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【CRB】第十章:危害
« 于: 2020-11-17, 周二 20:21:26 »
引述: 鸣谢
感谢笨哈、Ghost等前人的努力,此贴的前半部分基本按照他们二位之前已有的部分经过适当修订而来。
由于CRB的危害以陷阱为主,所以GMG补充了很多环境危害和作祟,具体详见第二章:创建危害
《死者之书》补充了大量的作祟。

危害 Hazards
地下城里遍布用来守护宝藏的阴险陷阱。这些陷阱涵盖的范围从发射飞镖、抛掷重物的机械装置到引发火焰爆炸的魔法符文。除了陷阱,冒险者们还会遭遇其他类型的危害,例如自然环境危害,或灵异的作祟现象等等。

侦测危害 Detecting a Hazard
每一种危害都有一种触发机制,使其危险性被激活。对于陷阱,这可能是一种机械装置,如绊线或压力板,而对于环境危害或作祟,触发机制可能只是简单的靠近它。当角色接近危害时,他们有机会在触发危害之前找到触发区域或机制。除非这些危害要求达到最低熟练度,否则他们会自动接受侦测危害的检定。

在探索阶段,当PC们第一次进入危害所在的大体区域(general area)时,决定团队是否侦测到危害。如果危害没有列出察觉的最低熟练度,对每名PC进行一次秘密察觉检定,以对抗危害的隐秘DC。对于察觉上有最低熟练度需求的危害,只有当某人正在积极搜索(在探索模式中进行搜索 Search 活动,或在遭遇模式中进行搜查 Seek行动),并且只有当他们达到或超过所列出的熟练度等级,才进行掷骰。任何检定成功的人都会意识到其中的危险,你可以描述一下他们注意到了什么。

没有最低熟练度要求的的魔法危害可以使用“侦测魔法”找到,但是这个法术不能提供足够的信息来理解或解除该危害,它只能显示该危害的存在。要想彻底理解魔法危害的性质并解除它,则需要使用更强大的魔法或成功的技能检定,比如进行辨识魔法(Identify Magic)回忆知识(Recall Knowledge)。对有最低熟练度要求的魔法危害使用侦测魔法是找不到它的。

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Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a echanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.
During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn’t list a minimum proficiency rank, roll a secret Perception check against the hazard’s Stealth DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the Seek action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.

Magical hazards that don’t have a minimum proficiency rank can be found using detect magic, but this spell doesn’t provide enough information to understand or disable the hazard—it only reveals the hazard’s presence. Determining a magical hazard’s properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using Identify Magic or Recall Knowledge. Magical hazards with a minimum proficiency rank cannot be found with detect magic at all.

触发危害 Triggering a Hazard
如果团队没能侦测到危害,而危害的触发是旅行的标准部分(比如踩上一块地板或穿过魔法传感器),危害的反应动作就会被触发。而只有操作环境元素时才会触发的危害——例如某人要打开一扇门时——只有当PC明确地采取这个行动,危害才会触发。
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If the group fails to detect a hazard and the hazard’s trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard’s reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.

反应或自由动作 Reaction or Free Action
大多数危害在它们被触发后发生,对于简单的危害,反应动作就是是危害的全部效果,而复杂的危害,反应动作也可能让它们投掷先攻,要么开启一场战斗遭遇,要么加入已经开始的战斗,并在多个回合中造成威胁,一些危害被触发后使用的是自由动作而非反应动作;例如,流沙每轮可以往下吸入多个生物。
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Most hazards have reactions that occur when they’re triggered. For simple hazards, the reaction is the entirety of the hazard’s effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round.

例行程序 Routine
复杂危害通常按照一系列预先编排好的动作行动,这被称之为例行程序。一旦被触发,危害开始执行自己的第一个反应动作,然后,如果PC们还没有进入遭遇模式,他们就需要投掷先攻(如果他们已经处在遭遇模式,则先攻不变),危害也需要你为其投掷先攻,在这种情况下,危害的先攻使用隐秘调整值。
之后,危害每轮在自己的回合里遵循例行程序来行动。危害每轮可使用的动作数量,以及动作的效果,则取决于不同的危害。
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A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they’re already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its Stealth modifier.

After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard.

重置危害 Resetting a Hazard
一些危害可以被重置,以允许它们被再次触发。某些危害可能自动重置,比如流沙的表面在24小时后就会平复,某些危害需要手动重置,比如陷坑的活板门必须关闭才能让坑再次隐藏起来。
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Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again.

引述: 边栏
怪物和危害 MONSTERS AND HAZARDS
NPC和怪物们的数据中通常不会列出他们的熟练等级(proficiency ranks),因为在大多数时间里,他们不需要像PC那样侦测或解除危害,所以你并不需要这个信息。但是,如果一名PC重置了怪物预定路线上的陷阱,或试图将怪物诱入危害,你可以临时加上以下信息。

通常来说,怪物的察觉:3-4级(专家),8-9级(大师),16-17(传奇)。如果怪物的技能里有贼活(Thievery)技能,那么它拥有与它的等级相配的最高熟练度(1级受训,3级专家,7级大师,15级传奇),否则它就未受训。当然,某个特定的怪物可能不适用于上述指引,特别当怪物无心灵,或者感觉迟钝时更是如此。
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The statistics for NPCs and monsters usually don’t list their proficiency ranks. Most of the time, they don’t need to deal with detecting or disabling hazards the way PCs do, so you don’t need this information. However, if a PC resets a trap in a monster’s path or plans to lure a monster into a hazard, you can improvise this information.

For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has Thievery listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it’s untrained. Of course, an individual monster might deviate from these guidelines, especially if it’s mindless or not very perceptive.

解除危害 Disabling a Hazard
最通常的解除陷阱的方法就是使用贼活技能的解除装置(Disable a Device)动作,大多数机械化的陷阱可被简单地破坏,魔法陷阱可被反制,环境危害则可被自然或生存技能克服,作祟则能被神秘学或宗教技能压制,解除危害所需的技能及其DC都被列在了危害的数据中,如同侦测危害一样,解除危害也可能需要角色在所列出的技能上有一定的熟练度。

一个角色必须首先侦测到危害(或指出危害),尝试使它无效化,无论危害是否已被触发,他们都可以尝试解除危害,虽然有些危害的反应动作一旦生效就不再具有危险,尤其是当这些危害无法被重置的情况下。

对于大多数危害而言,对危害数据中所列出的技能进行成功的检定可以解除危害而不触发它。其他解除危害的方法或正确解除危害的额外步骤都会写在危害的数据里,在解除危害时的任何检定中投出大失败则必定触发危害,这包括反制魔法危害时投出的大失败。

一些危害则需要多次技能检定才能解除,通常因为它们的构造特别复杂,或有数个独立的构件。对于构造复杂的危害来说,一次解除危害的检定大成功,视作单一构件的两次成功。
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The most versatile method for deactivating traps is the Disable a Device action of the Thievery skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with Nature or Survival, and haunts can often be overcome with Occultism or Religion. The specific skill and DC required to disable a hazard are listed in the hazard’s stat block. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.

A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.

For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard’s stat block, as are any additional steps required to properly deactivate it. A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard.

Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.

破坏危害 Damaging a Hazard
一名角色可能会仅仅只是攻击危害,而非小心翼翼的解除它,伤害一个机械陷阱与其它物理危害时,如同破坏物品(damaging objects)一样运作:危害根据其硬度减少伤害,在多数情况下,击打危害也会触发它,如同在下方“攻击一个危害”的解释一样,如果一个危害的HP被减少至小于等于它的破损阈值(BT),则危害获得破损状态且无法被启动,不过它还是能被修复,如果它的HP被减到0,则它被摧毁且无法被修复(破坏物品相关规则参见P272第六节)。

危害的AC、豁免骰调整值、硬度、HP、和BT都列在了它们的数据中,没有列出这些信息的危害不会被任何以这些信息为目标的效果所影响,例如,一个危害有HP而无BT就不会处于破损状态,但是依然可被摧毁。除非另有说明,否则危害免疫一切物品免疫的效果,它们不会被任何无法以物品为目标的效果视为目标,一些危害可能有额外的免疫,同样也会有抗性或弱点。

引述: 快速查询
物品免疫 Object Immunities
  无生命物体和危害免疫流血、死亡效果、疾病、治疗、心灵效果、死灵效果、非致命攻击和毒素,还有毁灭、流失、疲乏、麻痹、恶心和失去意识状态。拥有心灵的物品不再对心灵效果免疫。许多物品还有对其它状态的免疫,具体由GM决定。例如,剑没有速度,因此其速度不会受到减值,但造成速度减值的效果可以正常对可动剑刃陷阱生效。

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Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard’s Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can’t be activated, though it can still be repaired. If it’s reduced to 0 HP, it’s destroyed and can’t be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)

Hazards’ AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn’t list one of these statistics can’t be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can’t be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can’t be targeted by anything that can’t target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.

攻击危害 Attacking a Hazard
如果某人攻击了一个危害——尤其是机械陷阱——他们通常会触发它,尽管在某些情况下你可能会做出其他判断。如果陷阱在一次攻击中被破坏,则陷阱就无法触发了,这取决于具体情况。如果危害由多个部分组成的话,破坏其中一个部分可能依然会触发陷阱,比如,如果一个陷阱在一个位置有绊线,但是从另一个位置攻击角色,切断绊线仍然可以触发陷阱。一次性摧毁一整个陷阱则几乎不会触发它,此规则也适用于除攻击之外的大多数破坏性法术或其他攻击效果。
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If someone hits a hazard—especially if it’s a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks.

修复危害 Repairing a Hazard
你可能会允许某个角色去修复一个被破坏的危害以使其恢复功能,你可以决定其细节,因为细节可随陷阱不同而变化。如果修复陷阱需要收集分散的组件或类似的东西,那么修理(Repair)动作可能是不够的。如果物品有重置(Reset)条目,角色除了修复伤害之外,还需要做这个条目上面列出的任何事情。
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You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage.

