战役框架Campaign Frames

战役框架

战役框架提供了灵感、工具和机制来支持特定类型的叙事。

每个战役框架都有一个复杂度评级,用于表明其机制偏离或扩展《匕首之心》核心规则的程度。

每个战役框架都包含以下部分。

  • 供玩家参考的战役框架介绍
  • 基调、风格、主题以及灵感来源的建议和导览
  • 战役的背景概述
  • 针对特定社群、种族以及职业该如何融入战役设定的指导
  • 玩家和游戏主持人在战役期间需要铭记的准则
  • 战役的特色设定
  • 用于展开战役故事的可用楔子
  • 战役的特殊机制
  • 需要在“第零场”讨论的问题

不同战役框架的地图详见核心规则书附录或 www.daggerheart.com/downloads 。

秽野之息

当恣意妄为的国度将战火引向古老的森林神祇,蔓生无度的荒野如瘟疫般吞没了整片大地。

由Carlos Cisco、Rowan Hall 和 Spenser Starke设计

复杂度评级:••

简介

将这部分内容读给你的玩家听,向他们简要介绍本次战役。

泛威克曾是一片富饶祥和之地。尽管对不熟悉这里的人而言,它暗藏凶险,但对那些敬重自然法则的人来说,它绝对算得上丰饶之乡。然而,当安乡势力入侵这片荒野,并迫使大地进入永恒的春天后,一种被称为“秽野”的危险增殖现象开始爆发,如今已威胁到所有居住在这的人们。在秽野之息战役中,你们将扮演出身微末的平凡英雄,尽其所能地肩负起新的使命——从危机四伏的腐化中,拯救泛威克的人民。

基调与氛围

冒险、富于变化、史诗感、英雄主义、惊险、怪诞、异想天开

主题

文化冲突、为达目的不择手段,悲怆,人与自然,转化与改变,生存

灵感来源

幽灵公主、塞尔达传说、黑水晶、风之谷

概述

如果你的团队决定进行这个战役,请在角色创建前向你的玩家提供以下信息

泛威克是一片充满野性的蛮荒之地,长久以来受外界势力的避忌。在这深邃盘曲的幽林之中,栖居着众多弱等神祇,祂们可施展微小奇迹、照顾本地生灵,却也常常将旅人诱离小径、任其被荒野啃噬。看似无害的旷野中暗藏足以吞没整支军队的泥淖,重甲铁骑在这里寸步难行,不消片刻便了无踪迹。那些敢于在这无人烟之地建立家园、在这蛮荒险境中安身立命的坚韧族群,必须恪守那决定生死的自然法则。若非一场瘟疫逼得安乡人必须铤而走险,这些泛威克土著本可就这样长久地与世无争下去。

安乡曾是这片地区最强大的势力,在那矗立了数百年的安都石墙上,凿刻着“无神门”的铭文。尽管一般人已无从了解其原义何在,但据某些尘封古籍与古老记录所述,在很久以前,安乡的奠基者为了摆脱周遭地区弱等神祇的统治。策划了一场针对其中最强大神祇——花岗蟒-顺’奥什的谋杀,尽管弑神的方法现已失传,但这场胜利奠定了安乡对这片地区数百年的统治地位。他们在盘卷的神骸中建立城池,而那神明的遗骨便成为了其闻名遐迩的宏伟城墙。

但顺’奥什亦有他的复仇。当安乡人开凿他的石躯神骸时,扬起的尘屑渗入了周围的大地。在神蛇之鳞未被打扰的漫长岁月里,此地繁荣昌盛了数个世纪。但发展带来了压力,人口增长意味着产出的需求不断拔高,农民的钉耙翻向更深的土壤,矿工的铁镐凿向更厚的岩层,终于,远古的石尘重见天日。曾经守护城市的神骸高墙,竟成了孕育瘟疫的温床。

就最近两年,安乡已有超半数居民感染了蛇疫。首先,患者开始咳出粉尘,接着皮肤长出蛇鳞状的疹子,再然后,他们的身体从血肉到骨骼再到内脏逐渐凝固成石头。而当蛇疫侵入脏器后,患者的病情将迅速恶化,一瞬之间全身石化,生命也定格了在最痛苦的瞬间。一时间,安乡街头遍布着死者的雕像,那神情仿佛在无声哀泣着他们生命最后一刻的折磨。

安乡的高阶法师大法师-菲拉克斯发现,唯有一种叫“绯红面纱”的稀有红色花朵能够治愈蛇疫。此类花朵一般呈现白色,每逢春季便会开遍泛威克,但一万朵白花中才会诞生一朵红花。

为拯救民众,安乡决定入侵泛威克以掠夺红花。军队在菲拉克斯的引领下踏入深林,而也正是这位大法师亲手从弱等神祇——四季牧者巨枭-妮克塔的身上挖走了她的收割之眼。这位神祇曾轮流用双眼照看这片大地,一只带来生机,一只带起毁灭,四季的轮回得以维系,丰收与枯萎,生命与死亡才能轮转不息。失去收割之眼后,她仅能用播种之眼注视大地,于是春天永不逝去。

此后一年,安乡征服了大片野沼,将蛮荒改造成了一块块红花田。然而,这看似恩赐的无穷生机很快蜕变成一场名为秽野的灾祸——泛威克的动植物群落开始病态增殖,变得一发不可收拾。动物膨胀成擎天巨兽,植物扭曲着捕食人类,藤蔓遍布森林地表,绞杀接触到的一切生灵。由于缺乏阻止的手段,这场病态增殖的狂潮就这样以无可阻挡的势头,似无终止地蔓延了开来。

在蛇疫爆发、秽野蔓延之前,你们的队伍或在泛威克享受着平静的生活,或是作为安乡的一员征战、劳作。但当危机降临时,哪怕毫无准备,甚至并不情愿,你们也必须挺身而出。

社群

所有社群都可用,但部分社群在“秽野之息”战役中具有特色设定。根据需要,向你的玩家提供以下信息,并在第零场时选择一个或多个问题进行提问。

博识之民与高城之民

在泛威克,知识被视若珍宝,那些拥有最多知识的人也将拥有最多的权力。在这里,信息也是经济往来的一环,用于赠予或交易是再正常不过的事情,智慧可被用于抵押换取刀剑,也能用来购买温饱。正因如此,博识之民的社群成员可谓人人都是泛威克的隐形富豪,并且规模并不算大。他们可能是大村落中某个风格独特的猎团,也有可能是其中的历史学家或艺术家。

  • 你的社群传授了哪些你直到今天都必须守护或分享的知识?
  • 因为你的成长背景,你能做到哪些外人无法理解的事情?
  • 你曾用重要的知识换来了某样可怕的事物,你付出了什么,又换来了什么?

