| Language | Translated | Unfinished | Unfinished words | Unfinished characters | Untranslated | Checks | Suggestions | Comments | |
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| English GPL-3.0-or-later | 100% | 0 | 0 | 0 | 0 | 5 | 0 | 0 | |
| Chinese (Simplified Han script) GPL-3.0-or-later | 35% | 754 | 46,909 | 372,546 | 1 | 911 | 0 | 0 | |
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Overview
| Project website | weblate.ashfinder.com/settings/pf2 | |
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| Translation license | GNU General Public License v3.0 or later | |
| Translation process |
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| Source code repository |
https://github.com/AlphaStarguide/pf2e_compendium_chn
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| Repository branch | main | |
| Last remote commit |
update en to 7.6.3
011ec9b
Kuroni authored 11 days ago |
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| Last commit in Weblate |
Translated using Weblate (Chinese (Simplified Han script))
3ba8e89
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| Weblate repository |
http://weblate.ashfinder.com/git/pf2/pf2e_compendium_chn/
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| File mask |
*/pf2e-ap200-seven-dooms-for-sandpoint.adventures.json
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| Monolingual base language file |
en-US/pf2e-ap200-seven-dooms-for-sandpoint.adventures.json
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34 minutes ago
String statistics
| Strings percent | Hosted strings | Words percent | Hosted words | Characters percent | Hosted characters | |
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| Total | 2,334 | 315,576 | 2,383,800 | |||
| Source | 1,167 | 157,788 | 1,191,900 | |||
| Translated | 67% | 1,580 | 85% | 268,667 | 84% | 2,011,254 |
| Needs editing | 32% | 753 | 14% | 46,909 | 15% | 372,546 |
| Read-only | 50% | 1,167 | 50% | 157,788 | 50% | 1,191,900 |
| Failing checks | 39% | 916 | 49% | 156,749 | 49% | 1,181,034 |
| Strings with suggestions | 0% | 0 | 0% | 0 | 0% | 0 |
| Untranslated strings | 1% | 1 | 0% | 0 | 0% | 0 |
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<h2 class="split no-toc"><span>H3. Speaking Crypts</span><span>Low 9</span></h2> <p class="read-aloud"> This wide cavern stretches east to west, with a ten-foot-wide tunnel extending even further north at the far end of the chamber. The ceiling arches to a height of nearly twenty feet above. Against the walls appear to be ten stone sarcophagi that have been fused into the cavern itself. The face on each sarcophagus has been sculpted to depict a different figure, although one in the north wall instead appears to depict nothing but a heap of maggots squirming on a skeleton that reaches upward, as if begging for mercy. At the western end of the cavern is a large nest of bones, shredded cloth, gravel, and strips of leathery flesh. </p> <p> These 10 sarcophagi were each crafted from the cavern walls’ stone using <em>@UUID[Compendium.pf2e.spells-srd.Item.McnPlLFvKtQVXNcG]{Shape Stone}</em> spells, and then the lids were cleverly crafted as secret doors that could be locked from the outside. The corpses interred in nine of these sarcophagi are apprentices and agents of Liralarue whose counsel she appreciated and who impressed her enough to earn eternal rest in her domain after their deaths. Entombed without any magical items, the hidden “lids” to each allowed Liralarue to periodically open the sarcophagus to view the dead body within, typically for use with the <em>@UUID[Compendium.pf2e.spells-srd.Item.FM3SmEW8N1FCRjqt]{Talking Corpse}</em> spell. A PC who Searches can spot the secret mechanism to open one of these sarcophagi with a successful @Check[perception|dc:25|traits:concentrate,exploration,secret,action:search|name:Search] check, after which the DC to locate the others drops by 10. Inside most of the sarcophagi are nothing more than bits of ancient bone fragments and dust, all that remains of the once-valued corpse advisers. Two exceptions exist: the central northern one, whose lid depicts a worm-infested skeleton, opens to a tunnel leading to a special crypt not of one of Liralarue’s favorites but of the traitor Zalavexus (area @UUID[JournalEntry.pf2ap20006torais.JournalEntryPage.06wormcrypt00000]{G12}); and the westernmost one, which has become Arika Avertin’s prison. </p> <p>The tunnel to the northeast winds downward into the Darklands and soon passes beyond the scope of this adventure.</p> <p> <strong>Creatures:</strong> A spirit naga named Vilortho arrived in the region along with the serpentfolk, serving them as an adviser and scout for these upper reaches. As long as the serpentfolk intend to remain this close to the surface, they’ve retained Vilortho’s services as a guard and have promised much in return for her simply lurking here and attacking anything that wanders up from the Darklands. Vilortho finds this new post to be relaxing and, until Arika came along, was spending most of her time in a state of near-hibernation. </p> <p> When the mercenary ambush failed, Arika fled north and quickly stumbled into this cavern, only to fall victim to the naga’s magic. Charmed, she obeyed Vilortho’s command to crawl into the westernmost sarcophagus “to hide,” only for the naga to push several of the heavier components of her nest up against the door, barricading her in. Since then, Vilortho has kept Arika as a sort of “caged songbird.” She supplies Arika with enough food and water to keep her alive and healthy enough to sing for Vilortho, but if the PCs don’t rescue her soon, the agony of her uncomfortable situation might well have lasting effects. </p> <section class="encounter"> <div class="header"> <img style="transform: scale(1.5)" src="modules/pf2e-ap200-seven-dooms-for-sandpoint/assets/tokens/Vilortho.webp"> <h2 class="split no-toc"><span class="keepme">Speaking Crypts</span> <span class="keepme">Low 9</span> </h2> <span class="link">@UUID[Actor.7QAwfH78sLvkhm7M]{Vilortho}</span> </div> <p> When the naga notices the PCs, she hisses in delight, asking if they’ve come to listen to her “pretty little songbird” as she swipes her tail against Arika’s sarcophagus. The trapped bard immediately starts to sing from within her cage, a muffled, improvised song about the naga’s beauty and power. Vilortho cackles in delight, then turns to the PCs to ask them if they’ve come to “audition” to be her newest caged pets before she attacks, using spells like <em>@UUID[Compendium.pf2e.spells-srd.Item.vLA0q0WOK2YPuJs6]{Charm}</em> or <em>@UUID[Compendium.pf2e.spells-srd.Item.GP3wewkQXEPrLxYj]{Subconscious Suggestion}</em> to try to get the PCs to climb into sarcophagi as well. If reduced to fewer than 40 Hit Points, Vilortho hisses in anger and decides the serpentfolk are better off on their own before she flees back to the Darklands. </p> </section> <p> Arika can’t escape her sarcophagus prison until the PCs clear away the rubble blocking it and open it for her; her ordeal has left her @UUID[Compendium.pf2e.conditionitems.Item.HL2l2VRSaQHu9lUw]{Fatigued}, @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 3}, @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 3}, and @UUID[Compendium.pf2e.conditionitems.Item.4D2KBtexWXa6oUMR]{Drained 3}. She wants nothing more than to get back home to @UUID[JournalEntry.pf2ap20011sandpo.JournalEntryPage.11adoomedtown000#sandpointsettlement-4]{Sandpoint}. At this point, Arika’s adventuring days are over, and she’s eager to try to mend burned bridges with her family. The fact that the PCs—the people her recent employer hired her and ordered her to help ambush—rescued her isn’t lost on Arika, and she’s only too eager to answer any questions the PCs have. While she doesn’t know that her employer, Kaleb, is anything more than a man, she does know his interests and appetites are unpleasant, and she has been waiting for a chance to escape his employment without repercussion. She can explain how he ordered them down here to ambush the PCs and that she’d been intending to betray the mercenaries as soon as the ambush began, only for the attempt to ally with the serpentfolk to backfire. The attempt to forge an alliance fell apart in area @UUID[JournalEntry.pf2ap20007apatte.JournalEntryPage.07clockworkfoy00]{H10}, and she knows Chertus fled west after “that heel Adimar” threw in with the serpentfolk immediately. Arika admits she didn’t want to follow Chertus, in part because her previous adventuring group met a grisly end against the Sandpoint Devil in that area. She fled north, hoping to loop around to the exit, only to get turned around and captured by Vilortho. </p> <p> Feel free to have Arika answer other questions about the Pit as well. She can fill in the PCs on locations they haven’t explored in the upper levels, for example, or can give them information about what to expect in a fight against her ex-adventuring companions. Of this level, she can tell the PCs about areas @UUID[JournalEntry.pf2ap20007apatte.JournalEntryPage.07serpentguard00]{H2}–@UUID[JournalEntry.pf2ap20007apatte.JournalEntryPage.07hauntedpit0000]{H6} and @UUID[JournalEntry.pf2ap20007apatte.JournalEntryPage.07clockworkfoy00]{H10}, but she hasn’t been in other areas. She notes in particular that the hole in the floor of area @UUID[JournalEntry.pf2ap20007apatte.JournalEntryPage.07hauntedpit0000]{H6} drops directly down into the Sandpoint Devil’s den, a cave where her previous group met its end, with her barely managing to escape when the monster erupted from the Pit to attack them all. </p> <p> Arika is in no real shape to adventure, but if the PCs can heal her, she’ll agree to accompany them until they leave, but she’s serious about retiring from the adventuring lifestyle. </p> <section class="action"> <h2 class="split no-toc"><span>@UUID[Actor.1fhtRm2XWwHNoITL]{Arika Avertin}</span><span>Creature 6</span></h2> <p>Female human bard 6</p> </section> <p> <strong>Treasure:</strong> @UUID[Actor.4A0IaHJR19ibCS6k]{Arika's Gift} @UUID[Actor.QtBrV0gDS1iPOQkM]{Vilortho's Nest}<br /> If they rescue her, Arika gladly gifts the party her magic shortsword in thanks. If the PCs earned her admiration during the @UUID[JournalEntry.pf2ap20002strang.JournalEntryPage.02dinneratther00]{Dinner at the Rusty Dragon} by reaching Influence 2 with her, she’ll also give them her <em>lesser maestro’s lute</em>. </p> <p> Vilortho’s nest also contains a few valuables—mostly trinkets given to her by the serpentfolk as payment to keep her on retainer. The naga keeps her collection in a <em>bag of holding type I</em>—the collection consists of a dozen different pieces of jewelry worth a total of 30 gp, a <em>jade serpent wondrous figurine</em>, and a shiny, orange <em>fire elemental gem</em>. </p> <p><strong>Reward:</strong> If the PCs rescue Arika and ensure she gets back to Sandpoint safely, grant them 20 XP.</p> <h2 class="split no-toc"><span>H3. Speaking Crypts</span><span>Low 9</span></h2> <p class="read-aloud"> 这个宽阔的洞穴从东向西延伸,在洞穴北边的尽头,有一条十尺宽的隧道继续向北延伸。洞顶呈拱形,高达近二十尺。洞壁上似乎镶嵌着十具石棺,它们已与洞穴本身融为一体。每具石棺的正面都雕刻着不同的形象,尽管北墙上的一具石棺上似乎只刻画了一堆蛆虫在向上伸展的骸骨上蠕动,仿佛骸骨是在乞求怜悯。在洞穴的西端,有一个由骨头、撕碎的布料、碎石和条状皮肉构成的大巢穴. </p> <p> 这十具石棺每一具都是用洞穴石壁上的石头,通过施展<em>@UUID[Compendium.pf2e.spells-srd.Item.McnPlLFvKtQVXNcG]</em>精心打造而成,而石棺的盖子则被巧妙地制作成可以从外面上锁的秘门。在这十具石棺中,有九具安葬着里拉菈露的学徒和密探,他们曾为她提供过宝贵的建议,给她留下了深刻的印象,以至于在他们死后,得以在她的领地中获得永恒的安息。这些人在下葬时未携带任何魔法物品,而每个石棺上的隐蔽“盖子”则让里拉菈露可以定期打开石棺,查看里面的尸体,这通常是为了施展<em>@UUID[Compendium.pf2e.spells-srd.Item.FM3SmEW8N1FCRjqt]</em>法术。PC进行搜寻并成功通过@Check[perception|dc:25|traits:concentrate,exploration,secret,action:search|name:Search]检定,就可以发现打开其中一个石棺的秘密机关,之后寻找其他石棺的DC将降低10。大多数石棺里面只剩下一些古老的骨头碎片和尘埃,这是那些曾经备受重视的顾问骸骨所留下的全部痕迹。但有两个例外:位于北边的石棺,其盖子上刻画着一具被虫蛀的骸骨,打开后会发现一条隧道,通往一个特殊的墓穴,里面安葬的不是里拉菈露的宠臣之一,而是叛徒扎拉维克斯(区域@UUID[JournalEntry.pf2ap20006torais.JournalEntryPage.06wormcrypt00000]{G12});最西边的石棺则成了阿丽卡·阿维尔坦的囚牢. </p> <p>向东北方向延伸的隧道蜿蜒向下,通往幽暗地域,超出了本冒险的范围.</p> <p> <strong>Creatures:</strong> 一名名为维尔托(Vilortho)的精魂纳迦(Spirit Naga)与蛇人一同来到该地区,担任蛇人在这些上方地区的斥候和侦察兵。只要蛇人打算继续如此接近地表生活,他们就会继续雇佣维尔托作为守卫,并承诺给予她丰厚的回报,只需她潜伏在这里,攻击任何从幽暗地域游荡上来的生物。维尔托觉得这份新工作很轻松,在阿丽卡到来之前,她大部分时间都处于近乎冬眠的状态. </p> <p> 当雇佣兵的伏击失败后,阿丽卡向北逃窜,并很快跌跌撞撞地进入了这个洞穴,却不幸中了娜迦的魔法。在魔法的魅惑下,她遵从维尔托的命令,爬进了最西边的石棺“躲藏起来”,而维尔托则将巢穴中一些较重的物件推到石门上,将她困在里面。从那以后,维尔托把阿丽卡当作一种“笼中的歌鸟”养着。她给阿丽卡提供足够的食物和水,让她活着,并保持健康,以便为维尔托唱歌,但如果PC们不能尽快将她救出,她所处的不适环境所带来的痛苦可能会产生持久的影响. </p> <section class="encounter"> <div class="header"> <img style="transform: scale(1.5)" src="modules/pf2e-ap200-seven-dooms-for-sandpoint/assets/tokens/Vilortho.webp"> <h2 class="split no-toc"><span class="keepme">Speaking Crypts</span> <span class="keepme">Low 9</span> </h2> <span class="link">@UUID[Actor.7QAwfH78sLvkhm7M]{Vilortho}</span> </div> <p> 当娜迦注意到PC们时,她兴奋地嘶嘶作响,一边用尾巴轻扫阿丽卡的石棺,一边问他们是否来听她的“漂亮小歌鸟”唱歌。被困住的吟游诗人(Bard)立刻在她的囚笼里唱起了歌,那是一首即兴创作的、关于娜迦美丽与力量的沉闷歌曲。维尔托兴奋地咯咯笑着,然后转身问PC们,他们是否来“面试”成为她最新的笼中宠物,说完她便发起攻击,使用诸如<em>@UUID[Compendium.pf2e.spells-srd.Item.vLA0q0WOK2YPuJs6]</em>或<em>@UUID[Compendium.pf2e.spells-srd.Item.GP3wewkQXEPrLxYj]</em>等法术,试图让PC们也爬进石棺。如果维尔托的生命值降至40点以下,她会愤怒地嘶嘶作响,并认为蛇人最好自生自灭,然后逃回幽暗地域. </p> </section> <p> 阿丽卡无法从石棺监狱中逃脱,直到PC们清理掉堵住它的碎石并为她打开石棺;她的苦难经历让她陷入 </p> <p> 阿丽卡也很乐意回答关于大深坑的其他问题。例如,她可以向PC们介绍上层中他们尚未探索过的区域,例如,她还可以向PC们提供在与她前冒险同伴战斗时可能会遇到什么情况的信息。关于这一层,她可以向PC们介绍区域@UUID[JournalEntry.pf2ap20007apatte.JournalEntryPage.07serpentguard00]{H2}–@UUID[JournalEntry.pf2ap20007apatte.JournalEntryPage.07hauntedpit0000]{H6}和区域@UUID[JournalEntry.pf2ap20007apatte.JournalEntryPage.07clockworkfoy00]{H10}的情况,但她没有去过其他区域。她特别提到,区域@UUID[JournalEntry.pf2ap20007apatte.JournalEntryPage.07hauntedpit0000]{H6} 地面上的洞直接通向沙尖镇魔鬼的巢穴,那是一个她的上一个冒险队伍遭遇不幸的洞穴。当时,怪物从大深坑中突然出现攻击他们所有人,而她只是勉强逃脱. </p> <p> 阿丽卡现在并不适合冒险,但如果PC们能治疗她,她会同意陪伴他们直到离开,但她确实打算从此退出冒险生涯. </p> <section class="action"> <h2 class="split no-toc"><span>@UUID[Actor.1fhtRm2XWwHNoITL]{Arika Avertin}</span><span>Creature 6</span></h2> <p>Female human bard 6</p> </section> <p> <strong>Treasure:</strong> @UUID[Actor.4A0IaHJR19ibCS6k]{Arika's Gift} @UUID[Actor.QtBrV0gDS1iPOQkM]{Vilortho's Nest}<br /> 如果他们救了她,阿丽卡会很高兴地将她的魔法短剑(Magic Shortsword)作为谢礼赠送给队伍。如果PC们在@UUID[JournalEntry.pf2ap20002strang.JournalEntryPage.02dinneratther00]上赢得了她的钦佩,达到影响力2,她还会将她的<em>次级大师鲁特琴</em>.赠送给他们. </p> <p> 维尔托的巢穴里也有一些值钱的东西——大部分是蛇人为了让她继续效劳而送给她的小饰品。这位娜迦将她的收藏品放在一个 <em>i型空间袋</em>中——收藏品包括十几件总价值30gp的不同珠宝、一个 <em>奇妙雕像(翠玉蛇)</em>,以及一颗闪闪发光的 <em>橙色火元素宝石</em>. </p> <p><strong>Reward:</strong> 如果PC们成功救出阿丽卡并确保她安全返回沙尖镇,则给予他们20XP.</p> |
