作者 主题: H3 暗影金字塔  (阅读 44753 次)

副标题: H3 Pyramid of Shadows

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遭遇C5:死亡藤蔓
« 回帖 #20 于: 2012-05-23, 周三 16:20:42 »
引用
遭遇C5:死亡藤蔓

遭遇等级8 (1,700XP)

设置
2只快可灵疾行者(Q)
阿伯瑞恩哨兵(W)
2个阿伯瑞恩收割者(R)

  位置10:
类似于位置6(遭遇C1),这个房间由种植在这里的植物形成一个活体防卫壁垒来作为一个重要的屏障为对抗攻击者服务。三只阿伯瑞恩和一对快可灵保护着这片土地。注意,这个房间被从上方垂下的吼吼的藤蔓分开,而不是一个树篱迷宫。

  当冒险者们进入这个房间时,读下列文字:
  这个昏暗的房间显然比地下城的另一些区域更加湿热。生长在天花板上厚重的绿色蔓藤垂落在巨大树丛底部,形成了密集的帷幕阻碍了你观察房间的视野。看起来这些蔓藤渐渐形成了一个短小的迷宫。此地的地板和天花板光秃秃的,在这里坚硬努实的土壤到处都是裂缝和豁口。

  当快可灵攻击时,读:
  一个矮小的、银灰色的朦胧影子从厚重蔓藤帷幕中显露出来。它嘲笑并用看起来简单的语言辱骂你,作为它用邪恶尖锐短剑攻击你的一部分。然后,在你反攻之前,它推进了蔓藤的华盖之中。


劇透 -   :
引用
ENCOUNTER C5: VINES OF DEATH

Encounter Level 8 ( 1,700 XP )

Setup
2 quickling runners (Q)
Arborean watcher (W)
2 arborean reapers (R)

Location 10:
Similar to Location 6 (Encounter C1), this chamber provides a living defensive rampart that consists of plants cultivated to serve as a significant barrier against attackers. Three arboreans and a pair of quicklings watch over this place. Note that instead of a hedge maze, this chamber is divided by thick curtains of vines that hang from above.

When the adventurers enter this chamber, read the following:
This dimly lit chamber is noticeably hotter and more humid than the other areas of the dungeon. Thick green vines grow from the ceiling down to the floor in massive clumps, forming dense curtains that block your view of the chamber. It looks like the vines have grown to form a sort of maze. The floor and ceiling of this place consists of bare, hard-packed soil that is cracked and broken in places.

When the quicklings attack, read:
A small, silver-gray blur emerges from the thick curtain of vines. It laughs and seems to taunt you in its singsong language as it slices at you with a wickedly sharp short sword. Then, before you can react, it darts back into the canopy of vines.

阿伯瑞恩哨兵(W) 等级7 伏兵
中型 自然界 类人生物(植物) XP300
先攻+10 感官:侦查+10
HP65;重伤32
AC 21;强韧19、反射20、意志18
易伤:5火焰(当受到火焰伤害时被推离1格。)
速度7
m短剑(标准;随意)⚅武器
+12vs. AC;2d6+4点伤害。
C折磨之藤(标准;遭遇)
近程爆发2;+10vs.反射;1d6+4点伤害,并且目标定身(豁免结束)。
战斗优势
当阿伯瑞恩哨兵有战斗优势时,它命中的近战攻击造成2d6额外伤害。
树木面纱(次要动作;随意)⚅幻术
如果没有敌人在3格之内,阿伯瑞恩哨兵隐形直到它的下一个回合结束。
阵营:邪恶 语言:通用语,精灵语
技能:运动+10、隐秘+11
力量14(+5)敏捷17(+6)感知15(+5)
体质17(+6)智力11(+3)魅力12(+4)

装备:长袍,短剑

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 -   :
2 Arborean Reapers (R) Level 7 Soldier
Medium natural humanoid (plant) XP 300 each
Initiative +6 Senses Perception +5
HP 81; Bloodied 40
AC 23; Fortitude 20, Reflex 18, Will 19
Vulnerable 5 fire (pushed 1 square when it takes fire damage)
Speed 6
m Scythe (standard; at-will) ✦ Weapon
+14 vs. AC; 1d10 + 5 damage, and the target is marked until the end of the arborean reaper's next turn.
C Needle Volley (standard; encounter) ✦ Poison
Close blast 3; +12 vs. Fortitude; 2d6 + 4 damage, and the target is slowed (save ends).
Alignment Evil Languages Common, Elven
Skills Nature +10
Str 15 (+5) Dex 13 (+4) Wis 14 (+5)
Con 17 (+6) Int 9 (+2) Cha 11 (+3)
Equipment blood-stained robes, scythe

2 快可灵疾行者(Q) 等级9 游击
小型 妖精界 类人生物 XP400每个
先攻+13 感官:侦查+7;昏暗视觉
HP 96;重伤48
AC 24(28对抗借机攻击);强韧20,反射24,意志20
速度12,攀爬速度6;参见妖精快步和迅切
m短剑(标准;随意)⚅武器
+14vs. AC;1d6+7点伤害。
M快的割(标准;随意)⚅武器
快可灵以其速度移动。在移动期间的任意两点,快可灵进行-2惩罚的近战基础攻击。快可灵不能在定身或缓慢时使用这个威能。
妖精快步(标准;遭遇)
快可灵疾行者快步10格。
保持灵动(次要动作;充能4、5、6)
被定身的快可灵疾行者不再被定身。
阵营:邪恶 语言:精灵语
技能:杂技+21,唬骗+9,潜行+16
力量9(+3)敏捷24(+11)感知17(+7)
体质16(+7)智力14(+6)魅力10(+4)
装备:短剑


劇透 -   :
2 Quickling Runners (Q) Level 9 Skirmisher
Small fey humanoid XP 400 each
Initiative +13 Senses Perception +7; low-light vision
HP 96; Bloodied 48
AC 24 (28 against opportunity attacks); Fortitude 20, Reflex 24,
Will 20
Speed 12, climb 6; see also fey shift and quick cuts
m Short Sword (standard; at-will) ✦ Weapon
+14 vs. AC; 1d6 + 7 damage.
M Quick Cuts (standard; at-will) ✦ Weapon
The quickling moves its speed. At any two points during its move, the quickling makes a melee basic attack at a –2 penalty. The quickling cannot use this power while immobilized or slowed.
Fey Shift (standard; encounter)
The quickling runner shifts 10 squares.
Maintain Mobility (minor; recharge ⚃ ⚄ ⚅ )
An immobilized quickling runner is no longer immobilized.
Alignment Evil Languages Elven
Skills Acrobatics +21, Bluff +9, Stealth +16
Str 9 (+3) Dex 24 (+11) Wis 17 (+7)
Con 16 (+7) Int 14 (+6) Cha 10 (+4)
Equipment short sword

战术

  当两只快可灵冲进近战削减冒险者生命力又冲出时,阿伯瑞恩收割者尝试减速冒险者们。其间,阿伯瑞恩哨兵保持在冲突边缘,等待着正确的时机冲进去施展致命一击。
  厚重的蔓藤为冒险者们造成了少许阻碍,然而这个房间中的怪物们可以相对比较轻松地穿过它们。参看"区域特征"提供的更多的情报。
  收割者在蔓藤的帘幕之中巡逻,它们走过的循环正好监视着房间的两个入口。如果它们认出入侵者,它们大声呼救并冲向入侵者。它们在战斗开始时用它们的针叶齐发能力防止入侵者跑过它们进入后面的房间。
  收割者会战斗到死。一旦进入战斗,即使冒险者们尝试逃走它们也会持续战斗。它们只会在入侵者离开金字塔内阿伯瑞恩领土时放弃追逐。
  如果收割者知道角色们而角色们不知道它们,这些阿伯瑞恩尝试通过蔓藤攻击角色(参见下文)。这个战术让收割者可以易于攻击较弱的成员或者夹击一个战士或圣武士。
  哨兵喜欢在进入战斗之前让战斗进行个几轮。在隐身进入战斗之前它等待机会,并利用折磨之藤困住角色们或对一个重伤或轻甲角色在提供战斗优势时使用致命的短剑。
  一旦加入战斗,哨兵尝试和它的盟友夹击或者,如果负伤或没有夹击位置,它顶着借机攻击逃开并使用树木面纱。
  险恶的矮小快可灵从不停留,他们大概是第一个浮现在冒险者们面前并攻击他们的敌人。他们快速通过冒险者,一次又一次的利用它们的迅切攻击。快可灵足够嚣张到不顾借机攻击。即使被这样的攻击打中,它们也会认为这是运气不佳而不是任何入侵者的技能造成的。然而,快可灵注意避免被任何角色用威能停止它们,例如战士通过一个成功的借机攻击来阻止移动的能力。
  快可灵辱骂冒险者们并尝试将他们引入不好的位置,例如被收割者夹击或者一个看不见哨兵扑向缺乏护甲的敌人的位置。
  快可灵特别喜欢攻击缓慢或定身的目标。它们甚至花费时间在这样的敌人身边到处跑动,冲过去炫耀它们的优越感。它们穿过蔓藤(参见下文)并出现攻击冒险者们,当角色必须花费几轮穿过蔓藤或者自始至终绕着活着的帘幕奔跑以期追上邪恶的妖精界生物时,它们以其惊人的速度转而获得更大的优势。


劇透 -   :
Tactics

The arborean reapers attempt to slow down the adventurers while the two quicklings dash in and out of melee to whittle down the party's vitality. Meanwhile, the arborean watcher keeps to the edge of the conflict, waiting for just the right moment to dash in and deliver a deadly blow.
  The thick vines offer a major hindrance to the adventurers, yet the monsters in this room can move through them with relative ease. See "Features of the Area" for more information.
  The reapers patrol the passages between the hanging curtains of vines, keeping watch on the two entrances to the room as they walk a circuit. If they spot intruders, they yell for help and rush forward to engage intruders. They start the fight using their needle volley ability to prevent intruders from running past them and into the chambers beyond.
  The reapers fight to the death. Once engaged, they fight on even if the adventurers attempt to flee. They give up the chase only if the intruders leave the arboreans' region of the pyramid.
  If the reapers are aware of the party and the characters do not yet know about them, these arboreans try to attack the party by moving through the vines (see below). This tactic makes it easier for the reapers to attack weaker party members or flank a fighter or paladin.
  The watcher prefers to let the fight progress for a couple of rounds before becoming involved in the melee. It waits for an opportune moment before invisibly slipping into the midst of the party and using either vine plague to trap the characters or a deadly short sword attack with combat advantage against a bloodied or lightly armored character.
  Once joined in the fight, the watcher attempts to flank with its allies or, if wounded or if no flank is available, it risks opportunity attacks to escape and use arboreal veil.
  The nasty little quicklings never remain still and are probably the first of the enemies to emerge and attack the adventurers. They rush past the party, using their quick cuts attack over and over again. The quicklings are arrogant enough to disregard opportunity attacks. Even if struck by such attacks, they chalk it up to bad luck rather than any skill on the part of the intruders However, the quicklings take care to avoid any characters with the power to stop them, such as a fighter's ability to prevent movement with a successful opportunity attack.
  The quicklings taunt the adventurers and attempt to lead them into poor positions, such as a flank with a reaper or a spot where the invisible watcher can pounce on a poorly armored foe.
  The quicklings particularly enjoy attacking slowed or immobilized targets. They even spend time running around such foes, dashing in circles simply to show off their superiority. They move through the vines (see below) and emerge to attack the adventurers, turning their already impressive speed into an even bigger advantage as the characters must either spend a few rounds moving through the vines or run all the way around the living curtains to try to catch the evil fey.

区域特征

  这个房间内的困难地形和生长的蔓藤使用特别的规则。
  照明:微暗光线。
  困难地形:标记为困难地形的格子表示这些坚硬致密的土壤是特别的裂缝和豁口之地。必须很小心的穿过这额格子,尤其是那些不熟悉这个区域的生物。这个房间内的怪物已经小心的研究过了这个房间内的破裂的土地。它们可以相对轻松的穿过这些格子,这让它们忽视困难地形的效果。无论如何,冒险者们没有这种权利。
  蔓藤:从天花板上垂下的蔓藤形成了厚重、粘着的垂帘,重道足以阻碍移动。当穿过被垂下的蔓藤占满的格子时,冒险者被认为是缓慢的。他们只能哎他们的移动结束前移动2格。这个房间的怪物们,由于与这个区域生长的植物紧密相连,将蔓藤作为困难地形。它们可以穿过蔓藤,虽然比正常速度慢,当依然可以凭此行使上述战术。站在蔓藤中的生物获得掩蔽。蔓藤阻碍视线。


劇透 -   :
Features of the Area

The difficult terrain and the wall-like vine growths in this chamber have special rules associated with them.
Illumination: Dimly lit.
Difficult Terrain: The squares marked as difficult terrain represent places where the hard-packed soil is particularly cracked and broken. Care must be taken to traverse these squares, especially by those not familiar with the area. The monsters in this chamber have carefully studied the broken ground in this room. They can move over these squares with ease, allowing them to ignore the effects of the difficult terrain. The adventurers, however, don't have that option.
Vines: The vines dangle from the ceiling in thick, clinging curtains that are heavy enough to prevent movement. An adventurer is considered slowed while moving through squares filled with the hanging vines; they can only move 2 squares before their movement ends. The monsters in this room, due to their close connection to the plants that grow in this area, treat the vines as difficult terrain. They can move through them, albeit at a slower speed than normal, and take advantage of this as noted above in their tactics. A creature standing in the vines gains cover. The vines block line of sight.
别人笑我太坑,我笑他人不懂。

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遭遇G1:警卫房
« 回帖 #21 于: 2012-05-24, 周四 12:22:06 »
引用
遭遇G1:警卫房

遭遇等级9 (2,000XP)

设置
  3个人类歹徒(O)
  2个人类射手(A)
  地狱房间/传送礼堂陷阱(T)

  位置11:
最近被拉近暗影金字塔的由龙裔格兰仕·温领导的犯罪团伙,已经占据了这些房间网络(位置11-13)作为它们自己的巢穴。罪犯们经常警戒以防位置5的蜥蜴人或其他入侵者发动攻击。在位置5发出的战斗声让这些警卫准备好了路障,然而即使没有提醒也会有至少一个警卫一直呆在路障5格内。自从进入金字塔格兰仕就很不舒服,而他疯狂妄想中对他追随者们所做的事情,让他的追随者们对危险非常警觉。

  当冒险者们从位置5进入房间时,读:
  一堆板条箱和木桶的碎片、损坏的武器、护盾、圆木和其他物资形成了将这个房间分成两半的路障。路障靠近你们的一边,有一扇厚重的通向东方的门。五个人影站在路障之后,显然是在等待你们的到来。

  如果冒险者们从位置13进入区域时,读:
  这个简单的房间包含了在远端墙壁上的两道门和一个在你们左手边的奇怪的青铜色嵌板。一丛拉杆插在嵌板上,这被安装在设置于人类视平线之下的银镜之中。


劇透 -   :
引用
ENCOUNTER G1: GUARD CHAMBER

Encounter Level 9 ( 2,00 0 XP )

Setup
3 human outlaws (O)
2 human archers (A)
Inferno room/teleport hall trap (T)

Location 11:
A gang of criminals led by the dragonborn Gharash Vren was recently drawn into the Pyramid of Shadows and has staked out this network of chambers (Locations 11–13) as its own. The criminals are on constant alert against attacks from the lizardfolk in Location 5 and other intruders. The sound of combat in Location 5 brings these guards to the barricade at the ready, but even with no warning at least one guard stays within 5 squares of the barricade at all times. Gharash has been uneasy since entering the pyramid, and he has worked his followers into a paranoid frenzy that makes them all highly alert for danger.

When the adventurers enter the room from Location 5, read:
A heap of debris-crates and barrels, broken weapons, shields, logs, and other materials-forms a barricade dividing this room in half. On the near side of the barricade, a heavy door leads to the east. Five figures stand arrayed behind the barricade, obviously waiting for you to arrive.

If the adventurers enter the area from Location 13, read:
This plain room features two doors on the far wall and a strange bronze panel to your left. A thicket of levers sprouts from the panel, which is positioned beneath a silvered mirror set at a human’s eye level.

3 人类歹徒(O) 等级8 护卫
中型 自然界 类人生物 XP350每个
先攻+8 感官:侦查+4
HP87;重伤43
AC 24;强韧21、反射20、意志19
速度5
m戟(标准;随意)✦武器
触及2;+15vs. AC;1d10+7点伤害,并且目标被标记直到歹徒的下一个回合结束。
M推拒打击(标准;充能5、6)✦武器
需要戟;触及2;+15vs. AC;1d10+10点伤害,目标被推离1格并倒地。
R弩(标准;随意)✦武器
远程15 / 30;+11vs. AC;1d8+4点伤害。
阵营:无阵营 语言:通用语
力量16(+7)敏捷14(+6)感知11(+4)
体质15(+6)智力10(+4)魅力12(+5)
装备:链甲,戟,弩,20只矢的弩袋


劇透 -   :
3 Human Outlaws (O) Level 8 Soldier
Medium natural humanoid XP 350 each
Initiative +8 Senses Perception +4
HP 87; Bloodied 43
AC 24; Fortitude 21, Reflex 20, Will 19
Speed 5
m Halberd (standard; at-will) ✦ Weapon
Reach 2; +15 vs. AC; 1d10 + 7 damage, and the target is marked until the end of the outlaw’s next turn.
M Pushback Strike (standard; recharge ⚄⚅) ✦ Weapon
Requires halberd; reach 2; +15 vs. AC; 1d10 +10 damage, and the target is pushed 1 square and knocked prone.
R Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +11 vs. AC; 1d8 + 4 damage.
Alignment Unaligned Languages Common
Str 16 (+7) Dex 14 (+6) Wis 11 (+4)
Con 15 (+6) Int 10 (+4) Cha 12 (+5)
Equipment chainmail, halberd, crossbow, quiver of 20 bolts

2 人类射手(A) 等级7 射手
中型 自然界 类人生物 XP300每个
先攻+6 感官:侦查+4
HP62;重伤31
AC 19;强韧18、反射19、意志17
速度6
m木棒(标准;随意)✦武器
+12vs. AC;1d6+2点伤害。
r弩(标准;随意)✦武器
远程15/30;+14vs. AC;2d8+3点伤害。
R锥心矢(标准;充能5、6)
远程15/30;+14vs. AC;3d8+3点伤害,并且目标眩晕(豁免结束)。
阵营:无阵营 语言:通用语
力量14(+5)敏捷16(+6)感知12(+4)
体质14(+5)智力12(+4)魅力13(+4)
装备:木棒,弩,20只矢


劇透 -   :
2 Human Archers (A) Level 7 Artillery
Medium natural humanoid XP 300 each
Initiative +6 Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 18, Reflex 19, Will 17
Speed 6
m Club (standard; at-will) ✦ Weapon
+12 vs. AC; 1d6 + 2 damage.
r Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +14 vs. AC; 2d8 + 3 damage.
R Bullseye Bolt (standard; recharge ⚄ ⚅)
Ranged 15/30; +14 vs. AC; 3d8 + 3 damage and the target is dazed (save ends).
Alignment Unaligned Languages Common
Str 14 (+5) Dex 16 (+6) Wis 12 (+4)
Con 14 (+5) Int 12 (+4) Cha 13 (+4)
Equipment club, crossbow, 20 bolts