安乡地界内最富有的成员当属高城之民,他们这座壁垒森严的城市中代代积累并传承着财富。尽管高城之民在蛇疫流行期间所受影响相对较小,但没人能彻底逃脱它的魔爪。

  • 你因蛇疫失去了谁?这对你造成了怎样的影响?
  • 你的家族如何积累财富的?你对家族的家风和传承持怎样的态度,厌弃还是接受?
  • 你生活在一个极度富足的世界中,但却不被允许学习某些直指世界真相的知识,它会是什么?你又是何时知晓它的存在的?

山岭之民、地下之民与荒野之民

这些社群的成员,很可能是在泛威克的危机四伏的蛮荒环境中长大的。而随着秽野的扩张,这片土地已变得愈发凶险。每个社群都拥有独特的习俗,有些可以自由分享,有些则秘而不宣,但无论如何,正是这些习俗让他们能够克服险恶的环境,安全地穿越那些喜怒无常的弱等神祇的领地。

为了换取自身与家人免受秽野的侵害,一些威克人被迫在安乡的花田中充当花农。尽管这份苦役是在为那个摧毁了他们家园的国度做贡献,但为了换取那燃烧在安乡国土内圣火的庇护,免受不断扩张的秽野的蚕食,他们也只能如此。

  • 你曾向哪位弱等神祇奉上过祭品?又得到了何种回报?
  • 你惹怒了泛威克的一位神祇,你做了什么?怎样的不幸降临到了你或你亲人的身上?
  • 你逃离了自己的出生之地,是怎样的境遇迫使你背井离乡?

结社之民

如果玩家想扮演曾经参与或当下正在入侵泛威克的安乡军人,他们可以选择创建结社之民角色。这支军队给这片土地带去了暴力,但他们也时刻背负着故土被疫病侵蚀的悲痛。

  • 在征服异域的过程中,哪些悔恨至今仍在你心头挥之不去?
  • 危难时刻,一个敌人曾向你施以援手,具体是什么?这份善意又如何改变了你对泛威克土著的看法?
  • 你曾受命在某个泛威克社群中散播一条流言。流言的内容是什么?你又是否打算完成这项使命?

法外之民

鉴于安乡军队是当前支配泛威克的武装力量,因此那些想要扮演法外之民角色的玩家,或许可以考虑将其角色塑造成一名试图将入侵者逐出故土的泛威克抵抗组织成员。根据所属社群行事风格和所遵守原则的不同,一名来自法外之民社群的成员既可能是恪守组训的,也可能是离经叛道的。

  • 你渴望对安乡军队中的何人施加报复?为什么?
  • 你加入了一个旨在为这片被安乡统治的土地带去解放的抵抗组织,什么事情让你对组织的风格和方针产生了疑虑?
  • 你所爱之人是安乡军队的一员,你如何利用自己在抵抗组织中的地位,暗中护其周全?

滨海之民

无论是泛威克还是安乡都拥有漫长的海岸线。泛威克的滨海之民社群大多以小型聚落的形式生活在海岸边,在聚落的周边区域靠近海航行谋生。而安乡人则倾向于聚居在大型的港口城市中,同遥远土地上的人们进行货物贸易。

  • 你最近通过海陆进行了一段长途旅行,途中遭遇何等险象环生的险情?这段经历又如何改变了你?
  • 在海上长大的经历教会了你一项鲜有人掌握的绝技,它是什么?它又如何救过你的性命?
  • 你曾有一位共同航行的伙伴。他是谁,你们现在还保持着联系吗?

漂泊之民

漂泊之民社群在泛威克和安乡都有分布,然而军事占领与秽野的蔓延已使得安全旅行变得极为困难。无论角色出身泛威克、安乡亦或是其它什么地方,玩家都需要明确该角色对于泛威克遭受入侵这一事件的个人立场,以及该立场是与其社群主流意见吻合还是相左。

  • 为了保护你所在小型社群的安全和独立,你尝试做过什么事情以躲避安乡军队的影响?
  • 社群的漂泊习俗使你与挚爱之人分属泛威克与安乡两地,这种情况是否会影响你对入侵的看法?
  • 你所在社群之所以世代迁徙是为了守护某件圣物,它是什么,又为何让你们永远无法安定下来?

种族

所有种族都可用,但部分种族在“秽野之息”战役中具有特色设定。根据需要,向你的玩家提供以下信息,并在第零场时选择一个或多个问题进行提问。

械灵

来自安乡的械灵通常由钢铁制成,而泛威克的械灵通常由木材与石头构成。

孢菌人

自秽野在泛威克广泛蔓延开后,一部分栖息在森林中的孢菌人会明显比其它地区的孢菌人大一圈。

龙人、羊蹄人、费尔博格和魔裔

在秽野污染泛威克后,一部分的龙人、羊蹄人、费尔博格和魔裔会发现他们的角明显生长得更快也更长了。

龟人和蛙裔

由于安乡军队的侵略,许多居住在泛威克沼泽地带的龟人和蛙裔家庭被迫流离失所。

安乡人与蛇疫

任何人,尤其是来自安乡地区的人,都有可能携带蛇疫,这种疫病会让他们的行动变得僵硬,若无法得到合适的治愈,他们的寿命将变得极其有限。

职业

*所有职业都可用,但部分职业在“秽野之息”战役中具有特色设定。根据需要,向你的玩家提供以下信息,并在第零场时选择一个或多个问题进行提问。

德鲁伊、游侠与术士

德鲁伊、游侠和术士在泛威克随处可见。如果玩家选择以上这些职业,他们应当考虑其角色与自然世界的联系会受到秽野怎样的影响。

战士与法师

战士和法师在安乡十分常见。安城内有一所大型魔法学校,会传授学生战斗与治疗的奥秘,同时,安乡军队也主要由战士和战争学派法师构成。如果玩家角色是以上两个职业之一,请考虑他们个人与安乡军队有怎样的联系。