反制魔法危害 Counteracting a Magical Hazard
一些魔法危害可以使用解除魔法进行反制,反制规则详见458页。这些法术的反制等级和DC列在它们的数据中,反制一个危害在其他方面就如同使用技能检定解除危害一样。
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Some magical hazards can be counteracted using dispel magic and the counteracting rules found on page 458. These hazards’ spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard.

危害经验值 Hazard Experience
角色们因为克服了一个危害而获得经验值,无论他们是解除它,躲避它,或只是简单的承受了伤害;但如果他们在之后又触发了同样的危害,他们不会因此再获得经验,508页记录了不同等级危害可获得的经验值,但为了便利,就在这里重复了,复杂危害可获得的XP等于同级怪物,而简单危害可获得的XP是其1/5,比团队等级低4级或更低级的危害是微不足道的,因此不会获得XP。
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Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don’t gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party’s level – 4 are trivial and award no XP.

表10–14: 危害经验值
            经验奖励
等级      简单危害    复杂危害  
团队等级-4   2XP    10XP
团队等级-3   3XP    15XP
团队等级-2   4XP    20XP
团队等级-1   6XP    30XP
团队等级     8XP    40XP
团队等级+1  12XP    60XP
团队等级+2  16XP    80XP
团队等级+3  24XP   120XP
团队等级+4  30XP   150XP

危害格式 Hazard Format
危害的数据在格式上类似于怪物,一些关于格式的内容可以在下面的范例数据中找到。

危害名称            危害等级

特征(Traits)
隐秘(Stealth):这个条目列出了对于复杂危害先攻的隐秘调整值,或对于探测简单危害的隐秘DC,接下来就是括号中列出的所需最小熟练度(如果有的话),如果使用侦测魔法可以用来侦测该危害,那么这个信息也会被列在这里。
描述(Description):这里说明了危害的外观,以及它可能包含的特殊规则。

解除(Disable):用来解除危害的技能检定DC列在这里,如果危害可被反制,它的法术环位和反制DC会在括号中列出。
AC:危害的AC。豁免(Saving Throws):危害的豁免,通常来说只有作祟拥有意志豁免。
硬度(Hardness):危害的硬度。HP:危害的生命值,然后破损阈值(BT)会在此处括号里列出。免疫(Immunities):危害的免疫;弱点(Weaknesses):危害的弱点,如果有的话;抗力(Resistances):危害的抗力,如果有的话。
动作类型(Action Type)[R]或[F]:列出了危害使用的自由动作或反应动作;触发 Trigger:触发危害的触发方式列在这里;效果 Effect:对于简单危害,其效果就是危害能做的一切,对于复杂危害,则也有可能让其进行先攻检定。
例行程序(Routine):这一部分描述了一个复杂危害在遭遇中每个回合会做些什么,在“例行程序”后出现的括号中列出了每回合危害有多少动作,简单危害没有这个条目。
动作(Action):危害可用动作的详述被列在这里,通常是近战或远程攻击。

重置(Reset):如果该危害可被重置,那么信息就会在这里。

等级 Level
危害的等级表明了对什么级别的队伍而言才是个合适的挑战,如果危害包含了毒素,诅咒或其它非法术特性,该特性的等级就是危害的等级。

特征 Traits
多数值得注意的危害特征有:陷阱trap(建造出来伤害入侵者),环境environmental (自然危害),以及作祟haunt (灵异现象)。无论魔法陷阱还是机械陷阱,都有一个特征来表明它是个陷阱,拥有先攻以及例行程序的危害是复杂危害。

隐秘或隐秘DC Stealth or Stealth DC
复杂危害列出了它们的隐秘调整值,用于其先攻检定,这代替了它的隐秘DC。其隐秘DC等于隐秘调整至+10。
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Level
The hazard’s level indicates what level of party it’s a good
challenge for. If the hazard involves a toxin, curse, or other
non-spell feature, that feature’s level is the hazard’s level.
Traits
The most notable hazard traits are trap (constructed to
harm intruders), environmental (natural hazards), and
haunt (spectral phenomena). Traps have a trait to indicate
whether they’re magical or mechanical. Hazards that have
initiative and a routine have the complex trait.
Stealth or Stealth DC
Complex hazards list their Stealth modifier, which they
use for initiative, instead of their Stealth DC. If you need
the DC, it’s equal to this modifier + 10.
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Re: 【CRB】第十章:危害
« 回帖 #1 于: 2020-11-17, 周二 20:49:50 »
简单危害 Simple Hazards
简单危害只会使用一次反应动作,之后它就失去威胁,除非该危害被重置。


陷坑 HIDDEN PIT             0级危害

机械 陷阱
隐秘 DC 18 (活板门被解除或者破坏则为0)
描述 木制的活板门复盖着一个10尺见方,20尺深的坑。

解除 通过贼活检定DC 12 可以移除活板门
AC 10; 强韧+1, 反射+1
活板门 硬度 3, 活板门 HP 12 (BT 6); 免疫 重击, 物品免疫, 精准伤害
陷坑Pitfall [R] 触发 一个生物踩上活板门。 效果 生物坠入陷坑并受到坠落伤害(一般为10点钝击伤害)。该生物可以进行一次抓住边缘(Grab an Edge)的反应动作来避免坠落。

重置 该陷阱依然可以让生物坠落,但是其活板门必须手动重置再能恢复隐藏状态。


剧透 -   :
HIDDEN PIT HAZARD 0
MECHANICAL TRAP
Stealth DC 18 (or 0 if the trapdoor is disabled or broken)
Description A wooden trapdoor covers a pit that’s 10 feet
square and 20 feet deep.
Disable DC 12 Thievery to remove the trapdoor
AC 10; Fort +1, Ref +1
Trapdoor Hardness 3, Trapdoor HP 12 (BT 6); Immunities
critical hits, object immunities, precision damage
Pitfall [reaction] Trigger A creature walks onto the trapdoor; Effect
The triggering creature falls in and takes falling damage
(typically 10 bludgeoning damage). That creature can use
the Grab an Edge reaction to avoid falling.
Reset Creatures can still fall into the trap, but the trapdoor
must be reset manually for the trap to become hidden again.


带毒的锁 POISONED LOCK             1级危害

机械 陷阱
隐秘 DC 17 (受训)
描述 这把锁的钥匙孔附近藏着一根带有弹簧的毒刺。解除或破坏陷阱并不能解除或者破坏这把锁。

解除 通过贼活检定 DC 17 (受训) 可以解除弹簧
AC 15; 强韧+8, 反射+4
硬度 6, HP 24 (BT 12); 免疫 重击, 物品免疫, 精准伤害
弹簧Spring [R] (攻击); 触发 一个生物尝试开锁。 效果 毒针刺出,攻击该生物
近战 毒针 +13, 伤害 1 穿刺 外加针毒
针毒 Cladis Poison (毒素); 豁免检定 DC 19 强韧; 最大持续 4 小时; 阶段1 1d6 毒素伤害和流失drained 1 (1小时); 阶段2 2d6 毒素伤害和流失 2 (1小时); 阶段3 3d6 毒素伤害和流失 2 (1小时)
剧透 -   :
POISONED LOCK HAZARD 1
MECHANICAL TRAP
Stealth DC 17 (trained)
Description A spring-loaded, poisoned spine is hidden near
the keyhole of a lock. Disabling or breaking the trap does
not disable or break the lock.
Disable DC 17 Thievery (trained) on the spring mechanism
AC 15; Fort +8, Ref +4
Hardness 6, HP 24 (BT 12); Immunities critical hits, object
immunities, precision damage
Spring [reaction] Trigger A creature tries to unlock or Pick the Lock;
Effect A spine extends to Strike the triggering creature.
Melee spine +13, Damage 1 piercing plus cladis poison
Cladis Poison (poison) Saving Throw DC 19 Fortitude; Maximum
Duration 4 hours; Stage 1 1d6 poison damage and drained 1
(1 hour); Stage 2 2d6 poison damage and drained 2 (1 hour);
Stage 3 3d6 poison damage and drained 2 (1 hour)


瓮中捉鳖 SLAMMING DOOR             1级危害

机械 陷阱
隐秘 DC 17 (受训)
描述 地面的压力地板连接到一块隐藏在走廊天花板上的石板。
解除 在石板落下前,通过贼活检定DC 15 (受训) 解除压力板
AC 16; 强韧+10, 反射+2
硬度 5, HP 20 (BT 10); 免疫 重击, 物品免疫, 精准伤害
突然落下Slam Shut [R] 触发 任何一块压力板被触动。效果 走廊两边的门落下并关闭。石板会对其下方区域或相邻的任何生物造成3d8钝击伤害,并将它们按随机方向推离其所在空间。成功通过DC 17反射豁免的生物不受伤害,并沿随机方向滚出。如果该生物大成功,它可以选择翻滚的方向。
抬起落下的石板需要进行成功的DC 25运动检定。命中压力板会触发陷阱,石板与陷阱的AC和豁免相同,但是它拥有硬度 12, HP 48 (BT 24).
剧透 -   :
SLAMMING DOOR HAZARD 1
MECHANICAL TRAP
Stealth DC 17 (trained)
Description Pressure-sensitive panels in the floor connect to a
stone slab hidden in a hallway’s ceiling.
Disable DC 15 Thievery (trained) on the floor panels before
the slab falls
AC 16; Fort +10, Ref +2
Hardness 5, HP 20 (BT 10); Immunities critical hits, object
immunities, precision damage
Slam Shut [reaction] Trigger Pressure is placed on any floor tile; Effect
The door falls, closing off the hallway. The stone slab deals
3d8 bludgeoning damage to anyone beneath or adjacent to
the slab when it drops and pushes them out of its space in a
random direction. A creature that succeeds at a DC 17 Reflex
save takes no damage and rolls out of the way in a random
direction. On a critical success, they can choose the direction.
Lifting the fallen slab requires a successful DC 25
Athletics check. Hitting the floor panels triggers the
trap. The slab uses the same AC and saves as the
trap, but it has Hardness 12, HP 48 (BT 24).