战术

  五个罪犯已经被命令不惜任何代价保护这个区域。他们知道这个区域的陷阱如何运作,当他们进入战斗时他们能运用战术利用陷阱。
  罪犯们会调整他们自己来应对从路障后面传来的任何听起来是入侵者接近的声音。歹徒们用他们的戟穿过路障攻击,在角色们能爬过来之前将他们推离出去。当用他们的弩射击出现在楼梯顶部或退缩的角色们时,射手们会充分利用路障提供的掩蔽。
  一旦一个角色尝试打开通往地狱礼堂的门,一个射手就会跑向控制板。这需要花费射手1轮来到达远处的房间(守卫们为了快速移动而未关门)。在第二轮,射手会提起控制板,并且如果一个角色在这个时候进入了地狱礼堂他就会用一个标准动作拉动拉杆。如果一个角色已经穿过了地狱礼堂的危险部分,射手会呼救然后一个歹徒会跑过去帮助他。歹徒尝试将角色推进地狱礼堂之中,以便射手可以触发陷阱。
  只要射手留在控制板处,他就会在每轮准备一个动作在一个角色进入地狱礼堂或者传送礼堂时拉下拉杆(参看"区域特征"的细节部分)。
  当一个或多个角色闯过路障时,两个射手逃向东面的房间并占据控制板旁的位置。当一个射手准备用弩矢攻击(当锥心矢可用时,包括锥心矢)进入房间的角色们时,另一个射手以准备动作拉下拉杆。
  如果角色们从位置13进入这个区域,警卫们对攻击缺乏准备。当尝试留下他们中的一个激活控制板后,他们设法进入西边的房间并将他们后面的角色们推进陷阱或走廊里。


劇透 -   :
Tactics

The five criminals have been ordered to protect this area at all costs. They know how the traps in this area work, and they have come up with tactics that take advantage of the traps when they get into a battle.
  The criminals respond to any sound of approaching intruders by positioning themselves behind the barricade. The outlaws use their halberds to attack across the barricade, pushing characters back before they can scramble over. The archers make the most of the cover the barricade offers while loosing their crossbows at characters as they appear at the top of the stairs or those that hang back.
  As soon as a character attempts to open the door leading into the inferno hall, one of the archers runs to the control panel. It takes the archer 1 round to reach the far room (the guards leave the doors open for quick movement). In the second round, the archer moves up to the panel and uses a standard action to pull a lever if a character is inside the inferno hall at the time. If a character has already passed the dangerous part of the inferno hall, the archer calls for help, and an outlaw runs to his aid. The outlaw tries to push the character back into the inferno hall so that the archer can spring the trap.
  As long as an archer remains at the control panel, he readies an action each round to pull both levers if a character enters either the inferno hall or the teleport hall (see “Features of the Area” for details).
  When one or more characters crosses the barricade, both archers flee to the eastern chamber and take up positions beside the control panel. One readies actions to pull levers, while the other readies crossbow attacks (including bullseye bolt when it’s available) to use against characters who enter the room.
  If the characters enter this area from Location 13, the guards are less prepared for the attack. They try to get into the western room and pull the characters through either trapped hallway after them, while attempting to leave one of their number behind to activate the control panel.

区域特征

  照明:微暗光线。
  路障:罪犯们在西边的房间利用家具堆、板条箱、木桶和其他碎片设立了临时路障。路障高4尺。一个邻接路障的生物对穿过路障的攻击有掩蔽。角色可以通过一个DC19的运动检定爬过路障(以半速移动),然而失败则意味着角色掉进了路障的碎片之间,这时他被束缚知道他进行了另一个成功检定的移动动作。
  门:进入和离开地狱礼堂的门被插住了,这要求一个DC21的力量检定(标准动作)打开。通向和离开传送礼堂的门可以自由打开。
  地狱礼堂和传送礼堂:连接东边房间和西边房间的两个礼堂是一个精心设计的,由东边房间内的控制板操纵的陷阱的一部分。在控制板上的一个拉杆激活南边礼堂的魔法,立即将每个生物传送进北方礼堂内的任意格中。另一个拉杆控制着北方礼堂(地狱礼堂)喷射出火焰物质,焚化其中的生物。(额外的拉杆控制着火焰喷射的强度并激活或复位喷射,但是在遭遇过程中犯罪者不会调试这些拉杆。)
  角色可以以一个标准动作拉动一个或两个拉杆。一般来说,一个罪犯可以用一个准备动作拉动两个拉杆,传送在传送礼堂内一个或多个角色进入地狱礼堂然后激活喷射火焰。
  控制板:控制板是一个有着十二根拉杆的青铜色嵌板。在拉杆之上的两个镜面显示着地狱礼堂和传送礼堂内部的情况,这让在控制板边的角色可以在敌人处于适当位置时拉动拉杆。
  如果玩家角色尝试激活陷阱,投1d12。结果为1,角色激活传送礼堂。结果为12,角色激活地狱礼堂。任何其他的结果,房间的四分之一的陷阱造成的火焰伤害减少一半。


劇透 -   :
Features of the Area

Illumination: Dimly lit.
Barricade: The criminals erected a makeshift barricade across the western room, using heaped furniture, crates, barrels, and other debris. The barricade is 4 feet high. A creature adjacent to the barricade has cover against attacks made across it. A character can scramble across the barricade (moving at half speed) with a DC 19 Athletics check, but failure means the character falls in among the debris of the barricade and is restrained until he makes a successful check with another move action.
Doors: The doors leading in and out of the inferno hall are stuck, requiring a DC 21 Strength check (standard action) to open. The doors leading in and out of the teleport hall open freely.
Inferno Hall and Teleport Hall: The two halls connecting the eastern and western rooms are part of an elaborate trap operated from a control panel in the eastern room. One lever on the panel activates the magic of the southern hall, instantly teleporting every creature in the hall to random squares in the northern hall. Another lever sends jets of flame spewing into the northern hall (the inferno hall), incinerating creatures within. (Additional levers control the intensity of the fiery jets and activate or deactivate specific jets, but the criminals do not adjust these levers in the course of the encounter.)
  A character can pull one or two levers as a standard action. Typically, a criminal uses a readied action to pull both levers, teleporting one or more characters from the teleport hall into the inferno hall and then activating the jets of fire.
Control Panel: The control panel is a bronze plate with twelve levers. Two mirrorlike panels above the levers show the interiors of both the inferno hall and the teleport hall, allowing a character at the panel to pull the levers when enemies are in the appropriate locations.
  If a player character tries to activate the trap, have the player roll 1d12. On a 1, the character activates the teleport hall. On a 12, the character activates the inferno hall. On any other result, the fire damage the trap deals in one quadrant of the room is reduced by half.

地狱场所/传送礼堂 等级8 冲击型
陷阱 XP350
  在一道闪光之中,你突然从狭窄的礼堂中被传送进一个大房间中。然后,火焰在你周围爆发出来将这个房间变作地狱。
陷阱:拉动一个拉杆,大型的北方礼堂将被火焰充斥。另一个拉杆将任何在南方走廊中的角色传送进入火热的房间之中。
侦查
✦DC 20:一个在地狱礼堂的角色注意到房间的地板、墙壁和天花板上的喷管,有着硫磺的苦味。
✦DC 23:一个在传送礼堂内的角色注意到一个怪异的扭曲距离,如同通过厚玻璃观察一样。
触发
当一个角色拉动在东边房间控制板上的拉杆时,陷阱攻击。角色可以以一个标准动作拉动一个或两个拉杆。
攻击(地狱礼堂)
标准动作 区域4x4格(礼堂的全部)
目标∶区域内的所有生物
攻击∶+10vs.反射
命中∶4d8+5点火焰伤害。
攻击(传送礼堂)
标准动作 区域4格(礼堂的全部)
目标∶区域内的所有生物
效果∶目标被传送进入地狱礼堂的任意一格。
对策
✦角色可以攻击控制板(AC18,反射16;HP70;5点全抗)。破坏控制板并废掉两个陷阱。
✦角色可以通过三次成功的贼活检定来废掉控制板(DC28)。


劇透 -   :
Inferno Room/Teleport Hall Level 8 Blaster
Trap XP 350
In a flash of light, you are suddenly transported from the narrow hall into a larger chamber. Then, flames erupt all around you as the room becomes an inferno.
Trap: With the touch of a lever, the large northern hall is filled with fire. Another lever teleports any character in the southern hallway into the fiery chamber.
Perception
✦ DC 20: A character in the inferno hall notices nozzles on the floor, walls, and ceiling of the room, along with the lingering, acrid smell of sulfur.
✦ DC 23: A character in the teleport hall notices a weird distortion of distance, like peering through thick glass.
Trigger
The trap attacks when a character pulls a lever on the control panel in the eastern room. A character can pull one or two levers as a standard action.
Attack (Inferno Hall)
Standard Action Area 4 squares by 4 squares (the entire hall)
Target: All creatures in area
Attack: +10 vs. Reflex
Hit: 4d8 + 5 fire damage.
Attack (Teleport Hall)
Standard Action Area 4 squares (the entire hall)
Target: All creatures in area
Effect: Target is teleported to a random square in the inferno hall.
Countermeasures
✦ A character can attack the control panel (AC 18, Def 16; hp 70; resist 5 all). Destroying the control panel disables both traps.
✦ A character can use Thievery to disable the control panel with three successful checks (DC 28).
« 上次编辑: 2012-05-27, 周日 09:19:30 由 小丑伊沃儿 »
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遭遇G2:有很多门的房间
« 回帖 #22 于: 2012-05-27, 周日 10:49:58 »
引用
遭遇G2:有很多门的房间

遭遇等级12(3,450XP),或者两个分开的8级遭遇(1,700XP和1,750XP)

设置
  格兰仕·温,龙裔督军(G)
  2个人类射手(A)
  8个人类侍从(L)
  狂乱狼人(W)

  位置12:
这是由格兰仕·温领导的犯罪集团的主要生活区域。在圆形礼堂之间和位置5的两组门阻隔了从充满水的房间传来的战斗声。格兰仕和他的帮众利用厚重的门减缓通过蜥蜴人的任何入侵者的脚步。

  当冒险者从位置5进入并通过两道门之后,读:
  五根粗大的柱子排列在这个大礼堂中。三道厚重的双扇门通向外面,除此之外还有两条狭窄的走廊。一道双扇门几乎被隐藏在大量的碎石和残骸中。几个人站在礼堂中,有着钢铁般意志的他们准备着战斗。在你打开门的瞬间,正中的门打开了,一个威严的龙裔站在门框边上。“所以,我们有一些来访者。”他嘲笑道。

  如果冒险者们从位置13进入时,读:
  四个占据着这个简朴的房间的人看起来和见到他们的你们一样惊讶。他们拔出武器然后一起呼喊:“格兰仕!我们有伴了!”


劇透 -   :
引用
ENCOUNTER G2: CHAMBER OF DOORS

Encounter Level 12 ( 3,450 XP ) , or two separate 8th-level encounters ( 1,700 XP and 1,750 XP )

Setup
Gharash Vren, dragonborn warlord (G)
2 human archers (A)
8 human lackeys (L)
Frenzied werewolf (W)

Location 12:
This is the main living area for the criminal gang led by Gharash Vren. Two sets of heavy doors between the columned hall and Location 5 block the sounds of combat in the water-filled room. Gharash and his gang rely on the heavy doors to slow down any intruders that get past the lizardfolk.

When the adventurers enter from Location 5, after passing through the two sets of double doors, read:
Five massive pillars line this great hall. Three heavy double doors lead out, as well as two narrow passages. One set of double doors is almost completely hidden behind a pile of rubble and debris. Several figures stand arrayed around the hall, steeling themselves for battle. A split-second after you open the door, the center set of doors opens, and an impressive-looking dragonborn stands framed in the doorway. "So we have visitors," he sneers.

If the adventurers enter from Location 13, read:
The four figures that occupy this plain room seem as surprised to see you as you are to see them. They draw weapons as one shouts, "Gharash! We’ve got company!"

2 人类射手(A) 等级7 射手
中型 自然界 类人生物 XP300每个
先攻+6 感官:侦查+4
HP62;重伤31
AC 19;强韧18、反射19、意志17
速度6
m木棒(标准;随意)?武器
+12vs. AC;1d6+2点伤害。
r弩(标准;随意)?武器
远程15/30;+14vs. AC;2d8+3点伤害。
R锥心矢(标准;充能5、6)
远程15/30;+14vs. AC;3d8+3点伤害,并且目标眩晕(豁免结束)。
阵营:无阵营 语言:通用语
力量14(+5)敏捷16(+6)感知12(+4)
体质14(+5)智力12(+4)魅力13(+4)
装备:木棒,弩,20只矢


劇透 -   :
2 Human Archers (A) Level 7 Artillery
Medium natural humanoid XP 300 each
Initiative +6 Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 18, Reflex 19, Will 17
Speed 6
m Club (standard; at-will) ✦ Weapon
+12 vs. AC; 1d6 + 2 damage.
r Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +14 vs. AC; 2d8 + 3 damage.
R Bullseye Bolt (standard; recharge ⚄⚅)
Ranged 15/30; +14 vs. AC; 3d8 + 3 damage and the target is dazed (save ends).
Alignment Unaligned Languages Common
Str 14 (+5) Dex 16 (+6) Wis 12 (+4)
Con 14 (+5) Int 12 (+4) Cha 13 (+4)
Equipment club, crossbow, 20 bolts

格兰仕·温(G) 等级10 护卫
中型 自然界 类人生物,龙裔 XP500
先攻+7 感官:侦查+5
HP101;重伤50;参见龙血之怒
AC 27;强韧22,反射19,意志22
速度5
m重剑(标准;随意)?武器
+17 vs. AC(重伤时+18);1d10+8点伤害。
M毒蛇打击(标准;随意)?武器
+17 vs. AC(重伤时+18);1d10+8点伤害。如果目标在格兰仕·温的下一个回合结束之前快步,它会引起温选择的一个盟友的借机攻击。
M剥甲(标准;遭遇)?武器
+17 vs. AC(重伤时+18);2d10+8点伤害。直到格兰仕·温的下一个回合结束,任何对目标的攻击骰在18-20时重击。
C振奋呼声(次要动作;每遭遇两次)?医疗
近程爆发5;格兰仕·温或一个在爆发内的盟友;目标花费一点复原力并额外恢复2d6点生命值。
C龙息(次要动作;遭遇)?火焰
近程冲击3;+12vs.反射(重伤时+13);1d6+4点闪电伤害。
龙血之怒(当重伤时)
龙裔在攻击骰上获得一个+1的种族加值。
矮人护甲(自由动作;每日)?医疗
格兰仕·温恢复25点生命值。
阵营:无阵营 语言:通用语,龙语
技能:运动+15,历史+7,威吓+15
力量20(+10)敏捷10(+5)感知11(+5)
体质13(+6)智力12(+6)魅力18(+9)
装备:+3矮人链甲,轻盾,重剑


劇透 -   :
Gharash Vren (G) Level 10 Soldier
Medium natural humanoid, dragonborn XP 500
Initiative +7 Senses Perception +5
HP 101; Bloodied 50; see also dragonborn fury
AC 27; Fortitude 22, Reflex 19, Will 22
Speed 5
m Bastard Sword (standard; at-will) ✦ Weapon
+17 vs. AC (+18 while bloodied); 1d10 + 8 damage.
M Viper's Strike (standard; at-will) ✦ Weapon
+17 vs. AC (+18 while bloodied); 1d10 + 8 damage. If the target shifts before the end of Gharash Vren's next turn, it provokes an opportunity attack from an ally of Vren's choice.
M Sunder Armor (standard; encounter) ✦ Weapon
+17 vs. AC (+18 while bloodied); 2d10 + 8 damage. Until the end of Gharash Vren's next turn, any attack roll against the target can score a critical hit on a roll of 18–20.
C Inspiring Word (minor; twice per encounter) ✦ Healing
Close burst 5; Gharash Vren or one ally in burst; target spends a healing surge and regains an additional 2d6 hit points.
C Dragon Breath (minor; encounter) ✦ Fire
Close blast 3; +12 vs. Reflex (+13 while bloodied); 1d6 + 4 lightning damage.
Dragonborn Fury (only while bloodied)
A dragonborn gains a +1 racial bonus to attack rolls.
Dwarven Armor (free; daily) ✦ Healing
Gharash Vren regains 25 hit points.
Alignment Unaligned Languages Common, Draconic
Skills Athletics +15, History +7, Intimidate +15
Str 20 (+10) Dex 10 (+5) Wis 11 (+5)
Con 13 (+6) Int 12 (+6) Cha 18 (+9)
Equipment +3 dwarven chainmail, light shield, bastard sword

8 人类侍从(L) 等级7 杂兵
中型 自然界 类人生物 XP75每个
先攻+3 感官:侦查+4
HP 1;一个失手的攻击不会对杂兵造成伤害。
AC 19;强韧17,反射14,意志15;参见暴民阵势
速度6
m木棒(标准;随意)?武器
+12vs. AC;6点伤害。
暴民阵势
当在人类侍周围5格内至少有两个其他的人类侍从时,它在全防御上获得一个+2的威能加值。
阵营:无阵营 语言:通用语
力量16(+6)敏捷11(+3)感知12(+4)
体质14(+5)智力10(+3)魅力13(+4)
装备:革甲,木棒


劇透 -   :
8 Human Lackeys (L) Level 7 Minion
Medium natural humanoid XP 75 each
Initiative +3 Senses Perception +4
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 17, Reflex 14, Will 15; see also mob rule
Speed 6
m Club (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage.
Mob Rule
The human lackey gains a +2 power bonus to all defenses while at least two other human lackeys are within 5 squares of it.
Alignment Unaligned Languages Common
Str 16 (+6) Dex 11 (+3) Wis 12 (+4)
Con 14 (+5) Int 10 (+3) Cha 13 (+4)
Equipment leather armor, club

战术

  三个斥候以排列在礼堂西半边开始遭遇。两个射手和最后一个侍从在战斗的第二轮从西北边的房间出来。在第三轮,四个侍从从东面边的房间出来。
  射手用柱子获得掩蔽,并对清楚的目标用他们的弩射击。侍从以松散的集合呆着,保持他们自己在彼此5格内以受益于暴民阵势,又不密集的以至于受到区域攻击的伤害。
  当剩余的侍从将他们的力量集中在一个或两个其他玩家身上时,格兰仕·温和两到三个侍从攻击扮演骑士或战士的玩家。当格兰仕·温的生命值低于17点时他就会立刻使用矮人护甲的医疗能力,他会优先用他的振奋呼声治疗自己而不是治疗他的盟友。
  当出了一个之外的罪犯(或者两个,如果剩下的其中一个是侍从)都死掉了的时候,残存者跑到禁忌房间(东边最远的房间)的门前锤开门(一个次要动作)。然后开始快速挪开碎石(一个标准动作)。这时,为狂乱狼人投先攻。在狼人的回合,他通过力量检定试图突破门扉。最开始的DC为30,每个疏通道路的动作使DC降低5点(最少15点)。


劇透 -   :
Tactics

Three lackeys begin the encounter ranged around the western half of the hall. The two archers and one more lackey emerge from the northwest chamber in the second round of combat. In the third round, four more lackeys come from the southeast room.
  The archers use the pillars for cover and loose their crossbows at clear targets. The lackeys stay in loose clumps, keeping themselves in a 5-square area to benefit from mob rule without clumping so close that they're exceptionally vulnerable to area attacks.
  Gharash Vren and two or three lackeys attack a player character paladin or fighter, while the remaining lackeys focus on one or two other targets. Gharash Vren uses the healing ability of his dwarven armor as soon as he has lost at least 17 hit points, and uses his inspiring word to keep himself alive in preference to healing his allies.
  When all but one of the criminals are dead (or all but two, if one of those remaining is a lackey), the survivor runs to the doors of the shunned room (at the far east end of the chamber) and pounds on the doors (a minor action), then starts shifting rubble away (a standard action). At that point, roll initiative for the frenzied werewolf. On the werewolf 's turn, he begins making Strength checks to try to break through the doors. The DC begins at 30, and drops by 5 for each action used to shift the blockage out of the way (to a minimum of 15).

