純美蘋果園

跑團活動區 => 让天地一先 => 網團活動區 => 资料设定区 => 主题作者是: TougouTuyosi 于 2018-11-24, 周六 15:40:42

主题: 《地狱复仇I:地狱火誓约》
作者: TougouTuyosi2018-11-24, 周六 15:40:42
 :em012 慢慢整理完吧。
这里顺便当个目录 :em032
 机翻加脑补,经常会多添字 :em003



Paladins need not apply (http://www.goddessfantasy.net/bbs/index.php?topic=104899.msg961051#msg961051)
别犯傻了 (http://www.goddessfantasy.net/bbs/index.php?topic=104899.msg961052#msg961052)
冒险背景 (http://www.goddessfantasy.net/bbs/index.php?topic=104899.msg961063#msg961063)
地狱火誓约 (http://www.goddessfantasy.net/bbs/index.php?topic=104899.msg961297#msg961297)
┗第一幕 地狱路 (http://www.goddessfantasy.net/bbs/index.php?topic=104899.msg961300#msg961300)
  ┣A.劳斯利克制革厂 (http://www.goddessfantasy.net/bbs/index.php?topic=104899.msg961511#msg961511)
  ┣B.灰烬屋 (http://www.goddessfantasy.net/bbs/index.php?topic=104899.msg964603#msg964603)
  ┣老板下的第二道指令 (http://www.goddessfantasy.net/bbs/index.php?topic=104899.msg967261#msg967261)
  ┣C.广场上的布道 (http://www.goddessfantasy.net/bbs/index.php?topic=104899.msg967522#msg967522)
  ┣布道 (http://www.goddessfantasy.net/bbs/index.php?topic=104899.msg970281#msg970281)
  ┣大男爵的法令 (http://www.goddessfantasy.net/bbs/index.php?topic=104899.msg972519#msg972519)
┗第二幕 宣誓效忠
主题: Paladins need not apply
作者: TougouTuyosi2018-11-24, 周六 15:41:54
Paladins need not apply

欢迎来到Paizo首个专门为邪恶角色所设计的战役,冒险之路地狱复仇的第一卷!没错,在《地狱复仇》中,你将有一个机会去扮演你所能想到的最狡诈、最卑鄙、最邪恶的反派,不仅会允许这么干,甚至会鼓励去这么干!稍后,我将会介绍一些进行邪恶战役的技巧,这些技巧对所有参与其中的人来说都很有趣,但首先,我想简单介绍地狱复仇与先前的冒险之路地狱叛军是如何联系到一起的。

冒险之路《地狱叛军》以及《地狱复仇》被视为发生在同一时间,不过这两场冒险的活动区域并不重叠,这意味着您可以同时进行两场活动,而不必担心其中一方的人物会破坏另一方所做出的成就。无论地狱复仇中的坏蛋们干了什么,地狱叛军中的英雄还是那个样子,反之亦然。实际上,这是一个机会,让玩家在一场有可能撕裂切利亚斯的冲突中扮演双方的角色,并且都取得成功。

造成这两场冒险之路形成的导火索是一个被称做“荣耀光复军”的艾奥梅黛骑士团,他们致力于推翻三重诅咒的特鲁恩家族在切利亚斯的统治。做为应对,特鲁恩家族在切利亚斯的主要城市实施了戒严令,这其中包括金塔格,也就是冒险之路地狱叛军开始的地方,那座城市正处于即将发生叛乱的边缘。不过金塔格以及在那里新生的叛乱在地狱复仇中没有任何戏份,并且金塔格的叛乱领导者也与荣耀光复军没有任何关系,因为艾奥梅黛的骑士们正忙于对付切利亚斯地区的切利亚斯军队以及其他地方的势力。对荣耀光复军来说,金塔格发生的事情仅仅引起他们一点的注意,事实上,就目前来说,这座银色之城对他们的远征没有任何的威胁。就结果来说,金塔格的叛乱在《地狱叛军》里上演,而《地狱复仇》则聚焦于更大范围的对切利亚斯统治权的争夺之上。


Paladins need not apply
Welcome to the first volume of the Hell’s Vengeance Adventure Path, Paizo’s first campaign designed specifically for evil player characters! That’s right—in Hell’s Vengeance, you get the chance to play the most dastardly, despicable, and nefarious villains you can come up with, and it’s not only approved, it’s strongly encouraged! I’ll get into some tips for running an evil campaign that’s fun for all involved a little later, but first, a few words about how Hell’s Vengeance ties in to the previous Adventure Path, Hell’s Rebels.
The Hell’s Rebels and Hell’s Vengeance Adventure Paths are assumed to take place at the same time, yet the events of the two Adventure Paths do not overlap with each other, which means that you can play both campaigns without having to worry that one party of characters might undo the accomplishments of the other group. The heroes of Hell’s Rebels will remain just that, regardless of the actions of the Hell’s Vengeance villains, and vice versa. In effect, we’re giving you the opportunity to play both sides of a conflict that threatens to tear Cheliax apart, and to be successful in both endeavors.
The action that triggers the events of both Adventure Paths is the formation of an order of Iomedaean knights called the Glorious Reclamation, who are dedicated to overthrowing the Thrice-Damned House of Thrune’s rule of Cheliax. In response, House Thrune imposes martial law in Cheliax’s major cities—including the city of Kintargo, which teeters on the brink of open insurrection at the opening of the Hell’s Rebels Adventure Path. Kintargo and its nascent rebellion play no part in Hell’s Vengeance, however, and Kintargo’s rebel leaders have no connections with the Glorious Reclamation, as the Iomedaean knights have their hands full with the Chelish military and meddling Thrune agents elsewhere in Cheliax. To the Glorious Reclamation, the events in Kintargo are only notable for the fact that, for the moment at least, the Silver City represents no threat to their crusade. As a result, the rebellion in Kintargo plays out in the pages of Hell’s Rebels, while Hell’s Vengeance focuses on the larger battle for the throne of Cheliax.

主题: 别犯傻了
作者: TougouTuyosi2018-11-24, 周六 15:43:50
别犯傻了

“既然地狱复仇是面向玩家的邪恶角色的战役——那我该如何阻止他们自相残杀呢?”

这个问题或者说与其相似的问题是我们在宣布冒险之路地狱复仇之后听到的第一个问题,这当然是可以理解的。而答案——至少是最简单的答案——很简单:因为每个人都想玩得开心。

玩探索者RPG或者其他类型的角色扮演游戏都涉及到GM与玩家之间的一种社会契约:每个人都同意坐下来,创造角色,并一起进行一场所有参与者都能感到有趣的游戏。这种社会契约在进行一场漫长而详细的战役或冒险时更加重要。每个人都需要参与到冒险情节中,并且同意不放弃它去演独角戏——或者至少在GM和其他玩家都同意的情况下去演独角戏。无论你扮演的是保卫人类国度免遭肆虐的英雄,还是庇护邪恶帝国不让骑士和圣骑士以善神之名“夺回”它的坏蛋,在这一点上都是同样的。

所以在进行地狱复仇的冒险之前,GM和玩家应该先一起坐下来,明确每个人的期望,最重要的是,避免那些人们可能不喜欢或者想要避免的元素。我们将在《地狱复仇玩家指南》中更详细地介绍这些问题,该指南可以从paizo.com上免费下载,但我也想在这里简要地介绍一下。

玩家应该创造愿意为特鲁恩家族工作并努力帮助其实现目标的角色,即打败荣耀光复军并维持当前的切利亚斯政府。要做到这点,玩家需要协力合作支撑起比他们自身强大更多的存在,而不是去相互对抗。地狱复仇不支持玩家与玩家的冲突——这不是战役的情节。特鲁恩家族不能失败,所以它的代理人(也就是玩家)也不能被允许通过琐碎的个人争吵来破坏它们的目标。当然,GM们可以在他们的战役中使用他们想要的任何风格进行游戏,但是他们应该明白冒险之路的情节假定玩家的角色不会在最轻微地挑衅下自相残杀。

至于阵营,地狱复仇假定玩家们是邪恶阵营。不过不需要每个人都是守序邪恶(虽然这肯定有所帮助,而GM们也可以对他们的阵营附加任何他们认为需要的限制),角色们应当愿意在一起合作——为了特鲁恩家族——不管他们的阵营是什么。即便是行为无法预测的混乱邪恶角色还是自私的中立邪恶角色也可以与他人合作,因为这样做可能会得到巨大的回报(或者是来自上面的报复与威胁)。从自私的机会主义者到坚定的事业支持者,邪恶角色同善良角色一样都有他们共同行动的理由。只要玩家知道并同意这些期望,任何邪恶阵营的角色在地狱复仇中都不会有问题。

反过来说,善良阵营并不适合这条冒险之路,这是不言而喻的。事实上善良角色会发现他们的阵营与他们一开始面临的状况是完全对立的。正如上述所说,善良角色几乎是完全不可能成功完成地狱复仇并且还同时遵循着他们的信条。中立阵营同样不太适合各项活动,不过他们并没有被严格的禁止——守序中立的角色如果处理得当可能会有很好的效果——但是这些中立角色很有可能在整个冒险之路中慢慢看到他们的阵营偏移向邪恶。

此外,对GM来说了解他们的玩家和他们的偏好也是非常重要的。同样,我们建议在进行这项活动之前与每个人都坐下来,开诚布公地讨论潜在的问题以及边界。游戏中的角色将会在整个游戏过程中犯下各种各样的邪恶行为,尽管我们试图避免跨越某些特定的界限,但却无法预知每个玩家(或GM)对某一冒险内容的反应。因此GM们应该意识到他们可能需要修改冒险之路中的某些元素,来适应他们或者他们的特定玩家。
最后,我们必须清楚,每个冒险之路,尤其是地狱复仇,都并不适合每一个群体。如果你认为并不适合自己,那我建议你去看看地狱叛军,否则,就享受邪恶的乐趣吧。

Rob McCreary
Senior Developer
rob.mccreary@paizo.com

DON’T BE A JERK
“So Hell’s Vengeance is a campaign for evil player characters—how do I stop the characters from just killing each other off?”
This question, or ones very like it, is one of the first things we heard after announcing the Hell’s Vengeance Adventure Path, and it’s certainly understandable. The answer—or the simplest one, at least—is easy: because everyone wants to have fun.
Playing the Pathfinder RPG or any kind of roleplaying game involves a sort of social contract between the GM and the players: everyone agrees to sit down, make characters, and play together in a game that is fun for all involved. This social contract is even more important when playing a long, detailed campaign or Adventure Path. Everyone needs to be on board with playing through the adventure’s plot, and agree not to abandon it to go do their own things—or at least not without the consent of the GM and other players. That should hold true whether you’re playing heroes guarding the kingdoms of humanity from the ravages of a giant warlord or villains saving an evil empire from knights and paladins intent on “reclaiming” it in the name of their do-gooder god.
Before playing through the Hell’s Vengeance Adventure Path, the GM and players should sit down together and make it clear what’s expected of everyone, and even more importantly, what elements people might be uncomfortable with and would like to avoid. We go into more detail on these issues in the Hell’s Vengeance Player’s Guide, available as a free download from paizo.com, but I’d like to address them briefly here as well.
Players should create characters that are willing to work for House Thrune and strive to help it achieve its goals—namely, defeating the forces of the Glorious Reclamation and keeping the current government of Cheliax in place. To accomplish this, the PCs will need to work together, not against each other, in support of something far greater than themselves. Hell’s Vengeance doesn’t support player vs. player conflict—that’s not what the campaign’s plot is about. House Thrune can’t afford to fail, and so its agents (the PCs) can’t be allowed to undermine its goals with petty personal squabbles. Of course, GMs can allow whatever styles of play they want in their own campaigns, but they should be aware that the plot of the Adventure Path presumes that the characters won’t turn on each other at the slightest provocation. 
Concerning alignments, Hell’s Vengeance assumes that the PCs are evil. Everyone doesn’t have to be lawful evil (though it would certainly help, and GMs can impose whatever alignment restrictions they feel their campaigns need), but the characters should be willing to work together—and for House Thrune—regardless of their alignments. Even unpredictable chaotic evil characters and self-serving neutral evil characters can cooperate with others, given the possibility of great rewards (or the threat of retribution from above) for doing so. From selfish opportunists to uncompromising supporters of a cause, there are as many types of evil characters as there are good ones, all with their own reasons for working together. As long as the players know and agree to these expectations, there should be no problem with characters of any evil alignment playing through Hell’s Vengeance.
It should go without saying, but conversely, good alignments are not suitable for this Adventure Path. In fact, good characters will find themselves in situations diametrically opposed to their alignments from the very first encounter. As written, it is virtually impossible for good characters to successfully complete Hell’s Vengeance while following the tenets of their alignments. Neutral alignments are likewise mostly unsuited to the campaign. They’re not strictly prohibited—and lawful neutral characters would likely work well, if handled with care—but there is a real chance that such neutral characters might see their alignments shift toward evil over the course of the campaign.
In addition, it is also vital for GMs to know their players and their comfort zones. Again, we recommend sitting down with everyone before playing this campaign and having a frank and open discussion about potential problem areas and boundaries. The characters will be expected to commit a variety of evil acts throughout the campaign, and though we’ve tried to avoid crossing certain lines, there’s simply no way to accommodate for every player’s (or GM’s) reactions to some content in a published adventure. As a result, GMs should be aware that they might have to modify certain elements of the Adventure Path to match what they or their specific players are comfortable with.
Lastly, we are fully aware that every Adventure Path, and especially Hell’s Vengeance, is not for every group. If this is the case for you, I encourage you to check out Hell’s Rebels instead. Otherwise, have fun being evil!

Rob McCreary
Senior Developer
rob.mccreary@paizo.com

主题: 冒险背景
作者: TougouTuyosi2018-11-24, 周六 16:22:02
冒险背景

最近神爪骑士团的地狱骑士们宣布他们在麦纳多山脉发现一把古老的剑。地狱骑士们简单地鉴别出此剑便是女神艾奥梅黛曾经所携带的配剑“心之刃”(Heart’s Edge),而女神艾奥梅黛是神爪骑士团守序神信仰的一部分。地狱骑士们深谙艾奥梅黛的严格信仰以及她还是凡人时做为闪耀远征军战士的一生,他们声称这把兵器是他们秩序与正义的象征,是神恩的证明。

不出所料,艾奥梅黛的一些忠实信徒并不同意这种解释。在地狱骑士们拒绝了教会希望归还神剑的请求之后,一位名唤Alexeara Cansellarion的艾奥梅黛圣骑士向后继者的忠实信徒们发出召唤,要求他们从神爪骑士团手中夺回“心之刃”(Heart’s Edge)。在Alexear看来,神爪地狱骑士团对艾奥梅黛的信仰与教会的传统教义并不一致,这些异教徒不配背负女神之剑。数百名来自安多安,切利亚斯,摩尔苏恩以及其他地方的骑士和神职人员积极响应号召,向着伊斯嘉的Dinyar城堡进发,他们在那里击败了神爪骑士团,并将地狱骑士们驱逐出了他们的城堡。

但是Alexeara Cansellarion将目光转向一个比伊斯嘉的地狱骑士城堡,甚至是比“心之刃”(Heart’s Edge)还要远大的目标之上。Cansellarion是西冠城的一个贵族家庭,当特鲁恩家族赢得切利亚斯内战之后,他们失去了他们的头衔以及财产。艾奥梅黛本人也是切利亚斯人,在Alexeara眼中,被特鲁恩所统治的切利亚斯对后继者以及她本人都是一种侮辱,当战胜了神爪骑士团并将“心之刃”(Heart’s Edge)紧握在手之后,Alexeara Cansellarion在Dinyar城堡建立起一个专门向艾奥梅黛效忠的崭新的骑士团。这个骑士团称做“荣耀光复军”,它誓言清除三重诅咒的特鲁恩家族所代表的魔鬼统治,以艾奥梅黛之名重建切利亚斯。

艾奥梅黛的祭司们自Dinyar城堡出发,开始游说切利亚斯回到对艾奥梅黛的信仰之中,并劝说信徒们支持荣耀光复军,推翻特鲁恩家族。做为应对,特鲁恩在帝国最大的几个城市实施戒严令,帝国士兵开始从Corentyn到Ostenso.铲除叛乱者的据点。

尽管被迫离开帝国的政治中心,进入切利亚斯边缘的乡村与城镇,但萌芽的革命力量正在缓慢却又不可否认地积蓄着力量。一位来自荣耀光复军名叫Lencia Visserene的艾奥梅黛圣骑士,最近刚刚抵达长野镇,一个有着大量退役士兵而闻名的小镇。这些退役士兵大多都是因为在评论特鲁恩家族和切利亚斯军事政策时直言不讳而遭到迫害与排挤,而被迫在贫困中被放逐到长野镇——他们的名字甚至从切利亚斯的军事名录上被删除。这些退役士兵的存在使小镇成为一个火药桶,并等待着火花的出现。Lencia Visserene就是那粒火花。

面对整个帝国各处掀起的公开叛乱,地狱女皇阿波罗盖二世,试图加强她对切利亚斯的控制,阻止叛乱的蔓延。她向全国的每个村庄、城镇以及城市的忠诚臣民发出一条命令:重申你们对特鲁恩与切利亚斯的忠诚,并宣誓遵守地狱火誓约,以证明你们的忠诚。

Recently, the Hellknights of the Order of the Godclaw announced they had recovered an ancient sword from the Menador Mountains. The Hellknights readily identified the relic as Heart’s Edge, a blade once carried by the goddess Iomedae, whom the order worships as one part of the lawful, polytheistic faith of the Godclaw. Well versed in Iomedae’s stringent faith and her life as a mortal crusader, the Hellknights claimed the weapon as a symbol of their order’s righteousness and proof of divine favor.
Unsurprisingly, some of Iomedae’s faithful didn’t agree with this interpretation. After the Hellknights refused the church’s request for the sword’s return, a zealous paladin of Iomedae named Alexeara Cansellarion issued a call to the faithful of the Inheritor to reclaim Heart’s Edge from the Order of the Godclaw. In Alexeara’s view, the Hellknights’ worship of the Godclaw did not align with the church’s traditional teachings, making them heretics unworthy of bearing the goddess’s blade. Hundreds of knights and clerics from Andoran, Cheliax, Molthune, and beyond responded to the call and marched on Citadel Dinyar in Isger, where they defeated the Order of the Godclaw and ousted the Hellknights from their citadel.
But Alexeara Cansellarion had her eyes on a far greater prize than a Hellknight citadel in Isger or even Heart’s Edge. The Cansellarions were a noble family of Westcrown who lost their titles and holdings when the House of Thrune emerged victorious from the Chelish Civil War. Iomedae herself was Chelish as well and, in Alexeara’s eyes, a Thrune-dominated Cheliax is as much an affront to the Inheritor as it is to her personally. Emboldened by her victory over the Order of the Godclaw and with Heart’s Edge in hand, Alexeara Cansellarion founded a new knightly order dedicated to Iomedae, based at Citadel Dinyar. This order of knights, called the Glorious Reclamation, promises nothing less than a purge of the diabolical ideals that the Thrice-Damned House of Thrune embodies and a reclaiming of the nation in Iomedae’s name.
Priests of Iomedae have fanned out from Citadel Dinyar to begin preaching a return to the worship of Iomedae in Cheliax, exhorting the faithful to rise up in support of the Glorious Reclamation and overthrow House Thrune. In response, Thrune has imposed martial law in the empire’s largest cities, and imperial soldiers have begun rooting out rebel rats’ nests from Corentyn to Ostenso.
Though it’s been driven out of the empire’s heartlands and into the countryside and smaller towns along the fringes of Cheliax, the nascent uprising is slowly but surely gathering strength. A paladin of Iomedae and knight-errant of the Glorious Reclamation named Lencia Visserene has just arrived in Longacre, a small town known for the large number of Chelish army veterans settled there. Many of these resident veterans are outspoken in their criticism of House Thrune and Cheliax’s military policies, and have thus been mistreated, shunned, and driven to Longacre in poverty and effective exile—they have even had their names struck from Cheliax’s military rolls. Their presence makes this town a powder keg just waiting for a spark. Lencia Visserene is that spark.
Faced with open insurrection throughout the empire, Her Infernal Majestrix, Queen Abrogail II, seeks to tighten her grip on Cheliax and stop the spread of sedition. She has sent a commandment to loyal subjects in every village, town, and city across the nation: reaffirm your loyalty to Thrune and Cheliax and prove your devotion by swearing the Hellfire Compact.
主题: 地狱火誓约目录
作者: TougouTuyosi2018-11-26, 周一 14:47:30
地狱火誓约

第一幕 地狱路 —— 5
当地的一位犯罪分子招募了邪恶的玩家角色抢劫了长野镇外的一家皮革厂。这件事情将玩家们引向了一位名叫瑞泽拉戈(Razelago)的神秘委托人,这位委托人鼓励玩家将他们自身的才能用在更宏伟的目标之上。

第二幕 宣誓效忠 —— 23
通过向地狱火誓约宣誓,玩家们肯定了他们对切利亚斯的忠诚并开始为Darellus Fex,长野镇的大男爵服务,他让玩家们负责在长野镇镇压正在酝酿着的叛乱。

第三幕 镇压革命 —— 43
玩家跟踪叛军来到了他们在长野镇外的藏身处,在那里等待他们的却是叛乱者们所设下的陷阱。玩家们必须找到叛军们真正的藏身之处,并在那个被土匪们遗弃的树堡中击败叛军领袖,神秘的天使骑士!

升级追踪

地狱火誓约是为四个玩家角色所设计,使用中速进度计算经验。

玩家在一级的时候开始冒险。

当玩家宣誓地狱火誓约的时候,他们应该提升至2级。

在玩家离开长野镇调查 Estazano 堡并最终前往矛林庭院(the Court of Spears.)与Lencia Visserene对峙的时候,他们应该已经提升为3级。

当玩家结束这本书的冒险时,他们应该提升到4级。

PART 1: THE ROAD TO HELL  ————  5

A local criminal enlists the villainous player characters to rob a tannery outside the town of Longacre. This leads the villains to a mysterious patron named Razelago, who encourages them to apply their talents to more imposing ends.

PART 2: SWORN TO SERVE  ————  23

By swearing the Hellfire Compact, the villains affirm their loyalty to Cheliax and enter the service of Darellus Fex, Archbaron of Longacre, who places them in charge of crushing the rebellion brewing in Longacre.

PART 3: COUNTER CRUSADE  ————  43
The villains track the rebels to their secret hideout outside Longacre, only to find the insurgents have laid a trap for them. The villains must then find the rebels’ true base in a bandit’s abandoned tree fort to defeat the uprising’s leader, the mysterious Angel Knight.

Advancemnt track

“The Hellfire Compact” is designed for four characters and uses the medium XP track.

The PCs begin this adventure at 1st level.

The PCs should be 2nd level by the time they swear the Hellfire Compact.

The PCs should be 3rd level by the time they leave Longacre to investigate Fort Estazano and finally confront Lencia Visserene at the Court of Spears.

The PCs should be 4th level by the end of the adventure.

