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Chapter 5: Death House  第五章:死亡之屋[–]

Death House is a source of terror in Barovia, and the characters soon discover why
死亡之屋是巴洛维亚的恐怖之源,角色们很快就会发现原因
Andrew Mar  安德鲁·马尔

The fourth piece of the Rod of Seven Parts is in Barovia, one of the Shadowfell's Domains of Dread. With the aid of an Ulmist inquisitor, the party infiltrates the basement of an eerie locale called Death House. Here, they must stop cults plotting to use the fourth rod piece in vile rituals while also preventing the artifact from falling into of the hands of the infamous vampire Strahd von Zarovich.
七节权杖的第四块碎片位于影渊的恐惧领域之一——巴洛维亚。在乌尔密斯特调查员的协助下,队伍潜入了名为死亡之屋的诡异地下室。在这里,他们必须阻止邪教组织利用第四块碎片进行邪恶仪式,同时防止这件神器落入臭名昭著的吸血鬼斯特拉德·冯·扎洛维奇的手中。


Running This Chapter  运行本章节[–]

This chapter begins after the characters retrieve the third piece of the Rod of Seven Parts. When a character holds this piece, they instinctively know that the next closest piece is located in the village of Barovia, in the domain of Strahd von Zarovich. Although it's a small village, Barovia teems with supernatural threats—including the forebodingly named Death House, the location of the fourth piece.
本章开始于角色们找回七节权杖的第三块碎片之后。当角色持有这块碎片时,他们会本能地知道下一块最近的碎片位于斯特拉德·冯·扎洛维奇的领地——巴洛维亚村。尽管巴洛维亚是个小村庄,但它充满了超自然的威胁——包括名为“死亡之屋”的阴森之地,那里正是第四块碎片的所在。

By researching Death House in the Sigil sanctum or asking the Wizards Three about it, the characters learn that Death House is owned by two Barovians named Gustav and Elisabeth Durst, who run a small cult devoted to Barovia's Darklord, Strahd von Zarovich. Given the domain's many greater threats, this minor cult and the house draw scant attention. If the characters ask, Alustriel shares the information in the "Knowledge of Barovia" section. Neither the wizards nor the available research materials in Sigil can reveal further details.
通过研究印记城圣所中的死亡之屋或向三位巫师询问,角色们得知死亡之屋由两位名为古斯塔夫和伊丽莎白·德斯特的巴洛维亚人所有,他们经营着一个致力于巴洛维亚黑暗领主斯特拉德·冯·扎洛维奇的邪教。鉴于该领域有许多更大的威胁,这个小型邪教和房屋很少引起注意。如果角色们询问,阿露丝翠尔会分享“巴洛维亚知识”部分的信息。无论是巫师还是印记城中的可用研究材料都无法揭示更多细节。

This chapter begins with the characters' approach to Death House. Their journey is interrupted by a mob of scared peasants as well as a potentially helpful inquisitor. Most of the chapter describes the horrors the characters encounter as they explore Death House. Once the characters acquire the rod piece, Strahd arrives at Death House to toy with the characters and tries to block their escape.
本章以角色们接近死亡之屋开始。他们的旅程被一群惊恐的农民以及一位可能提供帮助的审判官打断。本章大部分内容描述了角色们在探索死亡之屋时遭遇的恐怖。一旦角色们获得了权杖碎片,斯特拉德会来到死亡之屋戏弄他们,并试图阻止他们逃脱。

Character Advancement  角色进阶[–]

The characters should be 14th level when this chapter begins. They gain a level after they retrieve the fourth piece of the Rod of Seven Parts from Death House.
角色们在本章开始时应为 14 级。他们在从死亡之屋中找回七节权杖的第四部分后,将提升一个等级。

Power of Secrets  秘密之力[–]

The characters can learn one secret in this chapter that is applicable to the rules in "The Power of Secrets" section in this book's introduction:
角色们可以在本章中学习一个秘密,该秘密适用于本书引言中“秘密的力量”部分的规则:

  • Sarusanda's Secret. Sarusanda is an Ulmist inquisitor, but her father, Galias, joined the evil priests of Osybus. Sarusanda expected to find and slay him in Death House. The characters can learn this secret during one of their encounters with Sarusanda, as described in the "Meetings with Sarusanda" section.
    萨鲁桑达的秘密。萨鲁桑达是一位乌尔米斯特的审判官,但她的父亲加利亚斯加入了奥西布斯的邪恶祭司。萨鲁桑达原本期望在死亡之屋找到并杀死他。角色们可以在与萨鲁桑达的某次遭遇中得知这个秘密,如“与萨鲁桑达的会面”部分所述。

Fourth Rod Piece  第四根权杖碎片[–]

The fourth piece of the Rod of Seven Parts is in area D38 of Death House. For more information about the rod and the spell this piece allows its wielder to cast, see this book's introduction.
死亡之屋的 D38 区域藏有七节权杖的第四部分。关于权杖的更多信息以及该部分允许持有者施放的法术,请参阅本书的引言部分。


Barovia  巴洛维亚[–]

The third rod piece allows the characters to step through the portal in the Sigil sanctum and emerge in the western outskirts of the village of Barovia.
第三根权杖碎片使角色能够穿过印记圣所中的传送门,出现在巴洛维亚村西郊。

If the characters haven't already, allow them to research Barovia in Sigil or ask the wizards about the place, then convey the points listed in the "Knowledge of Barovia" section below. When you're ready to start the chapter, proceed to the "Arriving in Barovia" section.
如果角色们还没有这样做,允许他们在印记城研究巴洛维亚或向巫师们询问这个地方,然后传达下面“巴洛维亚知识”部分中列出的要点。当你准备好开始这一章时,继续到“抵达巴洛维亚”部分。

Knowledge of Barovia  巴洛维亚的知识[–]

Characters who research Barovia can learn the following:
研究巴洛维亚的角色可以了解到以下信息:

  • Domain of Dread. Barovia is the name of a village as well as the name of the Domain of Dread that encompasses that village. A Domain of Dread is a demiplane hidden in the Plane of Shadow. Every Domain of Dread is separated from the rest of the multiverse by the mysterious Mists.
    恐惧领域。巴洛维亚既是一个村庄的名字,也是包含该村庄的恐惧领域的名称。恐惧领域是隐藏在影位面中的半位面。每个恐惧领域都被神秘的迷雾与多元宇宙的其他部分隔离开来。

  • The Mists. The Mists are unfathomable and unpredictable. Once an individual has been taken by the Mists, there is little chance of escape. The only entities with influence over the Mists are the unknowable Dark Powers, which control the Domains of Dread, and the Darklords, who each rule a domain created to torment them.
    迷雾。迷雾深不可测且变幻莫测。一旦有人被迷雾带走,逃脱的机会微乎其微。唯一能对迷雾施加影响的实体是那些不可知的黑暗力量,它们控制着恐惧领域,以及那些各自统治着一个为折磨他们而创造的领域的黑暗领主。

  • Strahd the Vampire. As Barovia's Darklord, the vampire Strahd von Zarovich wields immense power and usually has the final say over who comes and goes in his domain.
    吸血鬼斯特拉德。作为巴洛维亚的黑暗领主,吸血鬼斯特拉德·冯·扎洛维奇拥有巨大的权力,通常对谁可以进出他的领地拥有最终决定权。


Arriving in Barovia  抵达巴洛维亚[–]

When the characters step through the portal in Sigil, they wade through a thick mist before emerging on the western outskirts of Barovia. Read or paraphrase the following:
当角色们穿过印记城的传送门时,他们穿过一片浓雾,最终出现在巴洛维亚西部的郊外。阅读或转述以下内容:

[–]

Thick, gray fog shrouds this small, gloomy village. Dismal houses and outbuildings line the cobblestone streets. The sound of a child weeping echoes preternaturally from a tall house looming in the distance.
浓密的灰色雾气笼罩着这座阴郁的小村庄。破败的房屋和附属建筑排列在鹅卵石街道两旁。远处一座高耸的房屋中,传来孩子哭泣的声音,诡异地在空气中回荡。

If the characters attempt to leave or circumvent the village, the Mists return them to where they started.
如果角色试图离开或绕过村庄,迷雾会将他们带回起点。

The third piece of the Rod of Seven Parts points toward the tall, gloomy house on the village's far side, where the sound of weeping is coming from.
七节权杖的第三块碎片指向村庄远端那座高大阴沉的房子,那里传来了哭泣声。

Barovian villagers confront the characters when they arrive, believing they're villains
巴洛维亚的村民在角色们到达时与他们对峙,认为他们是恶棍
Mark Behm  马克·贝姆