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<h1 class="no-toc" data-split-here="Your First Adventure">Your First Adventure</h1> <p> The following interactive narrative is intended to guide you, as a group, through a number of decisions made during your first three levels of adventuring while also giving your group a built-in backstory as to why you’re all known in Sandpoint as local adventurers. It’s best to go through the following steps as a group, reading the text aloud, making decisions as a group, navigating Obstacles together, and gaining treasures and gold. You’ll level up three times during this process, ending your first adventure at 4th level with a customized history that explains who you are in Sandpoint and why Abstalar calls upon you at the start of <em>Seven Dooms for Sandpoint</em>. While you can go through these choices as a group without a GM, it’s best to do so in your GM’s presence so they can learn who your characters are and where they’re from at the same time you do, and so they can step in to make narrative changes to the following text if they wish to further customize this experience to your group. </p> <p> Each PC begins this adventure with 1 Hero Point. While death isn’t a concern in the following interactive text, you may wish to spend a Hero Point to reroll a failed skill check. You can regain Hero Points only after being defeated in an Obstacle; this represents the tides of fate, having turned against you, bolstering you in the future (and helps to prevent groups from being defeated too often!). </p> <aside class="sidebar"> <h1 class="no-toc">Obstacles</h1> <p> The actual adventures your group takes part in are represented here as Obstacles. These are a chance to earn Victory Points and extra treasure by using one of three checks to overcome the Obstacle, as described in the text’s entry. At an Obstacle, each PC must attempt one of these three checks to earn Victory Points according to the following results. </p> <p><strong>Critical Success</strong> The PCs gain 2 Victory Points.</p> <p><strong>Success</strong> The PCs gain 1 Victory Point.</p> <p><strong>Critical Failure</strong> The PCs lose 1 Victory Point.</p> <p> <strong>Triumph:</strong> To overcome the Obstacle, your group must accumulate a total number of Victory Points equal to the number of players – 1. If your group consists of four players, you must accumulate 3 Victory Points to overcome the Obstacle. Proceed to the Triumph entry. </p> <p> <strong>Defeat:</strong> If you fail to overcome the Obstacle, your group fails at their adventure. This does not equate to a total party kill, though! Instead, you’ll be rescued or otherwise escape from the situation; you’ll earn fewer rewards, but each PC will earn a Hero Point to help them in the next Obstacle. Proceed to the Defeat entry. </p> </aside> <section class="action"> <h2 class="split">Getting Started<span class="keepme">Entry 1</span></h2> <hr /> <p class="no-indent"> Every player starts with their completed 1st-level character. Take a moment to introduce your characters to the other players. Using your characters’ backgrounds as inspiration, work out how you all know each other and came together as a group, and if you’re Sandpoint locals or if you came from somewhere else. </p> <hr /> <p class="no-indent"> <strong>You all grew up in Sandpoint:</strong> Go to @UUID[.16yourfirstadv00#a-night-in-valdemar-manorentry-2]{Entry 2}. </p> <p class="no-indent"> <strong>None of you have ever been to Sandpoint:</strong> Go to @UUID[.16yourfirstadv00#aboard-the-sea-drakeentry-3]{Entry 3}. </p> <h2 class="split">A Night in Valdemar Manor<span class="keepme">Entry 2</span></h2> <ul class="traits"> <li class="trait">Obstacle</li> </ul> <p class="no-indent"> You and your friends may not have all been born in Sandpoint, but you all grew up together in town! In fact, you started your adventuring career when you were childhood friends. </p> <p style="text-indent: 2ch" class="no-indent"> Some kids in town believe that Valdemar Manor is haunted, while others insist that the Sandpoint Devil itself has moved into the abandoned mansion. There must be a reason why the Valdemars left the place after old Ethram Valdemar died a few years ago. </p> <p style="text-indent: 2ch" class="no-indent"> The manor is all boarded up now. Some of your friends swear they’ve seen weird lights shining between the slats after dark, while others are convinced they’ve heard weird noises coming from the ruin. No one has dared go into the house yet, much less attempt to spend the night—that is, until now! Your group was dared to sneak into Valdemar Manor, look around the old building, and spend the night. If you can make it through the night, you’ll surely become local legends! </p> <p style="text-indent: 2ch" class="no-indent"> After you sneak down to the old mansion and search the grounds, you find some loose boards over a window into the manor’s kitchen. You pry them loose, then spend an hour exploring the manor’s dusty, abandoned interior. You fight with some giant spiders that had moved into the ground floor and an entire swarm of them upstairs. In the manor attic you’re attacked by several unsettling leathery homunculi that appear to have been left behind by one of the Valdemars, and finally settle in for the night—a night increasingly filled with creepy sounds, strange lights, and an unexpected attack! </p> <p> <strong>Overcome</strong> @Check[arcana|dc:13] to discover clues that a troublemaking villain is using sorcery to frighten people, DC 15 weapon or spell attack to fight your foes, or @Check[stealth|dc:17|traits:action:hide] to bravely hide from the things that come out at night </p> <hr /> <p class="no-indent"> <strong>Triumph:</strong> Go to @UUID[.16yourfirstadv00#made-it-through-the-night!entry-4]{Entry 4}. </p> <p class="no-indent"><strong>Defeat:</strong> Go to @UUID[.16yourfirstadv00#run-away!entry-5]{Entry 5}.</p> <h2 class="split">Aboard the Sea Drake<span class="keepme">Entry 3</span></h2> <ul class="traits"> <li class="trait">Obstacle</li> </ul> <p class="no-indent"> You and your friends have never been to Sandpoint, but events will send you in that direction soon enough. Were you relatively local to the Lost Coast when you first gathered as an adventuring group, or did you hail from somewhere beyond Varisia’s borders? </p> <p style="text-indent: 2ch" class="no-indent"> Select one of the PCs whose parents are old friends with Milton Scarnetti. Milton hires the group to deliver a small box containing several legal documents and a silver signet ring to a distant town. Milton explains that his family are minor aristocrats in this distant town of Sandpoint, but that he’s long since disavowed them and wants to officially cut ties. He has little interest in speaking to Titus Scarnetti, his estranged brother and a man whose name he has trouble saying without scowling, and explains that the documents are the legal notes that officially abandon his interest in a potential Scarnetti inheritance. The return of his Scarnetti signet ring is more of a personal (and snide) goodbye. Milton offers to pay for a round trip to and from Sandpoint, but your group has been itching for a change of scenery and you’ve decided this is a great chance to travel somewhere new. </p> <p style="text-indent: 2ch" class="no-indent"> You set out on board the ship <span>Sea Drake</span>, a passenger and merchant vessel that semi-regularly makes the trip to the west coast of Varisia, unaware that a group of cultists on board have much more nefarious plans. </p> <p> <strong>Overcome</strong> @Check[occultism|dc:13|traits:action:recall-knowledge] to recognize the sinister secret rites of the <span>Sea Drake</span> in time to prepare a proper defense, DC 15 weapon or spell attack to fight your foes, or @Check[deception|dc:17] to keep the cultists from realizing you’re on to them </p> <hr /> <p class="no-indent"> <strong>Triumph:</strong> Go to @UUID[.16yourfirstadv00#trouble-along-the-wayentry-6]{Entry 6}. </p> <p class="no-indent"><strong>Defeat:</strong> Go to @UUID[.16yourfirstadv00#shipwreck-survivorsentry-7]{Entry 7}.</p> <h2 class="split">Made It through the Night!<span class="keepme">Entry 4</span></h2> <p class="no-indent"> It turns out that the source of the weird sounds and strange lights was an infestation of gremlins led by a jinkin sorcerer named Murzle that had invaded the Valdemar Manor cellar. The creatures crept up in the middle of the night to attack your group, but you were ready and handily defeated them in battle, then chased Murzle back into a previously hidden secret room in the basement. Therein, you discovered an old taxidermy of the Sandpoint Devil—cunningly stitched together from the parts of a dead horse, a giant bat, and a giant lizard. For a moment you were convinced that you’d met the real thing, but it was just an animated construct left behind as a guardian—one that ended up helping you defeat Murzle when the jinkin drew the construct’s attention! You managed to defeat the taxidermy Sandpoint Devil (in part thanks to Murzle’s desperate magic), and found a fair amount of treasures and trinkets scattered around the laboratory. </p> <p style="text-indent: 2ch" class="no-indent"> When the sun rose, you all snuck out of the manor with your pockets full of loot and returned home, perhaps to some unhappy parents who spent the night looking for you. Of course, you told no one about what you’d been up to all night, since you weren’t supposed to break into Valdemar Manor in the first place, but word of your bravery still spreads through your social circles in town over the next few years. By the time you all reach adulthood a few years later, the perception that you’re adventurers has already begun. </p> <hr /> <p> <strong>Reward:</strong> You discovered a fair amount of treasure in the hidden room in the Valdemar basement, trinkets you decided to keep for yourselves—surely, if the Valdemars still wanted it, they would have taken these things with them when they’d moved to Magnimar years ago! </p> <p style="text-indent: 2ch" class="no-indent"> Each PC selects one of the following items as a reward (either gained from pilfered loot, or as a reward given by townsfolk grateful for the truth about the manor): </p> <ul> <li>A 2nd-level common talisman of your choice</li> <li>A 2nd-level common elixir or a dose of <span>@UUID[Compendium.pf2e.equipment-srd.Item.8fbsKEEbZ0CfBMIr]{Silver Salve}</span></li> <li>Two scrolls containing any two common 1st-level arcane or occult spells of your choice</li> <li>Two <span>@UUID[Compendium.pf2e.equipment-srd.Item.2RuepCemJhrpKKao]{Minor Healing Potions}</span></li> </ul> <p style="text-indent: 2ch" class="no-indent"> Each PC also gains 20 gp, representing a fair split of the coins and other valuables left behind by the Valdemars (or additional rewards from a thankful town). </p> <p style="text-indent: 2ch" class="no-indent">Increase the party’s reputation with Townsfolk by 1.</p> <hr /> <p class="no-indent"> <strong>The party advances to 2nd level!</strong> Go to @UUID[.16yourfirstadv00#whats-next-in-sandpoint?entry-8]{Entry 8}. </p> <h2 class="split">Run Away!<span class="keepme">Entry 5</span></h2> <hr /> <p class="no-indent"> Between the strange lights, frightening sounds, and an attack by shrieking shapes that carried knives and had lots of sharp teeth, your group couldn’t bear to stay past midnight in Valdemar Manor. Instead, when things got overwhelming, you fled. You returned home to your furious guardians, humiliated and covered with mysterious cuts and scrapes. For the next several months, you not only had to endure oppressive rules and curfews, but other kids in town teased and mocked you for your failure. It would be several years before you could look back and laugh about your night in Valdemar Manor. </p> <hr /> <p> <strong>Reward:</strong> You didn’t recover much treasure during your adventure, but one good thing came from those curfews—they gave you the focus needed to save up a fair amount of money by doing odd jobs around town until you became adults. Each PC gains 20 gp. Fortunately, luck may soon turn your way; each PC gains 1 Hero Point. </p> <hr /> <p class="no-indent"> <strong>The party advances to 2nd level!</strong> Go to @UUID[.16yourfirstadv00#whats-next-in-sandpoint?entry-8]{Entry 8}. </p> <h2 class="split">Trouble Along the Way<span class="keepme">Entry 6</span></h2> <p class="no-indent"> It wasn’t long into the voyage to Sandpoint before your group discovered something sinister going on with some of the people aboard the <span>Sea Drake</span>. Several last-minute additions to the crew, along with some of the paying passengers, were in fact cultists devoted to the vile goddess Nhimbaloth. They planned to seize control of the ship and run it aground near an ancient place of power, hoping to sacrifice everyone else and “feed their ghosts to the Empty Death” in return for eldritch insights. </p> <p style="text-indent: 2ch" class="no-indent"> When they attempted their mutiny, your group fought back. The battle was a harrowing one with some close calls, including an attack from an eerie glowing monstrosity called up from the ocean depths that would have sunk the ship were it not for your group’s swift action. In the confrontation, the cult leader noticed a strange red seagull perched atop one of the ship’s masts and was distracted long enough by this omen for your group to deal a final blow. </p> <p style="text-indent: 2ch" class="no-indent"> The <span>Sea Drake</span> made it to Sandpoint safe and sound. When you made the delivery, Titus Scarnetti initially reacted poorly, living up to Milton’s description, but quickly grew delighted: “That’s one less distraction now that the deadbeat’s out of my life officially!” Whether he regarded your group with suspicion or calculation, only time can tell. </p> <hr /> <p> <strong>Reward:</strong> Whether it was treasure and gear discovered among the belongings of the defeated cultists, or rewards given to you by the Scarnettis, you arrive in Sandpoint much richer than when you left. </p> <p style="text-indent: 2ch" class="no-indent">Each PC selects one of the following as a reward:</p> <ul> <li>A 2nd-level common talisman of your choice</li> <li>A 2nd-level common oil, poison, or a dose of <span>@UUID[Compendium.pf2e.equipment-srd.Item.8fbsKEEbZ0CfBMIr]{Silver Salve}</span></li> <li>Two scrolls containing any two common 1st-level divine or primal spells of your choice</li> <li>Two <span>@UUID[Compendium.pf2e.equipment-srd.Item.2RuepCemJhrpKKao]{Minor Healing Potions}</span></li> </ul> <p style="text-indent: 2ch" class="no-indent"> Each PC also gains 20 gp, representing a fair split of the coins and other valuables discovered among the cultists or rewarded to the party by the Scarnettis for delivering Milton’s package. </p> <p style="text-indent: 2ch" class="no-indent">Increase the party’s reputation with the Scarnetti Consortium by 1.</p> <hr /> <p> <strong>The party advances to 2nd level!