作者 主题: H3 暗影金字塔  (阅读 44220 次)

副标题: H3 Pyramid of Shadows

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« 上次编辑: 2012-06-03, 周日 10:26:13 由 小丑伊沃儿 »
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介绍&如何使用这个冒险
« 回帖 #1 于: 2012-05-06, 周日 11:40:07 »
介绍
  暗影金字塔静候在冬树森林的最深处。这个跨位面监狱捕捉并监禁来自任何界域的生物。在金字塔内部,各集团兴衰接替,在没有逃脱希望的情况下分割领土并继续生存...除了其中一个长期囚犯,他需要一些冒险者在不知不觉中帮他从金字塔中释放他自己。

  阴影金字塔是一个为7到10级角色构建的龙与地下城冒险游戏。你需要使用玩家手册、怪物手册和城主指南来进行游戏。


劇透 -   :
Introduction
In the depths of the Winterbole Forest, the Pyramid of Shadows waits. This extradimensional prison catches and holds creatures from all planes of existence. Within the pyramid, factions rise and fall, carving out territories and surviving without hope of escape . . . all except for one longtime prisoner, who needs the unwitting aid of some adventurers to free himself from the pyramid.
  Pyramid of Shadows is a DUNGEONS & DRAGONS game adventure for characters of 7th to 10th level. You need the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide to play.

背景
  几个世纪过去了,一个名为克兰沃克斯的泰弗林法师进行了一次致命的交易。来自荒野怪物的威胁和威胁他铁拳政治的内部叛乱同时笼罩在他那小王国的土地。不顾一切的克兰沃克斯召唤了一只魔鬼并请求帮助。一个军团的炼狱护卫在他的命令下到达了边境,同时他加强了在他的领土内对恢复秩序-和一些刺耳的正义之声-的力量。

  魔鬼军团得到了一个很合理的价格。他们将继续为他的利益战斗并毫无疑问的服从他的命令。不管用什么方法,如果他在任何时候将他们引向失败,他们将遗弃他并将他丢进永恒的囚禁之中。只有一个法师造成差错能够导致魔鬼的败北--在这个世界上没有军队能在战斗领域打败他们。

  克兰沃克斯领导他的军团一个接着一个的征服。一个小王国变成了一个强大国度,足以作为在这个时期已经占据着大部分陆地的伟大的人类帝国耐若斯的对手。

  当冬季来临时,克兰沃克斯停止了他的扩张运动。他和将成为他的新娘的雅灵公主,薇若莱丝,回到了他的宫殿。他宣布,他们将共同统治一个新的帝国,并且在春季来临之时他的军队将开拔妖精荒野,以便在两个世界中扩张他们的帝权。

  当春季来临,魔鬼军队开拔通过了在两个世界之间的纤细裂缝。然而在妖精荒野,魔鬼们遇见了他们的对手。在主物质界的战场上战无不胜的魔鬼们,从来没有像这样毫无防护的踏入妖精荒野。妖精的尖矛和锐箭打倒了军团,结束了克兰沃克斯的征服之梦--并终止了他的魔鬼交易。克兰沃克斯被关在了暗影金字塔之中,而他的雅灵公主就在他的旁边。

  暗影金字塔是被创造用来限制强大存在的许多炼狱监狱之一。就像棱镜将光分解成它的组成色一样,金字塔也将克兰沃克斯的生命活力分裂成自由意志的碎片,每一个都包含着他的一些威能。当他的威能散播在各个碎片之中时,克兰沃克斯毫无从监狱逃脱的希望。愤怒的克兰沃克斯,攻击他可以将他的失误归咎的唯一的人--薇若莱丝,他断定是她在妖精荒野引诱他被他的厄运攻击。他从薇若莱丝的肩膀上切下了她的头颅,并将他投入了金字塔核心位置的藏尸坑之中。

  但是薇若莱丝没有死。她的生命能量也在她到达金字塔时被分裂成碎片。她的碎片中没有生气,而是被侵染的宝石和一个法珠传遍了金字塔。由对克兰沃克斯报仇这个灼热的渴望驱动着,薇若莱丝期待着结合她生命活力的碎片并逃离暗影金字塔的愿望。


劇透 -   :
Background
In centuries past, a tiefling wizard named Karavakos made a fatal bargain. The twin threats of monsters of the wild and rebellion from within threatened his iron grip over the lands of his petty kingdom. In desperation, Karavakos summoned a devil and asked for aid. A legion of infernal soldiers came to march under his command, and he stepped up his efforts to restore order—and a harsh justice—to his domain.
  The legion of devils came at a very reasonable price. They would fight on his behalf and obey his orders without question. If he ever led them to defeat, however, they would abandon him and he would be cast into eternal captivity. Only an error made by the wizard could result in the devils’ defeat—no army in the world could defeat them on the field of battle.
  Karavakos led his legions on one conquest after another. What had been a small kingdom grew into a mighty nation to rival the great human empire of Nerath that held sway over much of the land at this time.
  With winter’s arrival, Karavakos called a halt to his campaign of expansion. He returned to his palace with the eladrin princess, Vyrellis, who was to be his bride. Together, he proclaimed, they would rule a new empire, and with spring’s dawning his armies would march into the Feywild, extending their rule across two worlds.
  When spring came, the devil armies marched through the thin border between worlds. In the Feywild, though, the devils met their match. Invincible on the battlefields of the natural world, the devils had no such protection once they stepped into the Feywild. Fey spears and arrows felled the legions, putting an end to Karavakos’s dreams of conquest—and severing his diabolic bargain. Karavakos was imprisoned in the Pyramid of Shadows, his eladrin princess at his side.
  The Pyramid of Shadows is one of many infernal prisons created to confine powerful beings. Just like a prism splits light into its component colors, the pyramid split Karavakos’s life force into free-willed splinters, each one containing a fragment of his power. With his power spread among various splinters, Karavakos couldn’t hope to break free from the prison. Enraged, he lashed out at the only person he could blame for his failure—Vyrellis, who he claimed tempted him into his ill-fated attack on the Feywild. He cut Vyrellis’s head from her shoulders and threw it into the charnel pit at the heart of the pyramid.
  But Vyrellis didn’t die. Her life energy, too, was splintered upon her arrival in the pyramid. Her splinters are not animate, but have instead been imbued into gemstones and an orb spread throughout the pyramid. Vyrellis is now driven by a burning thirst for revenge against Karavakos, matched only by her desire to reunite the fragments of her life force and escape the Pyramid of Shadows.

暗影金字塔
  暗影金字塔是一个充满了神秘怪物和古怪魔法效果的离奇跨位面空间。它的存在超越时间与空间,它在凡界和遥远界域的多个地方出现。在空间的内部不会知道经过了多少年。它是一个设计成无论什么想要从中逃跑都会被困的监狱。

  金字塔的每三层都是各种生物集团的家(除了在它顶部的避难所)。每个新到达的都会尝试发现在已经存在的栖息者之间的空地,或者开拓他自己的生存空间。最后,随着生物在其内部设置陷阱,金字塔提供了一个近似他们天然环境的生存空间。自从囚犯们不需要为了消遣而竞争(见下文),他们就共存在一种不自然的停战状态之中。


劇透 -   :
The Pyramid of Shadows
The Pyramid of Shadows is a bizarre extradimensional space full of weird monsters and strange magical effects. It exists beyond space and time, appearing in multiple places in the world and planes beyond. The space within it knows nothing of the passage of years. It's a prison, designed to keep whatever is trapped within it from escaping.

  Each of the pyramid's three levels (in addition to the sanctuary at its apex) is home to multiple factions of creatures. Each new arrival tries to find a place among the existing inhabitants, or to carve out its own living space. Eventually, the pyramid adapts to the creatures trapped within it, providing a living space approximating their natural environments. Since its prisoners don't need to compete for resources (see below), they coexist in an uneasy truce.

金字塔的特征

  下列特性除非特殊说明否则为暗影金字塔所有区域所共有。

  ✦ 生计:囚犯不需要进食或喝水(虽然许多人出于习惯)。另外,在金字塔的每件事物由于监狱的跨位面特性缓慢的增长年纪,以至于显得在事实上是不朽的。

  ✦ 照明:除非另有说明,金字塔的所有区域都是昏暗光线的环境。这个光源没有任何具体的来源,它的存在归功于金字塔的魔法本质。

  ✦ 门扉:除非另有说明,金字塔的门由重木组成。一个DC20的力量检定允许角色击倒一扇门。门有10点AC和反射防御,15点强韧防御和20点生命值。一扇被毁坏或伤害的门会在24小时之后恢复。维持着金字塔的魔法对它的内部结构提供快速细微的修理。


劇透 -   :
Features of the Pyramid
The following features are common to all areas of the Pyramid of Shadows unless otherwise noted.

✦ Sustenance: The prisoners don't need to eat or drink (though many do out of habit). In addition, everything within the pyramid ages so slowly as to appear effectively immortal, due to the extradimensional nature of the prison.

✦ Illumination: Unless otherwise noted, all areas of the pyramid are filled with ambient dim light. This light does not come from any specific source and owes its existence to the pyramid's magical nature.

✦ Doors: Unless otherwise noted, the doors in the pyramid are made of heavy wood. A DC 20 Strength check allows a character to break one down. The doors have AC and Reflex defense 10, Fortitude defense 15, and 20 hit points. A destroyed or damaged door is restored after 24 hours. The magic that sustains the pyramid allows quick, minor repairs to its interior structure.

引用
如何使用这个冒险
  阴影金字塔是一个使5个玩家角色(PC们)从7级升到10级的龙与地下城冒险。你可以将这个冒险当做一系列英雄级冒险(从H1:坠影堡开始持续到H2:雷光顶的迷宫)的高潮或者作为你自己战役的一个独立冒险来跑。

  包含这个冒险在内的这两本书是属于地下城主(DM)的。如果你打算作为一个玩家体验阴影金字塔,那就不需要了解的更多了。

  阴影金字塔包含这些部分:

  ⒈冒险书一(这本书)提供给地下城主关于暗影金字塔概述。其中包括了关于重要非扮演角色(NPC们)的描述、关键场所的描述、地点和对手的插图、背景资料和个别的新怪物。

  ⒉冒险书二包含大部分冒险、许多可能在金字塔内部发生的遭遇。

  ⒊一个包含三个重要遭遇区域描绘的宣传地图。这是一张提供一个能让你的D&D模型放在上面的等比例地图。

  ⒋一个保存两本书和宣传地图的文件夹。

  如果你是DM...
  首先通读冒险书一,然后是你自己熟悉冒险书二的第一部分一边了解金字塔的布局和冒险的流程。

  入门指南
  冒险从在这本书第六页的遭遇A1:森林中的空地开始。


劇透 -   :
引用
HOW TO USE THIS ADVENTURE
Pyramid of Shadows is a DUNGEONS & DRAGONS adventure that takes a party of five player characters (PCs) from 7th level to 10th level. You can run this adventure either as the culmination of the series of heroic tier adventures (which started with H1: Keep on the Shadowfell and continued with H2: Thunderspire Labyrinth), or as a stand-alone adventure in your own campaign.

  The two booklets included in this adventure are for the Dungeon Master (DM). If you're planning to experience Pyramid of Shadows as a player, don't read any farther.

  Pyramid of Shadows contains these components:

1. Adventure Book One (this booklet) provides the Dungeon Master with an overview of the Pyramid of Shadows. This includes descriptions of important nonplayer characters (NPCs), descriptions of key locations, illustrations of places and adversaries, background information, and several new monsters.

2. Adventure Book Two contains the bulk of the adventure, including many possible encounters within the pyramid.

3. A poster map containing depictions of three important encounter areas. The map is rendered in a scale that allows you to place your D&D Miniatures directly on the map.

4. A folder to hold the booklets and the poster map.

If You're the DM . . .
Read Adventure Book One first and then familiarize yourself with the first part of Adventure Book Two to get a sense of the pyramid's layout and the flow of the adventure.

Getting Started
The adventure starts with Encounter A1: The Clearing in the Forest, on page 6 of this book.