Unwelcome Party  不受欢迎的聚会[–]

While making their way across the village, the characters are accosted by a throng of panicked villagers fearful of the newcomers. Read or paraphrase the following:
在穿越村庄的途中,角色们被一群惊慌失措的村民拦住,他们对新来者感到恐惧。阅读或转述以下内容:

[–]

As you move through town, a handful of murmuring villagers follow you at a distance. More villagers emerge from houses on all sides, and soon you're surrounded by a small mob. A farmer carrying a pitchfork points at you and calls you interlopers. Other folks brandish brooms, axes, and large stones. They scream at you to leave the village.
当你在镇上穿行时,几个低声嘀咕的村民远远地跟在你后面。更多的村民从四面八方的房子里走出来,很快你就被一小群人包围了。一个拿着干草叉的农夫指着你,称你们为入侵者。其他人挥舞着扫帚、斧头和巨大的石块。他们尖叫着要你离开村庄。

The mob consists of twenty hostile commoners who surround the characters. As Sarusanda later explains to the characters, the priests of Osybus foresaw the characters' arrival and sowed foul rumors about them to turn the villagers against them. The characters must diffuse the situation with the villagers before they can proceed.
这群暴民由二十名敌对的平民组成,他们包围了角色们。正如萨鲁桑达后来向角色们解释的那样,奥西布斯的祭司们预见了角色们的到来,并散布了关于他们的恶毒谣言,使村民们对他们产生了敌意。角色们必须在继续前进之前化解与村民们的紧张局势。

The characters can disperse the mob in a variety of ways. They can lie about their identities or intentions; they can convince the villagers that they mean no harm or that they hope to help the children crying in the distant house; or they can threaten the villagers' lives. To successfully sway the mob in one of these ways, at least one character must succeed on a DC 18 Charisma (Deception, Intimidation, or Persuasion) check, using whichever skill is appropriate. A character who casts Calm Emotions on the mob's area has advantage on this check.
角色们可以通过多种方式驱散暴民。他们可以谎报身份或意图;可以说服村民他们并无恶意,或者他们希望帮助远处房子里哭泣的孩子;也可以威胁村民的生命。要成功以其中一种方式影响暴民,至少一名角色必须成功通过一次 DC 18 的魅力(欺瞒、威吓或说服)检定,使用适当的技能。对暴民区域施放“安抚情绪”的角色在此检定中具有优势。

Until the characters disperse or escape the mob, one randomly determined character takes 1 bludgeoning damage from hurled debris at the start of each turn. Each round on initiative count 0, the DC of the check to disperse the mob increases by 1. The villagers immediately disperse if the characters attack or deal damage to any of them.
在角色们分散或逃离暴民之前,每回合开始时,随机确定的一名角色会因投掷的碎片受到 1 点钝击伤害。每轮在先攻值为 0 时,驱散暴民的检定 DC 增加 1。如果角色攻击或对任何村民造成伤害,村民们会立即散去。

The Ulmist Inquisition  乌尔密斯特审判庭[–]

After the characters are free of the mob, a cloaked adventurer named Sarusanda Allester approaches them. Sarusanda is a lawful neutral, human inquisitor of the tome (see appendix A) who speaks Celestial, Common, Draconic, and Elvish, and can cast Speak with Dead at will. She introduces herself and asks to speak with the characters in private. The characters can slip into an alley for this discussion, or they can duck into the Blood of the Vine, the village tavern, for a quiet conversation.
当角色们摆脱了暴民后,一位名叫萨鲁桑达·阿莱斯特的披着斗篷的冒险者走近了他们。萨鲁桑达是一位守序中立的人类典籍审判官(见附录 A),她会说天界语、通用语、龙语和精灵语,并且可以随意施展“死者交谈”法术。她自我介绍后,请求与角色们私下交谈。角色们可以溜进一条小巷进行这次谈话,或者他们可以躲进村里的酒馆“葡萄之血”进行一场安静的对话。

Sarusanda Allester  萨鲁桑达·阿莱斯特
Robson Michel

Sarusanda's Mission  萨鲁桑达的任务[–]

Sarusanda's initial impression of the characters depends on how the characters handled the angry mob. If the party dispersed the mob without harming any villagers, Sarusanda is friendly toward the characters. Otherwise, Sarusanda is indifferent but wary.
萨鲁桑达对角色们的初步印象取决于他们如何处理愤怒的暴民。如果队伍在没有伤害任何村民的情况下驱散了暴民,萨鲁桑达会对角色们友好。否则,萨鲁桑达会保持冷漠但警惕的态度。

Sarusanda explains that she is a member of the Ulmist Inquisition, an organization dedicated to rooting out evil throughout the multiverse. She asks the characters what business they have at the house on the far side of the village.
萨鲁桑达解释说她是乌尔米斯特审判庭的成员,这是一个致力于在多元宇宙中根除邪恶的组织。她询问角色们在村庄另一边的房子里有什么事务。

However the characters respond, Sarusanda says she is also going to the building. "The locals call it Death House," she says. "Perhaps we can help each other achieve our goals there."
无论角色们如何回应,萨鲁桑达说她也要去那座建筑。“当地人称之为死亡之屋,”她说。“也许我们可以在那里互相帮助,达成各自的目标。”

In the course of their conversation, Sarusanda conveys the following information to the party.
在他们的对话过程中,萨鲁桑达向队伍传达了以下信息。

Cultists in Death House  死亡之屋中的邪教徒[–]

Death House is owned by Gustav and Elisabeth Durst. It's an open secret that the Dursts use the building to host cultists who venerate the Darklord of Barovia, Strahd von Zarovich. This minor cult occasionally causes trouble, but until now, it hasn't merited intervention by the Ulmist Inquisition.
死亡之屋由古斯塔夫和伊丽莎白·德斯特所有。德斯特家族利用这栋建筑来接待崇拜巴洛维亚黑暗领主斯特拉德·冯·扎洛维奇的邪教徒,这已是公开的秘密。这个小教派偶尔会制造麻烦,但到目前为止,还不足以引起乌尔密斯特宗教裁判所的干预。

Unexpected Discovery. Recently, the cultists in Death House obtained something important: a fragment of the Rod of Seven Parts. Sarusanda believes the cultists don't know much about the rod piece, but she suspects the cultists plan to use it to somehow attract Strahd's attention.
意外发现。最近,死亡之屋的邪教徒获得了一件重要的东西:七节杖的碎片。萨鲁桑达认为邪教徒对这根杖的碎片知之甚少,但她怀疑邪教徒计划用它来吸引斯特拉德的注意。

Priests of Osybus  奥西布斯的祭司[–]

The Death House cultists' discovery roused the attention of another wicked group, the priests of Osybus. Unaffiliated with the cultists in Death House, the priests of Osybus are necromancers who steal souls to fuel their evil, life-prolonging magic. They wish to claim the rod piece for use in their necromantic rituals, and they've divined the characters' arrival and know the characters will try to stop them. To slow the characters down, the priests spread dreadful rumors about them throughout town. This stirred the villagers into a frenzy. Sarusanda heard about the priests' activities, discovered the presence of the rod piece, and traveled to the village. She has vowed to stop the priests of Osybus's activities in Death House and any other evil happening there.
死亡之屋邪教徒的发现引起了另一个邪恶团体的注意,即奥西布斯的祭司们。与死亡之屋的邪教徒无关,奥西布斯的祭司们是窃取灵魂以维持其邪恶、延寿魔法的死灵法师。他们希望夺取权杖碎片用于他们的死灵仪式,并且他们已经预知了角色的到来,知道角色们会试图阻止他们。为了拖慢角色的脚步,祭司们在镇上散布关于他们的可怕谣言。这激起了村民们的狂乱。萨鲁桑达听说了祭司们的活动,发现了权杖碎片的存在,并前往村庄。她发誓要阻止奥西布斯祭司们在死亡之屋的活动以及那里发生的任何其他邪恶事件。

Eight priests of Osybus have infiltrated Death House. They are all neutral evil humans who speak Abyssal, Common, and Infernal.
八名奥西布斯的祭司已潜入死亡之屋。他们都是中立邪恶的人类,会说深渊语、通用语和炼狱语。

Strahd Watches  斯特拉德注视着[–]

If Sarusanda's information is correct, Strahd is also aware of the activities at Death House.
如果萨鲁桑达的信息正确,斯特拉德也知晓死亡之屋的活动。

Sarusanda's Plan  萨鲁桑达的计划[–]