复仇战卫守护者

许多渴望向安乡复仇或试图将他们驱逐出泛威克的威克人会选择成为一名复仇战卫守护者。若玩家选择该子职,请思考他们角色所保护的是什么理想或组织。

帮派豪杰游荡者

安乡军队会时常派遣间谍潜入泛威克社群,既为截取袭击计划情报,亦为操纵舆论风向。在选取该子职时,玩家应考虑其角色与此类特务可能存在怎样的关联,或受其怎样的影响。

玩家守则

若你的团队决定运行该战役,请在创建角色前向玩家们提供以下信息。

让侵略关乎个体

思考安乡入侵泛威克这一事件如何深刻影响了你的角色。通过细节来塑造角色想要什么,以及他们愿意为此付出什么。每个人都曾因秽野之息或蛇疫失去了所爱之人,而这样的生离死别每日都在增加。试想这场愈演愈烈的冲突,如何迫使角色做出了自己所不齿的事情,又如何颠覆了他们曾经坚信不疑的真理。

让死亡变得重要

夺走生命绝不是一件不用任何思考,不经历任何绝望,不付出任何代价就能完成的小事。角色踏上旅途时,应时刻铭记那些他们所失去的,以及那些因他们而死的,让每一次死亡都成为未来抉择时所放下的砝码。

去拥抱人性脆弱

发掘角色的人性微光并尽你所能地将其表现出来。浴血厮杀时的暴烈,与平和时刻的脆弱并不冲突。学会对盟友敞开心扉,哪怕他们已习惯将他人拒之门外。

游戏主持人守则

当你主持该战役时,请时刻牢记以下原则。

以鲜明的对比描绘世界

打破常规,让噩梦般的存在亦有独到的魅力,令超凡绝美之物滋生恐惧。向玩家展现泛威克狂野爆发的自然之美,它们席卷了这片大地,冲散了沼泽与森林的边界,摧毁了人造的家园与社群。同时,展示安乡高墙内井然有序的生活,以及数百年的安宁所孕育出的文化、艺术与进步。将弱等神祇捉摸不定的天性与威克人和安乡人誓死捍卫家园的坚定进行对比。凸显这片土地所拥有的漫长的白昼与黑夜、迥然相异的季节、以及两大地区各方面的冲突,努力突出二元对比的强烈。

让他们见识真正的危机

尽管肉体上的伤害可能十分悲惨,但这绝非角色可能遭遇的最深重的灾难。要展现真正的危机所在,请充分利用角色的泛威克或安乡出身,告诉他们可能会失去的事物,比如说:家园、家人、朋友、社群、乃至于他们曾深信不疑的真理与信仰。这场战役可能会改变、威胁甚至彻底摧毁这些过往的根基,请记住,当玩家精心构建并投入角色背景时,他们便拥有了需为之奋斗的目标。

提供暴力以外的替代方案

通过诉诸非暴力的解决途径,角色们或许能打破桎梏这个世界的残酷循环。比如对那些受秽野腐化的野兽展现怜悯而非亮出刀剑,有可能帮助它们摆脱秽野的影响。同理,安乡与泛威克的冲突也不该仅依靠鲜血和刀刃来解决,威胁双方的共同危机亦可促成彼此的联合。给予玩家角色机会去弥合曾经的伤口、纠正过往的错误,从安乡和泛威克内部修复两地的间隙。

塑造有深度的盟友与敌人

没有什么盟友或敌人是全然善良或彻底邪恶的,每个个体都拥有复杂多面的生活。即使是最亲切的盟友,内心也可能隐藏着不愿暴露的阴暗面。被视作恶徒的存在,即使是阴差阳错,有时也会从事正义的事情。安乡出身的人未必是恶人,泛威克的土著也未必皆是善类。唯有把握两地民众行为中的微妙差异、复杂矛盾及深层动机,才能催生更丰富的互动、更复杂的道德抉择,让玩家与这个世界建立更深厚的联结。

特色设定

请利用以下内容来筹备战役,你也可以根据需要将这些信息共享给玩家们。

昼夜以周循环

昼夜更替以周为单位运转:太阳升起一整周后,才坠入等长的黑夜。这深刻影响着此地的农业与贸易,比如说众多商队都拒绝夜间出行。

此循环不仅影响了威克人的生活,更决定了泛威克地区不可思议的生态演化。白昼与黑夜拥有截然不同的自然景观,夜行生物蛰伏于漫长白昼,待黑暗降临才巡游林间,而与之相反,昼行生灵则于黑夜沉眠。植物同样适应了这种奇怪的昼夜节律,许多植物会在一周内完成他们的整个生命周期。日升藤会在七天时间里攀附至树冠顶端,而等月华洒下后逐渐枯萎;闻起来如同焦糊白糖和腐物味,但会散发光芒的夜绽花,只在夜幕降临后绽放,照亮其周围的森林,对于那些不得不在夜间出行的人而言,它们简直是天赐的礼物。

蛇疫

这场席卷安乡的瘟疫几乎无人能够幸免。自最初爆发以来,安乡官员们用尽了一切办法试图隔离首批患者,但最终还是无法阻止其进一步蔓延。由于绛姬纱的稀缺,许多公民盲信地携带并食用各种其它花卉甚至蛇蜕,以祈求治愈与仁慈。

病情初期,患者会咳出骨粉状的尘埃,随后蛇鳞状的皮疹开始爆发,皮肉如蛇纹般皲裂开来,带来剧痛。不久后,患者将感受躯体僵化,直至器官最终固结石化,彻底停止运作。而相比漫长的痛苦,蛇疫的最终阶段恶化得是如此迅猛,以至于许多人不曾反应过来,便在原地被化为了石像,这也是为何曾经辉煌一时的安乡如今变成了一座立满“丰碑”的坟场。

面纱花

此类小花丛生于泛威克的阳光充沛之地。每万朵白瓣花只有一朵会绽放出独特的鲜艳绯红。长期以来,这些花朵在当地被用作草药茶饮,绯红种则在某些特定仪式具有一席之地。即便如此,过去,人们也从未主动种植过它们,只是需要时出去采集而已。直至,安乡人发现唯有绯红面纱花才能治愈蛇疫。

为此,安乡军队入侵泛威克,在强行征服的沼泽地带开辟出大片大片的花田。尽管因为收割之眼的失窃,它们的生长季被无限延长,但绯红种仍然极度稀有。如今,泛威克到处弥漫着病态的甜腻气味,而在这浓稠的空气中,安乡军队正争分夺秒地大规模生产着蛇疫的解药。