« 上次编辑: 2012-05-09, 周三 15:33:54 由 小丑伊沃儿 »
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冒险简介&冒险线索
« 回帖 #2 于: 2012-05-09, 周三 14:20:15 »
冒险简介
  克兰沃克斯拼命地想从暗影金字塔逃走。他正在用他大量的秘法能力和丰富的时间来将他酝酿已久的计划付诸行动。他已经得到了控制金字塔的有限能力,足能让金字塔在自然界显现。另外,他还获得了能够对金字塔外部的秘法威能使用者发出短暂幻象的能力。有了这两个在他掌控下的工具,克兰沃克斯已经做好了逃跑的准备。

  克兰沃克斯是一强大的法师,但是他的能力在金字塔内部受到了严重限制。他的生命活力--和伴随着生命活力的威能--被分成了三个碎片散布在金字塔之中,每一个都实行着自己的逃脱计划。真正的克兰沃克斯被锁在金字塔顶部的光之避难所之中。他不能伤害另一个碎片,但是他知道这些碎片的破灭是他逃脱的关键。当一个碎片消亡时,他持有的威能将会转移到他身上。当所有克兰沃克斯的碎片被摧毁时,法师相信它将强大到足以从金字塔中逃脱。

  克兰沃克斯已经发出了金字塔在自然界位置的影像,并做出了有关于金字塔权力的承诺。当玩家角色遭遇金字塔并且被引导进入金字塔的永恒层面时,冒险开始了。从那时开始,克兰沃克斯鼓励冒险者摧毁他的生命活力碎片以便让碎片各自占有的威能回到他的身上。当他的威能全部复原,克兰沃克斯计划完成能够让他自由的秘法仪式。冒险家的命运不会和法师关联,仅仅只要他们为他们的目的服务并摧毁克兰沃克斯生命活力的虚幻外表。

  当这一切发生时,真正的克兰沃克斯正在光之避难所安全的等待。

  薇若莱丝仍然是法师计划的漏洞。她的生命活力逗留在一件神器之中,一个在她无形头颅之中漂浮并在她意识之外的黑曜石法珠。她对自由的渴望和克兰沃克斯一样多。此外,她渴望复仇,而冒险者则提供给他一个机会去实现它。薇若莱丝将她自己当做一个盟友出现,指引冒险者前往光之避难所并敦催促他们摧毁克兰沃克斯--所有他的碎片和真正的法师--并在处理之后赢取他们的自由。

  在整个冒险过程之中,玩家角色探索了奇异的礼堂和暗影金字塔的各个房间,与它带有敌意的居民(包括克兰沃克斯生命活力的碎片)战斗,收集打开光之避难所需要的三把钥匙并最终在一场高潮战斗中面对真正的克兰沃克斯--失败的代价不是死亡就是永恒的监禁。沿途,薇若莱丝也会指引他们从宝石中聚集她生命活力的碎片,薇若莱丝保留它们希望在她从金字塔中离开时能够复原她自己。


劇透 -   :
Adventure Synopsis
Karavakos desperately wants to escape from the Pyramid of Shadows. He has been using his considerable arcane abilities and the vast amount of time available to him to put a long-simmering plan into motion. He has gained limited control of the pyramid, and is able to influence where it appears in the natural world. In addition, he has developed the ability to send brief visions to other arcane power users outside the pyramid. With these two tools at his disposal, Karavakos has been working on a means of escape.
  Karavakos is a mighty wizard, but his power within the pyramid is severely limited. His life force-and with it, his power-is divided among three splinters scattered throughout the pyramid, each pursuing its own plan of escape. The true Karavakos is locked iwthin the Sanctuary of Light at the pyramid’s apex. He can’t harm the other splinters, but he knows that their destruction is the key to his escape. When a splinter meets its end, the power it holds is transferred to him. When all of the splinter Karavakoses are destroyed, the wizard believes he will be mighty enough to escape from the pyramid.
  Karavakos has been sending visions of the pyramid, its location in the natural world, and promises of power associated with the pyramid. The adventure begins when the player characters encounter the pyramid and are drawn into its timeless depths. From that point on, Karavakos encourages the adventurers to destroy the splinters of his life force so that the power each possesses returns to him. With his power fully restored, Karavakos plans to perform arcane rituals that will set him free. The fate of the adventurers matters not to the wizard, just so long as they serve their purpose and destroy the false expressions of Karavakos’s life force.
  As all of this occurs, the true Karavakos waits safely in the Sanctuary of Light.
  Vyrellis remains the flaw in the wizard’s plans. Her life force lingers within an artifact, an obsidian orb in which her disembodied head drifts in and out of view. She longs for freedom as much as Karavakos does. More, she hungers for revenge, and the adventurers provide her with an opportunity to attain it. Presenting herself as an ally, Vyrellis guides the adventurers toward the Sanctuary of Light and urges them to destroy Karavakos-all of the splintered versions of him as well as the true wizard-and win their freedom in the process.
  Over the course of the adventure, the player characters explore the bizarre halls and chambers of the Pyramid of Shadows, fight its hostile inhabitants (including the splinters of Karavakos’s life force), collect the three keys needed to open the Sanctuary of Light, and finally face the true Karavakos in a pitched battle-with death or eternal imprisonment the price of failure. Along the way, Vyrellis also guides them to collect the splinters of her life force from the gemstones that hold them in hopes of restoring herself once she is freed from the pyramid.

冒险线索
  使用下面提供的一个或者多个线索给玩家角色寻找金字塔的动机并给他们一个进入其中冒险的理由。使用这些线索,PC们有了获得完全由相关任务提供的经验的机会。

劇透 -   :
Adventure Hooks
Use one or more of the hooks below to provide the player characters with motivations for seeking out the pyramid and to give them a reason to get into the adventure. Using these hooks provides the PCs with opportunities to gain experience by completing the associated quests.

线索:神秘的地图
  如果冒险者们经历了H2:雷山顶的迷宫事件,然后他们在帕德玛尔的所有物中发现了一张地图

  地图展示了一个在郁郁葱葱的森林里发着辉光的金字塔,大约在楠提尔谷底以北需要旅行一周的时间。在页边潦草的注释着:"威能之地"、"待取的丰富魔力"和"寻找克兰沃克斯"。

  仅是这个发现就足以让冒险者去调查暗影金字塔。如果不,参看下面的"替代部分"的附加动机。
参看部分:博学者萨伦,因为冒险者的行动而印象深刻并且担心着在地图上注释的含意,如果冒险者同意接受这个任务,他将提供更多的奖励。"找到这个威能之地并调查克兰沃克斯,"博学者对他们说:"带回神秘之地的情报,我们将回报你们一件强大的魔法物品(一个12级的物品)和2500金币。"

  任务XP:1,500XP(主线任务)。


劇透 -   :
Hook: The Mysterious Map
If the adventurers experienced the events of H2: Thunderspire Labyrinth, then they discovered a map among Paldemar’s possessions.
  The map shows a glowing pyramid within a lush forest, about a week’s travel north of Nentir Vale. Notes scribbled on the side of the page read: “Place of power.” “Vast magic for the taking.” And “Seek Karavakos.”
  This discovery alone might be enough to send the adventurers in search of the Pyramid of Shadows. If not, see the “Alternative” below for additional motivations.
Alternative: The Mages of Saruun, impressed by the actions of the adventurers and worried about the implications of the notes on the map, provide one more incentive if the adventurers agree to take on this quest. “Find this place of power and seek out Karavakos,” the mage tells them. “Return with information that reveals the secrets of this place, and we will reward you with a powerful magic item (a level 12 item) and 2,500 gp.”
Quest XP: 1,500 XP (major quest).

线索:梦中幻象
  冒险者--一个地方法师、学者或者贤者--在开始这个冒险之前已经被陌生而强迫的幻象在每一个夜晚的睡梦中困扰很久了。在这些梦中幻象中,泰弗林法师克兰沃克斯出现在智者的梦中并对他耳语等在暗影金字塔内的威能和秘密。

  幻象变得更加的频繁、更加的急迫而地方法师或者贤者也变得越来越习惯于将每件事都放置一旁以便于找出威能之地和克兰沃克斯。甚至,学者经常在梦中影像中醒来,身边放着羊皮纸和羽毛笔,发现他或她完全不记得写过的潦草符号。这些记录包括多次重复的字句:"威能之地。""待取的丰富魔力。""寻找克兰沃克斯。"还有一张简略的展示了大约需要一周的时间才能到达的、在茂密森林中发着辉光的金字塔草图。
地方法师或者贤者被幻象激起了兴趣,并渴望得到预示的威能。他或她也可能怀疑这些梦境,并吃惊于其中的含义,他或她渴望满足追随梦境的冲动。

  听说了冒险家的功绩,或者也许会作为朋友、同事或者熟人而认识他们,法师/学者/贤者请他们调查此事。 "我应付不来这个挑战,"博学者坦言,"我不会假装我不害怕这些梦境。但是我也肯定围绕着这些奇怪事情的一定是极为重要的事物,并且我毫不怀疑我的无尽威能的梦境是关于它们的真实的一环。"

  法师/学者/贤者督促冒险者发现暗影金字塔并找出克兰沃克斯。"时间有限,"博学者说,"威能之地不会保持安静太长时间。你们必须找到它...在那些怀有邪恶之心的人为他们自己得到它之前。"
  参看部分:职业能力利用奥术作为威能来源的玩家角色接收到梦境幻象。在这种情况下,在这个冒险开始之前,得到梦境的角色需要进行一个额外的个别游戏会议。首先它们缓慢的开始影响,仅仅简单的梦境不会看起来有所不同。然而,久而久之梦境中的信息变得更强大、更显著、更迫切。然后幻象的威力和频率增加,直到他们消耗掉角色需要的每个休息或睡眠周期。只有一种方法可以使他们停止,尽全力找出威能之地、找出克兰沃克斯。找出暗影金字塔。
  任务XP:1,500XP(主线任务)。如果你使用这个线索的NPC获得梦境并寻求冒险者帮助的版本,当PC们带着有关金字塔的介绍和结束梦境影像的方法回来时,NPC会支付2500金币。(注意无论何种情况,一旦PC们接触到暗影金字塔梦境就会结束。)


劇透 -   :
Hook: The Dream Vision
Wherever the adventurers happen to be prior to the start of this adventure, a local wizard, scholar, or sage has been troubled by strange and compelling visions every night when he or she sleeps and dreams. In these dream visions, the tiefling wizard Karavakos appears to the dreaming mage and whispers about the power and secrets waiting within the Pyramid of Shadows.
  The visions have grown more frequent, more urgent, and the local wizard or sage is growing more and more inclined to set everything aside and seek out the place of power and Karavakos. Indeed, the mage often awakens from the dream vision with a sheet of parchment and a quill to find notes scribbled over and over that he or she has no memory of writing. These notes include the oftrepeated phrases: “Place of power.” “Vast magic for the taking.” “Seek Karavakos.” There is also a crude sketch of a map that shows a stylized glowing pyramid deep within a lush forest about a week’s travel from this location.
The local wizard or sage is intrigued by the visions and anxious to claim the promised power. He or she is also suspicious of these dreams, and as frightened by the implications as he or she is desirous to fulfill the impulse to follow the dream.
  Hearing of the exploits of the adventurers, or perhaps knowing them as friends or colleagues or acquaintances, the wizard/scholar/sage asks them to look into this matter “I am not up to this challenge,” the mage admits, “and I won’t pretend that I am not frightened by these dreams. But I am also sure that something of great importance surrounds these strange events, and I have no doubt that my dreams of untold power have a ring of truth about them.”
  The wizard/scholar/sage urges the adventurers to find the Pyramid of Shadows and seek out Karavakos. “Time is short,” the mage says, “and the place of power won’t remain undisturbed for long. You must find it . . . before those with evil intentions claim it for their own.”
Alternative: A player character whose class abilities draw upon the arcane power source receives the dream visions. In this case, have the dreams come to the character over the course of several game sessions prior to the start of this adventure. They start out slowly at first, just simple dreams that don’t seem all that unusual. As time passes, however, the message in the dreams becomes stronger, more insistent, more urgent. Then the visions grow in power and frequency, until they consume every period of sleep or rest the character takes. The only way to make them stop is to strike out for the place of power, to seek out Karavakos. To find the Pyramid of Shadows.
Quest XP: 1,500 XP (major quest). If you are using the version of this hook where an NPC is having the dream and asks for the adventurers’ help, then have that NPC offer a reward of 2,500 gp once the PCs return with information about the pyramid and a way to stop the dream visions from returning. (Note that in all cases, the dreams stop once the PCs reach the Pyramid of Shadows.)

线索:疯狂的徘徊者
  当通过一个茂密的森林时,冒险者们遇到了一个疯狂的徘徊者。徘徊者曾是一名充满威能和有着在遥远文明中心深远背景的法师。他已经被克兰沃克斯发出的梦境幻象折磨了好几个星期了,而这些幻象已经把他给逼疯了。他已经在这些树木间徘徊了比他能够记得的更长的时间,设法找到呼唤他的威能之地。

  疯狂法师的头发和胡须肮脏的纠缠在一起。他的长袍也是破烂而污秽的。他的眼睛狂野而又充斥疯狂。当他遭遇冒险者时,他变的躁动而极端。"威能之地是我的!"他尖叫着:"克兰沃克斯召唤的是我,不是你!不是你!"他攻击冒险者,专心于摧毁任何为了暗影金字塔的对手。

  在他的疯狂状态下,法师会战斗到死。当他的生命值变为0时,他在死前会有片刻的清明。"找到金字塔,"他用他最后的呼吸耳语:"找到克兰沃克斯。"

  在疯狂法师的所有物中有一张地图。地图显示在一处茂密的森林中有一个发着辉光的金字塔,距离战斗发生的地点不远。在页边潦草的注释着:"威能之地"、"待取的丰富魔力"和"寻找克兰沃克斯"。
  任务XP:1,500XP(主线任务)


劇透 -   :
Hook: The Mad Wanderer
While traveling through a lush forest, the adventurers encounter a crazed wanderer. The wanderer was once a wizard of power and influence back in a distant center of civilization. He has been plagued by the dream visions sent by Karavakos for weeks on end, however, and these visions have driven him mad. He has been wandering in these woods for more days than he can remember, trying to find the place of power that calls to him.
  The crazed wizard’s hair and beard is tangled and unkempt. His robes are tattered and dirty. His eyes are wild and full of madness. When he encounters the adventurers, he becomes agitated and violent. “The place of power is mine!” he screams. “Karavakos has summoned me, not you! Not you!” He attacks the adventurers, intent on destroying any rivals for the Pyramid of Shadows.
  In his crazed state, the wizard fights to the death. When he is reduced to 0 hit points, he has a moment of clarity before he dies. “Find the pyramid,” he whispers with his last remaining breaths. “Seek out Karavakos.”
  Among the crazed wizard’s possessions is a map. The map shows a glowing pyramid within a lush forest, not far from where the battle took place. Notes scribbled on the side of the page read: “Place of power.” “Vast magic for the taking.” And “Seek Karavakos.”
Quest XP: 1,500 XP (major quest).