狂乱狼人(W) 等级8 强者(蛮战)
中型 自然界 类人生物(变形者) XP1,750
先攻+7 感官:侦查+6;昏暗视觉
HP450;重伤225
再生5(如果狼人从银制武器上受到伤害,它的再生停止直到它的下一个回合)
AC 22;强韧24,反射22,意志21
免疫:月狂症(见下文)
速度6(在狼形态8)
AP 2
m爪抓(标准;随意)
2个目标;+12vs. AC;2d6+5点伤害;参见血怒。
m啮咬(标准;随意)?疾病
+12vs.AC;1d6+5点伤害,目标受到5点持续的伤害并感染月狂症(见下文)。参见血怒。
血怒
狼人对重伤的目标进行的金行工造成4点额外的伤害。
凶狂
如果狼人将一个敌人的生命值减少到0,它获得1点行动点。
原始斥责(即时反应,当被一个近战攻击命中时;随意)
狼人进行一次啮咬攻击。
变形(次要动作;随意)?变形
狼人可以将它的外观变为一只灰色的狼或一个无与伦比的人类(参看变形,怪物手册第280页)。在人类形态它不能使用啮咬攻击,浪形态不能使用爪抓攻击。
阵营:邪恶 语言:通用语
技能:唬骗+9、洞察+11,威吓+9,自然+11
力量21(+9)敏捷16(+7)感知14(+6)
体质18(+8)智力10(+4)魅力11(+4)


劇透 -   :
Frenzied Werewolf (W) Level 8 Solo (Brute)
Medium natural humanoid (shapechanger) XP 1,750
Initiative +7 Senses Perception +6; low-light vision
HP 450; Bloodied 225
Regeneration 5 (if the werewolf takes damage from a silver weapon, its regeneration doesn't function on its next turn)
AC 22; Fortitude 24, Reflex 22, Will 21
Immune moon frenzy (see below)
Speed 6 (8 in wolf form)
Action Points 2
m Claws (standard; at-will)
2 targets; +12 vs. AC; 2d6 + 5 damage; see also blood rage.
m Bite (standard; at-will) ✦ Disease
+12 vs. AC; 1d6 + 5 damage, and the target takes ongoing 5 damage (save ends) and contracts moon frenzy (see below); see also blood rage.
Blood Rage
The werewolf's melee attacks deal 4 extra damage against a bloodied target.
Murderous Frenzy
The werewolf gains 1 action point if it reduces a foe to 0 hit points.
Savage Rebuke (immediate reaction, when hit by a melee attack; at will)
The werewolf makes a bite attack.
Change Shape (minor; at-will) ✦ Polymorph
A werewolf can alter its physical form to appear as a gray wolf or a unique human (see Change Shape, Monster Manual page 280). It cannot use its bite attack in human form and cannot make claw attacks in wolf form.
Alignment Evil Languages Common
Skills Bluff +9, Insight +11, Intimidate +9, Nature +11
Str 21 (+9) Dex 16 (+7) Wis 14 (+6)
Con 18 (+8) Int 10 (+4) Cha 11 (+4)

区域特征

  照明:微暗光线。
  门:两道从位置5通向这个区域的门需要通过DC20的力量检定打开。
  柱:礼堂主体的柱子提供掩蔽。
  床:犯罪集团睡觉的三个房间有摇摆的木制双层床。中体型生物必须挤进这些格子。
  财富:除了格兰仕·温的护甲之外,他将更多的财富隐藏在他房间的金库中(北边房间的中间)。打开金库需要一个DC25的贼活检定。在里面有六个月长石,每个价值100金币和一个价值500金币的黑珍珠。


劇透 -   :
Features of the Area

Illumination: Dimly lit.
Doors: Both sets of doors leading from Location 5 into this area require DC 20 Strength checks to open.
Pillars: The pillars in the main hall provide cover.
Beds: Three rooms have rickety wooden bunkbeds where the criminal gang sleeps. Medium creatures must squeeze to enter these squares.
Treasure: In addition to his armor, Gharash Vren has more treasure stashed in a locked chest in his room (the middle room along the north). Opening the chest requires a DC 25 Thievery check. Inside are six moonstones worth 100 gp each, and a single black pearl worth 500 gp.[/b]

禁忌房间

  东北边的房间是"禁忌房间",那里是罪犯将他们开始变化的成员锁起来的地方。费伦茨已经变成了一只狼人,并且在他被监禁的这些天里他已经发疯了。
  在这个空旷的房间的墙壁和地板上,到处都是费伦茨疯狂的痕迹--它们被费伦茨疯狂的尝试逃脱时用其尖锐爪子的抓痕盖住了。
  如果禁忌房间的们打开,狼人会工国际最近的深谷,无论他是玩家角色还是费伦茨的一个旧同伴。费伦茨的攻击没有策略和理由,以顺序攻击相邻的重伤敌人、自从他上个回合打中他的相邻的生物或最近的生物。


劇透 -   :
The Shunned Room

The northeast chamber is the "shunned room," where the criminals have locked away a member of their ranks who began to change. Ference has become a werewolf, and in the days of his imprisonment he has utterly lost his mind.
  The walls and floor of this bare room show signs of Ference's madness—they are covered with scratches made by his sharp claws in his frantic efforts to escape.
  If the door to the shunned room opens, the werewolf attacks the nearest creature, whether that's a player character or one of Ference's former companions. Ference attacks without strategy or reason, attacking an adjacent bloodied foe, an adjacent creature that hit him since his last turn, or the nearest creature, in that order.

月狂症 等级8 疾病 坚韧 稳定DC20,改善DC24

  目标被治愈。

  最初效果:目标在意志防御上收到一个-2的惩罚。

  当重伤时,目标必须在他的每个回合结束时进行一次豁免骰。如果豁免骰失败,目标在其下一个回合对任意一个在他5格内的目标进行一次近战攻击。如果没有目标在其5格内,目标随机选择一个方向移动。

  最终状态:目标攻击在他视线内的最近生物。如果它看不见任何其他生物,它随机选择一个方向移动。


劇透 -   :
Moon Frenzy Level 8 Disease Endurance stable DC 20, improve DC 24

The target is cured.

Initial Effect: The target takes a –2 penalty to Will defense.

While bloodied, the target must make a saving throw at the end of each turn. If the saving throw fails, the target makes a melee attack on its next turn against a random target within 5 squares of it. If no targets are within 5 squares, the target does nothing but move in a randomly chosen direction.

Final State: The target attacks the nearest creature in its line of sight. If it can't see any other creatures, it does nothing but move in a randomly chosen direction.
« 上次编辑: 2012-05-28, 周一 11:55:12 由 小丑伊沃儿 »
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遭遇G3:内室
« 回帖 #23 于: 2012-05-28, 周一 11:47:52 »
引用
遭遇G3:内室

遭遇等级9 (2,000XP)

设置
  魅魔蛊惑者(S)
  军团魔地狱守卫(D)

  位置13:
在这个区域筑巢的罪犯们避开了内室,当他们跑向在位置11和位置12之间的北边房间的雕像群中时,尽可能快的合上他们的眼睛并盖住他们的耳朵他们避开小教堂,因为他们知道在那里有着比死亡更悲惨的命运在那里等着。
  如果冒险者们从南边(位置11)接近并直接去小教堂,他们会立刻见到魅魔。如果他们越过小教堂并向北边前往有雕像的房间,或者首先从北边(位置12)进入有雕像的房间,他们将遇到试图将他们引诱到小教堂的吟唱雕像。
  在小教堂的魅魔是第一个与克兰沃克斯订立契约的魔鬼。她现在更像是一个泰弗林法师的囚犯,被困在仿佛无害的小教堂内。


劇透 -   :
引用
ENCOUNTER G3: INNER CHAMBERS

Encounter Level 9 ( 2,000 XP )

Setup
Succubus demagogue (S)
Legion devil hellguards (D)

Location 13:
The criminals who have made their lair in this area avoid these inner chambers, hurrying between Locations 11 and 12 as quickly as possible, closing their eyes and covering their ears as they run between the statues in the northern room. They steer clear of the chapel, knowing that a fate worse than death waits for them there.
  If the adventurers approach from the south (Location 11) and go directly to the chapel, they meet the succubus right away. If they skip the chapel and head north to the room with the statues, or come from the north (Location 12) and enter the statue room first, they encounter the singing statues, which try to lure them into the chapel.
  The succubus in the chapel is the fiend that first bargained with Karavakos. She is now just as much a prisoner as the tiefling wizard, trapped within the room that appears to be an innocuous chapel.

吟唱雕像

  当冒险者们进入这个房间时,读:
  四个排列在这里的雕像描绘着身着护甲的英雄,它们站立的姿势表现出它们的英勇和威武。当你靠近时,它们开始唱起圣歌,例如你可能听见神圣礼典或祈祷仪式的一部分。

  宗教检定
  DC 20:
圣歌的字句是赞扬天堂山上的众神--巴哈姆特、寇德和莫拉丁的传统颂歌。

  如果角色移近雕像,它停下圣歌并说道:
  “我的仆从被魔鬼关在了我的教堂里。释放她!”

  如果角色接触雕像,魅魔将会通过雕像对这个角色施加影响。投一次攻击:+12vs.意志。如果命中,生物被魅惑如同被魅魔的魅惑之吻所影响(参看下述属性),但是角色不会察觉到攻击或它的效果。如果攻击失手,只有角色或被操纵者知道对抗了一次对意志的攻击。
  这个效果,和魅魔的魅惑之吻一样,每次只可以影响一个目标。如果角色被雕像魅惑,魅魔不能对另一个角色使用魅惑之吻。


劇透 -   :
Singing Statues

When adventurers enter this room, read:
Four statues arrayed here depict armored heroes, standing in poses that suggest their prowess and might. As you draw near, they begin chanting, such as you might hear as part of a divine ritual or prayer service.

Religion Check
DC 20:
The words of the chant are a traditional ode of praise to the gods of Mount Celestia-Bahamut, Kord, and Moradin.

If a character moves adjacent to a statue, it stops its chant and speaks:
"My servant is held by devils in my chapel. Free her!"

If a character touches a statue, the succubus's will is exerted through it. It rolls an attack: +12 vs. Will. If it hits, the creature is charmed as if affected by the succubus's charming kiss (see the statistics below), but the character is not aware of an attack or its effects. If the attack misses, the character knows only that he or managed to fight off an attack against will.
  This effect, like the succubus's charming kiss, can affect one target at a time. If a character is charmed by a statue, the succubus can't use its charming kiss on another character.

小教堂

  当冒险者们进入在小教堂中时,向问家门展示在冒险书一第25页的“内室的地图”,并读下列信息:
  在这个房间里可以触摸到在空气中混合着愤怒威胁的神圣力量。一个女性跪在装饰着拉住的干净祭坛之前,但是当门打开时她十分惊愕,她的眼中充满了恐惧。同时,薇若莱丝之头低声说道:“它在这里的某个地方,我能感觉到它。”

  洞察检定
  DC 25:
这个女性不是她看上去那样的无罪囚犯--还有一些别的东西在接近这里。

  女人恳求冒险者们从将她困在小教堂的魔鬼手中拯救她。期间,薇若莱丝之头催促它的持有者寻找一片它能在附近感觉到的薇若莱丝生命活力的碎片。(它被锁在北边隐藏的房间中。)
  在进入小教堂后,每当任何角色移动到出去的门口时,一对军团魔出现在地图上显示的位置。


劇透 -   :
Chapel

When the adventurers enter the chapel, show the players "View of the Inner Chambers" on page 25 of Adventure Book One and read the following:
There's a palpable air of divine power in this room, mixed with angry menace. A woman kneels before a plain altar adorned with candles, but she wheels in surprise as the door opens, her eyes wide with fear. At the same time, the Head of Vyrellis whispers, "It's here, somewhere-I can feel it."

Insight Check
DC 25:
This woman is not the innocent prisoner she appears to be-there's something else going on here.

The woman pleads with the adventurers to free her from the devils that keep her imprisoned in the chapel. The Head of Vyrellis, meanwhile, urges its owner to search for one of the splinters of Vyrellis's life force, which it can sense nearby. (It's located in the secret room to the north.)
  After entering the chapel, whenever any character moves to exit the doors, a pair of legion devils appear in the spaces shown on the map.

魅魔 等级9 控制者
中型 星界 类人生物(魔鬼,变形者) XP400
先攻+8 感官:侦查+8;黑暗视觉
HP 90;重伤45
AC 23;强韧17、反射21、意志23
抗性:20点火焰
速度6,飞行6
m堕落之触(标准;随意)
+14vs.AC;1d6+6点伤害。
M魅惑之吻(标准;随意)?魅惑
+14vs.AC;命中,魅魔对同一目标进行二次攻击。二次攻击:+12vs.意志;目标不能攻击魅魔,并且当魅魔成为一个近战或远程攻击的目标时,如果目标与魅魔邻接目标将它自己插入禁区变为攻击的目标。效果持续到魅魔或她的盟友攻击目标或者魅魔死亡。
  如果目标在遭遇结束时依然处于这个威能的效果下,魅魔可以通过对目标每天一次接吻来维持这个效果。魅魔每次只能用她的魅惑之吻影响一个目标。
R支配(标准;随意)?魅惑
射程5;+12vs.意志;目标被支配直到魅魔的下一个回合结束。
变形(次要动作;随意)?变形
魅魔在出现时可以将它的外表变为任意中体型类人生物,包括一个独特的个体(参看怪物手册第280页的变形。)
阵营:邪恶 语言:通用语,天界语
技能:唬骗+15,交涉+15,洞察+13
力量11(+4)敏捷18(+8)感知19(+8)
体质10(+4)智力15(+6)魅力22(+10)


劇透 -   :
Succubus Level 9 Controller
Medium immortal humanoid (devil, shapechanger) XP 400
Initiative +8 Senses Perception +8; darkvision
HP 90; Bloodied 45
AC 23; Fortitude 17, Reflex 21, Will 23
Resist 20 fire
Speed 6, fly 6
m Corrupting Touch (standard; at-will)
+14 vs. AC; 1d6 + 6 damage.
M Charming Kiss (standard; at-will) ✦ Charm
+14 vs. AC; on a hit, the succubus makes a secondary attack against the same target. Secondary Attack: +12 vs. Will; the target cannot attack the succubus, and if the target is adjacent to the succubus when the succubus is targeted by a melee or a ranged attack, the target interposes itself and becomes the target of the attack instead. The effects last until the succubus or one of its allies attacks the target or until the succubus dies.
  If the target is still under the effect of this power at the end of the encounter, the succubus can sustain the effect indefinitely by kissing the target once per day. The succubus can aff ect only one target at a time with its charming kiss.
R Dominate (standard; at-will) ✦ Charm
Ranged 5; +12 vs. Will; the target is dominated until the end of the succubus's next turn.
Change Shape (minor; at-will) ✦ Polymorph
The succubus can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, Monster Manual page 280).
Alignment Evil Languages Common, Supernal
Skills Bluff +15, Diplomacy +15, Insight +13
Str 11 (+4) Dex 18 (+8) Wis 19 (+8)
Con 10 (+4) Int 15 (+6) Cha 22 (+10)

军团魔地狱守卫 等级11 杂兵
中型 星界 类人生物(魔鬼,变形者) XP150
先攻+6 感官:侦查+6;黑暗视觉
HP 1;一个失手的攻击不会对杂兵造成伤害。
AC 27;强韧23,反射22,意志22;参见军团防御
抗性:10点火焰
速度6、传送3
m长剑(标准;随意)?武器
+16vs.AC;6点伤害。
军团防御
当与另一个军团魔邻接时,军团魔地狱守卫在它的防御上获得一个+2的加值。
阵营:邪恶 语言:天界语
力量14(+7)敏捷12(+6)感知12(+6)
体质14(+7)智力10(+5)魅力12(+6)
装备:板甲,重盾,重剑


劇透 -   :
Legion Devil Hellguard Level 11 Minion
Medium immortal humanoid (devil) XP 150
Initiative +6 Senses Perception +6; darkvision
HP 1; a missed attack never damages a minion.
AC 27; Fortitude 23, Reflex 22, Will 22; see also squad defense
Resist 10 fire
Speed 6, teleport 3
m Longsword (standard; at-will) ✦ Weapon
+16 vs. AC; 6 damage.
Squad Defense
The legion devil hellguard gains a +2 bonus to its defenses when adjacent to at least one other legion devil.
Alignment Evil Languages Supernal
Str 14 (+7) Dex 12 (+6) Wis 12 (+6)
Con 14 (+7) Int 10 (+5) Cha 12 (+6)
Equipment plate armor, heavy shield, longsword

魅魔的故事

  魅魔以一个自称丹娜的人类女性出现。她说她是附近房间罪犯的俘虏,但是他们一窝蜂从这个小教堂逃跑去避难已经是大约一周以前的事了。现在她不能离开--只要她靠近门,一对魔鬼就会出现并将她拦回去。她不知道它们为什么抓住她,所以她将她的时间花费在向巴哈姆特寻求援助的祈祷上。她确信角色们时回应了她的祈祷出现的。

劇透 -   :
The Succubus's Story

The succubus claims to be a human woman named Danna. She says that she was a captive of the criminals in the nearby rooms, but fled their clutches and took refuge in this chapel about a week ago. Now she can't leave-when she gets near the doors, a pair of devils appears and blocks her exit. She doesn't know why they're holding her, so she spends her days in prayer to Bahamut asking for aid. She's sure that the characters are the answer to her prayers.