Sarusanda needs to act quickly to stop the priests of Osybus and Strahd from acquiring the rod fragment. She doesn't care if the characters take the artifact; as long as it stays out of her enemies' clutches, she'll consider her work done. To this end, she invites the characters to join her cause. Regardless of whether the characters cooperate with Sarusanda or ignore her, their interaction with her now affect subsequent meetings with her inside Death House.
萨鲁桑达需要迅速行动,阻止奥斯伊布斯和斯特拉德的祭司们获得权杖碎片。她不在乎角色们是否拿走这件神器;只要它不落入敌人手中,她就会认为自己的任务完成了。为此,她邀请角色们加入她的事业。无论角色们是否与萨鲁桑达合作或忽视她,他们与她的这次互动都会影响之后在死亡之屋中与她的会面。

Approaching Death House  接近死亡之屋[–]

As the characters come within sight of Death House, read or paraphrase the following:
当角色们看到死亡之屋时,请阅读或转述以下内容:

[–]

A boy and a girl stand in the middle of the dirt road outside a grim house. The boy is weeping and clutches a stuffed doll. The girl is trying to quiet the boy. She turns to you. "There's a monster in our house!" she says. "Mom and Dad told us to play outside. Please, won't you make it safe?"
一个男孩和一个女孩站在一座阴森房子外的土路中间。男孩在哭泣,手里紧紧抓着一个布娃娃。女孩正试图安抚男孩。她转向你。“我们家里有个怪物!”她说,“爸爸妈妈让我们在外面玩。求求你,你能让它安全吗?”

Rose and Thorn Durst
罗斯与荆棘·德斯特
CoupleOfKooks

The children are Rosavalda "Rose" and Thornboldt "Thorn" Durst. Rose explains that the monster arrived just after the children's parents, Gustav and Elisabeth, ordered Rose and Thorn outside to play. Rose is especially worried for Brigetta, the family's nursemaid, who's always been kind to both children. After Rose and Thorn came outside, they heard screams inside the house, followed by terrible howls coming from the basement. Recently, a group of robed adults (priests of Osybus) arrived and entered the house without a word.
孩子们名叫罗莎瓦尔达“玫瑰”和索恩博尔特“荆棘”·德斯特。玫瑰解释说,怪物是在孩子们的父亲古斯塔夫和母亲伊丽莎白命令玫瑰和荆棘到外面玩耍后不久出现的。玫瑰特别担心布里格塔,家里的保姆,她一直对两个孩子都很友善。玫瑰和荆棘到外面后,他们听到房子里传来尖叫声,接着是地下室传来的可怕嚎叫。最近,一群穿着长袍的成年人(奥西布斯的祭司)来到并一言不发地进入了房子。

If calmed with a successful DC 10 Charisma (Persuasion) check, Thorn sniffles that his parents often invite weird friends over for parties, but this time seems different.
如果通过一次成功的 DC 10 魅力(说服)检定安抚了索恩,他会抽泣着说他的父母经常邀请一些奇怪的朋友来参加派对,但这次似乎有些不同。

The children have no other useful information, and neither has any idea how much time has passed since the events they've described. They have no idea that their parents are cult leaders in possession of a powerful artifact. If the characters express hesitation about leaving the children alone, a friendly neighbor arrives and offers to keep the children safe.
孩子们没有其他有用的信息,也不知道自他们描述的事件以来已经过去了多少时间。他们完全不知道自己的父母是拥有强大神器的邪教领袖。如果角色们对将孩子们单独留下表示犹豫,一位友好的邻居会到来并主动提出保护孩子们的安全。

Sarusanda Splits Off  萨鲁桑达分裂[–]

As soon as the characters enter Death House, Sarusanda suggests she and the party explore the house separately. This way, you can focus on the characters without having to run Sarusanda alongside them. The characters will have several opportunities to run into Sarusanda in the house. See the "Meetings with Sarusanda" section for more details.
一旦角色们进入死亡之屋,萨鲁桑达建议她和队伍分开探索。这样,你可以专注于角色们,而不必同时操控萨鲁桑达。角色们将有机会在屋中多次遇到萨鲁桑达。详情请参阅“与萨鲁桑达的会面”部分。

If you wish, Sarusanda can stay with the characters, and the events described in that section happen while she accompanies the party.
如果你愿意,萨鲁桑达可以与角色们同行,而她陪伴队伍期间会发生该部分描述的事件。


Death House  死亡之屋[–]

Before the characters enter Death House, make sure the players understand their goals. The characters can't leave until they encounter Strahd von Zarovich, as described in the "Leaving the House" section later in this chapter.
在角色们进入死亡之屋之前,确保玩家们理解他们的目标。角色们无法离开,直到他们遇到斯特拉德·冯·扎洛维奇,如本章稍后的“离开房屋”部分所述。

Death House Objective  死亡之屋目标[–]

The characters must take the fourth piece of the Rod of Seven Parts from the Strahd-venerating cultists who operate from Death House's basement.
角色们必须从在死亡之屋地下室活动的崇拜斯特拉德的邪教徒手中夺取七节权杖的第四部分。

The priests of Osybus have their own plans for the rod piece. As long as the eight priests inside the house are alive, they'll try to keep the characters from taking the artifact.
奥西布斯的祭司们对权杖碎片有自己的计划。只要屋内的八位祭司还活着,他们就会试图阻止角色们拿走这件神器。

Death House Encounters  死亡之屋遭遇[–]

The foul energies coalescing in Death House have spawned numerous horrors. When the characters enter locations with an "Encounter" subsection for the first time, the description will instruct you to roll on the Death House Encounters table below. With the exception of Meetings with Sarusanda, if you roll an encounter the characters have already overcome or an encounter that would be difficult to resolve in the location, choose an unencountered result instead.
死亡之屋中凝聚的邪恶能量催生了无数恐怖。当角色首次进入带有“遭遇”子章节的地点时,描述会指示你在下方的死亡之屋遭遇表中进行掷骰。除了与萨鲁桑达的会面外,如果你掷出的遭遇是角色已经克服的,或是在该地点难以解决的遭遇,请选择一个未遭遇过的结果代替。

Death House Encounters  死亡之屋遭遇
d12Encounter  遭遇
1-4Meeting with Sarusanda (see below)*
与萨鲁桑达会面(见下文)*
5-8Three priests of Osybus (see appendix A) lurk nearby, poised to strike†
三位奥斯伊布斯的祭司(见附录 A)潜伏在附近,准备发动攻击†
9One whirling chandelier (see appendix A) falls on a random character before two invisible stalkers join the surprise attack
一盏旋转的吊灯(见附录 A)随机砸向一名角色,随后两名隐形追猎者加入突袭
10-11Four vampire spawn attack the party
四个吸血鬼衍体袭击了队伍
12Four helmed horrors, disguised as inanimate suits of armor, attack the characters
四个伪装成无生命盔甲的魔盔怪向角色们发起攻击
†If the characters don't face this encounter before leaving Death House, assume that Sarusanda defeated these three priests on her own.
如果角色们在离开死亡之屋前没有面对这次遭遇,假设萨鲁桑达独自击败了这三位祭司。
*Since there are three possible meetings with Sarusanda, you can use this result up to three times.
*由于与萨鲁桑达有三次可能的会面,你可以使用这个结果最多三次。

Meetings with Sarusanda  与萨鲁桑达的会面[–]

The characters occasionally reunite with Sarusanda as they explore Death House. Each time you roll this result on the Death House Encounters table, run one of the following encounters, starting with the first and proceeding in order.
角色们在探索死亡之屋时偶尔会与萨鲁桑达重逢。每次你在死亡之屋遭遇表上掷出这个结果时,运行以下遭遇之一,从第一个开始并按顺序进行。

Wounded Pride  受伤的自尊[–]

[–]

The remnants of a deadly battle lie about this chamber: broken bits of furniture, scattered weapons, and two bodies shrouded in dark robes. Sarusanda kneels in one corner, wrapping a linen bandage around her leg. She startles at your intrusion, then relaxes.
这间房间里散落着一场致命战斗的残骸:破碎的家具、散落的武器,以及两具裹着黑色长袍的尸体。萨鲁桑达跪在一个角落,正用亚麻绷带包扎她的腿。你们的闯入让她一惊,随后又放松下来。

The robed bodies belong to two priests of Osybus (see appendix A), each of whom is stable at 0 hit points. When the characters enter the room, each priest's Tattoo of Osybus trait causes the priest to rise on its next turn, at which point it attacks the characters.
身着长袍的尸体属于两位奥斯伊布斯的祭司(见附录 A),每位祭司的生命值都稳定在 0 点。当角色进入房间时,每位祭司的奥斯伊布斯纹身特性会使其在下一回合复活,并攻击角色。

