy or reduces an enemy to 0 hit points or fewer.
Alignment Evil Languages Common, Supernal
Skills Athletics +13, Intimidate +14
Str 20 (+9) Dex 18 (+8) Wis 16 (+7)
Con 16 (+7) Int 10 (+4) Cha 21 (+9)
Equipment chainmail, greatsword
战术
怪物组织围绕着悬挂在走廊中的魔法镜子使用简单的战术。烈焰骷髅利用镜子在内室安全的轰炸群聚的生物,利用它们攻击走廊内。其间,魔裔冲入近战。黑暗潜行者试图迂回到冒险者们身后,跃过魔法攻击并让魔裔占据冒险者们的全部注意。
烈焰骷髅隐藏在内室之中,利用水晶球通过走廊的镜子侦查。当邻接水晶球时,以一个次要动作烈焰骷髅可以用任何一面它选择的镜子决定它区域和远程攻击的视觉线和效果线。它不能将其他攻击用在镜子上。
烈焰骷髅用火球开始遭遇,然后用火焰射线轰击冒险者们。
三只魔裔在外室等待烈焰骷髅的攻击命令。他们中的两个穿过门冲进走廊靠向角色们,而第三个徘徊在外室警戒。它们攻击最近的PC并战斗至死。如果一个魔裔陨落,留在外室的那个将会加入到冲突中。
两个黑暗潜行者试图通过魔裔不使用的门潜行到最远的冒险者附近。然后他们用暗行滑动到角色们之间并形成夹击。如果可能的话,他们两个夹击法师或其他身体羸弱的角色。
随着战斗展开,怪物们试图保持角色们远离外室。如果第二个魔裔陨落或者两个黑暗潜行者都败下阵来,幸存者会回到外室。它们希望关上门并保持门的关闭,努力拖延冒险者们一边烈焰骷髅继续轰击。如果冒险者们暴力打开通向外室的路,怪物们会战斗至死。
Tactics
The band of monsters uses simple tactics built around the magical mirrors hanging in the hall. The flameskull uses the mirrors to blast the group from the safety of the inner chamber (see below), using them to fire attacks into the hall. Meanwhile, the cambions rush into melee. The dark creepers try to outflank the adventurers, hoping that the magical attacks and the cambions occupy their full attention.
The flameskull lurks in the inner chamber, using the crystal ball found there to spy on the hall of mirrors. With a minor action while adjacent to the crystal ball, the flameskull can use any one mirror of its choice in the hall to determine line of sight and line of effect for area and ranged attacks. It cannot use other attacks through the mirror.
The flameskull uses fireball to start the encounter, then turns to flame ray to blast away at the adventurers.
The three cambions wait in the outer chamber for the flameskull's order to attack. Two of them rush into the corridor through the door nearest the characters, while the third hangs back to guard the outer chamber. They attack the nearest PC and fight to the death. If one cambion falls, the one left behind in the outer chamber joins the fray.
The two dark creepers try to sneak through the door that the cambions did not use, the one farthest from the adventurers. They then use dark step to slip between the characters and set up a flank. If possible, the two of them flank a wizard or other physically weaker character.
As the fight progresses, the monsters try to keep the characters out of the outer chamber. If a second cambion falls or both dark creepers are defeated, the survivors retreat to the outer chamber. They attempt to close the doors and hold them shut in an effort to hold off the adventurers while the flameskull continues to blast away. If the adventurers force their way into the outer chamber, the monsters fight to the death.
区域特征
照明:微暗光线。
镜子:镜子是这个区域最重要的特性。在走廊的镜子和在外室中都能被发现。任何站在内室里水晶球附近的生物,可以用一个次要动作通过任何镜子观察。直到生物的回合结束,它可以通过它选择的镜子为他的远程和区域攻击描绘视觉线和效果线。
镜子平滑并有黄金构架。他们有10点生命值并且每轮恢复2点伤害。由于金字塔的强大魔法,裂缝和碎块会再生。当一个生物利用镜子攻击,当它攻击时它的影像出现在镜子内部片刻。
外室:一些从金字塔其他区域抢来的床和桌子现在占据这这个房间。生物利用这个区域作为兵营。这个地方的门可以从内部锁上(DC24的盗术检定能打开他们)。
内室:这个房间只包含一个水晶球。它是一个安置在石柱顶端的有着3尺直径的水晶球体。柱子雕成一个类似鸟爪的样子,抓住球体。任何观察水晶球的人立刻知道怎样操作它并可以通过镜子看见走廊和外室。
聪明的队伍可能决定使用这个地方作为营地。通过封锁的门和走廊上的镜子,角色们可以有效的在安全的场所内部窥视任何入侵者。这可能是一个在金字塔内部为冒险者们露营的安全位置。
财富:在其中一张床的床垫下隐藏了一瓶医疗药剂和一个+2的巫师之火魔杖(DC23的侦查检定能发现)。这些物品被描述在玩家手册中。
Features of the Area
Illumination: Dimly lit.
