环境数据Environments

位阶 1Tier 11 级level(s)16

荒废林地 ABANDONED GROVEABANDONED GROVET1 探索Exploration
难 11

荒废林地 ABANDONED GROVE

位阶 1 探索

一片曾经的德鲁伊林地,如今休耕荒废,重回自然原貌。

难度: 11

趋向: 吸引好奇者,反映过往

潜在敌人: 野兽(熊,恐狼,玻璃蛇),林地守卫(小型树人,木族战士,幼年树精)

特性

  • 蔓生战场 Overgrown Battlefield - 被动: 此地曾发生过一场战斗。一名玩家角色可以进行一次本能掷骰来发现这场战斗所遗留下的证据。若希望成功,其可了解以下所有三条信息。若恐惧成功,了解两条。若检定失败,一名玩家角色可以标记 1 压力点来了解一条信息,并在下一次用于调查环境的动作掷骰中获得优势。拥有合适背景或经历的一名玩家角色可以了解到一个额外的细节,其还能够提一个关于该场景的后续问题,并获得一个真实的(但不一定总是完整的)答案。 地上散落着战斗的痕迹(断裂的武器和树枝,嵌入地面的凿痕)。 一棵看似被苔藓覆盖的树木实则是一具树人尸体。 仍然矗立在此地的树木发生了奇怪的扭曲,似乎是由某种强大的魔法所致。

    曾在此地的那些团体为何发生冲突?而这片林地如今又为何无人使用?

  • 尖刺藤蔓 Barbed Vines - 动作: 选择林地内的一个目标点。位于该点邻近范围内的所有目标必须成功通过一次敏捷反应掷骰,否则其将受到 1d8+3 物理伤害并因尖刺藤蔓处于 束缚状态。处于 束缚 状态的生物只有成功通过一次灵巧或力量掷骰,亦或是对藤蔓造成至少 6 伤害,才能挣脱。

    这里有多少藤蔓?又是在哪里抓住你的?是把你拽向地面,还是拉向天空?

  • 这里不欢迎你 You Are Not Welcome Here - 动作: 一名幼年树精、两名木族战士、以及数量等同于玩家角色数量的小型树人出现,同闯入此地的队伍针锋相对。

    林地守卫在隐藏什么?有什么事物正在威胁着森林的安危,而玩家角色或许可以通过接手此事来平息树精的怒火?

  • 污染物 Defiler - 动作: 花费 1 恐惧点来召唤一个被暴力与不谐的回响所吸引的小型混沌元素。它将出现在一名被选中的玩家角色的远距离范围内,并且立刻获得聚焦。

    当混沌元素现身时,草地变成了什么颜色?混沌又是如何扭曲了林地内的昆虫和小动物?

ABANDONED GROVE

Tier 1 Exploration
Difficulty: 11

Impulses: Draw in the curious, echo the past

Potential Adversaries: Beasts (Bear, Dire Wolf, Glass Snake), Grove Guardians (Minor Treant, Sylvan Soldier, Young Dryad)

A former druidic grove lying fallow and fully reclaimed by nature.

FEATURES

Overgrown Battlefield - Passive: There has been a battle here. A PC can make an Instinct Roll to identify evidence of that fight. On a success with Hope, learn all three pieces of information below. On a success with Fear, learn two. On a failure, a PC can mark a Stress to learn one and gain advantage on the next action roll to investigate this environment. A PC with an appropriate background or Experience can learn an additional detail and ask a follow-up question about the scene and get a truthful (if not always complete) answer.

  • Traces of a battle (broken weapons and branches, gouges in the ground) litter the ground.
  • A moss-covered tree trunk is actually the corpse of a treant.
  • Still-standing trees are twisted in strange ways, as if by powerful magic. Why did these groups come to blows? Why is the grove unused now? Barbed Vines - Action: Pick a point within the grove. All targets within Very Close range of that point must succeed on an Agility Reaction Roll or take 1d8+3 physical damage and become Restrained by barbed vines. Restrained lasts until they’re freed with a successful Finesse or Strength roll or by dealing at least 6 damage to the vines. How many vines are there? Where do they grab you? Do they pull you down or lift you offthe ground? You Are Not Welcome Here - Action: A Young Dryad, two Sylvan Soldiers, and a number of Minor Treants equal to the number of PCs appear to confront the party for their intrusion. What are the grove guardians concealing? What threat to the forest could the PCs confront to appease the Dryad? Defiler - Action: Spend a Fear to summon a Minor Chaos Elemental drawn to the echoes of violence and discord. They appear within Far range of a chosen PC and immediately take the spotlight. What color does the grass turn as the elemental appears? How does the chaos warp insects and small wildlife within the grove?
废弃矿井 ABANDONED MINEABANDONED MINET1 险境Traversal
难 11

废弃矿井 ABANDONED MINE

位阶 1 险境

一条由注定覆灭的采矿队凿入基岩的废弃隧道,弯弯绕绕如迷宫。

难度: 11

趋向: 用致命毒气给队伍下毒、轰隆坍塌、拆散队伍、让他们迷失方向

潜在敌人: 暗织蜘蛛(暗织爬蛛、暗织纺蛛、暗织蛛群)、矿工鬼魂(骚灵、鬼火)

特性

  • 漆黑一片 Pitch Black - 被动: 这些地下矿道中没有任何光源,无论自然光还是人造光。询问玩家角色们用什么照明,或者他们如何在黑暗中摸索前行。没有可靠光源的玩家角色进行动作与反应掷骰时具有劣势。

    队伍的光源用什么燃料?还能撑多久?光亮会引来什么不必要的注意?

  • 迷宫 Labyrinth - 被动: 队伍必须完成一个进展倒计时(4),才能找到穿越矿区的路。 每当玩家角色在寻路过程中掷出希望结果,就会发现下列的一个可能会让他们感兴趣的东西:

    • 一条尚未开采的贵金属或宝石矿脉
    • 各种采矿工具,包括一辆破损(但可以修好)的精金矿车
    • 矿工悲剧结局留下的心灵回响
    • 在隧道中迷路的矿工的干尸
    • 暗织蛛丝的破烂残片
      矿工们以前在这里开采什么?队里谁知道如何在地下辨别方向?玩家角色最怕在这里遇到什么?
  • 坠入蛛网 Into the Spider’s Web - 动作: 花费 1 恐惧点在暗织女王布满蛛丝的巢穴中召唤她。她从天花板落下,出现在一名玩家角色的近距离范围内,并立即取得聚焦。

    暗织女王如何利用巢穴取得优势?队伍在这里能找到哪些她昔日猎物的残骸?

  • 摇摇欲坠 Impending Collapse - 反应: 倒计时(2)。玩家角色第一次掷出恐惧结果时,描述地面如何微微震动、头顶的岩石如何移位,并启动倒计时。每当玩家角色掷出恐惧结果时,倒计时就减少 1 。倒计时触发时,每名玩家角色必须进行一次成功的敏捷反应掷骰,否则受到 1d8+3 点物理伤害,并被瓦砾掩埋,暂时处于束缚状态。

    矿区还有哪些不稳定的迹象?隧道的新结构会让队伍暴露在什么新危险中?

ABANDONED MINE

Tier 1 Traversal

A twisting warren of disused tunnels carved out of the bedrock by a doomed mining outfit.

Difficulty: 11

Impulses: Poison the party with deadly gasses, rumble and collapse, split the party, turn them around

Potential Adversaries: Darkweave Spiders (Darkweave Crawler, Darkweave Spinner, Darkweave Swarmlings), Miner Ghosts (Poltergeist, Will-o’-the-Wisps)

FEATURES

Pitch Black - Passive: There is no light, natural or otherwise, in these underground mining tunnels. Ask the PCs what they use for light or how they otherwise find their way in the dark. PCs without a reliable source of light make action and reaction rolls with disadvantage. What fuel does the party’s light source use, and how long will it last? What unwanted attention does the light attract? Labyrinth - Passive: The party must complete a Progress Countdown (4) to find their way through the mines. Each time a PC rolls with Hope while finding their way through, they discover one of the curiosities below.

  • An unmined vein of precious metals or gemstones
  • Various mining tools, including a broken (but mendable) mine cart made of adamantine
  • Psychic echoes of the miners’ tragic end
  • The desiccated corpses of miners who lost their way in the tunnels
  • Tattered remnants of darkweave spider silk What did miners previously extract here? Who in the party knows how to navigate below ground? What are the PCs most afraid might happen to them down here? Into the Spider’s Web - Action: Spend a Fear to summon a Darkweave Queen inside her gossamer-strewn lair. She drops from the ceiling within Close range of a PC and immediately takes the spotlight. How does the Darkweave Queen use her lair to her advantage? What remnants of her past meals can the party find here? Impending Collapse - Reaction: Countdown (2). The first time the PCs roll with Fear, describe how the ground subtly vibrates as rocks shift overhead and activate the countdown. It ticks down when a PC rolls with Fear. When it triggers, each PC must succeed on an Agility Reaction Roll or take 1d8+3 physical damage and become temporarily Restrained by the rubble. What other signs of instability does the mine offer the party? What new dangers does the tunnel system’s new configuration expose the party to?
遇袭 AMBUSHEDAMBUSHEDT1 事件Event
难 特殊

遇袭 AMBUSHED

位阶 1 事件

一场设计好的埋伏,旨在将没有防备的队伍打个措手不及。

难度: 特殊(详见“战力浮动”)

趋向: 制服,分散,包围

潜在敌人: 任意

特性

  • 战力浮动 Relative Strength - 被动: 该环境的难度等同于场景内敌人的最高难度。

    谁负责指挥这场袭击?他们的何种行为揭露了这一点?

  • 惊喜! Surprise! - 动作: 伏击者突然出现在队伍的视线中,你获得 2 恐惧点,并立即将聚焦转移到伏击者中的一名敌人身上。

    伏击者想要从队伍手中得到什么?他们在伏击中表现出来的战术又如何体现了这一点?

AMBUSHED

Tier 1 Event

An ambush is set to catch an unsuspecting party off -guard.

Difficulty: Special (see “Relative Strength”)

Impulses: Overwhelm, scatter, surround

Potential Adversaries: Any

FEATURES

Relative Strength - Passive: The Difficulty of this environment equals that of the adversary with the highest Difficulty. Who cues the ambush? What makes it clear they’re in charge? Surprise! - Action: The ambushers reveal themselves to the party, you gain 2 Fear, and the spotlight immediately shifts to one of the ambushing adversaries. What do the ambushers want from the party? How do their tactics in the ambush reflect that?

埋伏 AMBUSHERSAMBUSHERST1 事件Event
难 特殊

埋伏 AMBUSHERS

位阶 1 事件

由玩家角色设下的埋伏,旨在将没有防备的敌人打个措手不及。

难度: 特殊(详见“战力浮动”)

趋向: 逃跑,抱团,保护弱者

潜在敌人: 任意

特性

  • 战力浮动 Relative Strength - 被动: 该环境的难度等同于场景内敌人的最高难度。

    哪一个敌人最为措手不及?哪一个敌人最为沉着镇定?

  • 他们是哪儿来的? Where Did They Come From? - 反应: 当一名玩家角色对毫无防备的敌人发动突袭时,你失去 2 恐惧点,并且每名玩家角色的首次攻击掷骰将获得优势。

    当伏击正式打响时,敌人们正在做什么?而这又如何影响了他们的战斗方式?

AMBUSHERS

Tier 1 Event

An ambush is set by the PCs to catch unsuspecting adversaries off -guard.

Difficulty: Special (see “Relative Strength”)

Impulses: Escape, group up, protect the most vulnerable

Potential Adversaries: Any

FEATURES

Relative Strength - Passive: The Difficulty of this environment equals that of the adversary with the highest Difficulty. Which adversary is the least prepared? Which one is the most? Where Did They Come From? - Reaction: When a PC starts the ambush on unsuspecting adversaries, y ou lose 2 Fear and the first attack roll a PC makes has advantage. What are the adversaries in the middle of doing when the ambush starts? How does this impact their approach to the fight?

炼金术士的废弃工坊 ALCHEMIST’S ABANDONED WORKSHOPALCHEMIST’S ABANDONED WORKSHOPT1 探索Exploration
难 11

炼金术士的废弃工坊 ALCHEMIST’S ABANDONED WORKSHOP

位阶 1 探索

一座由追寻永生秘密的科学家建造、以闪电供能的实验室。

难度: 11

趋向: 打破生与死的界限、引下天雷、让机器超载运转

潜在敌人: 实验室残留物(构装体、小型火元素、拼接尸魔、鼠群)

特性

  • 珍奇柜 Cabinet of Curiosities - 被动: 工坊的架子、橱柜和桌上堆满诡异的零碎物件,包括泡在甲醛罐里的身体部位和血迹斑斑的外科医疗器械。每场景一次,玩家角色可以进行一次本能掷骰以在这片混乱中寻找有用的东西。

    这位炼金术士在研究什么?你翻动他的东西时,什么气味扑面而来?

  • 奇异机械 Strange Machinery - 被动: 工坊里有许多怪异的科技设备和科学仪器。玩家角色可以进行一次知识掷骰,试着搞懂它们如何运作。成功时,可以让它运转起来;失败则会弄坏某样东西,并被电流击中、泼上腐蚀性化学药剂,受到 1d8+4 点直接魔法伤害。

    这些机器是做什么的?这些仪器在测量什么?

  • 它活了!It’s It’s Alive! - 动作: 后果倒计时(6)。一场雷暴在上空聚集,随时可能击中安装在工坊顶上的避雷针组件。启动倒计时,并在每次玩家角色进行动作掷骰使倒计时减少时,叙述风暴威力如何增强。倒计时触发时,闪电击中避雷针组件,工坊机械随之超载:机械先复活炼金术士某个被遗弃的造物,随即爆炸。位于机械近距离范围内的每个目标必须进行一次成功的敏捷反应掷骰,否则受到 1d10 点魔法伤害。在工坊内某处召唤一名失败实验体 Failed Experiment;该造物邻近范围内每有一名玩家角色,你就获得 1 恐惧点。

    炼金术士想通过这个实验达成什么?这些材料是从哪里弄来的?

ALCHEMIST’S ABANDONED WORKSHOP

Tier 1 Exploration

A lightning-powered laboratory built by a scientist searching for the secret to immortality.

Difficulty: 11

Impulses: Break down the barrier between life and death, draw down lightning from the heavens, overclock the machinery

Potential Adversaries: Lab Leftovers (Construct, Minor Fire Elemental, Patchwork Zombie Hulk, Swarm of Rats)

FEATURES

Cabinet of Curiosities - Passive: The workshop’s shelves, cupboards, and tables are cluttered with macabre bric-a-brac, including body parts in jars of formaldehyde and bloody surgical implements. Once per scene, a PC can make an Instinct Roll to look for something useful in the chaos. What was the alchemist studying? What smell overwhelms you as you shuffl e through their things? Strange Machinery - Passive: The workshop contains numerous pieces of bizarre technology and scientific instrumentation. A PC can make a Knowledge Roll to try to figure out how it works. On a success, they can get it running. On a failure, they break something and take 1d8+4 direct magic damage as they’re shocked by electricity and doused in caustic chemicals. What do these machines do? What do these instruments measure? It’s Alive! - Action: Consequence Countdown (6). A thunderstorm gathers overhead, threatening to jolt the lightning rod assembly installed atop the workshop. Activate the countdown and narrate how the storm’s power increases each time it ticks down when a PC makes an action roll. When it triggers, lightning strikes the rod assembly and overloads the workshop machinery, which explodes after resurrecting one of the alchemist’s abandoned projects. Each target within Close range of the machinery must succeed on an Agility Reaction Roll or take 1d10 magic damage. Summon a Failed Experiment at a location within the workshop and gain a Fear for each PC within Very Close range of it. What was the alchemist trying to achieve with this experiment? Where did they get the materials for it?

熙攘集市 BUSTLING MARKETPLACEBUSTLING MARKETPLACET1 社交Social
难 10

熙攘集市 BUSTLING MARKETPLACE

位阶 1 社交

作为定居点的经济中心,本土匠人,行商走贩,以及不同阶级的顾客皆聚集于此。

难度: 10

趋向: 低买高卖,吹嘘叫卖各类远疆近邻的商货

潜在敌人: 守卫(持刃警卫,警卫队长),蒙面盗贼,商人

特性

  • 四两千金 Tip the Scales - 被动: 玩家角色们可以通过拿出一把金币作为互动的一部分,来在一次风度掷骰中获得优势。

    任何货币会被接受吗,还是说只有本地货币能够得到认可?玩家角色们在进行贿赂时有多明目张胆?

  • 意外之获 Unexpected Find - 动作: 向玩家角色们展示,有一名商人拥有他们想要或需要的东西,比如说家乡的食物、一本稀有的书籍、魔法材料、一张可疑的藏宝图、或是一把巫术钥匙。

    除了金币外,商人还可能会要求什么其它的事物,作为交换这件稀有物品的代价?

  • 偷鸡摸狗 Sticky Fingers - 动作: 一个小偷试图从一名玩家角色的身上偷走某样东西。该玩家角色必须成功通过一次本能掷骰才能注意到小偷的存在,否则其将失去由游戏主持人选定的某样东西,同时小偷在得手后将窜逃到近距离范围。想要夺回被偷走的东西,玩家角色们必须赶在小偷完成一项用以逃回藏身处的后果倒计时(4)前,先一步完成一项进展倒计时(6)来抓住他。

    是什么驱使这个小偷过来行窃?小偷的藏身处在哪里,其上做了什么手脚以避免被发现?

  • 人头攒动 Crowd Closes In - 反应: 当玩家角色中有某人与队伍脱节时,移动的人群将挤入他们之间,并将该玩家角色与队伍隔离开来。

    移动的人潮将要把该角色带往何处?其对孤身一人被陌生人包围又有怎样的感觉?

BUSTLING MARKETPLACE

Tier 1 Social
Difficulty: 10

Impulses: Buy low, and sell high, tempt and tantalize with wares from near and far

Potential Adversaries: Guards (Bladed Guard, Head Guard), Masked Thief, Merchant

The economic heart of the settlement, with local artisans, traveling merchants, and patrons across social classes.

FEATURES

Tip the Scales - Passive: PCs can gain advantage on a Presence Roll by offering a handful of gold as part of the interaction. Will any coin be accepted, or only local currency? How overt are the PCs in offering this bribe? Unexpected Find - Action: Reveal to the PCs that one of the merchants has something they want or need, such as food from their home, a rare book, magical components, a dubious treasure map, or a magical key. What cost beyond gold will the merchant ask for in exchange for this rarity? Sticky Fingers - Action: A thief tries to steal something from a PC. The PC must succeed on an Instinct Roll to notice the thief or lose an item of the GM’s choice as the thief escapes to a Close distance. To retrieve the stolen item, the PCs must complete a Progress Countdown (6) to chase down the thief before the thief completes a Consequence Countdown (4) and escapes to their hideout. What drove this person to pickpocketing? Where is the thief’s hideout and how has it avoided notice? Crowd Closes In - Reaction: When one of the PCs splits from the group, the crowds shift and cut them off from the party. Where does the crowd’s movement carry them? How do they feel about being alone but surrounded?

腐化沼泽 CORRUPTED SWAMPCORRUPTED SWAMPT1 险境Traversal
难 11

腐化沼泽 CORRUPTED SWAMP

位阶 1 险境

一片由污秽泥水、剧毒生物与腐烂交织成的可悲地带。

难度: 11

趋向: 腐蚀、突出腐烂的气息、揭示扭曲而违逆自然的景象、令人作呕

潜在敌人: 任意不死生物(骷髅、丧尸、幽灵守护者)、巨鼠、绿色软泥怪、荆蔓纠结体

特性

  • 沼泽疫病 Swamp Sickness - 被动: 长休结束时,每个玩家角色都必须进行一次成功的力量反应掷骰,否则获得一枚 d4 患病骰,起始面值为 1 。若玩家角色此掷骰失败且已有一枚患病骰,则将骰值提高 1 ,最高为 4 。拥有患病骰的玩家角色在进行动作掷骰时,会承受等同于骰值的减值。当拥有患病骰的玩家角色要恢复 1 生命点时,可以选择将患病骰的数值降低 1 来代替。当骰值降到 0 时,移除这颗骰。

    这片沼泽是生机盎然、腐坏横行,还是两者兼有?是什么力量侵蚀了这片沼泽,又留下了哪些来历的痕迹?

  • 泥泞难行 Soggy and Slogging It - 被动: 当玩家角色在进行作为动作的一部分的移动时,只能在邻近范围内移动。移动超过邻近范围的动作掷骰具有劣势。掷骰前,玩家角色可以标记 1 压力点来清除此劣势。

    水面下幽暗处潜伏着什么生物,无论活的还是死的?玩家角色在哪里、又要怎样才能摆脱这恶臭的水?

  • 腐花 Rotbloom - 动作: 花费 1 恐惧点朝远距离范围内的一片区域撒下有毒花粉。该区域内的每个目标必须进行一次成功的力量或本能反应掷骰,否则受到 1d6+3 魔法伤害并处于脆弱状态,直到场景结束。

    你如何分辨哪些会散发这种花粉的植物是食肉的?花粉的气味会唤起怎样的噩梦或梦境?

  • 舞光 Dancing Lights - 动作: 休息开始时,你可以花费 1 恐惧点,让飘浮的光球魅惑疲惫之人,把一名玩家角色引向沼泽深处。另一名玩家角色可以用休整行动进行动作掷骰来寻找他们。成功时,两名玩家角色都回到营地,并可以照常选择休整行动。若失败——或没人去寻找——走失的玩家角色会在数小时后回来,浑身泥泞、狼狈不堪,而且在下次休息前不能选择休整行动。

    走失的玩家角色在光中看到了什么,竟会把他们引向黑暗?玩家角色在这里还会遇见哪些出人意料的美好景象?

CORRUPTED SWAMP

Tier 1 Traversal

A wretched stretch of slimy water, toxic creatures, and decay.

Difficulty: 11

Impulses: Corrupt, emphasize putrescence, reveal the twisted and unnatural, sicken

Potential Adversaries: Any Undead (Skeleton, Zombie, Spectral Guardian), Giant Rat, Green Ooze, Tangle Bramble

FEATURES

Swamp Sickness - Passive: At the end of a long rest, each PC must succeed on a Strength Reaction Roll or gain a d4 Sickened Die, starting with the 1 value facing up. If a PC fails this roll and already has a Sickened Die, they increase the value by 1, to a maximum value of 4. A PC with a Sickened Die gains a penalty to their action rolls equal to its value. When a PC with a Sickened Die would clear a HP, they can decrease the value of their Sickened Die by 1 instead. When the die’s value would fall to 0, remove it. Is the swamp teeming with life, filled with decay, or both? What force blighted this swamp, and what signs of its origins remain? Soggy and Slogging It - Passive: When a PC moves as part of an action, they can only move up to Very Close range. Action rolls made to move farther than Very Close range have disadvantage. Before rolling, a PC can mark a Stress to remove this disadvantage. What creatures, living or otherwise, lurk beneath the water’s murky surface? Where or how do the PCs find relief from the stinking water? Rotbloom - Action: Spend a Fear to dust an area within Far range in noxious pollen. Each target in that area must succeed on a Strength or Instinct Reaction Roll or take 1d6+3 magic damage and become Vulnerable until the end of the scene. How can you tell the plants that emit this pollen are carnivorous? What nightmares or dreamscapes does the pollen’s scent conjure? Dancing Lights - Action: At the start of a rest, you can spend a Fear to have floating orbs enthrall the weary and lure a PC deeper into the swamp. A different PC can use a downtime move to make an action roll to search for them. On a success, both PCs return to camp and can choose downtime moves as normal. On a failure—or if no one searches for them—the lost PC returns hours later, covered in mud and worse, and can’t choose downtime moves until their next rest. What does the lost PC see in the lights that draws them into the darkness? What other glimpses of surprising beauty do the PCs encounter here?

悬崖峭壁 CLIFFSIDE ASCENTCLIFFSIDE ASCENTT1 险境Traversal
难 12

悬崖峭壁 CLIFFSIDE ASCENT

位阶 1 险境

一座陡峭、嶙峋的高耸悬崖,攀爬它简直就是玩命。

难度: 12

趋向: 为那些准备不足的人带去死亡,某种存在于山巅的事物诱惑着人们不断向上

潜在敌人: 构装体,深根守卫,巨蝎,玻璃蛇

特性

  • 攀登 The Climb - 被动: 想要攀爬上这座悬崖峭壁需使用一项进展倒计时(12)。当玩家角色为攀爬进行一次动作掷骰时,根据以下标准推进倒计时:

  • 遗存岩钉 Pitons Left Behind - 被动: 之前的攀登者在山体内打入了大块的金属岩钉,后来者们可以用它们来辅助攀爬。当一名使用岩钉的玩家角色在一次用于攀爬的动作掷骰中失败时,其可以选择标记 1 压力点以代替上调倒计时。

    这些岩钉有着怎样的形状和材质,它们又透露了有关过往攀登者的什么信息?岩钉与岩钉之间相隔有多远?