Development. Sarusanda has 30 hit points remaining and is obviously in pain. If the characters offer to heal her, she downplays her injuries. A character who succeeds on a DC 15 Wisdom (Insight) check realizes that it's not just Sarusanda's body that's hurt—her pride is badly wounded too.
发展。萨鲁桑达还剩下 30 点生命值,显然很痛苦。如果角色们提出要治疗她,她会轻描淡写地描述自己的伤势。成功通过 DC 15 的感知(洞察)检定的角色会意识到,受伤的不仅仅是萨鲁桑达的身体——她的自尊也受到了严重的伤害。

If unaided, Sarusanda gains 1 level of exhaustion, which she retains until she finishes a long rest outside Death House.
如果无人协助,萨鲁桑达将获得 1 级力竭,直到她在死亡之屋外完成一次长休才能消除。

Séance  降神会[–]

Sarusanda interrogates a deceased cult member to learn more about the activities in Death House
萨鲁桑达审问了一名已故的邪教成员,以了解更多关于死亡之屋的活动
Robson Michel
[–]

Pungent sticks of incense burn around this room's perimeter. Sarusanda stares intently at a human skull clutched in her outstretched hand.
刺鼻的香棒在房间四周燃烧。萨鲁桑达专注地盯着她伸出的手中握着的一个人类头骨。

"Now tell me, servant of evil," Sarusanda demands of the skull, "where do your fellow occultists hide?"
“现在告诉我,邪恶的仆从,”萨鲁桑达对着头骨质问道,“你的同伙们藏在哪里?”

The skull replies, its teeth chattering, "Occultists? How droll! A better question: where are your manners?"
骷髅回答道,牙齿咯咯作响,“神秘学者?真可笑!更好的问题是:你的礼貌去哪儿了?”

Sarusanda uses Speak with Dead to commune with a preserved skull she found in this room. The skull belonged to a cult member named Elya who was sacrificed by his fellow cultists.
萨鲁桑达使用“死者交谈”与她在这个房间里找到的一个保存完好的头骨交流。这个头骨属于一个名叫艾莉亚的邪教徒,他被其他邪教徒献祭了。

Interrogating the Skull. Elya's skull offers its words in hair-raising, singsong whispers. The skull doesn't know anything about the Rod of Seven Parts or the priests of Osybus. It can, however, give directions to the cultists' ritual chamber (area D38) and describe their general motives: "We wish to impress our glorious lord, Strahd von Zarovich!"
审讯头骨。艾莉娅的头骨以令人毛骨悚然的、吟唱般的低语提供信息。头骨对七节权杖或奥西布斯的祭司一无所知。然而,它可以指引前往邪教徒仪式室(区域 D38)的方向,并描述他们的总体动机:“我们希望取悦我们光荣的领主,斯特拉德·冯·扎洛维奇!”

Once Sarusanda is done speaking with the skull, it cackles in grim amusement, then floats into the air. Three will-o'-wisps emerge from corners of the room and join the skull (use the flameskull stat block) in attacking the party and Sarusanda.
一旦萨鲁桑达与头骨交谈完毕,头骨便会发出阴森的笑声,随后飘浮到空中。三个鬼火从房间的角落出现,加入头骨(使用火焰头骨的数据块)一起攻击队伍和萨鲁桑达。

Crisis of Faith  信仰危机[–]

Run this encounter with Sarusanda after the characters have claimed the rod piece from the cultists (see area D38) but before they encounter Strahd.
在角色们从邪教徒手中夺取了权杖碎片(见区域 D38)之后,但在他们遇到斯特拉德之前,与萨鲁桑达进行这次遭遇。

[–]

Sarusanda stands in the middle of the room. Her shoulders are slumped beneath her grimy armor, and dark circles underline her weary eyes. She doesn't turn to face you, but she holds a finger in the air to indicate silence. A moment later, the room erupts into chaos as three tattooed figures dart from the shadows.
萨鲁桑达站在房间中央。她疲惫的肩膀在她肮脏的盔甲下耷拉着,黑眼圈衬出她疲惫的双眼。她没有转身面对你,但举起一根手指示意保持安静。片刻之后,房间陷入混乱,三个纹身的身影从阴影中窜出。

Three priests of Osybus (see appendix A) attack Sarusanda and the party, entering the room from multiple directions if possible.
三位奥斯伊布斯的祭司(见附录 A)攻击萨鲁桑达和队伍,尽可能从多个方向进入房间。

With or without the characters' help, Sarusanda fights passionately against the priests. She discards her normally staid demeanor for this battle and openly rages at the priests, making careless tactical decisions amid the turmoil.
无论有无角色们的帮助,萨鲁桑达都热情地与祭司们战斗。她在这场战斗中抛弃了平时稳重的举止,公开对祭司们发怒,在混乱中做出了草率的战术决定。

Sarusanda's Secret. After the battle, a character who asks Sarusanda what's wrong is greeted with a long, bitter sigh. The inquisitor then reveals the source of her distress.
萨鲁桑达的秘密。战斗结束后,询问萨鲁桑达出了什么问题的角色会听到一声漫长而苦涩的叹息。随后,这位审判官揭示了她痛苦的根源。

Shortly after she joined the Ulmist Inquisition, Sarusanda's father—a man named Galias—joined the priests of Osybus. Sarusanda witnessed him commit a terrible act in the cult's name, though she doesn't give details, and the inquisitor admits she didn't arrest her father. Sarusanda considers this her greatest failing.
在她加入乌尔米斯特审判庭后不久,萨鲁桑达的父亲——一个名叫加利亚斯的男人——加入了奥西布斯的祭司团。萨鲁桑达目睹他以教团的名义犯下了一桩可怕的罪行,尽管她没有透露细节,而审判官也承认她没有逮捕她的父亲。萨鲁桑达认为这是她最大的失败。

Galias was fully inducted into the priests of Osybus, and Sarusanda heard that he would be among the cultists at Death House today. She is enraged that she hasn't found Galias so she can confront him.
加利亚斯已正式成为奥西布斯祭司的一员,萨鲁桑达听说他今天会在死亡之屋的邪教徒中。她因未能找到加利亚斯而愤怒,无法与他当面对质。

Regardless of the characters' reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book's introduction.
无论角色们对这一揭露有何反应,了解此事都算作一个秘密,适用于本书引言中“秘密之力”规则的目的。

Death House Features  死亡之屋特征[–]

The locations in Death House have the following features.
死亡之屋中的地点具有以下特征。

Ceilings  天花板[–]

Ceilings vary in height by floor. The first floor has 10-foot-high ceilings, the second floor has 12-foot-high ceilings, the third floor has 8-foot-high ceilings, and the attic has 13-foot-high ceilings.
天花板的高度因楼层而异。一楼的天花板高 10 英尺,二楼的天花板高 12 英尺,三楼的天花板高 8 英尺,阁楼的天花板高 13 英尺。

Haunted Doors  闹鬼之门[–]

When Strahd enters the house later in this chapter, certain doors marked on the map become haunted doors; see the "Haunted Zones" section for details.
当斯特拉德在本章稍后进入房屋时,地图上标记的某些门会变成闹鬼的门;详情请参阅“闹鬼区域”部分。

Lighting  照明[–]

Unless otherwise noted, each room in the house is lit with bright light by oil lamps, a fireplace, or some other light source when the characters arrive. The cultists take oil lamps into the ritual chamber (area D38) when they gather there.
除非另有说明,当角色到达时,房子里的每个房间都通过油灯、壁炉或其他光源提供明亮的光照。邪教徒聚集在仪式室(区域 D38)时会携带油灯进入。

The Mists  迷雾[–]

When the characters enter Death House, the Mists surround the building and prevent them from leaving. A creature that enters the Mists around Death House reemerges seconds later in a random room in Death House. Only Strahd can disperse the Mists (see the "Leaving the House" section).
当角色们进入死亡之屋时,迷雾笼罩了建筑并阻止他们离开。任何进入死亡之屋周围迷雾的生物都会在几秒后重新出现在死亡之屋的随机房间中。只有斯特拉德可以驱散迷雾(参见“离开房屋”部分)。

Self-Repair  自我修复[–]

After 24 hours, any damage to the house repairs itself. The house also repairs itself as soon as Strahd enters the building.
24 小时后,房屋的任何损坏都会自行修复。斯特拉德一进入建筑,房屋也会立即自行修复。

Walls  墙壁[–]