破坏牢房

  角色们可以用他们的技能尝试释放小教堂中的"丹娜"。这是一个等级9、复杂度3的技能挑战,要求在4次失败的检定之前成功8次。每次失败的检定,一对军团魔军团魔地狱守卫出现在房间的门口并攻击角色。
  首选技能:神秘,宗教,侦查。
  神秘(DC 23):角色可以用神秘察觉到魔法的存在,并识别出形成监狱的牢房本质。成功显示出门是重点,可以在门上利用贼活或力量检定以打开门。额外的成功表明通过神秘技能破坏了牢房。
  宗教(DC 23):角色可以用宗教调查祭坛和拉住,识别出拉住是牢房的威能焦点。额外的成功表明通过宗教技能破坏了牢房。
  贼活(DC 24):在一次成功的神秘检定之后,角色可以用贼活来时牢房的门报废。
  力量(DC 19):在一次成功的神秘检定之后,角色可以用对牢房门的力量检定来获得一个成功。随后的检定不提供帮助。
  侦查(DC 20):角色可以使用侦查来帮助指引对门进行的贼活或力量检定。使用这个检定不会当做一次成功或失败,但是为下一次贼活或力量检定提供一个+2的加值或-2的惩罚。
  成功:魅魔可以凭借其意志离开房间。她果断的消失,不再被金字塔所束缚。
  失败:最后一对军团魔出现,魅魔加入他们对抗PC们。


劇透 -   :
Breaking the Ward

The characters can use their skills in an attempt to free "Danna" from the chapel. This is a 9th-level skill challenge with a complexity of 3, requiring 8 successes before 4 failed checks. With each failed check, a pair of legion devil hellguards appears in the doorway of the room and attacks the characters.
  Primary Skills: Arcana, Religion, Perception.
  Arcana (DC 23): A character can use Arcana to sense the presence of magic and identify the nature of the ward that forms this prison. A success reveals that the doors are the focal point, and opens up the use of Thievery and Strength checks on the doors. Additional successes indicate a breaking of the ward through arcane means.
  Religion (DC 23): A character can use Religion to examine the altar and the candles, identifying the candles as a power focus for the ward. Additional successes indicate a breaking of the ward through divine means.
  Thievery (DC 24): After one success in Arcana, a character can use Thievery to disable the ward in the doors.
  Strength (DC 19): After one success in Arcana, a character can make Strength checks to gain one success against the wards in the door. Later checks provide no help.
  Perception (DC 20): A character can use Perception to help guide Thievery or Strength checks against the doors. A use of this skill doesn't count as a success or failure, but provides a +2 bonus or –2 penalty to the next Thievery or Strength check.
  Success: The succubus can leave the room, which she does. She promptly disappears, no longer bound to the pyramid.
  Failure: A final pair of legion devils appears, and the succubus joins their attack against the PCs.

区域特征

  照明:微暗光线。
  家具:光秃秃的石质小教堂有俩条简单的长椅(没有靠背或把手)和一个装饰着两根纤细红烛的干净祭坛。
  暗门:一个DC28的侦查检定显示出小教堂北方墙壁存在暗门。一个在祭坛后面隐藏的开关能打开门,挺像一个小型的黑暗凹室。
  财富:在暗室内的保险箱(DC25的贼活检定能打开)里包含了一组祭司法袍。亮白色长袍形成了一个+3布甲的基础法袍。另外,在保险箱内的一个大型石榴石是薇若莱丝生命活力的一个碎片。如果角色将石榴石交给薇若莱丝之头,头颅的同步值增加3点。


劇透 -   :
Features of the Area

Illumination: Dimly lit.
Furniture: The bare stone chapel has two simple benches (no backs or arms) and a plain altar adorned with two slender red candles.
Secret Door: A DC 28 Perception check reveals the presence of a secret door on the north wall of the chapel. A hidden switch on the back of the altar opens the door, leading to a small, dark alcove.
Treasure: A locked chest (DC 25 Thievery check to open) in the secret chamber contains a set of priestly vestments. The plain white robe that forms the basis of the vestments is +3 cloth armor. In addition, a large garnet in the chest is one of the splinters of Vyrellis's life force. If the character carrying the Head of Vyrellis takes possession of the garnet, the Head's concordance increases by 3.
别人笑我太坑,我笑他人不懂。

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遭遇H1:耳语图书馆
« 回帖 #24 于: 2012-05-29, 周二 12:25:47 »
引用
遭遇H1:耳语图书馆

遭遇等级8 (1,800XP)

设置
  2个食知者虚空之刃(V)
  2个食知者思维之弓(T)
  食知者心灵之击(M)

  位置14:
这个图书馆是体现克兰沃克斯和其他被困入暗影金字塔的囚犯的知识的地方。如此珍贵的储藏室吸引了5个食知者的注意,他们是神祇维克那对秘密的渴望的具象化。

  当冒险者们进入在这个房间时,向玩家们展示在冒险书一第25页的“图书馆的地图”,并读下列信息:
  “图书馆!”薇若莱丝之头说道,她的语态平静。“不要理会低语!”
  房间的墙边和侧面堆置着放满书的书架。书架顶部和天花板大约有10尺左右的距离。房间中心,一圈绿色的格子围绕着一个雅灵公主的雕像。
  起先,房间死寂一般静止。随后你开始听到模糊的低语。它们起初仅能听见,但却逐渐增大并在你到脑袋里说着由许多语言组成的难以理解的杂乱词汇,如同一次性用成千种语态发牢骚。


  当冒险者们遭遇到食知者时,展示在冒险书一第26页的“食知者的图片”。


劇透 -   :
引用
ENCOUNTER H1: LIBRARY OF WHISPERS

Encounter Level 8 ( 1,800 XP )

Setup
2 eater of knowledge voidblades (V)
2 eater of knowledge thoughtbows (T)
Eater of knowledge mindstrike (M)

Location 14:
This library is a manifestation of the knowledge possessed by Karavakos and all other prisoners ever trapped in the Pyramid of Shadows. Such a valuable repository has attracted the attention of five eaters of knowledge, living embodiments of the god Vecna's hunger for secrets.

When the adventurers enter this room, show the players "View of the Library" on page 25 of Adventure Book One and read the following:
"The library!" the Head of Vyrellis says, her voice hushed. "Heed not the whispers!"
  Shelves packed with books line the walls and stand to the sides of the room. There's about ten feet or so between the tops of the shelves and the ceiling. In the center, a grassy square surrounds a proud statue of an eladrin princess.
  At first, the room appears to be deathly quiet. Then you begin to hear faint whispers. They start out barely audible, but then grow louder and press upon your mind-an unintelligible jumble of words in many languages, like a thousand voices murmuring at once.


When the adventurers encounter the eaters of knowledge, show the players "View of an Eater of Knowledge" on page 26 of Adventure Book One.

2 食知者虚空之刃(V) 等级6 护卫
中型 星界 类人生物 XP250每个
先攻+7 感官:侦查+7;昏暗视觉
HP70;重伤35
AC 22;强韧17、反射19、意志18
抗性:5点心灵
速度5
m弯刀(标准;随意)?心灵,武器
+13vs.AC;1d8+5点心灵伤害,并且目标被标记直到虚空之刃的下一个回合结束。被标记的目标如果进行一个不包括虚空之刃的攻击则会受到5点心灵伤害。
C心灵尖叫(标准;充能 5、6)?心灵
近程爆发1;+11vs.意志;1d8+5点心灵伤害,并且目标被定身直到虚空之刃的下一个回合结束。
阵营:邪恶 语言:天界语
技能:神秘+13,地城+12,历史+13,自然+12,宗教+13
力量16(+6)敏捷14(+5)感知18(+7)
体质14(+5)智力20(+8)魅力14(+5)
装备:弯刀


劇透 -   :
3 Human Outlaws (O) Level 8 Soldier
Medium natural humanoid XP 350 each
Initiative +8 Senses Perception +4
HP 87; Bloodied 43
AC 24; Fortitude 21, Reflex 20, Will 19
Speed 5
m Halberd (standard; at-will) ? Weapon
Reach 2; +15 vs. AC; 1d10 + 7 damage, and the target is marked until the end of the outlaw’s next turn.
M Pushback Strike (standard; recharge ??) ? Weapon
Requires halberd; reach 2; +15 vs. AC; 1d10 +10 damage, and the target is pushed 1 square and knocked prone.
R Crossbow (standard; at-will) ? Weapon
Ranged 15/30; +11 vs. AC; 1d8 + 4 damage.
Alignment Unaligned Languages Common
Str 16 (+7) Dex 14 (+6) Wis 11 (+4)
Con 15 (+6) Int 10 (+4) Cha 12 (+5)
Equipment chainmail, halberd, crossbow, quiver of 20 bolts

2 食知者思维之弓(T) 等级7 射手
中型 星界 类人生物 XP300每个
先攻+6 感官:侦查+12;昏暗视觉
HP 64;重伤32
AC 19;强韧18、反射20、意志19
抗性:5点心灵
速度7
m弯刀(标准;随意)?心灵,武器
+13vs.AC;1d8+4点心灵伤害。
r长弓(标准;随意)?心灵,武器
远程20/40;+14vs.AC;1d10+5点心灵伤害。
A箭矢风暴(标准;充能5、6)?心灵,武器
需要长弓;区域20爆发1;+10vs.意志;1d10+5点心灵伤害,并且目标眩晕(豁免结束)。
阵营:邪恶 语言:天界语
技能:神秘+13,地城+12,历史+13,自然+12,宗教+13
力量14(+5)敏捷16(+6)感知19(+7)
体质16(+6)智力21(+8)魅力14(+5)
装备:弯刀,长弓,装有20只箭的箭袋


劇透 -   :
2 Eater of Knowledge Thoughtbows (T) Level 7 Artillery
Medium immortal humanoid XP 300 each
Initiative +6 Senses Perception +12; low-light vision
HP 64; Bloodied 32
AC 19; Fortitude 18, Reflex 20, Will 19
Resist 5 psychic
Speed 7
m Scimitar (standard; at-will) ✦ Psychic, Weapon
+13 vs. AC; 1d8 + 4 psychic damage.
r Longbow (standard; at-will) ✦ Psychic, Weapon
Ranged 20/40; +14 vs. AC; 1d10 + 5 psychic damage.
AArrowstorm (standard; recharge ⚄⚅) ✦ Psychic, Weapon
Requires longbow; area burst 1 within 20 squares; +10 vs. Will; 1d10 + 5 psychic damage, and the target is dazed (save ends).
Alignment Evil Languages Supernal
Skills Arcana +13, Dungeoneering +12, History +13, Nature +12,
Religion +13
Str 14 (+5) Dex 16 (+6) Wis 19 (+7)
Con 16 (+6) Int 21 (+8) Cha 14 (+5)
Equipment scimitar, longbow, quiver of 20 arrows

食知者心灵之击 等级8 精英 控制者
中型 不朽界 类人生物 XP700
先攻+7 感官:侦查+9;昏暗视觉
心念之野(心灵)灵气3;进入灵气或者在灵气范围内开始其回合的敌人受到5点心灵伤害并在意志防御上受到一个-2的惩罚。
HP174;重伤87
AC 23;强韧21,反射23,意志22
豁免骰+2
抗性:5点心灵
速度6
行动点1
m弯刀(标准;随意)?心灵,武器
+13vs.AC;1d8+6点心灵伤害。
C心念激增(标准;随意)
近程爆发10;在心念激增内的每个盟友可以进行一次基础攻击。
M心念残迹(标准;充能5、6)?心灵,武器
需要弯刀;+13vs.AC;2d8+6点心灵伤害,并且目标只能使用基础攻击(豁免结束)。
C心念呼号(标准;充能6)?心灵
近程爆发2;+12vs.意志;2d8+6点心灵伤害,并且目标眩晕(豁免结束)。
阵营:邪恶 语言:天界语
技能:神秘+15,地城+14,历史+15,洞察+14,自然+14,宗教+15
力量19(+8)敏捷16(+7)感知21(+9)
体质15(+6)智力23(+10)魅力16(+7)
装备:弯刀


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
Action Point 1
m Scimitar (standard; at-will) ✦ Psychic, Weapon
+13 vs. AC; 1d8 + 6 psychic damage.
C Mindsurge (standard; at-will)
Close burst 10; each ally in surge can make a basic attack.
M Mindwrack (standard; recharge ⚄⚅) ✦ Psychic, Weapon
Requires scimitar; +13 vs. AC; 2d8 + 6 psychic damage, and the target is can only make basic attacks (save ends).
C Mindhowl (standard; recharge ⚅) ✦ Psychic
Close burst 2; +12 vs. Will; 2d8 + 6 psychic damage, and the target is dazed (save ends).
Alignment Evil Languages Supernal
Skills Arcana +15, Dungeoneering +14, History +15, Insight +14,
Nature +14, Religion +15
Str 19 (+8) Dex 16 (+7) Wis 21 (+9)
Con 15 (+6) Int 23 (+10) Cha 16 (+7)
Equipment scimitar

战术

  两个思维之弓保持在房间墙边的书架顶端,对在地板上的目标射出它们弓箭。它们自由漫游在房间的边缘一边对尝试隐藏在书架之后的角色进行清楚地射击。
  虚空之刃将角色们拖入近战,设法保持在心灵之击的2至3格内一边它的灵气影响到它们的对手。它们用心灵尖叫以及它们基础攻击的标记保持角色将注意力集中在他们身上并将试图攻击射手的角色定身。
  心灵之击呆在虚空之刃会将,将它的攻击集中在它能在其身上察觉出的最为危险的角色身上。如果盟友在爆发区域内,它会避免使用心灵呼号。它只会在没有敌人处于它自己攻击的触及范围时,才会使用它的心念激增。


劇透 -   :
Tactics

The two thoughtbows remain on the top of the shelves that line the room's walls, firing their bows down at targets on the floor. They range freely around the edges of the room to gain clear shots at characters who try to hide among the shelves.
  The voidblades engage the characters in melee, trying to remain within 2 or 3 squares of the mindstrike so that its aura affects their opponents. They use psychic scream as well as their marking basic attack to keep the characters' attention focused on them and to immobilize characters that try to attack the archers.
  The mindstrike stays in the midst of the voidblades, focusing its attacks on the character it perceives as most dangerous. It avoids using mindhowl if allies are within the area of the burst. It uses its mindsurge only if no enemies are in reach of its own attacks.

区域特征

  照明:微暗光线。
  低语:以听到低语的角色的看法,低语发生于装满了图册和卷轴的书架上。因此,这些不断的低语具有一种特殊的魅力让它很难移开。离开一个邻接书架的格子到一个不邻接书架的格子需要花费1格额外的移动力。
  书架:装着书和卷轴的架子是阻碍地形,如同墙一样。它们10尺高并且牢固的附在地板上。角色可以通过一个DC20的运动检定攀爬到架子上。天花板距离地板20尺。
  书籍和卷轴充满了书架集合了每个被金字塔拉进来的生物的知识。许多最古老的收集起来的卷册已经被食知者毁坏了(参看下文)。
  梯子:两个梯子通向外圈书架的顶端。角色可以用梯子花费2格移动力到达暑假的顶部(无需运动检定)。
  雕像:一个薇若莱丝的雕像骄傲的站在图书馆中间,看起来华贵而善良,一个星光闪烁的王冠戴在她的头上。被困在了由一个PC持有的法珠里的雅灵本职,承认雕像是她看待生命的表现。
  薇若莱丝期待发现她生命活力碎片附着在雕像上,当它没有。(它现在是在位置26龙的收藏的一部分。)因为碎片丢失了,薇若莱丝变得焦躁,更多的则是害怕。她需要很长时间平静下来,然后她才能开始指出丢失的碎片的方向。持有头颅的角色可以通过一个DC20的交涉检定来帮助薇若莱丝平静下来;成功增加1点同步值。
  门:在北边墙上的门通向位置15,门位于暑假的上层。
  财富:在图书馆书架上藏有两个仪式卷轴:在中空骨头内部的卷轴是死者复活,装在革甲内部的是咨询贤者。在死者复活卷轴内部有一个装有价值500金币残油的小玻璃瓶--只够使用这个仪式一次的分量。在神秘技能上受训的角色可以用技能从书架上的其他痕迹感知魔法存在并定位卷轴(DC24)。这要求10分钟的专注和调查。
  由于食知者在房间内存在了许多年,很多放在书架上的书籍和卷轴都变为空白了。完整无损的书籍每本可以向正确的买主卖到5至10金币。如果角色们用一个便利的帆布包只装书,他们可以将书籍打包卖到500金币。


劇透 -   :
Features of the Area

Illumination: Dimly lit.
Whispers: The whispers the characters hear in their minds emanate from the tomes and scrolls that fill the shelves. Because of this constant murmur, the volumes hold a strange fascination that makes it hard to move away. Leaving a square adjacent to a bookshelf to move to a square that's not adjacent to a bookshelf costs 1 extra square of movement.
Shelves: The shelves of books and scrolls are blocking terrain, acting like walls. They are 10 feet high and firmly attached to the floor. A character can climb to the top of a shelf with a DC 20 Athletics check. The ceiling is 20 feet above the floor.
  The books and scrolls that fill the shelves contain the collected knowledge of every creature that has ever been drawn into the pyramid. Many of the oldest volumes in the collection have already been ravaged by the eaters of knowledge (see below).
Ladders: Two ladders lead to the top of the outer ring of shelves. A character can use a ladder to reach the top of the shelves with 2 squares of movement (no Athletics check required).
  Statue: A statue of Vyrellis stands proudly in the middle of the library, looking regal and benevolent, a starry crown on her head. The essence of the eladrin, trapped in the orb that one of the PCs carries, admits that the statue is a representation of her as she looked in life.
  Vyrellis expects to find a splinter of her life force attached to the statue, but it is not present. (It's now part of the dragon's hoard in Location 26.) Because the splinter is missing, Vyrellis becomes agitated and more than a little afraid. It takes her long moments to calm down, and then she can begin to sense the direction to the missing splinter. The character possessing the Head can make a DC 20 Diplomacy check to help calm Vyrellis; a success improves its concordance by 1 point.
Door: The door in the north wall that leads to Location 15 is at the level of the tops of the shelves.
Treasure: Buried on the shelves of the library are two ritual scrolls: a scroll of Raise Dead in a bone tube and a scroll of Consult Mystic Sages wrapped in leather. A small glass vial wrapped inside the Raise Dead scroll holds 500 gp worth of residuum-just enough to perform the ritual once. A character trained in Arcana can use that skill to sense the presence of magic and locate the scrolls among the other writings on the shelves (DC 24). This requires 10 minutes of concentration and searching.
  Many of the other books and scrolls on the shelves are blank, due to the presence of eaters of knowledge in the room for the past several years. The books that remain intact might be worth 5 to 10 gp each, to the right buyer. If characters load a handy haversack with nothing but books, they can sell the books for 500 gp.
别人笑我太坑,我笑他人不懂。

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遭遇H2:隐寺
« 回帖 #25 于: 2012-05-31, 周四 18:28:29 »
引用
遭遇H2:隐寺

遭遇等级9 (2,050XP)

设置
  阿伦特·克兰沃克斯,泰夫林法师(K)
  3个食知者虚空之刃(V)
  雕像的艾恩 陷阱

  位置15:
克兰沃克斯生命活力的三个碎片之一隐藏在图书馆之后的孤立的隐寺之中。因为图书馆和这里的食知者的存在,碎片的记忆已经褪色,他几乎不能记得任何与克兰沃克斯本体的联系。他依然是一个具有威力的法师,但是他的个性和真正的克兰沃克斯不同。

  当冒险者们进入房间时,读:
  一个双翼聚拢在身体之后的石质天使,站在一个华丽的基座上。艾恩的发光印记被托在它的手中,它的目光凝视着你。一个L型的桌子和一个沉重的柜子靠在另一边的墙上,它们之间有一扇门而在左边有另一扇。

  侦查检定
  DC 24:
在天使手中的艾恩印记刻着一个或许具有魔法效果的铭文。

  当冒险者们进入在这个房间时,向玩家们展示在冒险书一第26页的“隐寺的地图”,并在他们看见克兰沃克斯时读下列信息:
  “他在那!”薇若莱丝之头呼喊道:“一个克兰沃克斯生命活力的碎片!摧毁他,找到他的钥匙!”