矛墙SPEAR LAUNCHER                2级危害

机械 陷阱
隐秘 DC 20 (受训)
描述 墙上设有安装了矛的墙孔,它和一块5英尺见方的地砖相连。
解除 通过贼活检定DC 18 (受训) 可以解除地砖或墙孔
AC 18; 强韧+11, 反射+3
硬度 8, HP 32 (BT 16); 免疫 重击, 物品免疫,精准伤害
射矛Spear [R] (攻击); 触发 地砖受到压力。效果 矛从墙孔里射出,攻击触发地板的生物或物品。
远程 矛+14, 伤害 2d6+6 穿刺
剧透 -   :
SPEAR LAUNCHER HAZARD 2
MECHANICAL TRAP
Stealth DC 20 (trained)
Description A wall socket loaded with a
spear connects to a floor tile in one
5-foot square.
Disable DC 18 Thievery (trained) on the floor
tile or wall socket
AC 18; Fort +11, Ref +3
Hardness 8, HP 32 (BT 16); Immunities critical
hits, object immunities, precision damage
Spear [reaction] Trigger Pressure is applied to the
floor tile; Effect The trap shoots a spear,
making a Strike against the creature or
object on the floor tile.
Ranged spear +14, Damage 2d6+6 piercing


电击门闩符文 ELECTRIC LATCH RUNE                3级危害

电击 塑能 魔法 陷阱
隐秘 DC 20 (受训)
描述 印在门闩上的隐形符文释放出了强大的电流。

解除 通过贼活检定DC 20 (专家) 可以在电流释放前抹掉符文;或通过解除魔法 (2环; 反制 DC 18) 可以反制符文
放电 Electrocution [R] (奥术, 电击, 塑能); 触发 一个生物直接握住,或以工具触碰门闩。效果 陷阱对目标造成3d12 电击伤害 (DC 22基础反射豁免)。
剧透 -   :
ELECTRIC LATCH RUNE HAZARD 3
ELECTRICITY EVOCATION MAGICAL TRAP
Stealth DC 20 (trained)
Description An invisible rune imprinted on a door latch
releases a powerful electric discharge.
Disable DC 20 Thievery (expert) to scratch out the rune
without allowing electricity to flow, or dispel magic (2nd
level; counteract DC 18) to counteract the rune
Electrocution [reaction] (arcane, electricity, evocation) Trigger A
creature grasps the door latch directly or with a tool; Effect
The trap deals 3d12 electricity damage to the triggering
creature (DC 22 basic Reflex save).

摆镰 SCYTHE BLADES               4级危害

机械 陷阱
隐秘 DC 23 (受训)
描述 两片镰刃,隐藏在15尺长的天花板凹槽里,都与一根绊线相连。

解除 通过贼活检定DC 21 (受训) 解除每一片镰刃。
AC 21; 强韧+12, 反射+8
硬度 11, HP 44 (BT 22); 免疫 重击, 物品免疫, 精准伤害
摆镰Falling Scythes [R] 触发 绊线被拉动或被切断 效果 两片镰刃同时向下摆动,每片镰刃都攻击天花板凹槽下的所有生物。
近战 镰刃+17 (致命1d12), 伤害 2d12+4 挥砍; 无多重攻击减值

重置 该陷阱15分钟后重置。
剧透 -   :
SCYTHE BLADES HAZARD 4
MECHANICAL TRAP
Stealth DC 23 (trained)
Description Two blades, each hidden in a 15-foot-long ceiling
groove, are both connected to a trip wire.
Disable DC 21 Thievery (trained) to disable each blade
AC 21; Fort +12, Ref +8
Hardness 11, HP 44 (BT 22); Immunities critical hits, object
immunities, precision damage
Falling Scythes [reaction] Trigger The trip wire is pulled or severed;
Effect Both blades swing down, each one Striking all
creatures under the ceiling grooves.
Melee scythe +17 (deadly 1d12), Damage 2d12+4 slashing; no
multiple attack penalty
Reset The trap resets after 15 minutes.


火球符文 FIREBALL RUNE              5级危害

塑能系 火焰 魔法 陷阱
隐秘 DC 24 (专家)
描述 一个隐形的符文创造出一个隐形的、探测半径20尺的法球形的魔法传感器。

解除 通过贼活检定DC 22 (专家)可以在触发传感器之前抹除符文,或通过解除魔法 (3环; 反制 DC 20) 可以反制符文
火球Fireball [R] (奥术, 塑能, 火焰); 触发 一个活着的生物进入传感器范围。效果 符文向该生物所处的方格中心发射火球并引爆。这等同于一个3环火球术,造成6d6 火焰伤害 ( 基础反射豁免 DC 22)。
剧透 -   :
FIREBALL RUNE HAZARD 5
EVOCATION FIRE MAGICAL TRAP
Stealth DC 24 (expert)
Description An invisible rune creates an invisible, spherical
magical sensor with a 20-foot radius.
Disable DC 22 Thievery (expert) to erase the rune without
triggering the sensor, or dispel magic (3rd level; counteract
DC 20) to counteract the rune
Fireball [reaction] (arcane, evocation, fire) Trigger A living creature
enters the sensor area; Effect The rune detonates a fireball
centered on the triggering creature’s square. This is a 3rdlevel fireball spell that deals 6d6 fire damage (DC 22 basic
Reflex save).

致幻粉末陷阱HALLUCINATION POWDER TRAP                6级危害

机械 陷阱
隐秘 DC 24 (专家)
描述 一管带有微型炸药的致幻粉末被连接到门把手或类似的门闩上。

解除 通过贼活检定DC 26 (专家) 可以解除雷管火帽上的击锤
AC 24; 强韧+0, 反射+0
硬度 0, HP 1; 免疫 重击, 物品免疫, 精准伤害
粉末爆炸 Powder Burst [R] (心灵, 毒素); 触发 门闩被打开或装粉末的管子破损 效果 管子爆炸,向30尺锥形范区域洒致幻粉末。锥形区域内的生物必须通过DC 24 意志检定,否则困惑confused 1轮,并且察觉检定、对影响心灵效果的豁免检定受到-2状态减值,持续1d4小时。如果大失败,则-4。
剧透 -   :
HALLUCINATION POWDER TRAP HAZARD 6
MECHANICAL TRAP
Stealth DC 24 (expert)
Description A tube of hallucinogenic powder armed with a
miniature explosive is connected to a doorknob or similar latch.
Disable DC 26 Thievery (expert) to disable the hammer that
strikes the percussion cap
AC 24; Fort +0, Ref +0
Hardness 0, HP 1; Immunities critical hits, object immunities,
precision damage
Powder Burst [reaction] (mental, poison) Trigger The latch is opened
or the tube is broken; Effect The tube explodes, spraying
hallucinogenic powder in a 30-foot cone. Any creature in
the cone must succeed at a DC 24 Will save or be confused
for 1 round and take a –2 status penalty to Perception
checks and saves against mental effects for 1d4 hours. On a
critical failure, the penalty is instead –4.

法老之护 PHARAOH’S WARD              7级危害

魔法 陷阱
隐秘 DC 25 (专家)
描述 诅咒被灌注在入口的门槛上。

解除 通过贼活检定DC 27 (大师) 可以移除门槛上的法术而不触发,或通过解除魔法 (4环; 反制 DC 25) 反制符文
诅咒闯入者Curse the Intruders [R] (诅咒, 神术, 死灵); 触发 古墓的封印被人从外面破坏。 效果 任何60尺内活着的生物必须通过DC 23的意志检定,否则受到法老的诅咒。被诅咒的生物的强韧豁免遭受-2状态减值,并且受到的任何自然或魔法的治疗减半。诅咒会一直持续,直到被移除诅咒或类似的魔法移除。

重置 当门被关闭之后此陷阱重置。
剧透 -   :
PHARAOH’S WARD HAZARD 7
MAGICAL TRAP
Stealth DC 25 (expert)
Description A curse is imbued on an entryway’s threshold.
Disable DC 27 Thievery (master) to painstakingly remove the
lintel without triggering the magic, or dispel magic (4th
level; counteract DC 25) to counteract the rune
Curse the Intruders [reaction] (curse, divine, necromancy) Trigger The
seal on the tomb is broken from the outside; Effect Each living
creature within 60 feet must succeed at a DC 23 Will save or
be subjected to the pharaoh’s curse. A cursed creature takes
a –2 status penalty to Fortitude saves, and any natural or
magical healing it receives is halved. The curse remains until
removed by remove curse or similar magic.
Reset The trap resets when the door is shut.