The walls of the house are made of 1-foot-thick brick. The dungeon is carved from earth, clay, and rock. Dungeon tunnels are 5 feet wide by 10 feet high with timber braces at 5-foot intervals.
房子的墙壁由 1 英尺厚的砖块砌成。地牢由泥土、黏土和岩石开凿而成。地牢的隧道宽 5 英尺,高 10 英尺,每隔 5 英尺用木梁支撑。

Death House Locations  死亡之屋地点[–]

These locations are keyed to map 5.1.
这些地点与地图 5.1 相对应。

D1a–D1b: Portico and Antechamber
D1a–D1b:门廊和前厅
[–]

[–]

A hinged, wrought-iron gate fills the archway leading to a stone portico. Oil lamps hang from the portico ceiling by chains, flanking an oaken double door.
一扇铰接的铁艺大门填满了通往石制门廊的拱门。油灯由链条悬挂在门廊天花板上,两侧是一对橡木双开门。

The double door opens into an empty antechamber. On the south wall is a shield emblazoned with a stylized golden windmill on a red field.
双扇门通向一间空荡荡的前厅。南墙上挂着一面盾牌,盾牌上绘有红色背景上风格化的金色风车图案。

A closed double door stands a few steps beyond.
几步之外,一扇紧闭的双扇门矗立着。

The doors are unlocked.  门是开着的。

D2a–D2b: Main Hall and Cloakroom
D2a–D2b:主厅与衣帽间
[–]

[–]

This hall runs the width of the house, with a black marble fireplace at one end and a sweeping red marble staircase at the other.
这个大厅横贯整个房屋,一端是黑色大理石壁炉,另一端是宏伟的红色大理石楼梯。

The door to a cloakroom on the east wall is slightly ajar; the black cloaks inside are damp.
东墙上一间衣帽间的门微微敞开;里面的黑色斗篷是湿的。

The hall is bare of furniture. Faint footprints lead to the cloakroom (area D2b).
大厅里空无一物。隐约的脚印通向衣帽间(区域 D2b)。

Encounter. Roll on the Death House Encounters table the first time a character enters this room.
遭遇。当角色首次进入此房间时,在死亡之屋遭遇表上掷骰。

D3: Den of Wolves  D3:狼穴[–]

[–]

This oak-paneled room looks like a hunter's den. A stag's head is mounted above the fireplace, and three stuffed wolves are positioned around the outskirts of the room.
这间橡木镶板的房间看起来像猎人的巢穴。壁炉上方挂着一只鹿头,房间外围摆放着三只填充的狼。

Trapdoor. A character searching the southwest corner of the room finds a trapdoor with a successful DC 20 Intelligence (Investigation) check. The trapdoor is barred from the other side (area D32). It is a Medium object with AC 13, 15 hit points, and immunity to poison and psychic damage.
活板门。一名角色在房间的西南角进行 DC 20 智力(调查)检定成功后,会发现一个活板门。活板门从另一侧被闩住(区域 D32)。它是一个中型物体,AC 为 13,拥有 15 点生命值,并且对毒素和心灵伤害免疫。

D4a–D4b: Kitchen and Pantry
D4a–D4b:厨房与食品储藏室
[–]

[–]

The kitchen is tidy, with dishware, cookware, and utensils neatly placed on shelves. A dome-shaped stone oven stands near the east wall. Near the oven is a well-stocked pantry.
厨房整洁,餐具、炊具和器皿整齐地摆放在架子上。一个圆顶石炉靠东墙而立。炉子旁边是一个储备充足的食品储藏室。

The kitchen is area D4a, while the pantry is area D4b.
厨房是区域 D4a,而储藏室是区域 D4b。

Dumbwaiter. Behind a small door in the southwest corner of the kitchen is a dumbwaiter—a 2-foot-wide stone shaft containing a wooden elevator box attached to a hand-operated rope-and-pulley mechanism. The shaft connects to the servants' quarters (area D7a) and the Durst parents' bedroom (area D12a).
餐梯。在厨房西南角的一扇小门后有一个餐梯——一个 2 英尺宽的石头竖井,里面有一个木制电梯箱,连接着手动的绳索和滑轮装置。竖井通向仆人区(区域 D7a)和达斯特父母的卧室(区域 D12a)。

A Small character can squeeze into the elevator box with a successful DC 10 Dexterity (Acrobatics) check. The dumbwaiter's rope-and-pulley mechanism can support 200 pounds of weight before breaking.
一个小型角色可以通过一次成功的 DC 10 敏捷(杂技)检定挤进电梯箱。升降机的绳索和滑轮机制在断裂前可以承受 200 磅的重量。

D5: Dining Room  D5:餐厅[–]

[–]

The centerpiece of this wood-paneled dining room is a carved mahogany table, covered with resplendent silverware and crystalware and surrounded by eight high-backed chairs.
这间木镶板餐厅的中心是一张雕刻的红木桌子,上面摆满了华丽的银器和水晶器皿,周围环绕着八把高背椅。

This area is empty except for the immaculate table dressing.
这个区域空无一物,只有一张一尘不染的餐桌布置。

Treasure. The silverware and crystalware here are worth 2,500 gp total.
宝藏。这里的银器和水晶器皿总共价值 2500 金币。

D6: Upper Hall  D6:上层大厅[–]

[–]

Unlit oil lamps are mounted on the walls of this elegant hall. Hanging above the mantelpiece is a wood-framed portrait of a family: a man and a woman with two smiling children—the same children you saw outside. The marble staircase continues upward.
未点燃的油灯挂在这座优雅大厅的墙壁上。壁炉上方悬挂着一幅木框家庭肖像:一男一女和两个微笑的孩子——正是你在外面看到的那两个孩子。大理石楼梯继续向上延伸。

The red marble staircase that started on the first floor continues its upward spiral to area D11. A cold draft flows down the steps.
从一楼开始的红色大理石楼梯继续向上螺旋延伸至 D11 区域。一股冷风顺着台阶吹下。

D7a–D7b: Servants' Room and Closet
D7a–D7b: 仆人房和衣橱
[–]

[–]

An undecorated bedroom contains a pair of beds with straw-stuffed mattresses.
一间未装饰的卧室里有一对装有稻草填充床垫的床。

An empty footlocker rests at the foot of each bed. Tidy servants' uniforms hang from hooks in the adjoining closet (area D7b).
每个床脚都放着一个空置的储物箱。整洁的仆人制服挂在相邻衣柜(区域 D7b)的钩子上。

Dumbwaiter. A small door in the corner of the room opens onto the shaft of the dumbwaiter.
房间角落的一扇小门通向餐梯的竖井。

D8: Library  D8:图书馆[–]

The priests of Osybus are known for the evil practice of trapping enemies' souls into tattoos on the priests' bodies
奥西布斯的祭司以将敌人的灵魂困在祭司身体上的纹身中的邪恶行径而闻名
Wade Acuff  韦德·阿卡夫
[–]

A mahogany desk faces the fireplace of this private library, and two overstuffed chairs fill the room's corners. Floor-to-ceiling bookshelves line the south wall. A rolling wooden ladder allows access to the higher shelves.
一张红木书桌正对着这间私人图书馆的壁炉,两把厚实的扶手椅占据了房间的角落。南墙从地板到天花板都排列着书架。一个可移动的木梯方便人们够到高处的书架。

The bookshelves hold hundreds of tomes on topics such as history, warfare, and alchemy.
书架上摆放着数百本关于历史、战争和炼金术等主题的书籍。

Encounter. Roll on the Death House Encounters table the first time a character enters this room.
遭遇。当角色首次进入此房间时,在死亡之屋遭遇表上掷骰。

Secret Door. A secret door behind a bookshelf in the southeast corner of the room can be opened by pulling on a switch disguised as a red-covered book with a blank spine. A character inspecting the bookshelf spots the fake book with a successful DC 13 Intelligence (Investigation) check. Unless the secret door is propped open, springs in the hinges cause it to close on its own. Beyond the secret door lies area D9.
秘密门。房间东南角书架后有一扇秘密门,可以通过拉动一本伪装成红色封面、书脊空白的书来打开。角色在检查书架时,成功通过 DC 13 的智力(调查)检定即可发现这本假书。除非秘密门被撑开,否则铰链中的弹簧会使其自动关闭。秘密门后是区域 D9。

D9: Secret Room  D9:密室[–]

This secret room contains bookshelves packed with tomes describing Fiend-summoning rituals.
这个密室里的书架上堆满了描述召唤恶魔仪式的典籍。