劇透 -   :
引用
ENCOUNTER H2: THE HERMITAGE

Encounter Level 9 ( 2,050 XP )

Setup
Arat Karavakos, tiefling wizard (K)
3 eater of knowledge voidblades (V)
Glyph of Ioun trap

Location 15:
One of the three splinters of Karavakos's life force hides in the seclusion of this hermitage behind the library. Because of the presence of the eaters of knowledge here and in the library, the splinter's memory has faded, and he barely remembers any connection to the original Karavakos. He is still a potent wizard, but his personality is quite different from that of the true Karavakos.

When the adventurers enter the room, read:
A stone angel, its wings folded around its body, stands on an ornate pedestal. The gleaming symbol of Ioun is cradled in its hands, its eye gazing directly at you. An L-shaped table and a heavy cabinet stand against the opposite wall, with a closed door between them and another door stands to the left.

Perception Check
DC 24:
The symbol of Ioun in the angel's hands carries an inscription that might have a magical effect.

When the adventurers enter this room, show the players "View of the Hermitage" on page 26 of Adventure Book One and read the following when they see Karavakos:
"There he is!" the Head of Vyrellis shouts. "A splinter of Karavakos's life force! Destroy him and find his key!"


3 食知者虚空之刃(V) 等级6 护卫
中型 星界 类人生物 XP250每个
先攻+7 感官:侦查+7;昏暗视觉
HP70;重伤35
AC 22;强韧17、反射19、意志18
抗性:5点心灵
速度5
m弯刀(标准;随意)⚅心灵,武器
+13vs.AC;1d8+5点心灵伤害,并且目标被标记直到虚空之刃的下一个回合结束。被标记的目标如果进行一个不包括虚空之刃的攻击则会受到5点心灵伤害。
C心灵尖叫(标准;充能5、6)⚅心灵
近程爆发1;+11vs.意志;1d8+5点心灵伤害,并且目标被定身直到虚空之刃的下一个回合结束。
阵营:邪恶 语言:天界语
技能:神秘+13,地城+12,历史+13,自然+12,宗教+13
力量16(+6)敏捷14(+5)感知18(+7)
体质14(+5)智力20(+8)魅力14(+5)
装备:弯刀


劇透 -   :
3 Eater of Knowledge Voidblades (V) Level 6 Soldier
Medium immortal humanoid XP 250 each
Initiative +7 Senses Perception +7; low-light vision
HP 70; Bloodied 35
AC 22; Fortitude 17, Reflex 19, Will 18
Resist 5 psychic
Speed 5
m Scimitar (standard; at-will) ⚅ Psychic, Weapon
+13 vs. AC; 1d8 + 5 psychic damage, and the target is marked until the end of the voidblade's next turn. A marked target takes 5 psychic damage if it makes an attack that does not include the voidblade.
C Psychic Scream (standard; recharge ⚄ ⚅ ⚅ Psychic
Close burst 1; +11 vs. Will; 1d8 + 5 psychic damage, and the target is immobilized until the end of the voidblade's next turn.
Alignment Evil Languages Supernal
Skills Arcana +13, Dungeoneering +12, History +13, Nature +12, Religion +13
Str 16 (+6) Dex 14 (+5) Wis 18 (+7)
Con 14 (+5) Int 20 (+8) Cha 14 (+5)
Equipment scimitar

阿伦特·克兰沃克斯(K) 等级10 精英 射手
中型 自然界 类人生物,泰夫林 XP1,000
先攻+7 感官:侦查+7;昏暗视觉
HP156;重伤78;参见回气
AC 22;强韧20,反射24,意志21
豁免骰+2
抗性:10点火焰
速度6
行动点1
次元门(移动;充能6)
传送10。
r魔法飞弹(标准随意)⚅力场,法器
远程20;+14vs.反射;2d4+9点力场伤害。
C雷鸣波(标准;随意)⚅法器
近程冲击3;+14vs.强韧;1d6+9点伤害,并且目标被推离2格。
R闪电矢(标准;充能 5、6)⚅法器,闪电
射程10;目标 在射程内的1个主要生物和在主要目标10格内的2个次要目标;+14vs.反射;对主要目标2d6+9点闪电伤害,对次要目标1d6+9闪电伤害。
R魔邓肯之剑(标准;每日)⚅咒法,力场,法器
射程10;+14vs.反射;1d10+9点力场伤害。次要维持:剑再次攻击。移动动作:将剑移动到在射程内的一个新目标处。
炼狱之怒(次要动作;遭遇)
泰弗林在对从他上一个回合之后命中他的目标的下一次攻击骰上获得一个+1的威能加值,若命中推离目标1格。
逐血
泰夫林对重伤的敌人在攻击骰上获得一个+1的种族加值。
回气(标准;遭遇)⚅医疗
阿伦特·克兰沃克斯花费一点复原力并额外恢复39点生命值。直到他的下一个回合开始,他在全防御上获得一个+2的加值。
风暴法杖(自由动作;每日)⚅闪电,雷鸣
在消耗一个带有闪电或雷鸣关键字的威能之后,法杖对近程冲击3内的所有生物造成1d8点闪电和雷鸣伤害。
技能:神秘+15,唬骗+9,潜行+9
阵营:无阵营 语言:通用语,龙语
力量10(+5)敏捷14(+7)感知14(+7)
体质12(+6)智力20(+10)魅力14(+7)
装备:+2风暴法杖


劇透 -   :
Arat Karavakos (K) Level 10 Elite Artillery
Medium natural humanoid, tiefling XP 1,000
Initiative +7 Senses Perception +7; low-light vision
HP 156; Bloodied 78; see also second wind
AC 22; Fortitude 20, Reflex 24, Will 21
Saving Throws +2
Resist 10 fire
Speed 6
Action Point 1
Dimension Door (move; recharge ⚅)
Teleport 10.
r Magic Missile (standard; at-will) ⚅ Force, Implement
Ranged 20; +14 vs. Reflex; 2d4 + 9 force damage.
C Thunderwave (standard; at-will) ⚅ Implement
Close blast 3; +14 vs. Fortitude; 1d6 + 9 damage, and the target is pushed 2 squares.
R Lightning Bolt (standard; recharge ⚄ ⚅) ⚅ Implement, Lightning
Ranged 10; targets 1 primary creature in range and 2 secondary targets within 10 squares of the primary target; +14 vs. Reflex; 2d6 + 9 lightning damage to primary target, 1d6 + 9 lightning damage to secondary targets.
R Mordenkainen's Sword (standard; daily) ⚅ Conjuration, Force, Implement
Ranged 10; +14 vs. Reflex; 1d10 + 9 force damage. Sustain minor: sword attacks again. Move action: move the sword to a new target within range.
Infernal Wrath (minor; encounter)
The tiefling's next attack against a target that hit him since his last turn gains a +1 power bonus to the attack roll and pushes the target 1 square if it hits.
Bloodhunt
A tiefling gains a +1 racial bonus to attack rolls against bloodied foes.
Second Wind (standard; encounter) ⚅ Healing
Arat Karavakos spends a healing surge and regains 39 hit points. He gains a +2 bonus to all defenses until the start of his next turn.
Staff of Storms (free; daily) ⚅ Lightning, Thunder
After resolving a power that has the lightning or thunder keyword, the staff deals 1d8 lightning and thunder damage to every creature in a close blast 3.
Skills Arcana +15, Bluff +9, Stealth +9
Alignment Unaligned Languages Common, Draconic
Str 10 (+5) Dex 14 (+7) Wis 14 (+7)
Con 12 (+6) Int 20 (+10) Cha 14 (+7)
Equipment +2 staff of storms

战术

  天使雕像是一个有保护雕像的陷阱,它警告这个区域的居民入侵者的到来。当一个角色移动到邻接于雕像时,陷阱被触发。这时,投先攻。食知者在他们的回合从房间中出现。
  在他的第一轮,阿伦特·克兰沃克斯从西北方的睡眠区域移动到西南边的房间并对他能通过门看到的角色使用一发魔法飞弹。如果角色们追赶阿伦特·克兰沃克斯进入到西南边的房间,他利用窗帘逃入东北边的房间,然后通过东南边的房间绕到他们的身后。


劇透 -   :
Tactics

The angelic statue is trapped with a warding glyph that alerts the inhabitants of this area to the presence of intruders. When a character moves adjacent to the statue, the trap is triggered. At that point, roll initiative. The eaters of knowledge emerge from the rooms on their turns.
  On his first turn, Arat Karavakos moves from the northwest sleeping area to the southwest room and looses a magic missile at a character he can see through the open door. If characters pursue Arat Karavakos into the southwest room, he uses the curtains to escape into the northeast room, then circles around behind them in the southeast room.

区域特征

  照明:微暗光线。
  雕像:这个天使的雕像填满了它的格子并提供掩蔽。它是雕像陷阱的来源。

艾恩的雕像 等级7 守卫型
陷阱 XP300
从天使雕像处发出一股心灵能量波。
陷阱:天使雕像通过它那艾恩之眼辨识谁属于这个区域而谁不属于。
侦查
⚅DC 24:角色注意到雕像。附加技能:神秘
⚅DC 24:试图通过盗术检定使雕像报废的人物在该检定上获得一个+2的加值。
触发
当一个除了阿伦特·克兰沃克斯或食知者的生物进入雕像的邻接格,雕像被活化。
攻击
即时反应 近程爆发1;
目标∶爆发范围内的生物
攻击∶+10vs.反射
命中∶2d6+2点心灵伤害,并且目标眩晕(豁免结束)。
效果∶爆发形成一个环绕雕像的灵气。任何进入或在灵气范围内开始其回合的生物受到攻击。灵气范围每轮增加1格(在第二轮变为爆发2,第三轮变为爆发3,等等)。
对策
⚅与雕像邻接的角色可以通过一个DC28的盗术检定使雕像报废并关掉灵气。

  窗帘:将西北边的房间分割出两个相邻的房间的两个窗帘是魔法屏障。通过说出一个魔法命令词,阿伦特·克兰沃克斯可以不花费一个动作的穿过窗帘,好像他的移动正常的穿过并出现在另一边或者传送到窗帘的任意一边。任何其他的生物或角色发现很难移动到窗帘的另一边。这需要一个次要动作将窗帘推到一边,但是当角色穿过时窗帘进行一个擒抱攻击:+10vs.反射。如果命中,角色被定身在原理窗帘另一端的格里,直到通过一个DC20的运动或杂技检定逃脱。
  两个窗帘都描绘着在星空之下的绿色原野,一轮明亮的满月挂在血红的天边。
  星辰拱顶:在西南边房间内的四个厚柱支持者一个离地大约10尺的拱顶,距离房间天花板的最高处还有另外10尺。在它黑色石面上散发着闪烁强光的点点,让拱顶看起来像是满天星斗的天空。一个柔和辉光的符文环被写在拱顶下面的地板上。它们可以通过龙语读出:"知识之钥在神圣的星辰之环下闪耀。"(在拱顶上的星辰没有形成一个圆环。)
  站在符文环内的生物获得5点暗蚀抗性和5点光耀抗性,只要它保持在环内。
  家具:在东南边房间的桌子是空的,但是在西北边房间的书桌堆放着书籍和卷轴--所有这些都是空白的。柜子被锁住了(DC24的盗术检定可以打开),柜子包含了四个充满灰尘的架子和空白的卷册。
  仓库:东北边的房间是充斥着板条箱和木桶的仓储区。它们包括腌肉、陈啤、干果、压缩饼干和几捆布料。
  财富:在西北边房间内的金库被锁住了(DC26的盗术检定能够打开)。里面有一个象牙的天使雕像(和前室内的雕像雷子,价值250金币),一个曾经属于薇若莱丝的银项链(也价值250金币),四片被切割的玉每个价值100金币和800枚金币。
  阿伦特·克兰沃克斯带有另外两件财富:他的+2风暴法杖和精金制的知识之钥,打开光之避难所的三把钥匙之一。向玩家们展示在冒险书一第32页的精金钥匙部分的插图。在钥匙上的字说(龙语):"硬度第一不适当。"参看冒险书一第13页关于更多打开光之避难所的信息。


劇透 -   :
Features of the Area

Illumination: Dimly lit.
Statue: The statue of an angel fills its square and provides cover. It's the source of the glyph trap.

Glyph of Ioun Level 7 Warder
Trap XP 300
Waves of psychic energy emanate from the statue of an angel.
Trap: The angelic statue with its eye of Ioun knows who belongs in this area and who does not.
Perception
⚅ DC 24: The character notices the glyph. Additional Skill: Arcana
⚅ DC 24: The party gets a +2 bonus to Thievery checks to disable the glyph.
Trigger
When a creature other than Arat Karavakos or an eater of knowledge enters a square adjacent to the statue, the glyph activates.
Attack
Immediate Reaction Close burst 1
Targets: Creatures in burst
Attack: +10 vs. Reflex
Hit: 2d6 + 2 psychic damage, and the target is dazed (save ends).
effect: The burst becomes an aura around the statue. A creature that enters or starts its turn in the aura is subject to the attack. The size of the aura increases by 1 square each round (to a close burst 2 on the second round, a close burst 3 on the third round, and so on).
Countermeasures
⚅ An adjacent character can disable the glyph and turn off the aura with a DC 28 Thievery check.

Curtains: The two curtains dividing the northwest room from the two adjacent rooms are magical barriers. By speaking a magical command word, Arat Karavakos can pass through a curtain without using an action, and either appear on the other side as if he had moved normally or teleport to either side of the other curtain. Any other creature or character finds the curtains difficult to move aside. It requires a minor action to push the curtain aside, but as the character moves through the curtain makes a grab attack: +10 vs. Reflex. If it hits, the character is immobilized in the square on the far side of the curtain until escaping with a DC 20 Athletics or Acrobatics check.
  Both curtains depict a grassy field beneath a starry sky, with a full moon shining bright and red at the horizon.
Dome of Stars: Four thick pillars in the southwest room support a shallow dome about 10 feet off the ground, still 10 feet beneath the room's high ceiling. The dome looks like the starry night sky, with points of bright light gleaming in its dark stone surface. A circle of softly glowing runes is inscribed into the ground beneath the dome. In Draconic, they read, "The key of knowledge shines beneath a ring of holy stars." (The stars in the dome do not form a ring.)
  A creature standing in the circle of runes has resist 5 necrotic and resist 5 radiant while it remains in the circle.
Furniture: The table in the southeast room is bare, but the desk in the northwest room is piled with books and scrolls-all of them completely blank. The cabinet is locked (DC 24 Thievery check to open), and contains four shelves full of dusty, blank tomes.
Storage: The northeast room is a storage area loaded with crates and barrels. They contain salted meat, stale beer, dried fruits, hard bread, and a few bolts of cloth.
Treasure: The chest in the northwest room is locked (DC 26 Thievery check to open). It holds an ivory statuette of an angel (similar to the statue in the front room, worth 250 gp), a silver necklace that once belonged to Vyrellis (also worth 250 gp), four cut pieces of jade worth 100 gp each, and 800 gp.
Arat Karavakos carries two additional treasures: his +2 staff of storms and the adamantine key of knowledge, one of the three keys that opens the Sanctuary of Light. Show the players the portion of the illustration on page 32 of Adventure Book One that shows the adamantine key. The words on the key say (in Draconic), "First in hardness, not in place." See page 13 in Adventure Book One for more about opening the Sanctuary of Light.
别人笑我太坑,我笑他人不懂。

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遭遇S1:冷库
« 回帖 #26 于: 2012-05-31, 周四 18:30:56 »
引用
遭遇S1:冷库

遭遇等级8 (1,750XP)

设置
  4只寒生僵尸(Z)
  梅佐虫魔(M)
  寒冷灵气 险境

  位置16:
金字塔的这个部分容纳着一只危险的名为穿死狗·佐恩的梅佐虫魔。暂时的,在金字塔内穿死狗拥有大部分威能,它为一个被拉进金字塔内的兽人队伍提供服务。当阿伯瑞恩进入金字塔时,它们将穿死狗从它们现在的区域中驱逐出去。梅佐虫魔现在被关押在一个寒冷的墓冢之中,一个致命陷阱的牺牲者。

  当冒险者们进入在地图上标记为“礼堂”的区域时,薇若莱丝说道:
  “啊,我记得此地。我确信许多强大的魔法武器被保存在那边的房间里。看那门上覆盖着的霜。在另一边的几个物品可能会对你有用。小心冰冷的守护者在等着你。”

  由于薇若莱丝一直仇恨穿死狗,所以她想要冒险者们进入房间。她相信梅佐虫魔能够打败克兰沃克斯,但是他太胆小了。她想要他死,但是她也很小心的掩盖自己的痕迹。她督促冒险者们调查房间,但避免将她的话题焦点在隐藏在房间中内的某些危险上。如果冒险者们没有发现财富,薇若莱丝仅仅会认为一些人在他们前面就到达过这里了。她聪明到足够将她对穿死狗的仇恨约束起来,但是梅佐虫魔不会沉默。参见下文的更多细节。

  当冒险者们通过覆霜的大门进入房间时,向玩家们展示在冒险书一第27页的“冷库的地图”,并读下列信息:
  当你打开门时,一股冷空气冲里面爆发出来。远处,你看见一个被冰覆盖的房间。冰霜涂满了地板、墙壁和天花板。四个大冰柱从地板向天花板延伸。在南方,你们看见了一扇覆盖着冰霜的金属门。

  一旦冒险者们打开外室的门,就对任何在礼堂、外室或内室的任何人施加一个寒冷灵气地形险境的效果。靠近礼堂和外室之间的门防止险境影响礼堂。
  一旦冒险者门打开门,记得投掷寒冷灵气的先攻。

  侦查检定
  DC 25:
你注意到在冰柱内有朦胧的类人形态。


劇透 -   :
引用
ENCOUNTER S1: THE ICE CHAMBER

Encounter Level 8 ( 1,750 XP )

Setup
4 chillborn zombies (Z)
Mezzodemon (M)
Frigid aura hazard

Location 16:
This section of the pyramid holds a dangerous mezzodemon named Trathkul Zorn. For a time, Trathkul was a major power in the pyramid, gaining the service of a band of orcs who were drawn into the place. When the arboreans came to the pyramid, they drove Trathkul from the area they now claim. The mezzodemon is now imprisoned within an icy tomb, the victim of a deadly trap.

When the adventurers enter the area marked "Hall" on the map, Vyrellis speaks:
"Ah, I remember this place. I believe that a number of powerful magic weapons are stored in the chamber beyond. Look to the door covered in frost. Beyond are several items that might prove useful to you. Beware the icy guardians that await you."

Vyrellis wants the adventurers to enter the room due to her long-standing hatred of Trathkul. She believes that the mezzodemon could have defeated Karavakos, but he was too cowardly to do so. She wants him dead, but she is also careful to cover her tracks. She urges the adventurers to investigate the room, but hedges her gambit by pointing out that something dangerous likely lurks in the chamber. If the adventurers find no treasure, Vyrellis merely claims that someone must have gotten to it before them. She is smart enough to restrain her hatred of Trathkul, but the mezzodemon is not so tight lipped. See below for more details.