</strong> Go to @UUID[.16yourfirstadv00#whats-next-in-sandpoint?entry-8]{Entry 8}. </p> <h2 class="split">Shipwreck Survivors<span class="keepme">Entry 7</span></h2> <p class="no-indent"> While your group may have heard rumors about the plot unfolding among some of your fellow voyagers, neither you nor the rest of the crew were prepared for that awful night along Varisia’s coastline. The mutiny was swift and violent, and the cult called up a horrific glowing monstrosity from the depths of the sea to crack the ship open while they watched from the safety of the <span>Sea Drake</span>’s lifeboats. You and your group abandoned the doomed ship, clung to flotsam, and only barely avoided the monster’s attention before washing ashore on a barren rock over a mile out to sea. </p> <p style="text-indent: 2ch" class="no-indent"> During those harrowing few days marooned on that barren isle, your group survived by squeezing rainwater out of soaked clothes and eating what few raw shellfish you could pluck from the tidepools. A strange red seagull kept showing up to watch you, shrieking as if in mockery at your desperate efforts to survive and always evading any attempts to catch it for food. </p> <p style="text-indent: 2ch" class="no-indent"> On the fourth day, the weird red seagull abandoned you, and you may have taken this as a sign that your deaths were near—but then you were spotted by sailors on another ship on its way to Sandpoint! They rescued you from the rock, got you food and water, and a kindhearted cleric of Desna even gave you some pocket money to help you recover from your ordeal. While you’d managed to keep ahold of your personal gear through the ordeal, Milton’s package was lost to the depths when the <span>Sea Drake</span> sunk. Whether your group verbally delivers the news about Milton to Titus Scarnetti or not, the Sandpoint Scarnettis aren’t particularly impressed. Hopefully your time in Sandpoint will bring better luck! </p> <hr /> <p> <strong>Reward:</strong> The kindhearted Desnan’s gift of gold will surely help you recover from your ordeal and to prepare for your next adventure. Each PC gains 20 gp. Fortunately, luck may soon turn your way; each PC gains 1 Hero Point. </p> <hr /> <p> <strong>The party advances to 2nd level!</strong> Go to @UUID[.16yourfirstadv00#whats-next-in-sandpoint?entry-8]{Entry 8}. </p> <h2 class="split">What’s Next in Sandpoint?<span class="keepme">Entry 8</span></h2> <p class="no-indent"> You’re in Sandpoint, either having grown up here or arriving for the first time. Advance your character to 2nd level. </p> <p style="text-indent: 2ch" class="no-indent"> Whether you were victorious or defeated, you can now spend the money you earned on any common items of 1st level or lower. You can also save this money to make purchases later in your adventuring career. </p> <p style="text-indent: 2ch" class="no-indent"> Your reputation as adventurers in Sandpoint is only just getting started. Where do you go from here? What is your group’s second adventure? </p> <hr /> <p> <strong>You took jobs as guards on a trip to the city of Magnimar:</strong> Go to @UUID[.16yourfirstadv00#captured-by-rattlebones!entry-9]{Entry 9}. </p> <p> <strong>You discovered a ghoulish plot by an undead necromancer:</strong> Go to @UUID[.16yourfirstadv00#the-necromancers-plotentry-10]{Entry 10}. </p> <h2 class="split">Captured by Rattlebones!<span class="keepme">Entry 9</span></h2> <ul class="traits"> <li class="trait">Obstacle</li> </ul> <p class="no-indent"> Sandpoint’s had its troubles with goblins in the past, but for most of your lives, things have been pretty calm—and as a result, kind of boring. So when local businessman Bilivar Wheen put up a notice that he was seeking guards to accompany him on a trip to Magnimar, your group jumped at the chance for travel (and a hopefully profitable payday). You showed up early in the morning to find that the baker’s daughter, a woman named Arika Avertin, had already arrived. Fortunately, Bilivar hired all of you, and you all set out within the hour. </p> <p style="text-indent: 2ch" class="no-indent"> Normally the trip from Sandpoint to Magnimar is a safe one, but this time, luck was not on your side. Halfway to town, you were jumped by a group of goblins! These goblins were led by a snarling bugbear named Skincarver, and before you knew it, they managed to split your group in two, separating you from Bilivar, Arika, and the other travelers. It wasn’t long before the goblins captured you all and brought you back to their hideout in the forest, where they tossed you into a pit and left a few hungry goblin dogs tied nearby to keep an eye on you. </p> <p style="text-indent: 2ch" class="no-indent"> From down in the pit, you heard the goblins discussing their plans. You also learned a bit about their history—they called themselves the Rattlebones, and they flocked to Skincarver over the years after previous violent enclaves like the Thistletop goblins and the Licktoads were defeated by adventurers. This new group hoped to gather enough strength to get revenge on Sandpoint for sending adventurers out to get them, but fear that one of their old leaders, Ripnugget, had come back from the dead and was hunting “goblin traitors” caused the Rattlebones to be extra timid in their preparations. Now, though, it seems the time is right to strike, and as you listened to the goblins argue about whether it was better to ransom you back to Sandpoint or to kill you and send your corpses back as a threat, you knew you had to escape—and quickly! </p> <p> <strong>Overcome</strong> @Check[athletics|dc:14|traits:action:force-open] to break your bonds and clamber out of the pit, DC 16 weapon or spell attack to attack the goblins, or @Check[nature|dc:18|traits:action:command-an-animal] to recruit the goblin dogs (and several other animals) to aid in defeating the goblins </p> <hr /> <p><strong>Triumph:</strong> Go to @UUID[.16yourfirstadv00#defeating-the-goblinsentry-11]{Entry 11}.</p> <p><strong>Defeat:</strong> Go to @UUID[.16yourfirstadv00#rescued-by-arikaentry-12]{Entry 12}.</p> <h2 class="split">The Necromancer’s Plot<span class="keepme">Entry 10</span></h2> <ul class="traits"> <li class="trait">Obstacle</li> </ul> <p class="no-indent"> Some 17 years ago, a nest of ghouls infested an old manor further down the coast. While Sandpoint’s boneyard seems relatively free from the influence of undead, this isn’t for lack of trying, so when your group started to hear rumors of a necromancer’s plot to plunder an ancient ruin, you knew what you had to do! </p> <p style="text-indent: 2ch" class="no-indent"> Local priest of Desna Abstalar Zantus supplied your group with some extra healing potions and vials of holy water to arm you for the fight ahead. After some investigation, your group learned that the necromancer was a man named Grizmere who had taken up residence at an abandoned farm to the southeast of town on the edge of Whisperwood Moor. </p> <p style="text-indent: 2ch" class="no-indent"> When you reached the old farm, the partially collapsed barn and the ruined farmhouse were the least interesting points. More notable was the excavation in one of the fallow fields that had revealed a once-buried ancient stone shrine devoted to some sort of fiend god. The shrine had a trapdoor that led down to a secret dungeon below the moors, in which Grizmere had already begun the task of assembling his undead platoon! </p> <p> <strong>Overcome</strong> @Check[religion|dc:14|traits:target:undead] to use your knowledge of how to fight undead, DC 16 weapon or spell attack to fight your foes, or @Check[medicine|dc:18|traits:action:treat-disease] to be able to treat the necromantic diseases and afflictions your group is exposed to. </p> <hr /> <p><strong>Triumph:</strong> Go to @UUID[.16yourfirstadv00#vanquishing-the-deadentry-13]{Entry 13}.</p> <p><strong>Defeat:</strong> Go to @UUID[.16yourfirstadv00#undead-in-the-moorsentry-14]{Entry 14}.</p> <h2 class="split">Defeating the Goblins<span class="keepme">Entry 11</span></h2> <p class="no-indent"> The Rattlebone goblins weren’t prepared for your ferocity and ingenuity as you made your escape. After recovering your gear, you turned the tables on the goblins and took steps to either defeat them in battle, run them off, or frighten them into disbanding. In the climactic fight against Skincarver, the dying bugbear called out to Ripnugget, begging the legendary goblin leader to save him—but no salvation came, and the murderous Rattlebone leader perished at your hands. </p> <p style="text-indent: 2ch" class="no-indent"> In the aftermath, you made a surprising discovery: Bilivar, Arika, and the other travelers hadn’t escaped the initial Rattlebone ambush after all. You found them in a separate prison pit at the opposite side of the Rattlebone encampment, completed the mission, and returned in triumph to Sandpoint. The town watch in particular lauded you for your actions against this goblin threat—not only did you escape, but you made the Lost Coast a bit safer to travel for all! </p> <hr /> <p> <strong>Reward:</strong> Be it treasures discovered among the Rattlebones, or rewards given to you by the town watch, you come out of your adventure much richer! </p> <p style="text-indent: 2ch" class="no-indent">Each PC selects one of the following as a reward:</p> <ul> <li>A common +1 weapon of your choice or <span>+1 handwraps of mighty blows</span></li> <li>A low-grade cold iron or silver shield or common weapon of your choice</li> <li>A common worn permanent magic item of 2nd level or lower</li> <li>A satchel containing three common 3rd-level alchemical bombs or a single scroll of a common 2nd-level spell</li> </ul> <p style="text-indent: 2ch" class="no-indent"> Each PC also gains two <span>@UUID[Compendium.pf2e.equipment-srd.Item.2RuepCemJhrpKKao]{Minor Healing Potions}</span> and 25 gp, representing a fair split of the coins and other valuables found at the Rattlebone hideout. </p> <p style="text-indent: 2ch" class="no-indent">Increase the party’s reputation with the Town Watch by 1.</p> <hr /> <p> <strong>The party advances to 3rd level!</strong> Go to @UUID[.16yourfirstadv00#a-dangerous-developmententry-15]{Entry 15}. </p> <h2 class="split">Rescued by Arika<span class="keepme">Entry 12</span></h2> <hr /> <p class="no-indent"> While your group had a few opportunities to escape, luck was not with you. Just when it was looking bleak, the sound of battle tore through the camp. It turns out that Arika managed to escape back to town and returned with help in the form of several members of the militia and town watch. The resulting rescue was harrowing, and a few locals on the militia may even have been killed or severely wounded, but in the end, you managed to escape back to Sandpoint. The Rattlebone goblins and their leader Skincarver remained at large. They periodically harassed travelers over the following months, but you never did get a chance at revenge—but perhaps that’s for the best, since they beat you once before? </p> <hr /> <p> <strong>Reward:</strong> You didn’t have a chance to grab much more than your gear and a few handfuls of treasure from the Rattlebone hideout as you were rescued. Each PC gains 25 gp. Fortunately, luck may soon turn your way; each PC gains 1 Hero Point. </p> <hr /> <p> <strong>The party advances to 3rd level!</strong> Go to @UUID[.16yourfirstadv00#a-dangerous-developmententry-15]{Entry 15}. </p> <h2 class="split">Vanquishing the Dead<span class="keepme">Entry 13</span></h2> <p class="no-indent"> It turns out that the necromancer Grizmere was undead himself—a ghoul whose actual plans weren’t to raid Sandpoint, but to track down a lost temple to the demon lord Kabriri that was rumored to be hidden somewhere in the Sandpoint hinterlands. He was only half-right when he dug up the buried temple here; the shrine was devoted not to Kabriri but to a different demon lord: Abraxas, lord of forbidden lore. </p> <p style="text-indent: 2ch" class="no-indent"> Your group explored the temple and clashed not only with Grizmere’s minions, but a host of fiendish serpents and minor demons left behind by the temple’s original inhabitants. While at first you may have suspected the ruins were of Thassilonian make, it soon became apparent that, while still quite old, this temple to Abraxas was much more recent—only a thousand years old rather than ten thousand. The final battle against Grizmere was harrowing, but you survived, and in his notes you discovered his plans to seek his true quarry elsewhere in the Sandpoint hinterlands. Whether that site actually exists or is little more than unsettling rumor, no one can say. </p> <hr /> <p> <strong>Reward:</strong> Your group recovered a fair amount of treasure during the exploration of the Abraxan shrine, but Abstalar also rewarded you well for the services of defeating an undead necromancer before he established himself as a significant local threat. </p> <p style="text-indent: 2ch" class="no-indent">Each PC selects one of the following as a reward:</p> <ul> <li>A common +1 weapon of your choice or <span>+1 handwraps of mighty blows</span></li> <li> A suit of @UUID[Compendium.pf2e.equipment-srd.Item.Gq1cZWSKOtJhKd2p]{Full Plate} (emblazoned with images sacred to Abraxas, but Abstalar pays to have those unsavory features reworked to the faith or imagery of your choice) </li> <li>A common worn permanent magic item of 2nd level or lower</li> <li> A leather case containing three shots of common magic ammunition of your choice or a single scroll of a common 2nd-level spell </li> </ul> <p style="text-indent: 2ch" class="no-indent"> Each PC also gains two vials of <span>@UUID[Compendium.pf2e.equipment-srd.Item.z9T4c1hXwOotsMCp]{Holy Water}</span> and 25 gp, representing additional rewards from Abstalar. </p> <p style="text-indent: 2ch" class="no-indent">Increase the party’s reputation with the Sandpoint Cathedral by 1.</p> <hr /> <p> <strong>The party advances to 3rd level!</strong> Go to @UUID[.16yourfirstadv00#a-dangerous-developmententry-15]{Entry 15}. </p> <h2 class="split">Undead in the Moors<span class="keepme">Entry 14</span></h2> <hr /> <p class="no-indent"> You underestimated the dangers that Grizmere and his undead minions posed, and all you managed to do when your group infiltrated the old temple of Abraxas was force his undead hand. After you fled, Grizmere led his skeletons and zombies on an attack against several local farms to gather up “fresh ingredients” to replace the minions you did manage to defeat before you ran home. Abstalar Zantus, along with an unlikely (and very temporary) coalition of defenders recruited from the town watch and the Bunyip Club, managed to confront Grizmere and defeat him before he murdered too many farmers, but word of how your group shook this metaphorical undead hornet’s nest did your reputation in town no favors. </p> <hr /> <p> <strong>Reward:</strong> Before you were forced to flee Grizmere’s overwhelming forces, you managed to gather up a few handfuls of treasure in the old temple. Each PC gains 25 gp. Fortunately, luck may soon turn your way; each PC gains 1 Hero Point. </p> <hr /> <p> <strong>The party advances to 3rd level!</strong> Go to @UUID[.16yourfirstadv00#a-dangerous-developmententry-15]{Entry 15}. </p> <h2 class="split">A Dangerous Development<span class="keepme">Entry 15</span></h2> <p class="no-indent">Your repute as local adventurers is growing. Advance your character to 3rd level.