Mirrors: The mirrors are the most important feature of this area. They are found in the hall of mirrors and in the outer chamber. Any creature standing next to the crystal ball in the inner chamber can use a minor action to look through any of the mirrors. Until the end of the creature's turn, it can trace line of sight and line of effect for its ranged and area attacks from a mirror of its choice.
The mirrors have plain, gold frames. They have 10 hit points but regenerate 2 points of damage per round. Cracks and shattered pieces regrow thanks to the powerful magic of the pyramid. When a creature uses the mirror to attack, its image appears within a mirror for a moment as it makes its strike.
The Outer Chamber: Several beds and a table looted from other areas of the pyramid now occupy this room. The creatures use this area as a barracks. The doors to this place can be locked from the inside (DC 24 Thievery check to open them).
The Inner Chamber: This room only contains a crystal ball. It is a 3-foot diameter crystal sphere mounted atop a stone column. The column is carved to resemble a bird's talon that grasps the ball. Anyone looking into the crystal ball immediately understands how to operate it and can see through the mirrors and into both the hall of mirrors and the outer chamber.
A smart party might decide to use this place to camp. With the lockable doors and the hall of mirrors, the characters can effectively spy upon any intruders while resting within a secure room. This might be the safest location within the pyramid for the adventurers to make camp.
Treasure: Hidden within the mattress of one of the beds (DC 23 Perception check to find) is a potion of healing and a wand of witchfire +2. These items are described in the Player's Handbook.
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遭遇S3:石柱之间
遭遇等级8 (1,750XP)
设置
无头尸(C)
位置18:当克兰沃克斯斩掉薇若莱丝的头时,他将她的身体放在这里,在一个强大的秘术魔法场中。 随着时间的过去,这个房间内的魔法渐渐减弱。 薇若莱丝现在可以收回她的身体,但是必须尽快行动。 克兰沃克斯活化了尸体并用暗蚀的能量填满了它。 他这么做是为了确保如果薇若莱丝找到一个方法援救她的身体,它也会变得对她敌对并阻碍合体。 若冒险者们释放这具身体,它用各种魔法法术攻击他们。
当冒险者进入这个房间,向玩家们展示冒险书一第27页的“石柱之间内部地图”并读下列文字:
四个石柱被布置在这个大房间的四周。 巨大的能量风暴流从石柱中喷向中央的秘术力场墙。 当你注意到这番景色时,薇若莱丝呼吸急促。
“我的外形被困在这个秘法监牢中,”薇若莱丝说道: “多年来我一直等待着监牢的魔法衰弱。 时机已至。 释放我的身体,我们可以一起从这个可怕的地方逃走。”
ENCOUNTER S3: CHAMBER OF THE MONOLITHS
Encounter Level 8 ( 1,750 XP )SetupHeadless corpse (C)
Location 18: When Karavakos decapitated Vyrellis, he placed her body here, within a powerful field of arcane magic. Over time, the magic within this room has waned. Vyrellis can now reclaim her body, but there is a catch. Karavakos animated the corpse and filled it with necrotic energy. He did this to ensure that if Vyrellis ever found a way to rescue her body, it would turn against her and resist reconciliation. Should the adventurers free the body, it attacks them with a variety of magical spells.
When the adventurers enter this chamber, show the players "Inside the Chamber of the Monoliths" on page 27 of Adventure Book One and read:
Four stone monoliths are arranged around this large chamber. Great plumes of energy stream out of the monoliths and toward a central wall of arcane force. Vyrellis gasps as you take in the scene.
"My physical form is trapped within this arcane prison," Vyrellis says. "For years I have waited for the magic that wards it to weaken. That time has come. Free my body, and together we can escape this horrid place."