When the adventurers enter room beyond the frostcovered door, show the players "View of the Ice Chamber" on page 27 of Adventure Book One and read the following:
A blast of cold air hits explodes from within as you open the door. Beyond, you see a room covered in ice. It coats the floor, walls, and ceiling. Four large ice pillars run from floor to ceiling. To the south, you see a metal door covered in frost.

As soon as the adventurers open the door to the outer chamber, apply the effects of the frigid aura terrain hazard to anyone in the hall, outer chamber, or inner chamber. Closing the door between the hall and the outer chamber prevents the hazard from affecting the hall.
  Once the adventurers open the door, remember to roll the frigid aura's initiative.

Perception Check
DC 25:
You notice shadowy, humanoid forms within the ice pillars.

4 寒生僵尸(Z) 等级6 护卫
中型 自然界 活化生物(寒系,不死生物) XP250
先攻+5 感官:侦查+3;黑暗视觉
生寒灵气(寒冷)灵气2:任何进入或在灵气范围内开始其回合的生物受到5点寒冷伤害。多个生寒灵气造成的伤害叠加。
HP71;重伤35;参见死亡爆发
AC 22;强韧20,反射16,意志16
免疫:疾病、毒素;抗性:10点寒冷,10点黯蚀;易伤:5点火焰,5点光耀
速度4
m挥击(标准;随意)⚅寒冷
+11vs. AC;1d6+4点伤害,目标定身直到寒生僵尸的下一个回合结束并受到5点持续的寒冷伤害(豁免结束);参见冰冻收割者。
C死亡爆发(当生命值减少到0时)⚅寒冷
寒生僵尸爆炸。近程爆发1;+9vs.强韧;2d6+ 2点寒冷伤害,并且目标缓慢(豁免结束)。
冰冻收割者⚅寒冷
寒生僵尸对定身的生物造成额外的5点寒冷伤害。
阵营:无阵营 语言:-
力量19(+7)敏捷10(+3)感知10(+3)
体质15(+5)智力2(-1)魅力6(+1)


劇透 -   :
4 Chillborn Zombies (Z) Level 6 Soldier
Medium natural animate (cold, undead) XP 250
Initiative +5 Senses Perception +3; darkvision
Chillborn Aura (Cold) aura 2; any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage.
HP 71; Bloodied 35; see also death burst
AC 22; Fortitude 20, Reflex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
Speed 4
m Slam (standard; at-will) ⚅ Cold
+11 vs. AC; 1d6 + 4 damage, and the target is immobilized until the end of the chillborn zombie's next turn and takes ongoing 5 cold damage (save ends); see also ice reaper.
C Death Burst (when reduced to 0 hit points) ⚅ Cold
The chillborn zombie explodes. Close burst 1; +9 vs. Fortitude; 2d6 + 2 cold damage, and the target is slowed (save ends).
Ice Reaper ⚅ Cold
The chillborn zombie deals an extra 5 cold damage to an immobilized creature.
Alignment Unaligned Languages -
Str 19 (+7) Dex 10 (+3) Wis 10 (+3)
Con 15 (+5) Int 2 (–1) Cha 6 (+1)

梅佐虫魔(M) 等级11 护卫
大型 元素界 类人生物(恶魔) XP600
先攻+9 感官:侦查+13;黑暗视觉
HP113;重伤56
AC 27;强韧25,反射22,意志23
抗性:20点毒素,10点可变(每遭遇2次;参看怪物手册第282页)
速度6
m三叉戟(标准;随意)⚅武器
需要三叉戟;触及2;+18vs.AC;1d8+5点伤害。
M贯穿钉刺(标准;随意)⚅武器
触及2;+18vs.AC;1d8+5点伤害,5点持续的伤害并且目标被束缚(豁免终止两者)。当目标被束缚时,梅佐虫魔不能进行三叉戟攻击。
C毒素吐息(标准;充能 5、6)⚅毒素
近程冲击3;目标敌人;+16vs.强韧;2d6+3点毒素伤害和5点持续的毒素伤害(豁免结束)。
阵营:混乱邪恶 语言:深渊语
技能:威吓+11
力量20(+10)敏捷15(+7)感知16(+8)
体质17(+8)智力10(+5)魅力13(+6)
装备:三叉戟


劇透 -   :
Mezzodemon (M) Level 11 Soldier
Large elemental humanoid (demon) XP 600
Initiative +9 Senses Perception +13; darkvision
HP 113; Bloodied 56
AC 27; Fortitude 25, Reflex 22, Will 23
Resist 20 poison, 10 variable (2/encounter; see Monster Manual, page 282)
Speed 6
m Trident (standard; at-will) ⚅ Weapon
Requires trident; reach 2; +18 vs. AC; 1d8 + 5 damage.
M Skewering Tines (standard; at-will) ⚅ Weapon
Reach 2; +18 vs. AC; 1d8 + 5 damage, ongoing 5 damage target enemies only and the target is restrained (save ends both). While the target is restrained, the mezzodemon can't make trident attacks.
C Poison Breath (standard; recharge ⚄ ⚅ ) ⚅ Poison
Close blast 3; targets enemies; +16 vs. Fortitude; 2d6 + 3 poison damage, and ongoing 5 poison damage (save ends).
Alignment Chaotic evil Languages Abyssal
Skills Intimidate +11
Str 20 (+10) Dex 15 (+7) Wis 16 (+8)
Con 17 (+8) Int 10 (+5) Cha 13 (+6)
Equipment trident

寒冷灵气 等级3 障碍
险境 XP150
超自然的寒冷从房间传出向前,将整个区域充斥于寒冷的雾气之中。
险境:这个区域的寒冷凛风伤害对冰点缺乏任何抗力的生物。
先攻+4
触发
一旦外室的门被打开,就为险境投先攻。
攻击
标准动作 区域特殊;外室,如果门被打开还有礼堂和内室。
目标∶所有在房间内被灵气影响的生物
攻击∶+8vs.坚韧
命中∶1d4+1点寒冷伤害,并且目标缓慢(豁免结束)。
失手:一半伤害,并且不缓慢。


劇透 -   :
Frigid Aura Level 3 Obstacle
Hazard XP 150
Supernatural cold rolls out of the chamber ahead, filling the area with a frigid mist.
Hazard: The frigid cold of this area harms creatures that lack any resistance to freezing temperatures.
Initiative +4
Trigger
The hazard rolls initiative as soon as the door to the outer chamber is opened.
Attack
Standard Action Area special; the outer chamber, and if the doors are opened, the hall and the inner chamber.
Target: All creatures in rooms aff ected by the aura
Attack: +8 vs. Fortitude
Hit: 1d4 +1 cold damage, and the target is slowed (save ends).
Miss: Half damage, but not slowed.

战术

  在外室和内室的怪物以困在冰中开始遭遇。当冒险者打开门并调查这个地方时,冰缓慢的融化并释放它们。
  当冒险者们第一次打开外室的门时,冰开始融化。每轮之后,投1d20。如过10或更高,在房间中的这块崩溃化并释放寒生僵尸。为僵尸投先攻。当冰崩溃时,阻碍的格变为困难地形(代替阻碍)。角色们可以通过DC20的侦查检定注意到冰柱的融化。
  一旦僵尸被释放,在每轮的开始持续投1d20。在另一个投掷结果为10或以上时,在内室的冰块崩溃,释放梅佐虫魔,穿死狗·佐恩。当它崩溃时,他的冰块变为困难地形。
  记住僵尸的额外伤害也适用于被穿死狗束缚住的敌人,因为这个状态包括定身。
  穿死狗·佐恩最初是被这里的陷阱抓住的。他积极地加入近身战中,设法用他的方法战斗以穿过冒险者们逃出金字塔。他从不让他自己被借机攻击,除非它面对一个战士。如果被胶着,他在近战中攻击然后试图快步脱身。他保留他的毒素吐息以掩护他的撤退或者被困在这个地方。
  如果穿死狗可以攻击一个轻甲或造成严重伤害的角色,他用他的贯穿钉刺能力将角色作为人质。他需要以角色的生命交换安全的通道。
  穿死狗用他的可变抗性保护他自己不受寒冷。否则不会改变它。
  如果穿死狗认出名为薇若莱丝之头的人工制品,他的全部的逃跑念头都不见了。反而,他将狂躁的攻击聚焦在它的持有人身上,尖叫的侮辱、赌咒、诅咒并战斗到死。如果在之后询问关于这些攻击,薇若莱丝断言她之前从未见过这个恶魔。如果PC们俘获了他,恶魔会做任何羞辱薇若莱丝并摧毁容纳她的容器的事情。她是那个建议他探索这个房间,并触发陷阱将他埋葬在冰中的人。薇若莱丝尝试让PC们站在她这边,但是穿死狗将会说出任何事,甚至宣誓联盟(将要愚蠢地接受的人,很快就会受到他的背叛),以摧毁她。


劇透 -   :
Tactics

The monsters in the outer and inner chambers begin the encounter trapped in ice. As the adventurers open doors and investigate this place, the ice slowly melts and unleashes them.
  When the adventurers first open the door to the outer chamber, the ice begins to melt. Each round thereafter, roll 1d20. On a 10 or higher, the blocks of ice in the room collapse to unleash the chillborn zombies. Roll the zombies' initiative. When the ice collapses, the squares the blocks occupied are now difficult terrain (instead of blocked). Characters can make DC 20 Perception checks to notice that the ice pillars are melting.
  Once the zombies are unleashed, continue rolling 1d20 at the start of each round. On another roll of 10 or higher, the block of ice in the inner chamber collapses, unleashing the mezzodemon, Trathkul Zorn. His ice block also becomes difficult terrain when it falls apart.
  Keep in mind that the zombies' extra damage also applies to foes that Trathkul has restrained, since that condition includes immobilization.
  Trathkul Zorn was originally caught here by a trap. He throws himself into the melee, trying to fight his way past the adventurers to escape into the pyramid. He never opens himself to opportunity attacks unless he faces a fighter. If engaged, he attacks in melee and then tries to shift toward the exit. He saves his poison breath to cover his retreat or if trapped in place.
  If Trathkul can attack a lightly armored or severely injured character, he uses his skewering tines ability to take the character hostage. He demands safe passage in return for the character's life.
  Trathkul uses his variable immunity to protect himself from the cold. He otherwise does not change it.
  Should Trathkul spot the artifact known as the Head of Vyrellis, all thoughts of escape flee his mind. Instead, he focuses a maniacal assault on its bearer, screaming insults, oaths, and curses and fighting to the death. If later asked about this assault, Vyrellis claims she has never seen the demon before. If the PCs capture him, the demon does everything he can to discredit Vyrellis and destroy the vessel containing her. She was the one who suggested that he explore this room, triggering the trap that entombed him in the ice. Vyrellis tries to keep the PCs on her side, but Trathkul will say anything, even pledging an alliance (which the party would be fools to accept, since he betrays them as soon as possible), to destroy her.

区域特征

  在内室和外室的墙壁、地板和天花板上覆盖着冰雪。在这些房间中由于寒冷灵气险境而冻结。
  柱子由粗制的冰组成。如果PC们攻击柱子,它在粉碎之前能承受15点伤害。如果柱子断裂,全部四只寒生僵尸和穿死狗如同上述一般被唤醒。
  这个地区主要的有趣的特性是寒冷灵气。确定施加它的效果并描述通过这个区域的暴怒的冰冷,或许甚至立即缓慢角色们。


劇透 -   :
Features of the Area

The walls, floor, and ceiling of the inner and outer chamber are covered with ice and snow. It is freezing in these chambers due to the frigid aura hazard.
  The pillars are made of rough-hewn ice. If the PCs attack a pillar, it can sustain 15 points of damage before it shatters. If a pillar breaks, all four chillborn zombies and Trathkul awaken as described above.
  The primary interesting feature of this place is the frigid aura. Be sure to apply its effects and describe the freezing cold rampages through the area, perhaps even slowing the characters in their tracks.
别人笑我太坑,我笑他人不懂。

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遭遇S2:伏击走廊
« 回帖 #27 于: 2012-06-01, 周五 09:19:38 »
引用
遭遇S2:伏击走廊

遭遇等级8 (1,750XP)

设置
  烈焰骷髅(F)
  3只魔裔地狱之剑(C)
  2只黑暗潜行者(D)

  位置17:
因为附着在走廊外面的镜子让在附近房间的生物可以窥探这个区域的走廊,所以这变成了一个致命的埋伏区。当冒险者们进入这个区域时,烈焰骷髅和它的追随者们守株待兔,准备对任何笨到侵入到他们领土的生物发出攻击。
  烈焰骷髅领导着这个奇怪的怪物组织,许多找不到更大地方的流浪者,更多的是在金字塔内的强大族群的残党。它们使用走廊的镜子作为一个伏击点,攻击任何成功到达这里期待积聚魔法物品、财富的任何生物,或许甚至是可以补充扩大他们组织的囚犯。

  当冒险者们进入这个区域时,读下列文字:
  前面是一个长长的吊索走廊。许多镜子悬挂在外壁上。一组双重门吊在镜子对面的墙上。


劇透 -   :
引用
ENCOUNTER S2: AMBUSH HALL

Encounter Level 8 ( 1,750 XP )

Setup
Flameskull (F)
3 cambion hellswords (C)
2 dark creepers (D)

Location 17:
The corridor in this area has developed into a deadly ambush zone, since the mirrors hung in the outer hall allow a creature to spy upon it from a nearby chamber. When the adventurers enter this area, a flameskull and its followers are standing by, ready to launch an attack against anyone foolish enough to intrude on their territory.
  The flameskull leads this strange band of monsters, a collection of outcasts unable to find a place among the larger, more powerful groups residing in the pyramid. They use the hall of mirrors as an ambush point, attacking anything that comes through here in hopes of amassing magic items, treasure, and perhaps even prisoners to use as recruits to enlarge their band.

When the adventurers enter this area, read the following:
Ahead is a long, hooked corridor. A number of mirrors hang upon the outer wall. A set of double doors hang in the opposite wall, across from the mirrors.

2 黑暗潜行者(D) 等级4 游击
小型 阴影 类人生物 XP175每个
先攻+8 感官:侦查+4;黑暗视觉
HP54;重伤27;参见杀戮之暗
AC 18(参见暗行);强韧15,反射17,意志15
速度6
m匕首(标准;随意)✦武器
+9vs. AC;1d4+4点伤害。
R匕首(标准;随意)✦武器
远程5/10;+9vs. AC;1d4+4点伤害。
C杀戮之暗(当生命值化为0时)
近程爆发1;目标敌人;目标被致盲(豁免结束)。当被杀死时,黑暗潜行者爆发出一股黑暗。
战斗优势
对任何为他提供战斗优势的目标,黑暗潜行者的近战和远程攻击造成额外1d6点伤害。
暗行(移动;随意)
黑暗潜行者移动至多4格,在AC上对借机攻击获得一个+4的加值,并获得在其在移动结束时邻接的任何目标的战斗优势。
阵营:无阵营 语言:通用语
技能:潜行+11、盗术+11
力量11(+2)敏捷18(+6)感知14(+4)
体质14(+4)智力13(+3)魅力13(+3)
装备:黑色外衣,5把匕首


劇透 -   :
2 Dark Creepers (D) Level 4 Skirmisher
Small shadow humanoid XP 175 each
Initiative +8 Senses Perception +4; darkvision
HP 54; Bloodied 27; see also killing dark
AC 18 (see also dark step), Fortitude 15, Reflex 17, Will 15
Speed 6
m Dagger (standard; at-will) ✦ Weapon
+9 vs. AC; 1d4 + 4 damage.
R Dagger (standard; at-will) ✦ Weapon
Ranged 5/10; +9 vs. AC; 1d4 + 4 damage.
C Killing Dark (when reduced to 0 hit points)
Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark creeper explodes in a spout of darkness.
Combat Advantage
The dark creeper deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Dark Step (move; at-will)
The dark creeper moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to.
Alignment Unaligned Languages Common
Skills Stealth +11, Thievery +11
Str 11 (+2) Dex 18 (+6) Wis 14 (+4)
Con 14 (+4) Int 13 (+3) Cha 13 (+3)
Equipment black garments, 5 daggers

烈焰骷髅(F) 等级8 射手
超小型 自然界 活化生物(不死生物) XP350
先攻+7 感官:侦查+11
HP70;重伤35
再生5
AC 21;强韧18、反射23、意志21
免疫:疾病、毒素;抗性:10点火焰,5点黯蚀;易伤:5点光耀
速度:飞行10(盘旋)
m火热啮咬(标准;随意)✦火焰
触及0;+10vs. AC;1点伤害加上1d8点火焰伤害。
R火焰射线(标准;随意)✦火焰
射程10;+12vs.反射;2d6+6点火焰伤害。
A火球(标准;遭遇)✦火焰
区域20爆发3;+12vs.反射;3d6+6点火焰伤害。失手:一半伤害。烈焰骷髅可以使两名盟友不受影响。
法师之手(次要动作;随意)✦咒法
如同法师威能法师之手(玩家手册第158页)
照明
烈焰骷髅流露出5格强光,但是它也能用一个自由动作将明亮度减少为2格的微光。
阵营:无阵营 语言:通用语
技能:潜行+12
力量5(+1)敏捷16(+7)感知14(+6)
体质16(+7)智力22(+10)魅力20(+9)


劇透 -   :
Flameskull (F) Level 8 Artillery
Tiny natural animate (undead) XP 350
Initiative +7 Senses Perception +11
HP 70; Bloodied 35
Regeneration 5
AC 21; Fortitude 18, Reflex 23, Will 21
Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5 radiant
Speed fly 10 (hover)
mFiery Bite (standard; at-will) ✦ Fire
Reach 0; +10 vs. AC; 1 damage plus 1d8 fire damage.
R Flame Ray (standard; at-will) ✦ Fire
Ranged 10; +12 vs. Reflex; 2d6 + 6 fire damage.
AFireball (standard; encounter) ✦ Fire
Area burst 3 within 20; +12 vs. Reflex; 3d6 + 6 fire damage. Miss: Half damage. The flameskull can exclude two allies from the effect.
Mage Hand (minor; at-will) ✦ Conjuration
As the wizard power mage hand (Player's Handbook 158).
Illumination
The flameskull sheds bright light out to 5 squares, but it can reduce its brightness to dim light out to 2 squares as a free action.
Alignment Unaligned Languages Common
Skills Stealth +12
Str 5 (+1) Dex 16 (+7) Wis 14 (+6)
Con 16 (+7) Int 22 (+10) Cha 20 (+9)

3 魔裔地狱之剑(C) 等级8 蛮战
中型 星界 类人生物(魔鬼) XP350每个
先攻+8 感官:侦查+7;黑暗视觉
HP106;重伤53
AC 20;强韧20、反射18、意志21
抗性:10点火焰
速度6、飞行8(笨拙的)
m巨剑(标准;随意)✦火焰,武器
+10vs. AC;1d10+5点伤害,和5点持续的火焰伤害(豁免结束)。
旋风冲锋
当地狱之剑冲锋一个敌人时,它能对所有在它冲锋结束后触及范围内的敌人进行巨剑攻击。
胜意高涨
每次当魔裔地狱之剑将一个敌人重伤或者将其生命值减少到0或更低时,它获得5点生命值。
阵营:邪恶 语言:通用语,天界语
技能:运动+13、威吓+14
力量20(+9)敏捷18(+8)感知16(+7)
体质16(+7)智力10(+4)魅力21(+9)
装备:链甲,巨剑