</p> <p style="text-indent: 2ch" class="no-indent"> Whether you were victorious or defeated in your second adventure, you can now spend the money you earned on any common items of 2nd level or lower. You can also save this money to make purchases later in your adventuring career. </p> <p style="text-indent: 2ch" class="no-indent"> Your next adventure promises to be the most dangerous one yet—what does it entail? </p> <hr /> <p> <strong>You explored a haunted building in the middle of town:</strong> Go to @UUID[.16yourfirstadv00#exorcising-the-glassworksentry-18]{Entry 18}. </p> <p> <strong>You explored an ancient Thassilonian dungeon:</strong> Go to @UUID[.16yourfirstadv00#a-brand-new-old-dungeonentry-16]{Entry 16}. </p> <p> <strong>You confronted an eerie secret society hiding out in a sea cave: </strong>Go to @UUID[.16yourfirstadv00#unwelcome-competitionentry-17]{Entry 17}. </p> <h2 class="split">A Brand-New Old Dungeon<span class="keepme">Entry 16</span></h2> <ul class="traits"> <li class="trait">Obstacle</li> </ul> <p class="no-indent"> Legacies of Thassilon can be found throughout Sandpoint and the town hinterlands. Some are impossible to miss, like the town’s Old Light, or the toppled statue of Karzoug whose fallen head is known today as Thistletop. Others are well hidden and come to light in surprising ways, such as the old shrine to Lamashtu under central Sandpoint that was exposed to the air 17 years ago after a sinkhole formed above it. </p> <p style="text-indent: 2ch" class="no-indent"> The group known as the Runewatchers are Sandpoint’s newest faction, but they’ve risen swiftly in local prominence and power as a result of their knowledge about Thassilon—having local experts on ancient dangers that increasingly pose threats to town will do that! As knowledgeable as they are, though, the Runewatchers are largely scholars or retired adventures, folks who have little interest in the “fieldwork” element of going out and gathering more information about Thassilon’s legacy. When rumors of a new Thassilonian complex in the hinterlands begin to circulate, the Runewatchers turn to Sandpoint’s up-and-coming adventurers—your party. </p> <p style="text-indent: 2ch" class="no-indent"> These rumors suggest an old complex is hidden within or below the towering sea stacks east of town, a location known as the Three Cormorants. The Runewatchers approach your group with a request to explore these three sea stacks, providing you with some resources (in the form of tattered map fragments hinting at the location of hidden dungeon entrances) and some warnings (notably, that the Three Cormorants are well known today as the nesting grounds for a group of harpies). </p> <p style="text-indent: 2ch" class="no-indent"> They also warn you that you might have some competition—rumors that the complex in question was an alchemical laboratory once run by an agent of Runelord Karzoug have already leaked enough that there’s been talk of rival adventurers making the trip to this “brand-new old dungeon.” The Runewatchers hope your group can get there first or, if not, at least make what discoveries you can before rival adventurers plunder or destroy the site. </p> <p> <strong>Overcome</strong> @Check[diplomacy|dc:16] to navigate the complex politics present in those who now dwell in the dungeon, DC 18 weapon or spell attack to fight your foes, or @Check[performance|dc:20|traits:action:perform] to impress the harpies and secure access to the complex without fighting </p> <hr /> <p><strong>Triumph:</strong> Go to @UUID[.16yourfirstadv00#strange-alliancesentry-19]{Entry 19}.</p> <p><strong>Defeat:</strong> Go to @UUID[.16yourfirstadv00#in-over-your-heads!entry-20]{Entry 20}.</p> <h2 class="split">Unwelcome Competition<span class="keepme">Entry 17</span></h2> <ul class="traits"> <li class="trait">Obstacle</li> </ul> <p class="no-indent"> Not everyone in Sandpoint has the luxury of going to the town watch for help when things don’t go their way. For members of the Bunyip Club, they’re traditionally on their own when faced with threats to their livelihood. Sometimes, such threats menace others in Sandpoint too and become a problem for the whole town, but when a rival group of criminals begin to flex their influence over the region in a way that goes unseen by most of Sandpoint’s citizens, the Bunyip Club makes an unusual decision to recruit your party to their cause. </p> <p style="text-indent: 2ch" class="no-indent"> It’s said that the criminals of the Bunyip Club use a hidden complex in the smuggling tunnels below Sandpoint as their current hideout, but this wasn’t their original base of operations. They’ve moved around over the years, shifting from one site to another as their numbers have grown or as secret sites have been compromised. One older hideout the Club hasn’t had much use for lately is a smuggler’s den built into a sea cave to the east of town. The discovery by a low-ranking member of the Club that a group of troublemaking squatters—men and women armed with machetes and clad in leather armor that looks like it’s been burned—have moved into the cave. </p> <p style="text-indent: 2ch" class="no-indent"> Gressel Tenniwar, proprietor of the notorious Feedbag, has contacted you with a request from the Bunyip Club. If you can make your way to the old smuggler’s den and “get rid” of the squatters without letting anyone else in Sandpoint know, the Club will reward them handsomely. The Bunyip Club wants to keep their old hideouts as options for potential regional safe houses, and they can’t do that if rival gangs move in. In addition, several old supplies and devices remain in storage at the old site—Gressel informs your group that you can make use of these supplies to set up traps to take out the intruders and, furthermore, lets you know that if you find anything worth anything in there, it’s yours to keep! </p> <p> <strong>Overcome</strong> @Check[intimidation|dc:16|traits:action:coerce] to confront the squatters and threaten them to cease operations in the region, DC 18 weapon or spell attack to fight your foes, or @Check[crafting|dc:20] to take advantage of the supplies and create several traps to aid in defeating the squatters </p> <hr /> <p><strong>Triumph:</strong> Go to @UUID[.16yourfirstadv00#the-devils-disciplesentry-21]{Entry 21}.</p> <p><strong>Defeat:</strong> Go to @UUID[.16yourfirstadv00#a-narrow-escapeentry-22]{Entry 22}.</p> <h2 class="split">Exorcising the Glassworks<span class="keepme">Entry 18</span></h2> <ul class="traits"> <li class="trait">Obstacle</li> </ul> <p class="no-indent"> It seems like every town has their tradition of ghost stories and haunted houses. Your group may have already brushed up against one of Sandpoint’s local legends if you dared to spend a night in Valdemar Manor, and by now you’ve heard the popular whispered rumors that the ghost of Sandpoint’s most prolific murderer, Jervis Stoot (more commonly known as “Chopper”), sometimes stalks the town’s alleys or the region’s secluded beaches. </p> <p style="text-indent: 2ch" class="no-indent"> But the Sandpoint Mercantile League has an entirely different ghost problem on their hands, and your recent escapades in the region have attracted their attention. Jasper Korvaski, the town planner, contacts your group with a job offer: explore the town’s glassworks and rid it of its haunts. </p> <p style="text-indent: 2ch" class="no-indent"> For many years, Sandpoint Glassworks produced a wide range of fine glassware, from windowpanes to cookery to artwork, but all this ended when its owner, Lonjiku Kaijitsu, was murdered by his own son, Tsuto, inside the building 17 years ago. The sole surviving Kaijitsu in Sandpoint, Ameiko, had the building boarded up and let it sit, ignored, for many years until she left Sandpoint entirely to pursue her destiny on the far side of the world. Ameiko signed over ownership of the glassworks to the Mercantile League but, for many years, the group did nothing with the property—in part because no one left in town had the skills to rekindle the forges, but also due to persistent rumors that the place had become haunted. </p> <p style="text-indent: 2ch" class="no-indent"> Today, town planner Jasper Korvaski is ready to take steps to address this situation. He’s been in talks with several glassworkers from Magnimar who are eager to reopen Sandpoint’s iconic forge, but first he has to be sure the building is safe. Jasper’s impressed with what he’s heard of your group and he asks you to investigate the building—and if the rumors are true, to find a way to put its unquiet spirits to rest. </p> <p> <strong>Overcome</strong> @Check[society|dc:16|traits:action:research] to research the building’s history and prepare for possible spirits, DC 18 weapon or spell attack to fight your foes, or @Check[thievery|dc:20|traits:action:disable-a-device,action:disable-device,manipulate] to disable many of the trap-like haunts that infest the glassworks </p> <hr /> <p><strong>Triumph:</strong> Go to @UUID[.16yourfirstadv00#bringing-peace-to-the-deadentry-23]{Entry 23}.</p> <p><strong>Defeat:</strong> Go to @UUID[.16yourfirstadv00#where-ghosts-ruleentry-24]{Entry 24}.</p> <h2 class="split">Strange Alliances<span class="keepme">Entry 19</span></h2> <p class="no-indent"> The dangers your group encountered on (and below) the Three Cormorants were significant, but the combination of the Runewatchers’ information with your own talents and abilities was more than enough to complete your mission! Still, the rival adventuring group did end up being the most significant threat you faced, for this group (who had come to the dungeon seeking rare alchemical poisons and supplies at the behest of an unnamed patron) managed to “dig in” to one of the dungeon’s deeper wings, which housed many of the more significant depositories of lore. </p> <p style="text-indent: 2ch" class="no-indent"> Yet you brought more than tactics to the dungeon. Be it with the harpies who ruled above, the sinspawn who had been trapped within another wing of the dungeon below, or the unusually intelligent clan of reefclaws who had moved in to the deepest, flooded dungeon level—or perhaps with all three—your group managed to recruit unlikely allies who provided aid in laying siege to the rival group. Even when they desperately unleashed an imprisoned alchemical abomination from an ancient apparatus deep in the dungeon, you and your unusual allies won the day. </p> <p style="text-indent: 2ch" class="no-indent"> The fact that you returned to Sandpoint with not only some intriguing Thassilonian items and detailed maps, but also a tentative alliance with several of the complex’s inhabitants, delighted the Runewatchers. While they were obviously eager to travel to the site and explore it now that you’d established an understanding with those dwelling above, within, and below, they didn’t forget to pay you well. Still, the identity of whoever hired those rival adventurers to search the laboratory for samples of strange, rare fungal ingredients and alchemical lore for “the distillation of dreams” worries you. Someone in Sandpoint is up to something, and if your actions below the Three Cormorants didn’t totally disrupt their plans, you’re at least hopeful they’ve delayed them long enough for someone—perhaps even your group—to learn more! </p> <hr /> <p> <strong>Reward:</strong> Between the reward paid to your group by the Runewatchers and the items and treasures you discovered in the dungeon itself, your group made a tidy profit from this latest adventure. </p> <p style="text-indent: 2ch" class="no-indent">Each PC selects one of the following as a reward:</p> <ul> <li>A wand of any common 1st-level spell</li> <li>Any common worn magic item of 3rd level or lower</li> <li> A formula for any 3rd-level or lower magical tattoo (<span>Treasure Vault</span> 119–123) or two scrolls containing an uncommon 2nd- or lower-level spell (subject to GM approval) </li> <li>Any combination of 3 common 4th-level or lower alchemical consumables</li> </ul> <p style="text-indent: 2ch" class="no-indent"> Each PC also gains a common weapon of their choice (choosing from a <span>+1 weapon</span>, a low-grade cold iron weapon, or a low-grade silver weapon) and 30 gp—payments from grateful Runewatchers eager to dig into the information you brought back for them. </p> <p style="text-indent: 2ch" class="no-indent">Increase the party’s reputation with the Runewatchers by 1.</p> <hr /> <p> <strong>The party advances to 4th level! </strong>Go to @UUID[.16yourfirstadv00#an-invitation-from-abstalarentry-25]{Entry 25}. </p> <h2 class="split">In Over Your Heads!<span class="keepme">Entry 20</span></h2> <hr /> <p class="no-indent"> The harpies who rule the Three Cormorants gave you a fair bit of trouble, and perhaps you should have taken that struggle to heart before pressing on into the dungeons below. It was obvious that a rival group had already entered the complex, but when they ambushed your group, things quickly turned bad—especially when the conflict released an ancient alchemical abomination that slaughtered the rival group and nearly did you in as well! It was more luck than skill that enabled your group’s panicked escape from the dungeon before you could properly explore its secrets. </p> <hr /> <p> <strong>Reward:</strong> The repercussions of your failure in the ancient alchemy lab are unfortunate, but what bits of lore you managed to discover are better than nothing. Between what minor treasures you were able to scavenge and the pittance paid to you by the Runewatchers, you each earn 30 gp. </p> <hr /> <p> <strong>The party advances to 4th level!</strong> Go to @UUID[.16yourfirstadv00#an-invitation-from-abstalarentry-25]{Entry 25}. </p> <h2 class="split">The Devil’s Disciples<span class="keepme">Entry 21</span></h2> <p class="no-indent"> Finding the old smuggler’s den was somewhat tricky, but your group had the foresight to approach early in the morning during low tide, giving you the advantage of the pre-dawn shadows and an easier time navigating the narrow beaches at the base of the coastal cliffs. You caught some of the squatters by surprise and, either by eavesdropping or interrogating them, you learned the group called themselves the Devil’s Disciples—a sort of secret society following a nameless leader who believed that the Sandpoint Devil was on the verge of becoming a god. </p> <p style="text-indent: 2ch" class="no-indent"> While it would soon become clear that the disciples who dwelled in this cave were the society’s lowest-ranking members, they were nonetheless fervent in their belief and deadly with their machetes. With hell hounds, an allied ogre, and (ironically) an actual bunyip to bolster their numbers, the Devil’s Disciples put up quite a fight before they were defeated. Their leaders are still out there, so you made sure to leave no clues behind as to who swept in and took this group out. Whether or not their beliefs about the Sandpoint Devil are true, though, who can say? </p> <hr /> <p> <strong>Reward:</strong> The Devil’s Disciples were relatively well equipped, in part from scavenging the supplies left behind by the Bunyip Club. No matter, for now this treasure is yours! </p> <p style="text-indent: 2ch" class="no-indent">Each PC selects one of the following as a reward:</p> <ul> <li>A wand of any common 1st-level spell</li> <li>Any common worn magic item of 3rd level or lower</li> <li> A pouch containing 3 <span>@UUID[Compendium.pf2e.equipment-srd.Item.bikFUFRLwfdvX2x2]{Invisibility Potions}</span> </li> <li>Any combination of 3 common 4th-level or lower ammunition, snare supplies, or poison doses.