Chapter 1: Return from Neverdeath Graveyard |
Area 区域 | Remove 移除 |
---|---|
C2 | Two wights 两个尸妖 |
C7 | Two water weirds 两只水怪 |
C14 | Two cult fanatics 两个狂热邪教徒 |
C16 | One mage 一位法师 |
C17 | Two cult fanatics 两个狂热邪教徒 |
C25 | One nothic 一个眼魔 |
C26 | Three nothics 三个诺斯怪 |
Evernight Awakening 永夜觉醒 | Three ghouls 三只食尸鬼 |
B1 | One vampire spawn 一个吸血鬼衍体 |
If the characters are 11th level at the start of this chapter, they don't gain a level for completing it.
如果角色在本章开始时为 11 级,完成本章后不会获得升级。
This adventure begins when Lord Dagult Neverember summons the characters to his modest villa in Neverwinter. Several local guards are present, as are three priests of Oghma—a god of inspiration, invention, and knowledge—from Neverwinter's House of Knowledge.
这次冒险始于达古尔特·奈维姆伯领主将角色们召唤到他在无冬城的简朴别墅。现场有几名当地守卫,还有三位来自无冬城知识之家的欧格玛祭司——欧格玛是灵感、发明与知识之神。
When the characters enter his audience chamber, Lord Neverember is busy discussing politics with his advisers. He breaks off the discussion, gives the characters a smile of recognition, and says the following:
当角色们进入他的接见厅时,领主奈维姆博正忙于与他的顾问们讨论政治。他中断了讨论,向角色们露出一个认出的微笑,并说道:
"Greetings, my heroic friends! I'm so glad you came. I daresay, terrible events are afoot. Specifically, four prominent citizens have been kidnapped in the past several days. May I count on your help in rescuing them?"
“问候你们,我英勇的朋友们!你们能来我真是太高兴了。我敢说,可怕的事件正在酝酿。具体来说,过去几天里有四位显赫的市民被绑架了。我能指望你们帮忙营救他们吗?”
Lord Neverember describes the kidnap victims as follows:
Lord Neverember 对绑架受害者的描述如下:
Eldon Keyward is a highly knowledgeable scholar who specializes in the Outer Planes.
埃尔登·凯沃德是一位学识渊博的学者,专门研究外层位面。
Indrina Lamsensettle is a human actor who moves in Neverwinter's highest social circles.
因德里娜·拉姆森赛特尔是一位在无冬城最高社交圈中活动的演员。
Sarcelle Malinosh is a human wild-magic sorcerer who plumbs the mysteries of the Outer Planes.
萨塞尔·马利诺什是一位探索外层位面奥秘的人类狂野魔法术士。
Umberto Noblin is a gnome historian who has written books on various deities.
乌姆贝托·诺布林是一位侏儒历史学家,他撰写了多本关于各种神祇的书籍。
Lord Neverember confirms that each victim was kidnapped at night. The victims don't know each other, and there appears to be no connection between them.
奈维姆伯勋爵确认每位受害者都是在夜间被绑架的。受害者们彼此不认识,他们之间似乎也没有任何联系。
Lord Neverember funded divinations from the House of Knowledge, hoping to find the victims. The priests reported that the mystical trail of the victims ends at a specific place: Hallix Mausoleum in Neverdeath Graveyard. The priests worry that their inability to see inside this mausoleum means that an unknown opponent is blocking their divinations.
领主奈维姆博资助了知识之家的占卜,希望能找到受害者。祭司们报告称,受害者的神秘踪迹在特定地点终止:永亡墓地的哈利克斯陵墓。祭司们担心他们无法窥视陵墓内部意味着有未知的对手在阻挠他们的占卜。
Lord Neverember asks the characters to investigate the disappearances at Hallix Mausoleum. He promises each character a fine house in Neverwinter if they can recover the four missing townspeople and bring the kidnappers to justice.
领主奈维姆伯要求角色们调查哈利克斯陵墓的失踪事件。他承诺,如果角色们能找回四名失踪的镇民并将绑架者绳之以法,每人将在无冬城获得一栋精美的房子。
Lord Neverember and the priests provide an overview of Neverdeath Graveyard, which contains two sprawling, connected cemeteries: the Main Graveyard and the Pauper's Graveyard. A thick stone wall separates the crypts of the wealthy from the graves of the poor.
领主奈维姆伯和祭司们提供了关于奈维死亡墓地的概述,该墓地包含两个相连的广阔墓地:主墓地和贫民墓地。一道厚重的石墙将富人的墓穴与穷人的坟墓分隔开来。
The Main Graveyard holds several mausoleums, some with expansive underground chambers. The Pauper's Graveyard features numerous simple headstones, but a few civic-minded citizens funded communal catacombs when the graveyard was first built.
主墓地拥有几座陵墓,其中一些带有广阔的地下墓室。贫民墓地则有许多简单的墓碑,但在墓地初建时,一些有公德心的市民资助了公共地下墓穴。
The wandering zombies and skeletons of Neverdeath Graveyard don't pose a challenge to a higher-level party, so the characters can reach Hallix Mausoleum without trouble. The characters don't yet realize that the mausoleum leads to a network of catacombs that extends beneath both the Main Graveyard and the Pauper's Graveyard.
永亡墓园中游荡的僵尸和骷髅对高等级队伍构不成威胁,因此角色们可以顺利到达哈利克斯陵墓。他们尚未意识到,这座陵墓通向一个地下墓穴网络,延伸至主墓园和贫民墓园的下方。
The following features are common throughout the catacombs and chambers.
以下特征在整个地下墓穴和房间中都很常见。
The old stones used to build the subterranean areas don't fit together well, leaving space for mold or tangled roots. Vecna's cultists have scribbled symbols on the walls, depicting staring eyes and left hands.
用于建造地下区域的古老石块拼接不紧密,留下了霉菌或纠缠根须的空间。维卡纳的教徒们在墙上涂鸦了符号,描绘着凝视的眼睛和左手。
Ceilings are 10 feet high in passages and 15 feet high in rooms unless otherwise noted.
通道的天花板高度为 10 英尺,房间的天花板高度为 15 英尺,除非另有说明。
Doors throughout the area are made of heavy stone with metal hinges. The cult keeps the doors well-oiled, so they don't make noise when opened. All doors are unlocked unless otherwise noted.
该区域内的门均由厚重的石材制成,配有金属铰链。邪教徒们将门保养得很好,因此开门时不会发出噪音。除非另有说明,所有门都未上锁。
Areas C1–C12 are dark, and characters must have darkvision or a light source to see. Cult members frequent areas C13–C26, so lanterns hung on wall hooks create bright light there.
区域 C1 至 C12 是黑暗的,角色必须拥有黑暗视觉或光源才能看见。邪教徒经常出没于区域 C13 至 C26,因此挂在墙钩上的灯笼在那里创造了明亮的光线。
Part of the catacombs once belonged to an occult organization called the Waterclock Guild. The guild members are gone, though their bound elementals and clockwork mechanisms remain. A network of pipes runs through areas C7–C12 and C14–C15, indicated on map 1.1 by solid lines. The sound of dripping water echoes throughout these areas.
地下墓穴的一部分曾经属于一个名为水钟会的秘术组织。虽然公会成员已不复存在,但他们所束缚的元素生物和发条装置依然留存。管道网络贯穿 C7–C12 和 C14–C15 区域,在地图 1.1 上用实线标示。滴水声在这些区域中回荡。
The following locations are keyed to map 1.1.
以下位置对应地图 1.1。
The towering stone mausoleums in Neverdeath Graveyard cluster near the wall separating the Main Graveyard from the Pauper's Graveyard to the west. Hallix Mausoleum is a squat, unassuming granite block in the shadow of larger monuments to the west and south. Its metal double door bears a rusty broken chain and a padlock that hangs off the door.
永亡墓园中高耸的石制陵墓群聚集在将主墓园与西侧贫民墓园分隔开来的墙边。哈利克斯陵墓是一座低矮、不起眼的花岗岩建筑,位于西侧和南侧更大纪念碑的阴影中。它的金属双扇门上挂着一条生锈的断链和一把悬在门上的挂锁。
The well-oiled door opens noiselessly. The crypt interior is dusty, with numerous tracks leading to a descending staircase at the rear of the room.
上过油的门无声地打开了。墓室内部布满灰尘,地面上有许多足迹通向房间后方的一处下行楼梯。
Against the walls rest six stone coffins, three on each side. A stone slab engraved with a name, birth year, and death year covers each coffin. These members of the Hallix family died forty years ago, after Mount Hotenow erupted. The coffins are empty except for scraps of cloth and bits of bone; the cult's ghouls ate the former occupants.
靠墙摆放着六具石棺,每边三具。每具石棺上都覆盖着一块刻有姓名、出生年份和死亡年份的石板。这些哈利克斯家族的成员在四十年前霍特诺山喷发后去世。石棺内除了碎布和骨片外空空如也;邪教的食尸鬼吃掉了原先的居住者。
Noisy Investigations. If the characters make a lot of noise here, the wights in area C2 investigate.
嘈杂的调查。如果角色们在这里制造了大量噪音,C2 区域的尸妖会前来调查。
If the wights described below moved to investigate area C1, omit the last sentence when reading aloud:
如果下面描述的尸妖移动到调查区域 C1,朗读时请省略最后一句:
Stone stairs descend from Hallix Mausoleum to a large subterranean chamber with stone coffins sitting on sturdy shelves. Part of the west wall has collapsed, creating an opening into another chamber. Marching around the chamber are five pale, desiccated warriors wearing wicked-looking armor.
石阶从哈利克斯陵墓向下延伸,通向一个巨大的地下墓室,石棺稳稳地放置在坚固的架子上。西墙的一部分已经坍塌,形成了一个通往另一个房间的开口。五名苍白干瘪的战士穿着邪恶的盔甲,在墓室中来回巡逻。
The cult pressed five wights into service as guards. The wights know the cultists by appearance and don't attack them, but they attack anyone else.
邪教将五个尸妖征召为守卫。尸妖通过外貌识别邪教徒,不会攻击他们,但会攻击其他任何人。
The older Hallix corpses once buried here were fed to the cult's ghouls.
曾经埋葬在这里的较老的哈利克斯尸体被喂给了邪教的食尸鬼。
Secret Door. One of the empty coffins contains no evidence of a former occupant. The back of this coffin hides a panel with a latch that causes the wall behind it to swing aside. A character who searches the coffin or wall and succeeds on a DC 18 Intelligence (Investigation) or Wisdom (Perception) check finds this secret door. Neither the cultists nor the wights are aware of it. The passageway beyond ends at another secret door that is easily spotted and opened from inside the tunnel. It leads to area C9.
秘密门。其中一个空棺材内没有任何前居住者的痕迹。这个棺材的背面隐藏着一个带有闩锁的面板,拉动它会使后面的墙壁向一侧打开。一个角色如果搜索棺材或墙壁,并在 DC 18 的智力(调查)或感知(察觉)检定中成功,就能发现这扇秘密门。无论是邪教徒还是尸妖都不知道它的存在。通道的另一端是另一扇秘密门,从隧道内部很容易发现并打开。它通向区域 C9。
Treasure. One open coffin contains four wool cloaks worth 10 gp each and two wide hats worth 5 gp each, which the cultists use to travel inconspicuously aboveground. There is also a Potion of Invisibility the cultists were saving for an emergency.
宝藏。一口打开的棺材里放着四件羊毛斗篷,每件价值 10 金币,还有两顶宽边帽,每顶价值 5 金币,邪教徒们用这些来在地面上不引人注目地旅行。此外,还有一瓶邪教徒们为紧急情况准备的隐形药水。
Roots protrude through cracks in the ceiling here. A stone stairway in the southeast corner has collapsed, and the nearby walls have crumbled. Three doors in the north wall are shut, and the middle door bears a new padlock. To the west, stairs lead to a small balcony that overlooks the room from five feet above, with just enough room for a door painted with an eye.
根须从天花板的裂缝中伸出。东南角的石阶已经坍塌,附近的墙壁也已崩裂。北墙上的三扇门紧闭着,中间的门上挂着一把新锁。西边的楼梯通向一个小阳台,从五英尺高的地方俯瞰房间,阳台上刚好有一扇画着眼睛的门。
This room is inaccessible from the surface since the stairway leading upward has collapsed. See area C5 for more about the padlocked door.