  • 坠落 Fall - 动作: 花费 1 恐惧点使一名玩家角色的抓握点脱落,令其因此坠向地面。若该角色未能在下一个动作中获救,其将跌落至地面并使倒计时计数上调 2 点。同时,若坠落发生时的倒计时计数在 8 到 12 之间,则该玩家角色受到 1d12 物理伤害;在 4 到 7 之间,其受到 2d12 物理伤害;计数小于等于 3 ,其受到 3d12 物理伤害。

    何种事物在向你揭示,曾有许多人于从这里坠落?岩壁之中居住着什么样的生物,它们是如何通过吓唬攀登者,使其失手坠落从而得到“免费”食物的?

CLIFFSIDE ASCENT

Tier 1 Traversal
Difficulty: 12

Impulses: Cast the unready down to a rocky doom, draw people in with promise of what lies at the top

Potential Adversaries: Construct, Deeproot Defender, Giant Scorpion, Glass Snake

A steep, rocky cliffside tall enough to make traversal dangerous.

FEATURES

The Climb - Passive: Climbing up the cliffside uses a Progress Countdown (12). It ticks down according to the following criteria when the PCs make an action roll to climb:

  • Critical Success: Tick down 3
  • Success with Hope: Tick down 2
  • Success with Fear: Tick down 1
  • Failure with Hope: No advancement
  • Failure with Fear: Tick up 1 When the countdown triggers, the party has made it to the top of the cliff . What strange formations are the stones arranged in? What ominous warnings did previous adventurers leave? Pitons Left Behind - Passive: Previous climbers left behind large metal rods that climbers can use to aid their ascent. If a PC using the pitons fails an action roll to climb, they can mark a Stress instead of ticking the countdown up. What do the shape and material of these pitons tell you about the previous climbers? How far apart are they from one another? Fall - Action: Spend a Fear to have a PC’s handhold fail, plummeting them toward the ground. If they aren’t saved on the next action, they hit the ground and tick up the countdown by 2. The PC takes 1d12 physical damage if the countdown is between 8 and 12, 2d12 between 4 and 7, and 3d12 at 3 or lower. How can you tell many others have fallen here before? What lives in these walls that might try to scare adventurers into falling for an easy meal?
诅咒墓地 CURSED GRAVEYARDCURSED GRAVEYARDT1 探索Exploration
难 11

诅咒墓地 CURSED GRAVEYARD

位阶 1 探索

一片荒芜的墓园,遍布风化碎裂的墓碑,被亡者占据的扭曲树木,以及爬满苔藓与常春藤的墓室。

难度: 11

趋向: 把他们埋葬六尺之下,用浓雾令人窒息,以墓中财宝引人上钩,释放不得安宁的死者

潜在敌人: 腐化之灵(深根守卫、幻影),活尸(骷髅战士、丧尸群、拼接尸魔)

特性

  • 再添一人 Room for One More - 被动: 若玩家角色在墓园中标记 自己的最后一个 生命点,其不会进行死亡动作,而是变成幽灵 Specter。幽灵状态下的玩家角色能与活人交流,但不能干涉物质世界,而且必须待在尸体近距离范围内,否则就会穿过死亡帷幕。当玩家角色恢复 1 生命点后清除该状态。

    变成幽灵后,玩家角色会获得什么新的见闻或经历?队伍要怎样才能让玩家角色的灵魂回到肉身?如果仪式出了差错,会发生什么?

  • 圣地 Hallowed Ground - 被动: 墓园正中有一座看似从未被打扰的小教堂。若本能掷骰成功,玩家角色就会发现这座建筑受到了神圣的祝福,能对抗墓园中的居民。待在教堂内时,玩家角色在用于战斗或驱散鬼魂与亡灵的动作掷骰上具有优势。

    是谁祝圣了此地?他们后来怎样了?这里能找到什么圣物?

  • 迷雾瘴气 Misty Miasma - 动作: 花费 1 恐惧点让远距离范围内的一片区域充满从湿土中渗出的低矮灵体雾气。当玩家角色在瘴气中掷出恐惧结果时,必须标记 1 压力点。

    玩家角色在雾中看到了什么恐怖景象?瘴气散发出什么令人晕头转向的气味?

  • 死者复苏 The Dead Arise - 动作: 花费 1 恐惧点让亡灵之手从玩家角色脚下的地面破土而出。目标必须进行一次成功的敏捷或风度反应掷骰,否则标记 1 压力点并被亡灵之手抓住,暂时处于束缚状态。

    这些人活着时是谁?为什么被埋在这里?为什么他们不肯安息?

  • 亡者不死 The Dead Don’t Die Easy - 反应: 当敌人要标记 最后一个 生命点时,掷出一枚 d6 。若结果为 5 或 6 ,该敌人无需标记。

    是谁命令这片土地拒绝死亡?这里的死者归来时为何与别处不同?

CURSED GRAVEYARD

Tier 1 Exploration

A sprawling cemetery filled with crumbling headstones, twisted trees possessed by the dead, and crypts overgrown with moss and ivy.

Difficulty: 11

Impulses: Bury them six feet deep, choke with fog, lure with promises of entombed treasure, unleash the restless dead

Potential Adversaries: Corrupted Spirits (Deeproot Defender, Phantom), Living Dead (Skeleton Warrior, Zombie Pack, Patchwork Zombie Hulk)

FEATURES

Room for One More - Passive: If a PC marks their last HP while in the graveyard, they become a Specter instead of making a death move. While a Specter, a PC can communicate with the living but can’t interact with the physical world, and they must stay within Close range of their corpse or cross through the veil of death. This condition is cleared when the PC clears a HP. What new information or experience does a PC gain from becoming a specter? How can the party reunite the PC’s spirit with their flesh? What happens if their ritual goes wrong? Hallowed Ground - Passive: At the center of the graveyard is a seemingly undisturbed chapel. On a successful Instinct Roll, a PC can discover this structure is sanctified against the cemetery’s denizens. While inside the chapel, the PCs have advantage on action rolls to fight or drive off spirits and undead. Who sanctified this place, and what happened to them? What holy relics can be found here? Misty Miasma - Action: Spend a Fear to fill an area within Far range with a low-lying ectoplasmic fog that seeps up through the soggy earth. When a PC rolls with Fear while in the miasma, they must mark a Stress. What horrors do the PCs see in the fog? What disorienting smell does the miasma emit? The Dead Arise - Action: Spend a Fear to have undead hands burst forth from the ground beneath a PC. The target must succeed on an Agility or Presence Reaction Roll or mark a Stress and become temporarily Restrained as hands grasp them. Who were these people in life? Why were they buried here? Why won’t they stay dead? The Dead Don’t Die Easy - Reaction: When an adversary would mark their last HP, roll a d6. On a result of 5 or 6, the adversary doesn’t mark it. Who commanded this land to reject death? How do the dead come back different here?

饕餮盛宴 GRAND FEASTGRAND FEASTT1 社交Social
难 11

饕餮盛宴 GRAND FEAST

位阶 1 社交

一场全社群同庆的狂欢,美酒、佳肴与欢乐都多到过了头。

难度: 11

趋向: 把所有人聚到一起,庆祝重要时刻,鼓励纵情狂欢

潜在敌人: 刺客学徒、守卫、商人、低阶贵族、雇佣剑客、间谍

特性

  • 口无遮拦与自来熟 Loose Lips & Fast Friends - 被动: 所有人都来寻开心。玩家角色与其他宾客社交时,风度掷骰具有优势。

    大家在庆祝什么?派对在哪里?谁买单?

  • 晚宴余兴 The Evening’s Entertainment - 动作: 宴会主人拉开当晚余兴节目的序幕。每名玩家角色都可以进行一次动作掷骰,开始一段表演、比赛或其他轻松的小活动。成功的玩家角色成为贵宾 Honored Guest。宴会结束前,贵宾可以向主人索要一份礼物,然后清除该状态。

    主人最想看或最想听的是什么?他们能拿什么回报玩家角色?

  • “总有那么一个人……” “There’s Always That One…” - 动作: 花费 1 恐惧点使一名玩家角色被困在与派对上最讨厌的人的交谈之中,直到该玩家角色成功通过一次动作掷骰摆脱这个社交黑洞。处于受困状态时,玩家角色除了尝试清除该状态外不能进行动作掷骰。受困的玩家角色若动作掷骰失败,必须标记 1 压力点。

    这个扫兴鬼到底哪里惹人厌?玩家角色 所珍视的东西中,有什么是这个家伙总在贬低或无视的?他又有什么无聊或可怕的事永远说个没完?

  • 最后一轮 Last Call - 反应: 长夜将尽,宾客开始陆续离场。宴会结束时,所有参与欢庆的玩家角色清除 全部 压力点,并获得 1 希望点。此外,每位贵宾恢复 全部 生命点,额外获得 1 希望点,然后清除该状态。每名放纵过度的玩家角色必须进行一次成功的力量反应掷骰,否则处于宿醉状态,直到下次休息。处于宿醉状态时,玩家角色的动作掷骰受到 −1 减值。

    离开派对时,玩家角色会互相分享哪些疯狂的故事?之后玩家角色又会意外撞见谁在偷偷亲热?

GRAND FEAST

Tier 1 Social

A community-wide celebration featuring way too much drink, food, and fun.

Difficulty: 11

Impulses: Bring everyone together, celebrate a momentous occasion, encourage revelrous abandon

Potential Adversaries: Apprentice Assassin, Guard, Merchant, Petty Noble, Sellsword, Spy

FEATURES

Loose Lips & Fast Friends - Passive: Everyone is here to have a good time. PCs have advantage on Presence Rolls to socialize with other revelers. What is everyone celebrating? Where’s the party? Who’s footing the bill? The Evening’s Entertainment - Action: The host of the feast kicks off the entertainment portion of the evening. Each PC can make an action roll to initiate a performance, competition, or other lighthearted diversion. A PC who succeeds becomes an Honored Guest. Until the feast ends, an Honored Guest can claim a gift from the host, then clear the condition. What does the host want to see or hear more than anything else? What can they offer the PCs in return? “There’s Always That One…” - Action: Spend a Fear to Trap a PC in conversation with the most unpleasant person at the party until the PC succeeds on an action roll to extricate themself from this social black hole. While Trapped, a PC can’t make action rolls except to try to clear this condition. When a Trapped PC fails an action roll, they must mark a Stress. What makes this dud so unpleasant? What’s something the PC cares about that the dud constantly diminishes or dismisses? What boring or awful thing can the dud not shut up about? Last Call - Reaction: After a long night, the partygoers start filtering out. When the feast concludes, all PCs who participated in the festivities clear all Stress and gain a Hope. Additionally, each Honored Guest clears all HP and gains an additional Hope, then clears the condition. Each PC who overindulged must succeed on a Strength Reaction Roll or become Hungover until their next rest. While Hungover, a PC gains a −1 penalty to action rolls. What crazy stories do the PCs share with one another as they leave the party? Who do the PCs see unexpectedly canoodling afterward?

坚守阵线 HOLD THE LINEHOLD THE LINET1 事件Event
难 11

坚守阵线 HOLD THE LINE

位阶 1 事件

队伍必须击退一波又一波的敌人,撑到盟友完成一项重要目标。

难度: 11

趋向: 让敌潮一波波扑向队伍,不给他们喘息之机,瞄准他们的保护目标

潜在敌人: 警卫、锯齿刀、海盗、骷髅、丧尸

特性

  • 保镖 Bodyguards - 被动: 玩家角色必须保护一名非玩家角色(他们的“被保护目标”),撑到被保护目标完成任务,比如完成一场魔法仪式或修好一件机械装置。场景开始时,启动一个任务倒计时,数值等于场景中玩家角色的人数。每当玩家角色击败一波敌人,倒计时便减少 1 。倒计时触发时,被保护目标完成任务。

    玩家角色在保护谁?被保护目标想做成什么事?谁想阻止他们?如果被保护目标没能完成任务,会发生什么?

  • “我绝不能失败!” “I Must Not Fail!” - 被动: 当第一波敌人出现时,把一个决心倒计时放到被保护目标旁边,数值等于场景中玩家角色的人数。每当一名敌人发起攻击对抗被保护目标,攻击自动成功,并让决心倒计时减少 1 。倒计时触发时,被保护目标要么逃走、要么死亡,要么失去行动能力。

    为什么这个任务对被保护目标如此重要?什么能击溃他们的意志?

  • 蜂拥大军 Swarming Multitudes - 被动: 所有敌人获得“无情 Relentless (2)”特性:他们可以被聚焦至多两次,每个游戏主持人轮次内。像往常一样花费恐惧点来聚焦他们。

    这些敌人新获得的力量从何而来?有没有办法切断他们与这股力量的连接?

  • 一波接一波 Waves upon Waves - 反应: 当场景中没有敌人时,在被保护目标的远距离范围处召唤一波敌人。场景内每有一位玩家角色,则每波敌人中召唤两个位阶 1 的杂兵 Minion。

    这些敌人从哪里来?又是谁在暗处统领他们?

HOLD THE LINE

Tier 1 Event

The party must fend off multiple waves of enemies long enough for an ally to complete an important objective.

Difficulty: 11

Impulses: Crash waves of enemies upon the party’s shores, never let them breathe, target their charge

Potential Adversaries: Guards, Jagged Knives, Pirates, Skeletons, Zombies

FEATURES

Bodyguards - Passive: The PCs must protect an NPC (their “Charge”) long enough for the Charge to complete a task, such as finishing a magical ritual or repairing a mechanical device. At the start of the scene, activate a Task Countdown with a value equal to the number of PCs in the scene. It ticks down when the PCs defeat a wave of adversaries. When it triggers, the Charge completes their task. Who are the PCs protecting, and what is the Charge trying to do? Who wants to stop them? What will happen if the Charge isn’t able to complete their task? “I Must Not Fail!” - Passive: When the first wave of adversaries appears, place a Resolve Countdown next to the Charge with a value equal to the number of PCs in the scene. When an adversary makes an attack against the Charge, the attack automatically succeeds and ticks down the Resolve Countdown. When it triggers, the Charge either flees, dies, or becomes incapacitated. Why is this task so important to the Charge? What has the power to break their resolve? Swarming Multitudes - Passive: All adversaries gain the “Relentless (2)” feature: They can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. Where does these foes’ newfound power come from? Is there any way to cut them offfrom it? Waves upon Waves - Reaction: When there are no adversaries in the scene, summon a wave of adversaries at Far range from the Charge. Each wave comprises two Tier 1 Minions for each PC in the scene. Where do these adversaries come from? Who leads them from the shadows?

当地庆典 LOCAL FESTIVALLOCAL FESTIVALT1 社交Social
难 11

当地庆典 LOCAL FESTIVAL

位阶 1 社交

附近的平民和贵族齐聚一堂,庆祝长达一周的节日。

难度: 11

趋向: 展现当地文化与历史、缔结新关系、巩固社群

潜在敌人: 节日安保(持刃警卫、警卫队长)、地方名流(平民、商人、低阶贵族)、三教九流之辈(锯齿刀盗贼、喽啰)

特性

  • 铭记于心 Remember, Remember - 被动: 这个时节标志着某个重要的纪念日或天文事件,比如建镇纪念日或夏至。在进行一次成功的知识掷骰后,玩家角色可以回答下面一个问题(若关键成功则可回答两个)。失败时,其也能回答一个问题,但由你决定答案中哪部分不准确,并获得 1 恐惧点。

    • 节日庆祝的某种作物或出口物对当地经济至关重要。它是什么?
    • 为什么去年没有举办节日?
    • 这个节日与邻近地区举办的另一个节日很相似。两者有何不同?
      当地人在庆祝什么?这个节日以什么闻名?玩家角色最初是怎么听说的?
  • 政治博弈 Political Machinations - 被动: 在所有人欢聚一堂之际,当地人能够顺便平息宿怨、招揽新生意、周旋地方政治。玩家角色可以插手这些事,进行一次风度掷骰。成功时,其结识一位能提供工作、分享重要信息或帮忙引荐的地方名流。失败时,其必须标记 1 压力点。

    大家嘴边的新危机是什么?为什么这个社群无法自行解决?他们能拿出什么报酬,换取玩家角色的援助?

  • “比赛开始!” “Let the Games Begin!” - 动作: 节日的招牌活动之一是一场体育竞赛或一连串游戏。若有一名或多名玩家角色报名参赛,则安排一群劲敌与他们一较高下。要赢得胜利,玩家角色必须完成一个进展倒计时 (5),在对手完成后果倒计时 (5) 之前赢得赛事或取得积分。

    这个竞赛考验哪些技能或能力?胜者能赢得什么?为什么对玩家角色或其对手来说,失败不是一个选项?

  • 传奇乡贤 Legendary Local - 动作: 节日的压轴戏是当地传说中的人物登场,为本地社群履行特殊职责,比如给孩子发点心、揶揄乡绅,或为来年的收成祝福。若玩家角色以应有的敬意对待这位人物,就会获得一份合适的祝福,例如一句晦涩的预言或一件魔法小饰物,并获得 1d4 希望点分配给队伍。若他们冒犯这位人物,对方会诅咒他们,使其受到 1d6+2 点魔法伤害,且你获得 1 恐惧点。

    这位人物是独一无二的存在,还是一代代传下来的身份?他们有什么独特的外形?他们赐福降祸的力量源自何处?

LOCAL FESTIVAL

Tier 1 Social

Commoners and nobles alike gather from the surrounding area for a weeklong celebration.

Difficulty: 11

Impulses: Express local culture and history, forge new relationships, reinforce community

Potential Adversaries: Festival Security (Bladed Guard, Head Guard), Local Luminaries (Commoner, Merchant, Petty Noble), Sundry Ne’er-Do-Wells (Jagged Knife Bandit, Lackey)

FEATURES

Remember, Remember - Passive: This time of year marks an important anniversary or astronomical event, such as the founding of the town or the summer solstice. On a successful Knowledge Roll, a PC can answer one of the questions below (or two, if they critically succeed). On a failure, they answer one question, but you decide which part of their answer is inaccurate and gain a Fear.

  • The festival celebrates a crop or export that is critical to the economy here. What is it?
  • Why didn’t the festival happen last year?
  • This festival is similar to another one held in a neighboring region. What makes them different? What are the locals celebrating? What is the festival famous for? How did the PCs first hear about it? Political Machinations - Passive: While everyone is gathered in one place, the locals take the opportunity to quash feuds, drum up new business, and navigate local politics. A PC can stick their nose in the goings-on by making a Presence Roll. On a success, they make a connection to a local luminary who can give them a job, share important information, or make useful introductions. On a failure, the y must mark a Stress. What new crisis is on everyone’s lips? Why can’t this community solve the problem on its own? What reward can they offer the PCs in exchange for their aid? “Let the Games Begin!” - Action: One of the festival’s signature events is a sporting competition or series of games. If one or more PCs throw their hat into the ring, introduce rival competitors for them to face off against. To claim victory, the PCs must complete a Progress Countdown (5) to win events or score points before their rivals complete a Consequence Countdown (5). What skills or abilities does this competition test? What does the victor win? Why is failure not an option for the PCs or their rivals? Legendary Local - Action: The festival culminates in the arrival of a figure from local folklore who performs special duties for the local community, such as giving treats to children, heckling the gentry, or blessing next year’s crops. If the PCs show this figure the proper deference and respect, they gain an appropriate blessing, such as a cryptic prophecy or a magical trinket, and gain 1d4 Hope to distribute among the party. If they insult the figure, they take 1d6+2 magic damage as the figure curses them, and you gain a Fear. Is this a singular entity or a mantle passed from person to person? What distinctive form do they possess? What is the source of their power to grant boons and banes?
当地酒馆 LOCAL TAVERNLOCAL TAVERNT1 社交Social
难 10

当地酒馆 LOCAL TAVERN

位阶 1 社交

这座喧闹的酒馆是小镇上少有的社交中心。

难度: 10

趋向: 为冒险者提供机遇,协助社区

潜在敌人: 守卫(持刃警卫,警卫队长),雇佣兵(扰敌者,雇佣剑客,咒剑士,武器大师),商人

特性

  • 大伙都在聊些啥? What’s the Talk of the Town? - 被动: 一名玩家角色可以通过一次风度掷骰来向酒保、服务员或顾客打探情报,包括但不限于当地事件、小道传闻或工作机会。成功时,其可以选择了解以下信息中的两则——关键成功则改为三则。失败时,其可以选择标记 1 压力点以获得一则信息,因为当地人一直喋喋不休地讲无关紧要的东西。:一则引人入胜的传闻,而且与一名玩家角色的背景有关; 一份报酬丰厚的工作,涉及到附近的某个威胁或特别情况; 与他们一路上所闻所见有关的当地传说;暗示社区矛盾的小镇八卦。

    什么人会拥有什么样的信息?而当地人又会口口相传有关玩家角色的什么八卦?

  • 卖唱为生 Sing For Your Supper - 被动: 每名玩家角色只能表演一次:进行一次风度掷骰,为客人表演。成功时,其获得 1d4 把金币(关键成功则改为 2d4 )。失败时,其标记 1 压力点。

    你表演的是什么曲目?它对你有什么样特殊的意义?你上次在他人面前表演它是什么时候?

  • 神秘的陌生人 Mysterious Stranger - 动作: 展示一个潜伏在阴暗包厢中的、隐藏身份的陌生人的存在,

    那人想要干什么?其对玩家角色们的印象如何?其表现出了什么样的举止或佩戴了怎样的配饰?

  • 小镇来客 Someone Comes to Town - 动作: 引入一名重要的非玩家角色,他或许是想要雇佣队伍来完成某件事情,亦或许是和一名玩家角色的背景有所关联。

    来客知道玩家角色们也在这里吗?其来到镇上是想要做些什么?

  • 酒馆斗殴! Bar Fight! - 动作: 花费 1 恐惧点在酒馆内挑起一场斗殴事件。当一名玩家角色试图在斗殴事件持续过程中穿过酒馆,其必须进行一次成功的敏捷或风度掷骰,否则将被乱拳和投掷物波及,从而受到 1d6+2 物理伤害。一名玩家角色可以通过一次用以激怒酒馆顾客的动作掷骰,来激活该特性。

    谁挑起了这场斗殴事件?怎样才能平息这场冲突?

LOCAL TAVERN

Tier 1 Social
Difficulty: 10

Impulses: Provide opportunities for adventurers, nurture community

Potential Adversaries: Guards (Bladed Guard, Head Guard), Mercenaries (Harrier, Sellsword, Spellblade, Weaponmaster), Merchant

A lively tavern that serves as the social hub for its town.

FEATURES

What’s the Talk of the Town? - Passive: A PC can ask the bartender, staff , or patrons about local events, rumors, and potential work with a Presence Roll. On a success, they can pick two of the below details to learn—or three if they critically succeed. On a failure, they can pick one and mark a Stress as the local carries on about something irrelevant.

  • A fascinating rumor with a connection to a PC’s background
  • A promising job for the party involving a nearby threat or situation
  • Local folklore that relates to something they’ve seen
  • Town gossip that hints at a community problem Who has what kind of information? What gossip do the locals start spreading about the PCs? Sing For Your Supper - Passive: A PC can perform one time for the guests by making a Presence Roll. On a success, they earn 1d4 handfuls of gold (2d4 if they critically succeed). On a failure, they mark a Stress. What piece do you perform? What does that piece mean to you? When’s the last time you performed it for a crowd? Mysterious Stranger - Action: Reveal a stranger concealing their identity, lurking in a shaded booth. What do they want? What’s their impression of the PCs? What mannerisms or accessories do they have? Someone Comes to Town - Action: Introduce a significant NPC who wants to hire the party for something or who relates to a PC’s background. Did they know the PCs were here? What do they want in this town? Bar Fight! - Action: Spend a Fear to have a bar fight erupt in the tavern. When a PC tries to move through the tavern while the fight persists, they must succeed on an Agility or Presence Roll or take 1d6+2 physical damage from a wild swing or thrown object. A PC can try to activate this feature by succeeding on an action roll that would provoke tavern patrons. Who started the fight? What will it take to stop it?
边境小镇 OUTPOST TOWNOUTPOST TOWNT1 社交Social
难 12

边境小镇 OUTPOST TOWN

位阶 1 社交

位于国家或地区边境的小镇,在某个地下城、墓穴、或其它冒险目的地的附近。

难度: 12

趋向: 驱使绝望者踏入命中注定的毁灭,通过鼓吹希望来盈利

潜在敌人: 锯齿刀强盗(锯齿刀咒术师,锯齿刀碎膝者,锯齿刀喽啰,锯齿刀队长,锯齿刀影子,锯齿刀狙击手),蒙面盗贼,商人

特性

  • 流言四起 Rumors Abound - 被动: 八卦是这片地界流通最快的货币。一名玩家角色可以通过一次风度掷骰来打听一些重要事件。其能了解到什么内容取决于这次掷骰中的结果,具体参照以下标准: 关键成功:了解到两个重要事件。该玩家角色可以就其中一则传闻,追问一个后续问题,并获得一个真实的(但不一定总是完整的)答案。 希望成功:了解到两个事件。其中至少有一个与该角色的背景相关。 恐惧成功:了解到一则与该角色背景相关的令人不安的流言。 任意失败:当地人没有给什么好脸色。该玩家必须标记 1 压力点才能获知一个相关的流言。

    玩家角色有什么可以转述给好奇旅人的消息?当地人对其所说的这些事情又有怎样的看法?