</li> </ul> <p style="text-indent: 2ch" class="no-indent"> Each PC also gains a common weapon of their choice (choosing from a <span>+1 weapon</span>, a low-grade cold iron weapon, or a low-grade silver weapon) and 30 gp—payments for services rendered by the Bunyip Club. </p> <p style="text-indent: 2ch" class="no-indent">Increase the party’s reputation with the Bunyip Club by 1.</p> <hr /> <p> <strong>The party advances to 4th level!</strong> Go to @UUID[.16yourfirstadv00#an-invitation-from-abstalarentry-25]{Entry 25}. </p> <h2 class="split">A Narrow Escape<span class="keepme">Entry 22</span></h2> <hr /> <p class="no-indent"> It took some doing to even find the old smuggler’s den. The rocky beaches along the coast east of town aren’t easy to navigate, especially at high tide, and the coastal cliffs make approaching from land dangerous. Things didn’t get easier once you found the cave, for the troublemaking squatters turned out to be far more organized and dangerous than you expected. Initial conflicts against them made it clear that the group was some sort of secret society that worshipped the Sandpoint Devil, but when the group brought out their fire-breathing hounds, your group had to admit defeat and flee the scene. Gressel wasn’t happy to hear of your failure and didn’t pay you a thing. </p> <hr /> <p> <strong>Reward:</strong> While the Bunyip Club didn’t pay you for your failure, you did manage to scrape together a bit of coin and snatch some trinkets from the smuggler’s den before you had to flee. Each PC gains 30 gp. </p> <hr /> <p> <strong>The party advances to 4th level!</strong> Go to @UUID[.16yourfirstadv00#an-invitation-from-abstalarentry-25]{Entry 25}. </p> <h2 class="split">Bringing Peace to the Dead<span class="keepme">Entry 23</span></h2> <p class="no-indent"> Although Sandpoint Glassworks is located in the heart of town, the building feels alone. With its windows boarded up and entrances locked tight, the building has descended over the years into a sort of social shadow. People pass by on the street without giving it a second thought during the day, while after dark, glimpses of strange lights or eerie sounds keep the curious away. </p> <p style="text-indent: 2ch" class="no-indent"> Using a key provided by the Sandpoint Mercantile League, entering the abandoned glassworks was a simple matter, but as you explored the stone building, it quickly became apparent that exorcising its spirits would be anything but. Malevolent hauntings attempted to lay you low: bleeding beds that lure you to sleep only to inflict nightmares of being stabbed to death, sweeping and overwhelming bouts of shame that attempt to leave you helpless, and a deadly furnace prone to belching out gouts of shrieking fire were some of the sinister manifestations you encountered, while elsewhere, shades of undead goblins—spirits who became trapped in the glassworks when the town was invaded 17 years ago—sapped your strength. But the greatest threat of all was the enraged ghost of Lonjiku Kaijitsu himself, who manifested from a pile of glass fragments that once encased his corpse. The ghost was horrific indeed, his limbs blackened and pierced with shards of glass, his face but a skull lit from within by fire, his shadow a choking cloud of soot. </p> <p style="text-indent: 2ch" class="no-indent"> Putting Lonjiku to rest required more than defeating him in combat. You had to scour the building for every shard from the shattered cocoon of glass he died within, clean them with holy water, and then bury them in a grave at the Sandpoint Boneyard. Once you did so, his ghost moved on, and without its influence, the remaining fell influences in the building faded with the next sunrise. </p> <hr /> <p> <strong>Reward:</strong> The glassworks itself had very little in the way of treasure to be discovered, but the Sandpoint Mercantile League was more than generous in rewarding you for exorcising the building so that it could be restored to use. </p> <p style="text-indent: 2ch" class="no-indent">Each PC selects one of the following as a reward:</p> <ul> <li>A wand of any common 1st-level spell</li> <li>Any common worn magic item of 3rd level or lower</li> <li>A <span>@UUID[Compendium.pf2e.equipment-srd.Item.3vxoffA4slKHXtj2]{Channel Protection Amulet}</span></li> <li>Any combination of 3 common 4th-level or lower elixirs or potions</li> </ul> <p style="text-indent: 2ch" class="no-indent"> Each PC also gains a common weapon of their choice (choosing from a <span>+1 weapon</span>, a low-grade cold iron weapon, or a low-grade silver weapon) and 30 gp—the remainder of your payment from the Sandpoint Mercantile League for making the glassworks safe to reopen. </p> <p style="text-indent: 2ch" class="no-indent"> Increase the party’s reputation with the Sandpoint Mercantile League by 1. </p> <hr /> <p> <strong>The party advances to 4th level!</strong> Go to @UUID[.16yourfirstadv00#an-invitation-from-abstalarentry-25]{Entry 25}. </p> <h2 class="split">Where Ghosts Rule<span class="keepme">Entry 24</span></h2> <hr /> <p class="no-indent"> Using a key provided by the Sandpoint Mercantile League, your entrance into the Sandpoint Glassworks was quick and easy. This did not last. It wasn’t long before writhing shadows of long-dead goblins rose from the ash smears on the walls, chilling your souls and chasing you deeper into the haunted building. Fire spewed from furnaces, knife wounds manifested without reason on your flesh, and worst of all, the burning ghost of Lonjiku himself rose up to scorch you with blasts of molten glass. It was less than an hour before you somehow managed to stagger back out of the building, your bodies in agony and minds reeling. The Sandpoint Mercantile League was disappointed to learn that the haunting presence within was too much for you to handle, but to their credit, they did pay you for your trouble. In any event, the legacy of Sandpoint’s haunted glassworks only grows in the wake of your failed attempt to exorcise it. </p> <hr /> <p> <strong>Reward:</strong> The Sandpoint Mercantile League pays each PC 30 gp and reevaluates their plans for the building. </p> <hr /> <p> <strong>The party advances to 4th level!</strong> Go to @UUID[.16yourfirstadv00#an-invitation-from-abstalarentry-25]{Entry 25}. </p> <h2 class="split">An Invitation from Abstalar<span class="keepme">Entry 25</span></h2> <p class="no-indent"> Your group has firmly established their reputation in Sandpoint as adventurers of note, even if you had a few failures along the way. Advance your character to 4th level. </p> <p style="text-indent: 2ch" class="no-indent"> Whether or not you were victorious in your third adventure, you can now purchase any common items of 3rd level or lower. You can also save the money you earned for later purchases in your adventuring career. </p> <p style="text-indent: 2ch" class="no-indent"> Not long after you recover from your latest adventure, your group receives an invitation from Abstalar Zantus at the Sandpoint Cathedral to have lunch with him—and to discuss a delicate matter that he seems convinced your group can be trusted to address. </p> <hr /> <p><strong>You visit Abstalar in the Sandpoint Cathedral:</strong> Begin <em>Seven Dooms for Sandpoint</em>!</p> </section> <h1 class="no-toc" data-split-here="Your First Adventure">你的首次冒险</h1> <p> 下面的互动叙述旨在引导你们作为一个队伍,在冒险的前三个等级中做出一些决定,同时也为你们的队伍提供一个内置的背景故事,让大家知道为什么你们都在沙尖镇以本地冒险家的身份为人所知。最好以队伍为单位完成以下步骤:大声朗读文本、集体决策、一起克服障碍、获得宝藏和金币。在此过程中,你将升级三次,在4级时结束你的首次冒险部分并获得一份定制的过往经历,解释你在沙尖镇的身份,以及阿布斯塔拉为何在<em>沙尖七灾</em>开始时召唤你。虽然你们可以在没有 GM 的情况下以队伍为单位完成这些选择,但最好还是在有GM 在场的情况下进行,这样他们就可以在你们完成选择的同时了解你们的角色是谁以及他们来自哪里,而且如果他们希望进一步为你们的队伍定制这段经历的话,他们也可以介入对下面的文字进行叙述性修改. </p> <p> 每位玩家在冒险开始时都拥有1个英雄点。虽然在接下来的互动文本中死亡并不重要,但你可能希望使用一个英雄点来重骰一个失败的技能检定。只有在障碍中被击败后,您才能重新获得英雄点;这代表命运的潮汐尽管现在与你对抗,但会在未来支持你(也有助于防止队伍经常被击败!). </p> <aside class="sidebar"> <h1 class="no-toc">障碍</h1> <p> 你的队伍实际参与的冒险在这里以障碍的形式呈现。这些障碍是获得胜利点数(Victory Points)和额外宝藏的机会,方法是使用三种检定之一来克服障碍,如文本条目所述。在客服障碍时,每个玩家都必须尝试这三种检定中的一种,根据下述结果获得胜利点数. </p> <p><strong>大成功</strong> PC们获得2点胜利点数.</p> <p><strong>成功</strong> PC获得1点胜利点数.</p> <p><strong>大失败</strong> PC失去1点胜利点数.</p> <p> <strong>胜利:</strong> 要克服障碍,你所在的小组必须积累总数等于玩家人数 - 1的胜利点数。如果你的队伍由四名玩家组成,你们必须积累3点胜利点数才能克服障碍。进入胜利条目. </p> <p> <strong>失败:</strong> 如果你们未能克服障碍,你的队伍就会在冒险中失败。但这并不等同于全员阵亡!相反,你们会获救或以其他方式逃脱困境;你们获得的奖励会减少,但每个 PC 都会获得一个英雄点,以帮助他们克服下一个障碍。进入失败条目. </p> </aside> <section class="action"> <h2 class="split">开始<span class="keepme">条目 1</span></h2> <hr /> <p class="no-indent"> 每位玩家都将以自己完成的 1 级角色开始。花一点时间向其他玩家介绍自己的角色。以你们的角色背景为灵感,想一想你们是如何相互认识并走到一起的,以及你们是沙尖镇本地人还是来自其他地方. </p> <hr /> <p class="no-indent"> <strong>你们都在沙尖镇长大:</strong> 转到 @UUID[.16yourfirstadv00#a-night-in-valdemar-manorentry-2]. </p> <p class="no-indent"> <strong>你们都没有去过沙尖镇:</strong>转到 @UUID[.16yourfirstadv00#aboard-the-sea-drakeentry-3]. </p> <h2 class="split">瓦尔德玛庄园的一夜<span class="keepme">条目 2</span></h2> <ul class="traits"> <li class="trait">障碍</li> </ul> <p class="no-indent"> 你和你的朋友们可能并不都出生在沙尖镇,但你们都是在镇上一起长大的!事实上,你们的冒险生涯是从你们还是儿时伙伴时就开始了. </p> <p style="text-indent: 2ch" class="no-indent"> 镇上的一些孩子相信瓦尔德玛庄园闹鬼,而另一些孩子则坚持认为,沙尖镇魔鬼(the Sandpoint Devil)自己搬进了这座废弃的庄园。几年前,老埃斯拉姆·瓦尔德玛死后,瓦尔德玛一家离开了这里,这一定是有原因的. </p> <p style="text-indent: 2ch" class="no-indent"> 庄园现在都用木板封起来了。你的一些朋友发誓说,他们曾在天黑后看到板条间闪烁着诡异的光芒,而其他人则确信他们曾听到过废墟里传出的怪声。直到现在,还没有人敢走进这所房子,更不用说试图在里面过夜了!不过,直到现在!你们一行人大着胆子潜入瓦尔德玛庄园,在这座老建筑里四处探查一番,并度过一个夜晚。要是你们能成功熬过这一夜,那肯定会成为当地的传奇人物! </p> <p style="text-indent: 2ch" class="no-indent"> 当你们潜入这座老宅子并搜索了院子后,你们发现在通往庄园厨房的窗户上有几块松动的木板。你们撬开了这些木板,然后花了一个小时探索庄园废弃尘封的内部。你们与搬到一层的几只巨型蜘蛛和楼上的一整群巨型蜘蛛展开了搏斗。在庄园的阁楼上,你们遭到了几只令人不安的皮革人造人(leathery homunculi)的袭击,它们似乎是瓦尔德玛家族中的一员留下的,最终,你们在这里安顿下来过夜--一个充斥着令人毛骨悚然的声音、奇怪的光芒和意外袭击的夜晚! </p> <p> <strong>克服</strong> @Check[arcana|dc:13]以发现捣乱的坏蛋使用魔法吓唬人们的线索, DC15的武器或法术攻击检定来和你们的敌人战斗, @Check[stealth|dc:17|traits:action:hide] 来勇敢地躲避夜间出没的怪物. </p> <hr /> <p class="no-indent"> <strong>胜利:</strong> 转到 @UUID[.16yourfirstadv00#made-it-through-the-night!entry-4]. </p> <p class="no-indent"><strong>失败:</strong> 转到 @UUID[.16yourfirstadv00#run-away!entry-5].</p> <h2 class="split">登上海龙兽号<span class="keepme">条目3</span></h2> <ul class="traits"> <li class="trait">障碍</li> </ul> <p class="no-indent"> 你和你的朋友们从未去过沙尖镇,但很快就会有事情把你们送往那里。当你们第一次作为冒险队伍聚集在一起时,你们是失落海岸的本地人,还是来自瓦瑞西亚边界以外的某个地方? </p> <p style="text-indent: 2ch" class="no-indent"> 选择一名其父母与米尔顿·斯卡内蒂(Milton·Scarnetti)是老朋友的PC。米尔顿雇佣你们把一个装有几份法律文件和一枚银质纹章戒指的小盒子送到一个遥远的小镇。米尔顿解释说,他的家族在这个遥远的沙尖镇是小贵族,但他早已与他们不再来往,并想正式断绝与他们的关系。他没兴趣和提图斯·斯卡内蒂(他疏远的兄弟,一个他说起名字就皱眉头的男人)说话,并解释说这些文件是法律说明,正式放弃了他对潜在的斯卡内蒂遗产的兴趣。而归还他的斯卡内蒂纹章戒指则更像是一次个人意义上(和冷嘲热讽)的告别。米尔顿主动提出支付往返沙尖镇的旅费,但你们的队伍一直很想换换环境,你们认为这是一个去新地方旅行的好机会. </p> <p style="text-indent: 2ch" class="no-indent"> 你们乘坐一艘名为<span>海龙兽号</span>的船只出发,这是一艘半定期前往瓦瑞西亚西海岸的客运商船,但你并不知道船上的一群邪教徒有着更加邪恶的计划. </p> <p> <strong>克服</strong> @Check[occultism|dc:13|traits:action:recall-knowledge] 来及时察觉<span>海龙兽号</span>上邪恶的秘密仪式以做出适当的防备, DC15的武器或法术攻击检定来和你们的敌人战斗, @Check[deception|dc:17] 来防止邪教徒察觉到你们已经发现了他们 </p> <hr /> <p class="no-indent"> <strong>胜利:</strong> 转到 @UUID[.16yourfirstadv00#trouble-along-the-wayentry-6]. </p> <p class="no-indent"><strong>失败:</strong> 转到 @UUID[.16yourfirstadv00#shipwreck-survivorsentry-7]}.</p> <h2 class="split">成功度过一夜!<span class="keepme">条目 4</span></h2> <p class="no-indent"> 原来,怪异的声音和灯光的来源是一群袭扰的小魔怪(gremlin),它们听从一个入侵了瓦尔德玛庄园的地下室的名叫穆尔兹勒(Murzle)的蹑影小魔怪(Jinkin)术士的指挥。 它们在半夜悄悄爬上来袭击你们,但你们早有准备,在战斗中轻松击败了它们,然后追着穆尔兹勒回到地下室一个先前隐藏的密室。在那里,你发现了一个古老的沙尖镇魔鬼标本--它是由一匹死马、一只巨型蝙蝠和一只巨型蜥蜴的身体部位巧妙地拼合而成的。有那么一瞬间,你们以为自己遇到了真的沙尖镇魔鬼,但它只是一个作为守卫留下的活化构装体--蹑影小魔怪吸引了构装体的注意力,这也最终帮你击败了穆尔兹勒!(最终)你成功打败了沙尖镇魔鬼标本(部分归功于穆尔兹勒孤注一掷的魔法),并在实验室周围发现了不少散落的宝藏和饰品. </p> <p style="text-indent: 2ch" class="no-indent"> 太阳升起后,你们带着满口袋的战利品溜出了庄园,回到了家里,也许还有不高兴的父母身边,他们整晚都在寻找你们。当然,你们没有告诉任何人你们整晚都在干什么,因为你们本来就不应该闯入瓦尔德玛庄园,但在接下来的几年里,你们的英勇事迹还是在镇上你们的社交圈子里传开了。几年后,当你们长大成人时,人们已经开始把你们看作是冒险者了. </p> <hr /> <p> <strong>奖励:</strong>们在瓦尔德玛家庄园地下室的密室里发现了不少宝藏,这些小玩意儿你们决定自己留着--当然,如果瓦尔德玛家族还想要这些东西,他们多年前搬到玛格尼玛时肯定会带走的! </p> <p style="text-indent: 2ch" class="no-indent"> 每位PC 都可以从以下物品中选择一件作为奖励(可以从偷窃的战利品中获得,也可以是镇民们为感激了解庄园真相而给予的奖励): </p> <ul> <li>你选择的一个二级常见护符</li> <li>一剂二级常见灵药或 <span>@UUID[Compendium.pf2e.equipment-srd.Item.8fbsKEEbZ0CfBMIr]</span></li> <li>两卷卷轴,记载你选择的两个常见1环级奥术法术或异能法术</li> </ul> <p style="text-indent: 2ch" class="no-indent"> 每位PC还能获得20gp,这是对瓦尔德玛家族留下的金币和其他财物的合理分配(或镇上出于感激的额外奖励). </p> <p style="text-indent: 2ch" class="no-indent">队伍在镇民中的声望增加 1.</p> <hr /> <p class="no-indent"> <strong>队伍升到2级!</strong> 转到 @UUID[.16yourfirstadv00#whats-next-in-sandpoint?entry-8]. </p> <h2 class="split">逃跑!<span class="keepme">条目 5</span></h2> <hr /> <p class="no-indent"> 奇怪的灯光、可怕的声音,还有拿着刀子、长着很多尖牙的尖叫怪物的袭击,让你们无法忍受在瓦尔德玛庄园呆过午夜。相反,当事情变得不堪重负时,你们逃走了。你们回到家里,面对怒气冲冲的监护人,你们感到羞愧难当,身上还到处都是神秘的创口和擦伤。在接下来的几个月里,你们不仅要忍受压迫性的规定和宵禁,镇上的其他孩子也因为你们的失败而嘲笑你们。若干年后,你们才能回首往事,笑谈在瓦尔德玛庄园的一夜. </p> <hr /> <p> <strong>奖励:</strong> 在冒险过程中,你们没有找到多少财宝,但宵禁带来了一件好事--宵禁让你们集中精力在城里打零工,这使得你们直到长大成人时攒下了不少钱。每位PC获得20gp。幸运的是,你们很快时来运转;每位PC获得 1点英雄点. </p> <hr /> <p class="no-indent"> <strong>队伍升到2级!</strong> 转到 @UUID[.16yourfirstadv00#whats-next-in-sandpoint?entry-8]. </p> <h2 class="split">一路艰险<span class="keepme">条目 6</span></h2> <p class="no-indent"> 前往沙尖镇的航程开始没多久,你们就发现<span>海龙兽号</span>上的一些人不怀好意。几个在最后一刻才加入船员队伍的人,以及一些付费的乘客,其实都是崇拜邪神宁布洛斯(Nhimbaloth)的邪教徒。他们计划夺取这艘船的控制权,并将其搁浅在一个古老的力量之地(an ancient place of power)附近,并希望将其他人献祭"将他们的灵魂喂给空无之死(the Empty Death)",以换取诡奇的深刻见解s. </p> <p style="text-indent: 2ch" class="no-indent"> 当他们试图引发动乱时,你们进行了反击。这场战斗惊心动魄,险象环生,其中包括从海底深处召唤上来的一个会发光的怪异而可怕的怪兽的攻击,要不是你们迅速采取行动,这艘船就会因此沉没。在战斗中,邪教首领注意到一只奇怪的红色海鸥栖停在船上的一根桅杆上,并被这一预兆分心了许久,让你们的队伍得以给了他最后一击. </p> <p style="text-indent: 2ch" class="no-indent"> <span>海龙兽号</span> 安全抵达沙尖镇。当你把东西送到时,提图斯-斯卡内蒂起初表现得脸色很差,和米尔顿的描述一样,但很快就高兴起来:"这下我又少了一个需要分心注意的人,因为那个二流子已经正式从我的生活中消失了!" 至于他是以怀疑还是算计的眼光看待你们,只有时间才能证明. </p> <hr /> <p> <strong>奖励:</strong> :无论是在被打败的邪教徒的遗物中发现的财宝和装备,还是斯卡内蒂家族给你的奖励,你到达沙尖镇时都比启程时富有得多. </p> <p style="text-indent: 2ch" class="no-indent">每位PC 都可以从以下物品中选择一件作为奖励:</p> <ul> <li>你选择的一个二级常见护符</li> <li>一种二级常见油、毒药或一剂 <span>@UUID[Compendium.pf2e.equipment-srd.Item.8fbsKEEbZ0CfBMIr]</span></li> <li>两卷卷轴,记载你选择的两个常见1环级神术法术或原能法术</li> <li>俩瓶 <span>@UUID[Compendium.pf2e.equipment-srd.Item.2RuepCemJhrpKKao]</span></li> </ul> <p style="text-indent: 2ch" class="no-indent"> 每位PC还能获得20gp,这是在邪教徒中发现的金币和其他财物的合理分配,或是斯卡内蒂一家因运送米尔顿的包裹而奖励给你们队伍的. </p> <p style="text-indent: 2ch" class="no-indent">队伍在斯卡内蒂联盟中的声望增加 1.</p> <hr /> <p> <strong>队伍升到2级!