黄霉菌YELLOW MOLD                 8级危害

环境 真菌
隐秘 DC 28 (受训)
描述 有毒的霉菌孢子攻击附近的生物。

解除 通过生存检定DC 26 (专家) 可以移除霉菌而不触发孢子。
AC 27; 强韧+17, 反射+13
HP 70; 免疫 重击, 物品免疫, 精准伤害
孢子爆发Spore Explosion [R] 触发 一个生物移动到霉菌占据的空间或对霉菌造成伤害。如果霉菌被阳光直射,或伤害类型为火焰伤害,则该反应动作不可用。效果 目标生物和10尺范围内的所有生物都暴露在黄霉菌孢子中。
黄霉菌孢子Yellow Mold Spores (吸入, 毒素) 孢子造成的任何流失状态都持续到毒素的持续时间结束之后;豁免检定 DC 26 强韧; 最大持续 6 轮; 阶段1 1d8 毒素伤害和流失 1 (1 轮); 阶段2 2d8 毒素伤害和流失 2 (1 轮); 阶段3 3d8 毒素伤害和流失 3 (1 轮)
剧透 -   :
YELLOW MOLD HAZARD 8
ENVIRONMENTAL FUNGUS
Stealth DC 28 (trained)
Description Poisonous mold spores assault nearby creatures.
Disable DC 26 Survival (expert) to remove the mold without
triggering the spores
AC 27; Fort +17, Ref +13
HP 70; Immunities critical hits, object immunities, precision damage
Spore Explosion [reaction] Trigger A creature moves into the mold’s
space or damages the mold. The mold can’t use this reaction
if it’s in direct sunlight or if the damage was fire damage;
Effect The triggering creature and all creatures within 10
feet are exposed to yellow mold spores.
Yellow Mold Spores (inhaled, poison) Any drained condition
from the spores persists after the poison’s duration ends;
Saving Throw DC 26 Fortitude; Maximum Duration 6
rounds; Stage 1 1d8 poison damage and drained 1 (1 round);
Stage 2 2d8 poison damage and drained 2 (1 round); Stage 3
3d8 poison damage and drained 3 (1 round)


无底深坑BOTTOMLESS PIT             9级危害

魔法 机械 陷阱
隐秘 DC 30 (活板门被解除或者破坏则为0) 或侦测魔法
描述一个铁活板门复盖着一个10尺见方的无限深坑

解除 通过贼活检定DC 28 (受训) 可以移除活板门
AC 28; 强韧+12, 反射+12
活板门 硬度 9, 活板门 HP 36 (BT 18); 免疫 重击, 物品免疫, 精准伤害
无尽坠落 Infinite Pitfall [R] 触发 一个生物踩上活板门。 效果 触发陷阱的生物一直坠落,并可能永远坠落下去。该生物可以尝试抓住边缘(Grab an Edge)来避免坠落(p 472)。攀爬或抓住边缘的DC 为26。
坑壁上有许多把手,所以下落的生物每6秒可以尝试一次抓住边缘。如果该生物成功,它可以从那个点开始向上攀爬(虽然攀爬距离可能会很长很长,这取决于他坠落距离有多深)。当生物处于无尽的坠落状态时,它可以在坠落过程中休息甚至准备法术,然而掉下去的物品通常永远也找不回来了。

重置 该陷阱依然可以让生物无限坠落,但是其活板门必须手动重置再能恢复隐藏状态。
剧透 -   :
BOTTOMLESS PIT HAZARD 9
MAGICAL MECHANICAL TRAP
Stealth DC 30 (or 0 if the trapdoor is disabled or broken) or
detect magic
Description An iron trapdoor covers an infinitely deep
10-foot-square pit.
Disable DC 28 Thievery (trained) to remove the trapdoor
AC 28; Fort +12, Ref +12
Trapdoor Hardness 9, Trapdoor HP 36 (BT 18); Immunities
critical hits, object immunities, precision damage
Infinite Pitfall [reaction] Trigger A creature walks onto the trapdoor;
Effect The triggering creature falls in and continues to fall,
potentially forever. That creature can try to Grab an Edge to
avoid falling (page 472). The DC to Climb the walls or Grab
an Edge is 26.
The pit contains many handholds, so the falling creature
can try to Grab an Edge again every 6 seconds. If the
creature succeeds, it can start to Climb out from that point
(though it might be a very long climb, depending on how
far the creature fell). Since the creature falls endlessly, it
can rest and even prepare spells while falling, though items
dropped while falling are usually lost forever.
Reset The trap still causes creatures to fall forever if they fall
in, but the trapdoor must be reset manually for the trap to
become hidden again.

嗜杀冲动BLOODTHIRSTY URGE            10级危害

作祟
隐秘 DC 31 (受训)
描述 一件作祟的物品,萦绕着某个恶毒的意识的回响,试图杀死任何靠近的人。

解除 通过宗教检定DC 29 (大师) 来驱邪,或通过交涉检定DC 31 (专家) 让它释怀
偿债 Quietus [R] (死亡, 情感, 恐惧, 幻术, 心灵, 异能); 触发 一个生物走近作祟物品10尺范围内。 效果 作祟控制触发此效果的生物,强迫它攻击自己。目标必须通过DC 29的意志检定。
 大成功 目标不受影响
 成功 目标对自己进行一次打击,并且自动命中;同时目标惊惧1。
 失败 目标对自己进行一次打击,并且自动命中且重击;同时目标惊惧2。
 大失败 目标必须进行一次强韧检定。如果目标成功,则视同为失败的结果。如果目标失败,生命值立即归0并死亡。
剧透 -   :
BLOODTHIRSTY URGE HAZARD 10
HAUNT
Stealth DC 31 (trained)
Description An object haunted by the echoes of a vicious mind
attempts to kill someone who comes near.
Disable DC 29 Religion (master) to exorcise the spirit or DC 31
Diplomacy (expert) to talk it down
Quietus [reaction] (death, emotion, fear, illusion, mental, occult)
Trigger A creature moves within 10 feet of the haunted
object; Effect The haunt takes control of the triggering
creature, forcing it to attack itself. The creature must
attempt a DC 29 Will save.
Critical Success The target is unaffected.
Success The target makes a Strike against itself and automatically
hits; the target also becomes frightened 1.
Failure The target makes a Strike against itself and automatically
scores a critical hit; the target also becomes frightened 2.
Critical Failure The target attempts a Fortitude save. If the
target succeeds, it is subject to the effects of a failure instead.
If the target fails, it is reduced to 0 Hit Points and dies.


禁止之锤HAMMER OF FORBIDDANCE            11级危害

魔法 机械 陷阱
隐秘 DC 30 (专家)
描述一个巨大的锤子在建筑物的入口处摆荡下来,伤害进入此区域的生物,把它推回去并阻止它进一步前进。

解除 通过贼活检定DC 28 (专家) 一次解除锤子本身,再一次解除锤子的铰链来防止锤子摆动。
AC 32; 强韧+24, 反射+15
摆锤 硬度 22, 摆锤 HP 88 (BT 44); 铰链 硬度 16, 铰链 HP 64 (BT 32); 免疫 重击, 物品免疫, 精准伤害
禁止进入 Forbid Entry [R] (防护, 攻击, 神术); 触发 一个生物尝试进入入口。 效果 摆锤挥下,对目标生物进行一次攻击。
近战 摆锤+28, 伤害 6d8+20 钝击 外加目标被击退10尺,并且必须通过DC 30意志检定,如果失败则24小时内不能进入建筑物内部(如果重击,目标的意志豁免自动失败);无多重攻击减值。

重置 陷阱会在整个回合结束后重置,暂停1回合后准备再次摆动。
剧透 -   :
HAMMER OF FORBIDDANCE HAZARD 11
MAGICAL MECHANICAL TRAP
Stealth DC 30 (expert)
Description An enormous hammer at an edifice’s entrance
swings down in an attempt to damage a creature entering
an area, push it back, and prevent it from going any further.
Disable DC 28 Thievery (expert) once on the hammer itself
and once on its joint to prevent the hammer from swinging
AC 32; Fort +24, Ref +15
Hammer Hardness 22, Hammer HP 88 (BT 44); Joint Hardness
16, Joint HP 64 (BT 32); Immunities critical hits, object
immunities, precision damage
Forbid Entry [reaction] (abjuration, divine) Trigger A creature attempts
to enter through the entrance; Effect The hammer swings
down, making a Strike against the triggering creature.
Melee hammer +28, Damage 6d8+20 bludgeoning plus the
target is knocked back 10 feet and must succeed at a DC
30 Will save or be unable to enter the edifice through
any entrance for 24 hours (on a critical hit, the target
automatically fails the Will save); no multiple attack penalty
Reset The trap resets over the course of the round, and is
ready to swing again 1 round later.


变形陷阱POLYMORPH TRAP                12级危害

魔法 陷阱
隐秘 DC 34 (受训)
描述 一个德鲁伊刻文(glyph),试图把入侵者变成动物。
解除 贼活DC 32 (大师) 把刻文的能量无害地释放掉,或通过解除魔法 (6环; 反制 DC 30) 反制刻文
恶意变形 Baleful Polymorph [R] (原能, 变化); 触发 一个生物进入刻文30尺范围内,但是没有用德鲁伊语说出密语。 效果 该生物被恶意变形术攻击 (DC 32 意志豁免)
剧透 -   :
POLYMORPH TRAP HAZARD 12
MAGICAL TRAP
Stealth DC 34 (trained)
Description A Druidic glyph tries to transform a trespasser
into an animal.
Disable DC 32 Thievery (master) to drain the glyph’s power
harmlessly, or dispel magic (6th level; counteract DC 30) to
counteract the glyph
Baleful Polymorph [reaction] (primal, transmutation) Trigger A
creature moves within 30 feet of the glyph without
speaking the passphrase in Druidic; Effect The creature is
targeted by baleful polymorph (DC 32 Will save).


位面裂隙 PLANAR RIFT                 13级危害

魔法 陷阱
隐秘 DC 35 (受训)
描述 裂缝试图将生物拉到另一位面(由GM指定的特定位面)。
解除 通过贼活检定DC 33 (大师) 用牢牢固定在你当前位面上的物品来制作位面封印,或通过解除魔法 (7环; 反制 DC 31) 反制裂隙
进入伟大彼岸 Into the Great Beyond [R] (咒法, 异能, 传送); 触发 一个生物靠近裂隙10尺范围内。 效果 触发陷阱的生物连同裂隙30尺内的所有生物被拉进其他位面。每个生物都可以尝试DC 33的反射豁免检定来避免此命运。
剧透 -   :
PLANAR RIFT HAZARD 13
MAGICAL TRAP
Stealth DC 35 (trained)
Description A rift attempts to draw creatures into another
plane (the GM chooses the specific plane).
Disable DC 33 Thievery (master) to assemble a rift seal using
objects strongly grounded to your plane, or dispel magic
(7th level; counteract DC 31) to counteract the rift
Into the Great Beyond [reaction] (conjuration, occult, teleportation)
Trigger A creature moves within 10 feet of the rift; Effect The
triggering creature and all creatures within 30 feet of the
rift are drawn into another plane. Each creature can attempt
a DC 33 Reflex save to avoid this fate.