释放尸体
在遥远的过去,这个房间的石柱被灼热的能量覆盖。 随着时间的过去,监牢的保护渐渐衰退,留下了依然散发能量却变得容易摧毁的石柱。 释放尸体在线来说相对容易。三次成功的DC19的力量检定可以推倒一个石柱,摧毁力场墙并使场内的无头尸掉落在地。 一旦秘法能量被停止而身体被释放,薇若莱丝要求持有薇若莱丝之头的角色移近以便她能观察她的外表。 当薇若莱丝之头靠近到无头尸2格内时,它飞离它的持有人并将它自身埋入尸体的胸部。 法珠尚能显现,薇若莱丝模糊的头颅影像浮现又消失伴随着她恐惧的尖叫。
Freeing the Corpse
In the distant past, the monoliths in this room were sheathed in fiery energy. Over time, those protective wards have faded, leaving the monoliths vulnerable even though the energy still flows from them. Freeing the corpse is now a relatively easy act. Three successful DC 19 Strength checks topple one stone, destroying the wall of force and causing the headless corpse within the field to fall to the ground. Once the arcane energy flow is stopped and the body falls free, Vyrellis demands that the character who possesses the Head of Vyrellis artifact move closer so that she can examine her physical form. When the artifact comes within 2 squares of the headless corpse, it flies from its possessor and buries itself in the corpse's chest. The orb remains visible, and Vyrellis's misty head floats into and out of view as she screams in terror.
无头尸(C) 等级8 强者 控制者
中型 阴影 类人生物(不死生物) XP1,750
先攻+9 感官:侦查+11; 黑暗视觉
HP440; 重伤220
AC 23; 强韧21,反射23,意志22
免疫:毒素; 抗性:10点黯蚀
豁免骰+5
速度6
AP 2
m挥击(标准; 随意)
+14vs.AC; 1d8+4点伤害。
M双重挥击(标准; 随意)
无头尸进行两次挥击攻击。
r毁灭射线(标准; 随意)✦ 奥术、黯蚀
+12vs.反射; 2d6+4点黯蚀伤害,并且目标虚弱(豁免结束)。
C力场波(次要动作; 每轮一次)✦ 奥术、力场
近程爆发2; +12vs.强韧; 1d8+4点力场伤害,并且目标被推离2格。
A冬之怒(标准; 遭遇)✦ 奥术、寒冷
区域10爆发2; +12vs.强韧; 2d8+4点寒冷伤害。 暴风雪持续至无头尸的下一个回合结束。 任何在暴风雪中开始其回合的生物受到4点寒冷伤害。
A剃刀风暴(标准动作; 遭遇)✦ 奥术,力场,结界
区域10爆发2; 这个法术的区域变成一股由力场刀刃形成的风暴漩涡。 任何在区域内开始其回合的生物受到一次攻击; +14vs.AC; 2d6+4点力场伤害,并且目标被击倒。 无头尸不受这个效果的影响。 以一个移动动作,无头尸可以移动这个结界4格。 结界持续到遭遇结束。
幽灵步伐(移动动作; 充能6)✦ 奥术、幻术
无头尸隐形并移动6格。 它保持隐形直到它的下一个回合结束。
阵营:邪恶 语言:通用语,精灵语
技能:侦查+11,潜行+14
力量11(+4)敏捷20(+9)感知14(+6)
体质16(+7)智力18(+8)魅力19(+8)
Headless Corpse (C) Level 8 Solo Controller
Medium shadow humanoid (undead) XP 1,750
Initiative +9 Senses Perception +11; darkvision
HP 440; Bloodied 220
AC 23; Fortitude 21, Reflex 23, Will 22
Immune poison; Resist 10 necrotic
Saving Throws +5
Speed 6
Action Points 2
m Slam (standard; at-will)
+14 vs. AC; 1d8 + 4 damage.
m Double Slam (standard; at-will)
The headless corpse makes two slam attacks.
r Ray of Ruin (standard; at-will) ✦ Arcane, Necrotic
+12 vs. Reflex; 2d6 + 4 necrotic damage, and the target is weakened (save ends).
C Force Wave (minor; once per round) ✦ Arcane, Force
Close burst 2; +12 vs. Fortitude; 1d8 + 4 force damage, and the target is pushed 2 squares.
A Winter's Wrath (standard; encounter) ✦ Arcane, Cold
Burst 2 within 10 squares; +12 vs. Fortitude; 2d8 + 4 cold damage. The blizzard remains until the end of the headless corpse's next turn. Any creature that starts its turn in the storm takes 4 cold damage.
A Razor Storm (standard action; encounter) ✦ Arcane, Force, Zone
Burst 2 within 10 squares; this spell's area becomes a swirling storm of force blades. Any creature that starts its turn in this area is subject to an attack; +14 vs. AC; 2d6 + 4 force damage, and the target is knocked prone. The headless corpse is immune to this effect. As a move action, the headless orpse can move this zone 4 squares. The zone lasts until the end of the encounter.
Phantom Step (move action; recharge ✦) ✦ Arcane, Illusion
The headless corpse turns invisible and can move 6 squares. It remains invisible until the end of its next turn.
Alignment Evil Languages Common, Elven
Skills Perception +11, Stealth +14
Str 11 (+4) Dex 20 (+9) Wis 14 (+6)
Con 16 (+7) Int 18 (+8) Cha 19 (+8)
诡计!