</strong> 转到 @UUID[.16yourfirstadv00#whats-next-in-sandpoint?entry-8]. </p> <h2 class="split">船难幸存者<span class="keepme">条目 7</span></h2> <p class="no-indent"> 虽然你们可能已经听说了一些与你同乘这艘船的人正在推进的阴谋的流言,但你和其他船员都没有为瓦瑞西亚海岸线上那个可怕的夜晚做好准备。动乱迅速而猛烈,邪教徒从大海深处召唤出了一个可怕的发光怪物来把船开膛破肚,与此同时他们在<span>海龙兽号</span>’安全的救生艇上观望。你和你的队伍放弃了这艘注定要沉没的船,紧紧抓住救生艇,好不容易才躲过了怪物的追击,然后被冲到了离海一英里多的一处荒凉的岩石海岸上. </p> <p style="text-indent: 2ch" class="no-indent"> 在被困于荒芜的小岛上那悲惨的几天里,你们一行人靠从湿透的衣服里挤出雨水和吃一些从潮池里捡来的生贝壳生存。一只奇怪的红色海鸥不断出现在你们身边,嘶叫着,似乎在嘲笑你们孤注一掷求生的努力,而且总是躲避任何捕捉它作为食物的尝试. </p> <p style="text-indent: 2ch" class="no-indent"> 第四天,那只奇怪的红色海鸥抛弃了你们,你们可能认为这预示着你们的死亡即将来临,但后来你们被另一艘前往沙尖镇的船上的水手发现了!他们把你们从礁石上救了出来,给你们食物和水,一位好心的黛丝娜牧师甚至给了你们一些零花钱,帮助你们从磨难中恢复过来。虽然你们在这场磨难中设法保住了个人装备,但米尔顿的包裹却在 <span>海龙号</span>沉没时遗失在了深海中。无论你们是否向提图斯-斯卡内蒂口头转达了米尔顿的消息,沙尖镇的斯卡内蒂家族成员都不会对你们留下特别深刻的印象。希望你们在沙尖镇的日子会更好运些! </p> <hr /> <p> <strong>奖励:</strong> 好心的黛丝娜信徒赠送的金币一定会帮助你们从磨难中恢复过来,并为下一次冒险做好准备。每位PC获得20gp。幸运的是,你们很快时来运转;每位PC获得 1点英雄点. </p> <hr /> <p> <strong>队伍升到2级!</strong> 转到 @UUID[.16yourfirstadv00#whats-next-in-sandpoint?entry-8]. </p> <h2 class="split">在沙尖镇,接下来是?<span class="keepme">条目 8</span></h2> <p class="no-indent"> 你在沙尖镇长大,或者是第一次来到这里。将你的角色升至2级. </p> <p style="text-indent: 2ch" class="no-indent"> 无论是胜利还是失败,你现在都可以用赚到的钱购买任何 1 级或更低级的常见物品。你还可以把这些钱存起来,在以后的冒险生涯中购买物品. </p> <p style="text-indent: 2ch" class="no-indent"> 你们作为冒险者在沙尖镇的声望才刚刚传播开来。你们将何去何从?你们队伍的第二次冒险会是什么? </p> <hr /> <p> <strong>你们在一次前往玛格尼玛城的旅途中担任护卫:</strong> 转到 @UUID[.16yourfirstadv00#captured-by-rattlebones!entry-9]. </p> <p> <strong>你发现了一个死灵师的恐怖阴谋:</strong> 转到 @UUID[.16yourfirstadv00#the-necromancers-plotentry-10]. </p> <h2 class="split">被响骨部落俘获!<span class="keepme">条目 9</span></h2> <ul class="traits"> <li class="trait">障碍</li> </ul> <p class="no-indent"> 沙尖镇过去曾有过地精带来的麻烦,但在你们生活在这的大部分时间里,一切都很平静,因此也有一些无聊。所以,当本地商人比利瓦尔·惠恩贴出告示,招募护卫陪同他前往玛格尼玛时,你们的队伍急切地抓住了这个旅行的机会(以及一笔可期的丰厚报酬)。你们一大早就来了,发现烘焙师的女儿,一个叫阿丽卡·阿维尔坦的女人已经到了。幸运的是,比利瓦尔雇佣了你们所有人,不到一小时,你们就启程出发了. </p> <p style="text-indent: 2ch" class="no-indent"> 通常情况下,从沙尖镇到玛格尼玛的旅途是安全的,但这一次,运气却不站在你们这边。在半路上,你们被一群地精突袭了!这些地精由一个名叫雕皮(Skincarver)的熊地精率领,在你们意识到之前,他们就成功地将你们的队伍一分为二,把你们和比利瓦尔、阿丽卡以及其他旅行者分开了。没过多久,地精们就把你们都抓了起来,带回了他们在森林里的藏身处,把你们扔进了一个坑里,还在附近拴了几只饥饿的地精犬来看着你们. </p> <p style="text-indent: 2ch" class="no-indent"> 在坑里,你听到地精们在讨论他们的计划。你还了解到了一些他们的过往--他们自称为响骨部落(the Rattlebones),在之前的暴力族群(如蓟顶部落【the Thistletop】和舔蟾蜍部落【the Licktoads】)被冒险者打败后,他们在过去的几年里汇聚到斯金纳弗麾下。这个新组织希望集结足够的力量,向沙尖镇复仇,因为他们派出了冒险者去抓他们,但由于担心他们的老首领之一裂金(Ripnugget)已经死而复生,正在追捕 "地精叛徒",响骨部落在准备工作中格外小心谨慎。不过现在,看来出击的时机已经成熟,当你听着地精们争论是把你赎回沙尖镇好,还是杀了你并把你的尸体送回去作为威胁好时,你知道你必须要逃走,而且要快! </p> <p> <strong>克服</strong> @Check[athletics|dc:14|traits:action:force-open]来挣脱束缚爬出深坑, DC16的武器或法术攻击检定来攻击地精们, @Check[nature|dc:18|traits:action:command-an-animal]来拉拢地精犬(和其他几种动物)帮助打败地精. </p> <hr />3 <p><strong>胜利:</strong> 转到 @UUID[.16yourfirstadv00#defeating-the-goblinsentry-11].</p> <p><strong>失败:</strong> 转到 @UUID[.16yourfirstadv00#rescued-by-arikaentry-12].</p> <h2 class="split">死灵师的阴谋<span class="keepme">条目 10</span></h2> <ul class="traits"> <li class="trait">障碍</li> </ul> <p class="no-indent"> 大约 17 年前,一伙食尸鬼入侵了海岸边的一座古老庄园。虽然沙尖墓地似乎相对不受不死生物的影响,但这并不是因为没有尝试过,所以当你们的队伍开始听到死灵师密谋掠夺一座古老废墟的传言时,你们就知道该怎么做了! </p> <p style="text-indent: 2ch" class="no-indent"> 本地的黛丝娜祭司阿布斯塔拉·赞图斯为你们提供了一些额外的治疗药水和瓶装圣水,以武装你们应对接下来的战斗。经过一番调查,你们得知死灵师是一个名叫格里兹米尔(Grizmere)的人,他住在小镇东南方低语森林(Whisperwood Moor)荒原边缘的一个废弃农场里. </p> <p style="text-indent: 2ch" class="no-indent"> 当你们到达老农场时,部分倒塌的谷仓和破败的农舍是最不引人注意的地方。更值得注意的是,在一片荒芜的田地里挖掘出了一个曾经被埋葬的古老石龛,供奉着某位邪神。神龛上有一个活板门,通向荒野下的一个秘密地城,格里兹米尔已经开始在里面组建他的不死部队! </p> <p> <strong>克服</strong> @Check[religion|dc:14|traits:target:undead] 来运用你的与不死生物战斗的知识, DC16的武器或法术攻击检定来与你的敌人战斗, @Check[medicine|dc:18|traits:action:treat-disease] 来治疗你们队伍接触的死灵疾病和苦难. </p> <hr /> <p><strong>胜利:</strong> 转到 @UUID[.16yourfirstadv00#vanquishing-the-deadentry-13]{Entry 13}.</p> <p><strong>失败:</strong> 转到 @UUID[.16yourfirstadv00#undead-in-the-moorsentry-14]{Entry 14}.</p> <h2 class="split">打败地精<span class="keepme">条目 11</span></h2> <p class="no-indent"> 在你逃跑的过程中,响骨部落的地精们对你们的凶猛和机智毫无准备。拿回装备后,你们反客为主,想办法要么在战斗中打败它们,要么把它们赶跑,要么吓得它们四散奔逃。在与雕皮的激烈战斗中,奄奄一息的熊地精呼唤着裂金,乞求这位传奇的地精首领救救他--但是没有人救他,这位凶残的响骨部落头目死在了你们的手里. </p> <p style="text-indent: 2ch" class="no-indent"> 事后,你们有了一个惊人的发现:比利瓦尔、阿丽卡以及其他旅行者也没有逃过一开始响骨部落的伏击。你在响骨部落营地对面一个单独的俘虏坑里找到了他们,之后你们完成了任务,凯旋回到了沙尖镇。镇卫队特别称赞了你们对抗地精威胁的行动--你们不仅逃过了一劫,还让失落海岸的旅行变得更加安全! </p> <hr /> <p> <strong>奖励:</strong> 无论是在响骨部落中发现的宝藏,还是镇卫队给予的奖励,都会让你在冒险中收获颇丰! </p> <p style="text-indent: 2ch" class="no-indent">每个PC都可以从以下奖励中选择一项:</p> <ul> <li>一件自选+1常见武器或者 <span>+1重拳缠手带</span></li> <li>一件低品质寒铁或白银盾牌、或一件自选常见武器</li> <li>一件2级或2级以下常见穿戴魔法物品</li> <li>装有3个常见3级炼金炸弹或一个常见2环级法术卷轴的挎包</li> </ul> <p style="text-indent: 2ch" class="no-indent"> 每个 PC 还能获得两瓶<span>@UUID[Compendium.pf2e.equipment-srd.Item.2RuepCemJhrpKKao]</span> 和25gp,意味着在响骨部落藏身处找到的金币和其他财物的合理分配. </p> <p style="text-indent: 2ch" class="no-indent">队伍在镇卫队的声望增加1点.</p> <hr />. <p> <strong>队伍升至3级!</strong> 转到 @UUID[.16yourfirstadv00#a-dangerous-developmententry-15]{Entry 15}. </p> <h2 class="split">被阿丽卡所救<span class="keepme">条目 12</span></h2> <hr /> <p class="no-indent"> 虽然你们有几次逃跑的机会,但幸运之神并没有眷顾你们。就在一切都黯淡无光的时候,战斗的声音撕裂了营地。原来,阿丽卡设法逃回了镇上,并得到了几名民兵和镇警的帮助。结果营救过程十分惨烈,民兵中的几名当地人甚至可能被打死或受重伤,但最终还是成功逃回了沙尖镇。响骨部落地精和他们的首领雕皮仍然逍遥法外。在接下来的几个月里,他们不时地骚扰旅行者,但你从来没有机会报仇--不过也许这样最好,因为他们曾经打败过你? </p> <hr /> <p> <strong>奖励:</strong> 当你们获救时,除了装备和少数几件财宝外,你们没有机会从响骨部落藏身处抢到更多东西。每位PC获得25gp。幸运的是,你们很快就会时来运转,每位PC获得 1 点英雄点. </p> <hr /> <p> <strong>队伍升至3级!</strong> 转到 @UUID[.16yourfirstadv00#a-dangerous-developmententry-15]. </p> <h2 class="split">战胜逝者<span class="keepme">条目 13</span></h2> <p class="no-indent"> 原来,亡灵巫师格里兹米尔本身就是不死的食尸鬼--他的实际计划并不是突袭沙尖镇,而是搜寻一座失落的恶魔领主卡布里里(Kabriri)的神庙,据说这座神庙就藏在沙尖镇周边的某个地方。当他在这里挖出被埋葬的神庙时,他只猜对了一半;这座神庙供奉的不是卡布里里,而是另一位恶魔领主:阿巴拉克萨斯(Abraxas),禁忌学识的领主. </p> <p style="text-indent: 2ch" class="no-indent"> 你们一行人在探索神庙的过程中,不仅与格里兹米尔的爪牙们发生了冲突,还与神庙原住民遗留下来的一大批邪恶毒蛇和低等恶魔发生了冲突。起初,你们可能会怀疑这些遗迹是瑟西隆人建造的,很快你们就发现,虽然这座阿巴拉克萨斯神庙相当古老,但它的历史却要短得多--只有一千年而不是一万年。与格里兹米尔的最后一战非常惨烈,但你们活了下来,并在他的笔记中发现了他在沙尖镇周边其他地方寻找真正目标的计划。至于那个地方是真的存在,还是只是个令人不安的传言,谁也说不清楚. </p> <hr /> <p> <strong>奖励:</strong> 你们一行人在探索阿巴拉克萨斯的神庙的过程中发现了大量宝藏,但阿布斯塔拉也给了你们丰厚的奖励,因为你们在一个不死死灵师成为当地重要威胁之前击败了他. </p> <p style="text-indent: 2ch" class="no-indent">每个PC都可以从以下奖励中选择一项:</p> <ul> <li>一件自选+1常见武器或者 <span>+1重拳缠手带</span></li> <li> 一套 @UUID[Compendium.pf2e.equipment-srd.Item.Gq1cZWSKOtJhKd2p](上面印有阿巴拉克萨斯的圣像,但阿布斯塔拉会花钱将这些不洁的特征按照您所选择的信仰或图像进行重新制作). </li> <li>一件2级或2级以下常见穿戴魔法物品</li> <li> 装有3发自选常见魔法弹药或一个普通2环级法术卷轴的皮箱 </li> </ul> <p style="text-indent: 2ch" class="no-indent"> 每位PC 还会获得两瓶<span>@UUID[Compendium.pf2e.equipment-srd.Item.z9T4c1hXwOotsMCp]</span>和25gp,这是来自阿布斯塔拉的额外奖励. </p> <p style="text-indent: 2ch" class="no-indent">队伍在沙尖大教堂的声望增加1点.</p> <hr /> <p> <strong>队伍升至3级!</strong> 转到 @UUID[.16yourfirstadv00#a-dangerous-developmententry-15]. </p> <h2 class="split">荒野中的亡灵<span class="keepme">条目 14</span></h2> <hr /> <p class="no-indent"> 你低估了格里兹米尔和他的亡灵爪牙所带来的危险,当你的队伍攻入阿巴拉克萨斯的古神庙时,你所做到的就是逼他的亡灵出手。在你们逃走后,格里兹米尔率领他的骷髅和僵尸袭击了当地的几个农场,收集 "新鲜材料"来替代你们在跑回家之前设法打败的爪牙。阿布斯塔拉·赞图斯和从镇卫队和水兽俱乐部招募来的一个不太可能的(也是非常临时的)守卫者联盟一起,设法与格里兹米尔对抗,并在他杀害太多农民之前打败了他,但你们的团队如何捅了这个比喻意义上的不死生物马蜂窝的消息对你们在镇上的声誉没有任何好处. </p> <hr /> <p> <strong>奖励:</strong> 在你们被迫逃离格里兹米尔压倒性优势的部队之前,你们设法在古庙中收集了一些财宝。每位PC获得25gp。幸运的是,你们很快就会时来运转,每位PC获得 1 点英雄点. </p> <hr /> <p> <strong>队伍升至3级!</strong>转到 @UUID[.16yourfirstadv00#a-dangerous-developmententry-15]. </p> <h2 class="split">危险的事态发展<span class="keepme">条目15</span></h2> <p class="no-indent">你们作为当地冒险者的声望与日俱增。将你的角色升至三级.</p> <p style="text-indent: 2ch" class="no-indent"> 无论你在第二次冒险中胜利还是失败,你现在都可以用赚到的钱购买任何二级或二级以下的常见物品。你也可以把这些钱存起来,在以后的冒险生涯中购买物品. </p> <p style="text-indent: 2ch" class="no-indent"> 你的下一次冒险预计会是迄今为止最危险的一次--会有什么样的结果? </p> <hr /> <p> <strong>你们探索了一个古老的瑟西隆地城:</strong> 转到 @UUID[.16yourfirstadv00#exorcising-the-glassworksentry-18]{Entry 18}. </p> <p> <strong>你们对抗一个躲藏在海蚀穴中的怪异而令人恐惧的秘密组织:</strong> 转到 @UUID[.16yourfirstadv00#a-brand-new-old-dungeonentry-16]. </p> <p> <strong>你们探索了镇中心一栋闹鬼的建筑: </strong>转到 @UUID[.16yourfirstadv00#unwelcome-competitionentry-17]. </p> <h2 class="split">一个全新的古老地城<span class="keepme">条目 16</span></h2> <ul class="traits"> <li class="trait">障碍</li> </ul> <p class="no-indent"> 瑟西隆的遗迹遍布沙尖镇及其周边。有些是不可能忽视的,比如镇上的老灯塔,或者被推倒的卡祖格雕像,其倒下的头颅如今被称为蓟顶。还有一些则隐藏得很好,并以令人惊讶的方式出现在人们面前,例如位于沙尖镇中心地带下方的拉玛什图古神庙,17 年前因上方形成一个天坑而重见天日. </p> <p style="text-indent: 2ch" class="no-indent"> 以符文观察者之名为人所知的组织是沙尖镇最新的派系,但由于他们掌握的关于瑟西隆的知识,他们在当地的知名度和权力迅速上升--拥有研究古代危险的当地专家,而这些危险对小镇的威胁与日俱增!尽管他们知识渊博,但符文观察者们大都是学者或隐退的冒险家,他们对"实地考察"这种外出收集更多有关瑟西隆遗产信息的工作兴趣不大。当周边有新的瑟西隆建筑群的传言开始流传时,符文观察者们求助于沙尖镇的新晋冒险者--你们一行人. </p> <p style="text-indent: 2ch" class="no-indent"> 这些传言表明,在城镇东面高耸的海栈内部或下方隐藏着一个古老的建筑群,这个地方被称为三只鸬鹚(Three Cormorants)。符文观察者向你们的队伍提出了探索这三座海栈的请求,并为你们提供了一些资源(一些破旧的地图碎片,暗示了隐藏的地城入口位置)和一些警告(特别是三只鸬鹚如今作为一群鹰身人(Harpy)的筑巢地而闻名). </p> <p style="text-indent: 2ch" class="no-indent"> 他们还警告你们,你们可能会遇到一些竞争对手--关于这座被谈论的建筑群曾是一个炼金实验室,由符文领主卡祖格的一名代理人掌管的传言已经传的沸沸扬扬以至于据说一些敌对的冒险者也会前往这个"全新的古老地城"。符文观察者们希望你们的队伍能先到达那里,如果不能,至少也要在对手的冒险者掠夺或破坏之前有所发现. </p> <p> <strong>克服</strong> @Check[diplomacy|dc:16] 来应对地城中栖息者之间复杂的政治环境, DC18的武器或法术攻击来与你们的敌人战斗 @Check[performance|dc:20|traits:action:perform] 给鹰身人留下深刻印象,确保不经战斗就能进入建筑群 </p> <hr /> <p><strong>胜利:</strong> 转到 @UUID[.16yourfirstadv00#strange-alliancesentry-19].</p> <p><strong>失败:</strong> 转到 @UUID[.16yourfirstadv00#in-over-your-heads!entry-20].</p> <h2 class="split">不受欢迎的竞争对手<span class="keepme">条目 17</span></h2> <ul class="traits"> <li class="trait">障碍</li> </ul> <p class="no-indent"> 在沙尖镇,并不是每个人都能在遇到不顺心的事情时向镇卫队求助。对于水兽俱乐部的成员来说,当他们的生计受到威胁时,他们传统上只能靠自己。有时,这些威胁也会威胁到沙尖镇的其他人,成为整个镇子的问题,但当一伙敌对的犯罪者开始以一种大多数沙尖镇居民都看不到的方式对该地区施加影响时,水兽俱乐部做出了一个不同寻常的决定,招募你们一行人加入他们的事业. </p> <p style="text-indent: 2ch" class="no-indent"> 据说,水兽俱乐部的犯罪者们目前将沙尖镇地下走私者隧道中的一处隐蔽建筑群作为他们现在的藏身处。但这并非他们最初的活动据点。多年来,随着团伙规模的扩大或秘密据点的暴露,他们不断辗转于不同藏身地之间。建造于镇东侧海蚀穴中的走私者窝点,便是这个俱乐部近年来鲜少使用的旧据点之一。某位俱乐部的低阶成员发现,一群制造麻烦的擅自占居者——这些男女手持开山刀,身着看起来被灼烧过的皮甲——已经搬进了这个洞穴中. </p> <p style="text-indent: 2ch" class="no-indent"> 臭名昭著的食袋酒馆经营者格雷塞尔·腾尼沃尔(Gressel·Tenniwar)与你们联系,提出了水兽俱乐部的一个请求。如果你们能在不让沙尖镇其他人知道的情况下进入老走私窝点,"除理掉"那些偷偷占据这里的人,俱乐部将给予你们丰厚的奖励。水兽俱乐部希望保留他们的旧藏身处,作为潜在的地区安全屋,如果敌对帮派进驻,他们就无法做到这一点。此外,旧址上还存放着一些旧物资和设备--格雷塞尔告诉你们,你们可以利用这些物资设置陷阱来消灭入侵者,而且他还告诉你们,如果你们在那里找到任何有价值的东西,都归你们所有! </p> <p> <strong>克服</strong> @Check[intimidation|dc:16|traits:action:coerce] 对抗窃据者,威胁他们停止在该地区的活动, DC18的武器或法术攻击来与你们的敌人战斗 @Check[crafting|dc:20]来利用补给品制作几个陷阱,帮助击败窃据者. </p> <hr /> <p><strong>胜利:</strong> 转到 @UUID[.16yourfirstadv00#the-devils-disciplesentry-21].</p> <p><strong>失败:</strong> 转到 @UUID[.16yourfirstadv00#a-narrow-escapeentry-22].</p> <h2 class="split">玻璃厂驱鬼<span class="keepme">条目 18</span></h2> <ul class="traits"> <li class="trait">障碍</li> </ul> <p class="no-indent"> 似乎每个小镇都有自己的鬼故事和鬼屋传统。如果你们敢在瓦尔德玛庄园过夜,你们的队伍可能意外遇到了沙尖镇当地的传说之一;现在,你们已经听到了流行的私下传言,即沙尖镇杀人最多的杀人犯杰维斯·斯图特(Jervis·Stoot,俗称"分尸狂")的鬼魂有时会在镇里的小巷或该地区僻静的海滩上出没. </p> <p style="text-indent: 2ch" class="no-indent"> 但沙尖镇商贸联盟却面临着完全不同的鬼魂问题,你们最近在该地区的冒险行为引起了他们的注意。小镇规划者贾斯珀·科瓦斯基联系了你们一行人,向你们提出了一项任务:探索小镇的玻璃厂,驱除那里的作祟. </p> <p style="text-indent: 2ch" class="no-indent"> 多年来,沙尖镇玻璃厂生产了从窗玻璃、厨具到艺术品的各种精美玻璃用品,但这一切都随着 17 年前厂主仑逐(Lonjiku)在厂房内被自己的儿子勤(Tsuto)谋杀而结束了。沙尖镇唯一幸存的海实家族成员--天衣子--将这栋建筑用木板封了起来,多年来一直视而不见,直到她完全离开沙尖镇,去世界的另一端追寻自己的命运。天衣子将玻璃厂的所有权移交给了商贸联盟,但多年来,商贸联盟一直没有对这份产业采取任何行动--部分原因是镇上没有人拥有重新点燃锻造炉的技能,还有一个原因是一直有传言说这里闹鬼. </p> <p style="text-indent: 2ch" class="no-indent"> 如今,小镇规划者贾斯珀·科瓦斯基已准备采取措施解决这一问题。他已经与几位来自玛格尼玛的玻璃工匠进行了会谈,这些工匠渴望重开沙尖镇的标志性锻造厂,但他首先要确保这座建筑是安全的。贾斯帕对听闻的你们的经历印象深刻,他请你们去调查这座建筑,如果传言属实,就想办法让焦虑不安的灵魂安息. </p> <p> <strong>克服</strong> @Check[society|dc:16|traits:action:research]研究这座建筑的历史,并为可能出现的鬼魂做好准备, DC18的武器或法术攻击来与你们的敌人战斗@Check[thievery|dc:20|traits:action:disable-a-device,action:disable-device,manipulate] 检定来解除玻璃厂中许多类似陷阱的作祟 </p> <hr /> <p><strong>胜利:</strong>转到 @UUID[.16yourfirstadv00#bringing-peace-to-the-deadentry-23].</p> <p><strong>失败:</strong> 转到 @UUID[.16yourfirstadv00#where-ghosts-ruleentry-24].</p> <h2 class="split">不同寻常的盟友<span class="keepme"> 条目 19</span></h2> <p class="no-indent"> 你们一行人在三只鸬鹚上(以及三只鸬鹚下方)遇到的危险是巨大的,但将符文观察者的信息与你们自身的天赋和能力相结合,完成任务绰绰有余!不过,敌对的冒险队伍最终还是成为了你们面临的最重要的威胁,因为这伙人(他们奉一位不知名的赞助人之命来地城寻找稀有的炼金毒药和补给品)设法“发掘”进了地牢的一个较深的侧翼,那里有许多重要的储藏知识的宝库. </p> <p style="text-indent: 2ch" class="no-indent"> 然而你们在地牢中使用的不仅仅是战术。或者是与统治着上方的鹰身人们,还是被困在下面地城另一翼的罪生怪们,亦或是移居到地城最深处、食物充足的层级的异常聪明的礁爪怪族群--或许是与所有这三者--你们的队伍成功地拉拢到了不可能的盟友,他们为围攻对手的团队提供了帮助。即使他们不顾一切地从地牢深处的古代装置中释放出一个被囚禁的炼金憎邪(alchemical abomination),你们和你们不寻常的盟友还是赢得了胜利. </p> <p style="text-indent: 2ch" class="no-indent"> 你不仅带着一些有趣的瑟西隆物品和详细的地图回到了沙尖镇,还与建筑群中的一些居民建立了初步的联盟关系,这让符文观察者们非常高兴。既然你已经与上方、内部和下方的居民达成了共识,他们显然很想去那里一探究竟,同时他们也没忘记给你丰厚的报酬。不过,不管是谁雇佣了这些敌对的冒险者,让他们在实验室里寻找奇特、稀有的真菌成分样本,以及“蒸馏梦境”的炼金术知识,他们的身份都让你担心。沙尖镇有人在搞鬼,如果你在三只鸬鹚下面的行动没有完全打乱他们的计划,你至少希望这些行动已经拖延了足够长的时间,让某人--也许就是你的队伍--了解到更多! </p> <hr /> <p> <strong>奖励:</strong> 从符文观察者付给你们队伍的奖励和你们在地城中发现的物品和宝藏来看,你们队伍在这次冒险中赚得盆满钵满. </p> <p style="text-indent: 2ch" class="no-indent">每位PC都可以从以下物品中选择一样作为奖励.:</p> <ul> <li>一把常见一环法术的魔杖</li> <li>一件3级或3级以下常见穿戴魔法物品</li> <li> </li> <li>3件4级或4级以下常见炼金消耗品的任意组合</li> </ul> <p style="text-indent: 2ch" class="no-indent"> 每位PC还会获得一件自选的常见武器(可从 <span>+1武器</span>, 低品质寒铁武器或低品质银质武器中选择)和 30gp--这些金币来自感激你们的符文观察者,他们渴望了解你们为他们带回的信息. </p> <p style="text-indent: 2ch" class="no-indent">队伍在符文观察者的声望增加1点.</p> <hr /> <p> <strong>队伍升至4级! </strong>转到 @UUID[.16yourfirstadv00#an-invitation-from-abstalarentry-25]. </p> <h2 class="split">在你们的头顶上!<span class="keepme">条目 20</span></h2> <hr /> <p class="no-indent"> 统治三只鸬鹚的鹰身人们给你们带来了不少麻烦,也许你们应该在进入地城之前就把这场战斗放在心上。很明显,一个敌对队伍已经进入了这个建筑群,但当他们伏击你们的队伍时,事情很快就变得糟糕起来--尤其是当冲突释放出一种古老的炼金憎邪时,它不仅屠杀了敌对队伍,还差点把你们也卷进去!与其说是技巧,不如说是走运,让你们一行人在还没来得及好好探索地城的秘密时,就慌忙逃出了地城. </p> <hr /> <p> <strong>奖励:</strong> 你们在古代炼金实验室的失败带来了不幸的影响,但你们设法发现的一些知识聊胜于无。从你们搜刮到的小宝藏和符文观察者付给你们的微薄报酬中,你们每人获得30gp. </p> <hr /> <p> <strong>队伍升至4级!</strong> 转到 @UUID[.16yourfirstadv00#an-invitation-from-abstalarentry-25]. </p> <h2 class="split">魔鬼门徒<span class="keepme">条目 21</span></h2> <p class="no-indent"> 要找到走私贩的老窝点有点困难,但你们一行人很有远见,一大早就趁着退潮的时候靠近,这样既能利用黎明前的黑暗,又能在海岸峭壁底部狭窄的海滩上轻松穿行。你们出其不意地抓住了一些窃据者,通过窃听或审问,你们得知这群人自称是魔鬼的门徒--一个追随匿名领袖的秘密组织,这位领袖相信沙尖镇魔鬼即将登神。. </p> <p style="text-indent: 2ch" class="no-indent"> 你们很快就发现,虽然住在这个洞穴里的门徒都是社会最底层的成员,但他们信仰虔诚,挥刀狠厉。有了地狱猎犬、盟友食人魔和(讽刺的是)一只真正的水兽(bunyip)来壮大他们的人数,魔鬼门徒在被打败之前进行了一场相当激烈的战斗。由于他们的首领还逍遥法外,所以你们一定要确保不留下任何关于是谁扫荡了这群人的线索。至于他们关于沙尖镇魔鬼的信仰是否属实,谁知道呢? </p> <hr /> <p> <strong>奖励:</strong> 魔鬼门徒的装备相对精良,部分原因是搜刮了水兽俱乐部留下的物资。没关系,现在这些宝藏是你们的了! </p> <p style="text-indent: 2ch" class="no-indent">每位PC可从以下物品中选择一件作为奖励:</p> <ul> <li>一把常见一环法术的魔杖</li> <li>一件3级或3级以下常见穿戴魔法物品</li> <li> 个装有3瓶 <span>@UUID[Compendium.pf2e.equipment-srd.Item.bikFUFRLwfdvX2x2]</span>的小袋 </li> <li>3件4级或4级以下弹药、陷阱用品和毒药剂的任意组合.</li> </ul> <p style="text-indent: 2ch" class="no-indent"> 位PC还会获得一件自选的常见武器(可从 <span>+1武器</span>, 低品质寒铁武器或低品质银质武器中选择)和30gp--为水兽俱乐部办事的报酬. </p> <p style="text-indent: 2ch" class="no-indent">队伍在水兽俱乐部的声望增加1点.</p> <hr /> <p> <strong>队伍升至4级!</strong>转到 @UUID[.16yourfirstadv00#an-invitation-from-abstalarentry-25]. </p> <h2 class="split">侥幸逃脱<span class="keepme">条目 22</span></h2> <hr /> <p class="no-indent"> I你们费了一番周折才找到走私贩的老窝。镇子东边海岸上的岩石海滩并不好走,尤其是涨潮的时候,海岸的悬崖峭壁让从陆地上接近很危险。找到洞穴后,事情并没有变得简单,因为惹麻烦的窃据者比你们想象的要有组织得多,也危险得多。