瞬间静滞 FROZEN MOMENT             17级危害

魔法 陷阱
隐秘 DC 40 (大师)
描述 守卫魔法试图将入侵者或窃贼冻结在时间流中。

解除 通过贼活检定DC 38 (传奇) 在一眨眼的功夫内迅速瓦解咒语的各个组成部分; 或解除魔法 (9环; 反制 DC 36) 在触陷阱出发前反制,或在陷阱触发后反制它对一个生物施加的效果。
时间漂流 Adrift in Time [R] (异能, 变化系); 触发 一个生触碰带有警戒功能的物品或区域。 效果 触发的生物和30尺范围内所有生物被静滞在固定的时间流中(通过DC 38强韧检定则不受影响)。这些生物的思维运转速度很快,以至于每一轮似乎都过了一个世纪那么久,但是他们的身体和魔法能量移动的非常慢,以至于它们除了回忆知识以为不能进行任何动作。受影响的生物必须立即对心灵扭曲(warp mind)法术进行DC36意志豁免,并且在该生物被冻结后的每一分钟再次进行豁免。此效果持续时间无限,但是可以被反制。
剧透 -   :
FROZEN MOMENT HAZARD 17
MAGICAL TRAP
Stealth DC 40 (master)
Description Warding magic attempts to trap intruders or
would-be thieves in a disrupted time flow.
Disable DC 38 Thievery (legendary) to rapidly disassemble
the spell’s myriad components in a single blink of an eye;
or dispel magic (9th level; counteract DC 36) to counteract
the trap before it triggers or to counteract the effect on one
creature after the trap is triggered
Adrift in Time [reaction] (occult, transmutation) Trigger A creature
touches the warded object or area; Effect The triggering
creature and all creatures within 30 feet are trapped
in a disrupted time flow (DC 38 Fortitude negates). The
creatures’ minds move so quickly that each round seems to
last a century, but their bodies and magical energies move
so slowly that they can’t use any actions except Recall
Knowledge. An affected creature must attempt a DC 36 Will
saving throw against a warp mind spell immediately and
again for every minute of real time that passes while the
creature is trapped in the frozen moment. This effect has an
unlimited duration but can be counteracted.


斩首处决者 VORPAL EXECUTIONER             19级危害

机械 陷阱
隐秘 DC 43 (专家)
描述一把锋利的锯片沿着复杂的滑槽向下移动,试图将房间里的每个人斩首。

解除 通过贼活检定DC 41 (专家) 堵塞四个不同的滑槽交叉点让锯片没有可行的移动路径,以此阻止它横扫整个房间。
AC 43; 强韧+32, 反射+32
硬度 30; HP 120 (BT 60) 每个滑槽交叉点; 免疫 重击, 物品免疫, 精准伤害
全部斩首 Total Decapitation [R] (攻击, 死亡); 触发 一个生物尝试离开房间。 效果 锯刃沿着轨道移动,对房间里的所有生物进行一次打击,不断调整它的行进路线和高度来确保尽可能斩首每个目标。
近战 锯刃 +40 (致命 d12), 伤害 6d12+25 挥砍外加斩首; 没有多重攻击减值
斩首 Decapitation 一旦陷阱造成重击,目标必须通过DC 39强韧检定,否则被斩首,立即死亡,除非它没有头部也能活。

重置 陷阱在运行一整轮之后进行重置,并且在一轮之后可以再次触发。
剧透 -   :
VORPAL EXECUTIONER HAZARD 19
MECHANICAL TRAP
Stealth DC 43 (expert)
Description A wickedly sharp saw blade descends and travels
along grooves in a complex path throughout the room,
attempting to decapitate everyone within.
Disable DC 41 Thievery (expert) at four different junctions to
jam all the saw blade’s possible paths, preventing it from
traveling through the room
AC 43; Fort +32, Ref +32
Hardness 30; HP 120 (BT 60) per junction; Immunities critical
hits, object immunities, precision damage
Total Decapitation [reaction] Trigger A creature attempts to exit
the room; Effect The saw blade travels along its path,
making one Strike against each creature in the room,
twisting and varying its height for a maximum chance of
beheading its targets.
Melee saw blade +40 (deadly d12, death), Damage 6d12+25
slashing plus decapitation; no multiple attack penalty
Decapitation On a critical hit, a target must succeed at a DC
39 Fortitude save or be decapitated, dying instantly unless
it can survive without a head.
Reset The trap resets over the course of the round and can be
triggered again 1 round later.


从头再来 SECOND CHANCE                  21级危害

魔法 陷阱
隐秘 DC 44 (传奇)
描述 强大的守护魔法被施加在一件物品或一个位置上,能逆转触发者和它盟友们的年龄。

解除 通过贼活检定DC 46 (传奇) 闭上双眼,从最初的记忆开始有条不紊的回忆每一条鲜活的生活记忆,逐次解开每段咒语。
回到初生 In the Beginning [R] (神术, 变化系); 触发 一个生物试图窃取物品或入侵该位置。如果生物使用代行者(proxy)或欺骗手段进行盗窃或入侵,陷阱会准确无误地锁定真正的幕后黑手——无论距离多远,甚至能跨越位面。效果 触发陷阱的生物和最多五位密谋者立即变回婴儿,失去所有记忆、职业能力和后天受训的技能(通过DC 44强韧检定则不受影响)。要逆转这种效果几乎是不可能的,需要像许愿术(wish)这样强大的魔法。
剧透 -   :
SECOND CHANCE HAZARD 21
MAGICAL TRAP
Stealth DC 44 (legendary)
Description Powerful warding magic tied to an object or
location tries to regress the ages of a creature and its allies.
Disable DC 46 Thievery (legendary) to take apart the spell one
tiny piece at a time, with eyes closed, while recalling every
vivid life memory in order, starting from the earliest memory
In the Beginning [reaction] (divine, transmutation) Trigger A creature
tries to steal the object or intrude upon the location. If
someone uses a proxy or dupe for the theft or intrusion, the
trap unerringly targets the true perpetrator or perpetrators
at any distance—even across planes; Effect The triggering
creature and up to five coconspirators instantly revert to
infants, losing all memories, class abilities, and other skills
acquired during their lives (DC 44 Fortitude negates).
Reversing this effect is nearly impossible, requiring
powerful magic such as wish.


末日法球 ARMAGEDDON ORB              23级危害

稀有 魔法 陷阱
隐秘 DC 10 或侦测魔法
描述 一个旋转的红色法球,由洛瓦古格(Rovagug)的血液锻造而成,当满足一定条件时会从天空降下火焰。

解除 通过贼活检定 DC 48 (传奇) 在盗贼工具上注入(imbue)代表阿斯莫蒂斯(Asmodeus)和莎恩芮(Sarenrae)的形象,并用它们持续吸取法球的能量,持续10分钟以上。尝试此检定的角色每轮受到5点火焰伤害,直到法球能量耗尽为止。
烧尽一切 Burn It All [R] (死亡, 神术, 塑能系, 火焰); 触发 由陷阱主人所设置的特殊条件;比如说当陷阱主人死亡时。 效果 周围半径100英里的土地降下火雨,对所有生物和物品造成10d6火焰伤害。每个生物或物品都可以尝试进行DC 46基础反射豁免。任何生命值减少为0的生物立即死亡。此效果不足以完全烧毁整座深林、夷平整座山或城市,但通常能杀死该地区绝大部分生物。

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Re: 【CRB】第十章:危害
« 回帖 #2 于: 2020-11-17, 周二 20:52:04 »
复杂危害  Complex Hazards
复杂危害的运行和怪物的遭遇战类似,因为它们会投掷先攻并拥有自己的行动,尽管这些动作通常是作为例行程序自动运行的。


召唤符文 SUMMONING RUNE  1级危害

复杂 魔法 陷阱
隐秘 +7 (受训)
描述 在一堵隐形的墙或者地板周围半径10尺的范围内有一团无形的魔法传感器,其大小与被召唤的生物相当。

解除 通过特技检定DC 15 在不触发陷阱的情况下接近陷阱,之后通过贼活检定DC 17 (受训) 来擦除符文,或通过解除魔法 (1环; 反制 DC 15) 来反制符文。
召唤怪物 Summon Monster [R] (奥法, 咒法系, 召唤) ; 触发 一个生物进入魔法传感器的范围内。 效果 此陷阱召唤一个特殊的1级生物,具体由陷阱创造时决定。该生物进行先攻检定并持续存在2d6轮,法术效果结束之后该生物消失。如果法术效果结束前有人解除了陷阱则召唤生物也会消失。和大多数召唤的生物不同的是,此陷阱召唤的生物每轮拥有3个动作并且可以使用反应动作。

重置 此陷阱每天黎明时分重置。
剧透 -   :
SUMMONING RUNE HAZARD 1
COMPLEX MAGICAL TRAP
Stealth +7 (trained)
Description A cloud of invisible magical sensors in a 10-foot
radius surrounds an invisible wall or floor rune the size of
the creature to be summoned.
Disable DC 15 Acrobatics to approach without triggering the
trap followed by DC 17 Thievery (trained) to erase the rune, or
dispel magic (1st level; counteract DC 15) to counteract the rune
Summon Monster [reaction] (arcane, conjuration, summon) Trigger
A creature enters the cloud of magical sensors; Effect
This trap summons a specific level 1 creature, determined
when the trap is created. The creature rolls initiative and
remains for 2d6 rounds, after which the spell ends and
the creature disappears. The creature also disappears if
someone disables the trap before the duration expires. The
summoned creature can use 3 actions each round and can
use reactions, unlike most summoned creatures.
Reset The trap resets each day at dawn.