当薇若莱丝之头嵌入无头尸的胸部时,它让尸体活化。 薇若莱丝恐惧的尖叫。 包含了她精华的制品被困在了尸体之中,她恳求冒险者们杀死身体释放她。 她立即意识到被克兰沃克斯设计了!
克兰沃克斯设置这个陷阱以除去来自薇若莱丝生命精华威胁形式。 当然,他试试这个计划是在许多年以前,现今他因为兴奋与他的逃跑计划而几乎忘记了它。 这就是为什么魔法场变得虚弱并易于克服; 多年以来,克兰沃克斯没有增补更多的法术。
Tricked!
When the Head of Vyrellis artifact flies into the chest of the headless corpse, it causes the corpse to animate. Vyrellis screams in terror. The artifact containing her essence is now trapped within the corpse, and she pleads for the adventurers to slay the body and free her. She instantly knows that she has been tricked by Karavakos!
Karavakos set this trap to eliminate the threat posed by the life essence of Vyrellis. Of course, he put this plan in place many decades ago, and today he has all but forgotten about it in the excitement surrounding his current plan to escape. That's why the magical field was so weak and easy to overcome; Karavakos hasn't been back to reenforce the spells in many, many years.
战术
一旦薇若莱丝之头埋进它的身体,无头尸弹起全力突击以杀死冒险者们。 在战斗开始时,它用剃刀风暴尽可能多的命中角色们并花费它的行动点使他们承受最大量的伤害。
记得力场波是一个次要动作,所以能在每轮都被使用。 如果他们的进站人员移动靠近无头尸,它先用这个能力驱离他们,为它在房间中无阻碍的使用远程或区域攻击做准备。
当尸体攻击他们时,薇若莱丝尖叫着要求帮助。 你可以极度认真的扮演这个,用薇若莱丝恳求帮助,或相信角色们和雅灵公主更为融洽而大笑。 薇若莱丝交替在为她的身体攻击PC们快乐和道歉之间转换。
一旦无头尸的生命值化为0,它化为一滩散发着臭气的灰色淤泥。 制品从脏乱中滚出,完好无损。 薇若莱丝很愤怒,因为她的身体已经被毁坏而克兰沃克斯欺骗了她。 她发誓向他复仇并在此援助冒险者们。
弱无头尸击败冒险者,或者角色们避开它,它将暴跳如雷的席卷金字塔的这层。 它寻找并屠杀这层的每个生物。 作为DM,检查幸存的怪物们他在被地下城的其他居民击败之前(或如果)并确定它能造成多大破坏。若怪物群杀死尸体,它获得薇若莱丝之头。 PC们可能会与生物们战斗以重获头颅或者期望它自己回来。
如果尸体没被杀死,它持续移动到金字塔这层的大礼堂中。 每过一天,它就清洗地下城的一个部分。 它不会前往第二或第三层。 PC们依序已经猎取了它,如果你判定在地下城中没有怪物能停下它。
Tactics
As soon as the Head of Vyrellis buries itself in the body, the headless corpse launches an all-out assault to slay the adventurers. It uses razor storm at the start of the battle to hit as many characters as possible and burns through its action points to inflict maximum damage as quickly as it can.
Remember that force wave is a minor action that can be used every round. If the party's melee combatants move next to the headless corpse, it uses this ability first to clear them away and provide it with room to make unhindered ranged or area attacks.
While the corpse attacks the party, Vyrellis screams for help. You can play this as deadly serious, with Vyrellis pleading for help, or for laughs, depending on how the characters and the eladrin princess have been getting along. Vyrellis alternates between urging on the PCs and apologizing on her body's behalf for its attacks.
Once the headless corpse is reduced to 0 hit points, it falls apart into a heap of stinking, gray sludge. The artifact rolls out from the mess, intact. Vyrellis is enraged that her body has been destroyed and that Karavakos deceived her. She swears revenge on him and recommits herself to aiding the party.
Should the headless corpse defeat the party, or if the characters flee from it, it goes on a rampage across this level of the pyramid. It seeks to slaughter everything on the level. As DM, look at the surviving monsters and make a call on how much havoc it can cause before (or if ) the rest of the dungeon's denizens can defeat it. Should a monster group slay the corpse, it gains possession of the Head of Vyrellis. The PCs might have to fight the creatures to regain the Head or bargain for its return.
If the corpse is not slain, it continues to stalk the halls of this level of the pyramid. Each day that passes, assume it clears out one section of the dungeon. It never goes up to the second or third level. The PCs might have to hunt it down if you judge that none of the monsters in the dungeon can stop it.