最初的冲突表明,这群人是某种崇拜沙尖镇魔鬼的秘密组织,但当这群人带着他们的喷火猎犬出来时,你们不得不承认失败并离开现场。格雷塞尔听到你们的失败并不高兴,也没给你们任何报酬. </p> <hr /> <p> <strong>奖励:</strong> 虽然水兽俱乐部没有为你们的失败支付报酬,但在你们不得不逃离之前,你们还是设法从走私者的窝点里搜刮到了一些钱财和一些饰品. </p> <hr /> <p> <strong>伍升至4级!</strong> 转到 @UUID[.16yourfirstadv00#an-invitation-from-abstalarentry-25]. </p> <h2 class="split">让逝者安息<span class="keepme">条目 23</span></h2> <p class="no-indent"> 虽然沙尖玻璃厂位于镇中心,但这座建筑给人的感觉却是孤零零的。由于窗户被木板封住,入口也被紧紧锁住,多年来,这座建筑最终沦落为某种社区的阴霾。白天,人们从街上经过时不屑一顾,而入夜后,奇怪的光芒或阴森的声音让好奇的人们望而却步. </p> <p style="text-indent: 2ch" class="no-indent"> 使用沙尖商贸联盟提供的钥匙,进入废弃的玻璃厂是一件容易的事情,但当你们探索这座石头建筑时,很快就会发现驱除它的灵魂并非易事。邪恶的作祟试图让你们陷入困境:流血的床引诱你们入睡,却让你们做被穿刺而死的恶梦;铺天盖地的羞耻感让你们深陷无助;致命的熔炉肆意喷吐嘶吼的火焰,这些都是你们遇到的险恶现象;而在其他地方,不死的地精之影--17 年前小镇被入侵时被困在玻璃厂的灵魂--削弱了你们的力量。但是,最大的威胁是海实仑逐本人的愤怒鬼魂,他是从曾经包裹着他尸体的一堆玻璃碎片中显现出来的。这个鬼魂确实令人毛骨悚然,他的四肢被烧得漆黑,上面扎满了玻璃碎片,他的脸只是一个被火焰从内部点燃的骷髅头,他的影子则是一团呛人的烟灰. </p> <p style="text-indent: 2ch" class="no-indent"> 要让仑逐安息,需要的不仅仅是在战斗中击败他。你们必须搜遍整栋建筑,从他死去时破碎的玻璃堆中找到每一块碎片,用圣水清洗干净,然后把它们埋在沙尖墓地的坟墓里。一旦你这样做了,他的鬼魂就会离开,没有了它的影响,建筑里剩余的堕落影响也会随着下一个黎明的到来而消失. </p> <hr /> <p> <strong>奖励:</strong> T玻璃厂本身几乎没有什么宝藏可挖,但沙尖商贸联盟却非常慷慨地奖励你们为这座建筑驱鬼,使其得以恢复使用. </p> <p style="text-indent: 2ch" class="no-indent">每位PC可从以下物品中选择一件作为奖励:</p> <ul> <li>一把常见一环法术的魔杖</li> <li>一件3级或3级以下常见穿戴魔法物品</li> <li>一串 <span>@UUID[Compendium.pf2e.equipment-srd.Item.3vxoffA4slKHXtj2]</span></li> <li>3种4级或4级以下常见灵药或药水的任意组合</li> </ul> <p style="text-indent: 2ch" class="no-indent"> 每位PC还会获得一件自选的常见武器(可从 <span>+1武器</span>,低品质寒铁武器或低品质银质武器中选择)和 30gp--你因让玻璃厂安全重开从沙尖商贸联盟获得的其余报酬. </p> <p style="text-indent: 2ch" class="no-indent"> 队伍在沙尖商贸联盟的声望增加1点. </p> <hr /> <p> <strong>队伍升至4级!</strong> 转到 @UUID[.16yourfirstadv00#an-invitation-from-abstalarentry-25]. </p> <h2 class="split">鬼魂掌控之地<span class="keepme">条目 24</span></h2> <hr /> <p class="no-indent"> 使用沙尖商贸联盟提供的钥匙,你们方便快捷地进入了沙尖玻璃厂。但好景不长。没过多久,墙壁上粘附的灰烬中就浮现出死去已久的地精的蠕动影子,它们让你们的灵魂感到寒冷,并追逐着你们向闹鬼的建筑深处走去。火从熔炉中喷出,刀伤无缘无故地出现在你们的身上,最可怕的是,仑逐燃烧的鬼魂自己升了起来,喷射熔化的玻璃来烧灼你们。不到一个小时,你们就想办法踉踉跄跄地走出了建筑,身体痛苦不堪,头脑一片混乱。当沙尖商贸联盟得知你们无法处理建筑里盘踞的鬼魂时,他们感到非常失望,但值得称赞的是,他们还是为你们的劳烦支付了报酬。无论如何,在你们试图驱除废弃的沙尖玻璃厂的鬼魂却失败之后,这里留下的诡异传说只会愈演愈烈. </p> <hr /> <p> <strong>奖励:</strong> 沙尖商贸联盟向每位PC支付30gp,并重新评估他们对这栋建筑的计划. </p> <hr /> <p> <strong>队伍升至4级!</strong> 转到 @UUID[.16yourfirstadv00#an-invitation-from-abstalarentry-25]. </p> <h2 class="split">来自阿布斯塔拉的邀请<span class="keepme">条目 25</span></h2> <p class="no-indent"> 你们的队伍已经在沙尖镇建立了良好的声誉,成为了著名的冒险者,即使你们在途中经历了一些失败。将你的角色升至4级. </p> <p style="text-indent: 2ch" class="no-indent"> 无论你是否在第三次冒险中取得胜利,你现在都可以购买任何3级或更低级别的常见物品。你还可以把赚到的钱存起来,用于以后在冒险生涯中购买物品. </p> <p style="text-indent: 2ch" class="no-indent"> 就在你们从最近的冒险中恢复过来不久,你们的队伍收到了来自沙尖大教堂的阿布斯塔拉-赞图斯的邀请,与他共进午餐,并讨论一件微妙的事情,他似乎相信你们队伍可以处理好这件事. </p> <hr /> <p><strong>你们在沙尖大教堂与阿布斯塔拉见面:</strong> 开始 <em>沙尖七灾</em>!</p> </section> |
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<h2 class="split no-toc"><span>H8. Moldthrone</span><span>Trivial 9</span></h2> <p class="read-aloud"> Fungus grows exceedingly dense in this room, with hanging sheets and twisting coils of multicolored growths dangling from the ceiling or stretching like webbing here and there. To the southeast, the ground rises in a low mound, atop which a ring of mushrooms with red and white spotted caps grows. Further south, the cave walls shift into the worked stone features of a short hallway that ends at a single stone door. </p> <p> The spores in this room are even thicker than those in area @UUID[JournalEntry.pf2ap20007apatte.JournalEntryPage.07funguscourt000]{H7}. In addition, anyone who critically fails a saving throw against the spores in here becomes @UUID[Compendium.pf2e.conditionitems.Item.yblD8fOR1J8rDwEQ]{Confused} for 1 round (this additional effect has the emotion and mental traits in addition to the poison trait). </p> <p> The stone door in the southern wall is carved with the image of the Sihedron rune, with the circular rune of the theoretical eighth school of Thassilonian magic etched in its center. This door initially intrigued Yizularun, but she has never been able to open it and has long since lost interest in the mysteries it hides. A keyhole sits in the center of the rune. The door is magically reinforced (Hardness 35, HP 138 [BT 69]) and is further protected by a <em>@UUID[Compendium.pf2e.spells-srd.Item.Azoh0BSoCASrA1lr]{Lock}</em> spell heightened to 9th level. While a character can Force it Open with a successful @Check[athletics|dc:40|traits:attack,skill,action:force-open|name:Force Open] check or open it via a successful @Check[thievery|dc:40|traits:manipulate,skill,action:pick-a-lock|name:Pick a Lock] check to Pick the Lock, the most likely way the PCs will be able to get through this door is by using its key, which they receive from Ilsoari Gandethus soon after they become recognized as the @UUID[JournalEntry.pf2ap20002strang.JournalEntryPage.02heroesofsand00]{Heroes of Sandpoint}. </p> <section class="encounter"> <div class="header"> <img style="transform: scale(1.5)" src="modules/pf2e-ap200-seven-dooms-for-sandpoint/assets/tokens/PZO90200%20YIZULARUN.webp"> <h2 class="split no-toc"><span class="keepme">Moldthrone</span> <span class="keepme">Trivial 9</span> </h2> <span class="link">@UUID[Actor.tjfLwDBxsefOwxQB]{Yizularun}</span> </div> <img class="float-right" src="modules/pf2e-ap200-seven-dooms-for-sandpoint/assets/art/PZO90200 YIZULARUN.webp" alt="Yizularun, female fungus tyrant" title="Yizularun" style="shape-outside: url('modules/pf2e-ap200-seven-dooms-for-sandpoint/assets/art/PZO90200 YIZULARUN.webp')" /> <p> <strong>Creature:</strong> The fungus tyrant Yizularun rules this chamber. She spends most of her time within the ring of mushrooms on the mound to the southeast, drifting in and out of strange hallucinatory dreams and fancies wherein she rules over an entire world of fungal thralls. However, this state of mind isn’t distracting enough that she won’t immediately “wake” from her reverie upon noticing any visitors (although she can still be fooled if the PCs are stealthy enough). </p> <p> If the PCs encounter Yizularun here alone, the fungus tyrant is canny enough to avoid a fight against unknown foes, especially if her telepathic commands to her thrall and followers in area @UUID[JournalEntry.pf2ap20007apatte.JournalEntryPage.07funguscourt000]{H7} go unanswered. While she would love to add the PCs to her moldering empire, she’s just as eager to see that the spores stolen from her domain aren’t allowed to live on. In particular, she rankles at the idea that intruders stole into her domain years ago and made off with some of her fungi. While several of those intruders were slain, enough escaped with stolen spores to annoy her. The prospect of seeking out the thieves herself is below her stature as tyrant of these caverns, of course, and she isn’t comfortable sparing any of her court for the task, but the PCs are another matter. Whether it’s after she turns them into fungal spore thralls, or with a disturbingly sweet request of them when they outnumber her to do her a favor, this “mission” remains the same. She can sense the fungus her stolen spores grew into, somewhere deeper below, and needs the party to destroy every trace of what the spores have grown into. “If they are not to be part of my empire, they do not deserve to be a part of anything,” she reasons. If the PCs agree to do so, they can find her stolen spores growing in the Midnight Dawn fungal farm (area @UUID[JournalEntry.pf2ap20008wherec.JournalEntryPage.08midnightfarm00]{J6}). If they destroy the fungus, Yizularun promises to reward them with the “greatest treasures they’ll ever desire.” Of course, these “treasures” are nothing more than a role as a fungus in her domain, but if canny PCs demand more details before they head off on the mission, she appears flustered. She then indicates some of the treasures heaped within the ring of red-capped mushrooms, implying that the PCs will have their pick of this bounty upon their successful return. </p> <p> If the PCs do leave on this mission, Yizularun wastes no time trying to recruit new spore thralls to her domain, hoping to have enough allies when the PCs return that she and her thralls can ambush them here—she has no intention of rewarding them with anything other than servitude. In any event, once combat begins, she fights to the death. </p> </section> <p> <strong>Treasure:</strong> @UUID[Actor.3pOarsbTVhAd3YfJ]{Yizularun's Collection}<br /> Yizularun has a small collection of baubles and prizes taken from previous thralls that she keeps as mementos of long-gone servants. This collection includes 200 gp in assorted pieces of jewelry, a gold-inlaid oak <em>wand of lightning bolt</em>, a <em>+1 striking adamantine scimitar</em>, and a <em>dragonslayer’s shield</em> covered with black dragonhide. </p> <h2 class="split no-toc"><span>H8. 霉菌王座</span><span>Trivial 9</span></h2> <p class="read-aloud"> 这个洞穴里的真菌生长得异常茂密,悬挂的彩色菌膜和扭曲的彩色菌丝从顶端垂挂生长下来,如同蛛网般四处蔓延。在东南面,地面隆起一个低矮的土堆,土堆顶上长着一圈红帽带有白斑点的蘑菇。再往南走,洞穴的墙壁变成了经过雕琢的石壁,形成了一条短走廊,走廊尽头是一扇石门. </p> <p> 这个洞穴的孢子比区域@UUID[JournalEntry.pf2ap20007apatte.JournalEntryPage.07funguscourt000]{H7}的还要浓密。此外,任何人在这里对抗孢子时,如果豁免检定大失败,将会 @UUID[Compendium.pf2e.conditionitems.Item.yblD8fOR1J8rDwEQ]1轮(这个额外效果除了具有毒素特征外,还具有情绪和心灵特征). </p> <p> 南墙上的石门上雕刻着七芒秘印的图案,其中心刻有代表瑟西隆魔法第八理论学派的圆形符文。这扇门最初引起了伊兹拉伦的兴趣,但她从未能打开它,也早已对它隐藏的秘密失去了兴趣。符文中心有一个钥匙孔。这扇门经过魔法加固(硬度35,生命值138 【BT 69】),并且受到升阶至9环级的<em>@UUID[Compendium.pf2e.spells-srd.Item.Azoh0BSoCASrA1lr]</em>的进一步保护。虽然角色可以通过成功的@Check[athletics|dc:40|traits:attack,skill,action:force-open|name:Force Open]检定进行破拆,或者通过成功的@Check[thievery|dc:40|traits:manipulate,skill,action:pick-a-lock|name:Pick a Lock]检定撬锁,但PC们最有可能通过这扇门的方式是使用钥匙,这把钥匙会在他们被认作是沙尖镇的英雄后不久,由伊尔索里·甘德图斯(Ilsoari Gandethus)交给他们(见@UUID[JournalEntry.pf2ap20002strang.JournalEntryPage.02heroesofsand00]{Heroes of Sandpoint}). </p> <section class="encounter"> <div class="header"> <img style="transform: scale(1.5)" src="modules/pf2e-ap200-seven-dooms-for-sandpoint/assets/tokens/PZO90200%20YIZULARUN.webp"> <h2 class="split no-toc"><span class="keepme">Moldthrone</span> <span class="keepme">Trivial 9</span> </h2> <span class="link">@UUID[Actor.tjfLwDBxsefOwxQB]{Yizularun}</span> </div> <img class="float-right" src="modules/pf2e-ap200-seven-dooms-for-sandpoint/assets/art/PZO90200 YIZULARUN.webp" alt="Yizularun, female fungus tyrant" title="Yizularun" style="shape-outside: url('modules/pf2e-ap200-seven-dooms-for-sandpoint/assets/art/PZO90200 YIZULARUN.webp')" /> <p> <strong>Creature:</strong> 真菌暴君(Fungus Tyrant)伊兹拉伦(Yizularun)统治着这个洞穴。她大部分时间都待在东南方向土堆上的蘑菇圈里,在奇异而虚幻的梦境和幻想中进进出出,在这些梦境中,她统治着一整个由真菌奴仆构成的世界。然而,这种精神状态并不足以分散她的注意力,一旦发现有来者,她会立即从遐想中“醒来”(尽管如果玩家们足够隐秘,她仍然有可能被骗过). </p> <p> 如果PC们在这里单独遭遇伊兹拉伦这位真菌暴君,她会足够狡猾地避免与未知的敌人交战,尤其是当她向区域@UUID[JournalEntry.pf2ap20007apatte.JournalEntryPage.07funguscourt000]{H7}的奴仆和追随者发出的心灵感应指令没有得到回应时。尽管她很想将PC们纳入她那腐烂的帝国,但她同样渴望确保从她领地偷走的孢子无法继续存活。特别是想到多年前有入侵者潜入她的领地并带走了一些真菌,她就怒不可遏。虽然其中一些入侵者被杀死了,但还是有足够多的入侵者带着偷来的孢子逃脱了,这让她大为恼火。当然,亲自去寻找小偷并不符合她作为这些洞穴的君主的身份,她也不放心派她的宫廷成员去完成这项任务,但PC们是另一回事。无论是在将他们变成真菌孢子奴仆之后,还是在他们人数超过她时向他们提出一个令人困扰的甜蜜请求,让他们帮她一个忙,这个“任务”都是一样的。她能感觉到,从她被偷走的孢子生长出来的真菌,就在更深的地下某处,她需要队伍摧毁孢子生长成的所有痕迹。“如果他们不能成为我帝国的一部分,他们就不配成为任何事物的一部分,”她这样认为。如果PC们同意这么做,他们会在午夜黎明真菌农场(区域@UUID[JournalEntry.pf2ap20008wherec.JournalEntryPage.08midnightfarm00]{J6})发现她被偷走的孢子生长出来的东西。如果他们摧毁了这些真菌,伊兹拉伦承诺会用“他们渴望的最大宝藏”来奖励他们。当然,这些“宝藏”不过是作为她领地里的一个真菌而已,但如果聪明的PC们在执行任务前要透露更多细节,她就会显得有些慌乱。然后,她指了指红帽蘑菇圈内的一些宝藏,暗示PC们在成功归来后可以从这些宝藏中挑选. </p> <p> 如果PC们接受了这项任务并离开,伊兹拉伦会毫不犹豫地尝试转化新的孢子奴仆加入她的领地,希望在PC们回来时,她和她的奴仆们能有足够的盟友在这里伏击他们——她根本没有打算用除了奴役之外的任何东西来奖励他们。无论如何,一旦战斗开始,她就会战斗至死. </p> </section> <p> <strong>Treasure:</strong> @UUID[Actor.3pOarsbTVhAd3YfJ]{Yizularun's Collection}<br /> 伊兹拉伦收藏了一小批从以前的奴仆那里拿来的小玩意儿和奖品,作为对那些早已逝去的奴仆的纪念品。这批收藏品包括价值200gp的各种珠宝、一根镶嵌着金边的橡木<em>闪电束魔杖</em>、一把+1强击的<em>精金弯刀</em>,以及一面覆盖着黑龙皮的<em>屠龙盾</em>. </p> |
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<h2 class="no-toc">D12. Magic Pool</h2> <p class="read-aloud"> A shimmering, softly glowing pool of unusually blue water ripples and shines in this cavern. The water is also unusually clear, revealing a depth of five feet—and the ancient skeleton clad in shining silvery chainmail clutching a softly glowing starknife in the pool’s depths against the northeast wall. </p> <p> This pool of water is more than merely refreshing to drink from—its waters are magical, after having been exposed to the long-dead body of an ancient priest of @UUID[Compendium.pf2e.deities.Item.JgqH3BhuEuA4Zyqs]{Desna} who attempted to infiltrate this complex a few months before Earthfall, thousands of years ago. A member of an obscure sect known as the Order of the Starless Night, this priest was investigating rumors of a “Thassilonian heretic” in the complex surrounding the Pit, but fell victim to the same heretic’s dangerous (and fortunately for the PCs, long gone) guardians. He perished here of poisoned wounds and, for many thousands of years, his spirit remained here, haunting the pool. A mere hundred years ago, his spirit finally moved on, but over that time, his presence and the magic of his once powerful gear left the waters of this pool enhanced with potent—but also potentially dangerous—magic. </p> <p> A PC can Identify Magic to learn how the waters of this pool function. Anyone who drinks from the pool must attempt a @Check[fortitude|dc:20] save (worshippers of Desna gain a +2 circumstance bonus) to determine how the ancient magic affects them, but once one drinks from the pool, any further attempts to drink from it for 1 year automatically result in the critical failure effect. Water harvested from the pool becomes non-magical and stagnant. </p> <section class="action"> <p> <strong>Critical Success</strong> The drinker is affected by a <em>@UUID[Compendium.pf2e.spells-srd.Item.SnaLVgxZ9ryUFmUr]{Restoration}</em> spell (heightened to 4th level) and has [[/r (4d8+32)[healing]]] Hit Points restored. In addition, the next time the drinker sleeps, they experience wonderful dreams of flying, and when they wake, they are blessed with Desna’s favor, which grants them a +5 enhancement bonus to their speed for the next 24 hours. </p> <p> <strong>Success</strong> The drinker has [[/r (4d8+32)[healing]]] Hit Points restored, and the next time they sleep they dream of flying, but are not blessed with Desna’s favor. </p> <p> <strong>Failure</strong> The water is cool and refreshing, but the next time the character sleeps, they have unsettling nightmares of being chased through dark caves by unseen monsters. The dreams have no lasting effects. </p> <p> <strong>Critical Failure</strong> @UUID[Item.NLtEU0GujzUVnka7]{Magic Pool's Curse}<br> As failure, but the character becomes cursed, and the dreams of being chased by monsters occur nightly. As long as the curse persists, the character suffers a –2 status penalty against sleep effects, and requires 10 hours of sleep each day rather than 8. This curse is permanent until it is removed (the curse is 5th level with a DC 20 to counteract). </p> </section> <p> <strong>Treasure:</strong> @UUID[Actor.fsmw9bIRT4Rdc04J]{Priest’s Remains}<br /> The priest’s remains have been preserved by the pool’s waters, but if they are dragged out of the pool, the skeleton crumbles away, the chainmail rusts to ruin, and most of the rest of the gear decays as well—the one exception being the starknife. This weapon is a relic called <em>Monarch</em>. If <em>Monarch</em> is taken from the waters, they immediately go stagnant and forever lose their magic. </p> <h2 class="no-toc">D12. 魔池</h2> <p class="read-aloud"> 在这个洞穴中,有一个闪烁着柔和光芒的奇异蓝色水池,水面波光粼粼。池水异常清澈,可见深度达五尺——在东北面墙壁附近的池底,有一具古老的骷髅,身着一套闪闪发光的银制锁子甲,手中紧握着一把微微发光的星刃. </p> <p> 这个水池中的水不仅仅饮用能够提神——它的水是具有魔力的。数千年前,在星陨之灾前的几个月,一位早已死去的试图潜入这个建筑群的古代@UUID[Compendium.pf2e.deities.Item.JgqH3BhuEuA4Zyqs]祭司的尸体长期浸泡在这里,使池水具有了魔力。这位祭司是一个名为“无星之夜的骑士团(Order Of The Starless Night)”的隐秘教派的成员,他当时正在调查有关“瑟西隆异端”的传言,这个异端就藏身在大深坑周围的建筑群中,但他不幸死于同样危险的异端守卫(但对PC们而言幸运的是,那些守卫早已消失)之手。他在这里因伤口中毒而死,数千年来,他的灵魂一直徘徊在这个水池旁。仅仅在一百年前,他的灵魂才终于离开,但在这段时间里,他的存在和他曾经强大的装备所蕴含的魔法,使这个水池中的水拥有了强大的——但也可能危险的——魔力. </p> <p> PC可以辨识魔法(Identify Magic),了解这个水池中的水是如何运作的。任何从池中饮水的人都必须进行@Check[fortitude|dc:20] 豁免检定(黛斯娜的信徒会获得+2的环境加值),以确定古代魔法对他们的影响,但一旦有人从池中喝水后,在1年内任何再次尝试从池中饮水的行为都会产生大失败的效果。从水池中收集的水变得毫无魔力且停滞不动. </p> <section class="action"> <p> <strong>Critical Success</strong> 饮用者受到<em>@UUID[Compendium.pf2e.spells-srd.Item.SnaLVgxZ9ryUFmUr]</em> 的影响(升阶到4环级),并恢复了[[/r (4d8+32)[healing]]] 点生命值。此外,下次饮用者入睡时,他们会体验到飞行的美妙梦境,当他们醒来时,他们得到了黛丝娜的青睐,这使他们在接下来的24小时内速度获得5尺的加值. </p> <p> <strong>Success</strong> 饮用者恢复了 [[/r (4d8+32)[healing]]]的生命值,下次睡觉时,他们梦到了在飞行,但没有得到黛丝娜的青睐. </p> <p> <strong>Failure</strong> 池水清凉爽口,但角色下次入睡时会做令人不安的噩梦,梦见自己在黑暗的洞穴中被看不见的怪物追赶。这些梦境没有持久的影响. </p> <p> <strong>Critical Failure</strong> @UUID[Item.NLtEU0GujzUVnka7]<br> 与检定失败的情况相同,但角色会受到诅咒,每晚都会梦见被怪物追赶。只要诅咒持续存在,角色在对抗睡眠特征的效果时会受到-2的状态减值,并且每天需要10小时的睡眠,而不是通常的8小时。这个诅咒是永久性的,直到被解除为止(诅咒环级为5级,反制DC为20). </p> </section> <p> <strong>Treasure:</strong> @UUID[Actor.fsmw9bIRT4Rdc04J]{Priest’s Remains}<br /> 祭司的遗骸被池水保存了下来,但如果将其从池中拖出,骨架会瞬间碎裂,锁子甲也会迅速锈蚀毁坏,大部分其他装备也同样会腐烂——唯一的例外是那把匕首。这把武器是一件名为<em>帝王(Monarch)</em>的圣物,具体信息见第184页。如果帝王被从水中取出,池水会立即变得停滞不动,并且永远失去魔力. </p> |