引述: 边栏
升级召唤符文 UPGRADED SUMMONING RUNES
你几乎可以制造任何等级的召唤符文。它能召唤和陷阱等级相同的生物。你可以根据陷阱的等级并进行难度调整(+2),对照503页的表10-5:等级DC表来确定解除陷阱所需的贼活DC和法术DC。陷阱的隐秘调整值等于这个数字-10。更强的召唤符文通常需要专家级或更高的熟练度才能被发现,并且需要更高的贼活熟练度等级才能解除。


溺水坑 DROWNING PIT  3级危害

复杂 机械 陷阱
隐秘 +10 (受训); 或当陷坑打开时注意到下面的喷水口DC 22 (专家)
描述 一个活板门复盖着一个10尺见方,深30尺的坑,底部有5尺深的积水。墙上的四个喷水口与隐藏的水箱相连。每个喷水口在距离坑顶部6寸的位置从不同的墙壁里伸出。

解除 通过贼活检定DC 18 (受训) 堵上每个喷水口,通过贼活检定DC 22 (受训) 打开活板门,或者通过运动检定 DC 22 强行开启活板门。
AC 19; 强韧+8, 反射+5
活板门 硬度 15, 活板门 HP 60 (BT 30); 喷水口 硬度 8, 喷水口 HP 32 (BT 16); 免疫 重击, 物品免疫, 精准伤害
陷坑 Pitfall [R] 触发 一个生物走上活板门。 效果 触发陷阱的生物坠落到坑底并受到坠落伤害,计算坠落距离时由于底部有水所以减少5尺(一般而言是12钝击伤害)。生物可以通过抓住边缘(Grab an Edge)来避免坠落(详见472页)。活版门随即猛地关上,然后陷阱进行先攻检定。
例行程序 (4个动作) 如果陷阱每有一个喷水口被解除,则每回合减少一个动作。在陷阱的每个动作中,出水口都会喷出水流,增加坑底水位5尺。当坑里水位满了之后,陷阱停止使用动作,并且陷阱中的生物开始溺水(详见478页)。

重置 如果活板门被手动复位并且水箱重新注满水,则陷阱可以被重置;它可以在没有排水的情况下进行重置,但这样做会减弱它的效果。
剧透 -   :
DROWNING PIT HAZARD 3
COMPLEX MECHANICAL TRAP
Stealth +10 (trained); DC 22 (expert) to notice the water
spouts once the pit opens
Description A trapdoor covers a 10-foot-square pit that’s 30
feet deep and has 5 feet of water at the bottom. Four water
spouts in the walls connect to hidden water tanks. Each
water spout extends out of a different wall, 6 inches from
the top of the pit.
Disable DC 18 Thievery (trained) to seal each water spout,
DC 22 Thievery (trained) to open the trapdoor, or DC 22
Athletics to Force Open the trapdoor
AC 19; Fort +8, Ref +5
Trapdoor Hardness 15, Trapdoor HP 60 (BT 30); Spout
Hardness 8, Spout HP 32 (BT 16); Immunities critical hits,
object immunities, precision damage
Pitfall [reaction] Trigger A creature walks onto the trapdoor; Effect
The triggering creature falls in and takes damage from the
fall, reduced by 5 feet for falling into the water (typically 12
bludgeoning damage). A creature can Grab an Edge to avoid
falling (page 472). The trapdoor then slams shut, and the
hazard rolls initiative.
Routine (4 actions) The trap loses 1 action each turn for each
disabled water spout. On each of the trap’s actions, a spout
pours water, increasing the depth of the water by 5 feet.
Once the pit is full of water, the pit stops using actions, but
creatures in the pit begin drowning (page 478).
Reset The trap can be reset if the door is manually reengaged
and the water tanks refilled; it can be reset without draining
the pit, but doing so renders it less effective.


流沙 QUICKSAND           3级危害
复杂 环境
隐秘 +12 (受训) (如果流沙表面被扰乱则–10 ,且没有最小熟练度要求)
描述 一块15尺宽的混合着水和沙子的区域,试图将踏上它的生物吞没。

解除 通过生存检定DC 18 (受训) 来扰乱流沙表面
吞没 Submerge [F] 触发 一个大型或更小体型的生物走上流沙。 效果 触发的生物腰部以下淹没到流沙中。如果流沙还未投先攻,则进行先攻检定。
例行程序 (1个动作) 流沙主动把里面每个生物都往下拉。一个吞没到腰部的生物背会吞没到脖子,一个被吞没到脖子的生物会被拉到流沙表面以下,必须屏住呼吸来避免窒息(详见478页)。
在流沙中的生物可以尝试DC 20的运动检定进行游泳动作,如果它被淹没到脖子或更糟,那么它检定成功可以将自己上浮一级(译注:完全淹没变成淹没到脖子,淹没到脖子的变成淹没到腰部)如果它被淹没到腰部则检定成功可以移动5尺。如果检定大失败,则下沉一级。从流沙中游出来的生物能逃离危害范围,并在流沙的相邻方格中处于倒地(prone)状态。其他生物可以援助被困的生物,通常是使用绳子或类似的援助,或者救援者尝试进行DC 20的运动检定将被困生物拉出,其造成的结果与被困生物自己尝试运动检定的结果相同。

重置 流沙依然能吞没任何进入其中的生物,但是表面不再隐蔽,除非它自然沉淀超过24小时。
剧透 -   :
QUICKSAND HAZARD 3
COMPLEX ENVIRONMENTAL
Stealth +12 (trained) (or –10 and no minimum proficiency if the
surface is disturbed)
Description A 15-foot-wide patch of water and sand attempts
to submerge creatures that step onto it.
Disable DC 18 Survival (trained) to disturb the surface
Submerge [free-action] Trigger A Huge or smaller creature walks onto
the quicksand; Effect The triggering creature sinks into the
quicksand up to its waist. The quicksand rolls initiative if it
hasn’t already.
Routine (1 action) On its initiative, the quicksand pulls down
each creature within it. A creature that was submerged
up to its waist becomes submerged up to its neck, and a
creature that was submerged up to its neck is pulled under
and has to hold its breath to avoid suffocation (page 478).
A creature in the quicksand can attempt a DC 20
Athletics check to Swim to either raise itself by one step
if it’s submerged to its neck or worse, or to move 5 feet if
it’s submerged only up to its waist. On a critical failure, the
creature is pulled down one step. A creature that Swims out
of the quicksand escapes the hazard and is prone in a space
adjacent to the quicksand patch. Other creatures can Aid the
creature, typically by using a rope or similar aid, or attempt
to pull the creature out with their own DC 20 Athletics check,
with the same results as if the creature attempted the check.
Reset The hazard still submerges anyone who walks in, but
the surface doesn’t become hidden again until it settles
over the course of 24 hours.


旋刃柱 SPINNING BLADE PILLAR        4级危害
复杂 机械 陷阱
隐秘 +11 (受训) 或察觉控制面板 DC 26 (专家)
描述 地板下藏着一根带着三个刀片的金属柱,与周围8块地砖上的触发板相连,30尺内还隐藏着一个控制面板。
解除 通过两次贼活检定DC 21 (受训) 来解除柱子, 或通过一次贼活检定DC 19 (专家) 来解除控制面板关闭整个陷阱。破坏控制面板会使得陷阱无法通过控制面板关闭,也能让陷阱无法在关闭后自动重置(详见下文重置部分)
AC 21; 强韧+10, 反射+12
柱子 硬度 12, 柱子 HP 48 (BT 24); 面板 硬度 5, 面板 HP 20 (BT 10); 免疫 重击, 物品免疫, 精准伤害
升起旋刃柱 Rising Pillar [R] (攻击); 触发 一个生物踩上任意一块触发板 效果 旋刃柱突然从网格的交叉点伸出,并立即用旋刃攻击一个相邻的生物(如果有的话),然后陷阱进行先攻检定。
例行程序 (3个动作) 旋刃柱首先用第一个动作对所有相邻生物进行一次打击,它的第二个动作是向随机一个方向直线移动(投1d4来决定方向),然后第三个动作是再次用旋刃对所有相邻生物进行一次打击。该陷阱没有多重攻击减值。
速度 10 尺
近战 [A]旋刃 +12, 伤害 2d10+5 挥砍

重置 陷阱关闭并在1分钟之后重置。
剧透 -   :
SPINNING BLADE PILLAR HAZARD 4
COMPLEX MECHANICAL TRAP
Stealth +11 (trained) or DC 26 (expert) to notice the control panel
Description A metal pole with three razor-sharp spinning
blades is hidden in the floor, connected to trigger plates in up
to eight floor tiles and a hidden control panel within 30 feet.
Disable DC 21 Thievery (trained) twice on the pillar, or DC 19
Thievery (expert) once on the control panel deactivates the
whole trap. Breaking the control panel prevents anyone
from disabling the trap using the control panel and prevents
the trap from deactivating automatically (see Reset below).
AC 21; Fort +10, Ref +12
Pillar Hardness 12, Pillar HP 48 (BT 24); Panel Hardness
5, Panel HP 20 (BT 10); Immunities critical hits, object
immunities, precision damage
Rising Pillar [reaction] Trigger A creature steps on one of the trapped
floor tiles; Effect The trap pops up in a grid intersection
and makes a spinning blade Strike against one adjacent
creature (if any), then rolls initiative.
Routine (3 actions) The trap uses its first action to
make a spinning blade Strike against each
adjacent creature, its second action to move
straight in a random direction (roll 1d4 to
determine the direction), and its third
action to make a spinning blade Strike
against each adjacent creature. This trap
doesn’t take a multiple attack penalty.
Speed 10 feet
Melee [one-action] spinning blade +12, Damage
2d10+5 slashing
Reset The trap deactivates and resets
after 1 minute.