秽野之息

永无终日的春天催生出了名为秽野的腐化,它已在泛威克地区广泛地蔓延了开来。有些人认为秽野发源自森林深处,有些则认为它源自沼泽地带,无论如何,这种近乎病态的蓬勃生机能够诱发恐怖的畸变,巨化所触之物的体型,将它们转化为腐秽生物。腐秽后的植物将获得强大的生命力并变得极度弑杀,而动物则生长到夸张的大小,长出骇人的利齿、獠牙与尖爪,过去哪怕再温驯的生物此后也变成凶戾而强大的敌人。

当一个人遭到秽野腐化后,无论是因为蓄意的袭击还是意外的受伤(详见后文“来自秽野的腐化”一节),他们的身心都会逐渐发生转变。其形体蜕变成梦魇般可怖的动植物杂合体,其人性逐渐被腐秽吞噬、替换成吞食一切的本能。腐秽生物或许能够暂时残存一定的意识,但随着时间推移,彻底的沦丧几乎是必然的结局。即便如此,仍有部分威克人相信,这份力量乃是妮克塔之怒所赐予的神力,是为了帮助威克人赶走安乡军队,夺回四季牧者的收割之眼。

泛威克诸神

在这片土地,神祇并非高居异位面的缥缈存在,而是以具身实体行走于大地之上,祂们既栖身于自然旷野,亦寄居在家宅村落中。因此他们时常出现在威克人的日常生活之中,许多社群,甚至一些规模稍大一些的家族,都有一尊小神或守护灵照看左右。

信仰与崇拜在泛威克具有特别的意义,凡人与其神圣的邻居之间始终存在着目标博弈。神祇需通过施行小奇迹、提供庇佑,或以戏法和诅咒考验凡人决心来争取信仰。而凡人则仰赖神祇赐予福泽,保障劳作和出行的安全。当下最强大也最广为人知的弱等神祇无疑是四季牧者妮克塔,其一只眼的失窃已对泛威克的所有人造成了最直接且显著的影响。

面对秽野腐化,诸神立场各异。有乐见自然疆域扩张的,但更多的微末神祇则对泛威克生态的失衡忧心忡忡。尽管变幻莫测,但这些神祇远比高局云端俯视众神的存在更可触及。

“叠石者”,伏尔格:钟爱光滑河石垒作贡品的小神。其神力能使岩石易生蚌贝,便于采摘。他对泛威克当下的危机几乎一无所知,他也乐于这样。

“洒花人”,海亚辛尼斯:蜜蜂与微小花蕾的友人,在看到秽野的影响力与疆域膨胀到匪夷所思的庞大后,主动拥抱了秽野的存在,祂享受这种无约束的增殖,认为完全无需让它停下。

“天穹画匠”,伊克拉:伊克拉的艺术造诣和天赋可谓无与伦比,每周昼夜更迭之际祂都会为天穹的晨与昏绘上无数激情的色彩。在一周的其它时间里,祂几乎懒得要命,脾气也差的不行,会直接冒犯任何在祂休息时间向祂祷求的人。

“夜花守望”,乌弗:他是少数从未被人见过的本土神祇之一,虽说如此,但每逢夜晚,在荒野中时常有机会听闻他的存在,迷路的旅人可以顺着他的低语找到前往最近的夜绽花的所在之处。据说,他会将那些触怒他或伤害夜行动物的人诱入陷阱。此外,另有传言说,他的家位于月亮之上,他正是在那里照看泛威克的夜晚。

“荆棘死者旁的甜蜜低语”,奎’加尔:一位沉默寡言的神祇,负责为那些荆棘与灌木中的死者主持仪式。许久以来,她都鲜有访客,但秽野的腐化增殖改变了她的闲散日常,越来越多的此类死亡加重了她的工作负担。

“游荡之角”,洛金:庇护着泛威克地界众多的有角生物群落,在过去,他负责维系自然与文明的平衡,防止过度捕猎的发生。但自打秽野腐化蔓延开起,他只能无奈地目睹自己所庇护的兽群,逐渐变成各种面目全非的危险野兽。

这仅是泛威克地界,成百上千弱等神祇的一个小缩影,祂们潜伏、休憩、狩猎、嬉戏于这片土地之上。

  • 如果有的话,玩家角色曾供奉过哪些微弱神灵?
  • 秽野如何改变了角色们所遇到的弱等神祇的观点、个性和性情?
  • 哪些神祇为了维持永恒之春而与安乡结盟?又有哪些神祇站在泛威克这边?

楔子

你可以用以下楔子作为战役开场,当然,你也可以自行创作。

收割之眼被存放在安城魔法学院中央高塔下的绝密宝库中,似乎完全没有被夺回的可能。或许正因如此,一支危险的秘密抵抗组织,在被称为泛怨灵的神秘女性人物领导下,策划了一个试图终结秽野灾难的计划:找到巨枭-妮克塔,剜出她剩下的那只播种之眼。尽管这一计划无疑能暂时解决眼前的问题,但其长远后果并未被充分考虑,一如当初安乡入侵时的情形。

安乡内饱受非议的间谍头子——克雷尔·迪恩(他)从不是个讨人喜欢的家伙。他所负责的是肃清叛乱、扼杀阴谋于摇篮、密切监控境内各种活动的迹象等一系列脏活。对于大法师-菲拉克斯(它)盗取收割之眼的决定,克雷尔从未认同过这一做法(至少在公开场合是这样的),而后续所有人为此付出的惨痛代价,正印证了之前绝望的预见。

近日,克雷尔截获了泛怨灵的阴谋,对其可能得手的后果深感骇然。他深知无法在明面上调动安乡军队深入丛林进行搜捕,阻止对方夺取播种之眼,于是便迅速利用其庞大的间谍情报网物色了一队冒险者,意图在泛怨灵得手之前,对其施加雷霆制裁。

队伍受到了来自安乡克雷尔的会面邀请。但他的情报是否真的可靠?他是否也深藏野心、另有所图?但无论队伍成员是来自泛威克还是安乡,他们都必须对这位与缉拿对象同等危险无常的人物暂托信任。队伍会做出什么努力来找到泛怨灵,而当他们直面其人时,又会做出什么决断,是将其押解归案?还是加入她的阵营?亦或是尝试去归还收割之眼?