这个房间无法从地表进入,因为通往上面的楼梯已经坍塌。关于上锁的门,请参见区域 C5。
A metal grate in the floor of this ten-foot-square room blocks access to a shallow stone pit holding a small gold harp, a handful of loose papers, and a piece of bloody cloth.
这个十英尺见方的房间地板上有一个金属栅栏,阻挡着通往一个浅石坑的入口,石坑里放着一把小金竖琴、几页散乱的纸张和一块带血的布。
The iron grate covers a pit that's 5 feet square and 3 feet deep. The openings in the iron grate are 5 inches square. A character who can reach the harp can carefully tilt it and slide it through the grate with a successful DC 18 Dexterity (Sleight of Hand) check. If this check fails by 5 or more, the harp falls back into the pit.
铁栅栏覆盖着一个 5 英尺见方、3 英尺深的坑。铁栅栏的开口为 5 英寸见方。能够够到竖琴的角色可以小心地倾斜它,并通过一次成功的 DC 18 敏捷(巧手)检定将其滑过栅栏。如果该检定失败且差值达到 5 或更多,竖琴会掉回坑中。
A cultist of Vecna tried to lever the harp from the pit but fell victim to the trap on the grate. The trap tore away half of the cultist's jacket—the bloody cloth now at the pit's bottom—and papers tumbled from the cultist's pocket and through the grate. After that mishap, the cultists decided not to press their luck and left the treasure alone.
维兹纳的邪教徒试图从坑中撬起竖琴,却中了栅格上的陷阱。陷阱撕掉了邪教徒一半的外套——血迹斑斑的布料现在落在坑底——文件从邪教徒的口袋中掉出,穿过栅格。在那次意外之后,邪教徒们决定不再冒险,放弃了宝藏。
Grate Trap. A character can detect the grate's trap by examining the grate and succeeding on a DC 14 Intelligence (Investigation) check. The trap activates when more than 10 pounds of pressure is placed on the grate. Poisoned blades extend from grooves in the grate, dealing 14 (4d6) slashing damage to whatever triggered the trap, and if the target of the trap is a creature, it must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage. The trap resets after 1 minute.
栅格陷阱。一个角色可以通过检查栅格并成功通过 DC 14 的智力(调查)检定来发现栅格的陷阱。当栅格上承受超过 10 磅的压力时,陷阱会激活。带毒的刀刃从栅格的凹槽中伸出,对触发陷阱的目标造成 14(4d6)点挥砍伤害,如果陷阱的目标是生物,它必须成功通过 DC 14 的体质豁免,否则将受到 14(4d6)点毒素伤害。陷阱在 1 分钟后重置。
Notes. The papers detail plans to kidnap a Neverwinter aristocrat named Indrina Lamsensettle. The notes include a map of her estate, schedules of her movements, and suggestions that she knows an important secret about Lord Neverember. A scrawl in the margin of a note claims that "her secrets will make a worthy sacrifice." (The characters can learn more by examining Jerot's papers in area C25.)
这些文件详细描述了绑架一位名为因德里娜·拉姆森塞特尔的无冬城贵族的计划。文件中包括她庄园的地图、她的行动时间表,以及暗示她知晓关于领主奈维姆伯的重要秘密的线索。一份笔记的边角潦草地写着“她的秘密将成为一个值得的祭品”。(角色可以通过检查 C25 区域的杰罗特文件了解更多信息。)
Treasure. The harp is worth 2,500 gp.
宝藏。这把竖琴价值 2500 金币。
This room's only door is padlocked from the outside. As an action, a character with thieves' tools can use them to try to open the lock, doing so with a successful DC 18 Dexterity (Sleight of Hand) check. The cult's four mages (in areas C14, C16, and C26) each carry a key to the lock. Because the stone is unevenly set around this door, a character could use an action to try to pull the door aside, doing so with a successful DC 17 Strength (Athletics) check.
这个房间唯一的门从外面用挂锁锁住了。拥有盗贼工具的角色可以花费一个动作尝试开锁,成功通过 DC 18 的敏捷(巧手)检定即可打开。邪教的四名法师(位于区域 C14、C16 和 C26)每人携带一把开锁的钥匙。由于门周围的石头铺设不平,角色可以花费一个动作尝试将门拉开,成功通过 DC 17 的力量(运动)检定即可做到。
This old crypt holds a single open coffin containing a few tattered blankets. A pouf of wild black hair sprouts from the end of one of the blankets.
这座古老的墓穴中有一口敞开的棺材,里面放着几块破旧的毯子。其中一块毯子的末端露出一簇凌乱的黑发。
The cultists repurposed this crypt into a cell for one of their intended ritual victims, Sarcelle Malinosh. Sarcelle is dozing inside the coffin, wrapped in the blankets so only her hair is visible.
邪教徒将这座墓穴改造成了一个牢房,用于关押他们预定的仪式受害者之一——萨塞尔·马利诺什。萨塞尔正在棺材里打盹,裹着毯子,只有她的头发露在外面。
Sarcelle is a human wild-magic sorcerer whose spellcasting power was stripped during a recent excursion to a distant plane. Until her magic naturally returns, Sarcelle has the game statistics of a neutral mage without Spellcasting. She responds to some questions with cryptic-sounding predictions, but she tries to keep this irritating habit in check.
萨塞尔是一位人类狂野魔法术士,在最近一次前往遥远位面的探险中,她的施法能力被剥夺了。在她的魔法自然恢复之前,萨塞尔拥有一个没有施法能力的中立法师的游戏数据。她会对一些问题用听起来神秘的预言来回应,但她尽量控制这种令人恼火的习惯。
Sarcelle wants help freeing herself; she explains that without her magic, she feels uneasy and would appreciate being escorted from Neverdeath Graveyard. She can make her way home from there.
萨塞尔希望有人帮助她脱困;她解释说,失去了魔法让她感到不安,并希望能有人护送她离开永亡墓地。她可以从那里自己回家。
Sarcelle's Secret. Sarcelle's psychic explorations showed her a glimpse of a dreadful future. She saw the desiccated figure of a man levitating off the ground, gathering evil energy around himself in glowing wisps. The desiccated man then screamed and the energy exploded, causing something terrible to happen. This vision terrified Sarcelle. A character who interacts with Sarcelle and succeeds on a DC 14 Wisdom (Insight) check realizes that something is bothering the sorcerer. If asked about what's upsetting her, Sarcelle shares her vision.
萨塞尔的秘密。萨塞尔的灵能探索让她瞥见了一个可怕的未来。她看到一个干枯的人影从地面漂浮起来,周围环绕着发光的邪恶能量。随后,那个干枯的人影尖叫着,能量爆炸,引发了某种可怕的事情。这个景象让萨塞尔感到恐惧。一个与萨塞尔互动并成功通过 DC 14 感知(洞察)检定的角色会意识到这位术士有些心事。如果被问及是什么让她不安,萨塞尔会分享她的幻象。
Learning of Sarcelle's vision counts as a secret for the purposes of the Power of Secrets rules found in this book's introduction.
得知萨塞尔的幻象被视为秘密,适用于本书引言中“秘密之力”规则的目的。
Stone shelves in this room contain boxes and bags. A few crates are stacked against the wall.
这个房间的石架上放着盒子和袋子。几个板条箱靠墙堆放着。
The cultists emptied this servants' crypt to store supplies such as lantern oil, chains, and manacles.
邪教徒们清空了这座仆人的墓穴,用来储存诸如灯油、锁链和镣铐等物资。
Treasure. Among the supplies are two Potions of Poison labeled "Healing Use Only."
宝藏。在物资中有两瓶标有“仅限治疗使用”的毒药药水。
If the characters minimized the water pressure in area C8, omit the first sentence when reading aloud:
如果角色们降低了 C8 区域的水压,朗读时省略第一句话:
Rusted pipes run along the walls and ceiling, and water flows from nozzles in the ceiling pipes. In the center of the room is a deep stone basin that's set into the floor and filled to the brim. The surface ripples, revealing several watery creatures inside. To the south, a closed door is padlocked.
生锈的管道沿着墙壁和天花板延伸,水从天花板管道的喷嘴中流出。房间中央是一个深嵌在地板中的石制水池,池中水满至边缘。水面泛起涟漪,露出里面几只水生的生物。南面有一扇上了挂锁的关闭的门。
See area C11 for more information about the padlocked door.
有关上锁门的更多信息,请参见区域 C11。
A water elemental and two water weirds live in the 25-foot-deep fountain. These creatures are indifferent toward intruders and attack only in self-defense. Once bound to serve the Waterclock Guild, they're now free but enjoy the perpetual "rain" here. The cult bullies these Elementals, so they remain sulking under the water's surface. Determined not to stand for further intrusion, the Elementals rise to attack anyone other than cultists. The water weirds consider the water elemental their leader. If reduced to fewer than 50 hit points, the water elemental retreats to the basin's bottom with any surviving water weirds.
一个水元素和两个水怪居住在 25 英尺深的喷泉中。这些生物对入侵者漠不关心,只有在自卫时才会攻击。它们曾经被束缚为水钟公会服务,如今已获得自由,但享受这里永恒的“雨”。邪教徒欺凌这些元素生物,因此它们一直闷闷不乐地待在水面下。决心不再容忍进一步的入侵,这些元素生物会攻击除邪教徒之外的任何人。水怪将水元素视为它们的领袖。如果水元素的生命值降至 50 点以下,它会与任何幸存的水怪一起退回到喷泉底部。
The water elemental enjoys conversation but speaks Aquan only. Characters who are able to communicate with the water elemental can learn the following from it:
水元素喜欢交谈,但只会说水族语。能够与水元素交流的角色可以从它那里了解到以下信息:
Cult Activity. Cultists who worship a god whose symbol is a hand and an eye recently moved into nearby rooms.
邪教活动。崇拜一个以手和眼为象征的神的邪教徒最近搬进了附近的房间。
Neighbor. A fish-headed creature named Shanzezim lives in area C10.
邻居。一个名为 Shanzezim 的鱼头生物居住在 C10 区域。
Prisoner. The cultists locked a small creature in an adjacent room (area C11).
囚犯。邪教徒将一个小型生物锁在了隔壁房间(区域 C11)。
Treasure. A silver bracelet set with seven small diamonds fell to the bottom of the basin. It's worth 150 gp.
宝藏。一只镶嵌着七颗小钻石的银手镯掉到了盆底。它价值 150 金币。
Pipes along the south wall of this room disappear into the walls near the ceiling. A complicated series of cogs and four hand-turned wheels connect to the pipes.
沿着房间南墙的管道消失在靠近天花板的墙壁中。一系列复杂的齿轮和四个手动转轮与管道相连。
The wheels control the water pressure through the pipes, but they lack gauges to show how turning the wheels affects the pressure. A character can determine that the water flows west, as well as how to maximize or minimize the water pressure, with an hour of trial and error. A character who succeeds on a DC 16 Intelligence (Investigation) check discovers this information in only 10 minutes. Alternatively, the marid Shanzezim in area C10 can describe how to work the wheels.
轮子控制着管道中的水压,但它们缺少显示转动轮子如何影响水压的仪表。一个角色可以通过一小时的试错来确定水流向西,以及如何最大化或最小化水压。成功通过 DC 16 智力(调查)检定的角色只需 10 分钟即可发现这些信息。或者,C10 区域的玛里德 Shanzezim 可以描述如何操作这些轮子。
Minimum Pressure. If the characters minimize the water pressure, the nozzles in area C7 stop flowing.
最小压力。如果角色们将水压降至最低,C7 区域的喷嘴将停止喷水。
Maximum Pressure. If the characters maximize the water pressure here and in area C12, the basins in areas C14 and C15 start to overflow. After 10 minutes, those areas become difficult terrain due to flooding. Five minutes after that, the denizens of area C14 come to investigate areas C8 and C12, bringing along both ghouls from area C17. The cultists shout about "teaching those meddling elementals a lesson" as they arrive, allowing the characters time to set up an ambush or another ploy.