  • 破碎罗盘协会 Society of the Broken Compass - 被动: 一个冒险者协会在这里设立有分会,各路英雄豪杰齐聚一堂自夸自擂、交换情报,为他们志在必得的胜利提前干杯,亦或是小偷小摸地给竞争对手下些绊子。

    这里的冒险者们吹嘘了些什么,其中哪些部分你觉得可能是真的?

  • 竞争对手 Rival Party - 被动: 除了玩家角色外,这里还有另一支冒险小队也正在寻找相同的宝藏或线索。

    哪名玩家角色与竞争对手队伍中的一名成员有关系?他们会先主动接近玩家角色的,还是按兵不动等待玩家角色先采取行动?

  • 我可不保证不会有什么意外发生 It’d Be a Shame If Something Happened to Your Store - 动作: 玩家角色们将目睹当地某个犯罪头目的手下正在敲诈一家杂货店。

    如果玩家角色决定插手,他们将陷入怎样的麻烦?

  • 错的时间,错的地点 Wrong Place, Wrong Time - 反应: 在夜晚,或当队伍独自身处后巷时,你可以花费 1 恐惧点来引入一群试图抢劫他们的劫匪。劫匪将出现在一名被选定的玩家角色的近距离范围处,整个团伙由一名锯齿刀碎膝者、数量等同于玩家角色数量的锯齿刀喽啰、以及一名锯齿刀队长组成。对于人数更多的队伍,你可以再增加一名锯齿刀咒术师或锯齿刀狙击手。

    劫匪身上有什么细节可以表明他们也曾是冒险者,但最后却沦落到了这等下场?

OUTPOST TOWN

Tier 1 Social
Difficulty: 12

Impulses: Drive the desperate to certain doom, profit off of ragged hope

Potential Adversaries: Jagged Knife Bandits (Hexer, Kneebreaker, Lackey, Lieutenant, Shadow, Sniper), Masked Thief, Merchant

A small town on the outskirts of a nation or region, close to a dungeon, tombs, or other adventuring destinations.

FEATURES

Rumors Abound - Passive: Gossip is the fastest-traveling currency in the realm. A PC can inquire about major events by making a Presence Roll. What they learn depends on the outcome of their roll, based on the following criteria:

  • Critical Success: Learn about two major events. The PC can ask one follow-up question about one of the rumors and get a truthful (if not always complete) answer.
  • Success with Hope: Learn about two events, at least one of which is relevant to the character’s background.
  • Success with Fear: Learn an alarming rumor related to the character’s background.
  • Any Failure: The locals respond poorly to their inquiries. The PC must mark a Stress to learn one relevant rumor. What news do the PCs have that they could pass along to curious travelers? What do the locals think about these events? Society of the Broken Compass - Passive: An adventuring society maintains a chapterhouse here, where heroes trade boasts and rumors, drink to their imagined successes, and scheme to undermine their rivals. What boasts do the adventurers here make, and which do you think are true? Rival Party - Passive: Another adventuring party is here, seeking the same treasure or leads as the PCs. Which PC has a connection to one of the rival party members? Do they approach the PC first or do they wait for the PC to move? It’d Be a Shame If Something Happened to Your Store - Action: The PCs witness as agents of a local crime boss shake down a general goods store. What trouble does it cause if the PCs intervene? Wrong Place, Wrong Time - Reaction: At night, or when the party is alone in a back alley, you can spend a Fear to introduce a group of thieves who try to rob them. The thieves appear at Close range of a chosen PC and include a Jagged Knife Kneebreaker, as many Lackeys as there are PCs, and a Lieutenant. For a larger party, add a Hexer or Sniper. What details show the party that these people are desperate former adventurers?
掠夺队 RAIDING PARTYRAIDING PARTYT1 事件Event
难 11

掠夺队 RAIDING PARTY

位阶 1 事件

一艘海盗船在港口城镇或海边村落靠岸,船员们涌上岸来,大肆劫掠。

难度: 11

趋向: 放火烧掉一切,用速度和人海压垮对手,搬走所有没钉死的东西

潜在敌人: 船员(海盗船长、海盗掠夺者、海盗打手)

特性

  • 集结乡民 Rally the Locals - 被动: 进展倒计时(5)。海盗出现时启动倒计时。当玩家角色进行成功的动作掷骰以遏制海盗劫掠造成的混乱与破坏时,倒计时减少 1 点。倒计时触发时,乡民受到队伍行动的鼓舞,加入对抗海盗的战斗。每名玩家角色获得一枚 d6 士气骰,可花费它加到一次动作、反应或伤害掷骰上。

    除了攻击镇民之外,海盗还怎样威胁或危害这座城镇?玩家角色可以利用哪些优势?

  • 谈判 Parley - 被动: 一次知识掷骰成功后,玩家角色就懂得足够的海盗规矩,可以向海盗船长 要求停战谈判。停战要求一经提出,船长便会暂停战斗,让玩家角色有机会以风度掷骰求和或商谈投降条件。

    这些海盗为什么敬重这位船长,愿意追随他?比起来路不正的赃物,他们更在乎什么?

  • “开炮!” “Fire the Cannons!” - 动作: 花费 最多 3 恐惧点,让海盗船向战场开炮。每花费 1 恐惧点,在战场上任意位置选择一个点。每名玩家角色只要位于任一点的近距离范围内,就必须进行一次敏捷反应掷骰。失败者受到 1d8+3 点物理伤害。成功者必须标记 1 压力点或承受一半伤害。

    这些炮弹会造成怎样的附带损害?它们会肆意危及谁的性命?

  • 掳走人质 Take Captives - 反应: 当被击败的海盗数量达到场景中玩家角色的数量时,掷一枚 d6 。结果为 5 或 6 时,海盗改变战术,掳走乡民撤回船上,打算日后勒索赎金。启动一个后果倒计时(4)。当玩家角色进行动作掷骰时,倒计时减少 1 点。触发时,海盗带着人质扬帆离去。

    海盗认为谁是最好的俘虏?为什么?他们要什么才肯归还人质?

RAIDING PARTY

Tier 1 Event

A pirate ship disgorges its crew into a port town or shoreline village to loot and plunder.

Difficulty: 11

Impulses: Light it on fire, overwhelm with speed and numbers, take everything that isn’t nailed down

Potential Adversaries: Ship’s Crew (Pirate Captain, Pirate Raiders, Pirate Tough)

FEATURES

Rally the Locals - Passive: Progress Countdown (5). When the pirates first appear, activate the countdown. It ticks down when a PC succeeds on an action roll to stem the chaos and destruction of the pirate raid. When it triggers, the locals become inspired by the party’s actions and join the fight against the pirates. Each PC gains a d6 Morale Die, which they can spend to add to an action, reaction, or damage roll. How do the pirates threaten or endanger the town besides attacking its inhabitants? What defenses can the PCs take advantage of? Parley - Passive: On a successful Knowledge Roll, a PC knows enough pirate law to demand a parley with the Pirate Captain. Once the parley is issued, the captain pauses the combat to allow a PC to sue for peace or negotiate the terms of surrender with a Presence Roll. Why do these pirates respect this captain enough to follow them? What do they care about more than ill-gotten booty? “Fire the Cannons!” - Action: Spend up to 3 Fear to have the pirate ship fire its cannons into the combat. For each Fear spent, choose a point anywhere on the battlefield. Each PC within Close range of one or more of those points must make an Agility Reaction Roll. Targets who fail take 1d8+3 physical damage. Targets who succeed must mark a Stress or take half damage. What collateral damage do these cannonballs cause? Whose lives do they wantonly endanger? Take Captives - Reaction: When a number of pirates equal to the number of PCs in the scene are defeated, roll a d6. On a result of 5 or 6, the pirates change tactics, capturing locals and retreating to the ship so they can ransom the captives later. Activate a Consequence Countdown (4). It ticks down when a PC makes an action roll. When it triggers, the pirates sail away with their victims. Who do the pirates deem the best captives, and why? What do they want in exchange for the captives’ return?

汹涌河流 RAGING RIVERRAGING RIVERT1 险境Traversal
难 10

汹涌河流 RAGING RIVER

位阶 1 险境

一条流速湍急、没有桥梁跨越的河流,水深足以冲走大多数人。

难度: 10

趋向: 阻隔通行、卷走那些准备不足的人、分割两岸地形

潜在敌人: 野兽(熊,玻璃蛇),锯齿刀强盗(锯齿刀咒术师,锯齿刀碎膝者,锯齿刀喽啰,锯齿刀队长,锯齿刀影子,锯齿刀狙击手)

特性

  • 危险渡河 Dangerous Crossing - 被动: 穿越河流需要队伍完成一个进展倒计时(4)。掷骰结果为恐惧失败的玩家角色会立即成为“暗流”动作的目标,而无需在该特性上花费恐惧点。

    是否有玩家角色以前曾涉水渡过类似的河流?他们中是否有人害怕溺水?

  • 暗流 Undertow - 动作: 花费 1 恐惧点将一名玩家角色卷入暗流。其必须进行一次敏捷反应掷骰。失败时,受到 1d6+1 点物理伤害,并被冲向下游一个近距离范围的距离,在脱离河流前处于 脆弱 状态。成功时,他们必须标记 1 压力点。

    河床上散落着哪些小物件和饰品?这片水域是否存在掠食者?

  • 耐心猎手 Patient Hunter - 动作: 花费 1 恐惧点在一名选定的玩家角色的近距离范围内召唤一条玻璃蛇。这条蛇出现在河流中或河流附近,并立即获得聚焦,使用其“盘旋之蛇”动作。

    这头野兽的巢穴里藏着什么财宝?已有多少旅人成为它的猎物?

RAGING RIVER

Tier 1 Traversal
Difficulty: 10

Impulses: Bar crossing, carry away the unready, divide the land

Potential Adversaries: Beasts (Bear, Glass Snake), Jagged Knife Bandits (Hexer, Kneebreaker, Lackey, Lieutenant, Shadow, Sniper)

A swift-moving river without a bridge crossing, deep enough to sweep away most people.

FEATURES

Dangerous Crossing - Passive: Crossing the river requires the party to complete a Progress Countdown (4). A PC who rolls a failure with Fear is immediately targeted by the “Undertow” action without requiring a Fear to be spent on the feature. Have any of the PCs forded rivers like this before? Are any of them afraid of drowning? Undertow - Action: Spend a Fear to catch a PC in the undertow. They must make an Agility Reaction Roll. On a failure, they take 1d6+1 physical damage and are moved a Close distance down the river, becoming Vulnerable until they get out of the river. On a success, they must mark a Stress. What trinkets and baubles lie along the bottom of the riverbed? Do predators swim these rivers? Patient Hunter - Action: Spend a Fear to summon a Glass Snake within Close range of a chosen PC. The Snake appears in or near the river and immediately takes the spotlight to use their “Spinning Serpent” action. What treasures does the beast have in their burrow? What travelers have already fallen victim to this predator?

位阶 2Tier 22–4 级level(s)12

海滩日 BEACH DAYBEACH DAYT2 社交Social
难 14

海滩日 BEACH DAY

位阶 2 社交

队伍在海边聚落停下冒险,好好休息放松一下。

难度: 14

趋向: 描绘沙滩与浪花,让他们喘口气,为接下来的冲突做好准备

潜在敌人: 无

特性

  • 休整 R&R - 被动: 队伍来到一处能让人忘掉外界烦扰与冲突的地方。当玩家角色在此休息时,获得一次额外的休整行动;游戏主持人不获得恐惧点,长期倒计时也不会推进。

    这个地方到底有什么这么惬意?它是否让你想起以前去过的某处?

  • “至今为止,我们的故事……” “Our Story So Far…” - 被动: 每场景一次,当一名玩家角色与另一名玩家角色交谈,追忆战役中的难忘时刻时,两人各获得 1 希望点。

    这段回忆在你脑海中唤起了什么声音、气味或感觉?那个时刻如何永远改变了你——或你对同伴的看法?

  • 本地麻烦 Local Trouble - 动作: 花费 1 恐惧点,用一个复杂情况打断一名玩家角色的休憩——可能是一群面色不善的海滩混混、一个热情过头的粉丝,或是一次严重的晒伤。这名玩家角色必须得体地解决这件事,否则会因随之而来的难堪或气恼标记 1 压力点。

    为什么这名玩家角色会引来他们的注意?比起这些初来乍到的冒险者,当地人更在意什么?

  • 时装秀 Fashion Show - 反应: 当队伍准备迎接海滩首日时,让每位玩家描述自己的玩家角色如何换上更适合这片环境的装束。游戏主持人会为造型最新颖的玩家角色提供一枚 d6 新鲜骰 Fresh Die,这枚骰子可用来加到任意动作或反应掷骰上。

    这一带的流行风格是什么样的?玩家角色们从哪里弄到这些海滩主题的新衣物和配饰?

BEACH DAY

Tier 2 Social

The party takes a break from their adventure for some rest and relaxation in a seaside settlement.

Difficulty: 14

Impulses: Conjure images of sand and surf, give them a breather, prepare them for the conflict ahead

Potential Adversaries: None

FEATURES

R&R - Passive: The party finds themselves in a location where the concerns and conflicts of the outside world melt away. When the PCs rest here, they gain an additional downtime move, the GM doesn’t gain Fear, and no long-term countdowns advance. What’s so relaxing about this place? Does it remind you of somewhere you’ve been before? “Our Story So Far…” - Passive: Once per scene when a PC recounts a memorable moment from the campaign in conversation with another PC, they both gain a Hope. What sounds, smells, or sensations does the memory conjure in your mind? How did that moment permanently change you—or your opinion of your companion? Local Trouble - Action: Spend a Fear to interrupt a PC’s respite with a minor complication, such as a gang of surly beach bums, an overly exuberant fan, or a really bad sunburn. The PC must gracefully resolve the situation or mark a Stress from the resulting embarrassment or frustration. Why does this PC draw their attention? What do the locals care about more than these newly arrived adventurers? Fashion Show - Reaction: When the party prepares for their first day at the beach, have each player describe how their PC changes their attire to be more appropriate for the environment. The GM gives the PC with the freshest look a d6 Fresh Die that can be spent to add to any action or reaction roll. What’s the fashion in this area? Where do the PCs source their new beach-themed articles and accessories?

邪教仪式 CULT RITUALCULT RITUALT2 事件Event
难 14

邪教仪式 CULT RITUAL

位阶 2 事件

在一堆燃烧着病态阴绿色火焰的篝火旁,聚集着一群崇拜着战败诸神圣徽的堕落派邪教。

难度: 14

趋向: 亵渎大地,在凡人界域与轮回下界间打穿一条通道。

潜在敌人: 堕落诸神邪教(邪教门徒,邪教爪牙,邪教学徒,守密人)

特性

  • 亵渎之地 Desecrated Ground - 被动: 邪教徒将此地献祭给了堕落诸神,令祂们的邪恶侵染得以渗入其中。在此环境中,将玩家角色们的希望骰大小降低至 d10 。亵渎的影响可以通过一项进展倒计时(6)来移除。

    玩家角色们最初是如何注意到此地的?当希望被压制时,何种恐惧会浮现于他们的心头?

  • 渎神邪力 Blasphemous Might - 动作: 为了击退闯入者,仪式的部分力量被灌注到一名邪教成员的体内。选择一个敌人,将可怕的魔力灌注其全身,直至该场景结束或该敌人被击败。一个处于灌注状态的敌人将立刻获得聚焦并且获得下列增益中的一项,你也可以花费 1 恐惧点令其获得全部三项增益: - 其在所有攻击掷骰上具有优势。 - 其成功命中的攻击可额外造成 1d10 伤害。 - 其获得下列特性:无情 Relentless(2)- 被动。该敌人在每个游戏主持人轮次中,可以至多被聚焦 2 次,需像往常一样花费恐惧点来聚焦。

    敌人的相貌发生了怎样的改变?他们的猛击会激发众人内心怎样的恐惧?

  • 召唤 The Summoning - 反应: 倒计时(6)。当玩家角色们进入该场景或邪教徒开始召唤恶魔的仪式时,启动倒计时。指定一个敌人来主祭这场仪式。当一名玩家角色掷出恐惧结果时,下调倒计时。当倒计时最终触发时,在仪式主祭的邻近范围召唤出一头小型恶魔。若主祭被提前击败,则倒计时结束,仪式失败,不产生任何效果。

    如果邪教成功完成了仪式,他们会如何处置这个被誓缚的恶魔?他们接下来还会试图召唤什么?

  • 为了仪式 Complete the Ritual - 反应: 若仪式主祭成为一次攻击或法术的目标,其邻近范围的一名盟友可以标记 1 压力点来代替主祭,成为本次攻击或法术的目标。

    看到这般虔诚竟被用来散播恐惧、支配他人,你有何感受?

CULT RITUAL

Tier 2 Event
Difficulty: 14

Impulses: Profane the land, unite the Mortal Realm with the Circles Below

Potential Adversaries: Cult of the Fallen (Cult Adept, Cult Fang, Cult Initiate, Secret-Keeper)

A Fallen cult assembles around a sigil of the defeated gods and a bonfire that burns a sickly shade of green.

FEATURES

Desecrated Ground - Passive: Cultists dedicated this place to the Fallen Gods, and their foul influence seeps into it. Reduce the PCs’ Hope Die to a d10 while in this environment. The desecration can be removed with a Progress Countdown (6). How do the PCs first notice that something is wrong about this place? What fears resurface while hope is kept at bay? Blasphemous Might - Action: A portion of the ritual’s power is diverted into a cult member to fight off interlopers. Choose one adversary to become Imbued with terrible magic until the scene ends or they’re defeated. An Imbued adversary immediately takes the spotlight and gains one of the following benefits, or all three if you spend a Fear:

  • They gain advantage on all attacks.
  • They deal an extra 1d10 damage on a successful attack.
  • They gain the following feature: Relentless (2) - Passive. This adversary can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. How does the enemy change in appearance? What fears do their blows bring to the surface? The Summoning - Reaction: Countdown (6). When the PCs enter the scene or the cult begins the ritual to summon a demon, activate the countdown. Designate one adversary to lead the ritual. The countdown ticks down when a PC rolls with Fear. When it triggers, summon a Minor Demon within Very Close range of the ritual’s leader. If the leader is defeated, the countdown ends with no effect as the ritual fails. What will the cult do with this leashed demon if they succeed? What will they try to summon next? Complete the Ritual - Reaction: If the ritual’s leader is targeted by an attack or spell, an ally within Very Close range of them can mark a Stress to be targeted by that attack or spell instead. What does it feel like to see such devotion turned to the pursuit of fear and domination?
致命地城 DEADLY DUNGEONDEADLY DUNGEONT2 探索Exploration
难 14

致命地城 DEADLY DUNGEON

位阶 2 探索

幽暗的地下隧道与洞室纵横交错,里面满是怪物、陷阱和财宝。

难度: 14

趋向: 吞食队伍的资源,触发陷阱,用财宝引诱他们,拿怪物砸向他们,让他们迷失方向

潜在敌人: 地城住民(腐口追猎者、绿色软泥怪、贪婪拟形怪、食锈虫)、敌对冒险者(巨人斗士、蒙面盗贼、战争法师)

特性

  • 曲折回廊 Twists and Turns - 被动: 倒计时 (6)。队伍进入地城时启动倒计时。每当一名玩家角色成功通过动作掷骰穿越通道,下调倒计时。触发时,玩家角色抵达地城最深、最暗、防守最严密之处。

    迷宫深处藏着什么奖赏?是谁建造了这座迷宫来守护它?

  • 深口袋 Deep Pockets - 被动: 每次休息一次,玩家角色可以在地城内找到一处藏宝,可能在之前探索者的尸体上,也可能在暗门后面。成功通过一次穿越地城的掷骰后,一名玩家角色可以花费 至多 5 希望点,掷骰相应数量的 d6 。 每个骰面结果都会为队伍带来以下战利品或装备: 1)松散的宝石、首饰、小玩意儿或钱币,价值相当于一把金币 2)一件常见物品或消耗品 3)一件少见物品或消耗品 4)一件稀有物品或消耗品 5)一件传奇物品或消耗品 6)一件符合队伍位阶的武器或护甲

    之前的主人们是什么样的人?玩家角色打算怎么把这些得来不易的东西带出地城?

  • 游荡怪物 Wandering Monster - 反应: 队伍进入地城的新区域时,你可以花费 1 恐惧点,召唤 1d4 个位阶等于或低于队伍位阶的敌人出现在远距离范围内,并掷一枚 d6 。结果为 1 或 2 时,玩家角色注意到警示迹象,可以为遭遇做准备;第一个玩家角色进行动作掷骰获得优势。结果为 3 或 4 时,战斗照常发生。结果为 5 或 6 时,敌人先发制人并立即被聚焦,你获得 1 恐惧点。

    这些生物是怎么来到这里的?玩家角色遇到他们时,他们正在做什么?

  • 陷阱机关 Booby Traps - 反应: 当一名玩家角色在穿越地城的动作掷骰中失败时,触发一个陷阱或危险,例如尖刺坑、摆动的刀片回廊,或一间慢慢灌水的锁闭房间。队伍必须通过一次团队动作掷骰才能解除、拆掉或逃离它。若失败,每名参与团队动作掷骰的玩家角色都要受到 2d6+3 点物理或魔法伤害(由游戏主持人选择)。

    这座地城里有哪些陷阱和危险?它们的构造说明了设计者是怎样的人?在队伍抵达之前,有没有陷阱已经被触发过?

DEADLY DUNGEON

Tier 2 Exploration

A dimly lit subterranean network of tunnels and chambers filled with monsters, traps, and treasure.

Difficulty: 14

Impulses: Devour the party’s resources, spring the trap, tempt them with treasure, throw monsters at them, turn them around

Potential Adversaries: Dungeon Denizens (Gobstalker, Green Ooze, Ravenous Mockery, Rust Eater), Rival Adventurers (Giant Brawler, Masked Thief, War Wizard)

FEATURES

Twists and Turns - Passive: Countdown (6). When the party enters the dungeon, activate the countdown. It ticks down when a PC succeeds on an action roll to navigate the passages. When it triggers, the PCs reach the deepest, darkest, best-defended part of the dungeon. What reward lies at the heart of the maze? Who built this labyrinth to protect it? Deep Pockets - Passive: Once per rest, the PCs can find a cache of treasure inside the dungeon, either on the corpses of previous delvers or behind hidden doors. On a successful roll to navigate the dungeon, a PC can spend up to 5 Hope to roll that number of d6s. Each result rolled gains the party the following loot or equipment:

  1. Loose gemstones, jewelry, baubles, or coins equal to a handful of gold
  2. A common item or consumable
  3. An uncommon item or consumable
  4. A rare item or consumable
  5. A legendary item or consumable
  6. A weapon or an armor from the party’s tier What were the previous owners like? How do the PCs plan to get their purloined items out of the dungeon? Wandering Monster - Reaction: When the party enters a new area of the dungeon, you can spend a Fear to summon 1d4 adversaries at or below the party’s tier within Far range and roll a d6. On a result of 1 or 2, the PCs notice warning signs and can prepare for the encounter; the first PC to make an action roll gains advantage on it. On a result of 3 or 4, the combat occurs as usual. On a result of 5 or 6, the adversaries get the drop on the PCs and immediately take the spotlight, and you gain a Fear. How did these creatures come to be here? What were they doing when the PCs encountered them? Booby Traps - Reaction: When a PC fails an action roll to navigate the dungeon, activate a trap or hazard such as a spike pit, gauntlet of swinging blades, or locked room slowly filling with water. The party must succeed on a group action roll to deactivate, disarm, or escape it. On a failure, each PC involved in the group action roll takes 2d6+3 physical or magic damage (GM’s choice). What kinds of traps and hazards fill this dungeon? What does their construction tell you about whoever designed them? Have any of them been triggered prior to the party’s arrival?
决斗 DUELDUELT2 事件Event
难 特殊

决斗 DUEL

位阶 2 事件

一名敌人向其中一名玩家角色发起单挑,其余队伍成员则在旁观战助阵。

难度: 特殊(见“战力浮动”)

趋向: 盯住一名玩家角色,激使其过度冒进,引发尴尬失败,让其余队伍成员插不上手

潜在敌人: 任意

特性

  • “我要讨个说法。” “I Demand Satisfaction.” - 被动: 当一名敌人向一名玩家角色发起一对一对决时,由该玩家角色决定是否接受。若拒绝挑战,必须标记 1 压力点,你获得 1 恐惧点。若玩家角色接受敌人的挑战,启动进展倒计时 (6) 和后果倒计时 (4)。若进展倒计时先触发,玩家角色赢得决斗,并从敌人那里获得一个好处或让步;若后果倒计时先触发,敌人赢得决斗,并从玩家角色那里索得一个好处或让步。

    为什么选中这名玩家角色?如果取胜,他们期待赢得什么?

  • 战力浮动 Relative Strength - 被动: 本环境的难度等同于发起挑战的敌人的难度。

    是谁发起挑战?他们在为什么而战?

  • 交战规则 Rules of Engagement - 被动: 决斗期间,只有被挑战的玩家角色才能进行动作掷骰。其他玩家角色只能间接协助被挑战的玩家角色:他们可以援助一名盟友、发起团队动作掷骰或接力掷骰,或是使用任何不会直接影响发起挑战的敌人的特性。

    这场冲突发生在哪里?环境如何让其余队伍成员有机会协助盟友,又不至于越俎代庖?