劇透 -   :
3 Cambion Hellswords (C) Level 8 Brute
Medium immortal humanoid (devil) XP 350 each
Initiative +8 Senses Perception +7; darkvision
HP 106; Bloodied 53
AC 20; Fortitude 20, Reflex 18, Will 21
Resist 10 fire
Speed 6, fly 8 (clumsy)
m Greatsword (standard; at-will) ✦ Fire, Weapon
+10 vs. AC; 1d10 + 5 damage, and ongoing 5 fire damage (save ends).
Whirlwind Charge
When a hellsword charges an enemy, it can make a greatsword attack against each enemy within its reach at the end of its charge.
Triumphant Surge
The cambion hellsword gains 5 temporary hit points each time it bloodies an enemy or reduces an enemy to 0 hit points or fewer.
Alignment Evil Languages Common, Supernal
Skills Athletics +13, Intimidate +14
Str 20 (+9) Dex 18 (+8) Wis 16 (+7)
Con 16 (+7) Int 10 (+4) Cha 21 (+9)
Equipment chainmail, greatsword

战术

  怪物组织围绕着悬挂在走廊中的魔法镜子使用简单的战术。烈焰骷髅利用镜子在内室安全的轰炸群聚的生物,利用它们攻击走廊内。其间,魔裔冲入近战。黑暗潜行者试图迂回到冒险者们身后,跃过魔法攻击并让魔裔占据冒险者们的全部注意。
  烈焰骷髅隐藏在内室之中,利用水晶球通过走廊的镜子侦查。当邻接水晶球时,以一个次要动作烈焰骷髅可以用任何一面它选择的镜子决定它区域和远程攻击的视觉线和效果线。它不能将其他攻击用在镜子上。
  烈焰骷髅用火球开始遭遇,然后用火焰射线轰击冒险者们。
  三只魔裔在外室等待烈焰骷髅的攻击命令。他们中的两个穿过门冲进走廊靠向角色们,而第三个徘徊在外室警戒。它们攻击最近的PC并战斗至死。如果一个魔裔陨落,留在外室的那个将会加入到冲突中。
  两个黑暗潜行者试图通过魔裔不使用的门潜行到最远的冒险者附近。然后他们用暗行滑动到角色们之间并形成夹击。如果可能的话,他们两个夹击法师或其他身体羸弱的角色。
  随着战斗展开,怪物们试图保持角色们远离外室。如果第二个魔裔陨落或者两个黑暗潜行者都败下阵来,幸存者会回到外室。它们希望关上门并保持门的关闭,努力拖延冒险者们一边烈焰骷髅继续轰击。如果冒险者们暴力打开通向外室的路,怪物们会战斗至死。


劇透 -   :
Tactics

The band of monsters uses simple tactics built around the magical mirrors hanging in the hall. The flameskull uses the mirrors to blast the group from the safety of the inner chamber (see below), using them to fire attacks into the hall. Meanwhile, the cambions rush into melee. The dark creepers try to outflank the adventurers, hoping that the magical attacks and the cambions occupy their full attention.
  The flameskull lurks in the inner chamber, using the crystal ball found there to spy on the hall of mirrors. With a minor action while adjacent to the crystal ball, the flameskull can use any one mirror of its choice in the hall to determine line of sight and line of effect for area and ranged attacks. It cannot use other attacks through the mirror.
  The flameskull uses fireball to start the encounter, then turns to flame ray to blast away at the adventurers.
  The three cambions wait in the outer chamber for the flameskull's order to attack. Two of them rush into the corridor through the door nearest the characters, while the third hangs back to guard the outer chamber. They attack the nearest PC and fight to the death. If one cambion falls, the one left behind in the outer chamber joins the fray.
  The two dark creepers try to sneak through the door that the cambions did not use, the one farthest from the adventurers. They then use dark step to slip between the characters and set up a flank. If possible, the two of them flank a wizard or other physically weaker character.
  As the fight progresses, the monsters try to keep the characters out of the outer chamber. If a second cambion falls or both dark creepers are defeated, the survivors retreat to the outer chamber. They attempt to close the doors and hold them shut in an effort to hold off the adventurers while the flameskull continues to blast away. If the adventurers force their way into the outer chamber, the monsters fight to the death.

区域特征

  照明:微暗光线。
  镜子:镜子是这个区域最重要的特性。在走廊的镜子和在外室中都能被发现。任何站在内室里水晶球附近的生物,可以用一个次要动作通过任何镜子观察。直到生物的回合结束,它可以通过它选择的镜子为他的远程和区域攻击描绘视觉线和效果线。
  镜子平滑并有黄金构架。他们有10点生命值并且每轮恢复2点伤害。由于金字塔的强大魔法,裂缝和碎块会再生。当一个生物利用镜子攻击,当它攻击时它的影像出现在镜子内部片刻。
  外室:一些从金字塔其他区域抢来的床和桌子现在占据这这个房间。生物利用这个区域作为兵营。这个地方的门可以从内部锁上(DC24的盗术检定能打开他们)。
  内室:这个房间只包含一个水晶球。它是一个安置在石柱顶端的有着3尺直径的水晶球体。柱子雕成一个类似鸟爪的样子,抓住球体。任何观察水晶球的人立刻知道怎样操作它并可以通过镜子看见走廊和外室。
  聪明的队伍可能决定使用这个地方作为营地。通过封锁的门和走廊上的镜子,角色们可以有效的在安全的场所内部窥视任何入侵者。这可能是一个在金字塔内部为冒险者们露营的安全位置。
  财富:在其中一张床的床垫下隐藏了一瓶医疗药剂和一个+2的巫师之火魔杖(DC23的侦查检定能发现)。这些物品被描述在玩家手册中。


劇透 -   :
Features of the Area

Illumination: Dimly lit.
Mirrors: The mirrors are the most important feature of this area. They are found in the hall of mirrors and in the outer chamber. Any creature standing next to the crystal ball in the inner chamber can use a minor action to look through any of the mirrors. Until the end of the creature's turn, it can trace line of sight and line of effect for its ranged and area attacks from a mirror of its choice.
  The mirrors have plain, gold frames. They have 10 hit points but regenerate 2 points of damage per round. Cracks and shattered pieces regrow thanks to the powerful magic of the pyramid. When a creature uses the mirror to attack, its image appears within a mirror for a moment as it makes its strike.
The Outer Chamber: Several beds and a table looted from other areas of the pyramid now occupy this room. The creatures use this area as a barracks. The doors to this place can be locked from the inside (DC 24 Thievery check to open them).
The Inner Chamber: This room only contains a crystal ball. It is a 3-foot diameter crystal sphere mounted atop a stone column. The column is carved to resemble a bird's talon that grasps the ball. Anyone looking into the crystal ball immediately understands how to operate it and can see through the mirrors and into both the hall of mirrors and the outer chamber.
  A smart party might decide to use this place to camp. With the lockable doors and the hall of mirrors, the characters can effectively spy upon any intruders while resting within a secure room. This might be the safest location within the pyramid for the adventurers to make camp.
Treasure: Hidden within the mattress of one of the beds (DC 23 Perception check to find) is a potion of healing and a wand of witchfire +2. These items are described in the Player's Handbook.
别人笑我太坑,我笑他人不懂。

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遭遇S3:石柱之间
« 回帖 #28 于: 2012-06-02, 周六 14:14:08 »
引用
遭遇S3:石柱之间

遭遇等级8 (1,750XP)

设置
  无头尸(C)

  位置18:
当克兰沃克斯斩掉薇若莱丝的头时,他将她的身体放在这里,在一个强大的秘术魔法场中。 随着时间的过去,这个房间内的魔法渐渐减弱。 薇若莱丝现在可以收回她的身体,但是必须尽快行动。 克兰沃克斯活化了尸体并用暗蚀的能量填满了它。 他这么做是为了确保如果薇若莱丝找到一个方法援救她的身体,它也会变得对她敌对并阻碍合体。 若冒险者们释放这具身体,它用各种魔法法术攻击他们。

  当冒险者进入这个房间,向玩家们展示冒险书一第27页的“石柱之间内部地图”并读下列文字:
  四个石柱被布置在这个大房间的四周。 巨大的能量风暴流从石柱中喷向中央的秘术力场墙。 当你注意到这番景色时,薇若莱丝呼吸急促。
  “我的外形被困在这个秘法监牢中,”薇若莱丝说道: “多年来我一直等待着监牢的魔法衰弱。 时机已至。 释放我的身体,我们可以一起从这个可怕的地方逃走。”


劇透 -   :
引用
ENCOUNTER S3: CHAMBER OF THE MONOLITHS

Encounter Level 8 ( 1,750 XP )

Setup
Headless corpse (C)

Location 18:
When Karavakos decapitated Vyrellis, he placed her body here, within a powerful field of arcane magic. Over time, the magic within this room has waned. Vyrellis can now reclaim her body, but there is a catch. Karavakos animated the corpse and filled it with necrotic energy. He did this to ensure that if Vyrellis ever found a way to rescue her body, it would turn against her and resist reconciliation. Should the adventurers free the body, it attacks them with a variety of magical spells.

When the adventurers enter this chamber, show the players "Inside the Chamber of the Monoliths" on page 27 of Adventure Book One and read:
Four stone monoliths are arranged around this large chamber. Great plumes of energy stream out of the monoliths and toward a central wall of arcane force. Vyrellis gasps as you take in the scene.
  "My physical form is trapped within this arcane prison," Vyrellis says. "For years I have waited for the magic that wards it to weaken. That time has come. Free my body, and together we can escape this horrid place."

释放尸体

  在遥远的过去,这个房间的石柱被灼热的能量覆盖。 随着时间的过去,监牢的保护渐渐衰退,留下了依然散发能量却变得容易摧毁的石柱。 释放尸体在线来说相对容易。三次成功的DC19的力量检定可以推倒一个石柱,摧毁力场墙并使场内的无头尸掉落在地。 一旦秘法能量被停止而身体被释放,薇若莱丝要求持有薇若莱丝之头的角色移近以便她能观察她的外表。 当薇若莱丝之头靠近到无头尸2格内时,它飞离它的持有人并将它自身埋入尸体的胸部。 法珠尚能显现,薇若莱丝模糊的头颅影像浮现又消失伴随着她恐惧的尖叫。

劇透 -   :
Freeing the Corpse

In the distant past, the monoliths in this room were sheathed in fiery energy. Over time, those protective wards have faded, leaving the monoliths vulnerable even though the energy still flows from them. Freeing the corpse is now a relatively easy act. Three successful DC 19 Strength checks topple one stone, destroying the wall of force and causing the headless corpse within the field to fall to the ground. Once the arcane energy flow is stopped and the body falls free, Vyrellis demands that the character who possesses the Head of Vyrellis artifact move closer so that she can examine her physical form. When the artifact comes within 2 squares of the headless corpse, it flies from its possessor and buries itself in the corpse's chest. The orb remains visible, and Vyrellis's misty head floats into and out of view as she screams in terror.

无头尸(C) 等级8 强者 控制者
中型 阴影 类人生物(不死生物) XP1,750
先攻+9 感官:侦查+11; 黑暗视觉
HP440; 重伤220
AC 23; 强韧21,反射23,意志22
免疫:毒素; 抗性:10点黯蚀
豁免骰+5
速度6
AP 2
m挥击(标准; 随意)
+14vs.AC; 1d8+4点伤害。
M双重挥击(标准; 随意)
无头尸进行两次挥击攻击。
r毁灭射线(标准; 随意)✦ 奥术、黯蚀
+12vs.反射; 2d6+4点黯蚀伤害,并且目标虚弱(豁免结束)。
C力场波(次要动作; 每轮一次)✦ 奥术、力场
近程爆发2; +12vs.强韧; 1d8+4点力场伤害,并且目标被推离2格。
A冬之怒(标准; 遭遇)✦ 奥术、寒冷
区域10爆发2; +12vs.强韧; 2d8+4点寒冷伤害。 暴风雪持续至无头尸的下一个回合结束。 任何在暴风雪中开始其回合的生物受到4点寒冷伤害。
A剃刀风暴(标准动作; 遭遇)✦ 奥术,力场,结界
区域10爆发2; 这个法术的区域变成一股由力场刀刃形成的风暴漩涡。 任何在区域内开始其回合的生物受到一次攻击; +14vs.AC; 2d6+4点力场伤害,并且目标被击倒。 无头尸不受这个效果的影响。 以一个移动动作,无头尸可以移动这个结界4格。 结界持续到遭遇结束。
幽灵步伐(移动动作; 充能6)✦ 奥术、幻术
无头尸隐形并移动6格。 它保持隐形直到它的下一个回合结束。
阵营:邪恶 语言:通用语,精灵语
技能:侦查+11,潜行+14
力量11(+4)敏捷20(+9)感知14(+6)
体质16(+7)智力18(+8)魅力19(+8)


劇透 -   :
Headless Corpse (C) Level 8 Solo Controller
Medium shadow humanoid (undead) XP 1,750
Initiative +9 Senses Perception +11; darkvision
HP 440; Bloodied 220
AC 23; Fortitude 21, Reflex 23, Will 22
Immune poison; Resist 10 necrotic
Saving Throws +5
Speed 6
Action Points 2
m Slam (standard; at-will)
+14 vs. AC; 1d8 + 4 damage.
m Double Slam (standard; at-will)
The headless corpse makes two slam attacks.
r Ray of Ruin (standard; at-will) ✦ Arcane, Necrotic
+12 vs. Reflex; 2d6 + 4 necrotic damage, and the target is weakened (save ends).
C Force Wave (minor; once per round) ✦ Arcane, Force
Close burst 2; +12 vs. Fortitude; 1d8 + 4 force damage, and the target is pushed 2 squares.
A Winter's Wrath (standard; encounter) ✦ Arcane, Cold
Burst 2 within 10 squares; +12 vs. Fortitude; 2d8 + 4 cold damage. The blizzard remains until the end of the headless corpse's next turn. Any creature that starts its turn in the storm takes 4 cold damage.
A Razor Storm (standard action; encounter) ✦ Arcane, Force, Zone
Burst 2 within 10 squares; this spell's area becomes a swirling storm of force blades. Any creature that starts its turn in this area is subject to an attack; +14 vs. AC; 2d6 + 4 force damage, and the target is knocked prone. The headless corpse is immune to this effect. As a move action, the headless orpse can move this zone 4 squares. The zone lasts until the end of the encounter.
Phantom Step (move action; recharge ✦) ✦ Arcane, Illusion
The headless corpse turns invisible and can move 6 squares. It remains invisible until the end of its next turn.
Alignment Evil Languages Common, Elven
Skills Perception +11, Stealth +14
Str 11 (+4) Dex 20 (+9) Wis 14 (+6)
Con 16 (+7) Int 18 (+8) Cha 19 (+8)

诡计!

  当薇若莱丝之头嵌入无头尸的胸部时,它让尸体活化。 薇若莱丝恐惧的尖叫。 包含了她精华的制品被困在了尸体之中,她恳求冒险者们杀死身体释放她。 她立即意识到被克兰沃克斯设计了!
  克兰沃克斯设置这个陷阱以除去来自薇若莱丝生命精华威胁形式。 当然,他试试这个计划是在许多年以前,现今他因为兴奋与他的逃跑计划而几乎忘记了它。 这就是为什么魔法场变得虚弱并易于克服; 多年以来,克兰沃克斯没有增补更多的法术。


劇透 -   :
Tricked!

When the Head of Vyrellis artifact flies into the chest of the headless corpse, it causes the corpse to animate. Vyrellis screams in terror. The artifact containing her essence is now trapped within the corpse, and she pleads for the adventurers to slay the body and free her. She instantly knows that she has been tricked by Karavakos!
  Karavakos set this trap to eliminate the threat posed by the life essence of Vyrellis. Of course, he put this plan in place many decades ago, and today he has all but forgotten about it in the excitement surrounding his current plan to escape. That's why the magical field was so weak and easy to overcome; Karavakos hasn't been back to reenforce the spells in many, many years.

战术

  一旦薇若莱丝之头埋进它的身体,无头尸弹起全力突击以杀死冒险者们。 在战斗开始时,它用剃刀风暴尽可能多的命中角色们并花费它的行动点使他们承受最大量的伤害。
  记得力场波是一个次要动作,所以能在每轮都被使用。 如果他们的进站人员移动靠近无头尸,它先用这个能力驱离他们,为它在房间中无阻碍的使用远程或区域攻击做准备。
  当尸体攻击他们时,薇若莱丝尖叫着要求帮助。 你可以极度认真的扮演这个,用薇若莱丝恳求帮助,或相信角色们和雅灵公主更为融洽而大笑。 薇若莱丝交替在为她的身体攻击PC们快乐和道歉之间转换。
  一旦无头尸的生命值化为0,它化为一滩散发着臭气的灰色淤泥。 制品从脏乱中滚出,完好无损。 薇若莱丝很愤怒,因为她的身体已经被毁坏而克兰沃克斯欺骗了她。 她发誓向他复仇并在此援助冒险者们。
  弱无头尸击败冒险者,或者角色们避开它,它将暴跳如雷的席卷金字塔的这层。 它寻找并屠杀这层的每个生物。 作为DM,检查幸存的怪物们他在被地下城的其他居民击败之前(或如果)并确定它能造成多大破坏。若怪物群杀死尸体,它获得薇若莱丝之头。 PC们可能会与生物们战斗以重获头颅或者期望它自己回来。
  如果尸体没被杀死,它持续移动到金字塔这层的大礼堂中。 每过一天,它就清洗地下城的一个部分。 它不会前往第二或第三层。 PC们依序已经猎取了它,如果你判定在地下城中没有怪物能停下它。


劇透 -   :
Tactics

As soon as the Head of Vyrellis buries itself in the body, the headless corpse launches an all-out assault to slay the adventurers. It uses razor storm at the start of the battle to hit as many characters as possible and burns through its action points to inflict maximum damage as quickly as it can.
  Remember that force wave is a minor action that can be used every round. If the party's melee combatants move next to the headless corpse, it uses this ability first to clear them away and provide it with room to make unhindered ranged or area attacks.
  While the corpse attacks the party, Vyrellis screams for help. You can play this as deadly serious, with Vyrellis pleading for help, or for laughs, depending on how the characters and the eladrin princess have been getting along. Vyrellis alternates between urging on the PCs and apologizing on her body's behalf for its attacks.
  Once the headless corpse is reduced to 0 hit points, it falls apart into a heap of stinking, gray sludge. The artifact rolls out from the mess, intact. Vyrellis is enraged that her body has been destroyed and that Karavakos deceived her. She swears revenge on him and recommits herself to aiding the party.
  Should the headless corpse defeat the party, or if the characters flee from it, it goes on a rampage across this level of the pyramid. It seeks to slaughter everything on the level. As DM, look at the surviving monsters and make a call on how much havoc it can cause before (or if ) the rest of the dungeon's denizens can defeat it. Should a monster group slay the corpse, it gains possession of the Head of Vyrellis. The PCs might have to fight the creatures to regain the Head or bargain for its return.
  If the corpse is not slain, it continues to stalk the halls of this level of the pyramid. Each day that passes, assume it clears out one section of the dungeon. It never goes up to the second or third level. The PCs might have to hunt it down if you judge that none of the monsters in the dungeon can stop it.