最大压力。如果角色在这里和 C12 区域最大化水压,C14 和 C15 区域的盆地将开始溢出。10 分钟后,这些区域因洪水而成为困难地形。再过五分钟,C14 区域的居民会前来调查 C8 和 C12 区域,并带来 C17 区域的两只食尸鬼。邪教徒到达时会高喊“给那些多管闲事的元素生物一个教训”,这为角色提供了设置伏击或其他计谋的时间。
Rusty standpipes and interlocking cogs cover the walls of this small alcove.
生锈的立管和交错的齿轮覆盖了这个小型壁龛的墙壁。
The cogs here are jammed together and don't move. Whatever mechanism they connect to is inoperable.
这里的齿轮卡在一起,无法移动。它们连接的任何机制都无法运作。
Secret Door. One cog on the north wall doesn't connect to anything else on the wall around it. A creature must succeed on a DC 14 Intelligence (Investigation) check to find this loose cog. When turned, the cog causes part of the wall to slide away as a secret door. The cultists aren't aware of this door. The small passageway beyond ends at another secret door that is easily spotted and opened from inside the tunnel. It leads to area C2.
北墙上的一个齿轮与周围墙上的其他部分没有连接。生物必须成功通过 DC 14 的智力(调查)检定才能发现这个松动的齿轮。转动齿轮后,墙壁的一部分会滑开,形成一扇密门。邪教徒并不知道这扇门的存在。密门后的小通道尽头是另一扇密门,从隧道内部很容易发现并打开。它通向区域 C2。
Rubble chokes the southeast corner of the room, leaving only a small gap near the uneven ceiling. Some of the rubble has been reassembled into a low table, which bears small clockwork components. A hulking, fish-headed creature wearing exquisite silk finery carefully examines the tiny parts.
碎石堆堵塞了房间的东南角,只在凹凸不平的天花板附近留下一个小缝隙。部分碎石被重新堆砌成一张矮桌,上面摆放着小型发条零件。一个身形庞大、鱼头人身、穿着精美丝绸服饰的生物正仔细检查着这些微小部件。
The creature is a marid named Shanzezim. The marid was bound by the Waterclock Guild and can't leave the crypts belonging to that organization, even though Shanzezim believes the Waterclock Guild has been defunct for years. Not quite ready to test the binding to make an escape, the marid spends time here trying to reassemble one of the Waterclock Guild's most intricate clocks.
这个生物是一个名为 Shanzezim 的玛里德。玛里德被水钟公会束缚,无法离开属于该组织的墓穴,尽管 Shanzezim 认为水钟公会已经解散多年。玛里德还不准备测试束缚以逃脱,而是花时间在这里试图重新组装水钟公会最复杂的钟表之一。
If the water elemental in area C7 fled here, it informed Shanzezim about intruders in the area, so the marid attacks right away to drive off the characters. Otherwise, the marid asks the characters what they want. If a fight breaks out, the marid surrenders if reduced to fewer than 100 hit points or if the characters insist that they aren't with the cult.
如果 C7 区域的水元素逃到了这里,它会告知山泽兹姆有入侵者进入该区域,因此玛里德会立即发动攻击以驱赶角色。否则,玛里德会询问角色们想要什么。如果战斗爆发,玛里德在生命值降至 100 点以下或角色们坚称他们与邪教无关时会投降。
Shanzezim's Lore. If the characters talk to the marid and reassure Shanzezim they're not part of the cult, Shanzezim offers the characters a gold-colored flywheel from the disassembled clock. The marid is chatty and can share the following pieces of information:
Shanzezim 的传说。如果角色们与玛里德交谈并向 Shanzezim 保证他们不是邪教的一部分,Shanzezim 会送给角色们一个从拆解的时钟中取出的金色飞轮。玛里德很健谈,可以分享以下信息:
Clock Assembly. Shanzezim decided to reassemble a mechanical clock the Waterclock Guild left behind. The marid believes the thousands of parts are all here and reassembly shouldn't take more than another few years. The length of time doesn't bother Shanzezim, since the marid enjoys the work.
钟表组装。Shanzezim 决定重新组装水钟公会留下的机械钟。这位玛里德相信成千上万的零件都在这里,重新组装应该不会超过几年时间。时间的长短并不困扰 Shanzezim,因为这位玛里德很享受这项工作。
Cult Activity. Cruel cultists bully the Elementals in the next room and are keeping a prisoner nearby. The prisoner is a gnome whom Shanzezim hasn't yet met.
邪教活动。残忍的邪教徒在隔壁房间欺凌元素生物,并在附近关押了一名囚犯。囚犯是一个山泽齐姆尚未见过的侏儒。
Pipe System. The pipes running through this area lead to a part of the crypt where Shanzezim can't go, but to which the pipes' water flows. Shanzezim describes how to maximize and minimize the water pressure in areas C8 and C12, opining with delight that turning the flow to maximum pressure in both areas should flood out the recently arrived cultists in short order.
管道系统。穿过该区域的管道通向一个 Shanzezim 无法进入的墓穴部分,但管道的水流会流向那里。Shanzezim 描述了如何在 C8 和 C12 区域最大化或最小化水压,并高兴地认为,将这两个区域的水流调至最大压力,应该能在短时间内将最近到达的邪教徒淹没。
Waterclock Guild. Shanzezim is bound to a portion of the catacombs once controlled by a vanished organization of artificers and geomancers called the Waterclock Guild. Additional guild catacombs lie past the collapsed portion of this room, but they hold nothing of interest.
水钟公会。Shanzezim 被束缚在曾经由一群消失的工匠和地卜师组织——水钟公会——控制的部分地下墓穴中。公会的其他墓穴位于这个房间坍塌部分之后,但那里没有任何值得注意的东西。
Beyond the Rubble. It takes several days of labor to clear the rubble so creatures can pass through it, but Shanzezim is right about there being nothing relevant beyond it. If the characters are determined to explore the other Waterclock Guild chambers, you can invent water-themed or clockwork-based denizens and traps for them to encounter.
在废墟之外。清理废墟需要几天的劳动,以便生物能够通过,但 Shanzezim 说得对,废墟之外并没有什么相关的东西。如果角色们决心探索其他水钟公会的房间,你可以为他们设计一些以水为主题或基于机械装置的居民和陷阱。
Treasure. The clock parts include a gold-colored flywheel that isn't a part of the clock Shanzezim is trying to assemble. The flywheel thus doesn't interest the marid, who gives it to the characters. The gold-colored flywheel is magical and has the properties of a Stone of Good Luck.
宝藏。时钟零件包括一个金色飞轮,但它并非山泽兹姆试图组装的时钟的一部分。因此,这个飞轮并未引起玛里德的兴趣,他将它赠予了角色们。这个金色飞轮具有魔法,拥有幸运石(Stone of Good Luck)的特性。
This room's only door is padlocked from the outside with a new, sturdy lock. As an action, a character with thieves' tools can try to use them to open the lock, doing so with a successful DC 18 Dexterity (Sleight of Hand) check. The cult's four mages (in areas C14, C16, and C26) each carry a key that unlocks it. If the characters are friendly with the water elemental (see area C7) or Shanzezim (see area C10), either is happy to flow into the crack around the door and burst it open from the inside, much to the surprise of this room's occupant, Umberto Noblin.
这个房间唯一的门从外面用一把崭新而坚固的锁锁住了。作为一个动作,拥有盗贼工具的角色可以尝试使用它们来开锁,成功通过 DC 18 的敏捷(巧手)检定即可打开。邪教组织的四名法师(位于区域 C14、C16 和 C26)每人携带一把可以打开它的钥匙。如果角色与水元素(见区域 C7)或 Shanzezim(见区域 C10)友好,它们中的任何一个都会乐意从门缝中流入并从内部将门爆开,这让房间的居住者 Umberto Noblin 大吃一惊。
Water leaks down the walls of this cell and pools on the floor near a rusty drain. A dejected gnome sits on a sodden mattress in one corner.
水从这间牢房的墙壁上渗漏下来,在地板上的一个生锈排水口附近积成水洼。一个沮丧的侏儒坐在角落里的湿透床垫上。
Umberto Noblin is a gnome historian who is eager to escape Neverdeath Graveyard. Umberto has the game statistics of a lawful neutral mage without Spellcasting.
乌姆贝托·诺布林是一位渴望逃离永亡墓地的侏儒历史学家。乌姆贝托拥有一个无法施法的守序中立法师的游戏数据。
Umberto's Secret. Umberto knows that cultists of Vecna are his kidnappers, as he's one of Neverwinter's preeminent experts on Vecna's history. He initially keeps his expertise from the characters lest they think he's in league with the cult.
翁贝托的秘密。翁贝托知道绑架他的是维卡纳的邪教徒,因为他是无冬城研究维卡纳历史的顶尖专家之一。他最初向角色们隐瞒了自己的专长,以免他们认为他与邪教有勾结。
To keep his mind off of the nightmare of his capture and imprisonment, Umberto focuses on complaining about the poor cuisine. If the characters free Umberto and share some tasty food with him, he reveals his expertise in Vecna's history. Umberto especially likes food created with or by magic, such as berries from the Goodberry spell.
为了转移注意力,不再去想被俘和囚禁的噩梦,乌姆贝托专注于抱怨糟糕的伙食。如果角色们释放了乌姆贝托并与他分享一些美味的食物,他会透露自己在维卡纳历史方面的专业知识。乌姆贝托尤其喜欢用魔法制作或由魔法创造的食物,比如“神莓术”变出的浆果。
If Umberto reveals his role as a historian of Vecna, it's all he can talk about. He discusses his latest clandestine research project: the ancient rivalry between Vecna and his treacherous lieutenant, the vampire Kas. The historian has kept this research to himself so other scholars don't beat him to publication; Umberto knows he's a slow writer. The gnome's chattering should be endearing rather than irritating, and you can use Umberto to impart basic history about Vecna and Kas as described in the introduction.
如果乌姆贝托透露了他作为维卡纳历史学家的身份,他就会滔滔不绝地谈论这个话题。他会讨论他最新的秘密研究项目:维卡纳与他那背叛的副手——吸血鬼卡斯之间的古老恩怨。这位历史学家一直将这项研究保密,以免其他学者抢先发表;乌姆贝托知道自己写作速度慢。这位侏儒的喋喋不休应该令人感到亲切而非恼火,你可以利用乌姆贝托来传授关于维卡纳和卡斯的基本历史,正如引言中所述。
Learning about Umberto's secret research topic counts as a secret for the purposes of the Power of Secrets rules in this book's introduction.
了解翁贝托的秘密研究课题在本书引言中的“秘密之力”规则下被视为一个秘密。
Pipes climb the north wall, disappearing near the ceiling. A complicated series of cogs and three hand-turned wheels connect to the pipes.
管道沿着北墙向上延伸,在天花板附近消失。一系列复杂的齿轮和三个手动转轮与管道相连。
The wheels control the pipes' water pressure. As in area C8, a character can determine how to maximize or minimize the water pressure with an hour of trial and error, with 10 minutes of trial and error if a character succeeds on a DC 14 Intelligence (Investigation check), or with Shanzezim's instructions.
轮子控制着管道的水压。与区域 C8 一样,角色可以通过一小时的试错来确定如何最大化或最小化水压,如果角色成功通过 DC 14 的智力(调查检定),则只需 10 分钟的试错,或者根据 Shanzezim 的指示。
Minimum Pressure. Minimizing the pressure here doesn't affect the nozzles in area C7.
最小压力。在此处最小化压力不会影响 C7 区域的喷嘴。
This small room appears to be a crossroads between different parts of the graveyard. Steep stairs descend from the east and west sides of this room. Four bells of different sizes hang from leather cords affixed to the ceiling.
这个小房间似乎是墓地不同区域之间的交叉点。陡峭的楼梯从房间的东侧和西侧向下延伸。四口大小不一的钟悬挂在天花板上固定的皮绳上。
This room is set into the wall separating Neverdeath's Main Graveyard and Pauper's Graveyard. This room lets the cultists pass between the two graveyards without venturing aboveground.