克雷尔建议队伍从位于树冠之上的村落——阿露拉开始他们的追猎,他怀疑那里正是泛怨灵的据点所在。

战役机制

以下机制为该战役独有。

秽野之息的腐化

在本战役中,敌人与环境将获得一种额外的类型,被称为“腐秽”。当一个敌人被腐秽后,请描述秽野是如何改变或影响了它通常的外观与行为。为此,你需要准备大概 20 个腐秽指示物(可与用于恐惧点的指示物相同)。

每当玩家角色受到来自腐秽敌人或环境的严重伤害时,放置一枚腐秽指示物到该角色的角色卡上。当你这样做时,该角色必须投掷其恐惧骰。若其骰值小于或等于角色卡上已有的腐秽指示物数量,则立刻获得一道伤痕,并用清除其所有腐秽指示物,请描述秽野是如何永久性地改变了这名角色。

每场游戏结束时,清除所有角色卡上的腐秽指示物,并将其转化成等量的恐惧点。如果一个角色在拥有腐秽指示物时死亡,其亡躯将被秽野之息永久占据。

第零场问题

从下述列表中选择任意问题(或其它你自设的问题)向玩家提问。

  • 有什么危险动物会在永夜周出没,而在永昼周销声匿迹?
  • 被秽野腐化的事物,是否会有某种独特的特征(例如外观、气味或味道)?
  • 你的角色或其所属社群对于在长夜中穿越泛威克有何看法和迷信?
  • 你的角色曾目睹过秽野所孕育的某种美丽事物,它是什么?它有如何改变了角色对于腐化的认知?
  • 如果你的角色来自泛威克,其私下里是否痴迷着某种来自安乡的货品?如果来自安乡,其会对哪种泛威克的美味欲罢不能?

A campaign frame provides inspiration, tools, and mechanics to support a particular type of story at the table.

Every campaign frame has a complexity rating that indicates how much its mechanics deviate from or expand upon the Daggerheart core ruleset.

Each campaign frame includes the following sections.

  • A pitch to present to players
  • Suggestions and guidance on tone, feel, themes, and touchstones
  • An overview of the campaign's background
  • Guidance for fitting communities, ancestries, and classes into the setting
  • Principles for players and GMs to focus on during the campaign
  • Unique setting distinctions
  • An inciting incident to launch the campaign
  • Special mechanics to use during the campaign
  • Questions to consider during session zero

You can find each campaign frame map in the appendix of the core rulebook or at www.daggerheart.com/downloads.

The Witherwild

When an invading nation attacks an ancient forest deity, a virulent overgrowth spreads throughout the land.

Designed by Carlos Cisco, Rowan Hall, & Spenser Starke

COMPLEXITY RATING:

THE PITCH

Read this section to your players to introduce them to the campaign.

Fanewick was once a place of great abundance and peace—dangerous to those unfamiliar with the land, but a cornucopia to those who respected its ways. When Haven invaded the wilds and forced the land into eternal spring, a dangerous bloom known as the Witherwild took hold and now threatens the lives of all who live there. In a Witherwild campaign, you'll play unlikely heroes from humble beginnings who are reckoning with their newfound duty to save Fanewick's people from dangerous corruption.

TONE & FEEL

Adventurous, Dynamic, Epic, Heroic, Thrilling, Uncanny, Whimsical

THEMES

Cultural Clash, Ends Justify Means, Grief, People vs. Nature, Transformation and Change, Survival

TOUCHSTONES

Princess Mononoke, The Legend of Zelda, The Dark Crystal, Nausicaä of the Valley of the Wind

OVERVIEW

If your group decides to play this campaign, give your players the following information before character creation.

Fanewick is a wild and untamed land, long avoided by outside forces. The woods are dark and twisting, filled with Faint Divinities who perform small miracles and services for its inhabitants, but are just as likely to lure travelers off narrow paths to their ruin. Seemingly harmless expanses of field hide bogs that engulf entire armies, consuming heavy artillery as quickly as it can cross the border. This wilderness fosters hardy people who are bold enough to raise families where others have not and strictly follow the unique rules that keep them safe. These Wicklings remained insulated from their neighbors' wars until plague forced the people of Haven to desperate acts.

Haven was once the most powerful force in the region; for centuries, the high stone walls into the capital bore the phrase "The Godless Gate." While the original meaning has been

lost to common knowledge, some dusty tomes and ancient records state that the founders of Haven wished to be free of the influence of the Faint Divinities that dominated the surrounding regions. They hatched a plan to kill one of the mightiest of these deities, known as Shun'Aush the Granite Ophid. While their exact method of deicide is forgotten, their victory ensured Haven's dominance in the region for centuries to come. They made their home behind his remains, which became the mighty walls that Haven is known for.

But Shun'Aush would have his revenge. As the Havenites carved through his stone body, the fine dust left behind settled into the surrounding earth. There was a time of prosperity over many centuries while the scales of the god remained undisturbed. But progress is its own pressure. The growing population demanded increased productivity, and as farmers tilled deeper soil and miners hacked into hidden stone, the ancient stone dust rose to the surface. The same walls that brought the city security became the crucible that incubated a virulent plague.

Over the last two years, over half of Haven's populace fell to a disease known as the Serpent's Sickness. First, victims cough up dust. Soon after, their skin breaks out in a scaling rash. Finally, their body hardens—first the flesh, bones, and soft tissue, spreading until, finally, their organs ossify. Once within the organs, "the serpent" moves so quickly that sufferers petrify where they stand, filling Haven with statues of victims in their last moments of agony.

The High Magus of Haven, Archmage Phylax, discovered a rare red flower called the crimson lady's veil that could cure the Serpent's Sickness. These buds grow prolifically across Fanewick in the spring—but for every ten thousand of the common white-petaled blossoms, only one red flower blooms.

Desperate to save their people from the plague, Haven invaded Fanewick to amass the scarce red buds. Their forces plunged into the deep wood and, under the guidance of Archmage Phylax, plucked out the Reaping Eye from the most powerful Faint Divinity that protected the land: The Great Owl Nikta, the Shepherd of the Seasons. The Shepherd kept Fanewick in balance by turning her eyes upon the land, first for ripening, then ruination. Thus Nikta maintained the cycle of seasons—of growth and decay, of death and rebirth. With her Reaping Eye removed, Nikta can only watch over Fanewick with the Sowing Eye, forcing the land into everlasting spring.