主题: 第一幕 地狱路
作者: TougouTuyosi2018-11-26, 周一 15:02:03
第一幕 地狱路

地狱复仇冒险之路开始于长野镇,一座位于默语森林边缘的切利亚斯城镇,一处避世之地。有关长野镇的详细信息,请参阅第62页开始的地名词典。玩家的角色至少都应该是特鲁恩家族统治的支持者——如果他们心怀着野心哪怕只是为了增加自己的权力和威望,而在某种程度上为特鲁恩家族或者切利亚斯政府工作的话更好。不管怎样,此时此刻的玩家们和不道德的雇佣军,常见的街头混混,搞阴谋的欺诈师,魔鬼涉猎者或是小罪犯之间没有差别。他们要么是长野镇的本地居民,要么就是最近才来到镇上,并且他们都能够毫无顾忌的对好人做坏事。总之,他们应该非常乐意成为反面角色。除此之外,玩家的角色都应该有一些理由去认识一个雄心勃勃的本地骗子希姆莉·斯塔里希(Cimri Staelish),她渴望证明自己不仅仅是镇上的麻烦制造者。在地狱复仇玩家指南里的信息有助于玩家在战役中设计背景并制作出符合战役主题的角色。

制革厂劫案

冒险开始于希姆莉(Cimri)实际意义上的第一份工作:为叫瑞泽拉戈的可疑陌生人袭击并抢劫一个有利可图的本地制革厂。她招募玩家来协助她,并在镇外跟他们会面准备进行夜袭。阅读或者改述以下内容来描述现场的场景并开始冒险。


长野镇坐落在默语森林的边缘。几盏灯在街上和窗户中闪耀着,偶尔还有些许谈笑声从敞开的门中传出,但是在城镇郊外,夜晚是寂静幽暗的。稀疏的云层在天空中飞舞,顷刻之间遮蔽了月亮的微弱光芒。在一片荒芜的田野对面,星空下几乎分辨不出的一个暗下来的像城堡一般的院子矗立在远处。

希姆莉指向昏暗的建筑物。

“就是这了,劳斯利克制革厂(Louslik Tannery)。我们要做的,就是闯进去,抢劫劳斯利克的办公室,拿走任何有光泽的东西,然后在治安官出现之前离开。如果我们走散了,黎明前记得在灰烬屋见面。”

暗淡的月光闪烁在她的匕首上,她轻轻挥动匕首强调道:“如果你们谁被逮捕了,请记住你就是一个哑巴。把嘴闭紧点,我会处理这样的状况。我保证,即便事态恶化,我们也不会需要去承担任何的法律责任。但有些人和我会让你的尸体变得腐烂。”她伴随着她常有的歪扭的假笑发出了一个响指,“如果你们没有把事情搞砸,那我们就都能够拿着瑞泽拉戈(Razelago)的钱畅饮到黎明。让我们开干吧。”


抓紧时间
此时此刻,可以让玩家询问任何问题,但要尽量让问题和答案的简短,以维持即将到来的抢劫的紧张局势。这个快速的问答环节可以作为玩家团队知道的一个总结,也可以用来回忆一下之前与希姆莉进行的内部讨论。如果玩家们觉得他们没有掌握所有的信息也没有关系,他们可以假设他们的角色已经知晓任何细节,稍后会有时间来详细说明。如何任何玩家坚持认为他们的角色不会参与一场无计划的抢劫之中,向他们保证希姆莉以及背后的人已经事先做出了有利可图的安排(见第七页的边栏希姆莉的劝说)

下面简要介绍玩家最有可能出现的问题。

希姆莉是谁?
一个说话刻薄惹事生非,嗜酒和长刀的人,希姆莉已经在长野镇生活了很长时间。最近,她与一些拥有权力,隐秘的,愿意为目的而花钱的人开始来往。

老劳斯利克是谁?劳斯利克制革厂是什么玩意儿?
贾布拉尔·劳斯利克(Jabral Louslik)经营着这间劳斯利克制革厂,一家雇佣着许多长野镇镇民的体面的工厂。

为什么我们要破坏这里?
根据希姆莉的雇主所说的,劳斯利克并不像一个善良的守法的公民那样缴纳他的税务。她没有告诉更多,但显然你们团队能拿到的钱跟你们要做的事情有关。

我们能从中得到什么?
希姆莉手头很紧,但是她的雇主则相反。你们在这次工作中每人能拿到100金币,但真正的奖励是一次见面的机会,给希姆莉的老板瑞泽拉戈留个好印象。

瑞泽拉戈是谁?
希姆莉的老板。你们从没有见过他,但是希姆莉声称他拥有很重要的关系网络——甚至与长野镇的统治者也有着来往。

灰烬屋是什么?
一个在城市另一端的半毁庄园,是本地很多鬼故事的背景

如果玩家还有一些更深层次的问题,鼓动他们暂时按下并接受任务,向他们保证希姆莉的金币以及私人交情已经赢得了他们至少一个晚上的忠诚。


准备抢劫

一旦玩家们提出完了他们的问题,给他们回溯侦查制革厂的机会。换句话说他们在与希姆莉见面之前就这么做了。每个玩家都可以允许进行一次对侦查有用的技能检定。每个检定的DC都是15。有可能有用的技能以及成功的结果将在下面详细介绍。如果玩家使用了其他技能或者是制定了一个聪明的计划,请按照下列内容作为指导,随意给出更多的内容,

攀爬或者隐匿:爬上围绕着制革厂的10英尺高木栅栏或者通过潜行发现栅栏上的洞的玩家能够看到制革厂内的院子大部分都是空的,门口和办公室的外面点着灯笼。一只大狗正在办公室的门附近打着瞌睡。这个地方的气味闻起来很糟糕。

解除装置:制革厂的大门设有一个简单的机械装置,专门用来打开大门让送货车出入。这个锁可以通过杠杆的拉动来打开大门,是为了方便而不是为了防御制造的。不过,这东西可不会很安静(成功的检定是让玩家注意到并且理解它而不是将其解除。)

知识(地方):在制革厂还有几个夜班工作人员在工作。制革厂的所有人,贾布拉尔·劳斯利克,整晚都在整理财务工作。此外沙乌尔和皮帕·翁布里——两个镇上的老年运粪工——在整个晚上都会进进出出,带来大量的粪便用于软化皮革。

察觉:制革厂周围栅栏的一部分已经因为不适当转向的工作车的反复冲撞而损坏了。 这使得靠近准备车间附近的栅栏上打开了一个狭窄的漏洞,可以让人通过一些努力就能挤过去。

一旦玩家们尝试过了检定,就回到和希姆莉在一起的时候,希姆莉会询问他们在之前的侦察中发现了什么信息。准备完毕后,她问大家是否准备好了。如果玩家询问关于她的计划细节,希姆莉并没有很多。她的计划就是打破大门的锁,干掉任何阻碍的人,然后洗劫办公室。如果任何玩家有更好的计划或者建议,她也会同意。然而,希姆莉不同意并且拒绝任何有可能破坏制革厂或者引起小镇内的注意的计划。一旦计划确定并达成一致,希姆莉就会出发前往A1区域的大门。希姆莉在第56页的NPC画廊中有详细的介绍。

希姆莉的劝说

这次冒险假设希姆莉在行动前就接近过每位玩家,并确保他或者她会参与协助抢劫劳斯利克制革厂。对大多数角色来说,黄金以及刺激就应该能保证他们的参与,但是如果任何角色需要额外的说服才能加入这场突袭制革厂的行动,请参考以下内容。

向他们的阵营让步:一些守序的角色可能不想突袭一个合法的行业。如果是这样的,希姆莉会重新强调贾布拉尔·劳斯利克没有缴纳合法征收的税款,并声称他正在利用自己在当地的影响力散步对长野镇合法政府的不满——她暗示这项工作得到长野镇统治者的默许。如果这个声明不能鼓动玩家采取行动,那希姆莉可能去让他关注团队中的那些更不稳定的成员。

未来的联络人:财富并不是希姆莉提供给玩家的唯一奖励。她把认识大多数经过长野镇的有趣的人的事情挂在嘴巴。因此她有着相当的人脉,这包括她的雇主瑞泽拉戈,这位雇主与长野镇的大男爵有关系。如果有玩家对某个群体或者某个人有兴趣,希姆莉可以去说一些好话——至少,不说坏话。

甜言蜜语:虽然希姆莉无法为任何一个玩家提供更高的回报,但镇上几乎没有人比她更了解长野镇。如果玩家对如何迅速赚钱、魔法的传说、致命的武器或其他更残酷的娱乐感兴趣,希姆莉都可以引导他——只要他能够先帮助她的话。请参考62页的长野镇信息,了解希姆莉能引导一位角色去到什么地方。
PART 1: THE ROAD TO HELL

The Hell’s Vengeance Adventure Path begins in Longacre, a Chelish town on the edge of the Whisperwood where people go to forget and to be forgotten. Details on Longacre appear in the gazetteer starting on page 62. The player characters should all be at least tacit supporters of House Thrune’s rule—far better if they harbor ambitions to work for House Thrune or the Chelish government in some way, even if only to increase their own power and prestige. At this point, however, the PCs are little more than amoral mercenaries, common street thugs, conniving con artists, diabolic dabblers, or petty criminals. They should either be residents of Longacre or ne’er-do-wells recently come to town, and have no qualms against doing bad things to good people. In short, they should be more than willing to be villains. In addition, the PCs should all have some reason to know an ambitious local crook named Cimri Staelish, who is eager to prove herself more than just the town troublemaker. The information and campaign traits in the Hell’s Vengeance Player’s Guide can be useful for generating backgrounds and thematically appropriate characters for the campaign.

The Tannery Heist

The adventure begins with Cimri’s first job of real significance: shaking down a profitable local tannery for a shady stranger named Razelago. She’s enlisted the PCs to help her, meeting them outside the town for a nighttime raid. To set the scene and get the adventure started, read or paraphrase the following.

The town of Longacre sits just outside the fringes of the Whisperwood. A few lights shine in the streets and windows, and the occasional snippet of conversation or laughter issues from open doors, but here on the outskirts of town, the night is quiet and dark. Sparse clouds scud across the sky, momentarily obscuring the dim light from the moon overhead. Across a scrubby field, barely distinguishable under the starry sky, a darkened, fortlike compound hunches in the distance.

Cimri points toward the dim structure.

“That’s it—Louslik Tannery. Here’s the job: We break in, sack Ol’ Louslik’s office, take whatever’s shiny, and get out before the sheriff shows up. If we get separated, meet back at the Ash House by dawn.”

Dull moonlight glints across her dagger as she flicks it in emphasis. “If you get pinched, remember: you’re mute. Keep your mouth shut, and I’ll handle things. I got assurances that we won’t take any blame if things go south. But get chatty and I’ll let you rot.” A beat passes and her usual crooked smirk appears. “If you don’t screw things up, we’ll all be drinking on Razelago’s coin come dawn. Let’s do this.”

Gett ing Up to Speed

At this point, invite the players to ask any questions they have, but try to keep both questions and answers brief to maintain the tension of the upcoming heist. This quick question-and-answer session can serve as either a summary of what the PCs collectively know or memories of an earlier in-character discussion with Cimri. It’s okay if the players don’t feel like they have all the information—they should assume that their PCs already know the pertinent details, and there will be time to fill them in later. If any PCs insist that they wouldn’t get involved with a haphazard break-in, assure them that they’ve made prior, lucrative arrangements (see the Cimri’s Persuasions sidebar on page 7). Brief answers to the PCs’ most likely questions are presented below.

Who is Cimri?
A sharp-tongued hellion with a penchant for drinking and long knives, Cimri has lived in Longacre most of her life. Recently, she’s gotten involved with some powerful, if shady, folks willing to spend well to advance their goals.

Who is Ol’ Louslik? What’s the Louslik Tannery?
Jabral Louslik runs the Louslik Tannery, a respectable operation that employs dozens of Longacre’s citizens.

Why are we breaking in?
According to Cimri’s employer, Louslik hasn’t been paying his taxes like a good, law-abiding citizen should. She hasn’t been told any more, but your gang’s pay is likely tied up in whatever you steal.

What are we getting out of this?
Cimri’s broke, but her employer isn’t. You’ll each be paid 100 gold pieces for the job, but the real prize is the chance to meet and make a good impression on Cimri’s boss, Razelago.

Who is Razelago?
Cimri’s employer. You’ve never met him, but Cimri claims he’s loaded and has serious connections—including ties to Longacre’s government.

What’s the Ash House?
A half-ruined manor across town that’s the setting of dozens of local ghost stories.

If the players have any deeper questions, encourage them to roll with things for now, assuring them that Cimri’s gold and personal bargains have won at least one night’s loyalty from them.

Preparing for the Heist

Once the PCs have had their questions addressed, give them the opportunity to retroactively conduct reconnaissance around the tannery; in other words, they did so before meeting up with Cimri. Each PC should be allowed to attempt a single skill check that might prove useful to the operation. The DC of each of these checks is 15; those skills most likely to be useful and the results of a successful check are detailed below. Feel free to reveal more if a PC resourcefully uses another skill or concocts a clever plan, using the following as guidelines.

Climb or Stealth: PCs who scale the 10-foot-tall wooden palisade around the tannery or sneak up and find a hole in the stockade see that the work yard beyond is largely empty. There are lanterns lit, both at the gate and outside the office. A large dog dozes near the office’s door. The place smells terrible.

Disable Device: The gate that opens into the tannery’s work yard features a simple mechanism, designed to swing open to admit delivery carts. Constructed for convenience, not defense, a lock can be bypassed to open the gate with the pull of a lever. It won’t necessarily be quiet, though. (A successful check allows a PC to notice and understand the device, not disable it.)

Knowledge (local): A small night crew works at the tannery. The tannery’s owner, Jabral Louslik, handles the operation’s accounting well into the evening. Additionally, Shaul and Pippa Umbre—the town’s elderly gong farmers—come and go throughout the night, bringing loads of dung to use in softening leather.

Perception: A portion of the palisade surrounding the tannery has been damaged by repeated impacts from inexpertly steered work carts. This has opened a narrow gap in the palisade near the beamhouse that is out of the way, and could be squeezed through with a bit of effort.

 Once the PCs have attempted their checks, return to the scene with Cimri, who asks the PCs what information they discovered with their reconnaissance. After preparations are complete, she asks if everyone’s set. If the PCs ask for details on her plan, Cimri doesn’t have much. Her scheme is to break the gate’s lock, hit anyone who offers resistance with her sap, and loot the office. If any of the PCs have a better plan or suggests alterations, she goes along with it. Cimri doesn’t agree to just any plan, however, and rejects any scheme that risks destroying the tannery or attracting notice from town. Once the plan is set and agreed upon, Cimri sets off at a jog for the gate at area A1. Cimri is fully detailed in the NPC Gallery on page 56.


Cimri's persuasions

The adventure assumes that Cimri approached each PC prior to the heist and secured his or her assistance in robbing the Louslik Tannery. For most characters, the promise of gold and excitement should assure participation, but if any of the PCs requires additional convincing to go along with the tannery raid, consider the following.

Compromising Their Code: Some lawful characters might not want to break into a legitimate business. If this is the case, Cimri reiterates that Jabral Louslik is withholding legally imposed taxes and claims he is using his influence to sow discontent against the lawful government of Longacre—and she hints that the job might just have the tacit approval of Longacre’s ruler. If these claims don’t encourage the PC to act, Cimri could encourage him to come along to keep an eye on more volatile members of the group.

Future Contacts: Wealth isn’t the only reward Cimri can offer a PC. She makes it her business to get to know most of the interesting people who pass through Longacre. As such, she has quite a circle of connections— including her employer Razelago, who has a relationship with the archbaron of Longacre. If there’s a group or a certain someone the PC is interested in getting to know, Cimri can offer to put in a good word—or at the very least, not put in a bad one.

Sweetening the Deal: While Cimri can’t offer a PC much more money, there are few people in town who know Longacre better than her. If the PC is interested in get-rich-quick schemes, magical lore, deadly weapons, or crueler diversions, Cimri can lead him to any of those things—if he helps her first. Consult the Longacre Gazetteer on page 62 for ideas on where Cimri’s guidance might lead a character.

主题: A. Louslik Tannery
作者: TougouTuyosi2018-11-27, 周二 16:23:53
A.劳斯利克制革厂

劳斯利克制革厂以坚固的皮革和对当地工匠的公平待遇而闻名,是长野镇最受尊敬的企业。鉴于操作中涉及到恶臭的过程,制革厂被建设在长野镇西边一英里的地方。

玩家可以通过穿过大门,钻过准备车间附近的空隙,或者翻过栅栏来进入制革厂(见区域A1)。任何响亮以及特别可疑的噪音都会引起在区域A2的贾布拉尔的看门狗,也就是阿比的注意。而从办公室的窗户内透出的光亮清晰地照出了玩家们的目标。

A1.栅栏和大门

一圈木制栅栏围绕着制革厂,有些地方,灰色的干枯的树干之间的缝隙宽得足以让一只手穿过。西侧,泥泞的小路在一扇类似谷仓门的木板门之下穿过。这些障碍完全阻挡不了化学物质和粪便从内部流失的恶臭。

制革厂的栅栏墙足有10英尺高,主要是为了防止野兽被散发气味的操作引诱过来。至于用来挡住小偷,栅栏起不了多大的用处,但总比什么都没有强。任何一个在DC 15攀爬检定中成功的角色都能轻而易举地攀登翻越过墙。通过一个10英尺宽的大门可以进入制革厂的工作场(A2区)。这个宽度足以让工作用推车轻松通过,这扇门如果不使用安装在门南边的操作杆来控制的话,打开或者关闭大门都会是一件麻烦事。在栅栏内,控制操作杆非常容易;但是从外面的话,一个被锁上的木制面板保护着操作杆(硬度5,生命值5,破坏DC15,解除装置DC15)打碎面板来使用操作杆有可能引起区域2的狗的注意

一旦面板被打开,拉动控制杆将激活导致栅栏后面的配重下降的装置,从而打开门。但是,操作门会发出噪音,并且警告制革厂内的生物。 成功进行DC 18的解除装置检定的玩家可以使门打开得更慢更安静,只会引起区域A2的护卫犬的注意。

另外,在准备车间北边的栅栏(A1a区域)有一个缺口。小型生物可以轻而易举的通过这个缺口,而中型生物则需要成功通过一个DC12的敏捷或者逃脱检定才能通过。在检定中失败的人必须与狗的察觉检定进行隐匿检定来对抗,否则有可能让A2区域的守卫犬发现。大于大型或者更大的生物来说,这个缺口太狭窄了。

A2.工作场地(挑战等级 1和 挑战等级 1/2)

车辙与令人厌恶的污渍划过这个泥泞的院子。边上成排的桶浸没在阴暗的水池之中。难以形容的污垢包裹着每个大桶,半浸在水里的毛皮漂浮在里面。在这些结痂的混合物中飘来一股刺鼻的臭味,那是一股令人头晕目眩,比臭鸡蛋、酸橙还要更糟糕的气味


大约三分之一的工作区域专门用于运送动物皮毛和皮革。 剩下的就是制备皮革的那令人厌恶的过程。 埋在泥地里的无数的泥缸形成臭气熏天的水塘。在DC14的工艺(皮革),知识(本地)或生存检定中成功的角色可以得到这种状况的解释,制造皮革的过程涉及在尿液中浸泡动物皮肤以去除脂肪和毛皮,并且应用动物废物以使其纹理更柔顺。

进入工作区域,污物的气味会威胁到任何不习惯于制革过程的人(参见下面的危害)

生物:劳斯利克的警卫犬Abbie在他的办公室(A4区域)门前打盹。自从abbie被劳斯利克从Remesiana的码头边上一个斗坑中救出,他就同劳斯利克形影不离。她深受制革厂员工的喜爱,也得到长野镇大多数居民的认可。

Abbie并不是一只容易惊动的狗。如果她听到玩家的声音,她首先会走向玩家去调查。当看到陌生人或者受到任何的伤害,她就会开始吠叫,并袭击向入侵者。如果她在大桶边上遭遇到敌人,她会试图用冲撞就爱那个敌人撞进粪坑(见下面的危险)。Abbie忠心耿耿为了保卫制革厂而战斗至死。

除此之外,玩家们还可能在院子里遇到制革厂的夜班工人Shaul和Pippa Umbre。不停的说着笑话,昂首阔步的两位Umbre是运粪工,他们打扫长野镇的化粪池和厕所并把里面的东西运回制革厂用于制革工艺。除非玩家注意到这件事情并且有意避免夜班人员的进出,否则有30%的可能当玩家试图进入制革厂办公室的时候(A4区域),这对老夫妇会推着满载装有新鲜粪便的罐子的手推车返回到制革厂。如果Shaul和Pippa发现玩家们,他们会试图通过扔一些易碎的陶土罐来驱赶入侵者。任何被这些罐子击中的人都会有感染腐热症的风险(探索者RPG核心规则书557页)。只要邻近他们的车,运粪工就有无限供应的罐子来扔出。

Abbie 挑战等级1
经验值400
女性 骑乘用犬(探索者RPG 怪物图鉴 87页)
生命值13

Shaul和Pippa Umbre(2) 挑战等级1/3
经验值135每位
老年人类 平民1
混乱善良 中型类人生物(人类)
先攻+0; 感官 察觉+4

防御

防御等级10 接触10 措手不及10
生命值4 每位(1d6+1)
强韧+2 反射+0 意志+0

进攻

速度30尺
近战 铲子-5(1d6-1)
远程 粪罐+0(1d2-1附加腐热症)

战术

战斗中:Shaul和Pippa会站在他们的推车旁边,用粪罐砸人。他们尽量避免近身战斗,但如果有必要,他们会使用铁锹当作临时的棍棒来使用。
士气:运粪农一旦受伤就会投降。

数据

力量9 敏捷10 体质10 智力10 感知11 魅力12
基本攻击加值+0 战技加值-1 战技防御9
专长 强韧加强 擅长简易武器(木棍) 随手投掷
技能 知识(地方)+1 察觉+4 专业(运粪农)
语言 通用语
装备 铲子

危险:若角色在工艺(制造盔甲),工艺(制造皮革),专业(制革)或其他类似技能上没有等级时,就必须成功通过DC12的强韧豁免检定,否则必须先反胃一回合,然后恶心一分钟才能适应制革厂内的恶臭。那些用面具、手帕或者类似物品捂住鼻子的人在豁免检定上获得+2环境加值。

院子周围的大桶也是存在危险的。虽然只有3英尺深,但每个容器都至少有一半是令人作呕的垃圾泥浆。任何进入或掉进桶中的人都必须通过DC14的强韧豁免来避免感染腐热症。

宝藏:制革厂的装运区域位于西北角的一个低矮木制平台,里面堆放着许多板条箱。大多数箱子里都是凌乱的、未经过加工的兽皮,但任何通过DC14的察觉检定的玩家可以注意到有一个板条箱上印有“Remesiana警察”的字样。里面放有八套镶嵌皮甲以及一套精制品镶嵌皮甲。

剧情奖励:如果玩家迫使Shaul和Pippa投降或者逃跑,奖励玩家如同在战斗中击败运粪农的经验值。

A3.浸灰间

这处工作屋相当宽阔,敞开的大门和充足的通风组成易于空气流动的结构。工具整齐地挂在墙上,其中最值得注意的是一大堆像是微型横切锯的宽刃。几个倾斜的糅革梁在房间周围组成几个小型的工作点,其余还有大桶、干燥架以及无数的板条箱跟箱子。