这个房间嵌在分隔永亡主墓地和贫民墓地的墙中,让邪教徒可以在两个墓地之间穿行,而无需冒险到地面上。
Arriving cultists ring specific bells in a predetermined pattern, based on their rank, so cultists in the common room (area C14) can prepare an appropriate welcome. If the characters ring the bells without knowing their significance and patterns, the cultists in area C14 are alert to trouble.
抵达的邪教徒会根据他们的等级按预定模式敲响特定的钟声,以便在公共休息室(区域 C14)的邪教徒能准备相应的迎接。如果角色在不知其意义和模式的情况下敲响钟声,区域 C14 的邪教徒会警觉到麻烦。
Tables and chairs in this crypt are arranged to create a meeting room or mess hall. Water drips from a pipe into a basin in the southeast corner beneath a detailed image of a staring eye gripped in a withered hand. Five robed cultists are in this room, with one bullying the rest.
这个墓穴中的桌子和椅子被布置成一个会议室或食堂的样子。水从一根管道滴入东南角的一个盆中,盆上方是一幅细致的画像,画中一只枯萎的手握着一只凝视的眼睛。房间里有五名穿着长袍的邪教徒,其中一人正在欺凌其他人。
A neutral evil mage and four neutral evil cult fanatics occupy this room. The mage, a sneering, human bully named Oxtu, insists the cult fanatics call him by his formal title of "Teeth of Vecna." In turn, he refers to them as "Memories of Vecna," their rank. Oxtu likes to describe violent methods of coercing secrets from people, and the cult fanatics hang on his words. Oxtu carries keys that unlock all the prisoner cells (areas C5, C11, C18, and C20).
一个中立邪恶的法师和四个中立邪恶的狂信徒占据了这个房间。这个法师是一个名叫奥克斯图的人类恶霸,他坚持让狂信徒们用他的正式头衔“维卡纳之牙”来称呼他。反过来,他称他们为“维卡纳的记忆”,这是他们的等级。奥克斯图喜欢描述用暴力手段从人们那里逼出秘密的方法,而狂信徒们则对他的话言听计从。奥克斯图携带着能打开所有囚室(区域 C5、C11、C18 和 C20)的钥匙。
The cultists are quick to fight intruders. The fanatics try to stay out of the way of Oxtu's spells, but Oxtu makes no effort to exclude them. The cultists all fight to the death.
邪教徒迅速与入侵者交战。狂热者们试图避开奥克斯图的法术,但奥克斯图并不刻意避开他们。所有邪教徒都战斗至死。
A Noisy Fight. Loud noise here rouses the two mages dozing in area C16.
一场喧闹的打斗。这里的巨大声响惊醒了在 C16 区域打盹的两位法师。
Unholy Basin. The cultists desecrated the basin by placing iconography of Vecna above it. Creatures that aren't devotees of Vecna that drink from the basin must succeed on a DC 17 Constitution saving throw or have the poisoned condition for 1 hour. Cultists who suspect a lack of true devotion from their compatriots challenge each other to drink from the basin to prove their faith. If the characters come in disguise as devotees of Vecna, the cultists demand that they prove their faith by taking a drink.
不洁之盆。邪教徒将维兹卡的圣像置于盆上,亵渎了它。非维兹卡信徒的生物若饮用盆中之水,必须成功通过 DC 17 的体质豁免,否则将中毒 1 小时。怀疑同伴缺乏真正信仰的邪教徒会互相挑战,要求对方饮用盆中之水以证明其信仰。如果角色伪装成维兹卡信徒,邪教徒会要求他们通过饮用盆中之水来证明其信仰。
This small crypt has been converted into a kitchen. Dirty utensils soak in a large basin to the east. A stone coffin serves as a firepit; the coffin's lid has been repurposed as a table, which bears platters of dried fruit, nuts, and meat.
这个小墓室已被改造成厨房。脏餐具浸泡在东边的一个大盆里。一口石棺被用作火坑;棺盖被改造成了桌子,上面摆着几盘干果、坚果和肉。
This kitchen remains empty except during mealtimes, and no one bothers to keep it clean. Removing the utensils from the basin reveals a wide drain.
这间厨房除了用餐时间外一直空着,也没人费心去打扫。从水槽里取出餐具后,可以看到一个宽大的排水口。
Bones in nooks along this wall were pushed aside to make room for folded robes and other personal effects. Four narrow cots lie against the north wall. A robed human and a robed elf each rest on a cot.
这面墙的角落里的骨头被推到一边,为折叠的长袍和其他个人物品腾出空间。四张窄床靠北墙摆放。一个穿着长袍的人类和一个穿着长袍的精灵各自躺在一张床上。
Two neutral evil mages, an elf man named Hannel and a human woman named Algra, rest here. They are surly, taciturn zealots who venerated Vecna in secret for decades before joining the cult. They love exercising their authority over junior cultists. Each wears a necklace of human teeth in honor of their titles within the cult hierarchy as "Teeth of Vecna." They each carry a key to the prisoner cells (areas C5, C11, C18, and C20).
两名中立邪恶的法师,一位名叫汉内尔的精灵男子和一位名叫阿尔格拉的人类女子,在此休息。他们是脾气暴躁、沉默寡言的狂热者,在加入邪教之前秘密崇拜维卡纳数十年。他们喜欢对低级邪教徒行使权力。每个人都戴着一条人牙项链,以纪念他们在邪教等级制度中的头衔——“维卡纳之牙”。他们各自携带着囚室(区域 C5、C11、C18 和 C20)的钥匙。
The mages are quick to fight if they spot intruders, since they don't want the cult exposed. They are determined to vanquish intruders and prove their worth to the cult, even if it means fighting to the death.
法师们一旦发现入侵者就会迅速展开战斗,因为他们不想让教派暴露。他们决心消灭入侵者,并向教派证明自己的价值,即使这意味着战斗至死。
Secret Door. An urn in a nook on the south wall rotates, sliding aside a wall panel that leads to a short tunnel between this room and area C25. A character who searches the room and succeeds on a DC 15 Wisdom (Perception) check finds the secret door and the means to open it. The mages know about the secret passage, but none of the cult fanatics do. At the far end of the secret passage is another secret door easily spotted and opened from inside the tunnel.
秘密门。南墙角落里的一个瓮旋转,滑开一面墙板,通向这个房间和 C25 区域之间的一条短隧道。搜索房间并成功通过 DC 15 感知(察觉)检定的角色会发现这扇秘密门及其开启方法。法师们知道这条秘密通道,但狂热的邪教徒们都不知道。在秘密通道的尽头是另一扇秘密门,从隧道内部很容易发现并打开。
The long, low shelves of this room are canted at irregular angles due to the uneven stones in the floor. The shelves are crammed with books, scrolls, and folios. Four robed cultists stand near the south shelves instructing two ghouls to tidy up the books.
这个房间里的长而低的架子由于地板上的不平整石块而倾斜成不规则的角度。架子上堆满了书籍、卷轴和册子。四名身穿长袍的邪教徒站在南边的架子旁,指挥两只食尸鬼整理书籍。
A stone coffin rests against the north wall, its top carved to look like pages of an open book. Engraved on the book's pages is a name: Ayren Griffynstone.
一口石棺靠在北墙边,棺盖雕刻成一本打开的书页模样。书页上刻着一个名字:艾琳·格里芬斯通。
Four chaotic evil cult fanatics are supervising two ghouls trying to reorganize the jumble of books the cultists brought to this tomb. The library belongs to Ayren Griffynstone, a human Neverwinter historian. The room hasn't fared well in the graveyard's upheavals, and the uneven floor makes this room difficult terrain.
四个混乱邪恶的狂热邪教徒正在监督两只食尸鬼,试图重新整理邪教徒带到这座坟墓的杂乱书籍。这座图书馆属于人类历史学家艾琳·格里芬斯通,她来自无冬城。房间在墓地的动荡中受损严重,不平整的地面使这个房间成为难以通行的地形。
As Vecna is a god of knowledge as well as secrets, the cultists all contributed their personal libraries to this collection. Each of the cult fanatics has their own ideas about how this hodgepodge of eclectic works should be organized, so the ghouls labor under constant streams of conflicting directions.
由于维兹南既是知识之神也是秘密之神,邪教徒们都将他们的个人图书馆贡献给了这个收藏。每个邪教狂热分子对于如何组织这些混杂的折衷作品都有自己的想法,因此食尸鬼们在不断冲突的指令下辛苦劳作。
Everyone here is on edge and grateful for the distraction of a fight. If the fight turns against the fanatics, one tries to escape through the secret door to fetch the demons in area C19.
这里的每个人都紧张不安,并对战斗的分散注意力感到感激。如果战斗对狂热者不利,其中一人会试图通过秘密门逃跑,去 C19 区域召唤恶魔。
Secret Door. One shelf swings back to reveal a secret passage to area C19. A character who searches the shelves and succeeds on a DC 15 Intelligence (Investigation) check finds the secret door and the means to open it. All the cultists know about this secret door. At the far end of the secret passage is another secret door easily spotted and opened from inside the tunnel.
秘密门。一个书架向后摆动,露出通往 C19 区域的秘密通道。搜索书架并成功通过 DC 15 智力(调查)检定的角色会发现这扇秘密门及其开启方法。所有邪教徒都知道这扇秘密门。在秘密通道的尽头是另一扇秘密门,从隧道内部很容易发现并打开。
Treasure. The collection of sinister books, many of which are duplicates, includes a few valuable tomes. A book describing the Eye of Vecna and Hand of Vecna is a masterpiece of writing and artistic illumination worth 450 gp. A book of nonsensical poetry titled Quite Good Verse has a gold-plated cover and is worth 200 gp. A book about Neverwinter's history contains a Spell Scroll of Greater Invisibility and a Spell Scroll of Major Image folded in its pages. The characters can find these treasures with 10 minutes of dedicated searching.
宝藏。这些阴森的书籍收藏中,许多是重复的,但也有一些珍贵的典籍。一本描述维克那之眼和维克那之手的书是写作和艺术插图的杰作,价值 450 金币。一本名为《相当不错的诗句》的无意义诗歌集,封面镀金,价值 200 金币。一本关于无冬城历史的书中夹着一张高等隐形术的法术卷轴和一张强效幻象的法术卷轴。角色们可以通过 10 分钟的仔细搜索找到这些宝藏。
This room has a padlock outside like the other prisoner cells, but the lock hangs open.
这个房间和其他囚室一样,外面有一个挂锁,但锁是开着的。
This squalid cell contains nothing but a bucket and a small heap of filthy blankets.
这间肮脏的牢房里除了一只桶和一小堆污秽的毯子外,别无他物。
The planar scholar Eldon Keyward occupied this cell for many miserable days. He was taken to the ritual cage in area C26, so his cell isn't locked.
位面学者埃尔登·凯沃德在这间牢房里度过了许多悲惨的日子。他被带到了 C26 区域的仪式笼中,因此他的牢房没有上锁。
Eldon's Notebook. Anyone searching the blankets finds Eldon's prize possession: a small notebook filled with his cramped writing about extraplanar intersections, planar conjunctions, and similar esoterica.
埃尔登的笔记本。任何人在毯子中搜寻都会发现埃尔登的珍贵物品:一本小笔记本,里面写满了他关于异界交汇、位面连接以及类似深奥知识的潦草笔记。
Hundreds of names are etched into metal plates set into the walls of this room, many scratched over and unreadable. Two hulking, red-furred, apelike creatures stalk around the room.
数百个名字被刻在嵌入这房间墙壁的金属板上,许多已被划花,无法辨认。两只体型庞大、红毛、类猿的生物在房间里徘徊。
The two barlguras here work as the cult's kidnappers. With little to do until the next kidnapping spree other than guard the imprisoned aristocrat in area C20, the demons spend their time scratching out the names on the memorial plates with their claws.
这里的两个巴洛格魔充当邪教的绑架者。在下次绑架狂潮之前,除了在 C20 区域看守被囚禁的贵族外,这些恶魔无所事事,便用爪子刮掉纪念牌上的名字来打发时间。
Secret Door. One of the nameplates pivots to reveal a secret passage to area C17. A character who searches the room and succeeds on a DC 17 Wisdom (Perception) check finds the secret door and the means to open it. The demons don't know about the secret door, but the cultists do. At the far end of the secret passage is another secret door easily spotted and opened from inside the tunnel.