In the year since, Haven has conquered the bogs, turning them into fields to harvest red flowers. The endless growth that once seemed like a gift quickly evolved into a scourge known as the Witherwild—Fanewick's flora and fauna flourished, unchecked and uncontrolled. Animals swell to massive size; trees warp, twist, and begin to hunt people; and vines creep along the forest floor, strangling all they touch. This explosive growth is unconquerable and unrelenting, with no force able to stop the burgeoning verdance for long.

Prior to the Serpent's Sickness and the Shepherd's endless growth, your party lived a peaceful life in Fanewick or a life of toil and conquest in Haven. But when the danger demands a response, even the unprepared—and unwilling—must make a stand.

COMMUNITIES

All communities are available, but some have unique aspects within a Witherwild campaign. As needed, provide the following information to your players and choose one or more of the questions to ask them during your session zero.

LOREBORNE AND HIGHBORNE

In Fanewick, knowledge is the most valuable commodity, and those who have expertise have the most power. This economy of information functions primarily through gifting and trading, and wisdom would be considered acceptable collateral for a weapon or warm meal. As such, loreborne community members are the wealthiest in Fanewick and might be smaller, distinct groups of hunters, historians, or artisans within larger villages.

What knowledge did your community teach you that you must now protect or share?

What are you able to accomplish because of your upbringing that others outside your community do not understand?

You once traded important knowledge for something terrible. What did you impart and what did you gain in return?

In Haven, the wealthiest members are highborne, having inherited riches built in the walled city over generations. While the highborne of Haven were more insulated from the Serpent's Sickness, none were immune.

Who have you lost to the Serpent's Sickness? How did it affect you?

How did your family make their wealth? Have you rejected or embraced their core set of ethics?

You grew up in a world of abundance but were kept from learning something about the world. What was this knowledge and when did you discover it?

RIDGEBORNE, UNDERBORNE, AND WILDBORNE

Characters from these communities were likely raised in Fanewick's deadly environs, which have only become more dangerous as the Witherwild grows. Each community has unique customs, some freely shared and others kept secret, that allow them safe passage through dangerous terrain and the Faint Divinities' territories.

In exchange for protection from the Witherwild for themselves and their families, some Wicklings from these groups have been forced to take jobs as farmers in Haven's flower fields. Though it is backbreaking work performed for a nation destroying their land, the farmers are offered safety by the Haven fires that burn back the ever-creeping Witherwild.

What Faint Divinities do you give tribute to, and how have you been rewarded in kind?

You displeased a god of Fanewick. What did you do, and what misfortune befell you or a loved one?

You fled the place of your birth. What circumstances drove you to leave?

ORDERBORNE

Players might choose to build orderborne characters if they want to play current or former members of the Haven Army that invaded Fanewick. Though the army brings violence into this land, they also carry overwhelming grief for a homeland succumbing to disease.

What regrets do you carry with you from your conquest of foreign soil?

What kindness did an enemy combatant bestow upon you in an hour of need? How did this change your view of the people of Fanewick?

You were charged with planting a rumor in a Fanewick community. What is the rumor, and do you plan to carry out this mission?

SLYBORNE

As the Haven Army is the current martial power in Fanewick, those who wish to play slyborne characters might come from Fanewick rebel groups seeking to expel the invading forces from their lands. Depending on the tactics their group employs, a character from a slyborne community might align with or go against their upbringing.

Who among the Haven Army do you wish to exact revenge upon and why?

You joined an insurgent group working to free this land from Haven's grasp. What has given you doubts about the leadership's methods?

Someone you love is a member of the Haven Army. How have you used your position in the rebellion to protect them?

SEABORNE

Both Fanewick and Haven have a coastal border. The majority of Fanewick's seaborne communities live in small seaside groups and focus on local travel to neighboring regions, while Havenites tend to live in large ports that ship and receive goods from distant lands.

You recently traveled by sea over a vast distance. What went terribly wrong on that passage, and how has it changed you?

Growing up on the sea taught you a skill few have. What did you learn, and how did it save your life?

You used to sail with a companion. Who were they, and how do you remain connected?

WANDERBORNE

Wanderborne communities can be found in both Fanewick and Haven, though safe travel has been severely restricted due to the military occupation and the expansion of the Witherwild. Whether a wanderborne character comes from Fanewick, Haven, or elsewhere, the player should determine their character's personal views on the invasion of Fanewick, and how that aligns or departs from their community's views.

What do you do to keep your small community safe, independent, and hidden from Haven's forces?

Because of your community's transience, you have loved ones in both Fanewick and Haven. How has this affected your relationship with the invasion?

Your community travels to protect something. What is it, and why does it keep you from settling down?

ANCESTRIES

All ancestries are available, but some have unique aspects within a Witherwild campaign. As needed, provide the following information to your players.

CLANKS

Clanks from Haven are commonly made from iron and steel, while clanks from Fanewick are typically constructed from wood and stone.

FUNGRIL

Since the Witherwild spread throughout Fanewick, some fungril inhabiting the forests have grown noticeably larger than fungril from other regions.

DRAKONA, FAUNS, FIRBOLGS, AND INFERNIS

After the Witherwild corrupted Fanewick, some drakona, fauns, firbolgs, and infernis have noticed their horns growing faster and longer.

GALAPA AND RIBBETS

Many families of galapa and ribbets who lived in the bogs of Fanewick were displaced when Haven's army invaded.

Havenites and the Serpent's Sickness

Anyone, but especially those from Haven, may carry the Serpent's Sickness, which stiffens their movements and gives them limited time to survive without a cure.

CLASSES

All classes are available, but some have unique aspects within a Witherwild campaign. As needed, provide the following information to your players.

Druids, Rangers, and Sorcerers

Druids, rangers, and sorcerers are commonly found throughout Fanewick. If players choose one of these classes, they should consider how their character's connection to the natural world might be impacted by the Witherwild.

WARRIORS AND WIZARDS

Warriors and wizards are prevalent in Haven. A large wizarding school in Haven teaches fighters and healers, and the Haven Army is largely composed of warriors and School of War wizards. If a PC is either of these classes, consider their personal relationship to the Haven Army.

VENGEANCE GUARDIAN

Many Wicklings who seek revenge on Haven or to expel them from Fanewick become Vengeance guardians. If players choose this subclass, they should consider what ideals or institutions their character protects.

SYNDICATE ROGUE

The Haven Army sends spies into Fanewick communities to gain information on planned attacks and manipulate public perception. When selecting the Syndicate rogue subclass, players should consider how their character might be connected to or impacted by these covert operatives.