引用
人类学者  等级8 精英 射手
中型 自然界 类人生物 XP 700
先攻+4 感官 侦查+7;
HP132;重伤66
AC 20;强韧18、反射20、意志22
豁免骰+2
速度6
行动点1
引用
m铁头木棍(标准;随意)?武器
+11vs. AC1d8点伤害
引用
r魔法飞弹(标准随意)?力场
远程20+13vs.反射;2d4+5点力场伤害。
引用
C魔法飞弹风暴(标准;随意)?力场
近程爆发5;+11vs.反射;1d4 + 5点力场伤害。
引用
R舞电术(标准;遭遇)?闪电
博学者对3个不同的目标进行独立的攻击:
射程10;+13vs.反射;1d8 + 5点闪电伤害。
引用
A雷鸣爆发(标准;遭遇)?雷鸣
区域10爆发1;+13vs.强韧;2d8+5点雷鸣伤害,并且目标眩晕(豁免结束)。
引用
A酸蚀爆发(标准;充能5、6)酸蚀
区域20爆发2;+13vs.反射;3d6 + 5点酸蚀伤害。
引用
阵营 无阵营 语言 通用语
技能 神秘+13,洞察+11
力量10(+4)敏捷14(+6)感知17(+7)
体质12(+5)智力18(+8)魅力12(+5)
装备 长袍、铁头木棒、权杖

劇透 -   :
引用
Human Mage Level 8 Elite Artillery
Medium natural humanoid XP 700
Initiative +4 Senses Perception +7
HP 132; Bloodied 66
AC 20; Fortitude 18, Reflex 20, Will 22
Saving Throws +2
Speed 6
Action Point 1
引用
m Quarterstaff (standard; at-will) ✦ Weapon
+11 vs. AC; 1d8 damage.
引用
r Magic Missile (standard; at-will) ✦ Force
Ranged 20; +13 vs. Reflex; 2d4 + 5 force damage.
引用
C Magic Missile Storm (standard; at-will) ✦ Force
Close burst 5; +11 vs. Reflex; 1d4 + 5 force damage.
引用
R Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against 3 diff erent targets: ranged 10; +13 vs. Reflex; 1d8 + 5 lightning damage.
引用
AThunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +13 vs. Fortitude; 2d8 + 5 thunder damage, and the target is dazed (save ends).
引用
A Acid Burst (standard; recharge 5 6) ✦ Acid
Area burst 2 within 20; +13 vs. Reflex; 3d6 + 5 acid damage.
引用
Alignment Unaligned Languages Common
Skills Arcana +13, Insight +11
Str 10 (+4) Dex 14 (+6) Wis 17 (+7)
Con 12 (+5) Int 18 (+8) Cha 12 (+5)
Equipment robes, quarterstaff , wand

线索:格兰仕的头颅
  当冒险者向冬树森林旅行时,一个地方政权(可能是来自瀑上镇或者避冬镇的某个人)出价850金币悬赏格兰仕·温,一个领导着一帮危险罪犯的龙裔。温的帮派这些年给这个地区带来了恐怖,而温刚刚从囚禁他的地方逃了出来,并躲进了冬树森林。

  使用这个线索作为额外的奖励,或者这可以成为驱使冒险家进入最终会使他们发现暗影金字塔的森林。

  格兰仕和他帮派的一部分成员已经被困在了暗影金字塔的内部。冒险者将会在探索金字塔内部时遭遇到龙裔罪犯。
  任务XP:1,500XP(主线任务)


劇透 -   :
Hook: the Head of Gharash
As the adventurers travel toward the Winterbole Forest, a local authority (probably someone from Fallcrest or Winterhaven) offers a reward of 850 gp for the head of Gharash Vren, a dragonborn who leads a gang of dangerous criminals. Vren’s gang has terrorized the region for years, and Vren just escaped from his recent captivity, fleeing into the Winterbole Forest.
  Use this hook as an extra incentive, or this could be the impetus that drives the adventurers into the forest where they eventually discover the Pyramid of Shadows.
  Gharash and a portion of his gang have been trapped inside the Pyramid of Shadows. The adventurers will encounter the dragonborn criminal while exploring the pyramid’s interior chambers.
Quest XP: 1,500 XP (major quest).

长期准备
  一旦冒险者进入暗影金字塔,他们将被困在金字塔内直到他们击败克兰沃克斯并逃离金字塔--冒险的主要部分能持续3到4级。角色在金字塔内部无需进食或饮水,并且他们可能发现一些地方能进行长时间休息。然而,他们不能购买魔法物品或者供给,不能回收在出发时保存的物品,也不能咨询NPC们仪式或情报。在你开始这个冒险之前,你可能想让玩家知道他们的角色应该对一次长时间的旅程有所准备,这样他们就不会在被困在金字塔内时遭受过多的障碍。

劇透 -   :
PREPARING FOR THE LONG HAUL
Once the adventurers enter the Pyramid of Shadows, they remain in it until they defeat Karavakos and escape-the better part of three or four levels of adventuring. The characters don’t need to eat or drink while they’re inside the pyramid, and they can find places to take extended rests. They can’t, however, buy magic items or supplies, retrieve items they left in safekeeping, or consult NPCs for rituals or information. You might want to let the players know that their characters should be prepared for a long journey before you begin this adventure, so they aren’t unduly hindered when they become trapped in the pyramid.
« 上次编辑: 2012-05-09, 周三 15:33:06 由 小丑伊沃儿 »
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遭遇A1:森林中的空地
« 回帖 #3 于: 2012-05-09, 周三 15:30:45 »
引用
遭遇A1:森林中的空地

遭遇等级6(1,400XP)

设置

3矮人战锤手
2人类伏兵
1狂怒龙兽


劇透 -   :
引用
ENCOUNTER A1: THE CLEARING IN THE FOREST

Encounter Level 6 ( 1,400 XP )

Setup

3 dwarf hammerers
2 human ambushers
1 rage drake

开始冒险

  无论出于什么么情况下,角色正穿过在楠提尔谷底北方边缘的冬树森林(参看城主指南第206页的地图)。他们可能是正在寻找一些特别的东西(参看第4页的冒险线索)或者他们可能只是简单的从一个地区旅行到另一个地区。当他们到达森林中的空地时,冒险开始了。

  这个遭遇没有提供战术地图。敌人开始时只是隐藏在空地周围的树木之间,窥伺着冒险者们的所作所为。

  当冒险者到达空地时,读:

  茂密的森林中突然出现了一大片空地,大概有50尺宽,在空地中心有一些倒下的小岩石。空地周围的事物有种不适的感觉。这种感觉好像森林拒绝你们进入空地的宣告,围绕着你们的空气让你们感到不舒服和刺痛。

  侦查检定

  DC 21:
你察觉到某些事物正在空地较远那边的树木间移动。


劇透 -   :
Starting the Adventure
Regardless of circumstance, the characters are traveling through the Winterbole Forest, on the northern edge of Nentir Vale (see the map on page 206 of the Dungeon Master’s Guide). They might be looking for something specific (see the “Adventure Hooks” on page 4) or they might simply be traveling from one location to another. The adventure begins when they reach this clearing in the forest.
  No tactical map is provided for this encounter. The enemies begin hidden in the trees around the clearing, watching and waiting to see what the adventurers do.
When the adventurers reach the clearing, read:
The dense forest suddenly parts to reveal a large clearing, perhaps 50 feet across, with a small tumble of rocks at the center. Something about the clearing doesn’t feel right. It’s as though the sounds of the forest refuse to enter the clearing, and the air around you feels strange and tingling.
Perception Check
DC 21:
You spot something moving among the trees just beyond the clearing.

攻击

  如果任何冒险者在侦查检定上成功,他们注意到森林中的动静并会准备好应付麻烦。然而,任何在检定上失败的冒险者在遭遇开始时的突袭轮不会获得动作。

  在突袭轮,每个矮人投掷锤子而人类则抛出匕首作为冲突的开始。同时,狂怒龙兽怒吼着进入空地并对最近的对手发动冲锋攻击。


劇透 -   :
The Attack
If any adventurers succeeded at the Perception check, they notice the movement in the forest and are ready for trouble. Any adventurers who failed the check, however, don’t get to act in the surprise round that starts this encounter.
  In the surprise round, the dwarves each hurl a throwing hammer and the humans toss daggers to start the fray. At the same time, the rage drake roars into the clearing and makes a charge attack against the nearest opponent.

敌人

  这队暴徒是由格兰仕·温的罪恶帮派的残存势力组成的。他们不知道在他们头领和其他帮派成员身上发生了什么。他们只知道格兰仕·温进入了空地并且再也没有回来。当他们察觉到冒险者接近这片区域时,他们决定将愤怒和失落倾泻在冒险者身上。这可能不会让格兰仕回来,但是却能让他们感觉好些。

劇透 -   :
The Enemy
This band of thugs constitutes the remnants of Gharash Vren’s gang of criminals. They don’t know what happened to their leader and the rest of their gang. All they know is that Gharash Vren entered this clearing and never returned. When they spotted the adventurers approaching the area, they decided to take out their anger and frustration on them. It may not bring Gharash back, but it will make them feel a little better.

战术

  在突袭轮之后,罪犯们使用他们知道的基本战术。当战锤者和伏兵形成夹击时,他们让狂怒龙兽-一个格兰仕亲自训练过的生物-冲锋在前并作为战斗的中心力量。

劇透 -   :
Tactics
After the surprise round, the criminals use fairly basic tactics. They let the rage drake, one of the creatures that Gharash personally trained, plow ahead and take on the brunt of the battle, while the hammerers work to set up flanks for the ambushers.

引诱

  在冒险者击败这队罪犯之后,克兰沃克斯的影像出现在空地中心。

  如果冒险者俘虏了一个或者多个罪犯并尝试审问他们,克兰沃克斯立刻出现并用闪电矢和火矢"帮助"冒险者摧毁剩余的冒险者。克兰沃克斯不需要最放告诉PC们任何事。

  当影像出现时,读:

  当你左顾右盼时,一个影像出现在空地中心--一个鬼魂,或许是一个无实体的穿着长袍的男性泰弗林幻象。“恭喜,旅行者们,”影像说:“你在寻找暗影金字塔吗?”

  影像是克兰沃克斯的心灵投影,一个他获得的在另一边的金字塔感应并影像凡界的能力。


  “我们是森林遗迹的保护者,这是一个在遥远的过去献给梅诺娜的地域,”影像说:“是什么让你来到这个荒凉之地?”

  如果冒险者告诉影像他们在寻找的事物,影像用谎言保证他们能在暗影金字塔内找到答案。到现在为止克兰沃克斯不会自主告诉冒险者他的名字,但如果他们询问,他断定他们能在金字塔内发现他被称呼为克兰沃克斯:“进入金字塔然后一切将会揭晓。”

  冒险者有两个方法进入金字塔:自愿或者在克兰沃克斯的意志之下。

  在空地中心,倒下的碎小石块之中,他们看到了一个小型的散发着辉光的金字塔。在金字塔每面的底部,覆盖着位置的标记。(DC28的神秘鉴定能认出这些标记是天界语。)

  如果角色拾起或触摸金字塔,金字塔会把他们吸进去。如果他们试图离开,同样的事情依然自动的发生。读:

  小型的金字塔突然膨胀。你们不知道是你们在缩小还是它在变大,但是金字塔充斥了环绕着你们的空地并将你们置于黑暗之中。泰夫林的声音最后一次回响在你们的耳畔。"欢迎来到暗影金字塔。只有一个方法赢得你们的自由,杀死我们--三次。"他嘲弄的笑声奚落着你们,在光芒回来时渐渐消散然后一股惊人的恶臭席卷了你们,暗示着你们已经离开了森林。


劇透 -   :
The Invitation
After the adventurers defeat the band of criminals, the image of Karavakos appears at the center of the clearing.
  If the adventurers capture one or more of the criminals and attempt to question them, Karavakos appears immediately and “helps” the adventurers by destroying the remaining criminals with bolts of lightning and fire. Karavakos doesn’t want the criminals telling the PCs anything.
When the image appears, read:
As you look around, a figure appears near the center of the clearing-a ghost, perhaps, an insubstantial vision of a male tiefling draped in robes. “Greetings, travelers,” the image says. “What do you seek in the Pyramid of Shadows?”
The image is a psychic projection of Karavakos, one of his growing abilities to interact with and influence the world beyond the pyramid.
“We are the protector of the forest ruins, a place sacred to Melora in the distant past,” says the image. “What brings you to this forlorn place?”
If the adventurers tell the image what they seek, the image assures them that the answer lies within the Pyramid of Shadows. Karavakos doesn’t tell them his name as yet, but claims that one called Karavakos can be found within the pyramid if they ask. “Enter the pyramid and all will be revealed.”
  The adventurers have two ways to get into the pyramid: of their own accord or by the will of Karavakos.
  At the center of the clearing, amid a small tumble of worn stones, they see a small, glowing pyramid. The object, about a foot on each side, is covered with unknown markings. (Arcana DC 28 to recognize that the markings are Supernal.)
  If the characters pick up or touch the pyramid, the object consumes them. If they attempt to leave, the same thing happens, but of its own accord. Read:
The small pyramid suddenly expands. You can’t tell if you’re shrinking or it’s growing, but it fills the clearing around you and you’re immersed in darkness. The voice of the tiefling comes to you one last time. “Welcome to the Pyramid of Shadows. The only way to win your freedom is to kill us—three times.” His mocking laughter taunts you, fading away as light returns and a tremendous stench assails you, suggesting that you’ve left the forest behind.

之后

  角色现在是在暗影金字塔的入口凹陷处。他们已经被传送进入了跨位面空间,这里是孤立在空间或时间之外的存在。让冒险者花费一些时间来聚集起来,然后前往冒险书二的第2页的遭遇P1。

劇透 -   :
Next
The characters are now in the Entrance Pit of the Pyramid of Shadows. They have been transported into the extradimensional space that exists outside space or time. Give the adventurers a moment to collect themselves, then go to Encounter P1 on page 2 of Adventure Book Two.