秘密门。其中一块铭牌可以旋转,露出通往 C17 区域的秘密通道。一个搜索房间并成功通过 DC 17 感知(察觉)检定的角色会发现这扇秘密门及其开启方法。恶魔们不知道这扇秘密门的存在,但邪教徒们知道。在秘密通道的尽头是另一扇秘密门,从隧道内部很容易发现并打开。
This room's only obvious door is padlocked from the outside with a sturdy, new lock. As an action, a character with thieves' tools can use them to try to open the lock, doing so with a successful DC 18 Dexterity (Sleight of Hand) check. Each of the cult's four mages (in areas C14, C16, and C26) carries a key to it. Once the characters open the door, read the following:
这个房间唯一明显的门从外面用一把坚固的新锁锁住了。作为一个动作,拥有盗贼工具的角色可以使用它们尝试打开锁,成功通过 DC 18 的敏捷(巧手)检定即可打开。邪教中的四位法师(位于区域 C14、C16 和 C26)每人携带一把钥匙。一旦角色打开门,请阅读以下内容:
This crypt smells like a sewer. A woman sits on a mattress atop a low shelf, her once-fine clothing in tatters and a silk scarf wrapped around her face.
这个墓穴闻起来像下水道。一个女人坐在低矮架子上的床垫上,她曾经精致的衣服已经破烂不堪,脸上裹着一条丝绸围巾。
The prisoner is a human actor named Indrina Lamsensettle. Indrina's normally haughty demeanor has diminished in her imprisonment, though she's determined to make the cult pay once she escapes. Indrina dreams of returning to her estate, cleaning up, and dousing herself in perfumes. She doesn't know anything about Vecna or what the cult has in store for her; she believes that Lord Neverember is behind her imprisonment. Indrina has the game statistics of a lawful neutral noble but is unarmed and unarmored.
囚犯是一位名叫因德里娜·拉姆森塞特尔的人类演员。因德里娜在监禁期间,她平日里的傲慢态度有所减弱,但她决心一旦逃脱就让邪教付出代价。因德里娜梦想着回到她的庄园,好好梳洗一番,并洒上香水。她对维兹纳一无所知,也不知道邪教对她有何企图;她认为是领主内维尔姆伯策划了她的监禁。因德里娜拥有守序中立贵族的游戏数据,但未携带武器和护甲。
Secret Door. Part of the south wall swings aside when shoved. The short hall beyond leads to the latrine and smells even worse than Indrina's cell. A character who searches this room and succeeds on a DC 18 Wisdom (Perception) check finds the secret door. Indrina doesn't know the door is there.
暗门。南墙的一部分在被推动时会打开。后面的短走廊通向厕所,气味比因德里娜的牢房还要难闻。一个角色在搜索这个房间并成功通过 DC 18 的感知(察觉)检定时,会发现这扇暗门。因德里娜不知道这扇门的存在。
Indrina's Secret. Indrina collected information from skilled genealogists and assembled proof that Lord Neverember isn't descended from Neverwinter's great hero, Lord Nasher Alagondar, as he claims. Indrina assumes Lord Neverember wants to silence her for what she's discovered.
英德丽娜的秘密。英德丽娜从技艺精湛的家谱学家那里收集了信息,并整理出证据,证明领主奈维姆伯并非如他所声称的那样,是来自无冬城伟大英雄纳希尔·阿拉贡达的后裔。英德丽娜认为奈维姆伯领主想要因为她所发现的事情而让她闭嘴。
If the characters admit to working for Lord Neverember, Indrina doesn't reveal what she knows. A character who asks why Indrina is here without revealing who hired the characters can attempt a DC 18 Charisma (Persuasion) check, with advantage if Indrina is given perfume or otherwise removed from the cell's offensive smell. On a success, Indrina reveals her secret knowledge.
如果角色们承认在为领主内维尔姆伯工作,因德里娜不会透露她所知道的信息。一个角色在不透露雇佣者身份的情况下询问因德里娜为何在此,可以尝试进行一次 DC 18 的魅力(说服)检定,如果因德里娜被给予香水或以其他方式摆脱牢房的恶臭,则检定具有优势。若成功,因德里娜会透露她的秘密知识。
Learning Indrina's discovery counts as a secret for the purposes of the Power of Secrets rules in this book's introduction. Lord Neverember casually dismisses Indrina's accusation if it's later brought to his attention, insisting that the woman can't prove anything.
了解因德里娜的发现被视为本书引言中“秘密之力”规则下的一个秘密。如果后来有人向领主内维尔姆提及此事,他会漫不经心地驳斥因德里娜的指控,坚称那个女人无法证明任何事情。
The outside of this door bears a large "X" painted on it in red.
这扇门的外面用红色颜料画着一个大大的“X”。
Several urns lie shattered across the floor of this room amid heaps of ash and bone dust.
几个骨灰坛散落在地板上,周围堆满了灰烬和骨粉。
The cultists disturbed two wraiths bound to the urns while ransacking the room. The cultists quickly retreated and haven't been back. The wraiths emerge from the dust and ash when anyone opens the door, shrieking, "Vecnans, die!" They vent their rage on nearby creatures, preferring to attack cultists. The wraiths fight until destroyed.
邪教徒在洗劫房间时惊动了与骨灰坛绑定的两个幽魂。邪教徒迅速撤退,再未返回。每当有人打开门时,幽魂便会从尘埃和灰烬中现身,尖叫道:“维坎信徒,死吧!”它们对附近的生物发泄愤怒,尤其喜欢攻击邪教徒。幽魂会战斗至被摧毁为止。
This filthy latrine is merely a deep pit with a few boards across it. The stink is overpowering.
这个肮脏的厕所只是一个深坑,上面横着几块木板。臭味令人难以忍受。
Secret Door. The north wall of this disgusting room swings aside when a particular stone is pressed. A character who searches the room and succeeds on a DC 15 Intelligence (Investigation) check finds the secret door. All the cultists know about this secret door and open it from time to time to waft the smell into Indrina's cell (area C20).
秘密门。当按下某块特定的石头时,这个恶心房间的北墙会向一侧打开。成功通过 DC 15 智力(调查)检定的角色在搜索房间时会发现这扇秘密门。所有邪教徒都知道这扇秘密门,并时不时打开它,将气味吹入因德里娜的牢房(区域 C20)。
A shuffling cultist bearing a vacant expression moves through the corridor. Several narrow doorways lead off this long hall.
一个表情空洞、步履蹒跚的邪教徒穿过走廊。这条长长的走廊旁有几扇狭窄的门道。
The Vecnan cult leader, Jerot Galgin, used a dreadful ritual to drain the cultist of her knowledge and vitality. This cultist, as well as other people whose secrets the cult have sacrificed to Vecna, has the game statistics of a zombie. The cultist is a Humanoid rather than Undead and isn't immune to poison damage or the poisoned condition. She is dressed like the other cult members and doesn't attack anyone dressed like cultists.
维卡纳邪教领袖杰罗特·加尔金使用了一种可怕的仪式,从这名教徒身上汲取了她的知识和生命力。这名教徒,以及其他被邪教献祭给维卡纳的秘密持有者,拥有僵尸的游戏数据。这名教徒是人形生物而非不死生物,对毒素伤害或中毒状态没有免疫。她穿着与其他邪教成员相同的服装,不会攻击任何穿着邪教服装的人。
Made an Example. Raina Kairls was caught planning to betray the cult to Neverwinter's guards. Jerot first tested the sacrificial ritual on Raina and thinks she serves as a useful reminder of the price of betrayal.
杀一儆百。雷娜·凯尔斯被发现在策划向无冬城的守卫出卖邪教。杰罗特首先在雷娜身上测试了献祭仪式,并认为她是一个有用的提醒,让人们记住背叛的代价。
This narrow doorway leads into a small, empty crypt.
这扇狭窄的门通向一间小而空的墓室。
These four rooms are empty.
这四个房间是空的。
This large room has been furnished to resemble a cozy bedroom and study. Stooped over a desk and scribbling furiously on a parchment is a gaunt, robed human man. Standing next to the desk is a one-eyed, bipedal horror with spikes growing out of its back. Tapestries depicting feasting undead creatures hang on the wall.
这个大房间被布置得像一个舒适的卧室和书房。一个瘦削、穿着长袍的人类男子正伏在书桌上,疯狂地在羊皮纸上书写。书桌旁站着一个独眼、双足的恐怖生物,背上长着尖刺。墙上挂着描绘亡灵生物盛宴的挂毯。
The cult's leader is a neutral evil, human necromancer wizard (see appendix A) named Jerot Galgin. A loyal nothic assistant named Maszundrin never leaves Jerot's side. A devotee of Vecna, Maszundrin learned Common while lurking in the catacombs for decades and considers the cultists vital servants of the lich-god.
邪教领袖是一位中立邪恶的人类死灵法师(见附录 A),名为杰罗特·加尔金。他身边总有一位忠诚的诺斯怪助手,名叫马兹恩德林。作为维兹纳的信徒,马兹恩德林在墓穴中潜伏数十年间学会了通用语,并认为这些邪教徒是巫妖之神的重要仆从。
Jerot is an aristocrat who has lived his entire life in Neverwinter. He has built his deep faith in Vecna and vast necromantic knowledge over many years, right under the noses of his peers. He's engaging in this current research while his friends and family believe him to be on an extended trip to Waterdeep. Jerot considers his secret life as a cult leader, or the "Thought of Vecna," to be yet another way to honor his evil patron.
杰罗特是一位一生都居住在无冬城的贵族。多年来,他在同僚的眼皮底下建立了对维兹纳的深厚信仰和广博的死灵术知识。他目前正在进行这项研究,而他的朋友和家人则以为他在深水城进行了一次长期旅行。杰罗特将自己作为邪教领袖或“维兹纳之思”的秘密生活视为另一种方式来荣耀他那邪恶的庇护者。
Jerot is refining the ritual occurring in the Sacrifice Gallery (area C26) and is too focused on his work to be distracted by combat elsewhere in the catacombs. He trusts his minions to handle any trouble. If intruders reach Jerot's personal chamber, he commands the nothic to enter melee while he fights from a distance, summoning Undead defenders if the nothic falls. Jerot fears exposure more than anything else and thus fights to the death.
杰罗特正在完善发生在献祭画廊(区域 C26)的仪式,他过于专注于工作,无暇顾及地下墓穴其他地方的战斗。他相信自己的仆从能够处理任何麻烦。如果入侵者进入杰罗特的私人房间,他会命令诺斯怪进入近战,而他自己则从远处战斗,如果诺斯怪倒下,他会召唤亡灵守卫。杰罗特最害怕暴露,因此会战斗至死。
Jerot's Papers. Jerot's notes on the ritual describe draining and sacrificing a victim's secrets and knowledge to Vecna. His notes illustrate the first test of the ritual, which used a disloyal cultist as the victim. For his future attempts, Jerot has chosen townspeople from Neverwinter whom he believes have particularly meaningful secrets. Their secrets are the cultists' best offerings to Vecna.
杰罗特的笔记。杰罗特关于仪式的笔记描述了将受害者的秘密和知识抽取并献祭给维卡纳。他的笔记展示了仪式的第一次测试,使用了一名不忠的邪教徒作为受害者。在未来的尝试中,杰罗特选择了无冬城的居民,他认为这些人拥有特别有意义的秘密。他们的秘密是邪教徒献给维卡纳的最佳祭品。
A character who examines Jerot's notes and succeeds on a DC 14 Intelligence (Investigation) check finds mention of magical phenomena called "Crevices of Dusk" that sometimes appear in Neverwinter. The notes indicate that these magical gateways connect to a plane populated by Undead, but it's clear Jerot doesn't know much more than that. His notes indicate his resolve to learn more after he finishes his current experiments in stealing and offering secrets to Vecna.