区域特征
照明:当魔法城存在时是强光。 当石柱被破坏之后是微暗光线。
独石柱:除了石柱和它们散发的能量以外,这个房间没有其他需要注意的。 一旦冒险者们推到一根石柱,魔法场的能量消退。
一个推到的石柱有4格高和两格宽。 PC们必须进行一个DC16的运动检定才能爬过或跳过它。
由石柱发出的能量在触摸时是致命的。笨到触摸力场墙或从还未倒塌的石柱蜂涌的威能的PC受到3d8+12点火焰伤害。
Features of the Area
Illumination:Brightly lit while the magical field is in place. Dimly lit after the monoliths are broken.
Monoliths:Aside from the monoliths and the energy they emit, there is nothing of note in this chamber. Once the adventurers topple a monolith, the energy of the magical field fades.
A toppled monolith is 4 squares tall and 2 squares wide. PCs must make DC 16 Athletics checks to climb or jump over it.
The energy emitted by the monoliths is deadly to the touch. A PC foolish enough to touch the wall of force or the power surging from the monoliths before toppling them takes 3d8 + 12 fire damage.
扮演这个遭遇
恰当的扮演,这个遭遇具有成为这次冒险中最难忘的战斗之一。毕竟,不是每天角色们都会与一个带着在秘法深处蕴涵一个盟友精华的人工制品的无头尸战斗。在战斗期间,你作为地下城主的能力是这个遭遇的生命,具有将这个遭遇变为冒险中难以忘怀部分的重要作用。
当PC们与尸体战斗时,薇若莱丝恐惧的尖叫。她请求PC们避免伤害包涵她精华的人工制品,如果他们的攻击太接近以至于可能命中人工制品时会对他们喊叫,并在她叛变的身体上侮辱和咒骂。她在这里的动作根据玩家们的扮演调整,并与她在剩余冒险的部分相互作用。尽量利用它。
作为可选规则,留意任何对无头尸进行的那些失手1或2点的攻击。在这样的攻击中,PC将会偶然命中包涵薇若莱丝的人工制品,以至于她痛苦地尖叫并在任务完成时对这个角色进行侮辱。另外,为1的攻击骰也命中头颅。
薇若莱丝记得那些用不稳定的攻击打在头颅上的角色。在冒险的其余部分,她将提醒他们的缺点作为她的任务并对他们产生嫌隙。
ROLEPLAYING THIS ENCOUNTER
Played correctly, this encounter has the potential to be one of the most memorable fights of the adventure. After all, it isn't every day that the characters battle a headless corpse that carries the artifact containing the essence of an ally within its arcane depths. During the battle, your ability as Dungeon Master to bring the encounter to life plays a major role in making this a memorable part of the adventure.
As the PCs fight the body, Vyrellis screams in terror. She begs the PCs to avoid harming the artifact that contains her essence, yells at them if their attacks come too close to hitting the artifact, and hurls insults and oaths at her traitorous body. Her actions here set the tone for the party's roleplaying interactions with her for the rest of the adventure. Make the most of it.
As an optional rule, keep track of any attacks made against the headless corpse that miss by 1 or 2 points. On such attacks, the PC accidentally hits the artifact that contains Vyrellis, causing her to scream in pain and hurl insults at the character that accomplished the task. In addition, an attack roll of 1 also hits the Head.
Vyrellis remembers the characters who struck the Head with wayward attacks. She makes it her mission to remind them of their shortcomings for the rest of the adventure and bears a mighty grudge against them.
-
遭遇S4:壮观旋梯
遭遇等级8 (1,800XP)
设置
2只石像鬼(G)
血焰鹰身鸟妖(H)
变位楼梯陷阱(S)
钳固楼梯陷阱(T)
位置19:这个房间是通向金字塔第二层的壮观旋梯。楼梯特色是有两个独立的陷阱。一个陷阱让角色们向下掉入很深的中央坑穴中。另一个将他们牢牢抓住,让冒险者们待在原地好让石像鬼们和鹰身鸟妖攻击。两只石像鬼和一只鹰身鸟妖埋伏在这里,等待着扑向那些试图爬上第二层的人们。
注意,石像鬼们和鹰身鸟妖不会从隐藏处显露出来,直到冒险者们将楼梯上的一个或着两个陷阱全部触发之后。理论上,它们在飞出阴影攻击之前会等待一个或更多冒险者被钳固楼梯陷阱抓住。
当冒险者们进入这个区域时,读下列文字:
一个宽阔的楼梯出现在你们面前,一直向上通往上面的幽暗之中。楼梯环绕着这个房间的墙壁盘旋向上,在中间留下了一个深邃的坑穴。
ENCOUNTER S4: THE GRAND STAIR
Encounter Level 8 ( 1,800 XP )Setup2 gargoyles (G)
Bloodfire harpy (H)
Shifting stair trap (S)
Clamping stair trap (T)
Location 19: This chamber holds the grand staircase that leads to the second level of the pyramid. The stairs feature two separate traps. One trap sends characters sprawling down into a deep, central pit. The other clamps down upon them, holding the adventurers in place as the gargoyles and harpy attack. Two gargoyles and a harpy lurk here, waiting to pounce upon those who attempt to climb to the second level.