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Ripening Pantry
熟化储食室 Ripening Pantry
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<h2 class="split no-toc"><span>J1. Ghoulish Sanctuary</span><span>Severe 10</span></h2> <p class="read-aloud"> Twin statues of a leering figure with pointed ears, sharp teeth, and cloven hooves stand opposite and facing each other, flanking the path to a stairwell. The stairs, fifteen feet wide, lead down into a large chamber lit by numerous green fires that flicker in skulls made into lanterns on the walls. A mound of thousands, if not tens of thousands, of writhing maggots sits in a large bowl-shaped basin in the middle of the room. Two long stone tables stand to either side, each heaped with bones and body parts. Numerous alcoves containing stacked burial niches surround the room, and wooden double doors that look almost like immense gravestones carved with epitaphs sit in the southern wall. </p> <p> A PC who succeeds at a @Check[religion|dc:20|traits:concentrate,secret,skill,action:recall-knowledge|name:Recall Knowledge] check to Recall Knowledge identifies the stone statues at the eastern end of this chamber as @UUID[Compendium.pf2e.deities.Item.V5PbbkZUP9N7kl6h]{Kabriri}. A PC who Searches the area and succeeds at a @Check[perception|dc:27|traits:concentrate,exploration,secret,action:search|name:Search] check can discover the secret door to area @UUID[JournalEntry.pf2ap20008wherec.JournalEntryPage.08ripeningpant00]{J2}. </p> <p> The doors to area @UUID[JournalEntry.pf2ap20008wherec.JournalEntryPage.08thethreeputr00]{J3a} each bear identical carvings of a phrase in Necril that reads, “Step forth, my hungry child, and be baptized in the first putrefaction—let the shadows soothe your rancid flesh and creaking bones.” </p> <p> The large stone bowl in the middle of the room is an immobile magical item that constantly fills with squirming, foul-smelling maggots. A PC who ends their turn adjacent to the foul smelling bowl of wriggling maggots must succeed at a @Check[fortitude|dc:25|traits:poison] save or become @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1} (@UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 2} on a critical failure) from the stench (this effect has the poison trait). The maggots melt away into nasty-smelling stains about a minute after they’re taken from the bowl. The ghasts use the bowl to “bathe,” as the maggots won’t eat living or undead flesh but do an excellent job at consuming spills or leftovers from a ghastly meal. </p> <p> <strong>Creatures:</strong> The bulk of Kanker’s cult dwells here, spending most of their time in deep philosophical debate about the best methods of decaying flesh in preparation for eating, taking part in prayer services to Kabriri, or feasting on the latest offering of flesh brought to them by the Midnight Dawn. The ghasts are engaged in this last pursuit when the PCs arrive, with the eight cultists gathered around the western table as they feed upon the well-decayed bodies of several xulgaths. The ghasts particularly enjoy the texture and tang of clotted and rotted scent glands, treating them as an awful variant of wishbones—a ghast rolls the spherical gland in their jaws, trying their hardest not to rupture it with their sharp teeth while the other ghasts offer a 2-minute prayer to Kabriri. If the ghast avoids puncturing the gland for the entire prayer, the others cheer in delight. </p> <p> The putrid scent in the room, as a result, is remarkable. All saving throws against a ghast’s stench in this room suffer a –1 circumstance penalty (@UUID[Item.yo8bojNvBHBR6G3p]{Putrid Scent}). </p> <p> The ghasts don’t immediately attack upon spotting the PCs, who are recognized unless they take pains to disguise themselves. The ghasts greet them with sardonic smiles and sarcastic observations at how the “heroes of @UUID[JournalEntry.pf2ap20011sandpo.JournalEntryPage.11adoomedtown000#sandpointsettlement-4]{Sandpoint} have finally deigned to bask in the corpselight and partake of the feast.” One of the ghasts procures a particularly glistening xulgath scent gland and approaches the PCs, telling them that if one of them can hold the gland in their mouth for 2 minutes without becoming sick, the ghasts will let the PCs pass through the doors to the south to take part in the “Putrefactions of Kabriri” without contesting the their passage. A PC who wants to attempt this challenge must succeed at no fewer than 20 separate @Check[fortitude|dc:20] saving throws to resist becoming @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1} by the mouthful of decay; as soon as the PC fails one of these saving throws, the ghasts cheer in delight, for now they have permission to attack. </p> <section class="encounter"> <div class="header"> <img style="transform: scale(2)" src="modules/pf2e-ap200-seven-dooms-for-sandpoint/assets/tokens/Ghast%20Priest%20of%20Kabriri.webp"> <h2 class="split no-toc"><span class="keepme">Ghoulish Sanctuary</span> <span class="keepme">Severe 10</span> </h2> <span class="link">@UUID[Actor.8VIosAdYDYpZEoob]{Ghast Cultists (3)}</span> </div> <p> The ghasts honor their promise, but as soon as any PC returns to area <strong>J1</strong> from the south, they attack at once—after all, they gave no promise about letting the PCs leave uncontested. </p> <p> Once combat begins, the ghasts fight until destroyed and pursue the PCs gleefully if they try to flee, chasing them as far as the edge of Devil’s Platter if it comes to it. </p> </section> <h2 class="split no-toc"><span>J1. <p class="read-aloud"> Twin statues of a leering figure with pointed ears, sharp teeth, and cloven hooves stand opposite and facing each other, flanking the path to a stairwell. The stairs, fifteen feet wide, lead down into a large chamber lit by numerous green fires that flicker in skulls made into lanterns on the walls. A mound of thousands, if not tens of thousands, of writhing maggots sits in a large bowl-shaped basin in the middle of the room. Two long stone tables stand to either side, each heaped with bones and body parts. Numerous alcoves containing stacked burial niches surround the room, and wooden double doors that look almost like immense gravestones carved with epitaphs sit in the southern wall. </p> <p> A PC who succeeds at a @Check[religion|dc:20|traits:concentrate,secret,skill,action:recall-knowledge|name:Recall Knowledge] check to Recall Knowledge identifies the stone statues at the eastern end of this chamber as @UUID[Compendium.pf2e.deities.Item.V5PbbkZUP9N7kl6h]{Kabriri}. A PC who Searches the area and succeeds at a @Check[perception|dc:27|traits:concentrate,exploration,secret,action:search|name:Search] check can discover the secret door to area @UUID[JournalEntry.pf2ap20008wherec.JournalEntryPage.08ripeningpant00]{J2}. </p> <p> The doors to area @UUID[JournalEntry.pf2ap20008wherec.JournalEntryPage.08thethreeputr00]{J3a} each bear identical carvings of a phrase in Necril that reads, “Step forth, my hungry child, and be baptized in the first putrefaction—let the shadows soothe your rancid flesh and creaking bones.” </p> <p> The large stone bowl in the middle of the room is an immobile magical item that constantly fills with squirming, foul-smelling maggots. A PC who ends their turn adjacent to the foul smelling bowl of wriggling maggots must succeed at a @Check[fortitude|dc:25|traits:poison] save or become @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1} (@UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 2} on a critical failure) from the stench (this effect has the poison trait). The maggots melt away into nasty-smelling stains about a minute after they’re taken from the bowl. The ghasts use the bowl to “bathe,” as the maggots won’t eat living or undead flesh but do an excellent job at consuming spills or leftovers from a ghastly meal. </p> <p> <strong>Creatures:</strong> The bulk of Kanker’s cult dwells here, spending most of their time in deep philosophical debate about the best methods of decaying flesh in preparation for eating, taking part in prayer services to Kabriri, or feasting on the latest offering of flesh brought to them by the Midnight Dawn. The ghasts are engaged in this last pursuit when the PCs arrive, with the eight cultists gathered around the western table as they feed upon the well-decayed bodies of several xulgaths. The ghasts particularly enjoy the texture and tang of clotted and rotted scent glands, treating them as an awful variant of wishbones—a ghast rolls the spherical gland in their jaws, trying their hardest not to rupture it with their sharp teeth while the other ghasts offer a 2-minute prayer to Kabriri. If the ghast avoids puncturing the gland for the entire prayer, the others cheer in delight. </p> <p> The putrid scent in the room, as a result, is remarkable. All saving throws against a ghast’s stench in this room suffer a –1 circumstance penalty (@UUID[Item.yo8bojNvBHBR6G3p]{Putrid Scent}). </p> <p> The ghasts don’t immediately attack upon spotting the PCs, who are recognized unless they take pains to disguise themselves. The ghasts greet them with sardonic smiles and sarcastic observations at how the “heroes of @UUID[JournalEntry.pf2ap20011sandpo.JournalEntryPage.11adoomedtown000#sandpointsettlement-4]{Sandpoint} have finally deigned to bask in the corpselight and partake of the feast.” One of the ghasts procures a particularly glistening xulgath scent gland and approaches the PCs, telling them that if one of them can hold the gland in their mouth for 2 minutes without becoming sick, the ghasts will let the PCs pass through the doors to the south to take part in the “Putrefactions of Kabriri” without contesting the their passage. A PC who wants to attempt this challenge must succeed at no fewer than 20 separate @Check[fortitude|dc:20] saving throws to resist becoming @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1} by the mouthful of decay; as soon as the PC fails one of these saving throws, the ghasts cheer in delight, for now they have permission to attack <p class="read-aloud"> 两尊咧嘴而笑的雕像面对面矗立着,它们拥有尖耳朵、尖牙和蹄状足,分列在通往阶梯井的道路两旁。这条阶梯宽达十五尺,向下通向一间由墙上无数骷髅灯中闪烁的绿火照亮的大厅。大厅中央有一个大碗状的盆子,里面堆满了成千上万条蠕动的蛆虫。两侧各有一张长长的石桌,桌上堆满了骨头和尸块。大厅周围有许多壁龛,里面堆满了层层叠叠的墓穴,南墙上则有两扇看起来像是巨大的墓碑、上面刻有墓志铭的木质双开门. </p> <p> 如果PC在进行@Check[religion|dc:20|traits:concentrate,secret,skill,action:recall-knowledge|name:Recall Knowledge]检定以回忆知识(Recall Knowledge)时成功,就能识别出房间东端的石像是@UUID[Compendium.pf2e.deities.Item.V5PbbkZUP9N7kl6h]。如果PC在这片区域搜寻(Search),并在@Check[perception|dc:27|traits:concentrate,exploration,secret,action:search|name:Search]检定中成功,就能发现通往区域@UUID[JournalEntry.pf2ap20008wherec.JournalEntryPage.08ripeningpant00]{J2}的暗门. </p> <p> 通往区域@UUID[JournalEntry.pf2ap20008wherec.JournalEntryPage.08thethreeputr00]{J3a}的每扇门上都刻有相同的死灵语(Necril)语铭文:“出来吧,我的孩子,饥饿难耐的你,接受初次腐烂的洗礼——让阴影抚慰你那腐烂的肉体和吱嘎作响的骨头.” </p> <p> 房间中央的大石碗是一件无法移动的魔法物品,它不断地充满蠕动、散发着恶臭的蛆虫。如果一个PC在其回合结束时站在这个散发恶臭的蛆虫碗旁边,必须通过@Check[fortitude|dc:25|traits:poison]检定,否则会因恶臭而陷入 @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18](若检定大失败,则陷入@UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 2})(此效果具有毒素特征)。这些蛆虫在从碗中取出后大约一分钟内就会融化成难闻的污渍。妖鬼们会用这个碗来“洗澡”,因为蛆虫不会吃活人或不死生物的肉,但在清理妖鬼大餐后的残渣或溢出物方面却做得非常好. </p> <p> <strong>Creatures:</strong> 坎克邪教的大部分成员都居住在这里,他们的大部分时间都花在深入的哲学辩论上,讨论如何以最佳方式腐烂肉体以备食用,参加向卡布里里的祈祷仪式,或是享用由午夜黎明带来的最新肉祭品。当PC们到达时,妖鬼们正在进行最后一项活动,八名邪教徒围坐在西边的桌子旁,享用着几具已经腐烂得很好的地蜥人(Xulgath)尸体。食尸鬼们特别喜欢凝结和腐烂的嗅腺的口感和味道,把它们当作一种可怕的如愿骨变体(译者注:吃家禽等时,两人将颈与胸之间的v形拉开,得到较大一块的人可以许愿)——一只食尸鬼会把球形的腺体在嘴里滚来滚去,尽力不用锋利的牙齿将其咬破,而其他食尸鬼则会向卡布里里进行两分钟的祈祷。如果在这整个祈祷过程中,食尸鬼没有咬破腺体,其他食尸鬼就会高兴地欢呼起来. </p> <p> 因此,房间内的恶臭气味十分惊人。在这个房间里,所有针对妖鬼恶臭(Ghast’s Stench)的豁免检定都会受到-1的环境减值 (@UUID[Item.yo8bojNvBHBR6G3p]{Putrid Scent}). </p> <p> 妖鬼们在看到PC们时并不会立即发起攻击,除非PC们费尽心思伪装自己,否则他们会被立刻认出。妖鬼们用讽刺的微笑和挖苦的话语迎接他们,说“@UUID[JournalEntry.pf2ap20011sandpo.JournalEntryPage.11adoomedtown000#sandpointsettlement-4]{Sandpoint} 的英雄们终于愿意沐浴在尸光之下,参加这场盛宴了”。其中一只妖鬼拿来一个特别闪闪发光的地蜥人嗅腺,走向PC们,告诉他们,如果其中一个人能把嗅腺含在嘴里两分钟而不感到恶心,妖鬼们就会让PC们穿过南边的门,参加“卡布里里的腐烂仪式”(Putrefactions Of Kabriri),并且不会阻挠他们的通行。想要尝试这个挑战的PC必须通过不少于20次@Check[fortitude|dc:20] 检定,以抵抗因满口的腐烂物而陷入@UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18];一旦PC在这些豁免检定中失败一次,妖鬼们就会高兴地欢呼起来,因为他们现在有了攻击的许可. </p> <section class="encounter"> <div class="header"> <img style="transform: scale(2)" src="modules/pf2e-ap200-seven-dooms-for-sandpoint/assets/tokens/Ghast%20Priest%20of%20Kabriri.webp"> <h2 class="split no-toc"><span class="keepme">Ghoulish Sanctuary</span> <span class="keepme">Severe 10</span> </h2> <span class="link">@UUID[Actor.8VIosAdYDYpZEoob]{Ghast Cultists (3)}</span> </div> <p> attack at once—after all, they gave no promise about letting the PCs leave uncontested. </p> <p> Once combat begins, the ghasts fight until destroyed and pursue the PCs gleefully if they try to flee, chasing them as far as the edge of Devil’s Platter if it comes to it </p> <p> 一旦战斗开始,妖鬼们就会战斗到被摧毁为止,如果PC们试图逃跑,他们会兴高采烈追击,一直追到魔鬼托盘的边缘,如果他们能追上的话. </p> </section> |
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