一个角色若检查杰罗特的笔记并通过了 DC 14 的智力(调查)检定,会发现提到了一种名为“暮色裂隙”的魔法现象,这种现象有时会出现在无冬城。笔记表明这些魔法门户连接到一个由亡灵居住的位面,但显然杰罗特对此知之甚少。他的笔记显示,他决心在完成当前窃取并向维兹纳献上秘密的实验后,进一步研究这些现象。
Secret Door. A tapestry depicting a feasting ghoul conceals a secret, sliding door leading to a short tunnel between this room and area C16. A character who searches behind the tapestry and succeeds on a DC 10 Wisdom (Perception) check finds the secret door. Once inside the secret passage, a character can easily spot and open the secret door at the opposite end.
秘密门。一幅描绘食尸鬼盛宴的挂毯隐藏着一扇滑动的秘密门,通往这个房间与 C16 区域之间的短隧道。一个角色若搜索挂毯后方并成功通过 DC 10 的感知(察觉)检定,即可发现这扇秘密门。一旦进入秘密通道,角色可以轻松发现并打开另一端的秘密门。
This enormous room features raised galleries at the east and west ends. Six chanting figures ring the east gallery, their hands raised toward a spherical cage hanging from the 30-foot-tall ceiling. The ritual's leader chants from the west balcony, surrounded by hunched, one-eyed creatures with knobby hides. A terrified elf struggles in the dangling cage.
这个巨大的房间在东西两端设有高起的回廊。六个吟唱的身影环绕着东侧回廊,他们的手伸向悬挂在 30 英尺高天花板上的球形笼子。仪式的领导者从西侧阳台吟唱,周围环绕着驼背、独眼、皮肤粗糙的生物。一个惊恐的精灵在悬挂的笼子里挣扎。
This room's floor is 10 feet lower than the raised galleries.
这个房间的地板比高出的画廊低 10 英尺。
The room is filled with cultists engaged in an extensive, hours-long ritual to sacrifice the elf Eldon Keyward's secrets to Vecna. The ritual leader is a tall, proud, neutral evil mage named Kendri Nex. The five nothics around her attack intruders on sight. Kendri uses her magic defensively, retreating to the room's floor if pressed. Kendri carries keys that unlock all the prisoner cells (areas C5, C11, C18, and C20), but if the characters haven't already rescued the other prisoners, they might not have the chance to do so, as the encounter likely ends with them being shunted through a planar rift.
房间里挤满了邪教徒,他们正在进行一场持续数小时的盛大仪式,将精灵艾尔登·凯沃德的秘密献祭给维卡。仪式的主持者是一位高大、傲慢、中立邪恶的法师,名叫肯德里·奈克斯。她周围的五个诺斯怪会一见到入侵者就发动攻击。肯德里会使用魔法进行防御,如果受到压力,她会退到房间的地板上。肯德里携带着能打开所有囚室(区域 C5、C11、C18 和 C20)的钥匙,但如果角色们还没有救出其他囚犯,他们可能就没有机会了,因为这次遭遇很可能会以他们被传送到一个位面裂隙中而告终。
The six neutral evil cult fanatics on the raised east gallery don't fight, since they fear interrupting the complicated ritual. They maintain their chanting and wild gesticulations.
东侧高台上的六名中立邪恶狂热教徒没有参战,因为他们害怕打断复杂的仪式。他们继续吟唱并做出狂野的手势。
The Cage. Eldon is a lawful good elf priest who follows Deneir, a god of writing and knowledge. He can't cast spells while he's in the cage. Eldon's cage hangs from a sturdy chain that ends 20 feet above the ground. The door on the cage's side is latched but not locked. Any character who can reach the cage can open its door as an action.
笼子。埃尔顿是一位守序善良的精灵牧师,他追随书写与知识之神德尼厄尔。他在笼子里时无法施法。埃尔顿的笼子悬挂在一根结实的链条上,链条末端离地面 20 英尺。笼子侧面的门是闩上的,但没有上锁。任何能够到笼子的角色都可以用一个动作打开它的门。
This fight ends immediately if the characters kill Kendri, silence any of the cult fanatics, or attempt to free Eldon. Energy from the interrupted ritual opens a latent planar rift that shunts Eldon and the characters into the Shadowfell:
如果角色们杀死肯德里、让任何狂热教徒沉默或试图解救埃尔顿,这场战斗将立即结束。被中断的仪式能量打开了一个潜在的位面裂隙,将埃尔顿和角色们传送到了影界。
A riot of silvery-purple energy fills the room. You feel a sense of space tearing open—then you're falling, and everything goes dark.
一片银紫色的能量在房间中爆发。你感觉到空间被撕裂——然后你开始坠落,一切陷入黑暗。
The cult's disrupted ritual thrusts the characters (along with Eldon) through a Crevice of Dusk, a gap between the Material Plane and the Shadowfell city of Evernight, a gloomy reflection of Neverwinter. The Crevice of Dusk closes immediately after shunting the characters.
邪教被打断的仪式将角色们(连同埃尔顿)推入了暮色裂隙,这是物质位面与影界城市永夜城之间的缝隙,永夜城是无冬城的阴暗倒影。暮色裂隙在将角色们抛入后立即关闭。
The characters experience the following vision:
角色们经历了以下幻象:
Around the world and across the planes, you perceive innumerable cults of Vecna. They snatch away people and strip their secrets in rituals like the one you stopped. Behind them, the withered form of Vecna gathers the secrets like threads, adding them to a glowing sphere of hidden knowledge in some impossibly distant place. The vision fades into darkness, leaving only Vecna's glaring left eye.
在世界各地和各个位面中,你感知到无数维卡纳的教派。他们掳走人们,并在仪式中剥离他们的秘密,就像你阻止的那场一样。在他们背后,维卡纳那枯萎的身影像收集线头一样收集着这些秘密,将它们添加到某个遥不可及之处的发光球体中,那球体充满了隐秘的知识。幻象逐渐消失在黑暗中,只留下维卡纳那瞪视的左眼。
The characters each gain a metaphysical link to Vecna, which follows the rules for blessings presented in the Dungeon Master's Guide. Vecna's Link is the result of feedback from the interrupted ritual. Vecna is unaware the characters—or anyone, for that matter—are linked with him, so the god has no reason to sever the tie. The link can manifest as subtly or as obviously as each player wishes, from the sensation of a specific smell when the character thinks of Vecna to a loud noise only they hear when the lich's name is uttered.
每个角色都与维卡纳建立了一种形而上的联系,遵循《地下城主指南》中关于祝福的规则。维卡纳的联系是仪式被打断后反馈的结果。维卡纳并不知道这些角色——或任何人——与他有联系,因此这位神祇没有理由切断这种联系。这种联系可以像每个玩家希望的那样微妙或明显,从角色想到维卡纳时感受到特定气味,到当巫妖的名字被说出时只有他们能听到的响亮声音。
Vecna's Link. You gain a special intuition for secrets. You have advantage on Wisdom (Insight) checks. In addition, you can use an action to cast See Invisibility without expending a spell slot. Once you cast that spell in this way, you can't do so again until you finish a long rest.
维克那之链。你对秘密有着特殊的直觉。你在感知(洞察)检定上具有优势。此外,你可以使用一个动作来施放“识破隐形”,且无需消耗法术位。一旦你以这种方式施放该法术,直到你完成一次长休前,你无法再次以此方式施放。
When the characters acquire this link, remind them about the Power of Secrets rules. Allow them to spend any secrets they've gained so far as usual.
当角色获得此链接时,提醒他们关于“秘密之力”的规则。允许他们像往常一样使用迄今为止获得的任何秘密。
Evernight is a forlorn metropolis in the Shadowfell. It has geography similar to Neverwinter's, but it presents as Neverwinter's dismal opposite. The sun never shines on Evernight, and ash-laden fog rises from lava flowing through the city in place of Neverwinter River, choking the city.
永夜城是影界中一座荒凉的大都市。它的地理环境与无冬城相似,但却是无冬城的阴暗对立面。阳光从未照耀过永夜城,取而代之的是从流经城市的熔岩中升起的灰烬浓雾,取代了无冬河,窒息着这座城市。
While Neverwinter is filled with living creatures trying to build a better future, Evernight is populated by Undead—primarily vampires and ghouls—who prey on each other and on travelers.
虽然无冬城充满了努力建设更美好未来的生物,永夜城却居住着不死生物——主要是吸血鬼和食尸鬼——它们互相捕食,也捕食旅人。
Evernight is a crossroads of trade in the Shadowfell and hosts numerous markets, including the lively Corpse Market. There, undead merchants trade in the bodies and blood of the dead—sometimes, the very recently dead.
永夜是影界中的贸易十字路口,拥有众多市场,包括热闹的尸体市场。在那里,亡灵商人交易死者的尸体和血液——有时甚至是刚刚死去的人。
Since the characters were underground in Neverwinter's graveyard when shunted to Evernight, they're similarly underground in Evernight's graveyard.
由于角色们被传送到永夜时身处无冬城墓地的地下,他们在永夜墓地同样位于地下。
Each character appears within an open coffin. The coffins are jumbled near each other in a large, 10-foot-deep grave pit.
每个角色都出现在一个打开的棺材里。棺材杂乱地堆放在一个 10 英尺深的巨大墓坑中。
Twelve ghouls prowl the area around the party's grave pit. Characters in the grave pit hear the hungry shouts and slavering of approaching ghouls, and you can further ramp up the tension by concealing the total number of ghouls until a character emerges from the pit to look around. The coffin-filled bottom of the grave pit is difficult terrain. The muddy, sloping sides require a successful DC 10 Strength (Athletics) check to ascend, but moving down them doesn't require a check.
十二只食尸鬼在队伍墓坑周围徘徊。墓坑中的角色能听到逼近的食尸鬼饥饿的嚎叫和流涎声,你可以通过隐藏食尸鬼的总数来进一步增加紧张感,直到有角色从墓坑中出来查看周围。墓坑底部满是棺材,属于困难地形。泥泞的斜坡需要成功通过 DC 10 的力量(运动)检定才能攀爬,但向下移动则不需要检定。
Eldon's Latest Imprisonment. In addition to the open coffins for each character, the grave pit contains another coffin wedged into the dirt and nailed shut. Eldon Keyward is confined within it.
埃尔登的最新囚禁。除了为每个角色准备的敞开的棺材外,墓坑里还有另一口棺材被楔入泥土并钉死。埃尔登·凯沃德被关在里面。
Eldon grunts for aid and pounds at the wood. Unless a character uses an action to open Eldon's coffin, he kicks a side panel free and squirms out after 1 minute of effort. If the fight with the ghouls is still going on, Eldon helps as best he can.
埃尔顿咕哝着求助并猛击木板。除非有角色使用一个动作打开埃尔顿的棺材,否则他在 1 分钟的努力后踢开一侧面板并挣扎着爬出来。如果与食尸鬼的战斗仍在继续,埃尔顿会尽其所能提供帮助。
Once the fight is over, Eldon shares the following information, either all at once or in fragments:
战斗结束后,埃尔顿会分享以下信息,可能一次性说完,也可能分几次透露:
"Very bad, but not surprising. I don't know if the cultists planned to send us here, but here we are. Neverwinter has cracks between our world and the Shadowfell—Crevices of Dusk, they're called. Planar travelers sometimes slip through.
“非常糟糕,但并不意外。我不知道那些邪教徒是否计划把我们送到这里,但我们现在就在这里。无冬城在我们的世界和影界之间有一些裂缝——它们被称为暮光裂隙。位面旅行者有时会从中滑过。”
"We're in a nasty city called Evernight. It's an evil echo of Neverwinter, populated by undead. We arrived in Evernight's graveyard because we left from Neverwinter's graveyard.
“我们来到了一个名为永夜城的险恶之地。它是无冬城的邪恶镜像,充斥着亡灵。我们之所以出现在永夜城的墓地,是因为我们从无冬城的墓地出发。”
"There's no evidence of the crevice we came through. It doesn't surprise me that it's gone; stable crevices are rarer than spontaneous ones. But we need a stable one to get back to Neverwinter.
“我们穿过的裂隙已经无影无踪了。它消失了我并不感到意外;稳定的裂隙比自发的裂隙更为罕见。但我们需要一个稳定的裂隙才能回到无冬城。”
"We shouldn't spend a lot of time traipsing through an undead-infested metropolis, hoping to stumble across a gateway to Neverwinter. That feels unsafe. Maybe we should ask around inconspicuously. There's a market east of the Neverwinter Graveyard, which means it's likely there's a market east of Evernight's graveyard, too. But we should be careful."