Trapped Chest. An unlocked treasure chest stands against the room's south wall. When a creature opens this chest's lid, poison-tipped darts shoot from a spring-loaded mechanism attached to the lid's underside. Each creature within 10 feet of the chest that isn't behind total cover takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw or take 22 (4d10) poison damage and have the poisoned condition for 1 hour.
陷阱宝箱。一个未上锁的宝箱靠在房间的南墙上。当生物打开这个宝箱的盖子时,毒镖会从盖子底部的弹簧装置中射出。每个在宝箱 10 英尺范围内且没有完全掩蔽的生物会受到 2(1d4)点穿刺伤害,并且必须成功通过 DC 15 的体质豁免,否则会受到 22(4d10)点毒素伤害并中毒 1 小时。

A character who succeeds on a DC 20 Intelligence (Investigation) check while examining the chest spots the trap mechanism. As an action, a character can use thieves' tools to make a DC 15 Dexterity (Sleight of Hand) check to disarm the trap. Failing this check triggers the trap.
一个角色在检查箱子时成功通过 DC 20 的智力(调查)检定,会发现陷阱机制。作为一个动作,角色可以使用盗贼工具进行 DC 15 的敏捷(巧手)检定来解除陷阱。检定失败会触发陷阱。

Treasure. The chest contains three blank books with black leather covers (worth 25 gp each) and three Spell Scrolls (Bless, Protection from Poison, and Spiritual Weapon).
宝藏。箱子里有三本黑色皮革封面的空白书籍(每本价值 25 金币)和三张法术卷轴(祝福术、防护毒素和灵体武器)。

D10: Conservatory  D10:温室[–]

[–]

A harpsichord and bench fill this elegant hall's northwest corner. On the opposite side of the room, a large standing harp rests near the room's fireplace. Upholstered chairs line the walls.
一架大键琴和长凳占据了这间优雅大厅的西北角。在房间的另一侧,一架大型竖琴靠在壁炉旁。墙壁旁排列着软垫椅子。

Encounter. Roll on the Death House Encounters table the first time a character enters this room.
遭遇。当角色首次进入此房间时,在死亡之屋遭遇表上掷骰。

D11: Balcony  D11:阳台[–]

[–]

At the top of the red marble staircase is a balcony with a suit of black plate armor standing against one wall.
红色大理石楼梯的顶端是一个阳台,阳台上靠墙立着一套黑色板甲。

Secret Door. A character who examines the west wall and succeeds on a DC 15 Intelligence (Investigation) check finds a secret door that pushes open to reveal a cobweb-filled wooden staircase leading to the attic.
秘密门。一个角色若检查西墙并成功通过 DC 15 的智力(调查)检定,会发现一扇可以推开的秘密门,门后是一条布满蛛网的木制楼梯,通向阁楼。

D12a–D12c: Master Suite  D12a–D12c:主套房[–]

[–]

Burgundy drapes cover the windows of this large bedroom. The furnishings include a four-poster bed, a matching pair of wardrobes, and a vanity with a jewelry box. A portrait of a man and woman hangs above a fireplace. A parlor in the southwest corner contains a table and two chairs.
深红色的窗帘覆盖着这间大卧室的窗户。家具包括一张四柱床、一对配套的衣柜和一个带首饰盒的梳妆台。壁炉上方挂着一幅男女肖像。西南角的客厅里有一张桌子和两把椅子。

The couple in the portrait are the same people from the family portrait in the upper hall (area D6). A door facing the foot of the bed opens to an empty closet (area D12b). A door in the parlor leads to an outside balcony (area D12c).
肖像中的夫妇与上层大厅(区域 D6)中的家庭肖像中是同一人。床脚对面的一扇门通向一个空衣柜(区域 D12b)。客厅里的一扇门通往外面的阳台(区域 D12c)。

Dumbwaiter. A dumbwaiter in the southwest corner connects to areas D4a and D7a below.
升降机。西南角的升降机连接着下方的 D4a 和 D7a 区域。

Treasure. The jewelry box on the vanity is made of silver with gold filigree (worth 75 gp). It contains three gold rings (worth 25 gp each) and a thin platinum necklace with a topaz pendant (worth 750 gp).
宝藏。梳妆台上的珠宝盒由银制成,带有金丝镶嵌(价值 75 金币)。盒内有三枚金戒指(每枚价值 25 金币)和一条细铂金项链,项链上挂着一颗黄玉吊坠(价值 750 金币)。

D13: Bathroom  D13: 浴室[–]

[–]

This dark room contains a barrel under a spigot in the east wall, a wooden claw-foot tub, and a small iron stove with a kettle resting atop it.
这间黑暗的房间里,东墙下的水龙头下有一个木桶,一个木制爪脚浴缸,以及一个小铁炉,炉子上放着一个水壶。

This room is otherwise empty.
这个房间除此之外是空的。

D14: Storage Room  D14:储藏室[–]

Dusty shelves line the walls of this room. The shelves hold linens and other household goods.
布满灰尘的架子排列在这个房间的墙壁上。架子上放着亚麻布和其他家居用品。

D15a–D15c: Nursemaid's Suite
D15a–D15c: 保姆套房
[–]

[–]

This bedroom contains a large bed, two nightstands, and a large mirror. A double door fitted with stained-glass windows opens onto a balcony. One of the nightstands has been knocked over, and one of the windows has been smashed.
这间卧室里有一张大床、两个床头柜和一面大镜子。一扇装有彩色玻璃窗的双开门通向阳台。其中一个床头柜被打翻了,一扇窗户也被砸碎了。

This elegantly appointed bedroom (area D15a) and an adjoining nursery (area D15b) were occupied by the Dursts' nursemaid, Brigetta, the cult's latest victim.
这间布置优雅的卧室(区域 D15a)和相邻的育婴室(区域 D15b)曾由德斯特家的保姆布里格塔居住,她是邪教的最新受害者。

The double door opens onto a balcony (area D15c) overlooking the front of the house.
双扇门通向一个俯瞰房屋前部的阳台(区域 D15c)。

Encounter. Roll on the Death House Encounters table the first time a character enters this room.
遭遇。当角色首次进入此房间时,在死亡之屋遭遇表上掷骰。

Signs of Abduction. A character who succeeds on a DC 15 Intelligence (Investigation) check ascertains that the disarrayed nightstand and broken window are the result of a recent struggle. Rainwater on the floor around the broken window indicates the struggle occurred within the last few hours.
绑架的迹象。成功通过 DC 15 智力(调查)检定的角色可以确定,凌乱的床头柜和破碎的窗户是最近一场搏斗的结果。破碎窗户周围地板上的雨水表明,这场搏斗发生在过去几小时内。

A character who examines the area and succeeds on a DC 15 Wisdom (Survival) check finds scuffs on the floor in area D15a from the victim's shoes. These scuffs create a trail to a secret door that leads up to the attic.
一个角色若仔细检查该区域并通过 DC 15 的感知(生存)检定,会发现 D15a 区域地板上有受害者鞋子留下的擦痕。这些擦痕形成了一条通往阁楼密门的踪迹。

Secret Door. A character who examines the mirror and succeeds on a DC 15 Intelligence (Investigation) check finds a secret door behind the mirror. (Characters who saw scuff marks leading to the secret door find it without needing to make a check.) The secret door pushes open to reveal a cobweb-filled wooden staircase leading to the attic.
秘密门。一个角色若检查镜子并成功通过 DC 15 的智力(调查)检定,会发现镜子后面有一扇秘密门。(看到通往秘密门的磨损痕迹的角色无需进行检定即可找到它。)秘密门推开后,会露出一条布满蛛网的木制楼梯,通向阁楼。

D16: Attic Hall  D16:阁楼大厅[–]

This bare hallway can be accessed by the staircase behind the secret doors in areas D11 and D15a.
这条空荡的走廊可以通过 D11 和 D15a 区域秘密门后的楼梯进入。

D17: Spare Bedroom  D17:备用卧室[–]

[–]

This room contains a narrow bed, a nightstand, a writing desk, and a rocking chair.
这个房间里有一张窄床、一个床头柜、一张写字台和一把摇椅。

This room is otherwise empty.
这个房间除此之外是空的。

D18: Storage Room  D18:储藏室[–]

[–]

This chamber is packed with old furniture draped in white sheets.
这个房间里堆满了用白布覆盖的旧家具。

Secret Door. A character who examines the east wall and succeeds on a DC 15 Intelligence (Investigation) check finds a secret door that opens to reveal a secret stair (area D21) to the dungeon (area D22).
秘密门。一个角色若检查东墙并成功通过 DC 15 的智力(调查)检定,会发现一扇秘密门,打开后通往地下城(区域 D22)的秘密楼梯(区域 D21)。

D19: Spare Bedroom  D19:备用卧室[–]

[–]