许多准备动物毛皮的工作都在这里进行。这处浸灰间里的工具看起来都非常专业,有些工具——比如各种各样的刀、钩子和干草叉——看起来可以用为武器,但没有一件是专门当作是武器来设计的(如果使用它们,就视为其是临时武器。)

宝藏:玩家通过5分钟的搜索可以在这里组装出一套精制品工匠工具(Artisan's tools),可以用于工艺(制造盔甲[在制作皮甲或镶嵌皮甲时])或工艺(制造皮革)的检定上使用。浸灰间里所有的工具的把手上都刻有字母“L.T”(即Louslik Tannery的缩写),它们可能会被长野镇的居民所认出。这里的几个板条箱里装有总价值100金币的新制皮革,虽然这些材料将近500磅重。

A4.办公室(挑战等级2+)
这个区域的门通常是锁着的(硬度5 生命值10 破坏DC15 解除装置DC20),贾布拉尔·劳斯利克有着唯一的钥匙。门上与眼睛齐平的位置钉着一条装饰华丽的皮革条,上面写着“老板 贾布拉尔·劳斯利克”。在门的左边还有着一扇大窗户(硬度1 生命值1 破坏DC5)

几件古色古香的制革工具以及一对带花纹的皮革挂毯装饰着这间质朴的小办公室的墙壁。角落里躺着一只被咬坏的猪脚。

生物:这家制革厂的老板贾布拉尔·劳斯利克就在这间办公室里管理着他的生意。目前,贾布拉尔正忙于坐在办公桌前试图找出运输预算中出现错误的原因。他的另一只名叫做阿奇(Archie)的小塔尔丹猎犬正陪着他,同时不停地啃着一只猪蹄。从阿比的前主人那里得到提示,劳斯利克将其命名为阿奇是对长野镇的统治者菲克斯大男爵的一种隐晦的侮辱。除非被人打扰,否则无论是人还是狗都没有理由离开办公室。

在办公室里,劳斯利克与阿奇在听到外面动静的察觉检定上受到-8的减值。唯一的两个例外是大门打开的噪音以及Abbie的吠声,他们会马上就认出来。大门一打开认为是夜班人员回来的他们会在2d4轮来到办公室门后查看。除非在此期间发生其他的可疑事情,否则劳斯利克没有任何理由武装自己。然而,若是听到Abbie的吠声,人和狗都会变得非常警惕,因为他们清楚,训练有素的看门犬不会对制革厂的员工乱叫。如果Abbie惊动了劳斯利克,他就会带上他那把重弩,同时让阿奇在他前面去侦查。

Archie(挑战等级1/3)
经验值135
狗(探索者RPG 怪物图鉴 87页)
生命值6

贾布拉尔·劳斯利克(挑战等级2)
经验值600
男性人类专家4
混乱善良 中型类人生物(人类)
先攻+2 感官 察觉+9

防御

防御等级12 接触12 措手不及10(+2敏捷)
生命值22(4d8+4)
强韧+3 反射+3 意志+6

进攻

速度30尺
近战 徒手打击+2(1d3-1非致命)
远程 精致重弩+6(1d10/19-20)

战术

战斗中 贾布拉尔在开始战斗时使用他的爆雷石投掷向最近的入侵者。在那之后,他尽可能地迅速用重弩射击并装填同时尽力地避免被包围。
士气 如果在他的办公室外面遭遇并且受伤,贾布拉尔就会退回他的办公室然后锁上门。如果是在办公室里发生遭遇,他会选择战斗至死。

数据

力量8 敏捷14 体质10 智力11 感知14 魅力9
基本攻击加值+3 战技加值+2 战技防御14
专长 强韧加强 近距射击 技能专攻(专业[制革])
技能 工艺(制造盔甲)+7 工艺(制造皮革)+7 交涉+6 知识(地方)+7 察觉+9 专业(制革)+12 察言观色+9
语言 通用语
战斗装备 治疗轻伤药水 爆雷石
其他装备 精致重弩与10枚弩矢 A4区域门与锁箱的钥匙

宝藏:墙上的两件皮革挂毯每件价值200金币,而古董工具则价值200金币,尽管他们如同浸灰间那些工具一样有着“L.T”的字母。

此外,劳斯利克办公桌下的一个小锁盒里装有制革厂最近的获利。打开它需要贾布拉尔的钥匙或是成功通过DC20的解除装置检定。里面放有许多小皮包(每个皮包上都醒目地印有字母“L.T”),其中分别装有10、20以及50枚银币不等。这笔资金总共有着800金币。这个箱子重20磅,不过非常容易搬运。

希姆莉反对任何将制革厂的一小部分资金悄悄收入自己囊中的提议,尽管她承认她的雇主并不知道制革厂具体有多少的资金。如果任何玩家吊起她的贪欲并且成功通过DC12的交涉或者威吓检定,她就会当刚才的话没说过,但她会拒绝从这个锁盒里拿走超过200金币。不过制革厂里其他值钱的东西都可以平分。

发展:一旦玩家找到制革厂的锁盒,希姆莉就会急于逃离制革厂——特别是劳斯利克被杀害的话,就更是如此。如果Shaul和Pippa Umbre(A2区域)在与玩家们的冲突中幸存下来,运粪农就会赶回镇上去找警长。如果这种情况发生的话,斯塔里希警长(见42页)与她的三名年轻警员会在30分钟后抵达制革厂。按理说,玩家们应该早就逃之夭夭了,但如果有任何一位玩家最终被抓获并丢入监狱,希姆莉会在早上第一时间拿出一封看起来很官方的证明,确保所有玩家都会被释放。

剧情奖励:如果玩家在没有杀死劳斯利克的情况下成功抢劫了制革厂,则授予他们在战斗中击败劳斯利克的全部经验值。
A. LOUSLIK TANNERY

One of the most respected businesses in Longacre, the Louslik Tannery has a reputation for sturdy leather and for treating fairly with local craftsmen. Because of the smelly processes involved in the operation, the tannery sits a mile west of Longacre.

The PCs can infiltrate the tannery through the gate, the gap behind the beamhouse, or by climbing over the palisade (see area A1). Any loud or especially suspicious noise is likely to draw the attention of Abbie, Jabral’s guard dog in area A2. The light coming from the window of the office (area A4) clearly marks the PCs’ objective.

 A1. Palisade and Gate

A log palisade surrounds the tannery. In places, gaps between the gray, dry-rotted trunks are wide enough to pass a hand through. To the west, a muddy trail slips beneath a plank gate similar to a barn door. These barriers do absolutely nothing to block the heavy stench of chemicals and dung drifting from within.

The tannery’s wall is 10 feet tall, and mostly meant to keep out beasts attracted by the odoriferous operation. As protection against thieves, the palisade is a poor impediment, but better than nothing. Any character who succeeds at a DC 15 Climb check can scale the wall with ease.

 A single 10-foot-wide gate allows access into the tannery’s work yard (area A2). Wide enough to easily admit work carts, the gate would be a cumbersome affair if it weren’t for the mechanism that opens and closes it with the flip of a lever mounted just south of the gate itself. Inside the palisade, the control lever is easily accessible; from outside, a small, locked wooden panel protects the lever (hardness 5, hp 5, break DC 15, Disable Device DC 15). Smashing the panel open likely attracts the attention of the guard dog in area A2.

 Once the panel is opened, pulling the lever activates the mechanism that causes counterweights behind the palisade to drop, opening the gate. The gate’s operation is noisy, however, and alerts all of the creatures in the tannery. A PC who succeeds at a DC 18 Disable Device check can cause the gate to open more slowly and quietly, only attracting the interest of the guard dog in area A2.

 Additionally, there’s a gap in the palisade north of the beamhouse (area A1a). Small creatures can pass through the gap unimpeded, while those of Medium size can wriggle through with a successful DC 12 Dexterity or Escape Artist check. Characters who fail the check risk alerting the guard dog in area A2 and must succeed at a Stealth check opposed by the dog’s Perception check. The gap is too narrow for Large or larger creatures to fit through.

A2. Work Yard (CR 1 and CR 1/2)

Cart furrows and disturbing stains mar this muddy yard. Around the perimeter, murky water pools in rows of sunken tubs. Unspeakable muck encrusts each vat and halfsubmerged skins float within. From these scabby concoctions drifts a sinus-assaulting reek—a dizzying miasma of rotten eggs, lime, and far worse

Roughly a third of the work yard is dedicated to the shipping of animal skins and leather. In the remainder, the disgusting process of preparing leather takes place.
Numerous clay vats, buried in the mud, create reeking pools. Characters who succeed at a DC 14 Craft (leather), Knowledge (local), or Survival check can explain that the process of creating leather involves soaking animal skins in urine to remove fat and fur and applying animal waste to make their textures more supple.

Upon entering the work yard, the smell of waste threatens to overpower anyone unused to the tanning process (see Hazards below).

Creatures: Louslik’s guard dog Abbie dozes just outside the door to his office (area A4). Abbie has been inseparable from Jabral ever since he rescued her from a dockside fighting pit in Remesiana. She’s well loved by the tannery’s workers and recognized by most of Longacre’s residents.

Abbie is not a skittish dog. If she hears the PCs, she first moves toward them to investigate. Upon seeing strangers or taking any damage, she begins barking and charges to attack the trespassers. If she encounters enemies near the vats, she attempts to bull rush foes into the muck (see Hazards below). Loyal to her master, Abbie fights to the death to defend the tannery.

In addition to Abbie, the PCs risk encountering the tannery’s night crew, Shaul and Pippa Umbre, in the yard. Incessant jokesters, the high-spirited—and slightly demented—the Umbres are gong farmers who clean Longacre’s cesspits and privies and bring their contents back to the tannery to be used in the tanning process. Unless the PCs went out of their way to note and avoid the night crew’s comings and goings, there is a 30% chance that the old couple returns to the tannery with their stained, flower-painted handcart loaded with chamber pots and fresh excrement harvested from about town before the PCs enter the tannery office (area A4). Otherwise, the gong farmers return as the PCs are leaving the office. If Shaul and Pippa notice the PCs, they try to drive off the trespassers by throwing fragile clay pots of fresh night soil. Anyone hit by one of the gong pots risks contracting filth fever (Pathfinder RPG Core Rulebook 557). While adjacent to their cart, the gong farmers have an effectively endless supply of gong pots to throw.

Hazards: Characters without ranks in Craft (armor), Craft (leather), Profession (tanner), or similar related skills must succeed at a DC 12 Fortitude save or be nauseated for 1 round, then sickened for 1 minute afterward, after which they acclimate to the tannery’s stench. Those who cover their noses with a mask, handkerchief, or similar item gain a +2 circumstance bonus on the saving throw.

The chemical vats around the perimeter of the yard can also prove hazardous. While only 3 feet deep, each is at least half full with a disgusting, waste-based slurry. Anyone who enters or falls into a vat must succeed at a DC 14 Fortitude save or contract filth fever.

Treasure: A number of crates are stacked in the tannery’s shipping area, a low wooden platform in the northwest corner of the yard. Most are filled with messy, unprocessed animal skins, but a PC who succeeds at a DC 14 Perception check notes one crate branded with the name “Remesiana Constabulary.” Inside are eight suits of studded leather armor and one suit of masterwork studded leather armor.

Story Award: If the PCs force Shaul and Pippa to surrender or flee, award the PCs full XP for defeating the gong farmers in combat.

A3. Beamhouse

This workhouse is a sizable, airy structure with open doorways and ample ventilation. Tools hang in organized rows upon the walls, most notably arrays of wide knives like miniature crosscut saws. Several inclined tanner’s beams create small workstations about the space, along with vats, drying racks, and numerous crates and bins.

Much of the hands-on work of preparing animal skins occurs here. The tools in this workhouse look professional and some—like the various knives, hooks, and pitchforks—look like they could be employed as weapons, but none are designed for such use (and are considered improvised weapons if used as such).

Treasure: With 5 minutes of searching, the PCs can assemble a set of masterwork artisan’s tools, usable with Craft (armor) (leather or studded leather only) or Craft (leather) checks. All of the tools in the beamhouse have the letters “L. T.” etched on their handles, which might be recognized by Longacre residents. Several of the crates here are loaded with freshly prepared leather worth 100 gp, though the materials weigh nearly 500 pounds.

A4. Office (CR 2+)

The door to this area is usually locked (hardness 5, hp 10, break DC 15, Disable Device DC 20) and Jabral Louslik has the only key. A strip of ornately tooled leather screwed to the door at eye level bears the name “Jabral Louslik, Proprietor.” There’s also a wide window just to the left of the door (hardness 1, hp 1, break DC 5). Read or paraphrase the following once the PCs get inside.

Several antique tanning tools and a pair of patterned leather tapestries decorate the walls of this small, rustic office. A well-gnawed pig’s foot lies in the corner.

Creatures: The tannery’s owner, Jabral Louslik, oversees his business from this office. Currently, Jabral busies himself at his desk, trying to find the source of an error in his shipping budget. His other dog, a small Taldan spaniel named Archie, keeps him company while persistently gnawing on a pig’s foot. Taking a cue from Abbie’s former owner, Louslik named Archie as a veiled insult toward Longacre’s ruler, Archbaron Fex. Unless they’re disturbed, neither man nor dog has any reason to leave the office.

Inside the office, both Louslik and Archie take –8 penalties on their Perception checks to hear disturbances outside. The only two exceptions to this are the opening of the gate and the sound of Abbie’s bark, both of which they recognize immediately. The gate’s opening brings them to the office door in 2d4 rounds to check in with what they believe are the returning night crew. Unless something else suspicious occurs in the interim, Louslik doesn’t have any reason to arm himself. Hearing Abbie’s bark, though, makes both man and dog wary, as they know the trained guard dog doesn’t bark at the tannery’s workers. If Abbie’s bark alerts him, Louslik loads his heavy crossbow and sends Archie loping ahead of him to investigate.

Treasure: The two leather tapestries on the walls are worth 200 gp each, and the antique tools are worth another 200 gp, though they bear the initials “L. T.” just like those in the beamhouse.

In addition, a small lockbox under Louslik’s desk contains the tannery’s recent profits. Opening it requires either Jabral’s key or a successful DC 20 Disable Device check. The contents are divided into numerous small leather purses (each branded prominently with the initials “L. T.”), containing silver pieces in 10, 20, and 50 sp increments. The funds are worth a total of 800 gp. The box weighs 20 pounds, but can easily be transported.

Cimri opposes any suggestions of quietly pocketing even a small amount of the tannery’s funds, though she confesses that her employer doesn’t know exactly how much the tanner had on hand. She relents if one of the PCs appeals to her greed and succeeds at a DC 12 Diplomacy or Intimidate check, but she refuses to allow the group to steal more than 200 gp total from the lockbox. The rest of the valuables in the tannery are fair game, however.

Development: Once the PCs find the tannery’s lockbox, Cimri is eager to make an escape—doubly so if Louslik was murdered. If Shaul and Pippa Umbre (area A2) survived their encounter with the PCs, the gong farmers rush back to town to get the sheriff. If this occurs, Sheriff Staelish (see page 42) arrives at the tannery with three of her junior deputies (see page 23) 30 minutes later. The PCs should be long gone by then, but if any of them end up getting captured and thrown into jail, Cimri shows up first thing in the morning with an official-looking letter that secures any PCs’ release.

Story Award: If the PCs successfully rob the tannery without killing Louslik, award them full XP for defeating him in combat.
主题: B.The Ash house
作者: TougouTuyosi2018-12-12, 周三 14:30:27
B.灰烬屋

一旦制革厂抢劫行动结束,玩家们就应该前往灰烬屋与希姆莉以及她的雇主会面。

在切利亚斯内战之前,灰烬屋曾叫做Moragatalli庄园,住着旧切利亚斯的一个小贵族家庭。在特鲁恩家族兴起后的几十年里,许多旧秩序的支持者都失去了他们的土地、头衔甚至——绝大多数——失去了他们的性命。Moragatalli家族在这变革期间尝试保持中立,等在变革中幸存下来后,他们暗自庆幸自己的精明。但特鲁恩家族证明自己能足够冷静且耐心地去算他们的盟友,敌人以及懦弱的骑墙派的账,并且在几十年后,当特鲁恩对菲克斯家族的评价提高的时候,特鲁恩家族将Moragatalli家族的土地赐予了菲克斯家族。如果不是这个家族大多数成员都死于庄园里午夜骤起的火灾的话,Moragatalli肯定会对此抗议的。没有人怀疑这其中有什么猫腻,但是镇上小孩们给出的答案——女巫或者幽灵作祟——被证明远不如真相那般恐怖。自那以后的六十年里,Moragatalli庄园就被称做“灰烬屋”。

灰烬屋如今依然矗立在小镇的西北方。这座年久失修的建筑物是大多数长野镇居民避而远之的危险场所。Moragatalli家族的财富连同他们的庄园一同焚烧殆尽,而劫掠者则在大火过后掠夺走了所剩无几的财产。

当玩家抵达灰烬屋的时候阅读或演绎以下内容给他们营造废墟的场景。

这处庄园遗迹看上去随时都有可能坍塌。几十年前大火留下的伤痕历历在目,整栋房屋显得非常灰暗并受迫于坍塌的三层所造成的压力而下陷。破碎的窗户无法阻碍那些爬满墙面,钻入每个碎洞的常春藤。弯曲的柱子以及开裂的花岗岩门廊通往一扇扭曲的门,门上有着形状像野猪头的,生锈的门环。

尽管外表如此,实际上灰烬屋遗迹十分稳固。灰烬屋里值得注意的部分详见下文。其他没有被描述的房间除了瓦砾,几片烧焦的木料以及枯死的常春藤外基本空无一物。前门非常棘手,因为它深深陷入它的框架之中(硬度5 生命值12 破坏DC16)。希姆莉更喜欢完全避开门,通过破碎的窗户翻进B1区域。希姆莉渴望完成她的任务,如果她带着玩家,那么她就不会让他们到处磨叽,而是直接把他们带到楼上的瑞泽拉戈的办公室(B2区域)。

B1.客厅

这里到处都是破破烂烂的家具,散发着令人窒息的灰尘味。脚下堆满了空的威士忌酒瓶,壁炉则看上去最近使用过。在拱门顶部被烧焦的残破的胖娃娃像瞟向房屋的深处。

一批又一批的非法居住者将这栋房屋最完整的家具收集在这里,并用一种叫做Old Erebus的廉价南方威士忌来计算他们逗留在这里的时间。虽然不算豪华,但客厅很干燥并且鲜少有人来打扰,并且自从瑞泽拉戈来到这里希姆莉便一直在使用客厅。她在这里藏着一盏油灯,并在壁炉前放了一张草垫。

任何在此过夜的人,若是成功通过DC20的察觉检定的话,就会听见楼上传来微弱的水花飞溅的声音,就仿佛好像有人正在洗澡,然后离开的样子。这是B3区域的灵质生物造成的现象,尽管玩家在没有探索庄园的情况下无法知道这一点。

宝藏:这个房间的桌子上放着一个普通的木箱。里面放有玩家在制革厂抢劫行动中应得的报酬,一旦他们被介绍给瑞泽拉戈,他们就可以得到这些报酬(详见13页会晤瑞泽拉戈)。箱子里放着给每位玩家的100枚金币和给希姆莉的200枚金币,以及给希姆莉的一把精致匕首与给每位玩家的一件精致武器——你应该提前为每位玩家选择一件有用且有利的武器。如果玩家们不愿意希姆莉得到比他们更多的报酬,她可以被一个DC12的交涉或者威吓检定说服将他们的金币报酬重新平分。

B2.瑞泽拉戈的办公室(挑战等级4)

这处区域的门通常是锁着的(硬度5 生命值18 破坏DC18 解除装置DC20),除非瑞泽拉戈(见下面生物)正在等待着客人。

当玩家第一次进入该房间时,阅读或演绎以下内容。

摇摇欲坠的书架、一张桌子以及几把缠绕着常春藤的椅子表明这个房间曾是一间书房。一些灰烬以及焚烧过的纸以及浸满水的书堆积在倒下的家具里,靠着一面墙形成一处巢穴。一套可折叠的纸屏风隔出一片区域。其中有一盏灯灯光闪烁,将一面书桌,一张高背椅的阴影轮廓投射在薄纸的上面。

Moragatalli那令人印象深刻的书房在那场烧毁整个庄园的大火中也被完全烧毁。当希姆莉带着玩家去见她的雇主瑞泽拉戈或者当玩家与瑞泽拉戈开始往来时,他们很可能在这里与他打交道(详见13页会晤瑞泽拉戈)。

房间里的人会尽其所能的防止玩家的窥探,但即便玩家有机会搜查房间,这里也不存在什么有价值的东西。桌子是空的,屏风后面的高背椅子上则坐着一个被火焚烧过的人体模式。

生物:大男爵达雷洛斯·菲克斯是长野镇无可争议的统治者,但他能做的事情有限。 Fortunately, the clever accuser devil Razelago has an impressive track record when it comes to manipulating circumstances to make sure things turn out in the archbaron’s favor. 做为一个为菲克斯服务的地狱使者,瑞泽拉戈是大男爵在镇上的耳目,他暗中监视着菲克斯的敌人并通过地狱之眼能力与风讯术法术将他所看到的事情告知他的主人。此外,当菲克斯需要通过法律之外的手段处理一些事情的时候,瑞泽拉戈会非常高兴地去操控长野镇上普通的镇民来达成邪恶的目的。

瑞泽拉戈答应为菲克斯大男爵服务后不久,就将灰烬屋做为自己的据点,并选择了这间书房作为自己的办公室,这个地方因为这样的小事而失去了如此多的知识与生命让他觉得非常有趣。尽管瑞泽拉戈有着做为间谍的能力,但偶尔也会在灰烬屋的办公室内揭露——某种程度上的——自己,这对他还是有好处的。他没有任何能力来改变他的外貌,这个魔鬼通过将这个办公室布置成有一位神秘的,有血有肉的商人就坐在几步远的地方的方式来隐藏自己的身份。瑞泽拉戈在隐形的情况下操纵着这个模型,看上去像是一个瘦削且秃顶的人在活动。这出戏令魔鬼感到愉悦,而且这不仅是为了他自己的个人娱乐,也是为给那些迷信且极端渴望刺激的人留下深刻的印象,他通常也会雇佣这样的人做为他操控的人偶。

魔鬼深知欺骗并不能保护自己,不过他已经得到一位强力的,像黑豹一样被叫做骨面斑兽的生物做为他的保镖。这位名叫哥奥瑞克(Gaurig)的骨面斑兽在麦纳多山脉被捕获并准备运往Remesiana出售或剥皮。当默语森林的强盗袭击捕猎者的时候,哥奥瑞克趁乱逃进了森林。经过数年的孤独狩猎与对她所遇到的少数人类的怨恨之后,骨面斑兽在长野镇附近的森林遇到了瑞泽拉戈。这个具有心灵感应能力的魔鬼成功诱使哥奥瑞克去保卫灰烬屋,并把她那张吓人的脸用到他的事业上,做为回报,瑞泽拉戈承诺尽可能地多喂她人类的血肉,并最终送她回到麦纳多山脉。骨面斑兽并不清楚瑞泽拉戈到底是什么——她相信他可能是某种fairy——但是他们这一年里的合作到目前为此都是非常愉快的,就是有些无聊。

同时,瑞泽拉戈与哥奥瑞克是致命的组合,并且随着冒险的推进控斥魔将扮演更重要的角色。如果玩家看起来打算与他们近战战斗的话,希姆莉或者其他的NPC应该设法阻止或者劝阻他们发动攻击。如果最坏的情况还是发生了,在这关键的时刻控斥魔会试图逃跑避免直接冲突。

哥奥瑞克(挑战等级 1)
经验值400
女性骨面斑兽(探索者RPG 怪物图鉴2 174页)
生命值13

瑞泽拉戈(挑战等级3)
经验值800
男性控斥魔(探索者RPG 怪物图鉴2 84页)
生命值30

战术

战斗中 如果他确定自己不会蒙受损害地去骚扰对手,那么瑞泽拉戈会首先尝试召唤一些劣魔。如果失败了,他就会召唤蜘蛛集群去攻击敌人。他只会对无助或者未察觉到他的敌人使用近战攻击。
士气 瑞泽拉戈已经存在无数的世纪,它无意在物质位面消亡。他能够迅速地使用他的翅膀,隐形或者高等传送术来逃离战斗。


会晤瑞泽拉戈

冒险假设玩家与瑞泽拉戈初次见面是在同希姆莉同行的情况下进行。当他们第一次进入房间的时候,玩家应该立刻注意到哥奥瑞克正躺在书浆做成的巢穴里打瞌睡。而在陌生人进来的时候,这个骨面斑兽会怀疑地探起头来。

与此同时,纸屏风背后会慢慢亮起来形成了一个坐在桌后秃顶的人的鲜明轮廓。在他慢吞吞地挪了一会后,一个高昂地且听起来既年老又年轻的声音从屏风后面传出:“希姆莉,搞定了么?”