引用
3矮人战锤手 等级5 护卫
中型 自然界 类人生物 XP200每个
先攻+4 视觉 侦查+4;昏暗视觉
HP 64;重伤32;
AC 23;强韧18,反射15,意志17
豁免骰 +5对抗毒素效果
速度5
引用
m战锤(标准;随意)武器
+11vs. AC1d10+3点伤害。
引用
M盾击(次要动作;充能5、6)
+9vs.强韧;2d6+3点伤害,目标被挤到货被推离1格(由矮人战锤手选择)。
引用
R飞锤(标准;随意)·武器
远程5/10;+10vs.AC;1d6+3点伤害。
引用
坚如磐石(直觉打断,当敌人推离或击倒战锤手时;随意)
战锤手对敌人进行一次近战基础攻击。
引用
脚踏实地
当一个效果强制矮人移动--拉动、推动或滑移时,矮人可以比效果指定的距离少移动1格。当一次攻击将会击倒矮人时,矮人可以立刻投一次豁免骰来避免倒地。
引用
阵营 邪恶 语言 通用语,矮人语
技能 地城+11,坚韧+5
力量17(+5)敏捷10(+2)感知14(+4)
体质16(+5)智力11(+2)魅力12(+3)
装备 板甲,重盾,战锤,3把飞锤

劇透 -   :
引用
3 Dwarf Hammerers Level 5 Soldier
Medium natural humanoid XP 200 each
Initiative +4 Senses Perception +4; low-light vision
HP 64; Bloodied 32
AC 23; Fortitude 18, Reflex 15, Will 17
Saving Throws +5 against poison eff ects
Speed 5
引用
m Warhammer (standard; at-will) ✦ Weapon
+11 vs. AC; 1d10 + 3 damage.
引用
M Shield Bash (minor; recharge ⚄ ⚅ )
+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked prone or pushed 1 square (dwarf hammerer's choice).
引用
R Throwing Hammer (standard; at-will) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d6 + 3 damage.
引用
Stubborn (immediate interrupt, when an enemy tries to push it or knock it prone; at-will)
The hammerer makes a melee basic attack against the enemy.
引用
Stand Your Ground
When an eff ect forces a dwarf to move-through a pull, a push, or a slide-the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone.
引用
Alignment Evil Languages Common, Dwarven
Skills Dungeoneering +11, Endurance +5
Str 17 (+5) Dex 10 (+2) Wis 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 12 (+3)
Equipment plate armor, heavy shield, warhammer, 3 throwing hammers

引用
2人类伏兵 等级7 游击
中型 自然界 类人生物 XP300每个
先攻+8 视觉 侦查+3;
HP 77;重伤38
AC 21;强韧19,反射20,意志19
速度6
引用
m硬头锤(标准;随意)·武器
+12vs. AC1d8+4点伤害,并且人类伏兵快步1格。
引用
r匕首(标准;随意)·武器
远程5/10;+14vs.AC;1d4+4点伤害。
引用
M眩晕打击(标准;遭遇)·武器
需要硬头锤;+12vs. AC1d8+4点伤害,目标眩晕直到人类伏兵的下一个回合结束,人类伏兵快步1格。
引用
战斗优势
对任何为他提供战斗优势的生物,人类伏兵的近战和远程攻击造成额外1d6点伤害。
引用
阵营 邪恶 语言 通用语
技能 潜行+11,市井+9,盗术+11
力量12(+4)敏捷17(+6)感知11(+3)
体质13(+4)智力10(+3)魅力12(+4)
装备 革甲,硬头锤,4把匕首

劇透 -   :
引用
2 Human Ambushers Level 7 Skirmisher
Medium natural humanoid XP 300 each
Initiative +8 Senses Perception +3
HP 77; Bloodied 38
AC 21; Fortitude 19, Reflex 20, Will 19
Speed 6
引用
m Mace (standard; at-will) ✦ Weapon
+12 vs. AC; 1d8 + 4 damage, and the human ambusher shifts 1 square.
引用
r Dagger (standard; at-will) ✦ Weapon
Ranged 5/10; +14 vs. AC; 1d4 + 4 damage.
引用
M Dazing Strike (standard; encounter) ✦ Weapon
Requires mace; +12 vs. AC; 1d8 + 4 damage, the target is dazed until the end of the human ambusher's next turn, and the human ambusher shifts 1 square.
引用
Combat Advantage
The human ambusher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
引用
Alignment Evil Languages Common
Skills Stealth +11, Streetwise +9, Thievery +11
Str 12 (+4) Dex 17 (+6) Wis 11 (+3)
Con 13 (+4) Int 10 (+3) Cha 12 (+4)
Equipment leather armor, mace, 4 daggers

引用
狂怒龙兽 等级5 蛮战
大型 自然界 野兽(座骑,鳞爪类) XP200
先攻+3 视觉 侦查+3;
HP 77;重伤38;参见嗜血狂怒
AC 17;强韧17,反射15,意志15
免疫恐惧(当重伤时)
速度8
引用
m啮咬(标准;随意)
+9vs.AC;1d10+4点伤害;参见嗜血狂怒。
引用
M爪抓(标准;随意)
+8vs.AC;1d6+4点伤害;参见嗜血狂怒。
引用
M耙抓冲锋(标准;随意)
当狂怒龙兽冲锋时,它可以对同一个目标进行两次爪抓攻击。
引用
嗜血狂怒(当重伤时)
狂怒龙兽每次攻击在攻击骰上获得一个+2的加值并且额外造成5点伤害。
引用
狂怒坐骑(当重伤且被一个5级或者更高等级的盟友骑乘时;随意)·座骑
狂怒龙兽使骑手近战攻击在攻击骰和伤害骰上获得一个+2的加值。
引用
阵营 无阵营 语言 -
力量19(+6)敏捷13(+3)感知13(+3)
体质17(+5)智力3(-2)魅力12(+3)

劇透 -   :
引用
Rage Drake Level 5 Brute
Large natural beast (mount, reptile) XP 200
Initiative +3 Senses Perception +3
HP 77; Bloodied 38; see also bloodied rage
AC 17; Fortitude 17, Reflex 15, Will 15
Immune fear (while bloodied only)
Speed 8
引用
m Bite (standard; at-will)
+9 vs. AC; 1d10 + 4 damage; see also bloodied rage.
引用
M Claw (standard; at-will)
+8 vs. AC; 1d6 + 4 damage; see also bloodied rage.
引用
M Raking Charge (standard; at-will)
When the rage drake charges, it makes two claw attacks against a single target.
引用
Bloodied Rage (while bloodied)
The rage drake gains a +2 bonus to attack rolls and deals an extra 5 damage per attack.
引用
Raging Mount (while bloodied and mounted by a friendly rider of 5th level or higher; at-will) ✦ Mount
The rage drake grants its rider a +2 bonus to attack rolls and damage rolls with melee attacks.
引用
Alignment Unaligned Languages -
Str 19 (+6) Dex 13 (+3) Wis 13 (+3)
Con 17 (+5) Int 3 (-2) Cha 12 (+3)
« 上次编辑: 2012-05-22, 周二 13:37:32 由 小丑伊沃儿 »
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金字塔第一层
« 回帖 #4 于: 2012-05-10, 周四 12:09:26 »
引用
金字塔一层

  冒险从暗影金字塔的底层开始。不管他们是怎么发现金字塔的,玩家角色到达入口凹陷--位置1--这一层的中心。第一层包括五个主要区域。
  在这层中,不同群体的生物正处于一种紧张不安的状态,而玩家角色的到达可能有一些催化效果。然而,大部分金字塔的居民已经在这里很长时间了,他们不会对环境的变化做出快速反应。


劇透 -   :
引用
PYRAMID LEVEL 1
The adventure begins on the bottom level of the Pyramid of Shadows. Regardless of how they find the pyramid, the player characters arrive in the Entrance Pit, Location 1, at the center of the level. Level 1 includes five main areas.
  The different groups of creatures on this level live in a state of uneasy tension, and the player characters` arrival on the scene can have a destabilizing effect. However, most residents of the pyramid have been here for a long time, and they don`t react quickly to a change in circumstances.

藏尸坑(位置1-5)

  这层的中心区域是围绕入口凹陷排列而成的,并从葬尸领主处得到了它的特征,一个食腐怪向这里灌输了暗蚀的能量(参看位置4)。从位置2的骨堆到位置3的深水,这些房间在字面上或是比喻意义上体现了腐烂和水深。

劇透 -   :
The Charnel Pit (Locations 1-5)
The central area of the level is arrayed around the Entrance Pit and takes its character from the Charnel Lord, an otyugh infused with necrotic energy (see Location 4). Literally or metaphorically, these rooms exemplify rot and depth, from the piles of bones in Location 2 to the deep water in Location 3.

苍绿废墟(位置6-10)

  相信自己祖先的精神寄宿在植物上的阿伯瑞恩残忍而又嗜血,它们占据了第一层的南部。位置6和10形成了对抗其他金字塔居民的防御。
  阿伯瑞恩是金字塔第一层最优组织和防守头脑的生物。如果冒险者深入这些区域又退出去休息,阿伯瑞恩们会巩固它们的防御。它们将它们内部位置7、8和9的守卫替换到位置6和10。这两个房间是特别设计成保护阿伯瑞恩领土的。如果处境艰难,他们在这里全力抵抗。
  否则,阿伯瑞恩喜欢躲藏在它们拥有金字塔的部分。它们讨厌离开它们家园的草地去追捕敌人,除非它们觉得这样能够让他们杀死一个麻烦的敌人。


劇透 -   :
The Verdant Ruin (Locations 6-10)
Savage arboreans, bloodthirsty humanoids who believe the spirits of their ancestors reside in plants, have made the southern part of Level 1 their own. Locations 6 and 10 form their defenses against the rest of the pyramid`s inhabitants.
  The arboreans are the most organized and defensively minded creatures in Level 1 of the pyramid. If the adventurers strike into these areas but withdraw to rest, the arboreans consolidate their defenses. They shift guards from their interior Locations 7, 8, and 9 to Locations 6 and 10. Both of these chambers are specifically designed to protect the arboreans` territory. If hard pressed, they make a stand here.
  Otherwise, the arboreans prefer to hole up in their portion of the pyramid. They are loath to leave their home turf to track down enemies, unless they feel that such pursuit allows them to slay a troublesome foe.


格兰仕·温的帮派(位置11-13)

  最近从瀑上镇越狱的龙裔罪犯格兰仕·温带着他的帮派逃进了冬树森林--却被困在了暗影金字塔内。温和他的帮派是最后进入金字塔的(在冒险者之前),他们刚刚才设法在第一层东部开拓了他们自己的生存地。他们不断的在他们占领的房间入口巩固防御(位置11和12),但却在他们中心部位的主要房间留下了一个潜在的敌人(位置13)。

劇透 -   :
Gharash Vren`s Gang (Locations 11-13)
Having recently escaped captivity in Fallcrest, the dragonborn criminal Gharash Vren fled with his gang into the Winterbole Forest-and was trapped in the Pyramid of Shadows. Vren and his gang are the most recent arrivals in the pyramid (before the adventurers), and they`ve only just managed to carve themselves a place to live in the eastern portion of Level 1. They keep secure defenses at the two entrances to the rooms they`ve claimed (Locations 11 and 12), but left a potential enemy in their midst in the central rooms (Location 13).

隐寺(位置14-15)

  暗影金字塔有它自己的记忆储存系统,所有记忆都陈列在暗影图书馆中(位置14)。一个克兰沃克斯生命活力的碎片被隔离在图书馆之后(位置15)。

劇透 -   :
The Hermitage (Locations 14-15)
The Pyramid of Shadows has its own vault of memory, contained in the Library of Shadows (Location 14). One of the splinters of Karavakos`s life force lives in seclusion behind the library (Location 15).

壮观旋梯(位置16-19)

  在其他有"教养"的怪物组织所占领的区域之间的这些区域有一点迷乱。位置19是向上一路到达第二层的旋梯。

劇透 -   :
The Grand Stair (Locations 16-19)
These areas include a bit of wilderness between the "civilized" areas claimed by other groups of monsters. Location 19 is the stairway leading up to Level 2.