  • 下流手段 Dirty Tricks - 动作: 花费 1 恐惧点让发起挑战的敌人或其一名盟友作弊。若一名玩家角色进行了一次成功的本能反应掷骰,就能识破对方的小动作,并以同样手段回敬。

    这场冲突中有哪些禁区?敌人的盟友如何在不破坏规则的前提下钻空子,或者干脆犯规却不被抓到?玩家角色又该如何扳回局面?

DUEL

Tier 2 Event

An adversary challenges one of the PCs to single combat as the rest of the party aids them from the sidelines.

Difficulty: Special (see “Relative Strength”)

Impulses: Focus on one PC, goad them into overcommitting, inflict an embarrassing defeat, sideline the rest of the party

Potential Adversaries: Any

FEATURES

“I Demand Satisfaction.” - Passive: When an adversary challenges a PC to one-on-one combat, the PC chooses whether to accept. If they reject the challenge, they must mark a Stress, and you gain a Fear. If a PC accepts an adversary’s challenge, activate a Progress Countdown (6) and a Consequence Countdown (4). If the Progress Countdown triggers first, the PC wins the Duel and gains a favor or concession from their adversary. If the Consequence Countdown triggers first, the adversary wins the Duel and claims a favor or concession from the PC. Why was this PC chosen? What do they expect to win if they prove victorious? Relative Strength - Passive: The Difficulty of this environment equals that of the adversary who issued the challenge. Who issues the challenge? What are they fighting for? Rules of Engagement - Passive: During the Duel, the challenged PC is the only one who can make action rolls. Other PCs can only aid the challenged PC indirectly: They can Help an Ally, initiate group action rolls or Tag Team Rolls, and use any of their features that don’t directly affect the challenging adversary. Where does this conflict take place? How does the environment offer the rest of the party an opportunity to aid their ally without interfering? Dirty Tricks - Action: Spend a Fear to have the challenging adversary or one of their allies cheat. A PC can notice their underhanded action with a successful Instinct Reaction Roll and respond in kind. What’s off-limits in this conflict? How does the adversary’s ally bend the rules without breaking them, or break the rules without getting caught? How can the PCs rebalance the scales?

圣洁庙宇 HALLOWED TEMPLEHALLOWED TEMPLET2 社交Social
难 13

圣洁庙宇 HALLOWED TEMPLE

位阶 2 社交

一座稍显拥挤但秩序井然的圣殿,殿内提供有治疗服务且会定期举行祭祀仪式,目前由一位牧师或神使管理。

难度: 13

趋向: 沟通凡人界域与圣辉上界,展现神圣之力,为信徒提供援助与引导。

潜在敌人: 守卫(持弓警卫,持刃警卫,警卫队长)

特性

  • 治愈之地 A Place of Healing - 被动: 在圣洁庙宇内休息的玩家角色将自动恢复 所有 生命点。

    这里的熏香闻起来像什么味道?侍僧们颂唱着何种歌曲?

  • 神圣启明 Divine Guidance - 被动: 在圣洁庙宇内向一位神祇祈祷的玩家角色可以通过一次本能掷骰来获得答案。若他们所祈祷的神祇在这座圣殿内并不受欢迎,那么其掷骰将获得劣势。 关键成功:该玩家角色获得明确的启示。此外,其还将获得 1d4 希望点,若该玩家选择将所接受到的神圣指引告知整个队伍,那么该希望点还可以在队伍成员中任意分配。 希望成功:该玩家角色获得明确的启示。 恐惧成功:该玩家角色接收到短暂的启示片段,并且感觉到这背后似乎传递着某种答案。 任意失败:该玩家角色只接收到了模糊的幻象。他们可以选择标记 1 压力点,以接收到一则没有前因后果但足够清晰的图象。

    当幻象触碰你的内心时,你感觉如何?而当幻象消散,又有什么样的情绪弥留在你的心头?

  • 不屈希望 Relentless Hope - 反应: 每场景一次,每名玩家角色都可以标记 1 压力点以将一次恐惧掷骰结果改换为希望掷骰结果。

    当恐惧逼近时,你所紧握的是怎样的情绪亦或是哪一段记忆?

  • 神圣斥责 Divine Censure - 反应: 当玩家角色擅闯、亵渎或冒犯神职人员时,你可以花费 1 恐惧点,在该高阶牧师的近距离范围内,召唤一个上位神使以及 1d4 个持刃警卫,他们将贯彻前者的旨意。

    来者佩戴有什么样的圣徽或携带着什么样的圣像,他们是哪位神圣存在的代行者?谁领导着这支小队,又是什么驱使着他们响应号召?

HALLOWED TEMPLE

Tier 2 Social
Difficulty: 13

Impulses: Connect the Mortal Realm with the Hallows Above, display the power of the divine, provide aid and succor to the faithful

Potential Adversaries: Guards (Archer Guard, Bladed Guard, Head Guard)

A bustling but well-kept temple that provides healing and hosts regular services, overseen by a priest or seraph.

FEATURES

A Place of Healing - Passive: A PC who takes a rest in the Hallowed Temple automatically clears all HP. What does the incense smell like? What kinds of songs do the acolytes sing? Divine Guidance - Passive: A PC who prays to a deity while in the Hallowed Temple can make an Instinct Roll to receive answers. If the god they beseech isn’t welcome in this temple, the roll is made with disadvantage.

  • Critical Success: The PC gains clear information. Additionally, they gain 1d4 Hope, which can be distributed between the party if they share the vision and guidance they received.
  • Success with Hope: The PC receives clear information.
  • Success with Fear: The PC receives brief flashes of insight and an emotional impression conveying an answer.
  • Any Failure: The PC receives only vague flashes. They can mark a Stress to receive one clear image without context. What does it feel like as you are touched by this vision? What feeling lingers after the images have passed? Relentless Hope - Reaction: Once per scene, each PC can mark a Stress to turn a result with Fear into a result with Hope. What emotions or memories do you connect with when fear presses in? Divine Censure - Reaction: When the PCs have trespassed, blasphemed, or offended the clergy, you can spend a Fear to summon a High Seraph and 1d4 Bladed Guards within Close range of the senior priest to reinforce their will. What symbols or icons do they bear that signal they are anointed agents of the divinity? Who leads the group and what led them to this calling?
鬼祟冥城 HAUNTED CITYHAUNTED CITYT2 探索Exploration
难 14

鬼祟冥城 HAUNTED CITY

位阶 2 探索

一座废弃的城市,如今已被来自过去的彷徨阴魂所占据。

难度: 14

趋向: 误导与迷惑,重现个体与群体所遭遇的末日景象

潜在敌人: 鬼魂(幽灵弓箭手,幽灵队长,幽灵守护者),鬼魅形态的其它敌人(详见“鬼魅形态”)

特性

  • 埋藏的知识 Buried Knowledge - 被动: 这座城市有无数的秘密等待揭开。一个想要了解这座沦陷城市的玩家角色可以进行一次本能或知识掷骰,来了解这个地方,并发现(可能闹鬼的)战利品。 关键成功:获得有价值的信息和一件相关的有用物品。 希望成功:获得有价值的信息。 恐惧成功:获得模糊或不完整的信息。 任意失败:标记 1 压力点以在一次追根究底的研究后获得一条线索。

    这座城市中还隐藏着什么更大的隐秘?为什么有如此多的鬼魂徘徊于此?哪些倒霉的冒险者曾在这里遭遇了不幸?

  • 鬼魅形态 Ghostly Form - 被动: 此地的敌人均以幽灵的形式出现。其对物理伤害具有抗性,并且可以标记 1 压力点以在近距离范围内移动并穿过沿途的固态物体。

    鬼魂的“身体”上有哪些伤痕暗示着其死因?是什么未竟的使命将其束缚在凡人界域?

  • 鬼打墙 Dead Ends - 动作: 来自过往的幽灵重现了往昔岁月的场景幻象,或许是一次街头节庆、一场革命、或是一次抢劫。此类作祟现象将改变玩家角色周围的城市布局,封死角色身后的来路,迫使其绕行,亦或是给其带来更多其它的挑战。例如,在一场劫案的幻景中,玩家角色很有可能会被当做是敌对的劫匪。

    鬼魂们想要从你那得到什么?而你又想从它们那里得到什么?

  • 末日重现 Apocalypse Then - 动作: 花费 1 恐惧点将那场曾毁灭了这座城市的可怕灾难于此地重现。启动一项进展倒计时(5),同时让过去的灾难在玩家角色身边重演。要完成这项倒计时并逃离这场灾难,玩家角色必须克服各式各样的威胁,例如:吞噬一切的大火、惊慌失措的人潮、不断坍塌的建筑、或是地表陷落的街道,他们还需要不断回忆历史并从中寻找到能支持他们生还的线索,以逃离这场无可避免的终局。

    此地重现的灾难是否是曾经那场导致城市被废弃的末日?关于那场末日有什么已知的信息,而这些信息又将如何帮助玩家角色们逃离险境?

HAUNTED CITY

Tier 2 Exploration
Difficulty: 14

Impulses: Misdirect and disorient, replay apocalypses both public and personal

Potential Adversaries: Ghosts (Spectral Archer, Spectral Captain, Spectral Guardian), ghostly versions of other adversaries (see “Ghostly Form”)

An abandoned city populated by the restless spirits of eras past.

FEATURES

Buried Knowledge - Passive: The city has countless mysteries to unfold. A PC who seeks knowledge about the fallen city can make an Instinct or Knowledge Roll to learn about this place and discover (potentially haunted) loot.

  • Critical Success: Gain valuable information and a related useful item.
  • Success with Hope: Gain valuable information.
  • Success with Fear: Uncover vague or incomplete information.
  • Any Failure: Mark a Stress to find a lead after an exhaustive search. What greater secrets does the city contain? Why have so many ghosts lingered here? What doomed adventurers have met a bad fate here already? Ghostly Form - Passive: Adversaries who appear here are of a ghostly form. They have resistance to physical damage and can mark a Stress to move up to Close range through solid objects. What injuries to their physical form speak to their cause of death? What unfulfilled purpose holds them in the Mortal Plane? Dead Ends - Action: The ghosts of an earlier era manifest scenes from their bygone era, such as a street festival, a revolution, or a heist. These hauntings change the layout of the city around the PCs, blocking the way behind them, forcing a detour, or presenting them with a challenge, such as mistaking them for rival thieves during the heist. What do the ghosts want from you? What do you need from them? Apocalypse Then - Action: Spend a Fear to manifest the echo of a past disaster that ravaged the city. Activate a Progress Countdown (5) as the disaster replays around the PCs. To complete the countdown and escape the catastrophe, the PCs must overcome threats such as rampaging fires, stampeding civilians, collapsing buildings, or crumbling streets, while recalling history and finding clues to escape the inevitable. Is this the disaster that led the city to be abandoned? What is known about this disaster, and how could that help the PCs escape?
假面舞会 MASQUERADE BALLMASQUERADE BALLT2 社交Social
难 14

假面舞会 MASQUERADE BALL

位阶 2 社交

上流社会的晚宴盛会,戴着面具的宾客在这里交换秘密与人情。

难度: 14

趋向: 彻夜跳舞,吃喝享乐,暗中交易,交换有价值的情报

潜在敌人: 特工(蒙面盗贼、刺客大师、间谍),宾客(交际花、商业大亨、皇家顾问)

特性

  • 必须化装入场 Costumes Required - 被动: 舞会要求所有人都穿着化装服饰出席。玩家角色在说服别人相信他们是某个他们实际上不是的人或物时的风度掷骰中具有优势。

    玩家角色都穿着什么?这些装扮又透露出他们怎样的真我?

  • “想跳支舞吗?” “Care to Dance?” - 被动: 跳舞时,玩家角色可以用敏捷掷骰代替风度掷骰来影响他人。

    这里流行的舞蹈有什么特别之处?玩家角色是从哪里学会这些舞步的?

  • 身份错认 Mistaken Identity - 动作: 某位大人物把一名玩家角色错认成了更重要的人物。这名玩家角色可以顺着误会演下去,进行一次风度反应掷骰。成功时,玩家角色可以请这位大人物帮一个忙、传递一条关键情报,或引荐自己认识某人。失败时,玩家角色的真实身份败露,标记 1 压力点,并面临被赶出舞会的威胁。

    这位大人物把玩家角色当成了谁?这场误会打开了哪些门,又带来了什么危险?

  • 斗篷与匕首 Cloak and Dagger - 动作: 花费 1 恐惧点让一名特工尝试窃取贵重物品,或暗杀某位重要人物。玩家角色可以进行一次本能掷骰,试着在对方得手前发现他们的行踪。成功时,玩家角色获得出手干预的机会。 恐惧失败时,玩家角色会被误认为是共犯。

    这名特工为谁效力?对方为什么派他来这场假面舞会?

MASQUERADE BALL

Tier 2 Social

A high society gala where masked revelers trade secrets and favors.

Difficulty: 14

Impulses: Dance the night away, eat and be merry, make secret deals, trade valuable information

Potential Adversaries: Operatives (Masked Thief, Master Assassin, Spy), Revelers (Courtesan, Merchant Baron, Royal Advisor)

FEATURES

Costumes Required - Passive: Everyone at the ball is expected to arrive in costume. PCs have advantage on Presence Rolls to convince others they are someone—or something—they’re not. What do the PCs come dressed as? What do their costumes reveal about their true selves? “Care to Dance?” - Passive: While dancing, a PC can make an Agility Roll instead of a Presence Roll to influence others. What’s notable or unique about the dances that are in fashion here? Where did the PCs learn how to perform them? Mistaken Identity - Action: A very important person confuses a PC with an even more important person. The target can play into the misunderstanding with a Presence Reaction Roll. On a success, the PC can ask the VIP to perform a favor, relay a key piece of information, or make an introduction. On a failure, the PC marks a Stress as their true identity is discovered, and they are threatened with ejection from the party. Who does the VIP mistake them for? What doors does their mistake open? What dangers does it bring? Cloak and Dagger - Action: Spend a Fear to have an operative try to steal something valuable or assassinate someone important. A PC can make an Instinct Roll to try to notice them before they achieve their objective. On a success, the PC gains the opportunity to intervene. On a failure with Fear, the PC is erroneously implicated in the crime. Who does the operative work for? Why did they send them to the masquerade?

劫案 HEISTHEISTT2 事件Event
难 14

劫案 HEIST

位阶 2 事件

队伍必须潜入一处隐秘或戒备森严的地点,取回其中保管的情报或物品。

难度: 14

趋向: 让队伍做准备、拆散他们、不断设障、把他们困在里面、耗尽他们的资源

潜在敌人: 警卫队长、牛头人破坏者、守秘人、幽灵守护者

特性

  • 事前准备 Prep Work - 被动: 劫案开始前,每名玩家角色都有机会收集一条关键情报、勘察现场,或弄到一件有用的工具或资源。让每位玩家描述一个预期会遇到的障碍,以及其为此做的准备,然后令其进行一次动作掷骰。成功时,其得到想要的情报或物资。恐惧成功时,得到的东西不如预期有用(例如,其发现了隐藏入口的位置,但也得知强行突破很可能非常困难且会发出噪音)。

    玩家角色是怎么获得这项优势的?独自行动还是找人帮忙?劫案过程中又冒出哪些预料之外的复杂情况?

  • 潜入 Infiltration - 被动: 确立劫案目标,并启动两个动态倒计时:一个进展倒计时(12),代表队伍朝目标推进的进度;一个后果倒计时(10),代表被发现和被捕的风险逐渐升高。随着玩家角色为完成劫案进行一次动作掷骰,按动态倒计时推进表推进两个倒计时。如果进展倒计时先触发,聚焦此环境并启用“撤离”特性。如果后果倒计时先触发,获得 1d4 恐惧点,聚焦此环境并启用“拉响警报”特性。

    队伍要拿的是什么,东西在哪里?他们会遇到哪些意料之外的阻碍?如果队伍被抓,会发生什么?

  • 早有预见 Saw This Coming - 被动: 每场游戏一次,一名玩家角色可以花费 1 希望点,解释自己如何为当前局面做了准备,并揭示一条关键情报(例如隐藏通道的位置、限制区域的密码),或拿出一件有用的物品(例如一件无人看管的邪教徒制服,或藏在靴子里的常见消耗品)。

    玩家角色事先准备了什么?他们怎么知道自己会需要这些?准备这些花了什么代价,或者他们欠了谁的人情?

  • 撤离 Exfiltration - 反应: 当进展倒计时触发时,队伍拿到劫案目标物,并且必须进行一次成功的团队动作掷骰才能逃脱,避免被抓获。失败时,每名玩家角色受到 2d12 直接物理伤害,且必须标记 1 压力点。

    出去的路为什么比进去更危险?哪些预料之外的变故打乱了队伍原本的逃脱计划?

  • 拉响警报 Sound the Alarm - 反应: 当后果倒计时触发时,队伍被发现,地点进入高度警戒。召唤数量等同于现场玩家角色数量的位阶 2 敌人,并立即聚焦其中一名。此环境处于高度警戒期间,所有敌人的难度获得 +1 加值。

    这些敌人为什么特别适合守卫此地?他们对这个地方的了解给了他们什么优势?

HEIST

Tier 2 Event

The party must gain access to a hidden or well-protected location to acquire the information or items secured within.

Difficulty: 14

Impulses: Make the party prepare, split them up, throw up obstacles, trap them inside, use up their resources

Potential Adversaries: Head Guard, Minotaur Wrecker, Secret- Keeper, Spectral Guardian

FEATURES

Prep Work - Passive: Prior to the Heist, each PC has the opportunity to gather a key piece of information, surveil the location, or acquire a helpful tool or resource. Give each player the opportunity to describe one obstacle they expect to encounter and how they set themselves up to overcome it, then have them make an action roll. On a success, they get the information or asset they sought. On a success with Fear, it’s less useful than they expected (for example, they discover the location of a hidden access point but learn that breaching it will likely be difficult and noisy). How does the PC gain this advantage? Do they go it alone or ask for help? What unforeseen complications arise during the heist itself? Infiltration - Passive: Establish the goal of the Heist and start two dynamic countdowns: a Progress Countdown (12) to represent the party’s work toward their goal and a Consequence Countdown (10) to represent the rising risk of discovery and capture. Advance both according to the Dynamic Countdown Advancement table as the PCs make action rolls to complete the Heist. If the Progress Countdown triggers first, spotlight this environment to use the “Exfiltration” feature. If the Consequence Countdown triggers first, gain 1d4 Fear, spotlight this environment, and use the “Sound the Alarm” feature. What is the party going after, and where is it located? What unexpected obstacles will they encounter? What happens if the party gets caught? Saw This Coming - Passive: Once per session, a PC can spend a Hope to explain how they prepared for the current situation and reveal a key piece of information (such as the location of a hidden passage or the password to a restricted area) or produce a helpful item (such as a cultist’s uniform left unattended or a common consumable hidden in their boot). What did the PC prepare in advance? How did they know they’d need it? What did it cost them to set up, or whom do they owe a favor to? Exfiltration - Reaction: When the Progress Countdown triggers, the party acquires the object of the Heist and must succeed on a group action roll to escape without capture. On a failure, each PC takes 2d12 direct physical damage and must mark a Stress. What makes getting out even more dangerous than getting in? What unforeseen developments stymie the party’s original escape plan? Sound the Alarm - Reaction: When the Consequence Countdown triggers, the party is discovered and the location enters High Alert. Summon a number of Tier 2 adversaries equal to the number of PCs in the scene and immediately spotlight one. While this environment is on High Alert, all adversaries gain a +1 bonus to their Difficulty. What makes these adversaries uniquely suited to guard this location? What do they know about this place that gives them an edge?

崔嵬山隘 MOUNTAIN PASSMOUNTAIN PASST2 险境Traversal
难 15

崔嵬山隘 MOUNTAIN PASS

位阶 2 险境

刺破云霄的嶙峋山峰,只有一条蜿蜒曲折的险径盘山而上,途中更是存在无数弯折。

难度: 15

趋向: 对补给和体力提出极为严峻的挑战,显现魔法扰动,减缓旅行速度

潜在敌人: 野兽(熊,巨鹰,玻璃蛇),混沌颅骨,牛头人破坏者,命定猎手

特性

  • 刻印符阵 Engraved Sigils - 被动: 山腰的岩石中深嵌着巨大的符印与雕纹。一名具有相关背景或经历的玩家角色可以辨认出:这是用来增强风雪威力的气象魔法。一名成功通过知识掷骰的玩家角色可以回想起关于这道符阵的信息、其可能的刻印者、以及解除的办法。若一名角色在检定中关键成功,其能够辨认出这些符文乃是山岭之民巫师的一贯风格,并且在解除符阵效果的掷骰上获得优势。

    是谁布下了此地的符阵?其在附近吗?刻印者又为何要让天气变得如此极端?

  • 雪崩 Avalanche - 动作: 花费 1 恐惧点引发一场雪崩,用彻骨的洪流重塑山貌。所有在雪崩路径上的玩家角色必须成功通过一次敏捷或力量反应掷骰,否则将被冲倒并被带向山下。使用绳索、岩钉或其它攀爬辅助装备的玩家角色在此掷骰上获得优势。掷骰失败的目标将被冲下山峦至远距离范围,受到 2d20 物理伤害,并标记 1 压力点。掷骰成功的目标必须标记 1 压力点。

    玩家角色们将做出怎样的尝试来应对雪崩?当同伴被冲下山坡时,角色们又将采取什么办法来找到彼此?

  • 猛禽巢穴 Raptor Nest - 反应: 当玩家角色们进入到猛禽的猎场区域后,两头巨鹰会在一名被选定玩家角色的极远范围处出现,将该玩家角色视为自己的猎物。

    巨鹰有多久没有捕获到猎物了?它们的巢穴中是否有鸟蛋,或羽翼未丰的雏鸟?

  • 寒潮 Icy Winds - 反应: 倒计时(循环 4 )。当玩家角色进入山隘范围后,启动倒计时。当倒计时最终触发时,所有穿行在山隘中的玩家角色必须成功通过一次力量反应掷骰,否则标记 1 压力点。身穿适用于极寒天气的服装的玩家角色可以在该掷骰中获得优势。

    玩家角色身体的哪些部分最先被冻僵?其会用什么办法来在前进时尽可能地保持体温?

MOUNTAIN PASS

Tier 2 Traversal
Difficulty: 15

Impulses: Exact a chilling toll in supplies and stamina, reveal magical tampering, slow down travel

Potential Adversaries: Beasts (Bear, Giant Eagle, Glass Snake), Chaos Skull, Minotaur Wrecker, Mortal Hunter

Stony peaks that pierce the clouds, with a twisting path winding its way up and over through many switchbacks.

FEATURES

Engraved Sigils - Passive: Large markings and engravings have been made in the mountainside. A PC with a relevant background or Experience identifies them as weather magic increasing the power of the icy winds. A PC who succeeds on a Knowledge Roll can recall information about the sigils, potential information about their creators, and the knowledge of how to dispel them. If a PC critically succeeds, they recognize that the sigils are of a style created by ridgeborne enchanters and they gain advantage on a roll to dispel the sigils. Who laid this enchantment? Are they nearby? Why did they want the weather to be more daunting? Avalanche - Action: Spend a Fear to carve the mountain with an icy torrent, causing an avalanche. All PCs in its path must succeed on an Agility or Strength Reaction Roll or be bowled over and carried down the mountain. A PC using rope, pitons, or other climbing gear gains advantage on this roll. Targets who fail are knocked down the mountain to Far range, take 2d20 physical damage, and must mark a Stress. Targets who succeed must mark a Stress. How do the PCs try to weather the avalanche? What approach do the characters take to find one another when their companions go hurtling down the mountainside? Raptor Nest - Reaction: When the PCs enter the raptors’ hunting grounds, two Giant Eagles appear at Very Far range of a chosen PC, identifying the PCs as likely prey. How long has it been since the eagles last found prey? Do they have eggs in their nest, or unfledged young? Icy Winds - Reaction: Countdown (Loop 4). When the PCs enter the mountain pass, activate the countdown. When it triggers, all characters traveling through the pass must succeed on a Strength Reaction Roll or mark a Stress. A PC wearing clothes appropriate for extreme cold gains advantage on these rolls. What parts of the PC’s bodies go numb first? How do they try to keep warm as they press forward?

远洋航行 OCEAN VOYAGEOCEAN VOY AGET2 险境Traversal
难 14

远洋航行 OCEAN VOYAGE

位阶 2 险境

玩家角色以提供劳力作为交换,获得前往遥远目的地的船票。

难度: 14

趋向: 揭示海面下潜伏的东西,误导他们走错方向,让船沉没,耗尽他们的资源

潜在敌人: 深海住民(电鳗群、克拉肯、鲨鱼、塞壬海妖)、海盗(海盗船长、海盗劫掠者)

特性

  • 开阔水域 Open Water - 被动: 倒计时(8)。要抵达目的地,队伍必须完成开阔水域倒计时。每当一名玩家角色进行一次成功的动作掷骰帮助船只航行时,推进倒计时。

    船要开往哪里?沿途有哪些危险,船员们会压低声音议论?