Note that the gargoyles and the harpy don’t emerge from hiding until after the adventurers set off one or both of the traps on the stairs. Ideally, they wait until one or more adventurers gets caught in the clamping stairs trap before flying out of the shadows to attack.
When the adventurers enter this area, read the following:
A wide set of stairs rises before you, up into the gloom above. The stairs wrap around the walls of this room, leaving a deep pit in the middle.
2 石像鬼(G) 等级9 伏兵
中型 元素界 类人生物(土系) XP400
先攻+11 感官:侦查+12;黑暗视觉
HP77;重伤38
AC 25;强韧21、反射19、意志19
免疫:石化
速度6,飞行8;参见飞越攻击
m爪抓(标准;随意)
+14vs.AC;2d6+5点伤害。
M飞越攻击(标准;在使用石化形态后充能)
石像鬼飞行8格并在移动期间的任意一点使用近战基础攻击,这不会引起目标的借机攻击。如果攻击命中,目标倒地。
石化形态(标准;随意)
石像鬼变成一个雕像获得25点全抗、3点再生和10点颤动感知。在石化形态中它失去全部其他的感官并不能采取除了变为正常形态(以一个次要动作)之外的任何动作。
阵营:邪恶 语言:原初语
技能:潜行+12
力量21(+9)敏捷17(+7)感知17(+7)
体质17(+7)智力5(+1)魅力17(+7)
2 Gargoyles (G) Level 9 Lurker
Medium elemental humanoid (earth) XP 400
Initiative +11 Senses Perception +12; darkvision
HP 77; Bloodied 38
AC 25; Fortitude 21, Reflex 19, Will 19
Immune petrification
Speed 6, fly 8; see also flyby attack
m Claw (standard; at-will)
+14 vs. AC; 2d6 + 5 damage.
M Flyby Attack (standard; recharges after using stone form)
The gargoyle flies up to 8 squares and makes a melee basic attack at any point during the move without provoking an opportunity attack from the target. If the attack hits, the target is knocked prone.
Stone Form (standard; at-will)
The gargoyle becomes a statue and gains resist 25 to all damage, regeneration 3, and tremorsense 10. It loses all other senses and can take no actions in stone form other than revert to its normal form (as a minor action).
Alignment Evil Languages Primordial
Skills Stealth +12
Str 21 (+9) Dex 17 (+7) Wis 17 (+7)
Con 17 (+7) Int 5 (+1) Cha 17 (+7)
血焰鹰身鸟妖(H) 等级9 护卫
中型 妖精界 类人生物 XP400
先攻+10 感官:侦查+11
燃烧之歌(火焰)灵气20;在灵气范围内开始其回合的敌人受到5点火焰伤害(致聋的生物免疫)。
HP100;重伤50
AC 25;强韧23,反射22,意志23
抗性:10点火焰
速度6、飞行8(笨拙的)
m爪抓(标准;随意)?火焰
+14vs.AC;1d8+2点伤害加上1d8点火焰伤害。
C灰烬之云(标准;充能4、5、6)?火焰
血焰鹰身鸟妖吐出大量的燃烧着的灰烬。近程冲击3;+12vs.强韧;1d10+5点火焰伤害,并且目标致盲(豁免结束)。
阵营:邪恶 语言:通用语
力量15(+6)敏捷18(+8)感知14(+6)
体质20(+9)智力12(+5)魅力21(+9)
Bloodfire Harpy (H) Level 9 Soldier
Medium fey humanoid XP 400
Initiative +10 Senses Perception +11
Burning Song (Fire) aura 20; enemies within the aura at the start of their turns take 5 fire damage (deafened creatures are immune).
HP 100; Bloodied 50
AC 25; Fortitude 23, Reflex 22, Will 23
Resist 10 fire
Speed 6, fly 8 (clumsy)
mClaw (standard; at-will) ✦ Fire
+14 vs. AC; 1d8 + 2 damage plus 1d8 fire damage.
C Cloud of Ash (standard; recharge ⚃ ⚄ ⚅ ) ✦ Fire
The bloodfire harpy disgorges a cloud of burning ash. Close blast 3; +12 vs. Fortitude; 1d10 + 5 fire damage, and the target is blinded (save ends).