长休息

  第一层有一些可供防御的区域,冒险者可以躲藏在这些区域之中进行长休息以恢复他们的力量。在大部分地域之中,冒险者能够在长休息时不被打扰。然而,如果冒险者在苍绿废墟或被格兰仕·温的帮派控制的区域中休息,而没有第一时间战胜这些位置上的所有遭遇,他们大概没可能不被打扰。
  你需要找到模拟地城中怪物的真实反映和给你的玩家提供乐趣之间的平衡,这很挑战游戏经验。如果一次打断他们长休息的遭遇可能杀死一个或者多个角色,就不要给他们这个遭遇。如果他们能处理一个简单的挑战,那就创造一个简单的低于角色等级2或3级的遭遇。
  比方说,冒险者们在艰苦战斗之后通过了位置11的守卫,但是没有面对位置13的魅魔或位置12的格兰仕·温。他们躲进了位置11的内部休息,在控制板处安插了眼线并派遣一个人到大礼堂监视通往位置13的路。他们不够机警,但是你想通过一个他们能够在虚弱状态处理的遭遇使他们保持警觉。不要让格兰仕·温和他所有的同伙从位置12来打扰他们的睡眠(一个等级8级的遭遇)。作为代替,从那个区域派遣三个走狗和两个射手来威胁他们--一个等级4级的遭遇对他们来说将很容易应付。不要从遭遇中移动那些在位置12上的罪犯;仅仅假设那里存在着比冒险书中指出的更多的守卫。你奖励他们的精神,保持他们对攻击的警惕,但是让他们获得休息的好处。
  作为参看部分,你可以将入眠的角色困在由位置13的魅魔制造的梦境之中,或者萦绕着克兰沃克斯嘲笑他们将要杀死他的幻象之下--作为一个将要到来事物的预示以保持玩家在他们的角色没有任何保险措施的情况下过于急躁。


劇透 -   :
Extended Rest
Level 1 has several defensible areas where adventurers can hole up for an extended rest to regain their strength. In most of these places, the adventurers should be able to take an extended rest without interruption. However, if adventurers rest either in the Verdant Ruin or in the area controlled by Gharash Vren`s gang without first having overcome every encounter in those locations, they probably won`t be able to take an uninterrupted rest.
  You need to find the right balance between simulating the realistic response of the monsters in the dungeon and providing your players with a fun,  hallenging game experience. If an encounter interrupting their extended rest would kill one or more characters, don`t throw an encounter at them. If they can handle an easy challenge, create an easy encounter 2 or 3 levels below the level of the characters.
  For example, say the adventurers fought their way past the guards in Location 11 but didn`t face either the succubus in Location 13 or Gharash Vren in Location 12. They hole up to rest in the inner part of Location 11, with an eye on the control panel and a set watch in the hall leading to Location 13. They`re low on resources, but you want to keep them on their toes with an encounter they can handle in their weakened state. Don`t send Gharash Vren and all his associates from Location 12 to disturb their sleep (an 8th-level encounter). Instead, threaten them with three lackeys and two archers from that area-a 4th-level encounter that should be easy for them. Don`t remove those criminals from the encounter in Location 12; just assume that there were more guards than the adventure indicated. You`ll reward their caution, keep them on guard against attack, but let them gain the benefit of their rest.
  As an alternative, you could give sleeping characters troubling dreams sent by the succubus in Location 13, or haunting visions of a mocking Karavakos who calls them to kill him-a foreshadowing of what`s to come that keeps the players on edge without putting their characters at any additional risk.
« 上次编辑: 2012-05-10, 周四 12:19:38 由 小丑伊沃儿 »
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金字塔二层
« 回帖 #5 于: 2012-05-11, 周五 11:19:42 »
引用
金字塔二层

  金字塔二层的大部分由于遥远之国的异样能量而扭曲损坏,这些能量是通过在位置24的失败构装体入口泄露进来的。壮观旋梯(在第一层的位置19)一直延伸到第二层的位置20。在位置20和位置25之间的楼梯延伸到位于第三层位置27和位置30之间的大礼堂,并越过那些门扉一直向上到达光之避难所(位置33)的守卫所在的位置。

劇透 -   :
引用
PYRAMID LEVEL 2

The majority of Level 2 of the pyramid is warped and broken by the alien energy of the Far Realm, leaking through a failed portal constructed in Location 24. The Grand Stair (Location 19, on Level 1) leads up to Location 20 on this level. Stairs between Location 20 and Location 25 lead up to the hall between Locations 27 and 30 on Level 3, and straight up beyond there to the doors that guard the entrance to the Sanctuary of Light (Location 33).

破败的教堂(位置20-24)

  这些位置的天然形态是一个献给遥远之国的扭曲怪物的怪异教堂。一个暗影金字塔的长期囚犯,一个名为赞陀罗的夺心魔,曾经尝试着去创造一个藉由解除遥远之国的一样实体而通向自由的通道,这个夺心魔扭曲的肉体参与先以疯狂之心的形态位于金字塔二层的核心部位(位置22)。一个克兰沃克斯的生命活力碎片也做了类似的尝试,同时由于遥远之国的影响他被扭曲成了一个异怪(位置24)。

  秽恶邪裔在这些房间中拥有最多的神秘目的。如果冒险者攻击并杀死他们一定数量的部分,他们完全不会组织起来尝试抵抗。相反,如果冒险者杀死他们的首领--位于位置23的名为没装够(Medragal)的秽恶邪裔先知--他们很可能分裂成几个流浪帮伙。即使他们的领导者仍然活着,秽恶邪裔也没有参加到一场有体系的复仇之战的倾向。

  没装够的人格魅力和魔法威能让他将秽恶邪裔和他们的盟友作为奴隶掌控着。当他死亡时,在金字塔的这个区域的怪物将会分散遍及到整个二层。冒险者们很可能遭遇到在大礼堂和走廊徘徊的这些野兽,那些PC们还没有摧毁的生物将作为一个盟友级团或者成为早先清空的金字塔区域的难民。


劇透 -   :
The Sundered Temple (Locations 20–24)
These locations take their nature from a strange temple dedicated to the alien monstrosities of the Far Realm. A long-time prisoner of the Pyramid of Shadows, a mind flayer called Xzathral, once tried to create a passage to freedom by contacting an alien entity of the Far Realm. The remnants of the mind flayer`s warped flesh now form the Heart of Madness at the core of this portion of the pyramid (Location 22). One splinter of Karavakos`s life force made a similar attempt, and the aberrant influence of the Far Realm warped him as well (Location 24).
  The foulspawn in these chambers have enigmatic motives at best. If the adventurers attack and slay several of their number, they make little organized effort to respond. Instead, they are more likely to break up into several roving bands if the adventurers slay their leader, the foulspawn seer named Medragal in Location 23. Even with their leader still alive, the foulspawn have no inclination to engage in a systematic campaign of revenge.
  Medragal`s force of personality and magical power allow him to hold the foulspawn and their allies in thrall. With his death, the monsters in that region of the pyramid scatter throughout the level. The adventurers are likely to encounter these beasts wandering through the halls and corridors, as allies of a faction that the PCs have not yet destroyed, or as refugees in a previously cleared section of the pyramid.

龙之巢穴(位置25-26)

  金字塔会调整自身以适合那些在它限制内的强大存在的需要,它已经在位置26完成了为成年白龙制造龙穴的调整。这只龙由一支被名为暴雪代言人(位置25)的寒系精类生物领导的雅灵随从侍奉。

  破败教堂的秽恶邪裔居民没有和龙及他的随从进行过交易。冒险者们在一个区域的活动不会对另一个区域的生物产生影响。


劇透 -   :
The Dragon`s Lair (Locations 25–26)
The pyramid reshapes itself to suit the needs of powerful beings within its confines, and it has done this for the adult white dragon that makes its lair in Location 26. The dragon is served by a devoted following of eladrin, led by a wintry fey called the Blizzard Speaker (Location 25).
 The foulspawn denizens of the Sundered Temple have no dealings with the dragon and its followers. The activities of the adventurers in one area have no bearing on the creatures in the other.

长休息

  冒险者们在金字塔的破败教堂部分不能安全的进行长休息。虽然秽恶邪裔先知没装够在位置23提供他们一个安全的休息场所,意图在夜里攻击之前欺骗他们。即使冒险者杀死全部的秽恶邪裔和其他在教堂中的威胁,在教堂的任何部分入睡都不会提供一个真正的休息。遥远之国的影响依然强大,它会在冒险者们入睡时侵入他们的思想。给角色们一个清楚地警告说这些房间看起来不是一个休息的好地方,当角色们在这些房间中时感觉不舒服。如果冒险者们无论如何都要固执的设法休息,他们在开始次日的冒险时将会比正常情况下少两个复原力,这是由于他们在休息时间只能得到不良的睡眠品质造成的。

  如果冒险者击败了白龙和他的雅灵侍从,他们可以在位置25或者位置26安全的进行长休息。他们发现除了寒冷雅灵的膳宿很舒适。一旦龙死亡这个地方开始渐渐回暖,当它在几天内不会改变金字塔其他地方的环境温度。


劇透 -   :
Extended Rest
The adventurers can`t safely take an extended rest in the Sundered Temple portion of the pyramid. Although the foulspawn seer Medragal offers them a safe place to rest in Location 23, the offer is a ruse that precedes an attack in the night. Even if the adventurers kill all the foulspawn and other threats in the temple, sleeping in any portion of the temple doesn`t provide a real rest. The influence of the Far Realm remains strong, pressing in on the adventurers` minds as they sleep. Give the characters fair warning that these chambers don`t seem like a good place to rest, that the characters feel uneasy while within these rooms. If the adventurers persist and try to rest here anyway, they start the next day of adventuring with two fewer healing surges than normal due to the poor quality of sleep they were able to get during their period of rest.
  If the adventurers defeat the white dragon and its eladrin servants, they can take an extended rest in safety in Location 25 or Location 26. They find the eladrin`s accommodations comfortable but cold. The place begins to warm slightly once the dragon is dead, but it won`t reach the ambient temperature of the rest of the pyramid for several days.

金字塔内部的时间

  在暗影金字塔内部的时间和他在自然界遵循的表现形式略有不同。在金字塔内部的时间几乎是缓慢的爬行,这让金字塔的居民本质上获得了不休,没有人进入金字塔后会增长年龄或变老。这不意味着金字塔内部的生物不会死亡,无论如何,对一个生物施加暴力依然能损伤、毁坏或者杀死这个生物。

  金字塔的魔法特性让为维持生存进行进食和饮水变得不必要。许多生物继续进食和摄取养分更多的是为了在食物和饮料上能够获得的乐趣或出于习惯,但是当呗困在金字塔内部的时候没有生理学的理由会需要这么做。

  即使在这些魔法之地,生物仍然容易受到主观时间的破坏。当生物在战斗形势中尽了最大努力,例如,他们的遭遇威能和每日威能被消耗掉并且必须通过短休息或者长休息来重新获得。为了恢复这些生物的活力,周期性的睡眠或休息等长时间的缓和行动也必须不被打断。这可能更多的是个体体会而不是金字塔真实的神秘特性,然而即使在暗影金字塔内部休息也是一个必要的状态。


劇透 -   :
Time Within the Pyramid
Time behaves differently within the Pyramid of Shadows from the way it flows in the natural world. Time literally crawls within the pyramid, making its inhabitants essentially immortal, as no one within the pyramid ages or grows old. This doesn`t mean that creatures within the pyramid can`t die, however, and violence against a creature can still harm, injure, or kill that creature.
  The magical nature of the pyramid makes eating and drinking for sustenance unnecessary. Many creatures continue to eat and imbibe for enjoyment or out of habit when they can acquire food and drink, but there is no physiological reason to do so while trapped within the pyramid.
  Even with these magics in place, creatures are still susceptible to the ravages of subjective time. When creatures exert themselves in a combat situation, for example, their encounter powers and daily powers get used up and must be renewed through short or extended rest periods. Long stretches of moderate activity must also be punctuated by periods of sleep or rest for those creatures that need such periods of rejuvenation. This may have more to do with individual perception than with the reality of the pyramid`s arcane nature, but nevertheless rest is a required state even within the Pyramid of Shadows.
别人笑我太坑,我笑他人不懂。

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金字塔三层
« 回帖 #6 于: 2012-05-12, 周六 10:28:24 »
引用
金字塔三层

  距离暗影金字塔顶最近的第三层,被克兰沃克斯生命活力的两个投影--位置29的死灵师和位置32的暗影的碎片--划分。这两个克兰沃克斯的投影击中他们的能量在发明一种逃离金字塔的方法上,但是当心情打击他们的时候他们不会在攻击彼此领域上派兵。

  死灵师和暗影集中他们的努力以期逃离金字塔,并表现出对于临近他们巢穴的房间完全不感兴趣。冒险者们侵入到这层的房间时丝毫没有影响到他们的防御或者之后的遭遇。

  通过这层中心大礼堂的楼梯(在位置27和位置30之间),从第二层(在位置20和位置25之间)延伸到上面的光之避难所的守卫处。


劇透 -   :
引用
PYRAMID LEVEL 3
Situated near the apex of the Pyramid of Shadows, Level 3 is divided between two reflections of Karavakos`s life force-the splinter necromancer in Location 29 and the shadow in Location 32. The two versions of Karavakos focus their energy on devising a means of escaping the pyramid, but they are not above sending minions to attack each other`s domains when the mood strikes them.
  The necromancer and the shadow are focused on their efforts to escape the pyramid and show little interest in the chambers beyond their immediate lairs. The adventurers` incursions into the chambers on this level have no impact on their defenses or later encounters.
  A stairway passes through the central hall on this level (between Locations 27 and 30), leading from Level 2 (between Locations 20 and 25) to the doors guarding the Sanctuary of Light above (Location 33).

死灵师的墓穴(位置27-29)

  三个大型的房间为克兰沃克斯生命活力的碎片和他的亡灵杂兵提供了一个处所。在第一层藏尸坑的食腐怪老鼠仆从也钻过在这个墓穴(位置27)和他们的巢穴(位置2)之间的细小通道。克兰沃克斯的死灵碎片,称呼自己为克兰沃克诅咒,已经设法建造一扇大门以便他逃离金字塔,但到目前为止他的努力都是徒劳的。

劇透 -   :
Crypt of the Necromancer (Locations 27–29)
Three large chambers provide a home for a splinter of Karavakos`s life force and his undead minions. Charnel rat servitors of the otyugh on Level 1 also crawl through tiny tunnels between the crypts here (Location 27) and their lair (Location 2). The necromantic splinter of Karavakos, calling himself Kravak the Damned, has been trying to construct a portal to facilitate his escape from the pyramid, but so far his efforts have been in vain.

暗影包囊(位置30-32)

  克兰沃克斯之影不是法师生命活力的碎片,而是创造碎片时的副产物。它现在潜伏在位置32,追逐着通过一个坠影冥界的入口逃脱的空梦。它的仆从是黑暗追踪者,而它的巢穴则被扭曲的失魂迷宫所保护(位置31)。

劇透 -   :
Cyst of Shadow (Locations 30–32)
Karavakos`s shadow is not a splinter of the wizard`s life force, but a side effect of their creation. It lurks now in Location 32, pursuing the futile dream of escaping by way of a portal to the Shadowfell. Its servitors are dark stalkers, and its lair is protected by the twisting Maze of Lost Souls (Location 31).