希姆莉做出肯定的回答,然后拿出从制革厂得到的锁箱(或者向玩家手中拿来)将其放到这侧屏风的桌上。她向瑞泽拉戈描述这次闯入行动——只是稍微夸张了一些——并重点指出任何给她留下深刻印象的玩家的行动。如果有人告知劳斯利克或者其他人在这次抢劫行动中丧生,瑞泽拉戈也不会有任何的惊讶。在这个过程中,这个神秘的男人会偶尔地点头,但直到整个故事讲完,他才会再开口说话。

“干得漂亮。希姆莉,还有你那些听起来非常有潜力的同伴们,你们干得不错。你们将会发现你们应得的报酬已经在楼下的客厅里等着,里面还有我给你们每个人的礼物。去吧,享受,庆祝。你们出色的工作值得这样的奖赏。We’ll talk more in the near future.”

尽管希姆莉谢过瑞泽拉戈之后便打算离开,但玩家可能还有些问题要询问。瑞泽拉戈能容忍两个或者三个问题,然后鼓动大家去看看他的礼物。通过阅读或解释以下内容来回答可能的问题。

你是什么人?
“一位商人,一位对长野镇特别感兴趣,并且能用钱买到我所希望看到的变化的人”

你做什么生意的?
“组织,发展,管理,我都有涉及。整个国家有许多像长野镇这样没有目标的小镇。我希望他们去为更伟大的事业而奋斗。”

你和政府有联系是真的吗?
“我同许多人都有着联系,其中有上层的也有底层的。或许当我们对彼此更为了解的时候,我才能开诚布公。”

你为什么不让我们看看你长什么样子?
“现在还不是时候,我对你还并不熟悉。如果我们的合作被证明是互惠的,并且你们表现得值得尊敬的话,或许很快就能得到信任。”

你是某种怪物么?
“我的谨慎让你怀疑——我理解。我希望你能给我机会来证明我的善意。”

你为什么要我们去抢劫制革厂?
“贾布拉尔·劳斯利克没有依法缴纳他应该缴纳的税务。除此之外,他还非常地固执己见。他会反对我所希望看到的长野镇镇民之间的合作。我乐意见到他的影响力降低——没有人会信任一个穷人。”

玩家在与瑞泽拉戈的谈话中,试图进行的任何察言观色检定都会表明瑞泽拉戈是诚实的,但很明显他并没有告诉玩家一切——瑞泽拉戈很干脆地承认这点。如果玩家使用类似侦测邪恶这样的法术来了解他们的雇主,魔鬼只会笑着说只有短视的人才会认为野心是邪恶的。他还若有所思地说,在玩家身上,他也感受到了更大的“野心”。

在他们的谈话中,瑞泽拉戈不会为报酬与玩家讨价还价,除非有人威胁要将他的存在透露给当地镇民,他才会开始窃笑并点头表示他赞同这些角色的野心。他向他们保证,只要他们有耐心并且值得信赖,他将会把他们的渴望变为回报。不管怎么样,瑞泽拉戈建议或者说坚持要求玩家们应该去拿他们的报酬了。如果玩家拒绝离开或者打算绕到屏风后面,哥奥瑞克会站起来开始咆哮。再加上希姆莉的坚持应该足以说服大多数玩家离开。

发展:玩家在将近拂晓的时候拿到了正在客厅等着他们的报酬(详见B1区域的宝藏),同时还有八瓶上等的Wiscrani barbera葡萄酒 几条新鲜的面包,蒜味黄油与各种熏鱼和猪肉。这是名副其实的盛宴,也是希姆莉——或许还有一些玩家角色——见过的最好的饭食。

等他们拿到报酬,希姆莉会邀请他们留下来同她一起庆祝,她会拿她的新匕首玩几轮醉酒丢镖。任何不打算休息或者娱乐的玩家则可以自由地到长野镇去做其他的事情。This is also an opportune time for characters who have been told they have a prior arrangement with Cimri to learn the details of their agreement, if they haven’t done so already (see the Cimri’s Persuasions sidebar on page 7).

剧情奖励: 奖励在制革厂抢劫行动中幸存并与瑞泽拉戈会面的玩家800经验值。

B3.浴室(挑战等级 1)

灰烬屋的主人浴室不容易进入,因为房屋的一部分被压在倒塌的三楼下面。二楼大厅的瓦砾可以用一个小时清理出通往主人浴室的通路。如果玩家发现并且进入主人浴室,请阅读或者解释以下内容

常春藤侵入了这间发霉陈旧的房间。老朽的灰尘在曾是豪华浴室的瓷砖墙上留下痕迹,破碎的马赛克以及掉落的木片用锋利的尖刺覆盖着地板。在门正对着的地方,装满死水的瓷盆弯弯曲曲地蜷缩在一面新月形的镜子之下。

浴缸被倒塌的地板的残骸堵塞。浴缸里面似乎充满着雨水与泥浆,但任何一个通过DC14的医疗检定的玩家都会意识到这些泥浆实际上是早已腐烂的人类遗骸。

生物:当Moragatalli庄园失火时,Kallasta Moragatalli夫人从外面传来的施法声中明智地意识到已经没有逃脱的可能了。她抓起一个装满她年轻时候的奖章——那时她曾在Gaspodar国王的军队里服役——的盒子并拼命地试图拯救自己与她最珍贵的纪念品。然后她跳进自己准备的浴缸,希望水与结实的浴缸能保护她。不幸的是,它们做不到。Kallasta 最终在火灾中丧生,但她的绝望将她的灵魂束缚在庄园。最终她创造了一个灵质体来容纳她的灵魂。这位妇人的遗体至今留在这里,仇恨地袭击任何扰乱她作为亡魂生存的人。Kallasta 追击任何逃离这个房间的敌人,但她不会离开灰烬屋的区域。

Kallasta Moragatalli  挑战等级1
经验值 400
进化灵质生物 人类(探索者RPG 怪物图鉴4 288页,82页)
生命值 9

宝藏:任何在浴缸搜索并成功通过DC10的察觉检定的人,都会发现一个“泥泞”的盒子,里面装有八枚失去光泽的奖牌。成功通过DC14的知识(历史)或者知识(地方)检定能确定这些奖牌是军功奖章并且能追溯到切利亚斯内战之前的年代。这些奖牌总价值75枚金币。

B.The Ash house

Once the tannery heist is concluded, the PCs should head to the Ash House to meet up with Cimri and her employer.

Before the Chelish Civil War, the Ash House was Moragatalli Manor, home to one of old Cheliax’s lesser noble families. In the decades following the rise of House Thrune, numerous supporters of the old order lost their lands, their titles, and—in many cases—their lives. The Moragatallis tried to remain neutral during the revolution and, upon surviving it, congratulated themselves on their quiet canniness. But House Thrune proved equally quiet and patient with their accountings of their allies, enemies, and milksop bystanders, and decades later, Thrune gave the Moragatalli lands to House Fex, which had risen in Thrune’s esteem. The Moragatallis would have complained, of course, had most members of the family not died in their manor’s violent, midnight conflagration. No one doubted what had happened, but the town children’s explanations—blaming witches and ghosts—proved far less frightening than the truth. In the 60 years since, Moragatalli Manor has been known as the Ash House.

The Ash House still stands just outside the town to the northwest. The dilapidated structure is a dangerous site most Longacre citizens avoid. Most of the Moragatallis’ wealth burned along with their manor, while looters carried off what little survived soon after the fire.

Read or paraphrase the following when the PCs arrive at the Ash House to give them an impression of the ruin.

What remains of this manor looks like it could collapse at any moment. Bearing the scars of a decades-old fire, the house is blackened and sags under the weight of its collapsed third floor. Shattered windows pose no barrier to the riot of ivy scaling each gable and invading every cavity. Bent pillars and a cracked granite porch lead to a warped door bearing a rusty doorknocker shaped like a boar’s head.

Despite appearances, what remains of the Ash House is quite sturdy. The most noteworthy parts of the Ash House are detailed below. Those rooms not described are largely empty except for rubble, a few scraps of burnt timber, and dead ivy. The front door is stubborn, having settled deeply in its frame (hardness 5, hp 12, break DC 16). Cimri prefers to avoid the door altogether, coming and going via the broken windows into area B1. Cimri is eager to complete her assignment, and if she is accompanying the PCs, she doesn’t let them dawdle, marching them straight upstairs to Razelago’s office (area B2).

B1. Parlor

Pieces of battered furniture lie here amid the choking scent of dust and ashes. Beneath a mantle crowded with empty whiskey bottles, the fireplace shows evidence of recent use. The scorched, broken visages of curious cherubs leer from atop archways leading deeper into the house.

Generations of squatters have collected the most intact of the house’s furniture here, marking their stays with shattered brown bottles of a cheap southern whiskey called Old Erebus. Although hardly luxurious, the parlor is dry and rarely disturbed, and Cimri has been using it has her den since falling in with Razelago. She’s stashed an oil lamp here and keeps a straw mattress in front of the fireplace.

Anyone spending the night here who succeeds at a DC 20 Perception check hears faint splashing coming from upstairs, as if someone were getting into a bath and then out of it later. This is a manifestation of the ectoplasmic creature in area B3, though the PCs likely have no way of knowing this without exploring the manor.

Treasure: A plain wooden chest sits on a table in this room. It contains the PCs’ payment for the tannery heist, which they can claim once they’ve been introduced to Razelago (see Meeting Razelago on page 13). Inside the chest is 100 gp per PC, plus Cimri’s share of 200 gp, as well as a masterwork dagger for Cimri and one masterwork weapon for each PC—you should choose a useful and favorable weapon for each PC ahead of time. If the PCs balk at Cimri getting more than they do, she can be talked into splitting the entire take evenly with a successful DC 12 Diplomacy or Intimidate check. 

B2. Razelago’s Office (CR 4)

The door to this area is normally kept locked (hardness 5, hp 18, break DC 18, Disable Device DC 20), except for when Razelago (see Creatures below) is expecting guests.

Read or paraphrase the following when the PCs first enter the room.

Toppled bookshelves, a table, and some chairs half-covered in ivy suggest this room was once a library. The ashes and pulp of burned, waterlogged books lay heaped amid fallen furniture, creating a large nest of sorts against one wall. A set of folding paper screens divides the room. A lantern flickers on the opposite side, projecting the silhouette of a desk and high-backed chair upon the thin paper.

The Moragatallis’ impressive library was utterly destroyed in the fire that consumed their manor. When Cimri brings the PCs to meet her employer Razelago, or when they have business with him otherwise, they’ll likely treat with him here (see Meeting Razelago on page 13).

The room’s usual inhabitants do everything in their power to prevent snooping, but even if the PCs have the opportunity to search the room, there is little of value to find. The desk is empty and a fire-scarred mannequin sits in the high-backed chair behind the screens.

Creatures: Archbaron Darellus Fex is the undisputed ruler of Longacre, but there are limits to his power. Fortunately, the clever accuser devil Razelago has an impressive track record when it comes to manipulating circumstances to make sure things turn out in the archbaron’s favor. A hellish messenger in Fex’s employ, Razelago is the archbaron’s eyes and ears in town, invisibly spying on Fex’s enemies and relating what he sees to his master via his infernal eye and whispering wind. Additionally, when the archbaron needs something dealt with in an extra-legal fashion, Razelago delights in manipulating Longacre’s simple residents to wicked ends.

Razelago made the Ash House his place of business not long after agreeing to serve Archbaron Fex, and chose this library as his office, amused by the loss of so much knowledge and life for such petty reasons. Despite Razelago’s skills as a spy, it sometimes benefits him to reveal himself—to a degree—here in his Ash House office. Without any ability to change his shape, the devil has set up the office to hide his identity in a way that implies a mysterious, flesh-and-blood businessman is sitting only a few steps away. Behind the paper screens sits a wooden mannequin, lit from behind, which Razelago manipulates while invisible to suggest the movement of a lean, bald human. The dramatics serve the devil well, not just for his own personal entertainment, but also to impress the superstitious, excitement-starved sorts he typically employs as puppets.

The devil is well aware that deception is not protection, however, and has secured the services of a powerful, pantherlike creature called a krenshar as a bodyguard, which he keeps well fed. Called Gaurig, the krenshar was captured in the foothills of the Menador Mountains and shipped to Remesiana for sale or skinning. When bandits in the Whisperwood ambushed the trapper, Gaurig escaped into the forest. After several lonely years of hunting and taking her resentment out on the few humans she encountered, the krenshar encountered Razelago in the forest near Longacre. The telepathic devil managed to tempt Gaurig into defending the Ash House and lending her intimidating visage to his cause in return for a promise to feed her human flesh as often as possible and eventually return her to the Menador foothills. The krenshar isn’t sure what Razelago is—she believes he might be some sort of fairy—but their year-old arrangement has thus far proven agreeable, if a bit boring.

Together, Razelago and Gaurig are a lethal pair, and the accuser devil has a greater role to play as the campaign progresses. Should it look like the PCs are headed toward a fight with them, Cimri or another NPC should try to deter or dissuade them from attacking. If worst comes to worst, the accuser devil tries to escape a confrontation at this juncture.

Meeting Razelago

The adventure assumes that the PCs’ first meeting with Razelago is in the company of Cimri. When they first enter the room, the PCs should immediately notice Gaurig dozing in the nest of book pulp. The krenshar lifts her head with suspicion as the strangers enter.

At the same time the light behind the paper screen slowly intensifies, casting the stark silhouette of a bald figure seated at a desk upon the divider. After a moment of slow shuffling, a high-pitched voice, sounding as though it could belong to someone either very young or very old, wheezes from behind the screen: “Cimri. Is it done?”

Cimri answers in the affirmative, then produces the lockbox from the tannery (or collects it from a PC) and sets it on the table on her side of the screen. She gives Razelago an account—only slightly exaggerated—of the break-in, highlighting the actions of any PCs who impressed her. If it comes up that Louslik or others were killed in the break-in, Razelago isn’t fazed. The mysterious man occasionally nods during the retelling, but doesn’t speak again until the story is complete.

“Excellent. You’ve done well, Cimri, and your associates sound like individuals of rare potential. You’ll all find your payment waiting in the parlor below, along with a gift for each of you. Go, enjoy, celebrate. You deserve a reward for your impressive work. We’ll talk more in the near future.”

Although Cimri thanks Razelago and moves to leave, the PCs might have questions. Razelago tolerates two or three before encouraging the group to go find out what his gift is. Respond to likely questions by reading or paraphrasing the following.

Who are you?
“A businessman, with a particular interest in Longacre, and one with the capital to pay for the changes I’d like to see.”

What sort of business are you in?
“Organization, development, administration, I do a bit of it all. There are many small, aimless towns like Longacre about the nation. I’d see them strive for greater.”

Is it true you have government connections?
“I have relationships with many people, both high and low. Perhaps when we know each other better, I can be less circumspect.”

Why won’t you show us your face?
“These are sensitive times and I don’t yet know you. If our association proves mutually profitable, and you comport yourself honorably in your dealings, trust might come—in time.”

Are you some sort of monster?
“I’m cautious and you’re suspicious—that’s understandable. I hope you’ll give me the opportunity to prove my good intentions.”

Why’d you have us rob the tannery?
 “Jabral Louslik hasn’t been paying his fair share of taxes. Beyond that, he is also very opinionated. He’d oppose the cooperation I’d like to see among Longacre’s people. I’d prefer that his influence be weakened—and no one trusts a poor man.”

Any Sense Motive checks attempted during the conversation with Razelago reveal that he’s being honest, but obviously isn’t telling them everything—a point he willingly confesses. If the PCs use magic like detect evil to learn more about their patron, the devil merely laughs, claiming that only the short-sighted believe ambition is evil. He also muses that he senses more than a little “ambition” in the PCs as well.

During their conversation, Razelago will not bargain with the PCs for more money, and only snickers if someone threatens to reveal him to the locals, nodding and saying he approves of the characters’ ambition. If they are patient and trustworthy, he assures them, he will see their eagerness turned to profit. In any case, Razelago suggests, then insists, that the PCs go collect their reward. If the PCs refuse to leave, or try to get around the screen, Gaurig stands up and begins growling. That and Cimri’s insistence should be enough to convince most PCs to go.

Development: It’s nearing dawn by the time the PCs collect their reward, which is waiting for them in the parlor on the ground floor (see the Treasure section for area B1), along with eight bottles of a fine Wiscrani barbera wine, several loaves of fresh bread, garlic-flavored butter, and a variety of smoked fish and boar’s meat. It’s a veritable feast, and among the best food Cimri—and likely many of the PCs—have ever had in their lives.

Story Award: Award the PCs 600 XP for surviving the tannery heist and meeting Razelago.

B3. Bath (CR 1)

The Ash House’s master bath isn’t easy to access, being in a part of the house largely crushed beneath the building’s collapsed third floor. The rubble in the second floor hall can be cleared with an hour of work, exposing the master bath. Read or paraphrase the following if the PCs discover and enter the bath.

Ivy invades even this musty room. Old ash streaks the tiled walls of what was once a lavish bath chamber, while broken mosaic chips and fallen timbers cover the floor with sharp scree. Opposite the door, a porcelain tub filled with stagnant water hunches beneath a crescent-shaped mirror distorted by intense heat.

The bath is choked with wreckage from the fallen floor above. The tub appears to be filled with mud and rainwater, but any PC who succeeds at a DC 14 Heal check realizes the mud is actually long-rotted human remains.

Creature: When Moragatalli Manor caught fire, matron Kallasta Moragatalli wisely intuited from the sound of spellcasting outside that there’d be no escape. Desperately seeking to save herself and her most cherished keepsakes, she grabbed a box full of medals from her youth, when she served in King Gaspodar’s army. She then dove into the bath she’d prepared, hoping the water and sturdy tub would protect her. Unfortunately, they did not. Kallasta died in the conflagration, but her desperation tied her spirit to the manor. Eventually, she managed to create an ectoplasmic body to house her soul. This remnant of the house matron still remains here, hatefully attacking anyone who disturbs her undead existence. Kallasta pursues any opponents who flee this chamber, but she does not leave the confines of the Ash House

Treasure: Anyone who succeeds at a DC 10 Perception check while searching the tub discovers a “muddy” box containing eight tarnished medals. A successful DC 14 Knowledge (history) or Knowledge (local) check is enough to identify the medals as military honors dating to the era before the Chelish Civil War more than 100 years before. The medals are worth 75 gp apiece.
主题: The Second Job
作者: TougouTuyosi2018-12-26, 周三 16:38:40
第二件工作

制革厂抢劫行动的第二天,希姆莉会叫醒玩家或者在中午左右找到玩家。告诉他们瑞泽拉戈想马上同他们见面。瑞泽拉戈的办公室还是和先前一样,只是多了一个黑漆漆的小盒子放在纸屏风前的桌子上。一旦玩家准备好了,瑞泽拉戈会解释发生了什么。

“有许多退役军人居住在这个镇子,所以长野镇有一间艾奥梅黛教堂也不奇怪。但如果这里的女祭司特莉薇娅·阿拉玛尔肆意妄为地话,或许就不会再有这么一间教堂了。”

瑞泽拉戈的侧影紧紧地握着那双模糊的手。“在帝国的内部动荡不安的局势越演越烈,这不仅是在佩紮克与地狱海岸。许多艾奥梅黛的忠实信徒开始大胆地谈论起君主制度的罪恶与公民的权利。他们似乎以为这里是安多安,认为人民需要去夺取政权。但他们错了。这里是切利亚斯,不是安多安并且我们知道真正的权利属于谁。”

“第五环剑骑士阿拉玛尔正在召集所有人在今天下午到她的教堂前听布告——算起来还有两个小时。我不知道她在想什么,但我怀疑一些反动的空话,只会在长野镇的镇民埋下困惑与沮丧的种子。这与我希望的背道而驰。所以我想让你们参加这次集会。盒子里是标有菲克斯大男爵徽章的腰带。戴上它们,提醒民众这个城镇的领主并非没有支持者,看看会发生什么。随后希姆莉会向我汇报。In return, you will all receive double what you did last night.”

希姆莉很快答应下来并拿过盒子。瑞泽拉戈再一次给玩家提出一些问题的机会,但在现下并没法了解更多的信息。关于动乱与艾奥梅黛信徒,瑞泽拉戈有听说过荣耀光复军的事情,但是他想先听听阿拉玛尔打算说些什么。如果有任何玩家试图与瑞泽拉戈讨价还价,他拒绝改变他提出的报酬,甚至允许那名玩家离开。不过,希姆莉会在稍后接近那些玩家,说她对他们的坚持很肯定,愿意将自己得到的报酬分出一部分提供给他们(最多50金币)。

回到客厅,希姆莉打开盒子从里面抽出一根宽且深红色的腰带,上面装饰有切利亚斯的标志以及菲克斯家族的纹章——一对长着血色鹿角的雄鹿。每位玩家和希姆莉都各有一个腰带。一些玩家可能想在离开前为他们将要做的事情制定一个计划,但希姆莉会建议他们在考虑策略前先到教堂广场去看看。
The Second Job

The day after the tannery heist, Cimri wakes the PCs or comes to fetch them around noon, telling them Razelago wants to meet with them again immediately. Razelago’s office is as it was before, only now a small, black lacquered box sits on the table before the paper screens. Once the PCs are assembled, Razelago explains the situation.

“With the number of veterans who live in town, it’s not surprising that there’s a church of Iomedae in Longacre. But there might not be one much longer if Tileavia Allamar, its priestess, does what she has in mind.”

Razelago’s silhouette clasps shadowy hands. “There’s growing unrest in the empire, and not just in Pezzack and along the Hellcoast. Many of Iomedae’s faithful have begun speaking more boldly of the monarchy’s vices and the rights of citizens. They seem to believe this is Andoran and that the people have only to reach out to seize power. But they are wrong. This is Cheliax, not Andoran, and we know where true power lies.