Alignment Evil Languages Common
Str 15 (+6) Dex 18 (+8) Wis 14 (+6)
Con 20 (+9) Int 12 (+5) Cha 21 (+9)
变位楼梯(S) 等级7 守卫型
陷阱 XP300
楼梯变换位置并摇晃,好像一只巨人之手在摇动它们一样。
陷阱:在这个区域的楼梯被设计成能将角色们倒向中央坑穴中。
侦查
?DC 28:角色注意到铰链和接缝并意识到楼梯可能会回转并移动。
?DC 23:角色看出在楼梯上的一些接缝,但是没有注意到任何的活动部分。
先攻+5
触发
角色第一次踏入陷阱区域,它被激活。
攻击
标准动作 近程 特殊
目标∶在陷阱区域的生物们
攻击∶+10vs.反射
命中∶角色受到1d8点伤害,伏卧倒地并被向中央坑穴推动2格。
失手:角色被推向中央坑穴1格。
特殊:如果角色从这节楼梯被推进中央坑穴,角色掉落30尺到底部并受到3d10点伤害。坑壁是光滑的,要求一个DC25的运动检定以爬出。爬到第一个平台有20尺。
对策
?邻接或在陷阱区域的角色可以尝试通过DC24的盗术检定解除它。三次成功就能击败陷阱。
Shifting Stairs (S) Level 7 Warder
Trap XP 300
The stairs shift and rock, as though a giant hand was shaking them.
Trap: The stairs in this area are designed to knock characters down into the central pit.
Perception
✦ DC 28: The character notices the hinges and seams and realizes that the stairs can pivot and move.
✦ DC 23: The character spots several seams in the stairs, but does not notice any of the moving parts.
Initiative +5
Trigger
The first time a character steps into the trap’s area, it activates.
Attack
Standard Action Close special
Targets: Creatures in the trap’s area
Attack: +10 vs. Reflex
Hit: The character takes 1d8 damage and is knocked prone and pushed 2 squares toward the central pit.
Miss: The character is pushed 1 square toward the central pit.
Special: If a character is pushed into the central pit from this section of the stairway, the character falls 30 feet to the bottom and takes 3d10 points of damage. The walls of the pit are smooth, requiring DC 25 Athletic checks to climb. It is 20 feet to climb to the first landing.
Countermeasures
✦ A character adjacent to or in the trap’s area can attempt a DC 24 Thievery check to disarm it. Three successes defeats the trap.
钳固楼梯(T) 等级7 障碍型
陷阱 XP300
在这些楼梯上的板条会在被踩中时翻开,它们紧紧的夹住抓住的脚。
陷阱:在这个区域的楼梯被设计成防止角色们向上移动,并将他们固定在原地。
侦查
?DC 28:角色注意到铰链和接缝并意识到楼梯可能会翻开。
?DC 23:角色看出在楼梯上的一些接缝,但是没有注意到任何的活动部分。
先攻+5
触发
每次角色移动进入陷阱区域,它被激活。它对角色移动的每一格进行一次如下所述的攻击。
攻击
借机动作 近战1
目标∶触发的生物
攻击∶+10vs.反射
命中∶角色受到1d4点伤害、定身并为所有攻击者提供战斗优势(豁免终止两者)。
失手:角色缓慢(豁免结束)。
对策
?邻接或在陷阱区域的角色可以尝试通过DC24的盗术检定解除它。三次成功就能击败陷阱。
Clamping Stairs (T) Level 7 Obstacle
Trap XP 300
Individual slats on these stairs give way when stepped on, catching feet in their clamping embrace.
Trap: The stairs in this area are designed to prevent characters from moving up the stairs, trapping them in place.
Perception
✦ DC 28: The character notices the hinges and seams and realizes that the stairs can give way when stepped on.
✦ DC 23: The character spots several seams in the stairs, but does not notice any of the moving parts.
Initiative +5
Trigger
Each time a character moves in the trap’s area, it activates. It makes an attack for every square a character moves, as described below.
Attack
Opportunity Action Melee 1
Target: The triggering creature
Attack: +10 vs. Reflex
Hit: The character takes 1d4 damage and is immobilized and grants combat advantage to all attackers (save ends both).
Miss: The character is slowed (save ends).
Countermeasures
✦ A character adjacent to or in the trap’s area can attempt a DC 24 Thievery check to disarm it. Three successes defeat the trap.