PLAYER PRINCIPLES

If your group decides to play this campaign, give your players the following information before character creation.

MAKE THE INVASION PERSONAL

Consider how Haven's invasion of Fanewick deeply impacts your character. Let these details inform what they want and what they're willing to do to get it. Everyone has lost a loved one to the Witherwild or the Serpent's Sickness, and more are dying by the day. Consider how the growing conflict caused your character to act in ways they aren't proud of, or transformed personal truths they once believed were unshakable.

TREAT DEATH WITH IMPORTANCE

Taking a life should not be done without consideration, desperation, and consequences. As your character journeys, they should remember those they've lost and those they've slain, allowing each death to affect their choices in the future.

EMBRACE VULNERABILITY

Find your character's humanity and showcase it whenever you can. They should be as vulnerable during quiet moments as they are vicious during violent ones, opening up to their allies even if they close themself off to everyone else.

GM PRINCIPLES

Keep the following guidance in mind while you GM this campaign.

PAINT THE WORLD IN CONTRAST

Subvert expectations by giving space for the nightmarish to charm and the beautiful to terrify. Give the PCs visions of the natural beauty of Fanewick that has run roughshod across the region, breaking the bounds of the bogs and forests and devastating homes and communities. Show the grim and ordered life behind Haven's walls, but also show the culture, art, and progress that has come out of centuries of safety. Contrast the capricious nature of the Faint Divinities with the devotion of the Wicklings and Havenites fighting to save their home. In a place of long nights and days, dual seasons, and two nations in conflict, look for ways to highlight bold dualities.

SHOW THEM TRUE DANGER

Though it may be tragic, bodily harm is not the worst tragedy that can befall the characters. To illustrate what's truly at stake, use the PCs' origins in Fanewick or Haven to show them what they stand to lose, be it their homes, family, friends, communities, or even their core truths and beliefs. The events of this campaign may change, threaten, or destroy these aspects of their past—when your players create and are invested in their character's backstory, they have something to fight for.

OFFER ALTERNATIVES TO VIOLENCE

By illuminating nonviolent approaches to problem-solving, the PCs can help break the brutal cycle that binds this world. For example, showing compassion—rather than swordpoint to a corrupted beast can free them from the Witherwild. Similarly, the conflict between Haven and Fanewick shouldn't only be solved with blood and blade. What threatens both could also unify them. Give the PCs opportunities to mend old wounds, right past wrongs, and heal the rift between Haven and Fanewick from within.

CREATE MULTIDIMENSIONAL ALLIES AND ADVERSARIES

No adversary or ally is all good or all bad, and they each have multidimensional lives. Even the most congenial ally should be hiding darkness inside them, hoping their failings will go undiscovered. Those painted as evil should sometimes do the right thing, even if it's for the wrong reason. Just because a PC or NPC is from Haven doesn't make them a villain, and, conversely, not all the inhabitants of Fanewick are virtuous. Finding the nuance, complications, and deeper motivations of the people of Haven and Fanewick will lead to richer interactions, more complex moral choices, and a deeper sense of attachment to the world for the players.

DISTINCTIONS

Use this information to prepare your campaign. You can also share it with your players as needed.

THE WEEKS OF DAY AND NIGHT

The day and night cycle occurs weekly, meaning the sun rises for an entire week before setting into a nighttime of the same length. This has an impact on everything from agriculture to trade, as many merchants refuse to travel through the night.

But this cycle doesn't just affect Wicklings, it's dictated how Fanewick's wondrous ecology has evolved. Days and nights are accompanied by entirely different natural soundscapes as Fanewick's nocturnal denizens sleep through the long days and stalk the woods in times of darkness while their diurnal counterparts sleep. The plants similarly live on this strange day-night loop, and many live out their entire life cycles in a week. Sun rose vines make a thorny ascent to the top of the tree canopy over the course of the week, only to wilt under the light of the moon. Conversely, night bloom, a bioluminescent flower that emits the smell of burnt sugar and decay, only blossoms when evening falls, illuminating patches of forest—a godsend to anyone forced to travel in the dark.

THE SERPENT'S SICKNESS

The plague sweeping across Haven spares no one. Since the initial outbreak, Haven officials have worked tirelessly to quarantine those in the early stages of the disease, but this effort has done little to stop its spread. Due to the rarity of crimson lady's veil, many citizens began to carry or consume all manner of flowers and snake sheddings in an attempt to protect or cure themselves.

In the initial stages, victims are afflicted with a hacking cough laden with dust that resembles powdered bone. Then a scaled rash erupts across their skin, cracking their flesh in a unique and painful pattern that resembles a snake's skin. Not long after, the victims' bodies harden until their organs solidify and cease to function. The final stages of the Serpent's Sickness is so quick that many transform into statues where they stand, leaving all of Haven a cenotaph to a once-great power.

LADY'S VEIL

These small flowers grow in patches of sun throughout Fanewick. For every ten thousand blossoms of white-petaled flowers, one blooms a unique and vibrant red. These flowers have long been used in herbal teas across the region, with the crimson flowers holding a place in specific ceremonies. Even so, they were only foraged until the Havenites discovered crimson lady's veil—the only known cure for Serpent's Sickness.

Thus, the Haven Army invaded Fanewick and began cultivating the flowers on massive farms that have overtaken the region's bogs. Though the theft of the Reaping Eye has created an indefinite growing season, the red flowers remain just as rare, and Fanewick is permeated by a sickly sweet smell as the Haven Army races to mass-produce a cure for the Serpent's Sickness.

THE WITHERWILD

This corruption, empowered by the endless spring, is spreading throughout Fanewick. Some believe the overgrowth began in the forest, while others claim it sprang from the bogs. But no matter its origins, this flourishing malignancy induces horrific changes and massive growth on anything it touches, transforming them into Withered beings. Plants spring to life with a desire to consume all around them. Animals grow to immense proportions, with onerous dispositions to match their exaggerated teeth, tusks, and claws. Even harmless creatures that were once hunted for food have become dangerous and formidable adversaries.