“我们不应该花太多时间在一个亡灵横行的都市里闲逛,希望能偶然找到通往无冬城的入口。这感觉不太安全。也许我们应该低调地四处打听一下。无冬城墓地东边有个市场,这意味着永夜城的墓地东边可能也有个市场。但我们要小心行事。”
The characters have little to go on other than Eldon's suggestion. Other explorations of Evernight are both dangerous and fruitless, so you should eventually steer the party back to the market even if they venture elsewhere.
角色们除了埃尔顿的建议外几乎一无所获。对永夜之地的其他探索既危险又徒劳,因此即使他们冒险前往其他地方,你也应该最终引导队伍回到市场。
The characters don't have other encounters as they make their way through Evernight's graveyard, though they hear howls and cries through the fog that let them know the graveyard isn't a safe place to linger.
角色们在穿越永夜墓地的途中没有遇到其他遭遇,尽管他们透过浓雾听到了嚎叫和哭泣声,这让他们知道墓地并非久留之地。
Eldon's Notebook. If the characters found Eldon's notebook and return it to him, he's grateful and immediately starts adding notes about the Shadowfell and Evernight.
埃尔德恩的笔记本。如果角色们找到了埃尔德恩的笔记本并归还给他,他会非常感激,并立即开始记录关于影界和永夜的内容。
The wall around Evernight's graveyard is riddled with gaps, and the ground near it is covered in fallen rubble, so leaving the graveyard is easy. Directly east of the graveyard, a large market stretches for blocks in every direction. Tattered canvas and shrouds separate the numerous stalls. Feeble moonlight and flickering torches illuminate the city, regardless of the time of day.
永夜墓园周围的墙壁布满了缺口,附近的地面也散落着碎石,因此离开墓园很容易。墓园正东方向,一个大型市场向四面八方延伸,破旧的帆布和帷幕分隔着众多摊位。无论白天黑夜,微弱的月光和闪烁的火把都照亮着这座城市。
Everything in the market exhibits pale, subdued colors, but the atmosphere is lively as ghouls, skeletons, and vampires meander from stall to stall.
市场上的一切都呈现出苍白、柔和的色彩,但气氛却十分活跃,食尸鬼、骷髅和吸血鬼在各个摊位间穿梭。
Goods for sale in the Corpse Market include ghoulish remains intended for consumption, such as fingers pickled in brine, jars of blood, and wrapped organs. Shops sell bouquets of dead flowers, frayed burial finery, jewelry displayed on severed hands, elegant canopic jars, and the like.
尸体市场上出售的商品包括供食用的恐怖残骸,如盐水腌制的指头、罐装血液和包裹的器官。商店里出售枯萎的花束、磨损的丧葬华服、陈列在断手上的珠宝、优雅的卡诺卜罐等。
The Corpse Market occasionally sees living visitors, though the characters are the only ones present now. If the characters don't attempt to hide or disguise themselves, they receive sidelong stares from merchants and customers. Everyone assumes the characters wouldn't be here unless they were under the protection of an influential figure in the city or were powerful travelers in their own right.
尸体市场偶尔会有活人光顾,尽管现在只有角色们在场。如果角色们不试图隐藏或伪装自己,他们会受到商人和顾客的侧目。每个人都认为角色们除非受到城中某位有权势人物的保护,或者本身就是强大的旅行者,否则不会出现在这里。
Shortly after the characters enter the Corpse Market, they draw the attention of a vampire merchant named Sangora. When she sees the characters, she spreads her cloak wide and shows sharp fangs in her smile. She says:
角色们进入尸体市场后不久,便引起了一位名叫桑戈拉的吸血鬼商人的注意。当她看到角色们时,她展开斗篷,露出尖锐的獠牙微笑道:
"I am Sangora, proprietor of Sangora Sanguinaries. You're not likely interested in a cup of warm blood, but perhaps you need something else? Something more ephemeral, like directions? Or knowledge? I've been in this city a long, long time."
“我是桑戈拉,桑戈拉血库的老板。你可能对一杯温热的血不感兴趣,但或许你需要别的东西?一些更短暂的东西,比如方向?或者知识?我在这座城市已经待了很久很久了。”
Sangora is a centuries-old vampire with sunken eyes and a shock of long, white hair. She is inquisitive and happy to gossip.
桑戈拉是一个有着数百年历史的吸血鬼,眼睛深陷,一头长长的白发。她好奇心强,喜欢八卦。
If the characters don't seem inclined to speak with Sangora, Eldon blurts out a question about finding a Crevice of Dusk.
如果角色们似乎不愿意与桑戈拉交谈,埃尔顿会突然问起关于寻找暮色裂隙的事。
Sangora sells information at a higher profit than she sells blood, and she's full of useful tidbits about the city. She charges 20 gp for each question she answers, but she also accepts an answer to a probing question instead of payment (primarily about where the characters came from, how they got here, and what they're looking for in Evernight). Sangora isn't looking for a fight.
桑戈拉卖信息的利润比卖血还高,她对这座城市充满了有用的情报。她回答每个问题收费 20 金币,但她也可以接受一个深入问题的答案作为报酬(主要是关于角色们来自哪里,如何来到这里,以及他们在永夜城寻找什么)。桑戈拉并不想挑起争斗。
Sangora can share the following points:
桑戈拉可以分享以下几点:
Evernight. Sangora provides background about the city of Evernight, as presented above.
永夜城。桑戈拉提供了关于永夜城的背景信息,如上所述。
Neverwinter. Sangora hasn't been to Neverwinter in more than a decade and remembers the place as a lawless ruin. At that time, the populace viewed Lord Neverember as a manipulative tyrant. Sangora knows that gateways called Crevices of Dusk occasionally appear in Evernight and allow passage to and from Neverwinter.
无冬城。桑戈拉已经十多年没去过无冬城了,她记得那地方曾是一片无法无天的废墟。那时,民众将领主奈瑞姆伯视为一个操纵人心的暴君。桑戈拉知道,在永夜之地偶尔会出现被称为“暮光裂隙”的传送门,可以通往无冬城或从那里返回。
Crevices of Dusk. Sangora explains that residents of both Evernight and Neverwinter dislike these portals being used indiscriminately. Those who know the location of stable Crevices of Dusk either guard or hide them.
暮色裂隙。桑戈拉解释说,永夜城和无冬城的居民都不喜欢这些传送门被随意使用。那些知道稳定暮色裂隙位置的人要么守护它们,要么将其隐藏。
Stable Crevice of Dusk. Sangora tilts her head with a thoughtful look before revealing that she knows of a stable Crevice of Dusk in a tomb of one of Evernight's former living families, the Dolindars. The Dolindar tomb is in Evernight's graveyard, and Sangora provides true directions to it.
暮色稳定裂隙。桑戈拉若有所思地歪了歪头,随后透露她知晓一处位于永夜城前居民家族多林达尔家族墓穴中的暮色稳定裂隙。多林达尔家族的墓地位于永夜城的墓地中,桑戈拉提供了前往那里的准确路线。
Dolindars. Sangora explains that the Dolindar family was exiled to the Shadowfell for reasons they never shared. The family studied wizardry and knew much about planar gates despite being unable to use them due to a family curse. They were miserable and lonely in life.
多林达家族。桑戈拉解释说,多林达家族因某些从未透露的原因被流放到了影界。这个家族研究魔法,尽管由于家族诅咒无法使用位面之门,但他们对此知之甚多。他们在生前过着悲惨而孤独的生活。
The party's best next stop is the Dolindar tomb, in a part of Evernight's graveyard the characters haven't yet seen. When the characters are ready to explore the Dolindar tomb, Sangora can point the way.
队伍的下一个最佳目的地是多林达尔墓,位于永夜墓地中角色们尚未探索过的区域。当角色们准备好探索多林达尔墓时,桑戈拉可以指引方向。
The following features are common throughout the Dolindar tomb.
以下特征在整个多林达尔墓穴中都很常见。
The tomb isn't precisely haunted, but the isolation the Dolindars felt living in a city of the dead suffuses their tomb. Creatures in the tomb or the portico outside it can't muster the will to support others and thus can't take the Help action.
这座坟墓并不完全闹鬼,但多林达家族生活在死人之城中所感受到的孤独感弥漫在他们的坟墓中。坟墓内或外部门廊中的生物无法凝聚意志去支持他人,因此无法采取“协助”动作。
The tomb is made of old, durable stone.
这座陵墓由古老而坚固的石头建成。
The tomb is dark. Area descriptions assume the characters have a light source or some other means of seeing in the dark.
墓穴一片漆黑。区域描述假设角色有光源或其他在黑暗中视物的手段。
The heavy doors throughout the tomb are made of stone and grind noisily when open and shut. No doors are locked except the puzzle door in area B5.
墓穴中沉重的门由石头制成,开关时会发出刺耳的摩擦声。除了 B5 区域的谜题门外,其他门都没有上锁。
Ceilings are 10 feet high throughout the tomb.
墓室的天花板高度均为 10 英尺。
The following locations are keyed to map 1.2.
以下位置对应地图 1.2。
A roof supported by stone pillars extends from the Dolindar tomb into the weedy yard of uneven earth. The stone door to the tomb is engraved with the word "DOLINDAR" above it.
由石柱支撑的屋顶从多林达尔墓延伸到杂草丛生、地面不平的院子。墓室的石门上刻着“多林达尔”一词。
Four vampire spawn catch up to the party when the characters reach the door to the tomb. After the characters left her, Sangora detailed her conversation to her vampire spawn assistants. The spawn decided to make a meal of the characters, assuming that Sangora would never discover their perfidy.
当角色们到达墓穴门口时,四个吸血鬼衍体追上了他们。在角色们离开后,桑戈拉向她的吸血鬼衍体助手详细讲述了她的对话。这些衍体决定将角色们当作一顿美餐,认为桑戈拉永远不会发现他们的背叛。
The ground in the portico is swept and free of weeds, thanks to the efforts of the ghost Newmy (see area B2). The entrance to the tomb isn't locked. It opens onto a small room containing a steep spiral staircase leading 20 feet downward.
门廊的地面被打扫得干干净净,没有杂草,这要归功于幽灵纽米(见区域 B2)的努力。墓穴的入口没有上锁。它通向一个小房间,里面有一个陡峭的螺旋楼梯,向下延伸 20 英尺。
Upright slabs are set into the walls of this large burial chamber. Each slab is carved with the faded likeness of a different robed human above indecipherable writing. One of these slabs is blank with a piece of paper stuck to it.
直立石板嵌在这间大型墓室的墙壁上。每块石板上都雕刻着一位不同长袍人类的模糊肖像,肖像下方是无法辨认的文字。其中一块石板是空白的,上面贴着一张纸。
The lesser-known Dolindars are interred here, buried in the alcoves behind the slabs. The images of the dead and their names have worn away. If the characters open these slabs, they find only dust and bones inside.
鲜为人知的杜林达尔家族成员安葬于此,埋藏在石板后的壁龛中。死者的画像和名字已磨损殆尽。如果角色们打开这些石板,他们只会发现里面的灰尘和骨头。
The piece of paper is on a slab in front of an open nook that never held a dead Dolindar. Instead, a ghost custodian named Newmy lives inside. She's affixed a piece of paper with "Newmy's Room" written on it in Common. If anyone approaches the slab, Newmy pops out, sputtering apologies.
那张纸放在一个敞开的壁龛前的石板上,那里从未安放过多林达尔的遗体。相反,一个名叫纽米的幽灵管理员住在里面。她在纸上用通用语写着“纽米的房间”并贴在那里。如果有人靠近石板,纽米就会突然出现,结结巴巴地道歉。
Newmy is a lawful neutral ghost who was once a moon elf. She can cast Prestidigitation at will. Newmy isn't quite five feet tall, and she has frizzy blue hair and pale skin shot through with blue veins. She's not interested in fighting, since fights make messes.