战术
石像鬼喜欢突然袭击它们的猎物并将它们敲入坑中,根据需要重复处理直到它们杀死任何入侵者。它们在楼梯顶部开始遭遇,安静的跃下并发动攻击。
石像鬼用飞跃攻击攻击,使用石化形态,然后再次使用飞跃攻击。它们即使要承受借机攻击也会使用这个战术,因为它们对它们逃跑之后使用的石化形态进行医疗充满信心。
如果石像鬼能将角色赶上楼梯陷阱或者如果他们能干掉伤势严重的冒险者它们会起来进入近身战对抗,但是它们避免着陆以被楼梯困住自己。无论如何,它们更喜欢打带跑战术以起来和战斗对抗。
一个伤势严重的石像鬼会逃向坑底。石像鬼能用石化形态在那里安逸的治疗,除非在它之后一个角色愿意受到跳下去的伤害。如果角色位于坑中,受伤的石像鬼会返回楼梯的顶部。
血焰鹰身鸟妖突进并用它的灰烬之云能力命中队伍,希望致盲目标并将易伤的它们留给石像鬼攻击。它的灵气让它慢慢的炙烤着它的敌人,鹰身鸟妖很喜欢折磨被困在坑底部的角色们。
鹰身鸟妖和石像鬼是一个不稳定的联盟。它们作为有效的盟友彼此容忍,但是也很容易就变的敌对。尽管如此,如果鹰身鸟妖能够伤害石像鬼它就不会用他的灰烬之云攻击,唯恐将它的盟友变为敌人。如果鹰身鸟妖因为任何原因攻击石像鬼,例如如果一个PC用一个威能强迫这样的攻击,石像鬼会变成它的敌人。
Tactics
The gargoyles love to swoop down on their prey and knock them into the pit, repeating the process as necessary until they have slain any intruders. They begin the encounter at the top of the stairs, poised to leap down and attack.
The gargoyles attack with flyby attack, use stone form, and then use flyby attack again. They accept opportunity attacks to use this tactic, since they are confident that they can use stone form to heal after escaping.
The gargoyles stand and fight in melee if they can catch a character on the stair traps or if they can finish off a badly wounded adventurer, but they avoid landing on the trapped stairs themselves. They prefer hit and run tactics to a stand and fight battle, however.
A badly wounded gargoyle flees to the bottom of the pit. A gargoyle can use stone form and heal at its leisure there, unless a character is willing to take damage by leaping down after it. If characters are in the pit, the wounded gargoyle flies back to the top of the stairs instead.
The bloodfire harpy darts in to hit the party with its cloud of ash ability, hoping to blind targets and leave them vulnerable to the gargoyles’ attacks. Its aura allows it to slowly roast its enemies, and the harpy delights in tormenting characters trapped at the bottom of the pit with it.
The harpy has an uneasy alliance with the gargoyles. The pair tolerates it as a useful ally, but are quick to turn against it. Thus, the harpy never uses its cloud of ash attack if it might hurt a gargoyle, for fear of turning its allies into enemies. If the harpy does attack the gargoyles for any reason, such as if a PC uses a power that forces such an attack, the gargoyles turn against it.
区域特征
照明:在楼梯和平台上是微暗光线,在坑内是黑暗光线。
区域特性:在这个区域距离PC们通过的双重门的天花板有60尺高。每层楼梯让PC们更高10尺,除了最上面的楼梯需要攀爬20尺才能达到入口。天花板距离楼梯顶部的门有10尺高。
楼梯:楼梯是困难地形。它们明显的粗糙,即使是半身人的脚也很勉强。尽管如此,角色们必须在攀登楼梯时留心。另外,如上所述有两层楼梯是陷阱。
坑:从第一个平台掉入坑内坠落20尺(2d10点伤害)。从变位楼梯掉落是30尺(3d10点伤害)。从钳固楼梯掉落是40尺(4d10点伤害)。从长楼梯下部掉落是50尺(5d10点伤害)。从光滑的坑壁攀爬需要DC25的运动检定。爬到第一个平台有20尺。
Features of the Area
Illumination: Dimly lit on the stairs and landings, dark in the pit.
Area Features: The ceiling in this area is 60 feet above where the PCs enter through the double doors. Each flight of stairs allows the PCs to ascend 10 feet higher, except for the last set of stairs, which climbs 20 feet to the entry to the second level. The ceiling is 10 feet above the door at the top of the stairs.
Stairs: The stairs are difficult terrain. They are remarkably shallow, narrow for even a halfling’s feet. Thus, the characters must take care as they ascend the stairs. In addition, two sections of stairs are trapped, as described above.
Pit: Falling into the pit from the first landing is a drop of 20 feet (2d10 damage). Falling from the shifting stairs is 30 feet (3d10 damage). Falling from the clamping stairs is 40 feet (4d10 damage). Falling from the lower section of the long stair is 50 feet (5d10 damage). Climbing the smooth walls of the pit requires a DC 25 Athletics check. It is a 20-foot climb to the first landing.