This room contains a narrow bed, a nightstand, a rocking chair, an empty wardrobe, and a small iron stove.
这个房间里有一张窄床、一个床头柜、一把摇椅、一个空衣柜和一个小铁炉。

This room is otherwise empty.
这个房间除此之外是空的。

D20: Children's Room  D20:儿童房[–]

[–]

This bedroom contains two small, wood-framed beds, a toy chest, and a dollhouse—a perfect miniature replica of this dreary mansion.
这间卧室里有两张木制小床、一个玩具箱和一个娃娃屋——这座阴郁宅邸的完美微型复制品。

Characters who investigate the dollhouse find all the house's secret doors, including one in the attic leading to a spiral staircase (area D21) that descends below the house.
调查玩偶屋的角色会发现房屋的所有秘密门,包括阁楼中通往螺旋楼梯(区域 D21)的一扇门,楼梯向下延伸至房屋下方。

Encounter. Roll on the Death House Encounters table the first time a character enters this room.
遭遇。当角色首次进入此房间时,在死亡之屋遭遇表上掷骰。

Treasure. Inside the toy chest is a doll that resembles a tall, pale human with black hair and a pronounced widow's peak. Something papery rattles inside the doll's hollow body. A character who removes the doll's head and looks down its neck finds a Spell Scroll of Detect Evil and Good.
宝藏。玩具箱里有一个娃娃,它看起来像是一个高大、苍白、黑发且有着明显美人尖的人类。娃娃的空心身体里发出纸质的沙沙声。一个角色如果取下娃娃的头并朝它的脖子里面看,会发现一张《侦测善恶》法术卷轴。

D21: Secret Stairs  D21:秘密楼梯[–]

This narrow spiral staircase is made of creaky wood contained within a 5-foot-wide shaft of mortared stone. The staircase descends 50 feet from the house's attic to area D22 in the dungeon level.
这个狭窄的螺旋楼梯由吱嘎作响的木头制成,位于一个 5 英尺宽的砌石竖井内。楼梯从房子的阁楼向下延伸 50 英尺,通往地下城区域的 D22。

D22: Dungeon Level Access
D22:地牢层级入口
[–]

The wooden spiral staircase from the attic (area D21) ends here. A narrow tunnel stretches southward before branching east and west.
从阁楼(区域 D21)下来的木制螺旋楼梯在此结束。一条狭窄的隧道向南延伸,随后分叉向东和向西。

Chanting. From the moment they arrive in the dungeon, the characters hear an eerie, incessant chant echoing throughout the chambers. It's impossible to determine which direction the sound is coming from until the characters reach areas D26 or D29. They can't discern its words until they reach area D35.
吟唱。从他们进入地牢的那一刻起,角色们就听到一种诡异、持续不断的吟唱声在各个房间中回荡。在角色们到达 D26 或 D29 区域之前,无法确定声音来自哪个方向。在到达 D35 区域之前,他们无法分辨出吟唱的内容。

D23c–D23f: Family Crypts  D23c–D23f: 家族墓穴[–]

[–]

Each crypt is open to the hallway. The stone slabs meant to seal the rooms lean against the walls outside the crypts.
每个墓室都向走廊敞开。原本用于封闭房间的石板靠在墓室外的墙上。

These crypts are intended to hold the remains of the Durst family members on their deaths.
这些墓穴旨在存放达斯特家族成员去世后的遗骸。

The crypts in areas D23a and D23b are empty, and the slabs for these crypts are unmarked.
D23a 和 D23b 区域的墓穴是空的,这些墓穴的石板没有标记。

The remaining crypts (areas D23c–D23f) each contain an empty coffin on a stone bier.
剩下的墓穴(区域 D23c–D23f)每个都包含一个放在石台上的空棺材。

D24: Cult Initiates' Quarters
D24:邪教徒宿舍
[–]

A wooden table and four chairs stand at the east end of this room. Four alcoves containing straw pallets open off the west half of the room.
一张木桌和四把椅子位于房间的东端。房间的西半部分有四个凹室,里面放着稻草床垫。

D25: Cultist Quarters and Well
D25:邪教徒宿舍与井
[–]

[–]

This area centers on a 4-foot-diameter, 30-foot-deep cistern with a 3-foot-high stone lip. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the crossbeams above the well. Five small rooms with no doors branch off the well room.
这个区域中心是一个直径 4 英尺、深 30 英尺的水池,池边有 3 英尺高的石沿。一个木桶通过固定在井上方横梁上的绳索和滑轮装置悬挂着。井室周围有五间没有门的小房间。

The five small bedrooms serve as quarters for senior cultists. Each contains a wood-framed bed with a straw mattress and a wooden chest. Each chest is secured with a rusty iron padlock that can be picked using thieves' tools with a successful DC 15 Dexterity (Sleight of Hand) check.
五间小卧室是高级教徒的住所。每间都有一张木架床,床上铺着草垫,还有一个木箱。每个木箱都用生锈的铁挂锁锁着,可以通过成功的 DC 15 敏捷(巧手)检定使用盗贼工具撬开。

Encounter. Roll on the Death House Encounters table the first time a character enters this room.
遭遇。当角色首次进入此房间时,在死亡之屋遭遇表上掷骰。

Treasure. In addition to worthless personal effects, each chest contains one of the following:
宝藏。除了无价值的个人物品外,每个箱子还包含以下物品之一:

  • 110 gp and 60 sp in a pouch made of human skin
    110 金币和 60 银币装在一个用人皮制成的袋子里
  • Three pieces of cut jade (worth 100 gp each) in a folded piece of black cloth
    三块切割好的玉石(每块价值 100 金币),包裹在一块折叠的黑色布料中
  • A black leather eye patch with a peridot (worth 500 gp) sewn into it
    一个黑色皮革眼罩,上面缝着一颗橄榄石(价值 500 金币)
  • A chess set with pieces made of obsidian and chalcedony (worth 250 gp)
    一套棋子由黑曜石和玉髓制成的国际象棋(价值 250 金币)
  • A +2 Shortsword  一把+2 短剑

D26: Hidden Spiked Pit  D26:隐藏的尖刺陷阱[–]

[–]

As you move farther down this tunnel, the chanting heard throughout the dungeon gets louder to the west.
随着你在这条隧道中继续深入,从地牢各处传来的吟唱声在西边变得更加响亮。

A character who examines the floor and succeeds on a DC 15 Intelligence (Investigation) check notices a suspicious absence of footprints in this hallway. A character searching the floor for traps finds a 5-foot-long, 10-foot-deep pit hidden under rotted wooden planks. The pit has poisoned wooden spikes at the bottom. The first character to step on the cover falls through, landing prone and taking 3 (1d6) bludgeoning damage from the fall plus 11 (2d10) piercing damage and 11 (2d10) poison damage from the spikes.
一个角色若检查地板并成功通过 DC 15 的智力(调查)检定,会注意到这条走廊上脚印的异常缺失。一个角色若搜索地板寻找陷阱,会发现一个 5 英尺长、10 英尺深的坑,隐藏在腐烂的木板下。坑底有涂毒的木质尖刺。第一个踏上覆盖物的角色会掉下去,倒地并受到 3(1d6)点坠落钝击伤害,外加 11(2d10)点穿刺伤害和 11(2d10)点毒素伤害。

D27: Dining Hall  D27:餐厅[–]

[–]

This room contains a plain wooden table flanked by long benches. Bones lie scattered on the floor.
这个房间里有一张朴素的木桌,两侧是长凳。地板上散落着骨头。

These moldy Humanoid bones are the remains of the cult's vile banquets.
这些发霉的人形骨头是邪教邪恶宴会的残骸。

D28: Larder  D28:储藏室[–]

Aside from scraps of food, this alcove is empty.
除了食物残渣外,这个凹室是空的。

D29: Intersection  D29: 交叉口[–]

The chanting heard throughout the dungeon is noticeably louder to the north of this intersection.
地牢中回荡的吟唱声在这个交叉路口的北面明显更加响亮。

D30: Stairs Down  D30:楼梯向下[–]

Any character standing at the top of this 20-foot-long staircase realizes the chants originate from somewhere below. Characters who descend the stairs and follow the hall beyond arrive in area D35.
任何站在这个 20 英尺长的楼梯顶端的角色都会意识到吟唱声来自下方。角色们若走下楼梯并沿着走廊前进,将抵达 D35 区域。

D31: Darklord's Shrine  D31:黑暗领主的圣坛[–]

[–]

This room is full of moldy skeletons that hang from rusty shackles against the walls. A wide alcove in the south wall contains a painted wooden statue carved in the likeness of a gaunt, pale-faced man wearing a black cloak.
这个房间里满是发霉的骷髅,它们被生锈的镣铐挂在墙上。南墙上的一个宽阔壁龛里,有一座彩绘的木制雕像,雕刻成一个瘦削、苍白面孔的男人,身披黑色斗篷。