When a person is corrupted by the Witherwild, either from a purposeful attack or accidental harm (see the upcoming "Corruption from the Witherwild" section), they are transformed. They become a nightmarish hybrid—their body warped and intertwined with plant or beast. The Witherwild slowly replaces the personality of its victims with the same drive to consume exhibited by the rest of the corrupted Fanewick. Though the Withered may retain a semblance of who they are for a time, they eventually face the final loss of their personhood. Some Wicklings believe the Withered are gifted this power by Nikta's wrath to drive the forces of Haven from Fanewick and return the Shepherd's Reaping Eye.

THE GODS OF FANEWICK

Gods in this land aren't ethereal concepts that exist in another realm; instead, they wander the land as incarnate beings, residing in both the natural world as well as within homes and small villages. As such, they're generally present in Wicklings' lives. Many communities, and some larger families, even have their own small god or tutelary spirit who watches over them.

Belief and worship take on a different meaning in Fanewick there is a constant push and pull between the goals of people and their deific neighbors. The gods must curry worship from mortals, often by performing small miracles, acts of service, or by testing their resolve with tricks and curses. Mortals rely on the small blessings from the gods to keep them safe when traveling and working in Fanewick. The most powerful and widely acknowledged Faint Divinity is the Shepherd of Seasons, Nikta, as the loss of her eye had the most recent and visible impact on everyone in Fanewick.

Fanewick's various divinities each have their own opinion concerning the Witherwild corruption. While some enjoy nature's newfound dominance, many of the lesser deities are wary of how out of balance Fanewick has become. While their behavior and motives may be inscrutable, these deities are more accessible than gods who watch from on high.

Fulg, Stacker of Stones: A small god who favors tribute in the form of smooth, stacked river rocks. Under his power, bivalves and limpets grow abundantly on rocks where they can be easily harvested. He is largely uninformed about the problems Fanewick faces, and he prefers it that way.

Hyacynis, They Who Spread Small Blossoms: A friend of bees and tiny flowers who has embraced the Witherwild after seeing their influence and domain swell (literally) to immense proportions. They're enjoying this rampant growth and do not see a reason to end it.

Ikla, the Sky Painter: Ikla's artistic prowess and talent are unmatched, painting the skies of each weekly sunrise and sunset over Fanewick in a myriad of scintillating colors. They could not be lazier the rest of the week, and their demeanor is exceedingly unpleasant, offended that anyone would ask a favor of them during their time off.

Oove, the Watcher of the Night Bloom: He is one of the few local gods who has never been seen, but he is often heard in the wilds at night, whispering directions to lost travelers, pointing them to the nearest source of night bloom. Locals claim he leads those who displease him or harm nocturnal creatures into dangerous terrain. It's rumored that he watches over Fanewick nights from his home on the moon.

Qui'Gar, Whispered Sweetness for a Thorny End: A quiet god who presides over the deaths of those who pass in thorny bushes and briar patches. Traditionally, she doesn't receive many visitors, but the Witherwild's corruptive growth has made her job harder and upended her quiet existence.

Rohkin, the Wandering Horn: Rohkin watches over the many herds of horned creatures that reside in Fanewick. In happier times, he preserved the balance of nature and civilization, preventing overhunting. But since the corruption of the Witherwild has taken hold, he's seen his herds change into unrecognizable, dangerous beasts.

These are but a small slice of the hundreds, if not thousands, of Faint Divinities lurking, relaxing, hunting, and playing throughout Fanewick.

What Faint Divinities do the PCs acknowledge and pay tribute to, if any?

How has the Witherwild changed the outlook, personality, and dispositions of the Faint Divinities the characters encounter?

Which gods ally themselves with Haven to preserve the endless spring? Which align with Fanewick?

THE INCITING INCIDENT

You can use the prompt below to start your campaign, or create your own.

The Reaping Eye is stowed in a secure vault beneath the central tower of Haven's wizarding school, seemingly impossible to recover. A secretive and dangerous rebel group, led by a mysterious figure known only as the Fanewraith (she/ her), has hatched a plan to end the curse of the Witherwild: find the Great Owl, Nikta, and pluck out the Sowing Eye. While this may solve the immediate problem, the long-term consequences are not being considered, just as they weren't when Haven invaded.

Haven's beleaguered spymaster, Kreil Dirn (he/him), is not a popular person in Haven. He is responsible for rooting out insurgents, stopping schemes before they have a chance to start, and keeping a close watch on Haven's internal activities. Kreil has never agreed—at least not openly—with Archmage

Phylax's (they/them) decision to steal the Reaping Eye, and the consequences they've all paid for that decision have been grimly vindicating.

Recently, Kreil uncovered the Fanewraith's plot and is horrified by the possibility of her success. Knowing he can't send a troop of Haven soldiers deep into the woods to hunt down and stop the Fanewraith from stealing the Sowing Eye, Kreil uses his vast network of informants and spies to find a group of adventurers who can bring the Fanewraith to swift justice.

The party is sent an invitation from Haven to meet with Kreil. But is his information correct? Does he have his own motivation or secret ambition? Whether they come from Fanewick or Haven, the party must extend some trust to a person who is equally as dangerous and mercurial as the "enemy" they pursue. And what will they do when they find the Fanewraith? Bring her to justice? Side with her? Attempt to recover the Reaping Eye?

Kreil advises the party to start their hunt for the Fanewraith in the treetop village of Alula, where he suspects she runs her operation.

CAMPAIGN MECHANICS

The following mechanics are unique to this campaign.

CORRUPTION FROM THE WITHERWILD

Adversaries and environments in this campaign can gain an additional type called Withered. When an adversary is Withered, describe how the Witherwild changed or impacted how they would normally appear or operate. You also need about 20 Wither tokens (these can be the same as the tokens you use for Fear).

Any time a PC takes Severe damage from a Withered adversary or environment, gain a Wither token and place it on that PC's character sheet. When you do, the PC must roll their Fear Die. If they roll equal to or below the number of Wither tokens on their sheet, they immediately gain a scar and clear all tokens, describing how the Witherwild changes them permanently.

At the end of each session, clear all Wither tokens from the PCs' sheets and gain an equal amount of Fear. If a character ever dies with Wither tokens on their sheet, their body is permanently taken over by the Witherwild.

SESSION ZERO QUESTIONS

Ask any of these questions to your players, or make your own.

What dangerous animal comes out during the week of night that isn't out during the week of day?

What unique trait (such as appearance, smell, or taste) does anything tainted by the Witherwild have?

What superstitions does your character or their community have about traversing Fanewick during the long nights?

Your character has witnessed something beautiful that came from the Witherwild. What is it and how has it transformed their view of the corruption?