  • 口粮告急 Rations Run Low - 被动: 当一名玩家角色掷出旅途中的第一次恐惧失败时,船员发现货舱里的食物和淡水已经被虫害和霉菌糟蹋了。在队伍抵达目的地之前,玩家角色若要进行一次动作掷骰推进开阔水域倒计时,必须先成功进行一次力量反应掷骰,否则标记 1 压力点。

    口粮出了什么事?船员们会采取什么极端措施,确保自己不会全都饿死渴死?

  • “海盗!” “Pirates!” - 动作: 花费 1 恐惧点让桅顶瞭望的船员望见地平线上出现黑帆!启动一个后果倒计时(4)。如果它在队伍抵达目的地前触发,海盗就会追上并登上船只。获得 1 恐惧点,然后在队伍的近距离范围内召唤一名海盗船长和三群海盗劫掠者。

    船长认得正在追赶的这艘船吗?这一带的海盗以哪些不光彩的行径出名?

  • 恶劣天气 Foul Weather - 反应: 当开阔水域倒计时推进到奇数时,掷一枚 d6 。结果为 4 或更高时,船只遭遇一片恶劣天气,例如让航行变得困难的雾团,或可能掀翻船只的狂风。每名玩家角色必须使用由游戏主持人选择的一项相关属性进行一次反应掷骰;失败则标记 1d4 压力点。

    这场天气和玩家角色以前经历过的有什么不同?他们要如何与船员配合,穿过这片险境?

  • 此处有怪物 Here There Be Monsters - 反应: 当开阔水域倒计时推进到偶数时,掷一枚 d6 。结果为 4 或更高时,召唤 1d4 个深海住民。

    是什么把这些生物吸引到船边?有没有办法不靠战斗就赶走它们?

OCEAN VOY AGE

Tier 2 Traversal

The PCs gain passage to a far-off destination by offering their labor in exchange.

Difficulty: 14

Impulses: Reveal what lurks beneath the waves, send them in the wrong direction, sink the ship, use up their resources

Potential Adversaries: Deep Sea Denizens (Electric Eels, Kraken, Shark, Siren), Pirates (Pirate Captain, Pirate Raiders)

FEATURES

Open Water - Passive: Countdown (8). Re aching their destination requires the party to complete the Open Water Countdown. It ticks down when a PC succeeds on an action roll to aid the ship’s journey. Where is the ship headed? What dangers along the route do the crew speak about in hushed tones? Rations Run Low - Passive: The first time a PC rolls a failure with Fear on this journey, the crew discovers that the food and fresh water in the ship’s hold have been befouled by pests and mold. Until the party reaches its destination, a PC who makes an action roll to advance the Open Water Countdown must succeed on a Strength Reaction Roll or mark a Stress first. What happened to the rations? What drastic measures does the crew take to ensure they don’t all die of hunger and thirst? “Pirates!” - Action: Spend a Fear to have a crewmember in the crow’s nest spy black sails on the horizon! Start a Consequence Countdown (4). If it triggers before the party reaches their destination, the pirates catch up to the ship and board it. Gain a Fear, then summon one Pirate Captain and three Hordes of Pirate Raiders within Close range of the party. Does the captain recognize the ship that’s giving chase? What ungentlemanly practices are the pirates in this area famous for? Foul Weather - Reaction: When the Open Water Countdown ticks down to an odd number, roll a d6. On a result of 4 or higher, the ship runs into a patch of foul weather, such as a fog bank that makes navigation difficult or a squall that threatens to capsize the ship. Each PC must succeed on a reaction roll using a relevant trait chosen by the GM or mark 1d4 Stress. What makes this weather different from anything the PCs have experienced before? How do they coordinate with the crew to find their way through this hazard? Here There Be Monsters - Reaction: When the Open Water Countdown ticks down to an even number, roll a d6. On a result of 4 or higher, summon 1d4 Deep Sea Denizens. What attracts these creatures to the ship? Is there any way to drive them offwithout combat?

女巫小屋 WITCH’S HUTWITCH’S HUTT2 探索Exploration
难 14

女巫小屋 WITCH’S HUT

位阶 2 探索

一栋简陋的无窗小屋,架在两只巨大的鸡腿上。

难度: 14

趋向: 让他们心里发毛,拖住他们直到女巫归来,把他们锁在屋里,搬去别处,用魔法奇物引诱他们

潜在敌人: 鸡爪小屋、附魔防御(石像鬼、贪婪拟形怪、稻草人)、瓦登哈克斯、女巫的受害者们(杰克南瓜灯、红帽噬咬者)

特性

  • 内里别有洞天 Bigger on the Inside - 被动: 小屋外观只是一间简陋的农舍,内部却是一座不断变化的庄园,阴森中透着华美,有数不清的卧室、图书馆、室内花园,以及各种神秘设施。

    小屋重新布局有规律可循吗?玩家角色在这里最可能发现什么出人意料的地方?

  • 诡异玩偶收藏 Creepy Doll Collection - 被动: 倒计时(5)。在整个小屋里,玩家们可以看到许多带着奇怪的生动眼睛的瓷娃娃或木娃娃。当队伍第一次进入某只玩偶的视线时,启动倒计时。每当玩家角色掷骰失败或掷出恐惧结果时,倒计时减少 1 点。倒计时触发时,玩偶们活过来并发动攻击。召唤等同于玩家角色数量两倍的活化玩偶(红帽噬咬者)。

    这些玩偶以前是谁?有没有办法让它们摆脱禁锢?

  • 女巫的家酿 Witches’ Brew - 被动: 小屋里有一个工作间,里面有女巫可能需要的各种工具和材料,包括一个放在余火上的大铁锅。想使用工坊的玩家角色可以进行一次施法掷骰,从消耗品表中制作魔法药水或毒药。

    • 任意失败:实验当场炸开——字面意义上的爆炸。玩家角色受到 2d10+2 点魔法伤害。
    • 任意成功:玩家角色掷出 1 + 自身位阶枚 d12 ,把结果加在一起,并从消耗品表中获得数值对应的消耗品。若为关键成功,可以重掷结果为 1 的 d12 。
      这座小屋的女巫擅长调配什么药剂?女巫要是发现玩家角色在用她的东西,会怎么做?
  • 错位 Dislocated - 反应: 女巫的小屋里时间流动得不一样。当小屋的门关上时,掷一枚 d6 。如果结果是 4 或更高,小屋会移动到一个不同的位置——通常是某个远得不可思议的地方——只有当玩家再次打开小屋的门时才会发现位置的变化。

    小屋为什么这么频繁地移动?它想把玩家角色带去哪里?有没有办法让它定向移动到某个特定地点?

WITCH’S HUT

Tier 2 Exploration

A rustic, windowless hut sitting atop two huge chicken legs.

Difficulty: 14

Impulses: Creep them out, delay them until the witch’s return, lock them inside, move to a different location, tempt them with magical oddities

Potential Adversaries: Chicken-Foot Hut, Enchanted Defenses (Gargoyle, Ravenous Mockery, Scarecrow), Valdenhax, The Witch’s Victims (Jack-o’-Lanterns, Redcap Biters)

FEATURES

Bigger on the Inside - Passive: Though the hut’s exterior is a rustic single-room cottage, the interior is an ever-shifting estate of haunting splendor replete with numerous bedrooms, libraries, and indoor gardens, among other mysterious installations. Is there any pattern to the way the hut rearranges itself? What is the most surprising location the PCs could find here? Creepy Doll Collection - Passive: Countdown (5). Throughout the hut, the PCs can see many, many porcelain or wooden dolls with strangely lifelike eyes. When the party first enters a doll’s line of sight, activate the countdown. It ticks down when a PC fails a roll or rolls with Fear. When it triggers, the dolls come to life and attack. Summon a number of living dolls (Redcap Biters) equal to twice the number of PCs. Who were these dolls before? Is there any way to free them from their imprisonment? Witches’ Brew - Passive: The hut contains a workshop with every tool or component a witch could need, including a large iron cauldron set atop a smoldering fire. A PC who wants to use the workshop can make a Spellcast Roll to craft a magic potion or poison from the Consumables table.

  • Any Failure: The experiment blows up in their face—literally. The PC takes 2d10+2 magic damage.
  • Any Success: The PC rolls a number of d12s equal to 1 + their tier, adds the results together, and gains the consumable that matches that value on the Consumables table. If they critically succeeded, they can reroll any d12s showing a result of 1. What sorts of concoctions does the witch who owns this hut specialize in? What would the witch do if they found the PCs using their things? Dislocated - Reaction: Time moves differently inside the Witch’s Hut. When the door to the hut is closed, roll a d6. On a result of 4 or higher, the hut moves to a different—often impossibly far–location that’s only revealed to the PCs when they open the hut’s door again. Why does the hut move so often? Where does it wish to bring the PCs? Is there any way to aim it at a specific location?
广袤沙漠 VAST DESERTVAST DESERTT2 险境Traversal
难 14

广袤沙漠 VAST DESERT

位阶 2 险境

一片由干涸的沙丘、荒芜盐滩和风蚀岩层构成的广袤荒原。

难度: 14

趋向: 让人脱水,展现荒凉之美,在地平线上展示威胁

潜在敌人: 酸液掘地者、沙漠劫匪(锯齿刀强盗)、地行鲨、沙地蠕虫

特性

  • 无尽沙海 Endless Sands - 被动: 倒计时(8)。要穿越沙漠,队伍必须完成倒计时。每当玩家角色进行一次成功的动作掷骰在这片看似没有尽头的沙海中辨明方向时,倒计时减少 1 点。

    玩家角色怎么穿越沙漠?除了路途极端遥远和缺水,还有什么让这片区域难以通行?

  • 水源 Water Supply - 被动: 队伍开始旅程时,在这块数据块上放置等同于 1 + 场景中玩家角色数量的指示物。每次长休结束时,或每当玩家角色在穿越沙漠的动作掷骰中失败时,移除 1 个指示物。若要移除指示物时已经没有剩余,每位玩家角色必须标记 1 生命点和 1 压力点。玩家角色可以使用一次休整行动并成功进行一次知识掷骰来寻找水源,为这块数据块增加 1 个指示物。

    这片沙漠里可能有哪些保水植物或地形特性,玩家角色听说过吗?玩家角色要怎么收集和携带找到的水?

  • 流沙 Shifting Sands - 被动: 不断变化的沙丘和呼啸的狂风让在这种环境中追踪生物变得很困难。在沙漠中追踪生物的动作掷骰具有劣势。

    英雄们休息时,沙丘和地形会发生什么变化?风会盖住什么,又露出什么?

  • 雷暴 Thunderstorm - 动作: 花费 1 恐惧点,让倾盆大雨浇透大地。每位玩家角色必须选择躲避风暴或收集雨水。选择躲避的玩家角色标记 1 压力点。收集雨水的玩家角色进行一次团队动作掷骰。

    • 希望成功:向水源增加 1d4 个指示物。
    • 恐惧成功:向水源增加 1 个指示物。
    • 希望失败:参与团队动作掷骰的每位玩家角色标记 1 压力点。
    • 恐惧失败:参与团队动作掷骰的每位玩家角色标记 1 压力点,掷骰结果最低的玩家角色受到风暴造成的 2d8+4 物理伤害。
      风暴从几英里外滚滚而来时,英雄们看到的是什么样子?这场风暴是自然形成,还是另有蹊跷?你怎么分辨?
  • 沙暴 Sandstorm - 动作: 花费 1 恐惧点,召来一场让旅人迷失方向、备受侵扰的沙暴。每位玩家角色受到 2d6+3 物理伤害。沙暴消散之前,进行一次动作掷骰的玩家角色必须先进行一次成功的敏捷反应掷骰,否则会被卷进飞旋的岩石碎片,受到 2d6+3 物理伤害。

    这片沙漠的居民会穿什么来抵御沙暴?队伍在这里找到的住所是怎么设计来抵抗狂风的?

VAST DESERT

Tier 2 Traversal

A parched expanse of sandy dunes, desolate salt flats, and windblown rock formations.

Difficulty: 14

Impulses: Dehydrate, show desolate beauty, threaten danger on the horizon

Potential Adversaries: Acid Burrower, Desert Raiders (Jagged Knife Bandits), Landshark, Sandwyrm

FEATURES

Endless Sands - Passive: Countdown (8). To cross the desert, the party must complete the countdown. It ticks down whenever a PC succeeds on an action roll to navigate the seemingly endless expanse. How do the PCs travel through the desert? What beyond the extreme distance and lack of water makes this area diffi cult to cross? Water Supply - Passive: When the party starts their journey, place a number of tokens on this stat block equal to 1 + the number of PCs in the scene. Remove a token at the end of each long rest or when a PC fails an action roll to navigate the desert. When a token would be removed but there are none left, each PC must mark a HP and a Stress. A PC can add a token to this stat block by using a downtime move and making a successful Knowledge Roll to hunt for water. What sorts of water-preserving flora or terrain features have the PCs heard might be found in this desert? How do the PCs collect and carry the water they find? Shifting Sands - Passive: The ever-shifting dunes and the whipping wind make trailing creatures through this environment difficult. Action rolls to track creatures through the desert are made with disadvantage. How do the dunes and landscape shift whenever the heroes rest? What is covered or uncovered by the wind? Thunderstorm - Action: Spend a Fear to have a torrential downpour soak the land. Each PC must either seek shelter from the storm or collect rainwater. Each PC who seeks shelter marks a Stress. The PCs who collect rainwater make a group action roll.

  • On a success with Hope, add 1d4 tokens to the Water Supply.
  • On a success with Fear, add 1 token to the Water Supply.
  • On a failure with Hope, each PC who took part in the group action roll marks a Stress.
  • On a failure with Fear, each PC who took part in the group action roll marks a Stress, and the PC who rolled the lowest takes 2d8+4 physical damage from the storm. How does the storm look to the heroes as it rolls in from miles away? Is the storm natural or unnatural? How can you tell? Sandstorm - Action: Spend a Fear to summon a sandstorm that disorients and harries travelers. Each PC takes 2d6+3 physical damage. Until the sandstorm dissipates, a PC who makes an action roll must succeed on an Agility Reaction Roll to avoid the swirl of rocks and debris or take 2d6+3 physical damage. What do the dwellers of this desert wear to weather the sandstorms? How are the dwelling places the party finds here designed to withstand the winds?

位阶 3Tier 35–7 级level(s)11

大法师之塔 ARCHMAGE’S TOWERARCHMAGE’S TOWERT3 探索Exploration
难 16

大法师之塔 ARCHMAGE’S TOWER

位阶 3 探索

一座刺破天穹、高得不可思议的尖塔,周边回荡着磅礴的魔力。

难度: 16

趋向: 收集魔法能量、拖垮入侵者、揭示未知、释放爆发的魔法力量

潜在敌人: 炼金造物(奇美拉、拉弥亚、蝎尾狮)、大法师

特性

  • 神秘防御 Mystical Defenses - 被动: 倒计时 (12)。要爬上高塔,玩家角色必须完成倒计时。若掷骰失败,或是一次恐惧结果掷骰,就会触发大法师众多奥术陷阱与威胁,受到 3d10 魔法伤害。若恐惧失败,则额外造成数值等同于玩家角色的等级的伤害。

    大法师防御工事的设计透露出他擅长哪个领域?这些陷阱与险境又有什么共同的标志性风格或巧思?

  • 大法师之巢 Archmage’s Aerie - 被动: 塔的顶层有许多房间,包含实验室、图书馆和工作室,里面有学习最高形式魔法所需的一切。玩家角色拥有施法属性时,可以进行一次知识掷骰参与大法师的研究。成功时,其施法掷骰获得 +1 加值,直到下次长休前。失败时,研究出了岔子,受到 3d8+4 魔法伤害。

    这座巢穴的哪一处最吸引你?大法师的笔记又向你揭示了什么?

  • 混种敌人 Amalgamated Adversaries - 反应: 花费 1 恐惧点召唤两个敌人出现在一名玩家角色的近距离范围内。每个敌人都可以如同使用自己的能力一般,使用另一个敌人的特性。

    大法师选了哪些生物来融合?他又希望从中学到什么?

ARCHMAGE’S TOWER

Tier 3 Exploration

An impossibly tall spire that pierces the heavens and resonates with immense power.

Difficulty: 16

Impulses: Collect magical energy, exhaust intruders, reveal the unknown, unleash bursts of magical power

Potential Adversaries: Alchemical Creations (Chimera, Lamia, Manticore), Archmage

FEATURES

Mystical Defenses - Passive: Countdown (12). To climb the tower, the PCs must complete the countdown. On a failure or a roll with Fear, they trigger one of the archmage’s many arcane traps and hazards, taking 3d10 magic damage. On a failure with Fear, the damage dealt gains a bonus equal to the PC’s level. What do the designs of the archmage’s defenses tell you about their specific area of expertise? What signature style or flourish do the traps and hazards all share? Archmage’s Aerie - Passive: The top floor of the tower is a many-chambered laboratory, library, and workshop containing everything needed to study magic in its highest forms. A PC with a Spellcast Trait can make a Knowledge Roll to partake in the archmage’s research. On a success, they gain a +1 bonus to their Spellcast Rolls until their next long rest. On a failure, their investigation goes wrong, and they take 3d8+4 magic damage. What part of the aerie calls to you? What do the archmage’s notes reveal to you? Amalgamated Adversaries - Reaction: Spend a Fear to summon two adversaries within Close range of a PC. Each adversary can use the other’s features as if they were their own. Which creatures has the archmage chosen to combine? What do they hope to learn in doing so?

星界 ASTRAL REALMASTRAL REALMT3 险境Traversal
难 16

星界 ASTRAL REALM

位阶 3 险境

这是由能量与情感构成的心灵领域,精神强大之人能在这里改写现实的规则。

难度: 16

趋向: 攻击他们的心灵、召唤他们潜意识的恐惧、扭曲他们的感知

潜在敌人: 绝望恶魔、元素火花、苦痛祭司、心灵吸血鬼(吸血鬼首领、夜之子)

特性

  • 灵魂出窍 Out-of-Body Experience - 被动: 由于队伍并非亲身处于此界域内,力量、敏捷与灵巧掷骰会自动失败。此外,角色要标记 1 生命点时,必须改为失去 1 希望点或标记 1 压力点。若角色无法标记 1 压力点,就必须进行死亡动作。

    你投射出的精神自我形象与真实外貌有何不同?你觉得自己哪一个才是“真正的你”?

  • 心灵显化 Mental Manifestations - 被动: 只要知识掷骰成功,玩家角色就能改变心灵环境,例如颠倒重力,或凭空造出一段飞速自行拼合的阶梯。每名玩家角色每场景一次可以使用一次心灵显化,在星界中寻找道路的一次掷骰上具有优势。

    你显化的物体是真实记忆的投影,还是纯粹想象出来的幻影?你会凝神注意哪个关键细节,好让它更稳定?

  • 物质皆幻 Matter Is Illusion - 被动: 倒计时 (10)。这里的时间和距离都是相对的,即便是简单地穿越空间,也需要强大的意志力。要横越星界,队伍只能用知识、本能或风度掷骰来完成倒计时。掷出恐惧失败时,某名玩家角色受到 3d8 直接魔法伤害。

    你是靠思考还是靠感觉穿过这里?在这片地方,两者有什么不同?

  • 星界敌人 Astral Adversaries - 被动: 敌人在星界中免疫物理伤害,因为它们不是血肉之躯,而是心灵投射。

    某名敌人的星界形态与实体形态有何不同?这些心灵投射为什么会被玩家角色吸引?

ASTRAL REALM

Tier 3 Traversal

A psychic realm of energy and emotion, where the strong in spirit can reshape the rules of reality.

Difficulty: 16

Impulses: Attack their psyches, summon their subconscious fears, warp their perceptions

Potential Adversaries: Demon of Despair, Elemental Spark, Pain Priest, Psychic Vampires (Head Vampire, Night Children)

FEATURES

Out-of-Body Experience - Passive: Because the party isn’t physically in this realm, Strength, Agility, and Finesse Rolls automatically fail. Additionally, when a character w ould mark a HP, they must lose a Hope or mark a Stress instead. If a character can’t mark a Stress, they must make a death move. How does the projection of your mental self-image differ from your physical appearance? Which one do you consider the “real” you? Mental Manifestations - Passive: With a successful Knowledge Roll, PCs can alter the psychic environment, such as by inverting gravity or conjuring a rapidly self-assembling staircase. A PC can use a mental manifestation once per scene to gain advantage on a roll to navigate the Astral Realm. Is the construct you manifest a memory from real life or a figment of your own imagination? What key detail do you focus on to make it more stable? Matter Is Illusion - Passive: Countdown (10). Time and distance are relative here, and simply moving through the space requires an act of will. To cross the Astral Realm, the party must complete the countdown using only Knowledge, Instinct, or Presence Rolls. On a failure with Fear, a PC takes 3d8 direct magic damage. Do you think or feel your way through this place? What difference does it make here? Astral Adversaries - Passive: Adversaries in the Astral Realm are immune to physical damage, as they are psychic projections instead of flesh and blood. How does an adversary’s astral form differ from their physical form? Why are these psychic projections drawn to the PCs?

城堡围攻 CASTLE SIEGECASTLE SIEGET3 事件Event
难 17

城堡围攻 CASTLE SIEGE

位阶 3 事件

一场激烈的围城战,进攻方正试图攻入一座固若金汤的城堡。

难度: 17

趋向: 消磨战斗意志,破坏城墙,加剧紧张局势

潜在敌人: 雇佣兵(扰敌者,雇佣剑客,咒剑士,武器大师),贵族武装(弓手小队,应征兵,精锐士兵,王国骑士)

特性

  • 城堡密道 Secret Entrance - 被动: 一名玩家角色可以通过一次成功的本能或知识掷骰,找到或回想起一条进入城堡的秘密通道。

    他们该如何在不将密道暴露给围攻方的情况下进入城堡?防御方是否有人正在监守密道?

  • 攻城武器(改变环境) Siege Weapons (Environment Change) - 动作: 后果倒计时(6)。进攻方开始部署攻城武器,试图摧毁防御方的工事。当围攻开始时(对于一场旷日持久的围攻,将倒计时改为长期倒计时),启动倒计时。当倒计时最终触发时,意味着防御者的工事已被攻破,进攻方涌入城内。你获得 2 恐惧点,随后将环境切换到“两军对垒”环境,并聚焦该环境。

    进攻方部署了哪些攻城武器?它们是魔法的、物理的、还是两者混合的?角色必须克服哪些防御工事才能攻占城堡?

  • 增援! Reinforcements! - 动作: 选定一名玩家角色,在其远距离范围内召唤增援,包括一名王国骑士、数量等同于玩家角色数量的位阶 3 杂兵、以及其它 2 名由你决定的敌人。该王国骑士立刻获得聚焦。

    他们会将谁选为首个目标?他们采用什么样的阵型?

  • 附带损害 Collateral Damage - 反应: 当一名敌人被击败时,你可以花费 1 恐惧点让攻城武器的弹药偏离轨道,击中战场上的一个目标点,该点邻近范围内的所有目标必须进行一次敏捷反应掷骰。 检定失败的目标将受到 3d8+3 物理或魔法伤害,且必须标记 1 压力点。 检定成功的目标必须标记 1 压力点。

    这次攻击将什么东西的碎片炸得到处都是?又有什么东西在这次攻击中受到了难以修复的损伤?

CASTLE SIEGE

Tier 3 Event
Difficulty: 17

Impulses: Bleed out the will to fight, breach the walls, build tension

Potential Adversaries: Mercenaries (Harrier, Sellsword, Spellblade, Weaponmaster), Noble Forces (Archer Squadron, Conscript, Elite Soldier, Knight of the Realm)

An active siege with an attacking force fighting to gain entry to a fortified castle.

FEATURES

Secret Entrance - Passive: A PC can find or recall a secret way into the castle with a successful Instinct or Knowledge Roll. How do they get in without revealing the pathway to the attackers? Are any of the defenders monitoring this path? Siege Weapons (Environment Change) - Action: Consequence Countdown (6). The attacking force deploys siege weapons to try to raze the defenders’ fortifications. Activate the countdown when the siege begins (for a protracted siege, make this a long-term countdown instead). When it triggers, the defenders’ fortifications have been breached and the attackers flood inside. You gain 2 Fear, then shift to the Pitched Battle environment and spotlight it. What siege weapons are being deployed? Are they magical, mundane, or a mixture of both? What defenses must the characters overcome to storm the castle? Reinforcements! - Action: Summon a Knight of the Realm, a number of Tier 3 Minions equal to the number of PCs, and two adversaries of your choice within Far range of a chosen PC as reinforcements. The Knight of the Realm immediately takes the spotlight. Who are they targeting first? What formation do they take? Collateral Damage - Reaction: When an adversary is defeated, you can spend a Fear to have a stray attack from a siege weapon hit a point on the battlefield. All targets within Very Close range of that point must make an Agility Reaction Roll.

  • Targets who fail take 3d8+3 physical or magic damage and must mark a Stress.
  • Targets who succeed must mark a Stress. What debris is scattered by the attack? What is broken by the strike that can’t be easily mended?
林木燃心 BURNING HEART OF THE WOODSBURNING HEART OF THE WOODST3 探索Exploration
难 16

林木燃心 BURNING HEART OF THE WOODS

位阶 3 探索

厚重到近乎浓稠的靛蓝余烬环绕在一棵被苔藓覆盖的巨木周围,此木恒久不熄地燃烧着,透着一股病态的幽蓝。

难度: 16

趋向: 噼啪作响的燃烧声响组合成令人不自觉想要跟随的诡异节奏,腐化森林

潜在敌人: 野兽(熊,玻璃蛇),元素生物(元素火花),苍翠守卫(树精,橡木树人,雄鹿骑士)

特性

  • 混沌魔力聚集地 Chaos Magic Locus - 被动: 当玩家角色进行一次施法掷骰时,其必须掷两次恐惧骰并取其高者作为结果。

    在这片受混沌侵染的土地上施展魔法是一种怎样的感觉?若失去对魔法的掌控,你害怕会有什么事情发生?