区域特征

  照明:当魔法城存在时是强光。 当石柱被破坏之后是微暗光线。
  独石柱:除了石柱和它们散发的能量以外,这个房间没有其他需要注意的。 一旦冒险者们推到一根石柱,魔法场的能量消退。
  一个推到的石柱有4格高和两格宽。 PC们必须进行一个DC16的运动检定才能爬过或跳过它。
  由石柱发出的能量在触摸时是致命的。笨到触摸力场墙或从还未倒塌的石柱蜂涌的威能的PC受到3d8+12点火焰伤害。


劇透 -   :
Features of the Area

Illumination:Brightly lit while the magical field is in place. Dimly lit after the monoliths are broken.
Monoliths:Aside from the monoliths and the energy they emit, there is nothing of note in this chamber. Once the adventurers topple a monolith, the energy of the magical field fades.
  A toppled monolith is 4 squares tall and 2 squares wide. PCs must make DC 16 Athletics checks to climb or jump over it.
  The energy emitted by the monoliths is deadly to the touch. A PC foolish enough to touch the wall of force or the power surging from the monoliths before toppling them takes 3d8 + 12 fire damage.

引用
扮演这个遭遇

  恰当的扮演,这个遭遇具有成为这次冒险中最难忘的战斗之一。毕竟,不是每天角色们都会与一个带着在秘法深处蕴涵一个盟友精华的人工制品的无头尸战斗。在战斗期间,你作为地下城主的能力是这个遭遇的生命,具有将这个遭遇变为冒险中难以忘怀部分的重要作用。
  当PC们与尸体战斗时,薇若莱丝恐惧的尖叫。她请求PC们避免伤害包涵她精华的人工制品,如果他们的攻击太接近以至于可能命中人工制品时会对他们喊叫,并在她叛变的身体上侮辱和咒骂。她在这里的动作根据玩家们的扮演调整,并与她在剩余冒险的部分相互作用。尽量利用它。
  作为可选规则,留意任何对无头尸进行的那些失手1或2点的攻击。在这样的攻击中,PC将会偶然命中包涵薇若莱丝的人工制品,以至于她痛苦地尖叫并在任务完成时对这个角色进行侮辱。另外,为1的攻击骰也命中头颅。
  薇若莱丝记得那些用不稳定的攻击打在头颅上的角色。在冒险的其余部分,她将提醒他们的缺点作为她的任务并对他们产生嫌隙。

劇透 -   :
引用
ROLEPLAYING THIS ENCOUNTER

Played correctly, this encounter has the potential to be one of the most memorable fights of the adventure. After all, it isn't every day that the characters battle a headless corpse that carries the artifact containing the essence of an ally within its arcane depths. During the battle, your ability as Dungeon Master to bring the encounter to life plays a major role in making this a memorable part of the adventure.
  As the PCs fight the body, Vyrellis screams in terror. She begs the PCs to avoid harming the artifact that contains her essence, yells at them if their attacks come too close to hitting the artifact, and hurls insults and oaths at her traitorous body. Her actions here set the tone for the party's roleplaying interactions with her for the rest of the adventure. Make the most of it.
  As an optional rule, keep track of any attacks made against the headless corpse that miss by 1 or 2 points. On such attacks, the PC accidentally hits the artifact that contains Vyrellis, causing her to scream in pain and hurl insults at the character that accomplished the task. In addition, an attack roll of 1 also hits the Head.
Vyrellis remembers the characters who struck the Head with wayward attacks. She makes it her mission to remind them of their shortcomings for the rest of the adventure and bears a mighty grudge against them.
别人笑我太坑,我笑他人不懂。

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遭遇S4:壮观旋梯
« 回帖 #29 于: 2012-06-03, 周日 10:24:16 »
引用
遭遇S4:壮观旋梯

遭遇等级8 (1,800XP)

设置
  2只石像鬼(G)
  血焰鹰身鸟妖(H)
  变位楼梯陷阱(S)
  钳固楼梯陷阱(T)

  位置19:
这个房间是通向金字塔第二层的壮观旋梯。楼梯特色是有两个独立的陷阱。一个陷阱让角色们向下掉入很深的中央坑穴中。另一个将他们牢牢抓住,让冒险者们待在原地好让石像鬼们和鹰身鸟妖攻击。两只石像鬼和一只鹰身鸟妖埋伏在这里,等待着扑向那些试图爬上第二层的人们。
  注意,石像鬼们和鹰身鸟妖不会从隐藏处显露出来,直到冒险者们将楼梯上的一个或着两个陷阱全部触发之后。理论上,它们在飞出阴影攻击之前会等待一个或更多冒险者被钳固楼梯陷阱抓住。

  当冒险者们进入这个区域时,读下列文字:
  一个宽阔的楼梯出现在你们面前,一直向上通往上面的幽暗之中。楼梯环绕着这个房间的墙壁盘旋向上,在中间留下了一个深邃的坑穴。


劇透 -   :
引用
ENCOUNTER S4: THE GRAND STAIR

Encounter Level 8 ( 1,800 XP )

Setup
2 gargoyles (G)
Bloodfire harpy (H)
Shifting stair trap (S)
Clamping stair trap (T)

Location 19:
This chamber holds the grand staircase that leads to the second level of the pyramid. The stairs feature two separate traps. One trap sends characters sprawling down into a deep, central pit. The other clamps down upon them, holding the adventurers in place as the gargoyles and harpy attack. Two gargoyles and a harpy lurk here, waiting to pounce upon those who attempt to climb to the second level.
  Note that the gargoyles and the harpy don’t emerge from hiding until after the adventurers set off one or both of the traps on the stairs. Ideally, they wait until one or more adventurers gets caught in the clamping stairs trap before flying out of the shadows to attack.

When the adventurers enter this area, read the following:
A wide set of stairs rises before you, up into the gloom above. The stairs wrap around the walls of this room, leaving a deep pit in the middle.

2 石像鬼(G) 等级9 伏兵
中型 元素界 类人生物(土系) XP400
先攻+11 感官:侦查+12;黑暗视觉
HP77;重伤38
AC 25;强韧21、反射19、意志19
免疫:石化
速度6,飞行8;参见飞越攻击
m爪抓(标准;随意)
+14vs.AC;2d6+5点伤害。
M飞越攻击(标准;在使用石化形态后充能)
石像鬼飞行8格并在移动期间的任意一点使用近战基础攻击,这不会引起目标的借机攻击。如果攻击命中,目标倒地。
石化形态(标准;随意)
石像鬼变成一个雕像获得25点全抗、3点再生和10点颤动感知。在石化形态中它失去全部其他的感官并不能采取除了变为正常形态(以一个次要动作)之外的任何动作。
阵营:邪恶 语言:原初语
技能:潜行+12
力量21(+9)敏捷17(+7)感知17(+7)
体质17(+7)智力5(+1)魅力17(+7)


劇透 -   :
2 Gargoyles (G) Level 9 Lurker
Medium elemental humanoid (earth) XP 400
Initiative +11 Senses Perception +12; darkvision
HP 77; Bloodied 38
AC 25; Fortitude 21, Reflex 19, Will 19
Immune petrification
Speed 6, fly 8; see also flyby attack
m Claw (standard; at-will)
+14 vs. AC; 2d6 + 5 damage.
M Flyby Attack (standard; recharges after using stone form)
The gargoyle flies up to 8 squares and makes a melee basic attack at any point during the move without provoking an opportunity attack from the target. If the attack hits, the target is knocked prone.
Stone Form (standard; at-will)
The gargoyle becomes a statue and gains resist 25 to all damage, regeneration 3, and tremorsense 10. It loses all other senses and can take no actions in stone form other than revert to its normal form (as a minor action).
Alignment Evil Languages Primordial
Skills Stealth +12
Str 21 (+9) Dex 17 (+7) Wis 17 (+7)
Con 17 (+7) Int 5 (+1) Cha 17 (+7)

血焰鹰身鸟妖(H) 等级9 护卫
中型 妖精界 类人生物 XP400
先攻+10 感官:侦查+11
燃烧之歌(火焰)灵气20;在灵气范围内开始其回合的敌人受到5点火焰伤害(致聋的生物免疫)。
HP100;重伤50
AC 25;强韧23,反射22,意志23
抗性:10点火焰
速度6、飞行8(笨拙的)
m爪抓(标准;随意)?火焰
+14vs.AC;1d8+2点伤害加上1d8点火焰伤害。
C灰烬之云(标准;充能4、5、6)?火焰
血焰鹰身鸟妖吐出大量的燃烧着的灰烬。近程冲击3;+12vs.强韧;1d10+5点火焰伤害,并且目标致盲(豁免结束)。
阵营:邪恶 语言:通用语
力量15(+6)敏捷18(+8)感知14(+6)
体质20(+9)智力12(+5)魅力21(+9)


劇透 -   :
Bloodfire Harpy (H) Level 9 Soldier
Medium fey humanoid XP 400
Initiative +10 Senses Perception +11
Burning Song (Fire) aura 20; enemies within the aura at the start of their turns take 5 fire damage (deafened creatures are immune).
HP 100; Bloodied 50
AC 25; Fortitude 23, Reflex 22, Will 23
Resist 10 fire
Speed 6, fly 8 (clumsy)
mClaw (standard; at-will) ✦ Fire
+14 vs. AC; 1d8 + 2 damage plus 1d8 fire damage.
C Cloud of Ash (standard; recharge ⚃ ⚄ ⚅ ) ✦ Fire
The bloodfire harpy disgorges a cloud of burning ash. Close blast 3; +12 vs. Fortitude; 1d10 + 5 fire damage, and the target is blinded (save ends).
Alignment Evil Languages Common
Str 15 (+6) Dex 18 (+8) Wis 14 (+6)
Con 20 (+9) Int 12 (+5) Cha 21 (+9)

变位楼梯(S) 等级7 守卫型
陷阱 XP300
楼梯变换位置并摇晃,好像一只巨人之手在摇动它们一样。
陷阱:在这个区域的楼梯被设计成能将角色们倒向中央坑穴中。
侦查
?DC 28:角色注意到铰链和接缝并意识到楼梯可能会回转并移动。
?DC 23:角色看出在楼梯上的一些接缝,但是没有注意到任何的活动部分。
先攻+5
触发
角色第一次踏入陷阱区域,它被激活。
攻击
标准动作 近程 特殊
目标∶在陷阱区域的生物们
攻击∶+10vs.反射
命中∶角色受到1d8点伤害,伏卧倒地并被向中央坑穴推动2格。
失手:角色被推向中央坑穴1格。
特殊:如果角色从这节楼梯被推进中央坑穴,角色掉落30尺到底部并受到3d10点伤害。坑壁是光滑的,要求一个DC25的运动检定以爬出。爬到第一个平台有20尺。
对策
?邻接或在陷阱区域的角色可以尝试通过DC24的盗术检定解除它。三次成功就能击败陷阱。


劇透 -   :
Shifting Stairs (S) Level 7 Warder
Trap XP 300
The stairs shift and rock, as though a giant hand was shaking them.
Trap: The stairs in this area are designed to knock characters down into the central pit.
Perception
✦ DC 28: The character notices the hinges and seams and realizes that the stairs can pivot and move.
✦ DC 23: The character spots several seams in the stairs, but does not notice any of the moving parts.
Initiative +5
Trigger
The first time a character steps into the trap’s area, it activates.
Attack
Standard Action Close special
Targets: Creatures in the trap’s area
Attack: +10 vs. Reflex
Hit: The character takes 1d8 damage and is knocked prone and pushed 2 squares toward the central pit.
Miss: The character is pushed 1 square toward the central pit.
Special: If a character is pushed into the central pit from this section of the stairway, the character falls 30 feet to the bottom and takes 3d10 points of damage. The walls of the pit are smooth, requiring DC 25 Athletic checks to climb. It is 20 feet to climb to the first landing.
Countermeasures
✦ A character adjacent to or in the trap’s area can attempt a DC 24 Thievery check to disarm it. Three successes defeats the trap.

钳固楼梯(T) 等级7 障碍型
陷阱 XP300
在这些楼梯上的板条会在被踩中时翻开,它们紧紧的夹住抓住的脚。
陷阱:在这个区域的楼梯被设计成防止角色们向上移动,并将他们固定在原地。
侦查
?DC 28:角色注意到铰链和接缝并意识到楼梯可能会翻开。
?DC 23:角色看出在楼梯上的一些接缝,但是没有注意到任何的活动部分。
先攻+5
触发
每次角色移动进入陷阱区域,它被激活。它对角色移动的每一格进行一次如下所述的攻击。
攻击
借机动作 近战1
目标∶触发的生物
攻击∶+10vs.反射
命中∶角色受到1d4点伤害、定身并为所有攻击者提供战斗优势(豁免终止两者)。
失手:角色缓慢(豁免结束)。
对策
?邻接或在陷阱区域的角色可以尝试通过DC24的盗术检定解除它。三次成功就能击败陷阱。


劇透 -   :
Clamping Stairs (T) Level 7 Obstacle
Trap XP 300
Individual slats on these stairs give way when stepped on, catching feet in their clamping embrace.
Trap: The stairs in this area are designed to prevent characters from moving up the stairs, trapping them in place.
Perception
✦ DC 28: The character notices the hinges and seams and realizes that the stairs can give way when stepped on.
✦ DC 23: The character spots several seams in the stairs, but does not notice any of the moving parts.
Initiative +5
Trigger
Each time a character moves in the trap’s area, it activates. It makes an attack for every square a character moves, as described below.
Attack
Opportunity Action Melee 1
Target: The triggering creature
Attack: +10 vs. Reflex
Hit: The character takes 1d4 damage and is immobilized and grants combat advantage to all attackers (save ends both).
Miss: The character is slowed (save ends).
Countermeasures
✦ A character adjacent to or in the trap’s area can attempt a DC 24 Thievery check to disarm it. Three successes defeat the trap.

战术

  石像鬼喜欢突然袭击它们的猎物并将它们敲入坑中,根据需要重复处理直到它们杀死任何入侵者。它们在楼梯顶部开始遭遇,安静的跃下并发动攻击。
  石像鬼用飞跃攻击攻击,使用石化形态,然后再次使用飞跃攻击。它们即使要承受借机攻击也会使用这个战术,因为它们对它们逃跑之后使用的石化形态进行医疗充满信心。
  如果石像鬼能将角色赶上楼梯陷阱或者如果他们能干掉伤势严重的冒险者它们会起来进入近身战对抗,但是它们避免着陆以被楼梯困住自己。无论如何,它们更喜欢打带跑战术以起来和战斗对抗。
  一个伤势严重的石像鬼会逃向坑底。石像鬼能用石化形态在那里安逸的治疗,除非在它之后一个角色愿意受到跳下去的伤害。如果角色位于坑中,受伤的石像鬼会返回楼梯的顶部。
  血焰鹰身鸟妖突进并用它的灰烬之云能力命中队伍,希望致盲目标并将易伤的它们留给石像鬼攻击。它的灵气让它慢慢的炙烤着它的敌人,鹰身鸟妖很喜欢折磨被困在坑底部的角色们。
  鹰身鸟妖和石像鬼是一个不稳定的联盟。它们作为有效的盟友彼此容忍,但是也很容易就变的敌对。尽管如此,如果鹰身鸟妖能够伤害石像鬼它就不会用他的灰烬之云攻击,唯恐将它的盟友变为敌人。如果鹰身鸟妖因为任何原因攻击石像鬼,例如如果一个PC用一个威能强迫这样的攻击,石像鬼会变成它的敌人。


劇透 -   :
Tactics

The gargoyles love to swoop down on their prey and knock them into the pit, repeating the process as necessary until they have slain any intruders. They begin the encounter at the top of the stairs, poised to leap down and attack.
  The gargoyles attack with flyby attack, use stone form, and then use flyby attack again. They accept opportunity attacks to use this tactic, since they are confident that they can use stone form to heal after escaping.
  The gargoyles stand and fight in melee if they can catch a character on the stair traps or if they can finish off a badly wounded adventurer, but they avoid landing on the trapped stairs themselves. They prefer hit and run tactics to a stand and fight battle, however.
  A badly wounded gargoyle flees to the bottom of the pit. A gargoyle can use stone form and heal at its leisure there, unless a character is willing to take damage by leaping down after it. If characters are in the pit, the wounded gargoyle flies back to the top of the stairs instead.
  The bloodfire harpy darts in to hit the party with its cloud of ash ability, hoping to blind targets and leave them vulnerable to the gargoyles’ attacks. Its aura allows it to slowly roast its enemies, and the harpy delights in tormenting characters trapped at the bottom of the pit with it.
  The harpy has an uneasy alliance with the gargoyles. The pair tolerates it as a useful ally, but are quick to turn against it. Thus, the harpy never uses its cloud of ash attack if it might hurt a gargoyle, for fear of turning its allies into enemies. If the harpy does attack the gargoyles for any reason, such as if a PC uses a power that forces such an attack, the gargoyles turn against it.

区域特征

  照明:在楼梯和平台上是微暗光线,在坑内是黑暗光线。
  区域特性:在这个区域距离PC们通过的双重门的天花板有60尺高。每层楼梯让PC们更高10尺,除了最上面的楼梯需要攀爬20尺才能达到入口。天花板距离楼梯顶部的门有10尺高。
  楼梯:楼梯是困难地形。它们明显的粗糙,即使是半身人的脚也很勉强。尽管如此,角色们必须在攀登楼梯时留心。另外,如上所述有两层楼梯是陷阱。
  坑:从第一个平台掉入坑内坠落20尺(2d10点伤害)。从变位楼梯掉落是30尺(3d10点伤害)。从钳固楼梯掉落是40尺(4d10点伤害)。从长楼梯下部掉落是50尺(5d10点伤害)。从光滑的坑壁攀爬需要DC25的运动检定。爬到第一个平台有20尺。


劇透 -   :
Features of the Area

Illumination: Dimly lit on the stairs and landings, dark in the pit.
Area Features: The ceiling in this area is 60 feet above where the PCs enter through the double doors. Each flight of stairs allows the PCs to ascend 10 feet higher, except for the last set of stairs, which climbs 20 feet to the entry to the second level. The ceiling is 10 feet above the door at the top of the stairs.
Stairs: The stairs are difficult terrain. They are remarkably shallow, narrow for even a halfling’s feet. Thus, the characters must take care as they ascend the stairs. In addition, two sections of stairs are trapped, as described above.
Pit: Falling into the pit from the first landing is a drop of 20 feet (2d10 damage). Falling from the shifting stairs is 30 feet (3d10 damage). Falling from the clamping stairs is 40 feet (4d10 damage). Falling from the lower section of the long stair is 50 feet (5d10 damage). Climbing the smooth walls of the pit requires a DC 25 Athletics check. It is a 20-foot climb to the first landing.
别人笑我太坑,我笑他人不懂。