长休息

  一旦清理完毕,许多在这层相对安全的房间让冒险者安全的进行长休息变得十分容易。然而,他们的睡眠将被克兰沃克斯的幻象影响。当冒险者们在这层金字塔的任意位置进行一次长休息时,读:

  那个泰夫林出现在的梦中。"杀了我!"他叫喊着:"杀我三次然后你逃脱的通道将会打开!"当他狂热的笑声在你的脑袋里回响时你醒了过来。


劇透 -   :
Extended Rest
Once cleared, plenty of relatively secure chambers on this level make it easy for the adventurers to safely take an extended rest here. However, their sleep is haunted by visions of Karavakos. When the adventurers take an extended rest anywhere on this level of the pyramid, read:
The tiefling appears in your dreams. "Kill me!" he cries. "Kill me three times and your path to escape will open!" You wake with his crazed laughter ringing through your mind.
别人笑我太坑,我笑他人不懂。

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光之避难所
« 回帖 #7 于: 2012-05-12, 周六 11:45:56 »
引用
光之避难所

  在暗影金子塔顶坐落着光之避难所,克兰沃克斯计划他的越狱的地方。要逃离金字塔,冒险者们必须进入避难所并摧毁克兰沃克斯。为什么这将释放冒险者们✦因为金字塔被建造起来只有一个控制泰弗林法师的目的。一旦他被消灭,监狱破碎并释放任何其他的居住者。

  光之避难所的出现在地图海报上。


劇透 -   :
引用
SANCTUARY OF LIGHT

At the peak of the Pyramid of Shadows sits the Sanctuary of Light, where Karavakos plans his escape. To escape from the pyramid, the adventurers must enter the Sanctuary and destroy Karavakos. Why will this release the adventurers? Because the pyramid was constructed for the singular purpose of containing the tiefling wizard. Once he is destroyed, the prison shatters and releases any other occupants.
  The Sanctuary of Light appears on the poster map.

三个法师,三把钥匙

  角色们不能进入光之避难所直到他们找到为打开避难所三扇大门所必需的三把钥匙。每一个克兰沃克斯生命活力的碎片拥有一把钥匙。杀死他们将提供冒险者们钥匙和打开大门的线索。

  不幸的是,冒险者们杀死三个碎片也让克兰沃克斯的魔法威能回归于他,给于他逃跑所需要的力量。一旦第三个碎片死亡,克兰沃克斯立刻开始准备能够将他从金字塔释放的仪式。

  一旦第三个碎片死亡并且它的生命活力回归克兰沃克斯,冒险者们有8小时到达光之避难所并击败泰弗林法师。如果他们没有在这个时间内到达,克兰沃克斯将完成他的仪式并逃脱,留下冒险者们和其他剩余的生物困在金字塔内部。

  如果承载薇若莱丝的头颅已经获得了薇若莱丝生命活力的三个碎片,头颅在克兰沃克斯第三个碎片溃败之后就会催促冒险者们爬上金字塔顶。然而,冒险者们可能在战斗中变得虚弱,而想要在面对克兰沃克斯之前进行一次长休息。如果他们这么做,头颅的和谐性下降2点,但是冒险者们依然有时间在克兰沃克斯完成仪式并逃跑之前去击败他。


劇透 -   :
Three Mages, Three Keys
The characters can’t enter the Sanctuary of Light until they find the three keys necessary to open the Sanctuary’s three doors. Each of the splinters of Karavakos’s life force possesses a key. Killing them provides the adventurers with the keys and the clues they need to open the doors.
  Unfortunately for the adventurers, killing the three splinters also returns Karavakos’s magical power to him, giving him the strength he needs to make his escape. Once the third splinter dies, Karavakos immediately begins preparing the ritual that will free him from the pyramid.
  Once the third splinter dies and its life force returns to Karavakos, the adventurers have 8 hours to reach the Sanctuary of Light and defeat the tiefling wizard. If they don’t get there in that time, Karavakos completes his ritual and escapes, leaving the adventurers and the other remaining creatures trapped within the pyramid.
  If the bearer of the Head of Vyrellis has already acquired the three splinters of Vyrellis’s life force, the Head urges the adventurers to climb to the apex of the pyramid as soon as the third splinter of Karavakos is defeated. The adventurers might be weakened enough from their battles that they want to take an extended rest before facing Karavakos, however. If they do, the Head’s concordance drops by 2, but the adventurers still have time to defeat Karavakos before he completes the ritual and escapes.

洞开的避难所

  当冒险者获得了三把钥匙并将进入光之避难所,使用下列信息。

  在爬上暗影金字塔顶的楼梯上,冒险者们发现他们在有着三套巨大的石质双层门的门厅之中。每套门有一个锁眼。被位于下面几层的碎片带着的三把钥匙符合这些锁眼。每把钥匙适合任意三个锁眼之一,但是要开门则三把钥匙必须都被插入并遵循一个特别的顺序。钥匙、锁眼和隐寺内的碑文给角色们解决这个逻辑难题提供了提示。向玩家们展示这本书第32页的插图,避难所的钥匙和避难所的锁眼。


劇透 -   :
Opening the Sanctuary
When the adventurers have acquired the three keys and are ready to enter the Sanctuary of Light, use the following information.

Upon climbing the stairs to the apex of the Pyramid of Shadows, the adventurers find themselves in a hallway with three great sets of stone double doors. Each set of doors has a keyhole. The three keys carried by the splinters in the lower levels fit into these holes. Each key fits into any of the three holes, but to open the doors the three keys must be inserted and turned in a particular order. The keys, the keyholes, and the inscription in the Hermitage provide the clues the characters need to solve this logic puzzle. Show players the illustrations on page 32 of this book, The Keys to the Sanctuary and The Sactuary Keyholes.

钥匙

  这里有三把钥匙:知识的精金钥、力量的黄金钥和虔诚的秘银钥。三个锁眼是月亮、太阳和星辰。一旦他们发现全部三把钥匙,角色们必须解决的难题是鉴别每把钥匙,匹配每把钥匙和锁眼并决定他们必须转动钥匙的顺序。

  要打开门,角色们必须将虔诚之钥插入月亮之锁并转动它,然后将力量之钥插入太阳之锁并转动它并最终将知识之钥插入星辰之锁并转动它。当他们这么做的时候,所有的三扇大门将会打开。如果没有按顺序将一把钥匙插入锁眼,即使不去转动它,锁也会被冻结直到所有的钥匙被移出锁眼5分钟。


劇透 -   :
The Keys
There are three keys: the Adamantine Key of Knowledge, the Gold Key of Strength, and the Mithral Key of Piety. The three keyholes are Moon, Sun, and Stars. The puzzle the characters must solve, once they’ve found all three keys, is to identify each key, match each key to a keyhole, and determine the order in which they have to turn in the keys.
  To open the doors, the characters must insert the Key of Piety into the Moon keyhole and turn it, then insert the Key of Strength into the Sun keyhole and turn it, and finally insert the Key of Knowledge into the Stars keyhole and turn it. When they do so, all three doors swing open. If a key is inserted into a keyhole out of sequence, even if it’s not turned, the locks freeze up until all keys are removed from the keyholes for 5 minutes.

提示
✦知识之钥在神圣的星辰之环下闪耀。(在位置14的隐寺之中 .)
✦力量第二。(在黄金之钥上。)
✦黑暗是我的。(在秘银之钥上。)
✦硬度第一不适当。 (在精金之钥上。)
✦虔诚要求它特有的位置在其他之上。(在月亮之锁上。)

  熟悉并享受逻辑难题的玩家们将会很快的解决这个。其他的玩家们可能在向前的路上需要提示。作为城主指南上的建议,你可以让角色们进行智力鉴定(DC24)来获取提示。薇若莱丝的头颅渴望帮助PC们接触到克兰沃克斯,也能帮助他们想出这个难题,然而逻辑和耐心不是它的特长。

  阐明提示最基础的暗示:
✦知识之钥进入星辰之锁。
✦黄金之钥是力量之钥,它需要第二个进入并转动。
✦秘银之钥不能进入太阳之锁。
✦精金之钥不能第一个转动。
✦虔诚之钥进入月亮之锁并第一个转动。

  尝试每一种钥匙、锁和序列的可能配对,这种使用反复试验的方法打开门是可能的。如果你的玩家们没有对难题的耐心或者只是卡住了,你可以假设他们在大约3小时内尝试了所有36种可能的组合。


劇透 -   :
The Clues
✦ The key of knowledge shines beneath a ring of holy stars. (In the Hermitage, Location 14.)
✦ Strength second. (On the gold key.)
✦ The night is mine. (On the mithral key.)
✦ First in hardness, not in place. (On the adamantine key.)
✦ Piety claims its proper place above all else. (On the moon keyhole.)

Players who are familiar with logic puzzles and enjoy them will solve this one quickly. Other players might need hints along the way. As suggested in the Dungeon Master’s Guide, you can let the characters make Intelligence checks (DC 24) for clues. The Head of Vyrellis, eager to help the PCs reach Karavakos, can also help them figure out the puzzle, though logic and patience aren’t its strong suits.
  The most basic hints clarify the clues:
✦ The Key of Knowledge goes in the Stars keyhole.
✦ The gold key is the Key of Strength, and needs to be inserted and turned second.
✦ The Mithral Key doesn’t go in the Sun keyhole.
✦ The Adamantine Key doesn’t get turned first.
✦ The Key of Piety goes in the Moon keyhole and gets turned first.

  It’s possible to use trial and error to get the doors open, trying every possible match of key, keyhole, and sequence. If your players have no patience for puzzles or just get stuck, you can assume they work through all 36 possible combinations in about 3 hours.
别人笑我太坑,我笑他人不懂。

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交涉和联盟
« 回帖 #8 于: 2012-05-15, 周二 16:11:33 »
引用
交涉和联盟

  暗影金字塔中充满了以小队为群体和不稳定联盟形态的怪物。随着越来越多的生物进入监狱,最强的联盟共同努力以捍卫自己的地盘。只有少数生物可以在这个天然的联盟和依托之外存在。当你读完冒险你能看到,地下城的居民将金字塔分成了若干个清晰的地区。

  如果你的小组偏爱用砍杀通过怪物而很少关心扮演,你可以如介绍的那样简单的进行这个冒险。角色们进入金字塔的每个地区,和在那里发现的怪物战斗然后移动到下一个地区。然而,一个喜欢更多故事和互动的小组可以通过结成联盟而获得更多乐趣,插手怪物的事务并在他们之间挑拨周旋。作为一个覆盖许多派系的独立系统,暗影金字塔是一个为充满诡计、诽谤和谈判游戏提供的巨大场所。

  本节将描述在金字塔内部个别派系的基本规划和动机。这也讨论了故事的潜在观念。

  如果你想让冒险者们交谈并与怪物们商讨,而你的小猪喜欢这种风格的玩法,你能做的最好的事情就是为互动创造时机。 怪物们可能要求赌博而不是在看到之后就发动攻击。保护金字塔一个区域的守卫们监视着冒险者们并只有在被威胁时才会攻击。比起战斗他们更希望交流。

  当然,如果你的小组更喜欢砍杀和鞭打的行动,这将很难迫使他们进入一种不同的玩法。给冒险者们机会去和敌人交谈,但是记住如果受到威胁怪物们会反击。如果冒险者们与一个群体战斗,不要放弃尝试让他们和下一个群体谈判。金字塔中的怪物们总是会注意到新的盟友。用这个作为扮演和谈判契机的理由。

  然而,金字塔中的各派系是忠是最邪恶的,最善叛变的。他们将冒险者们视作游泳的工具而非真正的朋友。这就是说,你越想将派系间的争斗作为计算好的冒险,你越要缓和他们公开的邪恶倾向。无论如何,如果角色们与所有派系和睦相处整个冒险将变得太过简单。角色们,不是他们的盟友们,应该面对金字塔的危险和恶兆。此外,如果金字塔的各组人马能够协同合作并彼此信赖,他们将不会处于他们现在的状况。

  XP奖励:如果你决定一些怪物们能够通过谈判处理,务必奖励冒险者们通过交涉而获得的全部XP等同"击败"他们。另外,你可以移动任何被这样的怪物们守护的财宝到其他区域,或者冒险者们可以作为签订联盟协议的一部分而获得它们。


劇透 -   :
引用
DIPLOMACY AND ALLIANCES

The Pyramid of Shadows is filled with monsters that have grouped into small bands and formed uneasy alliances. As more creatures enter the prison, the strongest alliances work together to defend their turf. Only a few creatures can exist outside of this crude system of alliances and support. As you can see by reading over the adventure, the dungeon’s inhabitants have divided the pyramid into several distinct districts.
  If your group loves hacking through monsters and cares little for roleplaying, you can simply run the adventure as presented. The characters enter each section of the pyramid, fight the monsters found there, and move on to the next section. However, a group that likes more story and interaction can have a lot of fun drawing up alliances, meddling in the affairs of the monsters, and playing the groups off each other. As a self-contained system housing a number of factions, the Pyramid of Shadows is a great locale for a game rife with intrigue, backstabbing, and negotiation.
  This section describes the basic plans and motivations of several factions within the pyramid. It also discusses potential story ideas.
  If you want the adventurers to talk and negotiate with monsters and your group likes that style of play, the best thing you can do is to create opportunities for interaction.  Monsters might call for parlay rather than attack on sight. The guards that defend a section of the pyramid watch the adventurers and attack only if threatened; they are willing to talk rather than fight.
  Of course, if your group prefers hack and slash action, it is difficult to force them into a different style of play. Give the adventurers the chance to talk with the enemy, but remember that the monsters fight back if threatened. If the adventurers fight one group, don’t give up on trying to have them negotiate with the next one. The monsters in the pyramid might always be on the lookout for new allies. Use that as an excuse to open up opportunities for roleplaying and negotiation.
  In the end, though, the factions in the pyramid are evil at worst, traitorous at best. They see the adventurers as useful tools, not genuine friends. That said, the more you want to cast the adventure as a struggle between factions, the more you might want to tone down their overtly evil tendencies. However, the adventure might become too easy if the characters make friends with an entire faction. The characters, not their allies, should face the dangers and threats of the pyramid. Furthermore, if the groups in the pyramid could work together and trust each other, they wouldn’t be in their current situations.
  XP Awards: If you decide that some monsters can be dealt with solely through negotiation, be sure to award the adventurers full XP for “defeating” them through diplomacy. In addition, you can shift any treasures guarded by such monsters to other areas, or the adventurers can earn them as part of a negotiated alliance.