  • 靛蓝魔焰 The Indigo Flame - 被动: 任何靠近中央那棵巨木的玩家角色都可以尝试一次知识掷骰,来辨识是什么魔力在侵蚀这里的环境。 成功时:其获知以下三条信息。恐惧成功时,仅为两个。 失败时:其可以标记 1 压力点以获知一条信息,并在下一次用于调查环境的动作掷骰中具有优势。 信息: 堕落魔力是罪魁祸首。腐化通过余烬苔藓传播。只有通过一个进展倒计时(8)的自然魔法仪式才能清除此处的腐化。

    哪支堕落邪教腐化了这片森林?他们用这片被诅咒的森林和巨树的汁液做了什么?

  • 绞杀藤蔓 Grasping Vines - 动作: 低矮的灌木中突然窜出长满尖刺的活化藤蔓,试图缠住玩家角色们。一个目标必须成功通过一次敏捷反应掷骰,否则将处于 束缚 和 脆弱 状态。目标可以通过一次成功的灵巧或力量掷骰,亦或是通过对藤蔓造成 10 点伤害来挣脱缠绞,同时清除上述两种状态。当目标为了挣脱而进行掷骰时,其受到 1d8+4 物理伤害并失去 1 希望点。

    当藤蔓刺入血肉时,哪些痛苦的回忆涌上了心头?

  • 焦炭构装 Charcoal Constructs - 动作: 燃烧着靛蓝魔焰的扭曲动物,践踏由你选择的一个目标点。该目标点近距离范围内的所有目标必须进行一次敏捷反应掷骰。失败的目标将受到 3d12+3 物理伤害,成功则仅受一半伤害。

    它们是被魔焰吞噬的真实动物,还是说只是腐化魔法捏造出的构装体?

  • 窒息灰烬 Choking Ash - 反应: 倒计时(循环 6 )。当玩家角色进入林木燃心区域后,启动倒计时。当倒计时最终触发时,所有玩家角色必须进行一次力量或本能反应掷骰。失败的目标将受到 4d6+5 直接物理伤害。成功则仅受一半伤害。若装备有防护功能的面具或服装,可在该反应掷骰中获得优势。

    飞舞的灰烬会诱发什么幻觉?它们又带有何种不协调的气味?

BURNING HEART OF THE WOODS

Tier 3 Exploration
Difficulty: 16

Impulses: Beat out an uncanny rhythm for all to follow, corrupt the woods

Potential Adversaries: Beasts (Bear, Glass Snake), Elementals (Elemental Spark), Verdant Defenders (Dryad, Oak Treant, Stag Knight)

Thick indigo ash fills the air around a towering moss-covered tree that burns eternally with flames a sickly shade of blue.

FEATURES

Chaos Magic Locus - Passive: When a PC makes a Spellcast Roll, they must roll two Fear Dice and take the higher result. What does it feel like to work magic in this chaos-touched place? What do you fear will happen if you lose control of the spell? The Indigo Flame - Passive: PCs who approach the central tree can make a Knowledge Roll to try to identify the magic that consumed this environment.

  • On a success: They learn three of the below details. On a success with Fear, they learn two.
  • On a failure: They can mark a Stress to learn one and gain advantage on the next action roll to investigate this environment.
  • Details: This is a result of Fallen magic. The corruption is spread through the ashen moss. It can be cleansed only by a ritual of nature magic with a Progress Countdown (8). What Fallen cult corrupted these woods? What have they already done with the cursed wood and sap from this tree? Grasping Vines - Action: Animate vines bristling with thorns whip out from the underbrush to ensnare the PCs. A target must succeed on an Agility Reaction Roll or become Restrained and Vulnerable until they break free, clearing both conditions, with a successful Finesse or Strength Roll or by dealing 10 damage to the vines. When the target makes a roll to escape, they take 1d8+4 physical damage and lose a Hope. What painful memories do the vines bring to the surface as they pierce flesh? Charcoal Constructs - Action: Warped animals wreathed in indigo flame trample through a point of your choice. All targets within Close range of that point must make an Agility Reaction Roll. Targets who fail take 3d12+3 physical damage. Targets who succeed take half damage instead. Are these real animals consumed by the flame or merely constructs of the corrupting magic? Choking Ash - Reaction: Countdown (Loop 6). When the PCs enter the Burning Heart of the Woods, activate the countdown. When it triggers, all characters must make a Strength or Instinct Reaction Roll. Targets who fail take 4d6+5 direct physical damage. Targets who succeed take half damage. Protective masks or clothes give advantage on the reaction roll. What hallucinations does the ash induce? What incongruous taste does it possess?
水晶荒原 CRYSTAL WASTELANDCRYSTAL WASTELANDT3 险境Traversal
难 16

水晶荒原 CRYSTAL WASTELAND

位阶 3 险境

一片荒凉而陌生的土地,矗立着闪闪发光的水晶塔。

难度: 16

趋向: 直刺内心、粉碎心智、映出真实的自己

潜在敌人: 成年闪光蜓、构装体、元素火花、宝库守卫、低语怨灵

特性

  • 谐波共振 Harmonic Resonance - 被动: 此地的水晶随魔法能量共鸣。玩家角色可以使用一次休整行动,尝试通过成功的施法掷骰与环境共鸣。处于共鸣状态时,该玩家角色在水晶荒原内进行施法掷骰时具有优势。离开水晶荒原后,清除该玩家角色的共鸣状态。

    与这片土地共鸣后,你对它的感官体验会发生怎样的变化?它会唤起你童年时的什么声音或歌谣?

  • 重力异常 Gravitational Anomalies - 动作: 奇异的局部现象散布在荒原上,扭曲着距离与方向。花费 1 恐惧点即可改变一处选定地点的重力。该地点近距离范围内的每个目标都必须进行一次知识反应掷骰,计算自己新的运动轨迹。失败者被抛起甩远,受到 3d8+4 物理伤害。成功者必须标记 1 压力点,否则承受一半伤害。

    身体和心智拼命恢复平衡是什么感觉?有没有办法把这种现象变成你的优势?

  • 奥术映照 Arcane Reflection - 动作: 花费 1 恐惧点,让任意数量玩家角色在水晶中瞥见自己曾经的模样,或可能成为的模样。每个目标必须进行一次本能反应掷骰。成功者看见更好的自己,可以替换一项经历。失败者看见黑暗的过去——或更黑暗的未来——必须标记 1 压力点。每有一名目标失败,你获得 1 恐惧点。

    玩家角色在水晶另一侧看见的是谁?那让他们作何感受?

  • 锋锐地形 Razor-Sharp Terrain - 反应: 当玩家角色在荒原中穿行的掷骰失败时,必须进行一次灵巧反应掷骰。失败时,其被地形锋利的边缘割伤,魔法水晶碎片嵌入伤口并缓慢生长,使其结晶化。为该玩家角色启动一个水晶倒计时(1)。在通过一次成功的知识掷骰清除该状态前,结晶化的玩家角色每次休息开始时使水晶倒计时增加 1 ,并承受相当于倒计时数值的闪避值减值。状态清除后,倒计时结束。

    水晶生长时是什么样子?摸起来又是什么感觉?

  • 心灵洗牌 Psychic Shuffl e - 反应: 当玩家角色进行长休时,你可以花费 1 恐惧点交换他们的心灵。收齐所有玩家的角色卡,洗匀后随机发还。每张角色卡都附带着该玩家角色的领域卡牌和玩家辅助物品。某位玩家角色可以通过一次成功的知识掷骰取回自己的心灵,届时与持有其原本角色卡的玩家交换角色卡。

    待在别人的躯壳里是什么感觉?如果可以选择只保留对方身上的一点特质,你会选什么?

CRYSTAL WASTELAND

Tier 3 Traversal

A harsh and alien landscape that shines with towers of glittering crystal.

Difficulty: 16

Impulses: Cut them to their core, fracture their psyches, show their true reflection

Potential Adversaries: Adult Flickerfly, Constructs, Elemental Spark, Vault Guardians, Whisper Wraiths

FEATURES

Harmonic Resonance - Passive: The crystals here reverberate with magical energy. A PC can use a downtime move to try to Attune to the environment with a successful Spellcast Roll. While Attuned, the PC has advantage on Spellcast Rolls inside the Crystal Wasteland. The condition is cleared when the PC leaves the Crystal Wasteland. How does attunement to this place alter your sensory experience of it? What sound or song from your childhood does this place conjure? Gravitational Anomalies - Action: Strange, localized phenomena dot the landscape, warping distance and direction. Spend a Fear to alter the gravity at a chosen point. Each target within Close range of that point must make a Knowledge Reaction Roll to calculate their new trajectories. Targets who fail take 3d8+4 physical damage as they are thrown up and away. Targets who succeed must mark a Stress or take half damage. What does it feel like as your body and mind fight to reestablish equilibrium? Is there any way to use this to your advantage? Arcane Reflection - Action: Spend a Fear to have any number of PCs glimpse a reflection in the crystal of who they once were or might become. Each target must make an Instinct Reaction Roll. Targets who succeed see a vision of their better self and can replace one Experience. Targets who fail see a vision of their dark past—or an even darker future—and must mark a Stress. You gain a Fear for each target who failed. Who do the PCs see on the other side of the crystal? How does it make them feel? Razor-Sharp Terrain - Reaction: When a PC fails a roll to navigate the wasteland, they must make a Finesse Reaction Roll. On a failure, they cut themselves on the sharp edges of the terrain. Shards of magic crystal become embedded in their wound and slowly grow, Crystallizing them. Activate a Crystal Countdown (1) for that PC. Until they remove the condition with a successful Knowledge Roll, a Crystallizing PC ticks up their Crystal Countdown at the start of each rest and gains a penalty to their Evasion equal to its value. The countdown ends when the condition is cleared. What does the crystal look like as it grows? What does it feel like? Psychic Shuffl e - Reaction: When the PCs take a long rest, you can spend a Fear to swap their psyches. Collect all the players’ character sheets, then shuffle and randomly redistribute them. Each character sheet comes with that PC’s Domain cards and player aids. A PC can regain their psyche with a successful Knowledge Roll, at which point they trade sheets with the player who has their original character sheet. How does it feel being in someone else’s skin? If you could choose to stay like them in one way, what would it be?

巨龙巢穴 DRAGON’S LAIRDRAGON’S LAIRT3 探索Exploration
难 16

巨龙巢穴 DRAGON’S LAIR

位阶 3 探索

一座活火山深处堆积着黄金、珠宝和神器。

难度: 16

趋向: 引诱他们深入下层、让逃生变成不可能、以财宝诱惑、唤醒巨龙

潜在敌人: 巨龙的爪牙(龙兽、双足飞龙)、青年火龙

特性

  • 巨龙苏醒 The Dragon Wakes - 被动: 后果倒计时(8)。堆起这笔财宝的巨龙沉睡在宝堆之上、之下或附近的某处。当玩家角色进入巢穴时,启动倒计时。倒计时触发时,巨龙苏醒,每名玩家角色必须进行一次成功的风度反应掷骰,否则标记 1 压力点。每以此法标记 1 压力点,你获得 1 恐惧点。

    这条巨龙沉睡在哪里?它会梦见什么?

  • 宝藏堆 Treasure Hoard - 被动: 巢穴中心有一座财宝堆成的小山。若队伍想找到宝藏,必须完成一个进展倒计时(12)。倒计时触发时,队伍可以下调后果倒计时,然后在物品表或消耗品表(由队伍选择)上掷出数量等于 1 + 自身位阶 的 d12 ,从宝藏堆中获得一件宝藏。

    队伍是怎么听说这笔财宝的?他们希望在这里找到什么?

  • 火山活动 Volcanic Activity - 动作: 花费 1 恐惧点触发火山喷发。每名角色必须进行一次敏捷反应掷骰。失败者被喷涌的熔岩和火焰灼烧,脚下大地崩裂,受到 3d8+5 物理伤害。成功者承受一半伤害。

    火山地形不断变化,哪些逃生路线被堵死了?玩家角色如何抵御令人窒息的灼热?

  • 看门兽 Watchdogs - 反应: 当玩家角色在巢穴中穿行时掷骰失败,你可以花费 1 恐惧点召唤 1d6 只龙兽和至多两只双足飞龙。它们出现在一名玩家角色的近距离范围内,并立即被聚焦。

    这些生物为何效忠沉睡的巨龙?队伍发现了什么预示它们存在的迹象?

DRAGON’S LAIR

Tier 3 Exploration

A collection of gold, jewels, and artifacts in the heart of an active volcano.

Difficulty: 16

Impulses: Lure into the levels below, make escape impossible, tempt with treasure, wake the dragon

Potential Adversaries: The Dragon’s Minions (Drake, Wyvern), Young Fire Dragon

FEATURES

The Dragon Wakes - Passive: Consequence Countdown (8). The dragon that amassed this treasure lies sleeping somewhere on, under, or near the hoard. When the PCs enter the lair, activate the countdown. When it triggers, the dragon awakens and each PC must succeed on a Presence Reaction Roll or mark a Stress. You gain a Fear for each Stress marked this way. Where does this dragon slumber? What does it dream about? Treasure Hoard - Passive: At the heart of the lair sits a mountain of treasure. If the party wishes to locate the treasure, they must complete a Progress Countdown (12). When it triggers, the party can tick down the Consequence Countdown to search through the treasure mound by rolling a number of d12s equal to 1 + their tier on the Item or Consumable table (their choice). How did the party learn of this collection? What do they hope to find here? Volcanic Activity - Action: Spend a Fear to trigger a volcanic eruption. Each character must make an Agility Reaction Roll. Targets who fail are burned by gouts of lava and flame as the earth breaks around them and take 3d8+5 physical damage. Targets who succeed take half damage. What paths of egress are blocked by the volcano’s shifting configuration? How do the PCs protect themselves from the stifling heat? Watchdogs - Reaction: When a PC fails a roll to navigate the lair, you can spend a Fear to summon 1d6 Drakes and up to two Wyverns, who appear within Close range of a PC and are immediately spotlighted. Why do these creatures serve the slumbering dragon? What signs does the party find that foreshadow their presence?

两军对垒 PITCHED BATTLEPITCHED BATTLET3 事件Event
难 17

两军对垒 PITCHED BATTLE

位阶 3 事件

两群武装人员之间爆发的大规模战斗。

难度: 17

趋向: 抢占人力、土地与财富,为贪婪与荣耀洒下鲜血

潜在敌人: 雇佣兵(雇佣剑客,扰敌者,咒剑士,武器大师),贵族武装(弓箭手小队,应征兵,精锐士兵,王国骑士)

特性

  • 趟过刀山火海 Adrift on a Sea of Steel - 被动: 在激烈的战斗中穿过战场是一件极其危险的冒险之举。玩家角色必须成功通过一次敏捷掷骰才能移动,在掷骰成功时最多只能移动到近距离范围。若有一名敌人在其近战范围内,他们还需要标记 1 压力点才能进行一次用来移动的敏捷掷骰。

    战场的参与者是否将你误认成敌人或搅局的第三方?在混战中你是否能够分清敌我?

  • 烧杀抢掠 Raze and Pillage - 动作: 进攻方通过纵火、劫掠贵重财物、绑架重要人物或屠戮平民来增加己方谈判的筹码。

    此地有何物格外贵重?又是何人最为脆弱?

  • 战争魔法 War Magic - 动作: 花费 1 恐惧点以让某一方的法师使用大规模杀伤性魔法。在战场上,选择距离该法师极远范围内的一个目标点,该目标点近距离范围内的所有目标都必须进行一次敏捷反应掷骰。失败的目标将受到 3d12+8 魔法伤害且必须标记 1 压力点。

    这次攻击会采取什么形式——爆裂火球、漫天酸雨、还是剑刃风暴?这次攻击又旨在实现什么战略目标?接下来还会发生什么?

  • 增援! Reinforcements! - 动作: 选定一名玩家角色,在其远距离范围内召唤增援,包括一名王国骑士、数量等同于玩家角色数量的位阶 3 杂兵、以及其它 2 名由你决定的敌人。该王国骑士立刻获得聚焦。

    他们会将谁选为首个目标?他们采用什么样的阵型?

PITCHED BATTLE

Tier 3 Event
Difficulty: 17

Impulses: Seize people, land, and wealth, spill blood for greed and glory

Potential Adversaries: Mercenaries (Sellsword, Harrier, Spellblade, Weaponmaster), Noble Forces (Archer Squadron, Conscript, Elite Soldier, Knight of the Realm)

A massive combat between two large groups of armed combatants.

FEATURES

Adrift on a Sea of Steel - Passive: Traversing a battlefield during an active combat is extremely dangerous. A PC must succeed on an Agility Roll to move at all, and can only go up to Close range on a success. If an adversary is within Melee range of them, they must mark a Stress to make an Agility Roll to move. Do the combatants mistake you for the enemy or consider you interlopers? Can you tell the difference between friend and foe in the fray? Raze and Pillage - Action: The attacking force raises the stakes by lighting a fire, stealing a valuable asset, kidnapping an important person, or killing the populace. What is valuable here? Who is most vulnerable? War Magic - Action: Spend a Fear as a mage from one side uses large-scale destructive magic. Pick a point on the battlefield within Very Far range of the mage. All targets within Close range of that point must make an Agility Reaction Roll. Targets who fail take 3d12+8 magic damage and must mark a Stress. What form does the attack take—fireball, raining acid, a storm of blades? What tactical objective is this attack meant to accomplish, and what comes next? Reinforcements! - Action: Summon a Knight of the Realm, a number of Tier 3 Minions equal to the number of PCs, and two adversaries of your choice within Far range of a chosen PC as reinforcements. The Knight of the Realm immediately takes the spotlight. Who are they targeting first? What formation do they take?

超级风暴 MEGASTORMMEGASTORMT3 事件Event
难 16

超级风暴 MEGASTORM

位阶 3 事件

一场极端天气骤然降临,迫使队伍在自身生存与他人安危之间做出取舍。

难度: 16

趋向: 掀起飓风,用泥石流令人窒息,摧毁建筑,引发洪水,抛掷瓦砾,照亮天空

潜在敌人: 高阶水元素、风暴泰坦

特性

  • 风暴将至 Stormfront - 被动: 倒计时(8)。风暴降临后启动倒计时。每当玩家角色掷出希望结果时,倒计时下调 1 。触发后,风暴消散,或转移到其他区域。

    哪里是躲避风暴最安全的地方?这里的人愿意拿命去守护什么?

  • 恶劣天候 Hazardous Conditions - 被动: 超级风暴的狂风、浓雾和云层让整片区域都难以穿行。玩家角色若想随动作掷骰移动,必须先进行一次成功的敏捷反应掷骰。

    还有谁被困在风暴旋涡里?你怎样才能带他们出去?

  • 炸弹气旋 Bomb Cyclone - 动作: 花费 1 恐惧点在任选一点召唤雷暴或龙卷风等极端天气。该点近距离范围内的每个目标必须使用你指定的属性进行一次成功的反应掷骰,以免被冰雹砸中、抛向空中、遭闪电轰击或受到类似效果。失败者受到 2d10+2 点由你选择类型的伤害。

    这是玩家角色们经历过最糟的天气吗?附近有什么东西能够让玩家角色们保护自己?

  • 风暴之心 Stormheart - 动作: 花费 1 恐惧点揭示超级风暴的活体核心。在一名玩家的远距离范围内召唤一名风暴泰坦或高阶水元素,然后立刻聚焦它。在这个敌人被击败前,“风暴将至”倒计时不会推进。击败这个敌人后,超级风暴结束。

    这生物是为了自己的目的召唤风暴,还是侍奉某个更强大的存在?它为什么选中这里来毁灭?

  • 街头恐慌 Panic in the Streets - 动作: 超级风暴正在本地居民中间散播恐惧与混乱。描述风暴如何让一名非玩家角色陷入险境。如果下一位玩家角色获得聚焦后,没有用自己的行动去营救那名遇险的非玩家角色,你获得 1 恐惧点。

    谁在趁火打劫?这里本该由谁负责,他们又怎么样了?

MEGASTORM

Tier 3 Event

An extreme weather event suddenly manifests, forcing the party to balance their own survival against the safety of others.

Difficulty: 16

Impulses: Blow hurricane winds, choke with mudslides, crumble structures, flood, throw debris, light up the sky

Potential Adversaries: Greater Water Elemental, Storm Titan

FEATURES

Stormfront - Passive: Countdown (8). When the storm arrives, activate the countdown. It ticks down when a PC rolls with Hope. When it triggers, the storm disperses or moves on to a different area. Where is the safest place to weather the storm? What are the people here willing to risk their lives for? Hazardous Conditions - Passive: The Megastorm’s extreme wind, fog, and cloud cover make navigating the entire area difficult. PCs can’t move as part of an action roll without succeeding on an Agility Reaction Roll. Who else lost in the gyre? How can you lead them out? Bomb Cyclone - Action: Spend a Fear to summon an extreme weather event, such as a thunderstorm or tornado, at a point of your choice. Each target within Close range of that point must succeed on a reaction roll using a trait you choose to avoid being pummeled by hail, thrown into the air, blasted by lightning, or a similar effect. Targets who fail take 2d10+2 damage of a type you choose. Is this the worst weather any of the PCs have experienced? What in the immediate area can the PCs use to protect themselves? Stormheart - Action: Spend a Fear to reveal the living battery of the Megastorm. Summon a Storm Titan or Greater Water Elemental within Far range of a PC, then immediately spotlight them. Until this adversary is defeated, the “Stormfront” countdown doesn’t tick down. When this adversary is defeated, the Megastorm ends. Did this creature conjure the storm for their own purposes, or do they serve an even greater entity? Why did they designate this place for destruction? Panic in the Streets - Action: The Megastorm is sowing fear and chaos among the locals. Describe how the storm puts an NPC in danger. If the PC who next takes the spotlight doesn’t use their action to rescue the endangered NPC, you gain a Fear. Who’s taking advantage of the situation? Who’s supposed to be in charge here, and what happened to them?

沉没城塞 SUNKEN CITADELSUNKEN CITADELT3 探索Exploration
难 16

沉没城塞 SUNKEN CITADEL

位阶 3 探索

一座失落古文明的沉没遗迹,里面满是远古科技与黑暗魔法。

难度: 16

趋向: 引诱他们深入,将他们溺毙,揭示远古奇观

潜在敌人: 受诅人鱼、深居者、蛇颈龙

特性

  • 水下环境 Underwater Environment - 被动: 这个环境位于水下(见核心规则书第 168 页“水下移动与战斗”规则)。在这些规则之外,靠空气呼吸的生物需要启动空气供应倒计时来追踪自己的氧气余量。起始值等于 3 + 其位阶,每当其执行一次动作时,推进倒计时。如果玩家角色动作掷骰失败或掷出恐惧,你可以使用一次游戏主持人行动额外推进他们的倒计时。如果这次掷骰是恐惧失败,则可以改为推进两次。倒计时归零后,玩家角色在重新浮上水面前,每次在水下进行动作都必须标记 1 压力点。

    你认识的人里有人淹死过吗?为了保持镇定、多撑一会儿空气,你会想些什么?

  • 气穴 Air Pockets - 被动: 玩家角色可以进行一次成功的知识或本能掷骰找到一个气穴,从而重置空气供应的起始值。

    你会留意哪些迹象或结构?当你知道这可能是最后一口气时,是什么感觉?

  • 失落科技 Lost Technology - 被动: 废墟上刻着古怪的魔法符文,四处散落着失落的技术。遇到任何符文或装置时,玩家角色可以进行一次知识掷骰,了解这个失落文明的有用信息。

    这里曾经是谁的家?他们的技术如何运作?他们最终为何被毁,沉入深海?

  • 深水住民 Deepwater Denizens - 动作: 花费 1 恐惧点召唤最多两个深居者与 1d6 个受诅人鱼;它们会试图使玩家角色屈服在自己的意志之下。这些敌人出现在某名玩家角色的近距离范围内,随后其中一只立即获得聚焦。

    这些生物为何留在废墟之间?它们是无法复活这个曾经繁荣的文明,还是根本不愿这么做?

SUNKEN CITADEL

Tier 3 Exploration

The sunken ruins of a long-lost civilization filled with ancient technology and dark magic.