“Fifth Sword Knight Allamar is gathering all who will listen for a sermon in front of her church this afternoon— only two short hours from now. I don’t know what she has in mind, but I suspect some revolutionary claptrap that can only sow the seeds of confusion and frustration among Longacre’s citizens. That is contrary to my wishes. So I’d like you to attend the rally. In the box are sashes marked with the insignia of Archbaron Fex. Wear them, remind people that the lord of this town is not without supporters, and see what transpires. Afterward, Cimri will report back to me. In return, you will all receive double what you did last night.”

Cimri quickly agrees and takes the box. Again, Razelago gives the PCs the opportunity to ask a few questions, but in this case there isn’t much more to know. Regarding the unrest and the Iomedaeans, Razelago has heard rumors of the Glorious Reclamation, but he wants to hear what Allamar has to say first. If any of the PCs try to barter with Razelago over their fee, he refuses to budge on his price, even allowing individuals to walk away from the job. Afterward, though, Cimri approaches such PCs and says she’s impressed with their tenacity, offering them a share of her own payment (up to 50 gp more).

Back in the parlor, Cimri opens the small box and withdraws a broad, crimson sash emblazoned with the symbol of Cheliax and the arms of House Fex—a pair of fighting stags with bloody antlers. There is one sash for each PC and Cimri. Some PCs might want to organize a plan for what they’ll do before they leave, but Cimri suggests they go check out the church square before overthinking a strategy.
主题: C.Sermon in The Square
作者: TougouTuyosi2018-12-28, 周五 18:06:43
C.广场上的布道

在第五环剑骑士特莉薇娅·阿拉玛尔出现在艾奥梅黛教堂的阳台上并向聚集在教堂外广场的人群发表演说之前,玩家有两个小时的时间。给玩家时间来交流,收集信息,调查教堂广场周围的位置。如果玩家决定他们打算做的不仅仅是旁观布道,那他们应该有足够的时间实施任何合理的计划。请使用12页的“广场上的布道”地图。

玩家不知道的是,瑞泽拉戈自己也会来到教堂广场来旁观布道,他利用隐形术来隐藏自己的存在并用地狱之眼来记录发生的一切,看看玩家如何处理分配给他们的任务并将其记录下来交于菲克斯大男爵。不过,这个魔鬼并不会参与任何事情。

然而在布道开始——或是玩家开始进行任何违法动作——之前,警长罗娜·斯塔里希(Rhona Staelish)会走过来做自我介绍(详见16页的 长野镇的警长)

C1.教堂广场

长野镇的艾奥梅黛教堂四周围着一一圈铁栅栏坐落于小镇一处广场的北侧,这处广场也就顺理成章的被称为“教堂广场”。广场上有一口井,允许城里任何人使用,还有一根用来张贴公告与布告的高高的木柱。商店以及营业场所环绕广场,一条南北走向的宽阔大道穿过广场。教堂前摆着一张显眼的白布桌子显然是为布道做的准备,不过桌子现在是空着的。

教堂的细节在H区域以及38页的地图上。

生物:一小群上了年纪的当地人以及附近营业场所的员工聚集在广场上,大多围绕着油井或是教堂墓地边上的栅栏,他们议论着他们听到或想象到的阿拉玛尔打算进行的演讲。随着布道时间越来越近,越来越多的市民涌入广场直到人群达到一百人以上。如果需要你可以为这些城镇居民使用宝石学徒(探索者RPG NPC志260页)或养猪农民(NPC志 256页)的数据。

任何玩家只要成功通过DC12的交涉检定或者DC16的隐匿检定就可以窃听到以下谣言之一。如果玩家穿着瑞泽拉戈的腰带,交涉检定DC增加到16(隐匿检定不会受到影响)。

●“我听人说,剑骑士阿拉玛尔的儿子声称有位天使拜访了阿拉玛尔!这对教堂还有城镇来说可是件大事。”
●“菲克斯不喜欢大群的镇民这样聚在一起。既然阿拉玛尔敢激怒大男爵,那她要传达的信息一定非常重要。”
●“昨晚在劳斯利克制革厂发生糟糕的事件。我确信女祭司肯定对此很生气。我们无疑能从她那听到一些对这件事情的尖锐意见!”

C2.商店

与教堂隔着广场对望的建筑中的一个曾经是“Three bands cooper”。大男爵对当地工匠,尤其是使用当地原材料生产商品的工匠课以重税,这导致库帕在大约一年前关掉了这间店铺。店内很暗,还用木板封着里面空无一人,但邻近的小巷里有着摇摇欲坠的楼梯通往这栋楼的二层。通往空荡的二楼的门锁着(硬度5 生命值10 破坏DC15 解除装置DC15),内部有着一扇窗户可以清楚看到远处教堂广场以及教堂的景色。实际上,第五剑骑士阿拉玛尔即将要进行演讲的教堂阳台离窗户只有120英尺。虽然没有任何特殊的理由让玩家去到一个有着良好视野并能看到女祭司的位置,不过不怀好意的玩家可能会认为这个位置是最好的狙击点。

C3.小巷

位于巴克曼的五金店以及优雅的古斯男服之间的小巷宽敞而又干净,但在一天的大多数时间里它都处于阴影之中。整个小巷都视作是昏暗光照条件,这允许角色在小巷中可以尝试隐匿检定。

C4. 苏厄德街

教堂广场以东的苏厄德街基本上空无一人,但一个心不在焉的工人将他的驴子以及一辆装满四桶木焦油的送货车留在了这里。玩家可以通过DC12的知识(地方),知识(自然)或者相关的工艺或专业检定来知晓木焦油非常易燃。

尽管这些木焦油很多无法投掷出去,但是他们可以被点燃(通过一个整轮动作),然后像溅射武器那样瞄准特定的网格交点滚过去炸裂开来。一个燃烧着的木焦油桶对目标交点5英尺内的所有生物与物体造成1d6的火焰伤害,对目标交点10英尺内的生物造成1点火焰溅射伤害。因为燃烧着的木焦油而受到伤害的生物必须通过DC15的反射豁免否则就会着火(核心规则书444页)。如果车上的木桶全部被点燃,并将其滚进广场,那么则在5英尺内造成4d6点火焰伤害,10英尺内造成4点火焰飞溅伤害。

虽然没有要求玩家去盗取木焦油或者尝试破坏布道,但这制造出了一个诱人的犯罪机会——特别是当它与附近昏暗的小巷结合的时候(区域C3)。如果有必要的话,您可以给驴使用小马的数据(探索者RPG 怪物图鉴 177页)。

宝藏:如果玩家偷取了木焦油,每桶价值5金币

长野镇的警长

瑞泽拉戈以及玩家并不是镇上唯一对剑骑士阿拉玛尔的演讲警惕的势力。长野镇的警长以及她的三位低级警员会在布道前一小时出现在教堂广场,他们的目的与玩家们类似:让人们知道他们在场。他们希望成为能使人冷静下来的因素,如果事情失控,他们会在开始之前就介入并解决任何问题。如果玩家有暴力倾向,他们也会成为障碍。

在任何一个时刻,只要玩家们并不是特别的银币,警长罗娜·斯塔里希(Rhona Staelis)——同时也是希姆莉的姑妈——就会带着几个问题靠近希姆莉以及玩家。斯塔里希警长的问题以及希姆莉的冷嘲笑声如下。不过警长提出的一些尖锐问题要求希姆莉尝试唬骗检定,以在她姑妈面前掩盖她的犯罪。如果她通过了斯塔里希警长为对抗唬骗检定而进行的察言观色检定(警长的察言观色技能加值为+3)的话,就不会发生任何事情。然而,只要希姆莉检定失败两次,警长就会对希姆莉以及玩家们产生怀疑。一旦斯塔里希开始询问她的第二个问题,玩家们就应该被允许尝试进行DC14的察言观色检定来注意到警长正在进行引导讯问。一旦他们注意到这点,任何玩家——而不是只有希姆莉——都可以去尝试回答警长的问题,并使用基于魅力的技能例如唬骗,交涉,威吓来与警长的察言观色检定对抗。

“希姆莉!我最亲爱的侄女最近怎么样了?”
“我过的很好,罗娜姑妈。”(不需要技能检定。)

“我听说你最近同一些可疑的人混在一起,不把我介绍给你的朋友们么?”
“没这个必要”(允许玩家尝试DC14的察言观色检定)

“那么,你是来听阿拉玛尔剑骑士的布道的?我可不认为你是虔诚的女孩。”
“当然不是咯,除非她从长袍里抽出根棍子并开始信仰卡莉丝翠”(希姆莉尝试唬骗检定)

“那你听说昨晚制革厂发生的事情了么?你应该并不清楚那里发生的事情,对吧?”
“当然,我应该清楚么?”(希姆莉尝试唬骗检定)

“你这腰带是怎么回事?是大男爵还是有人付钱让你船上的?”
“爱国有错么?”(希姆莉尝试唬骗检定)

如果玩家提前打断这次临时的询问,拉走希姆莉,坦诚他们的犯罪行为或者进行了其他可疑的行动,警长将立刻怀疑上他们。当警长问完问题,玩家也说完了他们要说的话之后,她就会结束谈话:“好吧,我得留意这里的情况。你们别惹麻烦,听到了么?”

如果有需要的话,斯塔里希警长同她的低级警员的人物数据可以在42页与23页找到。

发展:斯塔里希警长与玩家交流过后会指示她的三位警员在地图上标有“X”的位置就位。如果她怀疑玩家,她还会指派另外两位警员跟着他们直到布道结束。这些警员们会试图避开人们的视线,但他们的隐匿检定只有+1的加值,并且除非玩家做了一些公然违法的事情,否则他们就不会去打扰玩家。

如果与警长的会面看上去将会变为一场对峙,那希姆莉就将尽力地劝阻玩家发起战斗。她不仅不希望自己的姑妈受到伤害,更知道只有她和玩家们没有被关进监狱才能更好地实现她的抱负。如果玩家坚持这么干,他们可能会面对几位警员,而几个警员与警长的合作形成的遭遇至少是挑战等级4的遭遇,这很可能会一面倒地击败玩家。如果玩家被击败,他们会在监狱中醒来,不过一天后希姆莉会将他们释放。
C.Sermon in The Square

The PCs have 2 hours before Fifth Sword Knight Tileavia Allamar appears on the balcony of the Church of Iomedae to address the crowd gathered in the square outside the church. Give the PCs time to mingle, gather information, and discover the locations surrounding the church square. If the PCs decide they wish to do more than just watch the sermon, there should be just enough time for them to put any reasonable scheme into effect. Use the Sermon in the Square map on page 12 for this section.

Unknown to the PCs, Razelago himself is also present in the church square to witness the sermon, concealing his presence with invisibility and recording all that transpires with his infernal eye, both to see how the PCs handle their assigned task and to create a record to share with Archbaron Fex. The devil does not involve himself in anything that happens, however

Before the sermon begins, however—and prior to any illegalities the PCs might get involved in—Sheriff Rhona Staelish goes out of her way to introduce herself (see The Sheriff of Longacre on page 16).

C1. Church Square

Longacre’s Church of Iomedae, surrounded by a wroughtiron fence, sits just to the north of one of the town’s squares called, appropriately enough, the church square. The square contains a well, available for use by anyone in town, and a tall wooden post for posting notices and announcements. Shops and businesses surround the plaza, and a wide thoroughfare runs north and south through the square. A conspicuous white-clothed table stands in front of the church, apparently in readiness for the sermon, though the table is currently bare.

The church itself is detailed in area H and the map on page 38.

Creatures: A few small groups of elderly locals and laborers from nearby businesses have gathered in the square, mostly around the well or along the fence surrounding the churchyard, muttering about what they’ve heard or imagined about Allamar’s announcement. As the time of the sermon gets closer, more townsfolk drift into the square until the crowd is 100 strong. If necessary, you can use the statistics for an apprentice jeweler (Pathfinder RPG NPC Codex 260) or pig farmer (NPC Codex 256) for these townsfolk.

Any PC who succeeds at a DC 12 Diplomacy check to gather information or a DC 14 Stealth check to eavesdrop hears one of the following rumors. The DC of the Diplomacy check increases to 16 if the PC is wearing one of Razelago’s sashes (the Stealth check DC is unaffected).

“I heard one of Sword Knight Allamar’s sons say she was visited by an angel! This could mean great things for the church and the town.”

“Fex doesn’t like the townsfolk gathering in large groups like this. Allamar’s message must be pretty important if she’s willing to provoke the archbaron.”

“Something bad went down at Louslik Tannery last night. I bet that’s what has the priestess worked up. We’re in for some hellfire from her for sure!”

C2.Shop

One of the buildings across the square from the church used to be the Three Bands Cooper. The archbaron’s excessive taxes on local craftsmen, especially those working with local goods, drove the cooper out of business about a year ago. The shop is dark, boarded up, and empty, but there’s a rickety staircase in the adjacent alley that leads to the building’s second floor. A locked door (hardness 5, hp 10, break DC 15, Disable Device DC 15) bars the way into an empty second-story apartment, where a window provides an unobstructed view of the church square and temple beyond. In fact, the church balcony that Fifth Sword Knight Allamar will be speaking from is only 120 feet away from the window. While there’s no particular reason the PCs would need a good view of the priestess’s position, wicked-minded PCs might consider this location a prime sniper’s nest.

C3.Alley

The alley between Buckman’s Hardware and the Graceful Goose Haberdasher is wide and clean, but it remains in shadow for most of the day. The entirety of the alley is considered an area of dim light, which allows characters to attempt Stealth checks to hide in the alley.

C4. Seward Street

One block east of the church square, Seward Street is largely empty, but a distracted workman has left his donkey and a delivery cart loaded with four casks of wood tar here. PCs who succeed at a DC 12 Knowledge (local), Knowledge (nature), or relevant Craft or Profession check know that wood tar is especially flammable.

Although they are too big to be thrown, casks of wood tar can be lit on fire (which takes a full-round action), rolled, and broken, targeting a specific grid intersection like splash weapons. A single cask of burning wood tar deals 1d6 points of fire damage to all creatures and objects within 5 feet of the targeted intersection, and 1 point of fire splash damage to creatures within 10 feet of the targeted intersection. A creature who takes damage from burning wood tar must succeed at a DC 15 Reflex save or catch fire (Core Rulebook 444). If all of the casks on the cart are set alight and the cart itself is rolled into the square, the wood tar deals 4d6 points of fire damage within 5 feet and 4 points of fire splash damage within 10 feet.

While there’s no overt call for the PCs to steal the tar or attempt to disrupt the sermon, the combination makes a tempting crime of opportunity—especially when combined with the shadowy depths of the nearby alley (area C3). If necessary, you can use the statistics for a pony (Pathfinder RPG Bestiary 177) for the donkey.

Treasure: If the PCs steal the wood tar, each cask is worth 5 gp. 

The Sheriff of Longacre

Razelago and the PCs aren’t the only ones in town wary about Sword Knight Allamar’s announcement. Longacre’s sheriff and three of her junior deputies show up in the church square about an hour before the sermon with an objective similar to the PCs: to make their presence known. They’re hoping to serve as a calming element and, if things get out of hand, to step in and settle any problems before they start. They also serve as an impediment if the PCs have anything violent in mind.

At some point, as long as the PCs aren’t being exceptionally stealthy, Sheriff Rhona Staelish—who also happens to be Cimri’s aunt—approaches Cimri and the PCs with a few questions. Sheriff Staelish’s questions and Cimri’s snide responses are detailed below. However, a few of the sheriff’s pointed questions require Cimri to attempt Bluff checks to obscure incriminating information from her aunt. If she succeeds at a Bluff check opposed by Sheriff Staelish’s Sense Motive check (the sheriff’s Sense Motive skill modifier is +3), nothing occurs. If Cimri fails two checks, however, the sheriff becomes suspicious of Cimri and the PCs. Once Staelish asks her second question, the PCs should be allowed to attempt their own DC 14 Sense Motive checks to notice that the sheriff is asking leading questions. Once they realize this, any PC can attempt to answer the sheriff’s questions instead of Cimri, using Charisma-based skills such as Bluff, Diplomacy, or Intimidate, opposed by the sheriff’s Sense Motive checks.

“Cimri! How’s my favorite niece doing?”
“I was just dandy, Aunt Rhona.” (No skill check required.)

“Some shady folks you’ve been hanging around with lately. Want to introduce me to your friends?”
“Not particularly.” (Allow the PCs to attempt DC 14 Sense Motive checks.)

“So, you’re here for Sword Knight Allamar’s sermon? I didn’t think you were the religious sort.”
“Not likely, unless she’s pulled the stick out of her robes and started worshiping Calistria.” (Cimri attempts a Bluff check.)

“Did you hear about what happened at the tannery last night? You wouldn’t know anything about that, would you?”
“No, should I?” (Cimri attempts a Bluff check.)

“What’s the story with the sashes? Is the archbaron or someone paying you to wear those?”
“Is it a crime to be patriotic?” (Cimri attempts a Bluff check.)

If the PCs end the casual questioning early, pull Cimri away, confess to their shady dealings, or otherwise act suspiciously, the sheriff immediately becomes distrustful. After she’s asked her questions and the PCs have said all they please, she ends the conversation: “Well, I have to keep an eye on things here. You all stay out of trouble, you hear?”

If needed, the statistics for Sheriff Staelish and her junior deputies may be found on pages 42 and 23.

Development: After speaking with the PCs, Sheriff Staelish directs her three deputies to take up positions at the locations marked “X” on the map. If she’s suspicious of the PCs, she also assigns two additional deputies to follow them until the sermon is over. These deputies try to keep out of sight, but have only a +1 bonus on their Stealth checks and don’t disturb the PCs unless they do something flagrantly illegal. 

If it looks like the meeting with the sheriff might turn into a confrontation, Cimri does her best to deter the PCs from attacking. Not only would she prefer her aunt not be harmed, but she also knows her ambitions would be better served if she and the PCs weren’t in jail. If the PCs insist, they could probably take out a few deputies, but the combined might of several deputies and the sheriff is at least a CR 4 encounter, which would likely overwhelm them. Should the PCs be defeated, they wake up in jail, but Cimri bails them out a day later.
主题: The Sermon
作者: TougouTuyosi2019-01-11, 周五 16:06:38
布道

一旦玩家熟悉了艾奥梅黛教堂周边区域并做好了他们认为该做的准备后就可以开始进行女祭司的布道了。艾奥梅黛的第五环剑骑士特莉薇娅·阿拉玛尔(Tileavia Allamar)出现在教堂的其中一个阳台上,她穿着做为信仰象征的黄色镶边的白色祭袍并用清晰且有力的声音向人群讲话。


“朋友们,乡邻们,我有好消息要告诉你们!我们都知道生活中有许多的艰辛——不该有的悲伤,不公的对待甚至虐待。的确这是所有活着的人的斗争。但我们当中有许多人所承受的这些比我们应当承受的更多。我当中许多人所承受的生活之重并非来自后继者,而是来自那些诅咒着她的名讳,辱骂着她的信徒的人。

“但今天,我带来了一封来自艾奥梅黛信徒的信,他们是女神意志的先去,他们知道你们的烦恼并将结束它们。”


阿拉玛尔向她的双胞胎儿子罗兰(Loran)还有拉卡尔(Lacall)做了个手势。这对双胞胎拿着一个用白色亚麻布包裹的盒子放到教堂面前的桌子上。女祭司摊开一卷羊皮纸,再次提高了声音。


“我昨晚收到这封信:

“‘长野镇的人民!你们救赎的时刻临近了。当后继者的赞歌响起,你们必须做出选择:要么做为贪污腐败的邪恶下的附庸活着,要么去拥抱荣誉,去要求你们应得的荣耀。荣耀光复军带来了你们选择的机会!’

“署名:‘Lencia Visserene,荣耀光复军的后继者骑士’

“朋友们,我们有责任在切利亚斯将艾奥梅黛的信仰恢复至其应有的地位,并以后继者之名光复我们的国家。我们得到了一个信号——一个表明‘天使骑士’来到了长野镇并将带领我们走向荣耀的信号。”


阿拉玛尔的两个儿子掀开亚麻布与盒盖,露出一顶雕刻着天使般容貌与一圈短发的装饰华丽的银色头盔。面容上没有双眼的空洞严厉地注视着人群。

根据劳斯利克制革厂事件的发展,阿拉玛尔的演讲可能会诉述第二个令人震惊的消息。如果贾布拉尔·劳斯利克、Shaul Umbre、Pippa Umbre或者任何制革厂的工人在前一天的晚上被杀,阿拉玛尔会让助手抬着棺材展示这位镇民的尸体。她声称,他们的死亡并非是流寇祸事而是因为贾布拉尔曾经公开批评菲克斯男爵的重税以及冷酷无情的行政管理与男爵的堕落所引起的政治暗杀。

一旦阿拉玛尔完成她的演讲,她就会转身进入教堂,给人群留下许多有关荣耀光复军与那位“天使骑士”Lencia Visserene的疑问。阿拉玛尔的两个儿子会留在教堂,在人群前好好地看着头盔。按照他们母亲的指示,他们会在15分钟后将头盔拿进教堂,而在那之前他们会尽职尽责地看好它。

一些人在布道结束后就立即离开,但仍有一些好奇与不安的市民留在广场上以便更近距离地观察教堂广场上的银色头盔并仔细思考女祭司话中深意,这令教堂前聚集起比先前还多的人群。尽管阿拉玛尔并没有公开呼吁长野镇的居民武装起义,但她所传达的话无疑具有煽动性并令留下的居民情绪激昂。虽然这些星火尚不能形成一场革命,但这是长野镇起义的开端,而布道后高涨的情绪便是重点,此时此刻镇民之间的大倒苦水有可能使其演变成真正的叛乱。

发展:在整场冒险之中,可以通过叛乱点来追踪长野镇镇民的反叛与他们起义的成功,这在第二幕中有详细的描述(详见第23页)。在现在,你只要知道叛乱点是一种玩家不希望城镇累积的东西,你不需要做其他事情,只要去累积叛乱点即可。如果玩家什么都不做,城镇将在演讲结束后得到3点叛乱点。幸运的是,玩家可以通过几种途径来缓解人们的愤怒。下面列出一些最可能的办法以及它们是如何行动的,但如果玩家们有自己的想法,你也可以考虑其他可行的行动方案。

抵制演讲:玩家们可以尝试通过他们自己的一番演讲来抵制女祭司所煽动起的群情激愤,这需要成功通过DC16的唬骗,交涉,威吓,表演(演讲)或其他有用的基于魅力的技能检定。他们自己的演讲可能包括诋毁艾奥梅黛的信仰、打断一群喃喃自语的镇民,用威吓性的手段压制那些煽动起的闲言闲语。如果玩家成功地抵制了特莉薇娅·阿拉玛尔的演讲,则减去1个叛乱点(最小值为0)。

驱散人群:玩家们可以通过驱散集会的人群来浇灭残留在教堂广场前萌芽的叛乱星火。这同抵制演说的选项类似玩家要使用基于魅力的技能来宣称这里已经没有什么好看的了。只要这么做的玩家在这个过程中不使用暴力,在场的执法人员就不会去妨碍他们。或者说如果能成功通过一个DC16的交涉检定,他们也可以说服斯塔里希警长或者他的副手,让人群肆意宣泄愤怒不符合所有人的最佳利益,从而促使警长去打破僵局。如果玩家成功驱散人群,减少1点叛乱点(最小值为0)。