Newmy 是一位守序中立的幽灵,曾经是一位月精灵。她可以随意施展魔法伎俩。Newmy 身高不足五英尺,有着卷曲的蓝发和布满蓝色血管的苍白皮肤。她对战斗不感兴趣,因为战斗会制造混乱。
Talking with Newmy. Newmy would rather talk than fight. She shares the following points:
与纽米交谈。纽米更愿意交谈而非战斗。她分享了以下几点:
Crypt Cleaner. The Dolindars hired Newmy and paid her several lifetimes of wages up-front to keep their tomb clean shortly after the tomb was built—more years ago than Newmy can remember. When Newmy died, she returned as a ghost to continue her duties for as long as she was contracted.
墓穴清洁工。多林达家族在墓穴建成后不久就雇佣了纽米,并预付了她几辈子的工资来保持他们墓穴的清洁——那是纽米都记不清的多少年前的事了。当纽米去世后,她以幽灵的身份回归,继续履行她的职责,直到合同期满。
Lonely Family. The Dolindars were all lonely, and there weren't many of them. They didn't like Evernight but couldn't leave it for some reason.
孤独的家庭。多林达一家都很孤独,而且人丁稀少。他们不喜欢永夜镇,但出于某种原因无法离开。
Puzzle Buttons. Newmy doesn't know anything about a rift or a Crevice of Dusk, but she remembers some "puzzle buttons" deeper in the tomb that she doesn't know how to work. Maybe they lead somewhere special.
谜题按钮。纽米对裂隙或暮色裂缝一无所知,但她记得在墓穴深处有一些“谜题按钮”,她不知道如何操作。也许它们通向某个特别的地方。
Restless Dead. Newmy doesn't go through the doors at the end of the hall anymore. The Dolindars buried down there "aren't resting right," and Newmy is afraid of them. She hasn't been that way in years and doesn't remember what's there.
不安的亡者。纽米不再穿过大厅尽头的门了。多林达家族埋在那里的人“没有安息”,纽米害怕他们。她已经多年没去那边了,也不记得那里有什么。
Newmy's Room. Newmy rests in a burial nook large enough to hold the corpse of a Medium creature. The nook contains old rags and a decrepit broom. Newmy considers it her personal space and grumbles if anyone seems intent on disturbing it.
纽米的房间。纽米躺在一个足以容纳中型生物尸体的墓穴中。墓穴里有一些旧布条和一把破旧的扫帚。纽米将这里视为她的私人空间,如果有人似乎有意打扰,她会抱怨不已。
Two stone coffins in this room have been broken open, littering the floor with rubble and dust. A creature with too many arms and spikes in place of hands taps at the room's walls.
这个房间里的两具石棺已被打破,地板上散落着碎石和灰尘。一个有着过多手臂且手部被尖刺取代的生物正在敲击房间的墙壁。
The Dolindar siblings buried here were warped into two lost sorrowsworn (see appendix A). A visible sorrowsworn shrieks in rage and attacks anyone she can see. A second sorrowsworn is resting inside one of the broken coffins, initially out of sight but quick to join his sibling in a fight. The sorrowsworn fight until destroyed.
多林达尔兄妹被埋葬于此,他们扭曲成了两个迷失的哀伤化身(见附录 A)。一个可见的哀伤化身愤怒地尖叫并攻击她所能看到的任何人。第二个哀伤化身正躺在一具破碎的棺材中休息,起初看不见,但会迅速加入他兄妹的战斗。哀伤化身会战斗至被摧毁为止。
Treasure. The rubble includes the nameplates that once adorned the coffins. One reads, "Nolan Dolindar, Beloved Brother" and the other reads, "Evisha Dolindar, Beloved Sister." Each silver nameplate is worth 75 gp.
宝藏。碎石中包括曾经装饰棺材的铭牌。一块铭牌上写着“诺兰·多林达,亲爱的兄弟”,另一块铭牌上写着“伊维莎·多林达,亲爱的姐妹”。每块银制铭牌价值 75 金币。
This vault contains six pedestals, each bearing treasure.
这个宝库中有六个基座,每个基座上都放着宝物。
Carvings encircling the base of each pedestal read, "What good are treasures when home is denied?"
每座基座底部的雕刻环绕着文字:“当家园被剥夺,财宝又有何用?”
Treasure. The following Dolindar family treasures sit atop the pedestals:
宝藏。以下多林达尔家族的宝藏位于基座之上:
The door in the east wall of this otherwise empty room bears the inscription "DOLINDAR" above "NO WORLD TO RETURN." Every letter of each word is set into the wall on a separate tile.
东墙上的门在这间空荡荡的房间里显得格外醒目,门上刻着“DOLINDAR”字样,下方写着“NO WORLD TO RETURN”。每个字母都单独镶嵌在墙上的瓷砖中。
The door is sealed with a puzzle that requires pushing the right letter tiles in sequence. A pushed letter makes its whole word sink into the door with a click. The door unlocks when the correct combination is input. (Pushing a second letter in the same word doesn't do anything.) The correct combination, which causes the wall to slide aside, is to push the letters spelling ALONE in this order:
门被一个谜题密封,需要按顺序按下正确的字母方块。按下的字母会使其所在的整个单词随着一声咔哒声沉入门中。当输入正确的组合时,门会解锁。(按下同一个单词中的第二个字母不会有任何效果。)正确的组合是依次按下拼写 ALONE 的字母,这会使墙壁滑开。
A in DOLINDAR A 在 DOLINDAR
L in WORLD
O in TO O 在 TO 中
N in NO N 在 NO 中
E in RETURN
If the five words sink into the wall in the wrong order, or if the wrong letters are used to push them in, all five words reset with a wave of painful loneliness. Creatures in the room must make a DC 16 Charisma saving throw, taking 22 (4d10) psychic damage on a failed save or half as much damage on a successful one. If the characters have a hard time figuring out this puzzle, Eldon gives them hints. Eldon stays at a safe distance from the trap and doesn't take damage if it's triggered.
如果这五个词以错误的顺序嵌入墙壁,或者使用了错误的字母来推动它们,所有五个词将伴随着一阵痛苦的孤独感重置。房间内的生物必须进行一次 DC 16 的魅力豁免,豁免失败则受到 22(4d10)点心灵伤害,豁免成功则受到一半伤害。如果角色们难以解开这个谜题,埃尔登会给他们提示。埃尔登与陷阱保持安全距离,即使陷阱被触发也不会受到伤害。
The first time a character pushes the tiles incorrectly, they see a small mechanism below the phrase "NO WORLD TO RETURN." This mechanism is a lock. As an action, a character with thieves' tools can use them to try to pick the lock, doing so with a successful DC 16 Dexterity (Sleight of Hand) check. Picking the lock has the same effect as solving the puzzle, granting access to area B6.
角色第一次错误地推动瓷砖时,他们会看到“无归之界”字样下方有一个小机关。这个机关是一个锁。拥有盗贼工具的角色可以作为一个动作,尝试用它们撬锁,成功通过 DC 16 的敏捷(巧手)检定即可。撬锁的效果与解开谜题相同,可以进入 B6 区域。
On the far side of this room rests a stone coffin. Between the door and the coffin, the floor is studded with a sharp metal blades. A person-shaped figure with elongated arms lurks near the coffin.
房间的另一端放着一具石棺。在门和石棺之间,地板上布满了锋利的金属刀刃。一个手臂修长的人形身影潜伏在石棺附近。
Isolation warped the matriarch of the Dolindar family, Kevetta, into a lonely sorrowsworn (see appendix A). She remains near her coffin and uses her harpoon arms to attack anyone who enters the room. She fights until destroyed but doesn't pursue foes who flee.
孤独扭曲了多林达尔家族的女族长凯维塔,使她变成了一个孤独的哀伤之誓(见附录 A)。她留在她的棺材附近,用她的鱼叉手臂攻击任何进入房间的人。她会战斗到被摧毁,但不会追击逃跑的敌人。
Blades. The blades on the floor are difficult terrain. When a creature moves into or through the blades on its turn, it takes 5 (2d4) slashing damage for every 5 feet it travels. A character can use an action to pull a lever behind the stone coffin to cause the blades to retract into the floor or to raise them again.
刀刃。地板上的刀刃是困难地形。当一个生物在其回合内移动进入或穿过刀刃时,每移动 5 英尺就会受到 5(2d4)点挥砍伤害。角色可以使用一个动作拉动石棺后面的杠杆,使刀刃缩回地板或再次升起。
In the Coffin. Kevetta's coffin still bears her name, but not her body. Instead, the coffin's bottom is a roiling swirl of silvery-purple energy. Eldon confirms what the characters might guess: this is a Crevice of Dusk leading to Neverwinter.
在棺材里。凯维塔的棺材上仍然刻着她的名字,但里面没有她的尸体。相反,棺材底部是一团翻滚的银紫色能量。埃尔顿证实了角色们可能已经猜到的事情:这是一条通往无冬城的暮光裂隙。
Creatures and objects placed into Kevetta's coffin appear in a dusty, nondescript tomb in Neverwinter's Pauper's Graveyard. The name on the tomb is illegible due to advanced age, but the carved phrase "Home Again, To Rest Forever" is barely legible above the tomb's doorway.
被放入凯维塔棺材的生物和物体会出现在无冬城贫民墓地中一座尘土飞扬、毫不起眼的坟墓里。由于年代久远,坟墓上的名字已无法辨认,但墓门上方刻着的“归家,永眠于此”这句话仍依稀可辨。
Though any remaining cultists believe they've successfully stolen Eldon's and the characters' secrets, it doesn't take them long to realize the significance of the characters' presence, which implies that important figures in Neverwinter know about the cult.
尽管剩余的邪教徒认为他们成功窃取了埃尔登和角色们的秘密,但他们很快意识到角色们出现的重要性,这意味着无冬城中的重要人物已经知晓了邪教的存在。
The cultists flee Neverwinter shortly after the ritual's abrupt end. By the time the characters return to the catacombs, the cultists are gone, along with any loose treasure. Other monsters such as the demons and nothics might still lurk in the graveyard, but they don't know anything about what the cult is doing or why the cultists departed so suddenly.
邪教徒在仪式突然结束后不久逃离了无冬城。当角色们返回地下墓穴时,邪教徒已经离开,带走了所有散落的财宝。其他怪物,如恶魔和无眼怪,可能仍然潜伏在墓地中,但它们对邪教的行为或邪教徒为何突然离开一无所知。
Before scattering, the cultists murder any kidnapped townspeople the characters didn't free from their cells. After all, the cult needs to keep its secrets.
在分散之前,邪教徒们会杀害任何角色们未能从牢房中解救的被绑架的镇民。毕竟,邪教需要保守它的秘密。
Apart from a few loose ends, the characters' adventure is over when they return to Neverwinter. Grateful that the characters have ended the kidnapping threat, Lord Neverember rewards each character with a large house in Neverwinter. These houses can be adjacent to each other or spread around the city, as the characters prefer—Neverwinter contains a considerable number of vacant residences. Lord Neverember also pays for a small army of construction workers and renovators to restore the houses.
除了少数未了结的线索,当角色们回到无冬城时,他们的冒险便告一段落。由于角色们终结了绑架威胁,领主奈瑞姆心怀感激,奖励每位角色在无冬城中的一座大宅。这些宅邸可以彼此相邻,也可以分散在城市各处,随角色们的喜好——无冬城中有相当数量的空置住宅。奈瑞姆领主还支付了一支小型建筑工人和翻新队伍的费用,以修复这些房屋。
The rescued nobles and their families are grateful for the characters' efforts and give them 9,000 gp in total as a reward.
被救出的贵族及其家人对角色们的努力感激不尽,并总共给予他们 9,000 金币作为奖励。
Although this chapter is concluded, each character retains their Vecna's Link. Unknown to the characters, they are about to become embroiled in the rivalry between Vecna and Kas.
尽管本章已结束,每个角色仍保留着他们的“维克那之链”。角色们并不知道,他们即将卷入维克那与卡斯之间的争斗。
If the characters aren't yet 11th level, more adventure awaits; there's no end of work in a frontier city such as Neverwinter. Alternatively, you can award the characters a milestone level-up and move ahead with the action of the next chapter.
如果角色们还未达到 11 级,更多的冒险等待着他们;在像无冬城这样的边境城市,工作永无止境。或者,你可以授予角色们一个里程碑式的等级提升,并继续推进下一章的剧情。