Difficulty: 16

Impulses: Draw them deep, drown them, reveal ancient wonders

Potential Adversaries: Cursed Merfolk, Deep Dweller, Plesiosaurus

FEATURES

Underwater Environment - Passive: This environment is underwater (see the “Moving and Fighting Underwater” rules on page 168 of the core rulebook). In addition to those rules, a creature who breathes air tracks their supply with an Air Supply Countdown. Its starting value is equal to 3 + their tier, and it ticks down when they take an action. If a PC fails an action roll or rolls with Fear, you can use a GM move to tick down their countdown an additional time. If the roll is a failure with Fear, you can tick it down twice instead. Once their countdown triggers, a PC must mark a Stress whenever they take an action underwater until they resurface. Have you ever known anyone who drowned? What do you think about to keep calm and stretch your air supply? Air Pockets - Passive: A PC can reset their their Air Supply Countdown to its starting value by locating a pocket of air with a successful Knowledge or Instinct Roll. What signs or structures do you look for? What does it feel like to know this might be the last breath you take? Lost Technology - Passive: The ruins are carved with strange magical runes and littered with lost technology. A PC can make a Knowledge Roll to learn useful information about this lost civilization from any runes or devices they come across. Who once called this place home? How did their technology work? Why were they ultimately destroyed and cast down into the depths? Deepwater Denizens - Action: Spend a Fear to summon up to two Deep Dwellers and 1d6 Cursed Merfolk who try to bind the PCs to their will. These adversaries appear at Close range of a PC, then one immediately takes the spotlight. Why do these creatures stay here among the ruins? Are they unwilling or unable to resurrect this once-prosperous civilization?

高档赌场 UPSCALE CASINOUPSCALE CASINOT3 社交Social
难 16

高档赌场 UPSCALE CASINO

位阶 3 社交

一座灯火辉煌的赌场,富商与贵族在这里挥霍家产。

难度: 16

趋向: 让头奖近在眼前却总差一步,用排场晃花他们的眼,拿捏他们的弱点

潜在敌人: 自动化安保(宝库守护者)、赌徒(交际花、商业大亨、低阶贵族、间谍)

特性

  • 浮华魅力 Glitz & Glamor - 被动: 这个地方震撼的景象,甚至能让最见多识广的顾客都为之着迷。身处此地时,所有玩家角色因赌场员工或常客引发的反应掷骰都带有劣势。

    这间赌场的排场究竟妙在哪里?它们是真有魔力,还是只是把凡俗奇观推到了不可能的极致?

  • 好运眷顾勇者 Fortune Favors the Bold - 被动: 每长休一次,玩家角色可以任意下注金币:先说明想押多少,再掷希望骰。结果为 7 或更高时,玩家角色赢得等额金币,金钱翻倍;结果为 6 或更低时,输光一切。

    玩家角色会选什么游戏?这家赌场有什么自己的规则?除了金币,玩家角色还愿意拿什么来赌博?

  • 庄家通吃 The House Always Wins - 反应: 当敌人的掷骰失败时,你可以花费 1 恐惧点把这次失败改成成功。

    这地方是被某种不可能的财运眷顾,还是有东西诅咒每一个踏进大门的人?

  • 自动化安保 Automated Security - 反应: 当玩家角色试图在赌场作弊并失败时,其会触发赌场的机械安保系统,必须标记 1 压力点。你获得 1 恐惧点,每有一名玩家角色,则召唤一个宝库守卫典狱长和一个宝库守卫炮台,然后再额外召唤一名宝库守卫哨兵。所有敌人出现在玩家角色的远距离范围内,然后宝库守卫哨兵立即获得聚焦。

    是谁造了这些机器?它们为什么比活人更好用?

  • 魔鬼游乐场 The Devil’s Playground - 反应: 若玩家角色击败赌场的自动化安保,或带着偷来的赢钱试图离开,你可以花费数量与玩家角色人数相等恐惧点召唤赌场的真正主人——贪婪恶魔——到一名玩家角色的近距离范围内某处。恶魔立即获得聚焦,并不惜一切代价堵住队伍的退路。

    恶魔之前是如何掩盖自己影响的?赌场本身又会发生什么变化来显露真面目?

UPSCALE CASINO

Tier 3 Social

A glittering gambling hall where well-heeled merchants and nobles come to fritter away their fortunes.

Difficulty: 16

Impulses: Dangle the jackpot just out of reach, dazzle them with spectacle, prey on their vices

Potential Adversaries: Automated Security (Vault Guardians), Gamblers (Courtesan, Merchant Baron, Petty Noble, Spy)

FEATURES

Glitz & Glamor - Passive: The overwhelming spectacle of this place can entrance even the most jaded patron. While here, all PCs have disadvantage on reaction rolls caused by a staff member or regular patron of the casino. What’s so wondrous about the casino’s trappings? Are they truly magical in nature or merely mundane wonders taken to an impossible extreme? Fortune Favors the Bold - Passive: Once per long rest, a PC can gamble any amount of gold by stating how much they want to wager and rolling their Hope Die. On a result of 7 or higher, the PC wins an equal amount, doubling their money. On a result of 6 or lower, they lose it all. What game does the PC choose to play? What house rules does this casino have? Is there anything besides gold the PCs are willing to risk? The House Always Wins - Reaction: When an adversary fails a roll, you can spend a Fear to make it a success instead. Is this place blessed with impossible fortune, or does something curse anyone who steps through its doors? Automated Security - Reaction: When a PC attempts to cheat at a game in the casino and fails, they must mark a Stress as they activate the casino’s mechanical security detail. Gain a Fear and summon one Vault Guardian Gaoler and Turret for each PC, plus a Vault Guardian Sentinel. All adversaries appear within Far range of the PCs, and the Vault Guardian Sentinel immediately takes the spotlight. Who built these machines? Why are they preferable to living beings? The Devil’s Playground - Reaction: If the PCs defeat the casino’s automated security or try to leave with stolen winnings, you can spend an amount of Fear equal to the number of PCs to summon the casino’s true owner, a Demon of Avarice, within Close range of a PC. The Demon is immediately spotlighted and bars the party’s exit at all costs. How did the demon mask their influence until now? How does the casino itself change to reveal its true nature?

火山喷发 VOLCANIC ERUPTIONVOLCANIC ERUPTIONT3 事件Event
难 16

火山喷发 VOLCANIC ERUPTION

位阶 3 事件

炽热与熔岩喷涌而出,只留下一片焦黑荒芜。

难度: 16

趋向: 制造周围一片恐慌、切断退路、孤立、逼他们争相逃命、拆散队伍

潜在敌人: 元素火花、熔岩元素(高阶土元素)、火山巨龙

特性

  • 不稳地面 Unstable Ground - 被动: 这里的地面高低不平,随时可能塌陷,而且不断变动。玩家角色若敏捷掷骰失败而无法移动,必须标记 1 生命点,并暂时处于束缚状态。

    冷却的熔岩里,玩家角色看到了什么奇怪的形状和颜色?住在附近的人如何在湿滑发亮的表面上站稳脚步?

  • 猛烈喷发 Violent Eruption - 动作: 花费 1 恐惧点让地面在你选择的一点喷发,熔岩冲天而起并向四周蔓延。该点邻近范围内的所有目标失去 1 希望点,并受到 3d8+3 物理伤害。喷发点邻近范围内的区域在场景结束前变成熔岩。任何生物进入或穿过熔岩,都会受到 3d8+3 物理伤害。场景结束前,你可以花费 1 恐惧点将熔岩区域扩大一级(例如从邻近范围到近距离范围,或从近距离范围到远距离范围)。

    是什么让熔岩看起来像活物?玩家角色如何预判它的动向?

  • 排放毒气 Vent Toxic Gas - 动作: 花费 1 恐惧点在你选择的一点打开裂缝,喷出毒气,形成笼罩远距离范围内一切的毒云。在毒云内时,玩家角色必须启动一个空气供应倒计时来追踪自己的空气余量。起始值等于 3 + 其位阶,每当其执行一次动作时,推进倒计时。如果玩家角色动作掷骰失败或掷出恐惧,你可以使用一次游戏主持人行动额外推进他们的倒计时。如果这次掷骰是恐惧失败,则可以改为推进两次。倒计时归零后,玩家角色只要还在毒云内执行动作,就必须标记 1 压力点,直到逃出毒云。

    你会看到什么迹象,表明毒气存在?吸入毒气的玩家角色嘴里会留下什么味道?

VOLCANIC ERUPTION

Tier 3 Event

An explosion of heat and molten rock that leaves behind only charred desolation.

Difficulty: 16

Impulses: Create panic all around, cut off the exits, isolate, make them scramble for safety, split the party

Potential Adversaries: Elemental Spark, Lava Elemental (Greater Earth Elemental), Volcanic Dragon

FEATURES

Unstable Ground - Passive: The ground here is uneven, prone to collapse, and constantly shifting. PCs who fail an Agility Roll to move must mark a HP and are temporarily Restrained. What strange shapes and colors do the PCs see in the cooled lava? How do the people who live nearby keep their footing on the slick, shiny surface? Violent Eruption - Action: Spend a Fear to have the ground erupt at a point of your choice, spewing lava into the air and spreading it along the ground. All targets within Very Close range of that point lose a Hope and take 3d8+3 physical damage. The area within Very Close range of the eruption point becomes lava until the end of the scene. A creature who moves into or through the lava takes 3d8+3 physical damage. Until the end of the scene, you can spend a Fear to expand the lava area by one step (such as Very Close to Close or Close to Far). What makes the lava seem alive? How can the PCs predict its behavior? Vent Toxic Gas - Action: Spend a Fear to open a fissure that belches out toxic gas at a point of your choice, creating a cloud that blankets everything within Far range. While inside the cloud, a PC must track their air supply with an Air Supply Countdown. Its starting value is equal to 3 + their tier, and it ticks down when they take an action. If a PC fails an action roll or rolls with Fear, you can use a GM move to tick down their countdown an additional time. If the roll is a failure with Fear, you can tick it down twice instead. Once the countdown ends, a PC must mark a Stress whenever they take an action within the gas until they escape the cloud. What signs do you see to indicate the presence of toxic gas? What taste lingers in the mouths of the PCs who inhale the gas?

位阶 4Tier 48–10 级level(s)8

混沌界域 CHAOS REALMCHAOS REALMT4 险境Traversal
难 20

混沌界域 CHAOS REALM

位阶 4 险境

一个危险的异空间,现实法则在这里破碎且扭曲。

难度: 20

趋向: 否定确定性,吞噬力量,违背逻辑

潜在敌人: 异界邪物(异界憎恶体,异界腐曜体,异界仆从)

特性

  • 无理构造 Impossible Architecture - 被动: 上是下,下是右,右是星空之上。重力和方向在不断变动,任何穿越该界域的尝试都将是一场艰难的跋涉,使用一项进展倒计时(8)。每当检定失败,除了掷骰的其它后果外,玩家角色还需要额外标记 1 压力点。

    在一个与凡人界域如此大相径庭的空间内移动是一种怎样的感觉?你通过凝视什么地标或特异点来保持平衡?你在旅途中经过了那些奇异的地点?

  • 此地将夺走你之所以是你的一切 Everything You Are This Place Will Take from You - 动作: 倒计时(循环 1d4 )。启动倒计时,而当其最终触发后,所有玩家角色必须成功通过一次风度反应掷骰,否则其最高的属性值将暂时降低 1d4 ,其可以选择标记同等数量的压力点来避免属性值的降低。当玩家角色关键成功或逃离混沌界域后,失去的属性值将恢复。

    此地是如何试图偷走那些令你成为传奇的事物的?当力量从体内被剥离,你有怎样的感觉?

  • 解离 Unmaking - 动作: 花费 1 恐惧点迫使一名玩家角色进行一次力量反应掷骰。检定失败时,其将受到 4d10 直接魔法伤害。成功时,其必须标记 1 压力点。

    当此地试图解离你的存在时,你瞥见了其它世界的什么片段?这场解离试图抹去你存在中哪些核心元素?

  • 异界捕食者 Outer Realms Predators - 动作: 花费 1 恐惧点召唤一头异界憎恶体、一头异界腐曜体、以及 2d6 头异界仆从,它们将无视逻辑与因果,凭空出现在一名被选定玩家角色的近距离范围。立刻聚焦这些敌人中的一个,你还可以花费 1 额外恐惧点令该敌人的普通攻击自动成功。

    这些邪物在追猎鲜活血肉时,排泄了哪些残破世界的消化残余?在直面那无疑恶意的间隙,你是否窥见了其曾也有人性的支离倒影?

  • 现实迷失 Disorienting Reality - 反应: 在出现恐惧结果时,你可以要求玩家角色描述该混沌界域唤醒了其内心的哪些恐惧,而这恐惧将瓦解其之所以存在的根基与锚点,现实将扭曲并在玩家角色的内心呈现出背离的幻象。玩家角色失去 1 希望点,如果这是其最后的 1 希望点,你获得 1 恐惧点。

    玩家角色看到了哪一个时刻?若它是一段关于曾经的记忆,此地由如何扭曲了它?想要保持记忆的真实性不被扭曲有多困难?

CHAOS REALM

Tier 4 Traversal
Difficulty: 20

Impulses: Annihilate certainty, consume power, defy logic

Potential Adversaries: Outer Realms Monstrosities (Abomination, Corruptor, Thrall)

An otherworldly space where the laws of reality are unstable and dangerous.

FEATURES

Impossible Architecture - Passive: Up is down, down is right, right is starward. Gravity and directionality themselves are in flux, and any attempt to move through this realm is an odyssey unto itself, requiring a Progress Countdown (8). On a failure, a PC must mark a Stress in addition to the roll’s other consequences. What does it feel like to move in a space so alien to the Mortal Realm? What landmark or point do you fixate on to maintain your balance? What bizarre landmarks do you traverse on your journey?

Everything You Are This Place Will Take from You - Action:

Countdown (Loop 1d4). Activate the countdown. When it triggers, all PCs must succeed on a Presence Reaction Roll or their highest trait is temporarily reduced by 1d4 unless the y mark a number of Stress equal to its value. Any lost trait points are regained if the PC critically succeeds or escapes the Chaos Realm. How does this place try to steal from you that which makes you legendary? What does it feel like to have this power taken from you? Unmaking - Action: Spend a Fear to force a PC to make a Strength Reaction Roll. On a failure, they take 4d10 direct magic damage. On a success, they must mark a Stress. What glimpse of other worlds do you catch while this place tries to unmake you? What core facet of your personality does the unmaking try to erase? Outer Realms Predators - Action: Spend a Fear to summon an Outer Realms Abomination, an Outer Realms Corruptor, and 2d6 Outer Realms Thralls, who appear at Close range of a chosen PC in defiance of logic and causality. Immediately spotlight one of these adversaries, and you can spend an additional Fear to automatically succeed on that adversary’s standard attack. What half-consumed remnants of the shattered world do these monstrosities cast aside in pursuit of living flesh? What jagged reflections of former personhood do you catch between moments of unquestioning malice? Disorienting Reality - Reaction: On a result with Fear, you can ask the PC to describe which of their fears the Chaos Realm evokes as a vision of reality unmakes and reconstitutes itself to the PC. The PC loses a Hope. If it is their last Hope, you gain a Fear. What moment do they see? If it’s a memory, how is it warped by this place? How hard will it be to hold on to the real memory?

汇聚城,门户之都 CONVERGENCE, CITY OF PORTALSCONVERGENCE, THE CITY OF PORTALST4 社交Social
难 20

汇聚城,门户之都 CONVERGENCE, CITY OF PORTALS

位阶 4 社交

一座位于创世枢纽的庞大都市,来自各界域的有势之人汇聚于此。

难度: 20

趋向: 用异域风俗冲击他们,用无穷变化令他们目眩,用不可能之事引诱他们

潜在敌人: 权力玩家(至高死灵师、恶魔领主贝祖格、火焰泰坦督军、上位神使、君主、末日神谕者、吸血鬼领主)、旅人与居民(任意)

特性

  • 不可能之事比比皆是 Impossibilities Abound - 被动: 汇聚城是众神、怪物、异星来客和形形色色跨维度旅人的交汇之地。凡人的生死通常不在这些存在的关心范围内,因此玩家角色在动作掷骰中影响他们时具有劣势,除非他们握有对抗这些存在的筹码,或知道这些非玩家角色在乎什么。

    如今城中由哪类存在掌权?他们奉行怎样古怪的风俗?哪位玩家角色最被这些风俗搞得困惑或冒犯,哪位玩家角色又把它们当成了自己的规矩?

  • 深入多元宇宙 Into the Multiverse - 被动: 汇聚城有通往每个存在界域的门户或门扉。

    队伍想去哪里(或哪个时代)?那扇门在哪里,谁控制着那片区域?

  • 无尽库存 Infinite Inventory - 被动: 只要找得到,这座城市能解决任何问题。想要寻找某件神奇物品的玩家角色,可以在城市的泛维度市集进行本能或风度掷骰来找到它。

    • 关键成功: 玩家角色找到了完美物品,持有它的商人只想要一件玩家角色觉得无足轻重的东西作为交换。
    • 希望成功: 玩家角色找到了完美物品,可以用等值之物交换。
    • 恐惧成功: 玩家角色找到了完美物品,但持有它的商人只肯用它交换一件队伍目前给不起……但以后也许给得起的东西。
    • 任何失败: 玩家角色必须标记 1 压力点,因为这场白费功夫的追寻到头来一无所获。玩家角色可以额外标记 1 压力点,把这个结果改成恐惧成功。
      谁拿着队伍需要的东西?他们想要什么作为回报?
  • 别兴风作浪 Don’t Make Waves - 被动: 倒计时(6)。由于汇聚城里一切皆有可能,这座城市维持着一套迷宫般的官僚体系,为各界域之间的交易和往来颁布并执行法令。队伍抵达汇聚城时启动倒计时。当玩家角色做出扰乱城市脆弱政治平衡的事,倒计时就推进。倒计时触发时,玩家角色处于被通缉状态,直到他们在当局面前洗清罪名。当被通缉的玩家角色掷出恐惧结果时,你可以召唤 1d4 名时空执法者,他们出现在邻近范围内,立即获得聚焦,并试图逮捕队伍。

    队伍做了什么(或计划做什么),引来城市官员的注意和怒火?他们要如何解决自己惹出的麻烦?

  • 无法拒绝的提议 An Offer You Can’t Refuse - 动作: 汇聚城盘踞着彼此敌对、关系脆弱的派系网络。花费 1 恐惧点让其中一个派系向队伍提出一个简单解决方案,换取队伍的效忠。如果队伍拒绝,每名玩家角色都必须标记 1 压力点,而且日后不能再向该派系求助。

    哪个派系向队伍伸出支持之手?他们想让队伍对抗谁?

CONVERGENCE, THE CITY OF PORTALS

Tier 4 Social

A sprawling metropolis at the nexus of creation, where influential figures from across the realms gather.

Difficulty: 20

Impulses: Confront them with alien customs, dazzle them with infinite variety, tempt them with the impossible

Potential Adversaries: Power Players (Arch-Necromancer, Demon Lord Berzug, Fire Titan Warlord, High Seraph, Monarch, Oracle of Doom, Vampire Lord), Travelers and Residents (Any)

FEATURES

Impossibilities Abound - Passive: Convergence is a nexus of gods, monsters, aliens, and all manner of dimension-hoppers. Because mortal life is generally beneath these beings’ concern, PCs have disadvantage on action rolls to influence them unless they have leverage against them or know what the NPC cares about. What manner of being currently holds sway in the city? What strange customs do they practice? Which PC is most confused or offended by them, and which PC adopts these customs as their own? Into the Multiverse - Passive: The city of Convergence has a portal or door to every realm of existence. Where (or when) does the party want to go? Where is that portal located, and who controls that area? Infinite Inventory - Passive: This city has the solution to any problem, if you can find it. A PC seeking a particular item with wondrous properties can make an Instinct or Presence Roll to find it in the city’s pandimensional marketplace.

  • Critical Success: The PC finds the perfect item, and the merchant who has it only wants something the PC considers inconsequential in exchange.
  • Success with Hope: The PC finds the perfect item and can exchange something of equal value for it.
  • Success with Fear: The PC finds the perfect item, but the merchant who has it will only exchange it for something the party can’t give them... yet.
  • Any Failure: The PC must mark a Stress as they go on a wild goose chase but come up empty-handed. The PC can mark an additional Stress to change this result into a success with Fear. Who has the item the party needs? What do they want in return? Don’t Make Waves - Passive: Countdown (6). Because anything is possible in Convergence, the city maintains a labyrinthine bureaucracy that issues and enforces ordinances regarding all exchanges and interactions between the realms. When the party arrives in Convergence, activate the countdown. It ticks down when a PC does something that upsets the city’s delicate political equilibrium. When it triggers, the PCs become Wanted until they clear their names with the authorities. When a Wanted PC rolls with Fear, you can summon 1d4 Temporal Enforcers who appear within Very Close range, immediately take the spotlight, and try to apprehend the party. What has the party done (or what do they plan to do) that draws the attention and ire of the city offi cials? How can they fix the problem they caused? An Offer You Can’t Refuse - Action: Convergence is home to a tenuous network of rival factions. Spend a Fear to have one of them present the party with an easy solution to a difficult problem in exchange for their allegiance. If the party refuses, each PC must mark a Stress, and they can’t turn to that faction for help in the future. Which faction offers the party their support? Who do they want the party to act against?
篡夺神位 DIVINE USURPATIONDIVINE USURPATIONT4 事件Event
难 20

篡夺神位 DIVINE USURPATION

位阶 4 事件

一场旨在突破圣辉上界之门、推翻新神统治的大型仪式。

难度: 20

趋向: 集聚力量,施加威慑,压服异见

潜在敌人: 至高死灵师,堕天突击兵,命定猎手,末日神谕者,完化丧尸

特性

  • 最后的准备 Final Preparations - 被动: 当该环境首次获得聚焦时,指定一名敌人作为试图推翻众神的篡位者。激活一项长期倒计时(8),表示篡位者正在筹备该篡位仪式所需的一切。当倒计时最终触发时,聚焦该环境并使用“诸神黄昏”特性。只要该环境仍处于生效状态,你就可以持有至多 15 恐惧点。

    篡位者还需要准备什么:一颗上位神使之心?一枚远古传送门的导引石?两位宿敌的效忠?一滴纯洁灵魂的心碎之泪?

  • 神圣祝福 Divine Blessing - 被动: 当一名玩家角色关键成功时,其可以花费 2 希望点来刷新一个通常而言有使用次数限制(例如每次休息一次和每场游戏一次)的能力。

    当你对抗这场篡位阴谋时,是哪位神祇在眷顾着你?你重获的力量有何种特别的显现?

  • 亵渎之众 Defilers Abound - 动作: 花费 2 恐惧点,在篡位者的近距离范围内召唤 1d4+2 名堕天突击兵,协助他开展神力围猎。同时,立刻聚焦堕天突击兵并使用一次“群体攻击”动作。

    这群突击兵效忠于哪位上位堕落者?他们渴望吞噬哪位神祇的血肉?

  • 弑神者 Godslayer - 动作: 在神力围猎倒计时(详见“诸神黄昏”)被触发后,你可以花费 3 恐惧点描述篡位者是如何杀死一位圣辉上界的神祇,并吞噬祂的力量来强化自身。篡位者恢复 2 HP,提高其难度、伤害、攻击加值,或从被弑杀的神祇那里夺取一个新特性。

    是哪位神祇迎来了祂的终局?其遗言是什么?篡位者所篡夺的新神力是如何显现的?

  • 诸神黄昏 Beginning of the End - 反应: 当“最后的准备”长期倒计时被最终触发时,代表着篡位者开始猛攻圣辉上界的门扉。激活一项神力围猎倒计时(10),聚焦篡位者,描述祂是如何攻击的,并将倒计时计数下调 1 点。当篡位者受到重度或更严重的伤害时,将倒计时计数上调 1 点。当神力围猎倒计时被最终触发时,代表着篡位者已经彻底粉碎了凡人界域与圣辉上界之间的屏障,祂屠戮了众神并成功取而代之。你获得等同于篡位者尚未被标记的生命点数量的恐惧点。你可以立刻进行一次额外的游戏主持人行动:使用一次“弑神者”特性且无需花费任何恐惧点。

    当自然秩序被摧毁,凡人界域发生了怎样的扭曲?哪些凡人从远处目睹了这场莫大的亵渎?

  • 仪式联结 Ritual Nexus - 反应: 在对抗篡位者时,任何恐惧失败都会使玩家角色因魔力的反噬而标记 1d4 压力点。

    当你功亏一篑时,过往的哪些失败如影随形地折磨着你?这些记忆是如何因篡位者的存在而被扭曲的?

DIVINE USURPATION

Tier 4 Event
Difficulty: 20

Impulses: Collect power, overawe, silence dissent

Potential Adversaries: Arch-Necromancer, Fallen Shock Troops, Mortal Hunter, Oracle of Doom, Perfected Zombie

A massive ritual designed to breach the gates of the Hallows Above and unseat the New Gods themselves.