神秘之轮 WHEEL OF MISERY             6级危害

复杂 魔法 机械 陷阱
隐秘 +16 (专家) 来侦测到魔法传感器 ; 注意到神秘之轮本身的 DC 为 0
描述 一个镶嵌在墙上的华丽轮子被分为六个部分,每个部分都绘有彩色符文,它有一个魔法传感器控制,能侦测到前方100尺内的任何生物。

解除 通过贼活检定DC 26 (专家) 阻止轮子飞速转动,通过贼活检定DC 22 (大师) 擦除上面的每个符文,或通过解除魔法 (4环; 反制 DC 22) 反制每一个符文。
AC 24; 强韧+15, 反射+13
硬度 14, HP 56 (BT 28); 免疫 重击, 物品免疫, 精准伤害
轮转 Wheel Spin [R] 触发 一个生物进入传感器的探测范围。效果 轮子开始行动并进行先攻检定。
例行程序 (2个动作) 陷阱行动时,首先用第一个动作来旋转,然后停止。投1d6来决定轮子停止时位于最顶端的是哪个部分。然后陷阱使用它的第二个动作施展该部分对应的法术(3环,DC 24,法术攻击检定 +14)。此法术的目标应为距离其最近的生物,以它为范围法术的中心点,或应复盖到该目标。该陷阱施展的所有法术都是奥术。
   1 睡眠术 sleep
   2 麻痹术 paralyze
   3 闪电束 lightning bolt (100尺直线)
   4 目盲术 blindness
   5 强酸箭 acid arrow
   6 衰弱射线 ray of enfeeblement

重置 如果1分钟之后传感器范围内没有任何生物,则陷阱关闭并重置。
剧透 -   :
WHEEL OF MISERY HAZARD 6
COMPLEX MAGICAL MECHANICAL TRAP
Stealth +16 (expert) to detect the
magical sensor; noticing the wheel
has a DC of 0
Description An ornate wheel set into
a wall—divided into six segments with
colored runes on each—is controlled by a magical sensor
that detects any creature within 100 feet in front of it.
Disable DC 26 Thievery (expert) on the wheel to stop it from
spinning, DC 22 Thievery (master) to erase each rune, or
dispel magic (4th level; counteract DC 22) to counteract
each rune
AC 24; Fort +15, Ref +13
Hardness 14, HP 56 (BT 28); Immunities critical hits, object
immunities, precision damage
Wheel Spin [reaction] Trigger A creature enters the sensor’s detection
area; Effect The wheel begins to spin and rolls initiative.
Routine (2 actions) On its initiative, the trap uses its first action
to spin, then stops. Roll 1d6 to determine which segment is
topmost when the wheel stops spinning. The wheel uses its
second action to replicate the spell listed for that segment
(3rd level, DC 24, spell attack roll +14). This spell’s target
is centered on or otherwise includes the nearest creature
in the area. This increases the spell’s range to 100 feet if
necessary. Any spell cast by this trap is arcane.
1 sleep
2 paralyze
3 lightning bolt (100-foot line)
4 blindness
5 acid arrow
6 ray of enfeeblement
Reset The trap deactivates and resets if 1 minute passes
without any creature moving within range of its sensor.



毒镖走廊 POISONED DART GALLERY             8级危害

复杂 机械 陷阱
隐秘 +16 (专家) 或注意到控制面板DC 31 (大师)
描述 长长的走廊上有无数的洞排成一行,洞里能射出毒镖,走廊尽头有一个隐藏的控制面板。

解除 通过贼活检定DC 21 (专家) 操作控制面板关闭陷阱
AC 27; 强韧+13, 反射+17
硬度 14; HP 56 (BT 28) 摧毁控制面板并解除陷阱;免疫 重击, 物品免疫, 精准伤害
飞镖齐射Dart Volley [R] (攻击); 触发 一个生物进入走廊或在走廊里结束回合。 效果 陷阱对触发生物进行一次毒镖打击,然后进行先攻。
例行程序 (1个动作) 陷阱以一个动作向走廊里的所有生物发射毒镖。由于它持续不断地发射毒镖,陷阱可以在每个生物的回合使用“持续弹幕”自由动作(详见下文)对其发射毒镖。
远程 毒镖 +21, 伤害 3d4 穿刺外加飞镖毒; 无多重攻击减值
持续弹幕Continuous Barrage [F] 触发 一个生物位于被激活的走廊里,并且完成一个动作。 效果 陷阱对触发生物进行一次毒镖打击。
飞镖毒 Flesset Poison (毒素); 豁免检定 DC 22 强韧; 最大持续 6 轮; 阶段1 1d6 毒素伤害和笨拙 clumsy 1 (1 轮); 阶段2 2d6 毒素伤害和笨拙 2 (1 轮); 阶段3 3d6 毒素伤害和笨拙 3 (1 轮)

重置 陷阱关闭并在1分钟之后重置。
剧透 -   :
POISONED DART GALLERY HAZARD 8
COMPLEX MECHANICAL TRAP
Stealth +16 (expert) or DC 31 (master) to notice the control panel
Description Countless holes to launch poison darts from line
a long hallway with a hidden control panel on the far end.
Disable DC 21 Thievery (expert) on the control panel
deactivates the trap
AC 27; Fort +13, Ref +17
Hardness 14; HP 56 (BT 28) to destroy the control panel and
disable the trap; Immunities critical hits, object immunities,
precision damage
Dart Volley [reaction] Trigger A creature enters the hallway or
ends its turn in the hallway; Effect The trap makes a
poisoned dart Strike against the triggering creature, then
rolls initiative.
Routine (1 action) The trap launches one dart against every
creature in the gallery as 1 action. Because it launches darts
continuously, the trap can also use the Continuous Barrage
free action (see below) to launch darts at each creature
during that creature’s turn.
Ranged poisoned dart +21, Damage 3d4 piercing plus flesset
poison; no multiple attack penalty
Continuous Barrage [free-action] Trigger A creature within the active
gallery finishes an action; Effect The trap makes a poisoned
dart Strike against the triggering creature.
Flesset Poison (poison) Saving Throw DC 22 Fortitude;
Maximum Duration 6 rounds; Stage 1 1d6 poison damage and
clumsy 1 (1 round); Stage 2 2d6 poison damage and clumsy 2
(1 round); Stage 3 3d6 poison damage and clumsy 3 (1 round)
Reset The trap deactivates and resets after 1 minute.


岩浆管道 LAVA FLUME TUBE             10级危害

复杂 机械 陷阱
隐秘 +19 (受训)
描述 雕刻在石头上的四个闸门孔洞能让岩浆流入一个15尺高的房间;房间地板能缩回,让硬化的熔岩掉落到下面的房间。

解除 通过贼活检定 DC 29 (专家) 堵塞通道,或通过贼活检定 DC 31 (大师) 解开活动地板的门闩来逃进下面的房间。
AC 30; 强韧+20, 反射+16
通道 硬度 12, 通道 HP 48 (BT 24) 摧毁通道闸门 (这会使得该通道无法被解除,并阻止陷阱重置); 地板 硬度 18; 地板 HP 72 (BT 36); 免疫 重击, 物品免疫, 精准伤害
管道开启Flume Activation [R] 触发 一个生物尝试离开房间。效果 出口立即封闭,陷阱进行先攻检定。
例行程序 (4个动作) 陷阱每有一个通道被解除,则每轮失去一个动作。在陷阱的每个动作中,通道都会流出岩浆,对距离通道10尺内的每个生物造成4d6火焰伤害(基础反射豁免DC 27),并且似房间内的岩浆深度上涨1尺(如果所有通道都启动的话则每轮上涨4尺)
在岩浆里开始回合的生物受到8d6火焰伤害并且禁足(immobilized)直到它从凝固的岩浆中逃脱(DC27)。生物如果被岩浆复盖则会窒息(suffocate)(详见478页)。上一轮的岩浆在陷阱开始行动时会完全硬化,这会让房间的地板高度升高。一旦房间里充满岩浆,陷阱就会停止行动,但房间里的生物依然会被困住,直到地板打开,陷阱重置。

重置 陷阱在1小时后移开地板,通过将变硬的岩浆(连同里面的生物)倾倒进下面的房间的方式来关闭和重置。生物坠落40尺,并受到坠落伤害(通常是17点钝击伤害)。
剧透 -   :
LAVA FLUME TUBE HAZARD 10
COMPLEX MECHANICAL TRAP
Stealth +19 (trained)
Description Four gated channels carved into stone allow lava
to flow into a 15-foot-tall room; the floor can withdraw to
allow the hardened lava to fall into a chamber beneath.
Disable DC 29 Thievery (expert) to block a channel, or DC 31
Thievery (master) to release the floor latch and escape to
the chamber below
AC 30; Fort +20, Ref +16
Channel Hardness 12, Channel HP 48 (BT 24) to destroy a
channel gate (this prevents that channel from being disabled
and stops the trap from resetting); Floor Hardness 18; Floor
HP 72 (BT 36); Immunities critical hits, object immunities,
precision damage
Flume Activation [reaction] Trigger A creature tries to leave the room;
Effect The exits seal instantly and the trap rolls initiative.
Routine (4 actions) The trap loses 1 action per disabled channel
each turn. On each action, a different channel spews lava,
dealing 4d6 fire damage to each creature within 10 feet of
the channel (DC 27 basic Reflex save), and increasing the
depth of the lava in the room by 1 foot (4 feet per round if
all the channels are active).
A creature that starts its turn in lava takes 8d6 fire damage
and is immobilized until it Escapes the hardening lava (DC 27).
The creature might suffocate if covered in lava (page 478). Lava
from the previous round hardens fully at the start of the trap’s
turn, effectively raising the floor of the room. Once the room is
full of lava, the trap stops taking actions, but creatures in the
room remain stuck until the floor opens and the trap resets.
Reset The trap deactivates and resets after 1 hour by withdrawing
the floor, cracking and dumping the hardened lava (and any
creatures trapped inside) into the chamber. Creatures fall 40
feet, taking falling damage (typically 17 bludgeoning damage).