苍绿废墟

  阿伯瑞恩的领导者,卡莫诺是一个精明有野心的角色。他总是渴求更多的盟友,尤其是那些可能提供一个逃离方法的盟友。另外,他憎恨葬尸领主并想要它死。他坚持冒险者们拿回他们杀死那个生物的证据。作为报答,他为冒险者们提供一个安全的警戒森严的地方进行休息。

  尽管它提供了帮助,卡莫诺的狂热会杜绝他变成一个冒险者们真正的盟友。他坚持冒险者们在位置9的祭坛上宣誓效忠于阿伯瑞恩。典礼要求每个玩家角色切开他或她的手臂并在割开的伤口里放置一个小种荚。笨到会同意这个程序的冒险者们会遭受两个缺点:卡莫诺可以总是知道他们在金字塔中的位置,并且他在对抗这些角色们的攻击骰上获得一个+2的加值。一个DC30的神秘检定允许一个PC辨别出典礼背后的真实,通过一个DC25的医疗检定可以移除种子并终止效果。

  卡莫诺严厉、苛刻而又傲慢。将他扮演成深度狂热的一个别人会相信他说的话就是神明质疑的教主。当他想要冒险者们尽可能多的杀死在金字塔内部的敌对群落时,也会利用冒险者们逃离这个地方。他在与冒险者们结盟足够久之后会袭击光之避难所,但是只会在克兰沃克斯即将溃败时发动攻击。


劇透 -   :
The Verdant Ruin

Camnor, leader of the arboreans, is a canny, ambitious character. He always desires more allies, especially if they can offer a means of escape. In addition, he hates the Charnel Lord and wants the creature slain. He insists that the adventurers bring back evidence they have killed the creature. In return, he offers the adventurers a safe, guarded place to rest.
  Despite his offers of help, Camnor’s fanaticism prevents him from becoming a true ally to the adventurers. He insists that the adventurers swear an oath of loyalty to the arboreans on the altar in Location 9. The ceremony requires each player character to cut his or her arm and place a small seedpod within the open wound. Adventurers foolish enough to agree to this procedure suffer two drawbacks: Camnor can always note their position in the pyramid, and he gains a +2 bonus to attack rolls against such characters. A DC 30 Arcana check allows a PC to discern the truth behind the ceremony, while a DC 25 Heal check removes the seed and ends the effect.
  Camnor is severe, demanding, and arrogant. Play him like a deeply fanatical religious leader, one who believes that he speaks the will of the gods. He wants to set the adventurers to slaying as many rival groups within the pyramid as possible while also using the adventurers to escape from this place. He allies with the adventurers long enough to assault the Sanctuary of Light, but attacks them when Karavakos is on the verge of defeat.

格兰仕·温的帮派

  匪帮或许是金字塔最弱的一群。他们是这个地方的新人,他们面对着在他们巢穴之外的蜥蜴人和被困在他们房间的狼人。

  格兰仕·温只关心他自己。只要他能保留一些他的士兵在警戒岗位上,他就很高兴他的跟随者"自愿"为冒险者们服务。他从不将自己置于危险之中。他在谈判中尊重角色,只要他不需要面对任何直接危险他很高兴做出让步。如果冒险者们即将逃脱,他将伴同他们前往光之避难所,但是在战斗期间会假装一个骇人的伤害。当然,他会在适当的时候及时的痊愈以便完成自己逃脱企图。

  格兰仕很凶恶,但会像许多暴徒一样他也是一个色厉内荏的懦夫。他的追随者们因为对他的恐惧而遵从,如果他派遣他们援助冒险者们,这些罪犯会在重伤或者在战斗边缘持续与陌生而凶恶的敌人战斗时逃走。这些罪犯和他们的领导者一样,没有打算为了除自己以外的其他人拼命。

  如果格兰仕可以背叛冒险者们,他会这样做。他将他们的装备看做在开拓自己在金字塔中拥有的领地的一个有用的兵工厂。他可能密令那些他派遣随同冒险者们的罪犯带领他们作为格兰仕和其他帮派对抗的伏兵。


劇透 -   :
Gharash Vren’s Gang
The bandit gang is perhaps the weakest group in the pyramid. They are newcomers to the place, and they face active threats from the lizardfolk outside their lair and the werewolf they have trapped in their chambers.
  Gharash Vren cares only for himself. He gladly “volunteers” his followers for service to the adventurers, as long as he can keep a few of his soldiers on guard duty. He never places himself in danger. He defers to the characters in negotiations, happily making concessions as long as he never faces any direct danger. If the adventurers are on the verge of escape, he accompanies them to the Sanctuary of Light, but feigns a terrible injury during the battle. Of course, he recovers in time to make his own escape attempt at the appropriate moment.
  Gharash is tough, but like many bullies he is a coward at his core. His followers defer to him out of fear, and if he dispatches them to aid the adventurers, the criminals flee when bloodied or keep at the edges of a battle against any strange or tough foe. The criminals, like their leader, have no intention of risking their lives for anyone but themselves.
  If Gharash can betray the adventurers, he does so. He sees their gear as a useful arsenal in carving out his own lair in the pyramid. He might secretly order criminals he sends with the adventurers to lead them into an ambush set by Gharash and the rest of the gang.

破败的教堂

  破败教堂的主教,没拽够被妄想严重伤害了。如果冒险者们意图与他结盟,他要求杀死卡莫诺和尽可能多的阿伯瑞恩。他的侦查员报告说阿伯瑞恩长势迅猛,他想要他们在成为一个真正威胁到他在金字塔的领域之前死亡。他也想要在位置26的龙被杀,因为他相信一个用龙心的仪式可以为他提供的强大的威能。他错了,但是他没有意识到。如果冒险者们给他龙心,他假装获得的更多以便在改变他的地位--在和冒险者们之间的以及和金字塔内部其他派系之间的。

  在克兰沃克斯的碎片毁坏以至于打开逃脱的路线(参看位置24),没拽够承认暗影金字塔所有留下的都是事实。他相信所有的逃跑企图都是注定的,他与冒险者们结盟只是为了监视他们的活动。然而,如果角色们宣称他们打算强攻光之避难所并杀死克兰沃克斯,主教将变的惶恐。他制造一次错误的帮助,但是命令他的追随者们在冒险者们进入避难所之前杀死他们。

  如果谈判进展顺利,如果没拽够至少假装对冒险者们友善,他提供给他们自己的小屋进行休息(在位置23之中)。之后,他派遣他的追随者们埋伏在小屋,一旦冒险者们熟睡就放火并发动攻击。

  没拽够是一个可怜的人物。他乞求冒险者们的援助,试图描绘教堂的摇摇欲坠,并且会做出了舔舐他们的长靴之外的任何事情以获得他们的信赖。如果PC们要求帮助作为报答,他仍然使用同样的虚弱的断言来拒绝向他们提供任何援助。


劇透 -   :
The Sundered Temple

Medragal, the high priest of the Sundered Temple, is wracked with paranoia. If the adventurers offer to ally with him, he demands that they slay Camnor and as many arboreans as possible. His scouts report that the arboreans grow ever stronger, and he wants them dead before they can pose a true threat to his portion of the pyramid. He also wants the dragon in Location 26 slain, since he believes that a ritual that uses the dragon’s heart can grant him great power. He’s wrong, but he doesn’t know that. If the adventurers give him the heart, he feigns the acquisition of greater might in a bid to improve his bargaining position-both with the adventurers and with other factions within the pyramid.
  After the failure by Karavakos’s splinter to open an escape route (see Location 24), Medragal is convinced that the Pyramid of Shadows is all that is left of reality. He believes that any escape attempt is doomed, and he allies with the adventurers only to keep tabs on their activities. However, if the characters make it clear that they intend to storm the Sanctuary of Light and slay Karavakos, the high priest becomes terrified. He makes a false offer of help, but orders his followers to slay the adventurers just before they enter the Sanctuary.
  If negotiations have gone well, and if Medragal is at least pretending to be on friendly terms with the adventurers, he offers them his own hut as a place to rest (in Location 23). Later, he orders his followers to set the hut on fire and attack once the adventurers have gone to sleep.
  Medragal is a pathetic figure. He begs the adventurers for aid, tries to portray the temple as on the verge of collapse, and does everything but lick their boots to gain their trust. Yet he uses these same claims of weakness to deny the PCs any reinforcements if they ask for help in return.

龙之巢穴

  居住在龙之巢穴的雅灵给冒险者们少许谈判的机会,而龙满足于它在金字塔中的完美地域。它不再需要进食,可以花费更长连续的时间像龙一样在深沉的睡梦之中。

  龙会攻击抢劫它积蓄的冒险者们,但是在另一方面它乐于告诉他们想知道的事情。他想要偶尔品尝一些可口的食物,欣赏它的积蓄增加了财宝并乐于与新到的生物偶尔对话。尽管它不需要进食,它仍然很愿意品尝。龙也憎恨破败教堂的居民,因为他们曾一度尝试杀死它并将它作为祭品,龙要求成为盟友以清除教堂在进行任何其他交易之前。

  龙傲慢而冷漠,却不是对必须的机智或礼貌感到麻烦。在它眼中,冒险者们只要做一个简单的选择:让龙高兴或者死在它的尖牙上。他不想参加任何与克兰沃克斯战斗的部分。


劇透 -   :
The Dragon’s Lair

The eladrin who dwell in the dragon’s lair offer the adventurers little opportunity for negotiations, and the dragon itself is perfectly content with its place in the pyramid. It no longer needs to eat, and can spend many long, uninterrupted hours in the deep, dreaming sleep of dragonkind.
  The dragon attacks adventurers who rob from its hoard, but otherwise it is happy to talk to them. It wants the occasional tasty morsel, enjoys adding treasures to its hoard, and takes pleasure in the occasional conversation with new arrivals. Though it doesn’t need to eat, it still likes to. The dragon also hates the denizens of the Sundered Temple, since they tried to kill it as a sacrifice once, and asks would-be allies to clear the temple before making any other deals.
  The dragon is arrogant, distant, and not particularly troubled by the need for tact or courtesy. In its eyes, the adventurers have an easy choice to make: keep the dragon happy, or die in its fangs. It wants no part of any battle with Karavakos.

阴影包囊

  克兰沃克斯之影想把这个地方带给真正的克兰沃克斯。如果克兰沃克斯之影不能逃出金字塔,那么它愿意统治这个地方并完全控制它。克兰沃克斯之影不想死,它会在它将要失败时做出任何必须的赔偿以从冒险者们的手中救回它一命。克兰沃克斯之影告诉冒险者们它拥有对克兰沃克斯秘密最隐秘的知识,它知道许多金字塔的秘密,它知道克兰沃克斯真正的弱点。这些全部都是谎言,克兰沃克斯之影无论将要说什么活做什么都是为了从冒险者们手中逃脱所争取时间的手段。

  只有有必要,克兰沃克斯之影保持任何外表。如果冒险者们看穿了它的诡计或拒绝相信它告诉他们的话语,克兰沃克斯之影将努力逃走并在金字塔的另一个地方创造一个新的派系。克兰沃克斯之影对得到格兰仕和他的帮派并让他们接受它作为他们的领导者特别有兴趣。

  当冒险者们攻击光之避难所,克兰沃克斯之影和它的新随从(格兰仕·温手下的土匪或在早起被冒险者们清理过的区域里的任何幸存的怪物,将充斥这里)在战斗期间到达以求能将冒险者和克兰沃克斯两者一起击败。


劇透 -   :
The Cyst of Shadows

Karavakos’s Shadow wants to take the place of the true Karavakos. If the Shadow cannot escape from the pyramid, then it is content to reign over the place and control it completely. The Shadow has no desire to die, and it makes any claim necessary to prevent the adventurers from slaying it should it face defeat at their hands. The Shadow tells the adventurers that it possesses intimate knowledge of Karavakos’s secrets, that it knows many secrets of the pyramid, and that it knows Karavakos’s true weakness. These are all lies, but the Shadow will say and do whatever is necessary to buy time to escape from the adventurers.
  The Shadow maintains whatever facade it takes on for as long as is necessary. If the adventurers see through its deception or refuse to believe what it tells them, the Shadow attempts to flee and forge a new faction elsewhere in the pyramid. The Shadow has a particular interest in getting Gharash and his band to accept it as their leader.
  When the adventurers attack the Sanctuary of Light, the Shadow and its new followers (the bandits under Gharash Vren, or any surviving monsters from areas cleared earlier by the adventurers fill this bill) arrive during the fight in an attempt to defeat both Karavakos and the adventurers.
别人笑我太坑,我笑他人不懂。

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克兰沃克斯
« 回帖 #9 于: 2012-05-16, 周三 10:27:23 »
引用
克兰沃克斯

  被称为克兰沃克斯的泰夫林法师是一个小气的男爵领统治者,他尝试着在远离耐若斯边境的荒野创造他自己的王国。他的暴虐统治依赖于他的军队的力量和他的法术的威能维持秩序,即使在羽翼未丰的王国在他身边崩溃之时。当他自己的威能被证明不足以维持他的领土安全和他的统治受到挑战之时,他求助于恶魔交易以加强他的军队,然后恶魔军团在他的命令下开赴全国的领土。

  和与魔鬼交易中经常出现的一样,克兰沃克斯的交易出漏子了。他的军团抵挡不住妖精荒野的保护者们,而法师被终止了契约并关押在暗影金字塔内部。他的生命活力被分成三个碎片,从而分离他的威能。冒险者们在金字塔内面对的克兰沃克斯事实上是许多不同的,个性鲜明的敌人。


劇透 -   :
引用
KARAVAKOS

The tiefling wizard called Karavakos was the ruler of a petty barony who tried to create his own kingdom in a wilderness far from the borders of Nerath. His was a tyrannical rule, relying on the strength of his armies and the power of his spells to maintain order even as the fledgling kingdom crumbled around him. When his own power proved insufficient to keep his lands secure and his rule unchallenged, he turned to a diabolical bargain to reinforce his armies, and legions of devils marched across the land at his command.
  As agreements with devils usually do, Karavakos's bargain went sour. His legions could not stand against the defenders of the Feywild, and the wizard ended up imprisoned within the Pyramid of Shadows. His life force was separated into three splinters, thereby fragmenting his power. The Karavakos the adventurers face in the pyramid is actually a number of different, distinct foes.