FEATURES

Final Preparations - Passive: When the environment first takes the spotlight, designate one adversary as the Usurper seeking to overthrow the gods. Activate a Long-Term Countdown (8) as the Usurper assembles what they need to conduct the ritual. When it triggers, spotlight this environment to use the “Beginning of the End” feature. While this environment remains in play, you can hold up to 15 Fear. What does the Usurper still require: The heart of a High Seraph? The lodestone of an ancient waygate? The loyalty of two archenemies? The heartbroken tears of a pure soul? Divine Blessing - Passive: When a PC critically succeeds, they can spend 2 Hope to refresh an ability normally limited by uses (such as once per rest, once per session). What god favors you as you fight against this usurpation? How does your renewed power reflect their influence? Defilers Abound - Action: Spend 2 Fear to summon 1d4+2 Fallen Shock Troops that appear within Close range of the Usurper to assist their divine siege. Immediately spotlight the Shock Troops to use a “Group Attack” action. Which High Fallen do these troops serve? Which god’s flesh do they wish to feast upon? Godslayer - Action: If the Divine Siege Countdown (see “Beginning of the End”) has triggered, you can spend 3 Fear to describe the Usurper slaying one of the gods of the Hallows Above, feasting upon their power and growing stronger. The Usurper clears 2 HP. Increase their Difficulty, damage, attack modifier, or give them a new feature from the slain god. Which god meets their end? What are their last words? How does the Usurper’s new stolen power manifest? Beginning of the End - Reaction: When the “Final Preparations” long-term countdown triggers, the Usurper begins hammering on the gates of the Hallows themselves. Activate a Divine Siege Countdown (10). Spotlight the Usurper to describe the Usurper’s assault and tick down this countdown by 1. If the Usurper takes Major or greater damage, tick up the countdown by 1. When it triggers, the Usurper shatters the barrier between the Mortal Realm and the Hallows Above to slay the gods and take their place. You gain a Fear for each unmarked HP the Usurper has. You can immediately use the “Godslayer” feature without spending Fear to make an additional GM move. How does the Mortal Realm writhe as the natural order is violated? What mortals witness this blasphemy from afar? Ritual Nexus - Reaction: On any failure with Fear against the Usurper, the PC must mark 1d4 Stress from the backlash of magical power. What visions of failures past torment you as your efforts fall short? How are these memories twisted by the Usurper?

月之王国 MOON KINGDOMMOON KINGDOMT4 探索Exploration
难 20

月之王国 MOON KINGDOM

位阶 4 探索

一座神秘、发光、与世隔绝的失落月之王城废墟,回响着被遗忘的魔法与古老科技。

难度: 20

趋向: 模糊梦境与现实之间的界限,让意识像潮水一样起落,低语古老奢华的余音

潜在敌人: 本地动物群(隐秘飞蛾、幽浮)、月之女王之灵(至高死灵师)、复醒遗物(构装体、宝库守护者)

特性

  • 梦境氛围 Dreamlike Atmosphere - 被动: 月之王国中的一切都如梦似幻、轻飘飘的。轻轻一跃便能飞出很远,声音也变得朦胧。空气中弥漫着彩虹色的晶尘,会随思绪或情绪流动,也许还记录着过去的记忆或未来的幻象。每场景一次,玩家角色可以进行一次本能掷骰来读取过往事件留下的心灵印记。

    这里弥漫着怎样缥缈的气味或感觉?这种氛围又如何影响玩家角色之间的互动?

  • 寂静遗迹 Silent Ruins - 被动: 首都高耸的银蓝色建筑完好无损,但外墙上爬满了会发光的植物;这些植物随着月相的节律明灭。成功通过灵巧掷骰的玩家角色可以采下一株月植而不对其造成损伤。吃下一株或更多新鲜月植的玩家角色,其施法掷骰获得 +1 加值,直到下次长休。

    这些月植看起来像凡间的什么植物?尝起来是什么味道,又会给食用者带来怎样的身体变化?

  • 月相观星仪 Lunar Astrologium - 被动: 都城最高塔的顶端有一台能回放历史的水晶梦境机器。成功通过知识掷骰的玩家角色可以修好它。机器修好后,成功通过风度掷骰的玩家角色可以操作它,了解月之王国兴衰的历史。

    • 关键成功:玩家角色获得关于月之王国关键事件与关键人物的清晰信息,并获得 1d4 希望点,可以分给与自己分享幻象的玩家角色。
    • 希望成功:玩家角色获得关于月之王国关键事件与关键人物的清晰信息。
    • 任何掷出恐惧结果:玩家角色会看到与王国灾难性结局相关的短暂闪光与感受。若这次掷骰是失败,玩家角色受到 4d10+5 点魔法伤害,幻象冲击其心灵。
      这台机器长什么样,又是如何运作的?玩家角色会了解到月之王国的哪些历史?
  • 月之女王之墓 The Moon Queen’s Tomb - 反应: 月之王国最后一位君主的遗体保存在城堡深处的月光石棺材中。在探查她的房间的行动中掷出恐惧结果时,她充满怨气的幽影会苏醒并袭击队伍。在棺旁召唤月之女王之灵(至高死灵师),并立即聚焦她。

    是谁将她葬在这里,为什么?她能复活吗,还是摧毁她的幽影才是唯一的出路?

MOON KINGDOM

Tier 4 Exploration

The mysterious, luminous, and isolated ruins of a long-lost lunar kingdom that echoes with forgotten magic and ancient technology.

Difficulty: 20

Impulses: Blur the line between dream and reality, let consciousness ebb and flow like the tide, whisper echoes of ancient opulence

Potential Adversaries: Local Fauna (Cryptimoths, Yufos), Moon Queen’s Spirit (Arch-Necromancer), Reawakened Relics (Constructs, Vault Guardians)

FEATURES

Dreamlike Atmosphere - Passive: Everything in the Moon Kingdom feels dreamlike and floaty. A leap carries you far, and the sound is muted. The air is full of an iridescent crystalline dust that shifts in response to thoughts or emotions and might record memories of the past or visions of the future. Once per scene, a PC can make an Instinct Roll to read the psychic impressions left by past events. What ethereal scents or sensations do the PCs experience? How does the atmosphere affect the interactions between them? Silent Ruins - Passive: The towering silver and blue architecture of the capital is undamaged but overgrown with bioluminescent flora that pulses in time with the lunar tides. A PC who succceeds on a Finesse Roll can harvest a moon plant without killing it. A PC who eats one or more living moon plants gains a +1 bonus to Spellcast Rolls until their next long rest. What earth flora do these moon plants look like? What do they taste like, and how do they affect the eater physically? Lunar Astrologium - Passive: Atop the highest tower in the capital city sits a crystal dream machine that can replay history. A PC who succeeds on a Knowledge Roll can repair the machine. Once the machine is repaired, a PC who succeeds on a Presence Roll can operate it to learn the history of the Moon Kingdom’s rise and fall.

  • Critical Success: The PC receives clear information about key events and figures in the Moon Kingdom’s history and gains 1d4 Hope, which they can distribute among PCs they share their visions with.
  • Success with Hope: The PC receives clear information about key events and figures in the Moon Kingdom’s history.
  • Any roll with Fear: The PC receives brief flashes and sensations related to the kingdom’s cataclysmic end. If the roll was a failure, the PC takes 4d10+5 magic damage as the visions assault their psyche. What does this machinery look like, and how does it work? What do the PCs learn about the Moon Kingdom’s history? The Moon Queen’s Tomb - Reaction: The Moon Kingdom’s final ruler has been preserved in a selenite coffin deep within the citadel. On a roll with Fear to investigate her chamber, her baleful shade awakens and attacks the party. Summon the Moon Queen’s Spirit (Arch-Necromancer) next to her coffin and immediately spotlight her. Who buried her here, and why? Can she be resurrected, or is destroying her spirit the only path forward?
帝国宫廷 IMPERIAL COURTIMPERIAL COURTT4 社交Social
难 20

帝国宫廷 IMPERIAL COURT

位阶 4 社交

宏伟帝国的恢弘辖地,那剥削来的珍宝装点着此地的每一个角落。

难度: 20

趋向: 维护并延续帝国统治,用权力与财富的承诺收买对手

潜在敌人: 持刃警卫,交际花,王国骑士,君主,间谍

特性

  • 条条大路通此地 All Roads Lead Here - 被动: 当身处帝国宫廷时,玩家角色若采取不符合帝国生活方式或反对帝国统治的行为,其风度掷骰将处于劣势。

    当权者如何通过掌握话语的定义权来限制民众探讨其它生活方式的可能?效忠帝国会有哪些显而易见的好处,使得寻求其它出路变得困难重重?

  • 诸侯倾轧 Rival Vassals - 被动: 玩家角色可在宫廷中遭遇帝国臣民、封臣与请愿者,他们或争宠献媚,或交易忠诚换取特权,不择手段提升地位。有人不择手段地暗中构陷政敌,亦有人近乎公开地讨论那些几乎算得上叛国的思想。

    这些人从附庸关系中获得了什么,又付出了何种代价?怎样的压迫会让他们甘愿对抗几乎不可战胜的帝国机器?

  • 帝国引力 The Gravity of Empire - 动作: 花费 1 恐惧点,向一个玩家角色抛出一个绝佳的机遇或招揽:只要服从或支持帝国,就能实现某个重要目标。目标必须立即进行一次风度反应掷骰。若检定失败,其必须接受招揽或标记 全部 压力点以拒绝;若已无压力点可标记,其必须接受招揽或自我放逐离开帝国。若检定成功,其也仍需标记 1d4 压力点 作为抵抗诱惑的代价。

    玩家角色究竟渴求什么,竟不惜与残暴的帝国合流?帝国爪牙又如何洞悉了他们内心最深的欲望?

  • 敕令昭告 Imperial Decree - 动作: 花费 1 恐惧点,将一项涉及帝国议程的长期倒计时下调 1d4 点。若该倒计时因此被触发,有关诏书将在朝堂颁布,意味着其中的计划将得到正式启动。

    执行这项计划需要动用何种武力,或是为此输送多少财物?为了实现这项计划,什么人的生活将发生剧烈的变动甚至被彻底颠覆?

  • 无孔不入 Eyes Everywhere - 反应: 当掷出恐惧结果时,你可花费 1 恐惧点让忠于帝国的眼线窃听到帝国宫廷中的谋逆言论。一名玩家角色必须成功通过一次本能反应掷骰才能察觉到队伍已经被窃听,此后角色们才能尝试赶在阴谋败露前拦截间谍。

    帝国究竟掌握了这位眼线的什么把柄?为何即便遭受不公,他们的第一反应仍是维护帝国的利益?

IMPERIAL COURT

Tier 4 Social
Difficulty: 20

Impulses: Justify and perpetuate imperial rule, seduce rivals with promises of power and comfort

Potential Adversaries: Bladed Guard, Courtesan, Knight of the Realm, Monarch, Spy

The majestic domain of a powerful empire, lavishly appointed with stolen treasures.

FEATURES

All Roads Lead Here - Passive: While in the Imperial Court, a PC has disadvantage on Presence Rolls made to take actions that don’t fit the imperial way of life or support the empire’s dominance. How does the way language is used make even discussing alternative ways of living diffi cult? What obvious benefits for loyalty create friction when you try to discuss alternatives? Rival Vassals - Passive: The PCs can find imperial subjects, vassals, and supplicants in the court, each vying for favor, seeking proximity to power, exchanging favors for loyalty, and elevating their status above others’. Some might be desperate to undermine their rivals, while others might even be open to discussions that verge on sedition. How do they benefit from vassalage, and what has it cost them? What exploitation drives them to consider opposing the unstoppable? The Gravity of Empire - Action: Spend a Fear to present a PC with a golden opportunity or offer to satisfy a major goal in exchange for obeying or supporting the empire. The target must make a Presence Reaction Roll. On a failure, they must mark all their Stress or accept the offer. If they have already marked all their Stress, they must accept the offer or exile themselves from the empire. On a success, they must mark 1d4 Stress as they’re taxed by temptation. What do the PCs want so desperately they might consider throwing in with this ruthless power? How did imperial agents learn the PC’s greatest desires? Imperial Decree - Action: Spend a Fear to tick down a long-term countdown related to the empire’s agenda by 1d4. If this triggers the countdown, a proclamation related to the agenda is announced at court as the plan is executed. What display of power or transfer of wealth was needed to expedite this plan? Whose lives were disrupted or upended to make this happen? Eyes Everywhere - Reaction: On a result with Fear, you can spend a Fear to have someone loyal to the empire overhear seditious talk within the court. A PC must succeed on an Instinct Reaction Roll to notice that the group has been overheard so they can try to intercept the witness before the PCs are exposed. How has the empire compromised this witness? Why is their first impulse to protect the empire, even if doesn’t treat them well?

死灵师的埋骨堂 NECROMANCER’S OSSUARYNECROMANCER’S OSSUARYT4 探索Exploration
难 19

死灵师的埋骨堂 NECROMANCER’S OSSUARY

位阶 4 探索

一座淹没在尘埃中的地下墓穴,内有藏书室、蜿蜒曲折的回廊以及大量的石棺,到处溅洒着入侵者的不幸之血。

难度: 19

趋向: 令入侵者迷失,深究那些不该现世的禁忌知识,塑造不死生物,释放不死生物的洪流

潜在敌人: 至高死灵师的仆从(完化丧尸,丧尸军团)

特性

  • 生者禁地 No Place for the Living - 被动: 任何恢复生命点的特性或动作都必须花费 1 希望点才能使用。若其原本就需要花费希望点,则玩家角色必须额外再支付 1 希望点。

    在这与生命本质相悖的地点尝试疗伤,会是一种怎样的体验?

  • 千年典籍 Centuries of Knowledge - 被动: 玩家角色可以调查藏书室与实验室,并进行一次知识掷骰,从中获取与奥秘学识、当地历史及死灵师计划有关的信息。

    此处埋藏着哪些典籍,它们的书名是?死灵师正在进行什么实验项目,它的背后隐藏着怎样的阴谋?

  • 骸骨爆裂 Skeletal Burst - 动作: 你选定一个目标点,该点近距离范围内的所有目标必须成功通过一次敏捷反应掷骰,否则埋骨堂内飞溅的碎片将刺穿他们的血肉,并对他们造成 4d8+8 物理伤害。

    哪些古老的骸骨建筑因此损毁?什么样的碎骨扎入了你的盔甲?

  • 亡绝死气 Aura of Death - 动作: 每场景一次,投掷一次 1d4 。死灵师远距离范围内的所有不死生物都将恢复数值等同于该骰值的生命点与压力点。受影响的不死生物可自行决定该如何将骰值在生命点与压力点中分配。

    这股复苏能量有着怎样具象的显现?这些不死生物是看上去更加鲜活,还是说腐烂得更加彻底但也更加骇人?

  • 它们源源不断! They Just Keep Coming! - 动作: 花费 1 恐惧点,在一名被选定的玩家角色的近距离范围处召唤 1d6 头腐烂丧尸、两头完化丧尸、或一支丧尸军团。

    在成为死灵师的傀儡前,他们是谁?英雄们能否从它们身上辨认出其过往生命的残迹?

NECROMANCER’S OSSUARY

Tier 4 Exploration
Difficulty: 19

Impulses: Confound intruders, delve into secrets best left buried, manifest unlife, unleash a tide of undead

Potential Adversaries: Arch-Necromancer’s Host (Perfected Zombie, Zombie Legion)

A dusty crypt with a library, twisting corridors, and abundant sarcophagi, spattered with the blood of ill-fated invaders.

FEATURES

No Place for the Living - Passive: A feature or action that clears HP requires spending a Hope to use. If it already costs Hope, a PC must spend an additional Hope. What does it feel like to try to heal in a place so antithetical to life? Centuries of Knowledge - Passive: A PC can investigate the library and laboratory and make a Knowledge Roll to learn information related to arcana, local history, and the Necromancer’s plans. What are the names of the tomes? What project is the necromancer working on and what does it communicate about their plans? Skeletal Burst - Action: All targets within Close range of a point you choose in this environment must succeed on an Agility Reaction Roll or take 4d8+8 physical damage from skeletal shrapnel as part of the ossuary detonates around them. What ancient skeletal architecture is destroyed? What bones stick in your armor? Aura of Death - Action: Once per scene, roll a d4. Each undead within Far range of the Necromancer can clear HP and Stress equal to the result rolled. The undead can choose how that number is divided between HP and Stress. How does their renewed vigor manifest? Do they look more lifelike or, paradoxically, are they more decayed but vigorous? They Just Keep Coming! - Action: Spend a Fear to summon 1d6 Rotted Zombies, two Perfected Zombies, or a Zombie Legion, who appear at Close range of a chosen PC. Who were these people before they became the necromancer’s pawns? What vestiges of those lives remain for the heroes to see?

死者国度 REALM OF THE DEADREALM OF THE DEADT4 险境Traversal
难 20

死者国度 REALM OF THE DEAD

位阶 4 险境

一片看似无边无际的静水,没有色彩,也没有笑声。

难度: 20

趋向: 淹没在绝望中、汲取生命、诱人陷入无尽沉眠

潜在敌人: 任意(见“触死之民”)

特性

  • 阴郁之海 Sea of Gloom - 被动: 这个界域是一片无边无际的银色海洋,笼罩在灰暗阴霾中,看不见星辰,也看不见地平线。暗流不停地拉扯玩家角色的双腿,但力道轻得不足以扰动平坦如镜的水面。在此界域中导航的动作掷骰具有劣势。

    水面之下藏着什么危险?要如何找到这个无终世界的边缘?边缘之外又有什么?

  • 清醒的重负 The Burden of Wakefulness - 被动: 在这里不可能入睡。队伍休整时,每位玩家角色只能选择一项休整行动。

    在这里,什么念头让玩家角色无法入睡?他们要如何在不让自身陷入绝望的同时互相支持?

  • 触死之民 Death-Touched Denizens - 被动: 所有凡物在前往彼岸的旅途中都会经过这里,但逗留或徘徊不去者,会被阴霾扭曲、异变。队伍在此遭遇的任何敌人皆为褪色者。 描述它们在这里度过的时光如何把它们扭曲成比死亡更糟的东西。当玩家角色受到褪色者敌人攻击造成的伤害时,还必须标记 1 压力点。若有玩家角色在此地被击败,不会进行死亡行动,而是变成一名由游戏主持人操控的褪色者敌人。

    这些生物为什么不肯离去?阴霾把它们褪成的模样,有没有规律可循?

  • 死亡的寒意 The Chill of Death - 动作: 花费 1 恐惧点,迫使某位玩家角色进行风度反应掷骰,因为阴郁之海正在抽走他们血与骨中的暖意。失败则受到 4d10 点直接魔法伤害;成功时,必须标记 1 压力点。

    求生意志被硬生生抽走是什么感觉?你要如何在绝望中保持专注?

  • 断绝一切希望 Abandon All Hope - 反应: 在死者国度中,每当玩家角色花费希望点,就必须掷一枚 d6 。若结果为奇数,其必须额外花费 1 希望点,否则失去 已花费 希望点的效果。

    在这里,哪些悔恨啃噬着你的意识边缘?还有哪些记忆仍将你拴在凡间?

REALM OF THE DEAD

Tier 4 Traversal

A seemingly infinite expanse of still water without color or laughter.

Difficulty: 20

Impulses: Drown in despair, leech life, tempt into endless slumber

Potential Adversaries: Any (see “Death-Touched Denizens”)

FEATURES

Sea of Gloom - Passive: This realm is a boundless silver ocean blanketed in a gray gloom with no visible stars or horizon. The subtle current pulls inexorably at the PCs’ legs, but it’s too gentle to disturb the flat, mirrored surface of the water. Action rolls to navigate this realm have disadvantage. What dangers lie below the surface? How does one find the edge of a world without end, and what lies beyond it? The Burden of Wakefulness - Passive: It’s impossible to sleep here. When the party rests, each PC can choose only one downtime move. What thoughts keep the PCs awake here? How can they support one another without succumbing to hopelessness themselves? Death-Touched Denizens - Passive: All mortal creatures eventually pass through this place on their journey to the other side, but those who linger or wander become warped and mutated by the gloom. Any adversaries the party encounters here are Faded. Describe how their time here has warped them into something worse than dead. When a PC takes damage from a Faded adversary’s attack, they must also mark a Stress. If a PC is defeated here, they become a Faded adversary controlled by the GM instead of making a death move. Why do these creatures refuse to move on? Is there any pattern to the forms the gloom fades them into? The Chill of Death - Action: Spend a Fear to force a PC to make a Presence Reaction Roll as the Sea of Gloom leeches the warmth from their blood and bones. On a failure, they take 4d10 direct magic damage. On a success, they must mark a Stress. What does it feel like to have the will to live forcibly drained from you? How do you focus through the despair? Abandon All Hope - Reaction: When a PC spends Hope in the Realm of the Dead, they must roll a d6. On an odd result, they must spend an additional Hope or lose the benefit of the Hope they already spent. What regrets gnaw at the edge of your consciousness while you’re here? What memories still tether you to the Mortal Realm?

时光法庭 TIME COURTTIME COURTT4 事件Event
难 20

时光法庭 TIME COURT

位阶 4 事件

一名或多名玩家角色被强行从时间线上拽走,因破坏时空连续性而接受审判。

难度: 20

趋向: 查明真相,伸张正义,剥夺他们的力量

潜在敌人: 裁断者(君主)、陪审团(圣咏合唱团)、处刑者(时空执法者)

特性

  • 超脱时间 Out of Time - 被动: 这场审判发生在一个口袋维度中,不受其他界域影响。在这里,玩家角色不能使用自己的特性和能力。每位玩家必须把自己的领域卡牌放入宝库。

    这个口袋维度里,除了法庭还藏着什么?是什么力量维持着保护此地的宇宙屏障?

  • 陪审团审判 Trial by Jury - 被动: 庭审结束时,陪审团将投票决定无罪还是有罪。法庭宣布开庭后,先让控方陈述针对玩家角色的案情,并开始一个倒计时(9)。每当玩家角色进行动作掷骰时,倒计时便推进 1 点。倒计时触发时,玩家角色和游戏主持人各自掷骰自己的裁决骰。如果队伍的总结果不低于游戏主持人的总结果,陪审团便判他们无罪。

    哪些玩家角色会受审?他们被指控什么?如果被判有罪,可能面临什么惩罚?

  • 辩护律师 Counsel for the Defense - 被动: 玩家角色可以进行一次动作掷骰为自己辩护(例如用知识掷骰解释法律条文、用风度掷骰打动陪审团、或用本能掷骰指出控方案情中的漏洞)。成功时,队伍获得 1 枚 d6 裁决骰。若为关键成功,则获得 2 枚。若失败,控方反驳玩家角色的辩护,你获得 1 枚 d6 裁决骰。

    控方案情最薄弱之处在哪?队伍最有力的辩护是什么?

  • 公诉律师 Counsel for the Prosecution - 动作: 控方提出一项确凿的不利证据(例如目击证词、检测结果,或从案发现场取来的物证),你获得 1 枚 d6 裁决骰。玩家角色可以标记 1 压力点,用知识、本能或风度反应掷骰尝试反驳这项证据。成功时,队伍获得这枚裁决骰而不是你。若失败,你额外获得 1 枚 d6 裁决骰。

    谁主导控方?他们与时光议会是什么关系?这座法庭靠什么魔法或技术来展示和记录证据?

  • “肃静!” “Order in the Court!” - 反应: 当玩家角色试图武力逃跑或强行终结审判时,召唤一批时空执法者,数量与场景中的玩家角色人数相同,出现在近距离范围内,并立即聚焦其中一名。

    这座法庭的权威值得尊重吗?除了时光议会及其执法者的武力,还有什么能证明他们控制时间线的正当性?

TIME COURT

Tier 4 Event

One or more PCs are forcibly plucked from the timeline and put on trial for crimes against continuity.

Difficulty: 20

Impulses: Find the truth, mete out justice, nullify their powers

Potential Adversaries: Judge (Monarch), Jury (Hallowed Choir), Executioners (Temporal Enforcers)

FEATURES

Out of Time - Passive: The trial takes place in a pocket dimension that exists beyond the influence of the other realms. While here, PCs can’t use their features and abilities. Each player must put their Domain cards in their vault. What besides the courtroom resides in this pocket dimension? What powers maintain the universal barrier protecting this place? Trial by Jury - Passive: At the end of the proceedings, a jury votes whether to acquit or convict the party. When the court is called to order, have the prosecution present its case against the PCs and start a Countdown (9). It ticks down when a PC makes an action roll. When it triggers, the PCs and GM roll their Judgment Dice. If the party’s total result meets or exceeds the GM’s, the jury acquits them. Which PCs are put on trial? What are they accused of? What potential penalties would a guilty verdict bring? Counsel for the Defense - Passive: A PC can make an action roll to argue for their innocence (such as a Knowledge Roll to interpret the letter of the law, a Presence Roll to play on the jury’s emotions, or an Instinct Roll to point out holes in the prosecution’s case). On a success, the party gains a d6 Judgment Die. On a critical success, they gain two. On a failure, the prosecution rebuts the PC’s argument, and you gain a d6 Judgment Die. What is the weakest part of the prosecution’s case? What is the strongest part of the party’s defense? Counsel for the Prosecution - Action: The prosecution introduces a damning piece of evidence (such as an eyewitness testimony, test results, or a physical exhibit taken from the scene of the crime), and you gain a d6 Judgment Die. A PC can mark a Stress to attempt a rebuttal of the evidence with a Knowledge, Instinct, or Presence Reaction Roll. On a success, the party gains the Judgment Die instead of you. On a failure, you gain an additional d6 Judgment Die. Who leads the prosecution, and what is their relationship to the Time Council? What magic or technology does this court rely on to present and record evidence? “Order in the Court!” - Reaction: When the PCs attempt to escape or end the trial through force, summon a number of Temporal Enforcers equal to the number of PCs in the scene within Close range and immediately spotlight one. Is this court’s authority worthy of respect? What besides the might of the Time Council and its enforcers justifies their control over the timeline?

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