窃取头盔:特莉薇娅·阿拉玛尔在演讲中展出那顶有着面具的银色头盔目前仍然在教堂广场上展示着,并且由她的两个儿子罗兰和拉卡尔看守着(如果有必要的话请参阅第33页来了解他们的数据)。这对双胞胎不会允许任何人轻易地拿到头盔,当然在光天化日之下袭击他们肯定也会引起斯塔里希警长与她的部署们的注意。不过如果玩家制造了一些干扰的话,就只需要成功地通过DC14的巧手或者隐匿检定来轻易地将头盔拿到手,不过他们仍需要想办法将头盔悄悄带走。如果玩家成功窃取头盔,减少1点叛乱点(最小为0)。

阻止演讲:若提到对抗阿拉玛尔演讲的胜利的法则的话,那就是直接阻止演讲的进行。但这并不是瑞泽拉戈的计划,并且从逻辑上来讲,玩家也没有理由去干扰女祭司的布道,不过它仍然是一个选项。玩家可以设计出多种干扰方法来缩短演讲时间——比如从商店橱窗(C2区域)里射出的冷箭或者是一辆燃烧着焦油的货车(C4区域)。这些都是有效的干扰并能让阿拉玛尔停止她的演讲并到教堂中寻找掩护,但这也同时是危险的并可能迫使玩家逃离现场或是被捕的行为。斯塔里希警长同她的部署对任何明显的犯罪行为都会迅速做出对应,但他们的行动并不统一,而那些既狡猾又灵活的玩家应该能够在没有太多麻烦的情况下逃脱。如果玩家能够完全阻止演讲,那么就不会累积叛乱点。但即便玩家阻止阿拉玛尔发表她的演讲,荣耀光复军与“天使骑士”的消息仍然开始在镇民之间传播,不过速度要慢得多。

布道之后

当他们在教堂广场上完成他们要做的事情后,希姆莉希望玩家同她一起去向瑞泽拉戈汇报。等他们返回灰烬屋后,如果玩家不主动去讲述下午发生的事情的话,那希姆莉就会主动地去向瑞泽拉戈讲述。而瑞泽拉戈的回应如下。

“这比我想象中地方牧师会做的事情更有戏剧性——这令我印象深刻。特莉薇娅·阿拉玛尔可能比我想的更加有趣。不过我更好奇的是那个头盔还有那位‘天使骑士’。我听说过荣耀光复军的一些传闻。一群过分狂热的艾奥梅黛狂信徒正在追求进行一场全国革命并且似乎还进展地不差。菲克斯大男爵可能会找到这些信息中蕴含的价值。
“无论如何,你们做的够好了。你们可以到客厅里拿到你们的报酬。今天我应该没有其他工作交给你们了,但我想明天或许会有,到那时我会再传讯的。”


如果玩家真的阻止了阿拉玛尔的演讲,瑞泽拉戈会很失望,但他在玩家的错误行动中看到了一些黑色幽默。在这种情况下,他唯一的反应就是上面文本的最后一段。

再一次给玩家机会,让他们向瑞泽拉戈询问任何他们可能有的疑问,这包括他们第一次与控斥魔会面时出现的任何话题(见第14页)。下面给出可能的问题以及瑞泽拉戈的答案。

你能告诉我们更多有关荣耀光复军的事情么?
“我知道的不多。他们似乎都是艾奥梅黛的信徒——大部分是牧师还有一些骑士——他们深信乐观与一些愤怒的农民能够推翻特鲁恩家族。若不是他们非常狂热并且武器精良的话,他们的想法就是个笑话。据我所知,他们主要是在伊斯嘉边境的山区活动。事实上,他们的热情已经蔓延到这里让我有些惊讶。”

你知道有关Lencia Visserene/那位天使骑士的事情么?
“这是我第一次听说这个名字。听上去你和那位女祭司知道得比我多。”

菲克斯大男爵是谁?
“你们不认识长野镇的领主么?他是一位严厉的统治者,也是特鲁恩家族坚定的支者,更是一位有学问的施法者。他无疑是镇上最有影响力的人物,并且不会是你们想要去冒犯的人。”

一旦玩家与瑞泽拉戈的对话结束,希姆莉就会将他们带回楼下,他们在那里会再次发现他们的报酬正放在客厅之中不过这次没有食物以及饮品(见下面宝藏)。因为现在时候还早,所以玩家应该可以随心所欲地去进行其他的活动。

宝藏:客厅(区域B1)的箱子中给每位玩家装有200金币。

剧情奖励:奖励参与特莉薇娅·阿拉玛尔布道并将其汇报给瑞泽拉戈的玩家800经验。此外,在布告结束后每减少一个叛乱点就奖励玩家额外的400经验。
The Sermon

Once the PCs have familiarized themselves with the area surrounding the Church of Iomedae and have implemented any preparations they see fit, it’s time for the priestess’s sermon. Tileavia Allamar, Fifth Sword Knight of Iomedae, appears on one of the church’s balconies, dressed in the yellow-trimmed white cassock of her faith, and addresses the crowd in a clear, strong voice.

“Friends and neighbors, I have wondrous tidings to share! We have all known hardships in our lives—needless sorrows, injustice, even cruelty. Indeed, such is the struggle of all who live. But many among us have known more than our share. Many among us have shouldered burdens laid upon them not by the Inheritor, but by those who would curse her name and taunt her faithful.

“But today, I bear a missive from champions of Iomedae’s faith, heralds of the goddess’s will, who know your troubles and would see them end.”

Allamar gestures to her twin sons, Loran and Lacall, who carry a box swaddled in white linen between them and place it on the table in front of the church. The priestess unfurls a rolled parchment and again raises her voice.

“I received this letter last night:

“‘People of Longacre! The time of your redemption is at hand. When the song of the Inheritor rises, you all must choose: live as complacent vassals of corruption and evil, or embrace honor and claim the glory that is your right. The Glorious Reclamation gives you a choice.’

“Signed, ‘Lencia Visserene, Knight-Inheritor of the Glorious Reclamation.’

“Friends, it is up to us to restore the worship of Iomedae to its proper place in Cheliax and reclaim our nation in the name of the Inheritor. But we have been given a sign—a sign that the ‘Angel Knight’ has come to Longacre to lead us to glory!”

Allamar’s sons lift the linen and box lid, revealing an ornate silver helmet sculpted with angelic features and a halo of curls. The faceplate’s eyeless hollows stare sternly into the crowd.

Depending on how events at Louslik Tannery unfolded, Allamar’s message might have a second, more shocking announcement. If Jabral Louslik, Shaul Umbre, Pippa Umbre, or any other tannery workers were killed the previous night, Allamar has acolytes carry out coffins displaying her neighbors’ corpses. She claims that their killings were not the result of random brigandage, but were assassinations provoked by Jabral’s open criticism of Archbaron Fex’s excessive taxes, callous administration, and personal decadence.

Once Allamar finishes her announcement, she turns and reenters the temple, leaving the crowd with plenty of questions about the Glorious Reclamation and this “Angel Knight,” Lencia Visserene. Allamar’s sons remain in the churchyard to give the people a good look at the helmet. Following their mother’s directions, they take the helmet inside after 15 minutes, dutifully watching over it until that time.

Some people immediately drift away following the sermon, but several pockets of curious and upset townspeople remain in the square to get a closer look at the silver helmet in the churchyard and muse on the meaning of the priestess’s message, gathering in larger clusters than before. Although Allamar didn’t overtly call on Longacre’s residents to rebel, her message was undoubtedly provocative and put the remaining townsfolk in a fiery mood. While these embers might not appear like much of a revolution, this is the beginning of the uprising in Longacre, and the heightened emotions following in the wake of the assembly are the first point where the townsfolk’s frustrations have the potential to turn into actual rebellion. 

Development: Throughout this adventure, the rebelliousness of Longacre’s citizens and the success of their uprising are tracked with Rebellion Points, which are detailed in Part 2 (see page 23). At this stage, as long as you are aware that Rebellion Points are something the PCs don’t want the townsfolk to accrue, you don’t need to do anything more than keep a running total of the Rebellion Points accrued so far. If the PCs do nothing, the town will gain 3 Rebellion Points in the speech’s aftermath. Fortunately, there are several routes the PCs can take to mitigate the peoples’ ire. Some of the most likely methods and how they might unfold are noted below, though you should entertain other plausible courses of action if the PCs come up with their own ideas.

Counter Oration: The PCs might attempt to counteract the priestess’s rabble-rousing with their own speech, requiring a successful DC 16 Bluff, Diplomacy, Intimidate, Perform (oratory), or other useful Charismabased skill check. This might include making their own speech decrying Iomedae’s faith, or cutting in on groups of muttering townsfolk and overbearing their seditious gossip with Intimidate checks. Subtract 1 Rebellion Point (minimum 0) if the PCs successfully counter Tileavia Allamar’s oration.

Disperse the Crowd: The PCs can douse the rebellious sparks lingering in the churchyard by breaking up the assembly. This can be handled similarly to the Counter Oration option, where the PCs use Charisma-based skills to insist there’s nothing more to be seen here. So long as the PCs aren’t violent in their encouragement, the local law doesn’t impede them. Alternatively, with a successful DC 16 Diplomacy check, they can convince Sheriff Staelish or her deputies that letting the people fume isn’t in anyone’s best interest, prompting the sheriff to break things up. Subtract 1 Rebellion Point (minimum 0) if the PCs successfully disperse the crowd.

Steal the Helmet: The masklike silver helm Tileavia Allamar revealed during her speech remains on display in the church square, guarded by her sons Loran and Lacall (see page 33 for their statistics, if necessary). The twins do not allow anyone to simply take the helmet, of course, and attacking them in broad daylight is a sure way to attract the attention of Sheriff Staelish and her deputies. However, if the PCs manufacture some distraction, the helmet might be easier to take, requiring only a successful DC 14 Sleight of Hand or Stealth check, though the thief still needs to smuggle the helm away. Subtract 1 Rebellion Point (minimum 0) if the PCs successfully steal the helmet.

After the Sermon

When they’re finished at the church square, Cimri encourages the PCs to come with her to report back to Razelago. Once back at the Ash House, if one of the PCs doesn’t take the initiative to recount the afternoon’s events, Cimri does. Razelago’s response is as follows.

“That’s a more dramatic move than I’d expect from a country priestess—I’m impressed. Tileavia Allamar might be more interesting than I’d thought. It’s the helmet and this ‘Angel Knight’ I’m curious about, though. I’ve heard rumors of the Glorious Reclamation. An overzealous mob of Iomedaean fanatics calling for a nationwide revolution, as if there was any hope of that. Still, Archbaron Fex might find this information valuable.

“In any case, you’ve done well. You’ll find your payment in the parlor. I shouldn’t have any more work for you today, but I suspect that might change tomorrow. I’ll send word.”

If the PCs actually prevented Allamar from making her speech, Razelago is disappointed, but he sees some dark humor in the PCs’ misdeeds. In this case, his only response is the last paragraph of the read-aloud text above.

Again, give the PCs the opportunity to ask Razelago any questions they might have, including any of the topics that came up in their first meeting with the accuser devil (see page 14). Possible questions and Razelago’s answers are presented below.

Can you tell us more about the Glorious Reclamation
“Very little. They seem to all be followers of Iomedae— priests, mostly, and a handful of knights—who are convinced that optimism and a few outraged peasants can bring down House Thrune. It would be laughable if they weren’t so fanatical and well armed. From what I’ve heard, they’re mostly operating in the mountains along the Isgeri border. In truth, I’m a bit surprised their zealotry has stretched this far.”

Do you know anything about Lencia Visserene/the Angel Knight?
“This is the first I’ve heard of her. It sounds like you and that priestess know more than me.”

Who is Archbaron Fex?
“Do you not know the lord by right of Longacre? He’s a stern ruler and a staunch supporter of House Thrune, as well as an accomplished practitioner of magic. He’s easily the most influential figure in town and not a man you want to cross.”

Once the PCs are through speaking with Razelago, Cimri leads them back downstairs where, again, they find their payment waiting in the parlor, this time without food and drink (see Treasure below). It’s likely still early in the evening, so the PCs should feel free to conduct other business as they please.

Treasure: The chest in the parlor (area B1) contains 200 gp for each PC.

Story Award: Award the PCs 800 XP for attending Tileavia Allamar’s sermon and reporting back to Razelago. Moreover, award the PCs an additional 400 XP for every Rebellion Point subtracted due to their actions following the announcement.

主题: The Archbaron’s Decree
作者: TougouTuyosi2019-01-23, 周三 19:50:55
大男爵的法令

第五环剑骑士阿拉玛尔布道后的当天晚上,瑞泽拉戈向他的主人,菲克斯大男爵汇报这天发生的事情。大男爵对女祭司或者少数愤怒的农民并不在意,但他无法忽视这其中牵扯到的荣耀光复军还有那神秘的天使骑士。事有巧合,菲克斯刚刚收到来自首都的命令。鉴于当前全国各地反动势力活动激增,地狱女皇已经在切利亚斯最大的城市实施戒严令。虽说这种极端措施并不是必要的,不过地方领主已经被授予了极大的权利而能够去执行宵禁,剥夺公民权利并颁布更残酷的法律。考虑到目前长野镇荣耀光复军的活动,菲克斯大男爵对这座城市强加了几项严格的法律——现在他所需要的只是有人来执行这些法律。

第二天清晨,希姆莉再次召集玩家到瑞泽拉戈的办公室碰头,在那里魔鬼给他们安排了一份新工作。


“今天只有一件差事,不过它非常适合你们的能力。我昨晚同大男爵见了一面。”瑞泽拉戈的侧影将一只手伸向桌上一叠卷好的羊皮纸,“他设计了几条新法律希望能够张贴到全镇各地通知镇民知道。”

给玩家一些时间来查看这些文件,它们都是“大男爵的法令”的副本(见20页的材料1)。

引述: 大男爵的法令
所有长野镇的镇民和旅行者:

遵照尊敬的地狱女皇,三重诅咒之特鲁恩家族的女王阿波罗盖二世之愿,贵族达雷洛斯·菲克斯,长野镇的大男爵在此下令,以下法令即日生效:

1.长野镇的西大门“城堡门”即日起关闭直到另行通知为止。所有旅行进出长野镇的人都必须通过北边或南边的大门并且还要得到官方认可。只有大男爵的代理人,得到认可的当地商人,或者持有菲克斯家族纹章的通过许可证的人才被允许通过。所有其他的人都必须到长野镇公证处那里获取许可证,不然就去其他地方做生意。

2.长野镇镇民不能私下聚集六人以上或是公共场所聚集十二人以上。只有那些家庭人口超过六人或是从事自然业务的人是例外。为庆祝的目的而举行集会,教育或是宗教也不能在这条法令中例外。

3.现在开始宵禁。黄昏直至黎明前一小时,没有持有印着菲克斯家族纹章的通行证的镇民不得留在镇上的街道。大男爵的代理人以及得到认可的商人不用执行此法令。需求通行证的人可以到长野镇公证处办理。

4.任何被发现违反这些法令或者任何其他长野镇的法律约束的人将被认为是参与煽动而受到问讯以及监禁,并交由长野镇大男爵和镇政府官员进行判决。

为了特鲁恩家族的荣耀以及守卫帝国还有长野镇的昌盛。

长野镇大男爵达雷洛斯·菲克斯


“将这些法令张贴到教堂广场、监狱、末座酒馆还有‘城堡门’的告示栏上。你们去监狱的时候顺便去一趟警长办公室。大男爵有第二项命令要你去下达”瑞泽拉戈的影子向希姆莉倾斜了一下,希姆莉拿起桌上一张折叠的纸。“开除罗娜·斯塔里希长野镇警长一职。”

“在正午前搞定。若是你们像前两项任务那样可靠地完成了,Perform as reliably as you have in your last two tasks, and I’ll pay what we agreed upon for your first task.如果这次的任务进展顺利的话,大男爵希望见你们。听起来他很可能需要一些人去填补政府职位。”


阅读了“大男爵的法令”之后,玩家们可能会有比平常更多的问题。瑞泽拉戈会耐心地回答他所能回答的问题,但却会回避他与大男爵的关系的细节。他对一些可能出现的问题的回答如下。

为什么大男爵要颁布这些法律?
“菲克斯大男爵非常认真地去对待荣耀光复军的消息。他不打算眼睁睁地看着长野镇变成一个有着恶臭思想的泥潭而试图在它生根前巩固自己的领土。”

这些法律将持续多久?
“直到大男爵另有命令”

为什么大男爵要开除警长?
“斯塔里希很受欢迎——因为她很温和。她从来没有同大男爵见过面。而在现在,我们需要我们的领导人同那些愿意执行他们愿望的人站到一起。”

你跟大男爵是什么关系?
“我们过去有各种各样的业务往来。这只是又一个而已。”

大男爵希望人民对此做何反应?
“当然会有人抱怨吧,不过长野镇的大多数镇民都知道自己的地位。至于那些对此说‘不’的人……很好,我想大男爵会需要一个比他还要严厉的警长。”

法令中提到的公证人是谁?
“公证人布莱肯伯(Brackenbol)维护着小镇的记录并且他在警长附近有办公室。新法律已经通知他了。”

一旦瑞泽拉戈回答完玩家的问题,希姆莉就会将他们带回客厅。玩家可以按照他们自己的想法来进行准备,但希姆莉会催促他们不要磨磨蹭蹭的,如果这些法令到中午还没有发布玩,不止是他们的雇主还有大男爵都会感到不高兴。同时,希姆莉还会在房子周围摸出一个木槌和一些弯曲的钉子。

当玩家准备好后,他们就可以按照他们自己的想法去四个地方张贴法令,不过希姆莉会希望大家最后再前往警长办公室,她并不希望发生口角——同她的姑妈。在每处地点,玩家们都将与长野镇的居民碰面,他们对这些新法律表达的意见从不满到愤怒不等。但是除非玩家选择将其升级为战斗,否则不会导致致命的暴力发生。

像往常一样,瑞泽拉戈始终保持着隐形状态并用他的地狱之眼监视着玩家,但绝不会干涉任何可能发生的事情。

公告栏

长野镇的公告栏位于教堂广场(区域C1)

一根十五英尺高的木头柱子树在教堂广场的花坛之中,上面钉满了钉子还贴满了褪色的公告。一个铜绿色的铜制弓箭手风向标在公告栏的顶端旋转着。

教堂广场中心的这根木柱上张贴着长野镇的当地新闻,商店名录以及过去不太重要的法令。仔细阅读这里的文件并成功通过DC16的察觉检定的人会发现菲克斯大男爵颁布了至少5项对当地商户征收新税或者是提高现有税率的法令。成功通过DC16的知识(地方)检定的玩家会认出在顶端的弓箭手是强盗克星阿丽莎(Alisa),他曾杀死从默语森林深处出来掠夺了长野镇的强盗头目卡里斯波勒(Kalisboro)。使用12页的方形地图上的布道来表示该地区。

生物:在公告栏上添加任何东西都会引起一些当地人的注意,他们会很快聚集起来阅读这些法令。第一个靠近的是一个看起来非常严厉,被叫做Gerya Rohalendi医生的女人(中立善良 女性 人类 平民5)。当一些同她在一起的平民——大约10个或更多——开始抱怨宵禁的不公平以及他们被当做囚犯对待的时候,Rohalendi医生依旧保持冷静。她会平静地跟上玩家或者如果玩家还在附近的话她会叫住他们,并就法令的具体内容向他们提出几个问题:那些因为医疗上的紧急情况而违反宵禁的人会被逮捕么?长野镇半数人之间是有关系的,这种情况下“家庭”该如何判断?Is a  group gathering at the tavern assisting the establishment in “the natural course of its business?”如果不允许外地人进入小镇去拜访公证人,他们怎么能获得通行许可证呢?

她会认真地询问问题,而对于答案不会有任何感情上的表露。如果玩家用合乎逻辑的合理方式回答了所有问题,或者玩家成功通过DC16的唬骗与交涉检定的话,医生同她的边上的群众就会缓和下来。如果玩家没有通过检定,拒绝回答任何问题或者通过威胁或武力来回答问题的话,城镇将获得1点叛乱点。

故事奖励:如果玩家在教堂广场张贴法令并且没有获得叛乱点的话就奖励他们600经验值。

D.城堡门

长野镇的西门看上去就像是被巨人从一个崎岖的边境要塞里捡起的石门然后被扔到通往城镇的路上一样。在坚固的石墙中一扇风化的木门敞开着。


“城堡门”,也就是人们通常说的长野镇西门,若是它位于一处城墙上那它可能会成为入侵者的障碍。但事实上这座大门不过一座与一段短短的石桥相连,长满青苔的石塔拦断了围绕小镇的齐胸高的老木栅栏。对长野镇大多数居民来说,这座大门象征着他们这个城镇的勇气与决心,但对小镇的荣誉守门人来说,管理这座大门是一项庄严的职责。

使用第12页的地图表示这个位置;除此之外,有关城堡门的更多细节可以翻阅第32页。

生物:这里的守门人波若伊西亚(Bolouisia)和丹顿·格拉默(Denton Gramel)住在邻近大门的屋子中并且很少让这里长满青苔的岩石离开他们的视线。波和丹顿会留意每一个路过的人,向每一位邻居问好,评论每一辆满载的马车,询问那些新面孔就仿佛他们是皇宫之前的守卫一般。不过在大多数情况下这对夫妇很乐意看到人们来来往往同时也时刻警惕着来自路上的危险。小镇里鲜少有人知道丹顿曾经在艾格利安第二皇家炮兵师中担任炮手,并且波是他的长官,不过玩家还是可能通过一次成功的DC20的知识(地方)检定或交涉检定了解到这个信息。尽管这对退役军人没有合法的权利,但长野镇的居民尤其是年轻人都将他们视为与警长相同的官员。

波坐在塔顶伸出的遮阳棚下的椅子上看着玩家靠近大门。当玩家们接近时她会向他们打招呼,不过她会将她的弩上好弩矢并将其放在玩家视线看不到的地方。当她了解到大男爵的命令时,波会非常愤怒。她会一边咒骂着大男爵同“他的走狗”(也就是玩家)一边讲述着“我们是如何在18年的时间里保护这个小镇的安全并让大门敞开着——除了夜晚与节假日——我和丹顿都对此非常在意!”以及“没有哪个牛屎男爵和他的滚粪牛能让我关闭它!”

