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新怪物
« 回帖 #10 于: 2012-05-17, 周四 13:29:25 »
引用
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。

劇透 -   :
引用
NEW MONSTERS

Arborean

The 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


劇透 -   :
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


劇透 -   :
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


劇透 -   :
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)


劇透 -   :
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。


劇透 -   :
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。


劇透 -   :
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。


劇透 -   :
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。

劇透 -   :
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)


劇透 -   :
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。


劇透 -   :
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。

劇透 -   :
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)


劇透 -   :
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。


劇透 -   :
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。

劇透 -   :
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。


劇透 -   :
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


劇透 -   :
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


劇透 -   :
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


劇透 -   :
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。

劇透 -   :
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.

引用
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。


劇透 -   :
引用
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。


劇透 -   :
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。


劇透 -   :
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

引用
开始值       5
   所有者获得一个等级 +1d10
引用
所有者是一个雅灵  +2
   所有者是一个精灵  +1
引用
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。

劇透 -   :
Concordance

引用
Starting score 5
  Owner gains a level +1d10
引用
Owner is an eladrin +2
  Owner is an elf +1
引用
EAC;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。


劇透 -   :
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)。


劇透 -   :
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。

劇透 -   :
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。


劇透 -   :
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。


劇透 -   :
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.
« 上次编辑: 2012-05-17, 周四 13:31:53 由 小丑伊沃儿 »
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遭遇P1:入口之坑
« 回帖 #11 于: 2012-05-18, 周五 12:00:23 »
引用
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


劇透 -   :
引用
ENCOUNTER P1: ENTRANCE PIT

Encounter Level 7 ( 1,714 XP )

Setup
2 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。


劇透 -   :
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。


劇透 -   :
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)


劇透 -   :
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


劇透 -   :
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)


劇透 -   :
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。


劇透 -   :
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。”

劇透 -   :
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。


劇透 -   :
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。


劇透 -   :
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.
别人笑我太坑,我笑他人不懂。

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遭遇P2:老鼠之间
« 回帖 #12 于: 2012-05-19, 周六 13:35:36 »
引用
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。


劇透 -   :
引用
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)


劇透 -   :
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。

劇透 -   :
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。


劇透 -   :
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。


劇透 -   :
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.
别人笑我太坑,我笑他人不懂。

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遭遇P3:桥
« 回帖 #13 于: 2012-05-19, 周六 13:38:07 »
引用
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。


劇透 -   :
引用
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)


劇透 -   :
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


劇透 -   :
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


劇透 -   :
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。


劇透 -   :
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.
别人笑我太坑,我笑他人不懂。

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遭遇P4:坑中野兽
« 回帖 #14 于: 2012-05-20, 周日 12:05:03 »
引用
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。


劇透 -   :
引用
ENCOUNTER P4: THE BEAST IN THE PIT

Encounter Level 8 ( 1,750 XP )

Setup
Charnel 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。


劇透 -   :
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。)


劇透 -   :
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。


劇透 -   :
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!


劇透 -   :
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)


劇透 -   :
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)


劇透 -   :
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。


劇透 -   :
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.
别人笑我太坑,我笑他人不懂。

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遭遇P5:充满水的房间
« 回帖 #15 于: 2012-05-21, 周一 09:03:10 »
引用
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。


劇透 -   :
引用
ENCOUNTER P5: FLOODED CHAMBER

Encounter Level 8 ( 1,750 XP )

Setup
2 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。


劇透 -   :
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


劇透 -   :
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


劇透 -   :
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


劇透 -   :
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。


劇透 -   :
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.
别人笑我太坑,我笑他人不懂。

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遭遇C1:树篱迷宫
« 回帖 #16 于: 2012-05-22, 周二 13:33:09 »
引用
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。


劇透 -   :
引用
ENCOUNTER C1: HEDGE MAZE

Encounter Level 7 ( 1,450 XP )

Setup
2 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


劇透 -   :
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


劇透 -   :
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


劇透 -   :
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)


劇透 -   :
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)。


劇透 -   :
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。


劇透 -   :
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.
别人笑我太坑,我笑他人不懂。

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遭遇C2:井坑
« 回帖 #17 于: 2012-05-23, 周三 16:11:04 »
引用
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。


劇透 -   :
引用
ENCOUNTER C2: THE WELL

Encounter Level 7 ( 1,850 XP )

Setup
Arborean 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


劇透 -   :
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)


劇透 -   :
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


劇透 -   :
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。


劇透 -   :
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。


劇透 -   :
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.

引用
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。

劇透 -   :
引用
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.
« 上次编辑: 2012-05-23, 周三 16:14:25 由 小丑伊沃儿 »
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遭遇C3:黑色草地
« 回帖 #18 于: 2012-05-23, 周三 16:16:42 »
引用
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。


劇透 -   :
引用
ENCOUNTER C3: THE BLACK MEADOW

Encounter Level 5 ( 975 XP )

Setup
2 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


劇透 -   :
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


劇透 -   :
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


劇透 -   :
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。


劇透 -   :
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。


劇透 -   :
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.
别人笑我太坑,我笑他人不懂。

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遭遇C4:苍绿之怒大礼堂
« 回帖 #19 于: 2012-05-23, 周三 16:19:18 »
引用
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。


劇透 -   :
引用
ENCOUNTER C4: TEMPLE OF VERDANT RAGE

Encounter Level 9 ( 2,200 XP )

Setup
Arborean 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)


劇透 -   :
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


劇透 -   :
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)


劇透 -   :
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。


劇透 -   :
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。


劇透 -   :
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.

引用
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。

劇透 -   :
引用
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.
别人笑我太坑,我笑他人不懂。