念动集群陷阱 TELEKINETIC SWARM TRAP             12级危害

复杂 魔法 机械 陷阱
隐秘 +24 (专家)
描述 三件带有念动感应(telekinetic) 魔法的无害装饰物把房间内的物体和碎片聚集成旋转的念动云团,攻击房间里所有生物。

解除 通过贼活检定DC 27 (专家) 解除每个念动云团,通过贼活检定DC 32 (大师) 解除每个念动感应装饰物, 或解除魔法 (6环; 反制 DC 30) 反制每个念动感应装饰物。
AC 33; 强韧+24, 反射+19
硬度 22, HP 88 (BT 44) 每个念动云团
搅动起来 Agitate [R] (奥法, 塑能系); 触发 一个生物呆在房间里至少6秒。 效果 每个念动感应装饰物生成一个由房间内物品组成的云团(总共三个)并且陷阱进行先攻。当陷阱被触发的时候,当时位于房间内的生物成为陷阱的目标,不管它们之后离开房间还是有其他生物之后进入房间。每个念动装饰物能选择不同的生物作为目标。当目标离开陷阱至少1英里时,该生物就不再是目标。此时陷阱会选择一个新目标。
例行程序 (9个动作) 每个念动装饰物每回合都拥有3个动作,每当一个念动装饰物被解除,陷阱每回合就失去3个动作。念动装饰物用它的第一个动作将念动云团移动最多200尺,第二个动作让云团进行打击,第三个动作是吸取更多的物品进入旋转着的云团中,每次增加1d12伤害 (最多达到4d12+10)。如果某个装饰物的云团已经达到了最大伤害,那么它的第三个动作什么也不做。如果云团被破坏,则装饰物会在房间里生成一个新的云团(伤害值为初始状态),然后用它的第二个和第三个动作去移动和攻击。
近战 [A] 物品风暴 +24, 伤害 2d12+10 钝击

重置 如果陷阱没有合适的目标,10分钟之后关闭并重置。(因为目标已经跑得足够远或者全死了。)
剧透 -   :
TELEKINETIC SWARM TRAP HAZARD 12
COMPLEX MAGICAL MECHANICAL TRAP
Stealth +24 (expert)
Description Three innocuous decorations instilled with
telekinetic magic pull objects and pieces of the room itself into
spinning clouds of debris that attack all creatures in the room.
Disable DC 27 Thievery (expert) to take apart a telekinetic
cloud, DC 32 Thievery (master) to disable each telekinetic
decoration, or dispel magic (6th level; counteract DC 30) to
counteract each telekinetic decoration
AC 33; Fort +24, Ref +19
Hardness 22, HP 88 (BT 44) per telekinetic cloud
Agitate [reaction] (arcane, evocation) Trigger A creature stays in the
room for at least 6 seconds; Effect Each telekinetic decoration
constructs a cloud of objects in the room (three clouds total)
and the trap rolls initiative. The creatures in the room when
the trap is triggered become the trap’s targets, regardless of
whether they leave the room or other creatures later enter
the room. Each decoration targets a different creature if
possible. A target creature that moves at least 1 mile from
the trap ceases being a target, at which point the decoration
designates a new target.
Routine (9 actions) Each decoration uses 3 of the trap’s actions
each turn, and the trap loses 3 actions each turn for every
decoration that is disabled. A decoration uses its first action
to move its cloud of objects up to 200 feet, its second action
to make the objects Strike, and its third action to add more
objects to the cloud, increasing its damage by 1d12 (to a
maximum of 4d12+10). If a decoration’s cloud is already at
maximum damage, it does nothing with its third action.
If a decoration’s cloud has been destroyed, the decoration
instead spends its first action to create a new cloud of objects
inside the room (using the starting damage value) and then its
second and third actions to have the cloud move and Strike.
Melee [one-action] objects +24, Damage 2d12+10 bludgeoning
Reset The trap deactivates and resets 10 minutes after it has
no target creatures (because the creatures either moved too
far away or died).


黑镜 DARKSIDE MIRROR             14级危害

复杂 魔法 机械 陷阱
隐秘 +24 (大师) 注意到这面镜子并非普通一般镜子。
描述 一面魔境能将某个角色替换为来自另一个维度(dimension)的邪恶镜像。

解除 在角色被替换后的10分钟内,通过贼活检定DC 34 (传说) 从另一个维度将他拉回(只有当他们的镜像死亡时才有可能), 在所有的镜像副本死亡之后,通过贼活检定DC 39 (大师) 永久解除魔境, 或通过解除魔法 (7环; 反制 DC 32) 反制魔境1分钟,阻止它产生额外的镜像副本。
AC 34; 强韧+25, 反射+20
硬度 1, HP 4 (BT 2), 当任何镜像存活时,镜子无法被伤害。
邪恶镜像 Reflection of Evil [R] (奥法, 咒法系, 传送); 触发 一个非邪恶的生物在镜中形成倒影,效果 魔镜将该生物吸了进去,然后用它邪恶的镜像副本取而代之(通过DC 34反射豁免可以防止被吸到镜中),之后魔镜进行先攻检定。
例行程序 (1个动作) 镜子将另一个在镜中形成倒影的生物吸进去,并用一个镜像副本代替它。镜像会主动攻击,使用原来生物的数据,但是属于邪恶阵营(只改变随阵营变化而变化的技能)。一个镜像副本可以使用三个动作与魔镜接触并返回它原来的维度并释放它复制的生物,但大多数镜像副本不倾向于这么做。

重置 魔镜时刻准备着把生物吸进其他维度。当一个生物被吸进镜子10分钟后,如果它的盟友没有前来解救这个生物,它就会抵达另一个维度,在那里它可能会被捕获或被杀。在镜像维度中,它会被当做是镜像的镜像,所以当被吸收的生物位于那个维度时,那个维度的人也无法摧毁他们那边的魔镜。这些维度属于不同的现实,并非位面,因此像异界传送plane shift这样的仪式也无法将它救出。
剧透 -   :
DARKSIDE MIRROR HAZARD 14
COMPLEX MAGICAL MECHANICAL TRAP
Stealth +24 (master) to notice it isn’t a regular mirror
Description A magic mirror replaces characters with evil
mirror duplicates from another dimension.
Disable DC 34 Thievery (legendary) to retrieve a creature
from the other dimension within 10 minutes of the switch
(possible only if their mirror duplicate is dead), DC 39
Thievery (master) to permanently disable the mirror once
all mirror duplicates are dead, or dispel magic (7th level;
counteract DC 32) to counteract the mirror for 1 minute and
prevent additional replacements during that time
AC 34; Fort +25, Ref +20
Hardness 1, HP 4 (BT 2), the mirror can’t be damaged while
any mirror duplicate is alive
Reflection of Evil [reaction] (arcane, conjuration, teleportation)
Trigger A non-evil creature is reflected in the mirror; Effect
The mirror absorbs the creature into the mirror, replacing it
with an evil mirror duplicate (DC 34 Reflex to avoid being
absorbed into the mirror), and rolls initiative.
Routine (1 action) The mirror absorbs another reflected
creature into the mirror and replaces it with a mirror
duplicate. Mirror duplicates attack on their own initiative,
using the same statistics as the original creature, but with
an evil alignment (changing only abilities that shift with the
alignment change). A mirror duplicate can spend 3 actions
in contact with the mirror to return to its original dimension
and release the creature it duplicated, but most mirror
duplicates prefer not to.
Reset The mirror is always ready to absorb creatures into the
other dimension. Ten minutes after a creature is sucked
into the mirror, if an ally doesn’t rescue the creature with
Thievery, it reaches the other dimension, where it might be
captured or killed. In the mirror dimension, it counts as a
mirror duplicate, so the denizens of the other dimension
can’t destroy the mirror on their side while the absorbed
creature is there. These dimensions are alternate realities,
not planes, so even spells like plane shift can’t reach them.


女妖交响 BANSHEE’S SYMPHONY             18级危害

复杂 魔法 陷阱
隐秘 +30 (传说)
描述 一阵具有魔法传染性的女妖之嚎wail of the banshee法术被困在一个隐形的木乃伊精灵的喉咙里。

解除 在陷阱启动之前,通过贼活检定DC 42 (大师) 精准地刺穿隐形的喉咙,魔法会像涓涓细流那样被释放出来。当陷阱被激活时,通过三次贼活检定DC 44 (传说) 把喉咙拆解来拆解咒语。或在陷阱启动前反制女妖之嚎,法术 DC 38 (9环)。
尖叫Scream [R] 触发 3个或更多的生物在陷阱100尺范围内停留超过6秒。效果 陷阱释放奥术-女妖之嚎 (DC 40),范围为100尺半径弥散范围,而非原来的40尺,影响范围内的所有生物,之后陷阱进行先攻检定。
例行程序 (1个动作) 陷阱用它的动作强迫一个在上一轮对女妖之嚎豁免失败的随机生物,发出与第一轮女妖之嚎数据相同的女妖之嚎。无论它距离陷阱有多远,即使它已经死了或无法说话,也会发出哀嚎。和法术版本的女妖之嚎不同的是,该陷阱的女妖之嚎可以累加目标的流失drained状态值。在任何一次豁免中大成功的生物在之后的回合中依然会被陷阱影响,但不能成为陷阱强迫嚎叫的目标。

重置 当陷阱无法再让任何生物嚎叫时,陷阱会关闭(通常是因为在上一轮中没有生物豁免失败,或所有生物都在之前的豁免中投出过大成功)。24小时候陷阱会重置,并准备从木乃伊的喉咙中发出新的嚎叫。
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