不过波的嗓门远强于她骂人的词汇,不管怎样,她难以用言语来完全表达出自己的愤怒。就在这时,丹会从附近的家里面出来询问到底发生了什么——让波有机会告诉她的丈夫她对玩家的看法。这会让他同样情绪激动,尽管事实证明他同样对此无能为力。最后成功通过DC20的交涉或者DC14的威吓检定会让守门人让步。这对夫妇显然非常沮丧,在他们回家的路上边走边喃喃自语与恶毒咒骂。如果有必要,波和丹的角色数据可以在第37页找到。

这扇门可以通过DC12的力量检定手动关闭或者使用在门塔内的简单滑轮组来关门。一扇大门后面有两个笨重的铁架。一对能够举起200磅的玩家可以通过把这对铁架滑到适当位置来闭锁大门。除非被强迫,否则波和丹都不会去协助玩家关闭大门。

发展:如果玩家攻击波或者丹,那这对夫妇会试图逃到警长办公室(区域F)或者在门塔设置路障。

剧情奖励:因玩家城堡门并张贴大男爵法令而奖励600经验值。

E.末座酒馆(挑战等级3)

彩色的木盾和风化鹿角悬挂在屋顶环绕着这处乡村的公共场所。在顶部有一块刻着“The Last Stand Tavern”字样的标牌,其中字母“L”和“T”由绿色尾翼的箭头拼成。


末座酒馆的门廊有充足的地方钉上大男爵的法令。如果玩家在张贴法令时足够狡猾并且成功地通过DC14的隐匿检定,那么他们就可以在无人注意到的情况下干好这件事情。否则就会引起店主人的注意。

使用第12页的地图表示这个地点。

生物:当玩家开始往酒馆的门廊打钉子的时候,酒馆的老板、厨师同时也是经验丰富的酒客博加特·卡根(Bolgart Caggan)会拿着一柄结实的木勺冲出来,他的另一只胳膊下夹着一罐半满的辛辣红辣椒。如果他看到玩家将一颗钉子钉进他那锃亮的门廊他会对此感到心烦意乱——而他主要通过勺子来表达这种情绪。不过等他读到法令的时候他将立刻意识到宵禁以及五花八门的限制将对他的生意带来巨大的影响而变得怒不可遏。他愤怒地要求玩家们拿起他们那荒谬的法令并将其交还给大男爵进行修正——此外还有其他不太礼貌的建议。如果玩家拒绝那他会要求他们滚出门廊离开他的视线。如果玩家们还不打算离开,卡根会在盲目的愤怒中将他手中几乎沸腾的辣椒甩到最近的玩家上。如果成功命中的话,目标就需要通过DC10的反射豁免,否则将在1d3轮内因为卡根的特殊香料混合物刺痛他的双眼而失明。一旦卡根甩出他的锅,他会恢复冷静不再进一步地攻击,除非玩家先攻击他。

玩家需要思考如果应对这次攻击,但不管怎么做周围都会有十几位酒馆的顾客见证他们的做法。最终玩家能做到的最好的选择就是忽略这位厨师等待其他的时机。以后会有机会来报复的。

博加特·卡根(Bolgart Caggan) 挑战等级3
经验值 800
生命值 26(见28页)
远程 辛辣锅+4接触(1d2火焰附加失明)

发展:玩家还没有任何权利去逮捕卡根,即便他们尝试将其逮捕,斯塔里希警长也会当即释放他。如果他们将卡根打昏,镇上很快会风传暴徒殴打长野镇最善谈的酒馆老板的消息而致使小镇得到1点叛乱点。如果玩家杀死卡根,城镇将会因为镇民对此感到震惊和愤怒而获得3点叛乱点。

剧情奖励:奖励在末座酒馆张贴大男爵法令的玩家600经验值。如果他们这样做并且没让小镇得到任何叛乱点就奖励他们额外的200经验值。

F.长野镇监狱和警长办公室(挑战等级3)

这座低矮的建筑物看上去就像是一座微型的堡垒,它有着不均匀的灰泥砌成的石墙与带栅栏的窗户。尽管其标牌下悬挂着一排的马蹄铁,但并没有什么能让“监狱”这个简单的词语受到欢迎的东西。还有两个空木柱立在建筑之前。


在里面有着一间大厅,大厅内有着三张办公桌与一张围着四把椅子的方桌。大厅北面开着两扇通往一条狭窄走廊的门,走廊上则有两间牢房。大厅西面一段齐腰高的栏杆将警长办公室与大厅隔开。

使用12页的地图表示这个地点。

生物:最初没有人会注意玩家们靠近监狱,但当他们开始将大男爵的法令钉到墙上的时候,罗娜·斯塔里希警长和她的四名年轻警员就会一起出来。而如果玩家先进入监狱,那他们就会看到斯塔里希警长在里面同她的警员们一起喝着茶,同时愉快地聊着他们这一周的小烦恼。

虽然斯塔里希警长对大男爵的法令并不感到高兴,不过她的警员——Ashel Ballenry, Curtwyn Skape, Ertha Casada和Saster Figgs——对此更为不满,特别是当他们得知斯塔里希警长被除职后态度更加恶劣。斯塔里希警长会接过大男爵的信并反复读了两三遍,然后她脱下那绣有切利亚斯标志的黑色背心,并将她的黑柄长剑重重地拍打在原本属于她的书桌上。她从桌子上拿起她自己的弩与其他个人物品并在玩家面前压抑住自己的沮丧。她可能会对大男爵的命令发表一些看法:“他太懦弱了都不敢亲自干这种脏活。”,“我不担心我自己,我在担心的是像你们这样的恶徒将给长野镇的民众带来什么。”她很快就安静地离开并且一直有意地避开她侄女希姆莉的眼神。

另一边,斯塔里希的警员们不愿意如此轻易地放弃。Curtwyn会将他的轻弩上弦喊道:“不能这样。你们不能将镇上唯一的正义赶走!这是不对的!”其他警员也有类似的看法。如果玩家表现出歉意同时能跟大男爵的法令保持距离,或是他们成功通过DC24的交涉检定或者DC12的威吓检定的话他们就可以说服警员们放弃。否则,在事态发展即将演变成武力冲突的时候,比其他同伴更加冷静的Ertha会说话调停。她安慰其他人放下武器,然后脱下自己的背心扔到地上。斯塔里希的警员们会一个接一个地用这种方式表明他们不干了,将没人的监狱丢给玩家。

然后警员们很快就不那么冷静了。他们走到外面转过街角后就决定决不能容忍这种不公正的对待。他们拿起闷棍等玩家出来就往他们脑袋砸去,然后丢到镇外的森林里。这当然不是一个好计划,但它会让警员们感到自己并非无能为力。战斗发生的时候,斯塔里希已经走远不会注意到战斗,更不会参与战斗,但如果有需要的话她的角色数据可以在第42页里找到。

年轻警员(4)  挑战等级1/2
经验值200 每位
人类 武者2
守序中立 中型类人生物(人类)
先攻+5;感官 察觉+3

防御

防御等级 13 接触11 措手不及12(+2护甲)
生命值 15 每位(2d10+4)
强韧+4,反射+1,意志+0

攻击

速度 30尺
近战 精致木棒+4(1d6+1)或闷棍(1d6+1非致命)
远程 轻弩+3(1d8/19-20)

战术

战斗中 警员们会首先使用他们的闷棍发动攻击,试图造成非致命伤害在那之后会切换成他们的木棒尝试将敌人击昏。
士气 如果任何一名警员被杀害或者击昏,其他警员就会尝试扛起他们同伴的尸体逃到镇外去。如果阻止他们的逃跑,那么当其中两位警员被杀害或者击昏后他们就会选择投降。

数据

力量13 敏捷12 体质13 智力9 感知10 魅力8
基本攻击加值+2 战技加值+3 战技防御14
专长 警觉 精通先攻
技能 威吓+3 察觉+3 骑术+5 察言观色+3
语言 通用语
装备 皮甲 轻弩与10枚弩矢 精致木棒 闷棍 F区域柜子的钥匙 44金币。

宝藏:监狱里有三个柜子其中两个在大厅,一个在警长办公室。每个柜子都上着锁(解除装置DC16,警长还有警员们都有着钥匙)并且里面放有各式各样的武器盔甲:三套皮甲,四个轻木盾,六根木棒,四把轻弩与四十枚弩矢。四柄长剑和六根闷棍。里面还有6瓶治疗轻伤药水上面清晰地标有“艾奥梅黛”的字样此外还有两瓶移除疾病药水。其中一个柜子里还有一把刻着“刑台”字样的钥匙,这把钥匙可以打开监狱面前刑台上挂着的坚固的锁。

除此之外,在警长桌子后面还有一个锁盒。它被上了锁,但成功通过一个DC20的解除装置检定可以将其打开(斯塔里希警长有着唯一的一把钥匙)。这个锁箱里面有各式各样的武器与多年来没收的违禁品。里面放有一根电爪魔杖(16发),雕刻有骷髅狮子的装饰的精制青铜角斗剪(探索者角色扮演 UE36页,53页),一剂青嘶泣,十剂仙人掌萃(探索者角色扮演城主手册237页), a collection of 17 pornographic Taldan quartos containing scripts for two-performer “plays” (including “Her Highness’s Tea Service” and “The Guardsman’s Fine Salute”) worth 2 gp each,七枚头骨状的玛瑙(每枚价值25金币),还有一个小袋子里面放有10枚白金币与一张奴隶所有证,上面记录着“半身人,男性,20岁,经过调教,左脚缺少脚趾,叫做‘Ardin’”

剧情奖励:如果玩家们在监狱张贴了大男爵的法令并解除了斯塔里希警长的职务,然后还没有与那些警员发生战斗就奖励他们如同他们在战斗中击败了警员的经验值。

回报瑞泽拉戈

一旦玩家发布完大男爵的命令,希姆莉就会再度领着他们回到灰烬屋向那位神秘的老板汇报。瑞泽拉戈并不担心,只要玩家们成功地张贴了公告,他就会对玩家们成功地为他完成三项任务而表示感谢与钦佩。做为感谢他有两位奖励。首先他将所有玩家的报酬增加了一半并和往常一样放在楼下的客厅里。第二,他邀请所有人在第二天的黎明时分到达雷洛斯·菲克斯大男爵的庄园猩红之冠与他会面。瑞泽拉戈想将玩家们介绍给大男爵,并且他还有一个提议。不过在那之前,玩家们还可以自由地去做他们想做的事情。

宝藏:灰烬屋客厅(区域B1)的一个柜子里放有几个深红色的袋子,里面分别装有玩家们和希姆莉的报酬,每个袋子里装有150金币。

剧情奖励:奖励发布了所有的大男爵法令,解除斯塔里希警长职务并向瑞泽拉戈回报的玩家们1200经验值。
The Archbaron’s Decree

The evening after Fifth Sword Knight Allamar’s sermon, Razelago reports to his master, Archbaron Fex. The archbaron isn’t terribly concerned about the priestess or a few irate peasants, but he can’t ignore the mention of the Glorious Reclamation or the mysterious Angel Knight. As fate would have it, though, Fex has recently received word from the capital. In light of the surge in dissident activity across the nation, the Infernal Majestrix has placed Cheliax’s largest cities under martial law. While such extreme measures are not necessary (or feasible) everywhere in Cheliax, local lords have been empowered with extended authority to impose curfews, curtail citizens’ rights, and enact more brutal forms of justice. Given word of Glorious Reclamation activity in Longacre, Archbaron Fex imposes several strict new laws upon the town—now all he needs is someone to carry them out.

The following morning at dawn, Cimri once more gathers the PCs to meet in Razelago’s office, where the devil has a new job for them.

“Nothing more than an errand today, but one well suited to your skills. I met with the Archbaron last night.” Razelago’s silhouette inclines a hand toward a stack of rolled parchments on the table. “He has issued several new decrees that he’d like posted across town to inform the citizenry.”

Give the PCs a moment to investigate the documents, which are all copies of the archbaron’s decree (see Handout #1 on page 20).

引用
All Citizens of and Visitors to the Town of Longacre,

By Order of His Lordship Darellus Fex, Archbaron of Longacre, and in accordance with the wishes of Her Infernal Majestrix, Queen Abrogail II of the Thrice-Damned House of Thrune, the following decrees are now in effect:

Longacre’s western gate, known as the Castle Gate, is closed until further notice. All travel into and out of Longacre must employ the north or south gates and be officially sanctioned. Only the archbaron’s agents, sanctioned local businesses, or those displaying a writ of passage bearing the seal of House Fex, will be granted passage. All others must obtain a writ from the Longacre notary or do business elsewhere.

Longacre citizens shall not congregate in groups numbering greater than six in private, or in numbers greater than twelve in public. Exceptions will be made only for families with more than six members or for individuals undertaking the natural course of their business. Gatherings for the purposes of celebration, education, or religion are not exempt from this order.

A curfew is now in effect. From the hour after dusk to the hour before dawn, no citizen of Longacre is allowed upon the town’s streets without a writ of exception bearing the seal of House Fex. The archbaron’s agents and sanctioned local businesses are exempt from this order. Those seeking a writ of exception may apply at the Longacre Notary.

Any persons found in violation of these mandates or any other laws and sanctions of Longacre will be considered seditious agents and are subject to questioning, imprisonment, and summary judgment by the Archbaron of Longacre and officials of the town government.

For the prosperity of Longacre, the protection of the Empire, and the glory of House Thrune,

Darellus Fex, Archbaron of Longacre

“Post these decrees at the notice post in the church square, the jail, the Last Stand Tavern, and the Castle Gate. And while you’re at the jail, stop by the sheriff’s office. The Archbaron has a second decree for you to deliver.” Razelago’s shadow tilts toward Cimri, who picks up a folded page from the table. “One that dismisses Rhona Staelish as the sheriff of Longacre.

“You have until noon today. Perform as reliably as you have in your last two tasks, and I’ll pay what we agreed upon for your first task. If this assignment goes smoothly, the Archbaron would like to meet with you. It sounds as though he might soon have some civil positions to fill.”

The PCs are likely to have more questions than usual after reading the archbaron’s decree. Razelago patiently answers what he can, but dances around particulars of his relationship with the archbaron. His answers to some of the more likely questions include the following.

Why is the archbaron making these decrees?
“Archbaron Fex takes word of the Glorious Reclamation very seriously. Rather than seeing Longacre become a mire of fetid thinking, he seeks to steel his holdings against it before it takes root.”

How long will these laws remain in effect?
 “Until the archbaron decrees otherwise.”

Why would the archbaron get rid of the sheriff?
 “Staelish is popular with the people—because she’s soft. She’s never seen eye to eye with the archbaron. In these times, we need unity between our leaders and those who would enforce their will.”

What’s your involvement with the archbaron?
“We’ve had a variety of business dealings in the past. This is but one more.”

How does the archbaron expect the people to react?
“There will be grumbling, of course, but most of Longacre’s citizens know their place. For those that don’t—well, I should think the archbaron will need a sterner sheriff than the one he has.”

Who is the notary mentioned in the decree?
“Notary Brackenbol maintains the town’s records and has an office near the sheriff’s. He’s already been notified of the new laws.”

Once Razelago has answered the PCs’ questions, Cimri leads them back to the parlor. The PCs can prepare however they wish, but Cimri encourages them not to dawdle, expecting not just their employer, but also the archbaron, to be displeased if the decrees aren’t posted by noon. Meanwhile, Cimri retrieves a mallet and a few bent nails from about the house.

When the PCs are ready, they can visit the four locations where the decrees are to be posted in whatever order they wish, though Cimri encourages the group to visit the sheriff’s office last, not looking forward to the run-in with her aunt. At each location, the PCs will meet Longacre residents who express opinions about the new laws ranging from annoyance to outrage. None should result in deadly violence, though, unless the PCs escalate them into fights.

As before, Razelago follows the PCs, remaining invisible the whole time and spying on them with his infernal eye, but not interfering with anything that might transpire.

Notice Post

Longacre’s notice post is located in the church square (area C1).

A fifteen-foot-tall wooden post, scarred by nails and plastered with faded pronouncements, rises from a bed of posies in the church square. A verdigris-stained copper archer swivels atop a squeaky weather vane at the post’s summit.

Local news, business listings, and past decrees of lesser importance cover the stake at the center of Longacre’s church square. Those who peruse the papers here and succeed at a DC 16 Perception check find at least five decrees by Archbaron Fex imposing new or raising existing taxes on local businesses. A PC who succeeds at a DC 16 Knowledge (local) check identifies the archer atop the post as Alisa the Bandit Buster, who slew a bandit lord named Kalisboro who once preyed upon the town from the depths of the Whisperwood. Use the Sermon in the Square map on page 12 for this location.

Creatures: Adding anything to the notice post attracts the attention of several locals, who soon gather to read the decree. One of the first to approach is a rather severe woman named Doctor Gerya Rohalendi (NG female human commoner 5). While several of the townsfolk with her—about 10 or so—immediately get upset and start complaining about the injustice of a curfew and being treated like prisoners, Doctor Rohalendi keeps her head. She calmly follows the PCs, or calls out to them if they’re still nearby, and puts several questions to them about the decree’s specifics: Will those who break curfew to see to a medical emergency be arrested? Half of Longacre is related—what does “family” mean in this context? Is a  group gathering at the tavern assisting the establishment in “the natural course of its business?” How can those from outside town obtain a writ of passage if they’re not allowed in to visit the notary?

She asks her questions earnestly and without any emotional response to the answers. If the PCs answer them all in a logical, reasonable fashion or succeed at a DC 16 Bluff or Diplomacy check, the doctor and those with her are assuaged. If the PCs fail the check, refuse to answer any questions, or respond to the questions with threats or force, the town accrues 1 Rebellion Point.

Story Award: Award the PCs 600 XP if they post the decree in the church square and don’t provoke a Rebellion Point.

D. Castle Gate

Longacre’s western gate looks almost as if some great giant picked up the stone gate from a rugged frontier fort and dropped it across the road leading into town. A set of weathered wooden doors stands open in the fortified stone.

The Castle Gate, as Longacre’s western gate is popularly called, might present a hindrance to invaders were it situated in a wall. As it is, the gate is merely a mossy stone tower connected to a short stone span that interrupts the aged, chest-high wooden fence surrounding the town. For most of Longacre’s residents, the gate is a symbol of their town’s grit and determination, but for the town’s honorary gatekeepers, managing it is a solemn charge.

Use the map on page 12 for this location; in addition, the Castle Gate is further detailed on page 32

Creatures: These gatekeepers, Bolouisia and Denton Gramel, live in a house close to the gate and rarely let the mossy pile of rocks out of their sight. Bo and Dent note everyone who passes through, greeting every neighbor, commenting on every loaded cart, and questioning newcomers as though they were guards at the imperial palace. For the most part, though, the couple is content to watch people come and go, and keep on alert for danger coming down the road. Few people in town know that Denton once served as an artillerist in the Second Egorian Royal Engineers and that Bo was his commanding officer, though the PCs might learn this information with a successful DC 20 Knowledge (local) check or Diplomacy check to gather information. Although the retired military couple wields no legal power, Longacre’s residents—especially the young folk— treat them as officials on par with the sheriff.

Bo watches the PCs approach the gate from a chair beneath a rigged-up awning atop the tower beside the gate. She greets the PCs as they draw near, but keeps her loaded heavy crossbow out of sight. Once she’s confronted with the archbaron’s decree, Bo is furious. She curses the archbaron and “his lackeys” (the PCs) as she goes on about how “We’ve kept this town safe and this gate open—except for nights and holidays—for all the eighteen years Dent and I have minded it!” and how “No cow-pile baron or his trumped-up dung-berries are going to make us close it.”

Bo’s bark is far worse than her bite, however, and she’s unwilling to back up her anger with more than words. At some point, Dent comes out from their nearby home and asks what the fuss is all about—giving Bo the opportunity to tell her husband what she thinks about the PCs. This gets him just as worked up, though he proves just as impotent. Ultimately, a successful DC 20 Diplomacy check or DC 14 Intimidate check causes the gatekeepers to back down. Obviously upset, the couple leaves a trail of muttering and nasty names behind them as they return to their home. If needed, Bo and Dent’s statistics can be found on page 37.

The gate can be closed manually with a successful DC 12 Strength check or by using the simple pulley mechanism inside the gate tower. Two awkward iron braces stand behind one of the gate doors. A pair of PCs capable of lifting 200 pounds can slide these brackets into place to lock the gates. Unless forced, neither Bo nor Dent assists the PCs in closing the gate.

Development: If the PCs attack either Bo or Dent, the couple attempt to flee to the sheriff’s office (area F), or try to barricade themselves in the gate tower.

Story Award: Award the PCs 600 XP for closing the Castle Gate and posting the archbaron’s decree.

E. The Last Stand Tavern (CR 3)

Colorful wooden shields and weathered antlers hang upon the deck girdling this rustic public house. Overhead, a sign carved with crenellations bears the name “The Last Stand Tavern”—the letters “L” and “T” formed with painted greenfletched arrows.

There are ample places to hang the archbaron’s decree upon the supports of The Last Stand’s porch. If the PCs are particularly subtle and succeed at a DC 14 Stealth check while posting the decree, they can do so without anyone noticing. Otherwise, they attract the attention of the tavern’s owner (see Creature below).

Use the map on page 12 for this location.

Creature: As soon as the PCs start hammering nails into the tavern’s porch, the tavern’s owner, cook, and most experienced drinker, Bolgart Caggan, bursts through the front doors holding a sturdy wooden spoon and, under his other arm, a half-full pot of spicy chili. If he lays eyes on the PCs in the act of beating a nail into his well-polished porch, he’s upset—an emotion he primarily conveys with his spoon. As soon as he reads the decree, though, he’s furious, immediately realizing the impacts a curfew and gathering restrictions have for his business. He colorfully demands the PCs take their ridiculous decree and return it to the archbaron for revision—among other less polite suggestions. If the PCs refuse, he demands they get off his porch and out of his sight. If they still don’t leave, Caggan throws his nearly boiling chili on the closest PC in a moment of blind anger. On a successful hit, the target must succeed at a DC 10 Reflex save or be blinded for 1d3 rounds as Caggan’s special blend of spices stings her eyes. Once Caggan throws his pot, he regains his composure, and makes no further attacks unless attacked first.

The PCs are in a challenging position to respond to this attack, but however they do, it’s witnessed by at least a dozen tavern patrons. Ultimately, probably the best thing PCs can do is to ignore the cook and bide their time. There will be opportunity for revenge later.

BOLGART CAGGAN CR 3
XP 800
hp 26 (see page 28)
Ranged pot of chili +4 touch (1d2 fire plus blinded)

Development: The PCs don’t have any authority to arrest Caggan and, even if they try, Sheriff Staelish frees him immediately once she gets involved. If they knock Caggan unconscious, the town soon hears of the thugs who clubbed Longacre’s most bombastic restaurateur, and the town gains 1 Rebellion Point. If the PCs kill Caggan, the town is shocked and enraged, accruing 3 Rebellion Points.

Story Award: Award the PCs 600 XP for posting the archbaron’s decree at The Last Stand. Award them an additional 200 XP if they do so without accruing any Rebellion Points.

F. Longacre Jail and Sheriff’s Office (CR 3)

With its unevenly mortared stones and barred windows, this squat structure looks like a miniature fortress. Despite the row of horseshoes hung beneath its sign, nothing can make the plain word “Jail” look welcoming. Two wooden pillories stand empty in front of the building. 

Inside, a large common room contains three desks and a table with four chairs. Two doors exit the common room to the north, opening onto a narrow hallway with two jail cells. To the west of the common room, a waisthigh railing separates the sheriff’s office from the rest of the jail.

Use the map on page 12 for this location.

Creatures: No one likely notices the PCs’ initial approach to the jail, but once they start nailing the archbaron’s decree to the building, Sheriff Rhona Staelish and four of her junior deputies come outside in a group. If the PCs enter the jail first, they find Sheriff Staelish inside, enjoying a cup of tea with her deputies, goodnaturedly chatting over the small annoyances of their week.