阿伦特·克兰沃克斯,隐士

  一个克兰沃克斯的碎片保存在金字塔一层,在隐寺之后的耳语图书馆内(位置15)。这个碎片代表克兰沃克斯的思想和记忆,他在神秘魔法理论方面的掌握和他的理性意识。这个碎片受到许多食知者的影响,这些生物吞吃思想和学问。他的记忆已经衰退,他是强大施法者--未曾分裂的克兰沃克斯--的一部分。

  在战斗中,阿伦特·克兰沃克斯专注又具有判断力。他不说话,他的判断有一个强弱标准建议他进行有效的尝试去回忆如何使用法术扔向冒险者们。他看起来既恐惧着又轻视着冒险者们,即使他一点也不知道他们是谁或者他们为什么在金字塔里。

  当碎片被杀死时,一个紫色能量形式的球体出现在尸体的上方然后飞速(速度10)的离开房间,通过壮观旋梯向上并直至进入光之避难所再次回到真正的克兰沃克斯体内。


劇透 -   :
Arat Karavakos, the Hermit

One splinter of Karavakos resides on Level 1 of the pyramid, in the hermitage behind the Library of Whispers (Location 15). This splinter represents Karavakos's thoughts and memories, his mastery of the theoretical aspects of arcane magic, and his rational mind. This splinter fell under the influence of a pack of eaters of knowledge, creatures that devour thought and learning. His memory has faded, and he is a fraction of the powerful spellcaster that the unsplintered Karavakos once was.
  In combat, Arat Karavakos is focused and determined. He does not speak, and there's an intensity to his determination that suggests that he's making a significant effort to remember how to use the spells he's hurling at the adventurers. He seems to both fear and despise the adventurers, even though he has no idea who they are or why they are in the pyramid.
  When this splinter is killed, a sphere of purple energy forms above the body and then hurtles (speed 10) out of the room, up the Grand Stair, and all the way to the Sanctuary of Light to rejoin with the true Karavakos.

遥远之国的憎恨

  第二个碎片(参看位置24)尝试通过遥远之国逃离暗影金字塔。他与破败教堂的秽恶邪裔结盟并设法打开一个遥远之国的入口。然而,他成功的破坏了他的意识并扭曲了他的肉体,而不是通过位面发现只有。他变成了一个比他的秽恶邪裔盟友更加畸形的外表。那些盟友在疯狂降临于他而让他能毁灭他们之前将他困在一股漩涡能量的中心。憎恨仅仅作为克兰沃克斯的映像而被认识,但他确实反映了在克兰沃克斯坐牢之前驱使他发动征服之战的野心(现在则更接近于疯狂)。

  憎恨的任何与冒险者们的互动都是超出理解的。他放纵狂怒的攻击,设法摧毁任何他遇到的生命。

  当这个碎片被摧毁,一个搅动着苍绿色雾气的法珠凝结在尸体上方然后朝着光之避难所渗透(速度5)并再次回到真正的克兰沃克斯体内。


劇透 -   :
The Far Realm Abomination

The second splinter (see Location 24) tried to travel through the Far Realm to escape the Pyramid of Shadows. He allied with the foulspawn in the Sundered Temple and managed to open a portal to the Far Realm. Instead of passing through the plane and finding freedom, however, he succeeded only in wrecking his mind and warping his flesh. He became a monstrosity even more alien than his foulspawn allies. Those same allies trapped him in a vortex of swirling energy before he could destroy them in the madness that overtook him. The abomination is barely recognizable as a reflection of Karavakos, but he does reflect the ambition (now bordering on madness) that drove Karavakos to his campaign of conquests before he was imprisoned.
  In any kind of interaction with the adventurers, the abomination is beyond comprehension. He attacks with unbridled fury, seeking to destroy whatever life he encounters.
  When this splinter is destroyed, a churning orb of lurid green mist congeals above the body and oozes toward the Sanctuary of Light (speed 5) to rejoin with the true Karavakos.

克兰沃克诅咒,死灵师

  第三个克兰沃克斯的碎片在金字塔第三层制造了他的家。(位置29)。他称呼自己克兰沃克,这个碎片表现了克兰沃克斯政府死亡和永远统治的愿望。然而,这个华丽的野心现在被扭曲成了一个悲哀的绝望。克兰沃克被死亡和不死生物吸引,他让不死随从围绕在自己身侧。

  当与冒险者们互动时,克兰沃克辜负了他的名字--他相信宿命,确定他注定死亡并被毁灭。他凶猛的战斗,因为他同样希望成为毁灭冒险者们的工具。他的冷酷预测了死亡并且淡泊的接受可怕的命运作用在他和与他互动的冒险者们。

  当这个碎片被摧毁,一个黑色阴影形态的油迹出现在尸体上方然后径直朝漂流向光之避难所(速度10)并再次回到真正的克兰沃克斯体内。


劇透 -   :
Kravak the Damned, the Necromancer

The third splinter of Karavakos makes his home on Level 3 of the pyramid. (Location 29). He calls himself Kravak, and this splinter is a manifestation of Karavakos's desire to conquer death and rule for eternity. However, this grand ambition is now warped into a melancholy despair. Kravak is fascinated with death and the undead, and surrounds himself with undead servants.
  When interacting with the adventurers, Kravak lives up to his name-he is fatalistic, sure that he is doomed to both death and damnation. He fights fiercely, since he hopes to be an instrument of destruction for the adventurers, as well. His grim predictions of doom and stoic acceptance of a terrible fate define his interaction with them.
  When this splinter is destroyed, a smear of black shadow forms over the body and drifts directly upward to the Sanctuary of Light (speed 10) to rejoin with the true Karavakos.

克兰沃克斯的阴影

  在位置32的生物不是克兰沃克斯生命活力的碎片,而是创造碎片时的副产物。就像坠影冥界是自然界的一个扭曲的影像,克兰沃克斯之影不是克兰沃克斯的一部分,而是他的一个反映。

  克兰沃克斯之影认为他是真正的克兰沃克斯,他拥有所有法师的梦想和欲望。它想从暗影金字塔逃走。它想要重新开始征服帝国的目标。它想完成在它进入这座金字塔坐牢之前的任务,而它正着手进行着。它一点也不知道它没有超越法师的反映,而它如果被告知所有事情也不会相信这样的故事。

  克兰沃克斯之影的死亡对真正的克兰沃克斯没有影响。当它被破坏时,它没有展现任何生命活力回到真正克兰沃克斯体内的证据。


劇透 -   :
Karavakos's Shadow

The creature in Location 32 is not a splinter of Karavakos's life force, but a side effect of their creation. Just as the Shadowfell is a distorted echo of the natural world, Karavakos's Shadow is not part of Karavakos, but a reflection of him.
  The Shadow thinks it is the true Karavakos, and it has all of the wizard's dreams and desires. It wants to escape from the pyramid. It wants to resume its goal of conquest and empire. It wants to complete the task it set out to do before it was imprisoned in this pyramid. It has no idea that it is nothing more than a reflection of the wizard, and it won't believe such tales if told as much.
  The Shadow's death has no effect on the true Karavakos. It exhibits no visible manifestation of life force returning to the true Karavakos when it is destroyed.

虚假碎片

  在光之避难所(位置33)的虚假碎片只不过是法师给予了基本生命精华的克兰沃克斯外观的副本。他们能够遵循简单的命令,但是他们不会有独立思考的能力。他们被回音洗脑,唯一的目标就是服从他们的创造者。

  只要真正的克兰沃克斯愿意就可以栖息在他制造的虚假碎片的身体之内。当他被直接威胁时克兰沃克斯从一具身体跳跃到另一具身体之中,利用他的虚假碎片作为炮灰和便利的逃脱方式的结合体。


劇透 -   :
False Shards

The false shards in the Sanctuary of Light (Location 33) are little more than copies of Karavakos's physical form given basic life essence by the wizard. They are capable of following simple orders, but are otherwise incapable of independent thought. They are brainwashed echoes whose only goal is to obey their creator.
  The true Karavakos fashioned false shards whose bodies his mind can inhabit. Karavakos jumps from body to body when he is directly threatened, using his false shards as a combination of cannon fodder and a convenient escape route.

真正的克兰沃克斯

  真正的克兰沃克斯在他被监禁的这些年之中忍受了非常大的痛苦。曾经自称国王并将要成为皇帝的他,已经落到了几近疯狂的状态。当他的生命活力被分离进入金字塔时,他失去了大部分意志力并注意力这让他成为一个强大的法师。尽管他失去了他意志的力量,他仍然保留他的神秘力量。

  克兰沃克斯花费了几个世纪的监禁深深的隐藏了起来以研究逃脱的方法。他曾尝试打开各种界域、异世界和私有位面的大门。他涉及到预言法术的研究没能显示出任何有关他怎样可以逃脱的消息,而他尝试联系神明、魔鬼、恶魔、领主甚至于遥远之国的存在全部失败了。

  即使如此,克兰沃克斯依然取得了进展。他已经能够发送梦境和幻象连接到自然界中的神秘威能。他已经得到了金字塔名义上的控制权,导致金字塔分散而具有周期性的出现自然界的特定地点。他偶尔也能将其他生物抓进金字塔,为这个跨位面监狱增加入口。

  在任何与冒险者们的互动中,克兰沃克斯用复数第一人称说话。"我们邀请你进入这里,"他告诉他们:"我们有伟大的计划和伟大的契约需要完成。"当然,他也有沮丧和愤怒的一面:"我们被抛弃了!我们被摒弃了!我们恨这个地方!我们会毁灭你们!"

  在他的心会从一个虚假碎片移动到另一个碎片的若干年之后他已经失去了他真正身体的线索,并发现出现的任何生物都比他自己可怕。有些时候,他希望进化金字塔内除了他虚假碎片以外的所有生物,创造一个只有他和他的副本作为居民的奇妙的"乌托邦"。另外一些时候,他会突然对他的监禁大为愤怒,最后化为他的法术和拳头打坏金字塔的墙壁。

  在某些方面,克兰沃克斯是一个悲剧角色。他想用铁拳政治控制他的周围。如果他愿意他能统治金字塔,但是这样可怜的服务范围只会增加他的愤怒和挫折感。

  当将这个冒险加入你的战役时,记住地狱领主要对克兰沃克斯的监禁负责。他们所做的每一件事只为一个伟大的目的服务。或许金字塔在他们的计划中扮演了一个决定性的角色,或者冒险者们注定要击败克兰沃克斯并逃离金字塔真是魔鬼那不可知方案的一环。


劇透 -   :
The True Karavakos

The true Karavakos has suffered greatly during his years of imprisonment. Once a self-proclaimed king and wouldbe emperor, he has descended into a nearmaniacal state. When his life force was sundered upon entering the pyramid, he lost much of the willpower and focus that made him a great wizard. Though he lost his strength of will, he still retains his arcane might.
  Karavakos has spent his centuries of imprisonment deeply ensconced in researching methods of escape. He has attempted to open gates to a variety of planes, alien worlds, and pocket dimensions. His research into divination magic failed to reveal any information on how he might escape, and his attempts to contact gods, devils, demon lords, and even the entities of the Far Realm have all failed.
  Even so, Karavakos has made progress. He has been able to send dreams and visions to those connected to arcane power in the natural world. He has been able to gain nominal control of the pyramid, causing it to sporadically and periodically appear in specific locations in the natural world. And he is able to occasionally draw other creatures into the pyramid, adding to the population of this extradimensional prison.
  In any interaction with the adventurers, Karavakos speaks using the first person plural. "We have invited you here," he tells them. "We have great plans and great deeds to accomplish." Of course, he also has bouts of depression and anger: "We are lost! We are forsaken! We hate this place! We will destroy you!"
  He has lost track of his true body after years of slipping his mind from one false shard to the next, and finds the appearance of any creature other than himself horrid. Some days, he wishes to purge the pyramid of all creatures other than his false shards, creating a bizarre "utopia" with him and his copies as its only residents. Other times, he descends into rage against his imprisonment, reduced to battering at the pyramid's walls with his spells and, eventually, fists.
  In some ways, Karavakos is a tragic figure. He wanted to control his surroundings with an iron fist. He could rule over the pyramid if he chose to, but such a pathetic domain serves only to heighten his rage and frustration.
  When inserting this adventure into your campaign, keep in mind that the lords of Hell are responsible for Karavakos's imprisonment. Everything they do serves a greater purpose. Perhaps the pyramid plays a critical role in their schemes, or the adventurers are destined to defeat Karavakos and escape the pyramid as part of an unknowable diabolic scheme.
« 上次编辑: 2012-05-16, 周三 10:29:34 由 小丑伊沃儿 »
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