While Sheriff Staelish isn’t pleased about the archbaron’s decrees, her deputies— Ashel Ballenry, Curtwyn Skape, Ertha Casada, and Saster Figgs—are far more troubled, and grow even more so when they learn that Sheriff Staelish is being dismissed from her post. Upon accepting the archbaron’s letter and rereading it two or three times, Staelish removes her black vest—embroidered with the symbol of Cheliax—and slaps her ebonhandled longsword on her former desk. She retrieves her personal crossbow, as well as a few effects from her desk, keeping her frustration bottled up in front of the PCs. She might make some comment about the archbaron being “too much of a coward to do his dirty work himself ” and that “I’m not worried about me, I’m worried about what the townspeople are in store for with thugs like you in charge.” She leaves quietly soon after, refusing to make eye contact with her niece Cimri the entire time.

Staelish’s deputies, on the other hand, aren’t willing to give up quite so easily. Curtwyn draws and loads his light crossbow, saying, “This ain’t right. You can’t just throw out this town’s only justice. It ain’t right!” The other deputies share similar sentiments. If the PCs seem apologetic and distance themselves from the archbaron’s decrees, or if they succeed at a DC 24 Diplomacy check or DC 12 Intimidate check, they can talk the deputies down. Otherwise, Ertha—more coolheaded than the other deputies—intercedes before things erupt into violence. She tells the others to put down their weapons, then takes off her own vest and throws it to the floor. One by one, Staelish’s deputies resign, leaving the jail to the PCs.

The deputies’ cool doesn’t last for long, though. They get outside and walk around the corner before deciding they can’t live with this injustice. Hefting their saps, they wait until the PCs come back outside to ambush them. The plan is to knock the PCs out and dump them in the woods outside town. It’s not a good plan, but it makes the deputies feel less helpless. Staelish is out of earshot of the fight by the time it happens and does not participate, but her stat block can be found on page 42, if needed.

JUNIOR DEPUTIES (4) CR 1/2
XP 200 each
Human warrior 2
LN Medium humanoid (human)
Init +5; Senses Perception +3
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 15 each (2d10+4)
Fort +4, Ref +1, Will +0
OFFENSE
Speed 30 ft.
Melee mwk club +4 (1d6+1) or
sap +3 (1d6+1 nonlethal)
Ranged light crossbow +3 (1d8/19–20)
TACTICS
During Combat The deputies initially attack with their saps, trying to deal non lethal damage, then switch to their clubs, trying to beat foes unconscious.

Morale If any of the deputies are killed or knocked unconscious, the others attempt to collect their comrade’s body and escape out of town. If prevented from fleeing, the deputies surrender once two of their number are slain or debilitated.
STATISTICS
Str 13, Dex 12, Con 13, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 14
Feats Alertness, Improved Initiative
Skills Intimidate +3, Perception +3, Ride +5, Sense Motive +3
Languages Common
Gear leather armor, light crossbow with 10 bolts, mwk club, sap, key to cabinets in area F, 44 gp

Treasure: The jail contains three cabinets, two in the common room and one in the sheriff’s office. The cabinets are locked (Disable Device DC 16; the sheriff and deputies all have keys) and hold an assortment of weapons and armor: three suits of leather armor, four light wooden shields, six clubs, four light crossbows and 40 bolts, four longswords, and six saps, as well as six potions of cure light wounds clearly marked with the symbol of Iomedae and two potions of remove disease. One of the cabinets also holds a key etched with the word “pillory,” which unlocks the sturdy padlocks on the pillories in front of the jail.

In addition, a lockbox sits behind the sheriff’s desk. It’s locked, but can be opened with a successful DC 20 Disable Device check (Sheriff Staelish has the only key). The lockbox contains an assortment of weapons and contraband confiscated over the years. Inside is a wand of shocking grasp (16 charges), a masterwork bronze scizore (Pathfinder RPG Ultimate Equipment 36, 53) decorated with a sculpted skeletal lion, 1 dose of blue whinnis, 10 doses of pesh (Pathfinder RPG GameMastery Guide 237), a collection of 17 pornographic Taldan quartos containing scripts for two-performer “plays” (including “Her Highness’s Tea Service” and “The Guardsman’s Fine Salute”) worth 2 gp each, seven skull-shaped onyxes (worth 25 gp each), and a pouch containing 10 pp and a bill of ownership for a “Halfling, male, 20 years, service-trained. Missing toe on left foot. Responds to the name ‘Ardin.’”

Story Award: If the PCs post the archbaron’s decree at the jail, relieve Sheriff Staelish of duty, and face down the deputies without fighting, award them XP as if they had defeated the deputies in combat.

Reporting to Razelago

Once the PCs have posted the archbaron’s decrees across town, Cimri again directs them to the Ash House to report to the group’s mysterious patron. As long as the PCs successfully posted the proclamations, Razelago is not concerned about the locals’ response, and he’s both thankful and impressed that the PCs have now successfully performed three tasks for him. In appreciation, he has two rewards for them. First, he’s increased the PCs’ payment by half; as before, it’s waiting in the parlor below (see Treasure). Second, he invites the entire group to meet him at Scarlet Crown, the manor of Archbaron Darellus Fex, at dawn the next day. Razelago wants to introduce the PCs to the archbaron, who has a proposal for them. Until then, however, the PCs are free to do as they want.

Treasure: A chest in the Ash House’s parlor (area B1) holds several crimson pouches, one for each PC and Cimri, each containing 150 gp.

Story Award: Award the PCs 1,200 XP for posting all of the archbaron’s decrees, relieving Sheriff Staelish of duty, and reporting back to Razelago.
主题: 幕间休息
作者: TougouTuyosi2019-02-09, 周六 21:40:12
当《地狱火誓约》的故事进行到这里,不出意外的话玩家将提升到2级。如果你使用经验值而玩家还没有达到升级的经验,做为GM你应当为没有达到的玩家安排自定义遭遇,考虑到长野镇的镇民可能还没有适应大男爵关于宵禁的法律,与一群醉汉,伐木工人或者码头搬运工打一架会是不错的选择。

在地狱火誓约第一幕的内容中有着不少的槽点,考虑到本身就是低质量的翻译所以并没有将一些吐槽加入其中,本楼的内容便是一些吐槽以及带团的一些经验,之后每次玩家升级的空隙我都会写这么一楼,而在整本书的最后我也许可能会尝试搬运下paizo论坛里《地狱火誓约》的GM讨论贴里其他GM对故事的建议与有趣的经历。

故事的一开始玩家们便要去抢劫一个制革厂,书中的内容更是直接就从开始行动的那一刻做为起点,仅仅通过一些检定来安排这次行动的准备与情报获取。事实上打算带这个冒险之路的GM完全可以将时间放宽一些,玩家可以在当天的白天开始活动并与希姆莉约好在夜晚展开行动,然后他们有一个白天的时间来调查这个制革厂或者进行准备或是进行其他的事务。

而事实上抢劫制革厂的整个环节本质就是打算让玩家偏向邪恶的事件,甚至考虑到抢劫行动倾向于战斗,这让技能役与交涉役在一开始缺少闪光点,所以用给玩家的自定义事件来替代抢劫制革厂这个环节也是不错的选择,当然这取决于GM创作水平。假设玩家是个小偷,那么像《上古卷轴5天际》里进入盗贼工会那样为这位玩家安排个盗窃的任务就非常合适。这样每个人做了自己的事情然后到夜晚时候大家在灰烬屋集合回报给瑞泽拉戈,当然也别忘了将制革厂的loot巧妙地分布到那些自定义的事件里。

不过很显然直接使用抢劫制革厂遭遇是最轻松的做法,所以我们说回这个遭遇。虽然作者将其分为屋内,屋外两场遭遇,但实际上只要发生战斗动静,只要一到两回合两方遭遇就会汇合到一起。不过因为初战所以基本没有难度,如果有谁被粪罐砸昏可以分享到闲谈区给大家带来快乐。尽管制革厂存在恶臭的场地魔法,但比起冬临已经是好上一百倍了。

假设玩家之中存在蛮子滥强,那么劳斯利克肯定死定了。但若是相反,劳斯利克侥幸活了下来而玩家也没有补刀的意识或是特意让这位制革厂老板活下来的话,那在这种情况下可以让瑞泽拉戈在玩家们潜逃而斯塔里希警长还未出现在现场的时候出场——就如同后面所说的一样瑞泽拉戈一直通过隐形注视着希姆莉与玩家——并将劳斯利克推到粪池或者用其他的方法将其杀害。这么做有多个原因,在第二幕中有个事件就是制革厂的新证据来指控玩家是这场案件的犯罪者,假设到那个时候当事人还活着,那镇民能很轻易地让他来判断玩家是否就是犯人——如果玩家没有掩饰他们的声音或者面貌的话。此外,当第二天斯塔里希警长去试探玩家与希姆莉的时候,劳斯利克的死讯或许能给玩家一个小惊喜,而女祭司对这场事件的谴责才更有力一些。

当然最重要的是,让玩家成为坏人,至少在不清楚瑞泽拉戈真实身份的情况下确实抢劫了制革厂的玩家将是明确的谋杀了劳斯利克的犯人,更别说女祭司将劳斯利克的死归根于制革厂老板对抗大男爵之上,而为大男爵办事的玩家也很容易被镇民找上麻烦(送经验)。

然后是灵质生物我在查书后发现这货是不死生物,emmmmmm。见鬼这东西难道不是像魅影一样么?好吧,她是不死生物,那这里可以描述地恐怖一点——让这位夫人从那摊污水中站起来,san cheak 请。

整个第一幕里可以说只有三场战斗,而且各项剧情奖励也基本只要完成瑞泽拉戈的要求就能搞定,几乎是吃喝玩乐就到第二级了。唯一有点难度的就是与年轻警员的战斗,而他们却会打非致命,这里需要注意这四人只是打算出气,所以他们不会杀害玩家,即便玩家在这里被揍昏也只需要让他们被丢到没人的监狱里就好。如果四位年轻警员在这段剧情中活下来(或者被玩家给说服)并且没有被玩家捉住,那么应当在之后的故事中让他们出个场,例如在最后的树堡里给玩家多加几个敌人。而如果玩家自卫将警员们杀死,即便他们是自卫也应当按照第二幕的叛乱点说明给长野镇添加叛乱点。
主题: PART 2: Sworn to Serve
作者: TougouTuyosi2019-02-09, 周六 21:43:51
虽然两人从未谋面,但Lencia Visserene与Archbaron Darellus Fex之间已经开始暗斗,影响长野镇的镇民。大男爵对高风险的行动并不陌生,并且预料到他那煽动民心的对手的行动。他需要比他的警卫还要多的人手来应付这种情况。为了诱使骑士暴露,Fex计划将她想要的给她——渴望反抗的城镇。因此,他把Razelago还有他最喜欢的跑腿——也就是玩家——叫到庄园。

追踪叛乱
在Tileavia Allamar布道之后,长野镇新生的叛乱开始升温。第24页的叛乱追踪表描述着如果没有大男爵及其代理人介入的情况下叛乱将如何进展,但在影响叛乱上玩家也具有很大的潜在作用。

镇民群体性的愤怒与反抗的强烈程度会被量化为“叛乱点”(RP)。叛乱份子的挑衅以及Fex与玩家的不公正行为都将导致叛乱点的增加;增加叛乱点的情况会在遭遇描述中详细讲解。很可能你已经记录了一些玩家积累的叛乱点,并且你还需要在冒险的第二幕中继续记录长野镇的叛乱点。随着长野镇叛乱点数的积累,长野镇的反叛事件发生几率也随之增加。

天数事件叛乱点
第一周
第一天事件一:最后通牒叛乱点—
第二天次要事件叛乱点4
第三天
第四天次要事件叛乱点6
第五天
第六天事件二:Caggan的报复*叛乱点8
第七天
额外次要事件次要事件叛乱点10
第二周
第八天事件三:守门人叛乱点—
第九天
第十天次要事件叛乱点12
第十一天
第十二天事件四:劫狱*叛乱点15
第十三天
第十四天事件五:大男爵的审判叛乱点18
额外次要事件次要事件叛乱点20
第三周
第十五天次要事件叛乱点—
第十六天
第十七天事件六:军械库围攻叛乱点24
第十八天
第十九天事件七:复活的尝试*叛乱点28
第二十天
第二十一天事件八:不请自来的救援叛乱点30
额外次要事件次要事件叛乱点32
*其他先决条件见事件详细。

你应当公开地记录长野镇的叛乱点。随着叛乱点的增加,你应该强调镇民对玩家越来越多的怀疑和负面的反应,比如说在街上对他们避之不及,当他们进入建筑内时立刻闭上嘴或者用其他恶意的恶作剧以及破坏行为来攻击他们。

长野镇的叛乱持续了21天。特定的事件会发现在特定的日子里;这些事件将在第二幕中详细介绍。这些事件大多是孤立的遭遇,不管玩家的行动如何,其中一些只会在满足额外的条件后才会发生(叛乱追踪表上星号和遭遇描述中有详细说明)。有两种类型的事件:大型事件(特定名字和编号的遭遇战)和小型事件(对剧情不重要的主题事件)

正如同叛乱追踪表所指出的这样,每个重大事件最初都与一个特定的日期相关联,但是如果叛乱聚集得更快的话,重大事件可以发生得更早。大多数事件都有一个叛乱点阈值(叛乱追踪表上标注在叛乱点后的数字)。如果累计的叛乱点达到或超过事件的叛乱点阈值,则该事件会提前发生,就在接下来第一个尚未安排事件的那天。每周还有一些与特定日期无关的小活动。一旦小型事件的叛乱点阈值达到,它将在该周的下一个可用日期的发生。如果玩家的行为导致城镇积累大量的叛乱点,这不会改变事件发生的顺序,但会导致它们以更快的速度发生——这可能会让玩家无法在危险事件之间获得喘息的机会。

事件总是按照叛乱追踪表上列出的顺序发生。无论事件的时间轴如何变化,也不管镇里积累了多少叛乱点,叛乱追踪表上也不会发生超过一个事件。除非另有说明否则任何大型事件或者小型事件都不会在周与周之间变动

例如 长野镇在第五天积累了12点叛乱点,那么事件二:Caggan的报复将从第六天移动到第五天,因为该事件的叛乱点阈值已经超过。同样,第一周的附加事件将在第六天发生,因为它的叛乱点阈值也已经达到。事件三:看门人将在第八天正常发生,因为它与该日期相关联,并且没有叛乱点阈值。小型事件从第十天移动至第九天,尽管它的叛乱点阈值已经达到。在这种情况下,如果城镇没有积累更多的叛乱点的话,在事件四:劫狱发生的第十二天之前玩家将有两天的和平时间。

大多数叛乱点数都是在特定遭遇与事件中积累的,但是玩家所犯下的罪行和冷酷无情的行动都有可能会导致更多的叛乱点积累。这类行为的例子在27页的边栏中列出。

更多的可选次要事件将在81页的怪物图鉴中介绍,这些内容可以根据需要来选用并在任何时机插入到冒险之中。
Although the two have never met, Lencia Visserene and Archbaron Darellus Fex have now traded blows, catching the people of Longacre in their opening skirmish. The archbaron is no stranger to high-stakes manipulations and already anticipates his rabble-rousing foe’s reaction. To counter it, he needs more versatile tools than those his house guards afford him. In order to coax the knight farther out into the open, Fex plans to give her what she wants: a town all too eager to rebel. As such, he calls Razelago and his new favorite errand-runners—the PCs—to his home.

Tracking the Rebellion

Following Tileavia Allamar’s sermon, the nascent rebellion in Longacre starts to pick up steam. The Rebellion Tracker on page 24 outlines how the rebellion progresses without interference from the archbaron and his agents, but the PCs have significant potential to influence how the rebellion unfolds.

The intensity of the townsfolk’s communal outrage and eagerness to rebel are quantified as Rebellion Points (RP). Rebellion Points accrue in response to both provocation by rebellious agents and injustice meted out by Fex and the PCs; circumstances that increase Rebellion Points are detailed in individual encounter descriptions. It’s likely that you have already recorded a few Rebellion Points accrued because of the PCs’ actions up to this point, and you will need to continue keeping a running tally of Longacre’s Rebellion Points throughout Part 2 of the adventure. As Longacre’s Rebellion Points increase in number, the rate of rebellious events in Longacre increases as well.

You should be open about recording Longacre's Rebellion Points. As the total number of Rebellion Points increases, you should highlight the townsfolk’s growing suspicion of and negative reactions toward the PCs, such as avoiding them in the streets, growing quiet when they enter a building, or targeting them with spiteful pranks and vandalism.

The rebellion in Longacre transpires over a span of 21 days. Certain events occur on specific days during this time; these events are detailed throughout Part 2. Most of these events are isolated encounters and happen regardless of the PCs’ actions, though some of them take place only once additional requirements are met (noted by an asterisk on the Rebellion Tracker and detailed in the encounter descriptions). There are two types of events: major events (which are specific named and numbered encounters) and minor events (thematic events that aren’t vital to the plot).

Each major event is initially tied to a specific date, as noted on the Rebellion Tracker, but major events can occur earlier if the rebellion gathers strength more quickly. Most of the events have a Rebellion Point threshold (noted on the Rebellion Tracker as a number following “RP”). If the number of accumulated Rebellion Points meets or exceeds an event’s Rebellion Point threshold, then that event happens earlier, on the first day that does not already have a scheduled event. Each week also has a number of additional minor events that aren’t tied to specific days. Once a minor event’s Rebellion Point threshold is met, it takes place on the next available day of that week. If the PCs cause the town to accrue a high number of Rebellion Points due to their actions, it won’t change the order of the adventure’s events, but it will cause them to occur at an accelerated pace—potentially denying the party reprieves between dangerous events.

Events always occur in the order listed on the Rebellion Tracker. No more than one event from the Rebellion Tracker can occur on any given day, regardless of how the timeline of events has shifted or many Rebellion Points the townsfolk have accrued. No events, whether major or minor, can move between weeks unless otherwise noted.

Most Rebellion Points accrue as the result of specific encounters and events, but crimes and callous acts committed by the PCs might cause more Rebellion Point to accumulate. Examples of such acts are listed in the Additional Rebellion Points sidebar on page 27.

More optional minor events are presented in the introduction to this volume’s bestiary on page 81; these may be used as needed and inserted into the adventure at any point.
主题: Meeting The Archbaron
作者: TougouTuyosi2019-03-11, 周一 12:46:37
与大男爵会面

在玩家最后一次与Razelago会面的第二天早上,他们就应该前往Darellus Fex大男爵的庄园猩红之冠。猩红之冠位于长野镇东南的城郊。在通往庄园的路上有两尊凶猛的铁牡鹿守卫着大门。牡鹿角上红色玻璃闪烁着光,隐含着庄园的名字来源。在铁牡鹿之下有两位严肃的守卫看着门。当玩家与Cimir抵达时,守卫将会告诉他们,他们被允许进入庄园。

当玩家们接近庄园时,请阅读或描述以下内容。

Sharp gables and tall, narrow windows lend the archbaron’s manor an abbeylike quality, as though this were more a place for study and solemnity than leisure and laughter. A motif of rampant stags with antlers bloody from battle repeats among iron rooftop finials and on a crest above the stone entrance.


数个卫兵手里拿着弩在院子中巡逻以及屋顶上巡视,半身人奴隶在院子里和庄园里跑来跑去。在庄园门口,一位半身人男管家会向玩家们打招呼,并护送他们到二楼的大男爵办公室。如果这些玩家试图通过前门以外的其他入口进入庄园,一位奴隶或者守卫很快就会找到他们——就好像他们出乎意料的进入方式早被预先料到一番——并给他们带路。尽管Razelago告诉玩家们将会在猩红之冠同他们见面,但玩家的神秘委托人完全没有留下一点他出现过的迹象,Fex的警卫还有奴隶们也对Razelago一无所知。

大男爵的办公室由漆黑乌木同深红色绸缎构成。墙边排列着高耸的书架、目光呆滞的动物标本以及被帘子围起的壁龛。在房间的另一端,一张大桌还有一张如同王座的椅子位于一个盾形纹章之下,纹章展示着正在战斗的血角牡鹿。

Darellus Fex(守序邪恶 男性咒法师12级)这位有着盐与胡椒色头发的瘦削男人就是长野镇的大男爵。A relatively minor lord of a comparatively small barony, the archbaron is nevertheless the most powerful person in Longacre and its environs. He represents Queen Abrogail II and the Chelish government at the local level, and his word carries the force of law. Fex is far beyond the PCs in terms of power and influence at this point in their careers, but he has a continuing role to play as the PCs’ patron as the campaign progresses. His full statistics appear in Pathfinder Adventure Path #105: The Inferno Gate.

当玩家进入他的办公室时,大男爵站在桌子后面


Meeting The Archbaron

The morning after the PCs’ last meeting with Razelago, the PCs should head to Scarlet Crown, the manorial home of Archbaron Darellus Fex. Scarlet Crown lies southeast of Longacre on the outskirts of town. A pair of rampant iron stags watches over the gate on the road leading up to the manor. Red glass shimmers upon the stags’ horns, suggesting the source of the manor’s name. Beneath the stags, a pair of grim guards keeps watch. When the PCs and Cimri arrive, the guards tell them they’re expected and admit them onto the manor grounds.

Read or paraphrase the following as the PCs approach the manor.

Sharp gables and tall, narrow windows lend the archbaron’s manor an abbeylike quality, as though this were more a place for study and solemnity than leisure and laughter. A motif of rampant stags with antlers bloody from battle repeats among iron rooftop finials and on a crest above the stone entrance.

Several guards patrol the grounds and stroll atop the rooftop terrace, crossbows in hand, and halfling slaves scurry about the grounds and within the manor. At the manor’s door, a halfling butler greets the PCs and escorts them to the archbaron’s office on the second floor. If the PCs try to enter the manor through any door other than the front, a slave or guard swiftly finds them—as if their unusual entrance had been anticipated— and provides an escort. Although Razelago told the PCs he would meet them at Scarlet Crown, there is no sign of the PCs’ mysterious patron, and Fex’s guards and slaves know nothing about him.

The archbaron’s office is appointed in midnight ebony and crimson satin. Towering bookshelves, glassy-eyed taxidermic creatures, and curtained alcoves line the walls. At the far end of the room, a large desk and throne-like chair sit beneath a coat of arms displaying battling, bloodyhorned stags. Behind the desk, a wide window overlooks the manor grounds.

A spare-looking man with slick salt-and-pepper hair, Darellus Fex (LE male human conjurer 12) is the Archbaron of Longacre. A relatively minor lord of a comparatively small barony, the archbaron is nevertheless the most powerful person in Longacre and its environs. He represents Queen Abrogail II and the Chelish government at the local level, and his word carries the force of law. Fex is far beyond the PCs in terms of power and influence at this point in their careers, but he has a continuing role to play as the PCs’ patron as the campaign progresses. His full statistics appear in Pathfinder Adventure Path #105: The Inferno Gate.

The archbaron stands up behind the desk as the PCs enter his office.

“So you’re the agents Razelago has recommended? I can’t say you’re what I expected—but that might be a boon in the days to come. I am Darellus Fex, Archbaron of Longacre. Razelago tells me you’re the ones who reported our local priestess’s... lack of patriotism. As such, I thought you might be well suited putting an end to the threats to Longacre and the rule of law—my rule. If you’re amenable, of course.”