The statue depicts Strahd, to whom the cultists make sacrifices in the vain hope that he will reveal his secrets to them.
雕像描绘的是斯特拉德,邪教徒们向他献祭,徒劳地希望他能向他们揭示他的秘密。

Encounter. Roll on the Death House Encounters table the first time a character enters this room.
遭遇。当角色首次进入此房间时,在死亡之屋遭遇表上掷骰。

Secret Door. Characters searching the room find a secret door in the middle of the east wall with a successful DC 10 Intelligence (Investigation) check. The door pulls open to reveal a stone staircase that climbs 10 feet to a landing (area D32).
秘密门。角色在房间内搜索时,若成功通过 DC 10 的智力(调查)检定,可在东墙中央发现一扇秘密门。门拉开后,露出一段石制楼梯,向上攀升 10 英尺,通往一处平台(区域 D32)。

D32: Hidden Trapdoor  D32:隐藏的活板门[–]

The staircase ends at a landing with a 6-foot-high wooden ceiling with a trapdoor set into it. The trapdoor is bolted shut from this side and can be pushed open to reveal the den (area D3) above.
楼梯尽头是一个平台,平台上方有一个 6 英尺高的木制天花板,天花板上嵌有一个活板门。活板门从这一侧被闩住,可以推开,露出上方的巢穴(区域 D3)。

D33: Cult Leaders' Den  D33:邪教领袖的巢穴[–]

[–]

A chandelier hangs above a table in the middle of this room. Two high-backed chairs flank the table, which has an empty clay jug and two clay flagons atop it.
一盏枝形吊灯悬挂在房间中央的桌子上方。桌子两侧各有一把高背椅,桌上放着一个空陶罐和两个陶壶。

This is Gustav and Elisabeth's den. Iron candlesticks stand in two corners, their candles lit.
这是古斯塔夫和伊丽莎白的巢穴。两个角落立着铁制烛台,蜡烛已经点燃。

D34: Cult Leaders' Quarters
D34:邪教领袖的住所
[–]

[–]

This room contains a wood-framed bed with a feather mattress, a wardrobe containing several robes, a pair of iron candlesticks, and an open crate containing thirty torches and a leather sack with fifteen candles inside it.
这个房间里有一张木架床,床上铺着羽毛床垫,一个衣柜里挂着几件长袍,一对铁制烛台,还有一个打开的板条箱,里面装着三十支火把和一个装有十五支蜡烛的皮袋。

At the foot of the bed is an unlocked but empty wooden footlocker. This is Gustav and Elisabeth's bedroom.
床脚有一个未上锁但空着的木制脚柜。这是古斯塔夫和伊丽莎白的卧室。

D35: Reliquary  D35:圣物匣[–]

[–]

Loud chants issue from a hallway near the southwest corner. You discern many voices repeating, "She is slain, she is risen."
从西南角附近的走廊传来响亮的吟唱声。你听出许多声音在重复:“她已陨落,她已重生。”

Lurking in the shadows are two shambling mounds that move to attack as soon as anyone enters this room. The cult keeps "relics" in this chamber. These worthless items—human remains, mundane material components for spellcasting, and so forth—are stored in thirteen niches along the walls.
潜伏在阴影中的是两个蹒跚的泥怪,一旦有人进入这个房间,它们就会发动攻击。邪教在这个房间里保存着“遗物”。这些毫无价值的物品——人类遗骸、施法用的普通材料等等——被存放在墙上的十三个壁龛中。

Death House's reliquary is home to lurking monsters as well as components used in the Durst family's rituals
死亡之屋的圣物室不仅是潜伏怪物的巢穴,也是达斯特家族仪式所用组件的存放地
Kent Davis  肯特·戴维斯

D36: Prison  D36:监狱[–]

[–]

The alcoves here feature chains ending in shackles attached to the back walls.
这里的壁龛中装有链条,链条末端是固定在背墙上的镣铐。

Despite the ominous trappings, the alcoves are empty.
尽管装饰不祥,但壁龛里空无一物。

Secret Door. Characters searching the area find a secret door in the south wall with a successful DC 15 Intelligence (Investigation) check. It pulls open to reveal area D38 on the other side.
秘密门。角色在搜索该区域时,若成功通过 DC 15 的智力(调查)检定,可在南墙发现一扇秘密门。拉开后,另一侧将露出 D38 区域。

D37: Tunnel to Portcullis
D37:通往吊闸的隧道
[–]

[–]

This tunnel is blocked by a rusty iron portcullis.
这条隧道被一扇生锈的铁闸门堵住了。

This tunnel slopes down at a 20-degree angle into murky water and ends at a rusty portcullis. The floor around the portcullis is submerged under 2 feet of soupy water.
这条隧道以 20 度的角度向下倾斜,通向浑浊的水域,尽头是一道生锈的闸门。闸门周围的地面被 2 英尺深的泥浆水淹没。

The portcullis can be forcibly lifted with a successful DC 20 Strength (Athletics) check. Otherwise, it can be raised or lowered by turning a wooden wheel in the east wall of area D38. (The wheel is beyond the reach of someone east of the portcullis.)
吊闸可以通过成功的 DC 20 力量(运动)检定强行抬起。否则,可以通过转动区域 D38 东墙上的木轮来升起或降下吊闸。(木轮位于吊闸东侧无法触及的位置。)

D38: Ritual Chamber  D38:仪式大厅[–]

[–]

Featureless stone pillars support the high ceiling in this forty-foot-square chamber. Murky water covers the floor, and a breach in the west wall leads to a dark cave heaped with refuse. Stairs lead up to dry stone ledges that hug the walls. Fourteen hooded figures stand atop the ledges, chanting loudly.
无特征的石柱支撑着这个四十英尺见方的房间的高天花板。浑浊的水覆盖了地板,西墙上的一个缺口通向一个堆满垃圾的黑暗洞穴。楼梯通向紧贴墙壁的干燥石台。十四个披着斗篷的身影站在石台上,高声吟唱。

In the middle of the room, an octagonal dais rises above the water. Atop the dais is a stone altar drenched in freshly spilled blood. The source of the blood is the body of lifeless woman dangling above the altar from chains mounted to the ceiling. A ceramic stake has been plunged through the woman's heart. Standing next to the altar is a large fiend wielding a gruesome crimson spear.
房间中央,一座八角形的高台从水中升起。高台顶部是一座石制祭坛,上面浸满了新鲜的血迹。血迹的来源是一具悬挂在祭坛上方的无生命女性尸体,尸体被天花板上的锁链吊着。一根陶瓷桩刺穿了女人的心脏。祭坛旁站着一只巨大的恶魔,手持一把骇人的猩红长矛。

The cultists chant: "She is slain, she is risen. Come to us, Lord Strahd. Receive our gift!"
邪教徒们吟诵道:“她已陨落,她已重生。降临我们身边吧,斯特拉德大人。接受我们的献礼!”

The water here is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water's surface), and the chamber's ceiling is 16 feet high (11 feet above the dais and ledges). The chains dangling from the ceiling are 8 feet long.
这里的水深 2 英尺。壁架和中央高台高 5 英尺(比水面高 3 英尺),房间的天花板高 16 英尺(比高台和壁架高 11 英尺)。从天花板上垂下的链条长 8 英尺。

Embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising or lowering the portcullis in the eastern wall (see area D37). The hole in the west wall contains a heap of stones, rags, and plant matter.
东墙内嵌有一个木制轮子,连接着隐藏的链条和机械装置。角色可以使用一个动作转动轮子,升起或降下东墙的吊闸(见区域 D37)。西墙的洞中堆满了石头、破布和植物残骸。

Cult's Ritual. The figures along the ledge include Gustav and Elisabeth (cult fanatics), five senior cult members (cult fanatics), and seven cultists. The cult members fight only to defend themselves.
邪教仪式。岩壁上的身影包括古斯塔夫和伊丽莎白(邪教狂热者)、五名高级邪教成员(邪教狂热者)以及七名邪教徒。邪教成员仅在自卫时战斗。

Dangling from the chains above the altar is the corpse of the Dursts' nursemaid, Brigetta. The cult ritually sacrificed Brigetta using a ceremonial stake tipped with the fourth piece of the Rod of Seven Parts, which is still embedded in Brigetta's chest.
悬挂在祭坛上方链条上的是德斯特家族的保姆布里格塔的尸体。邪教仪式性地用一根顶端嵌有七节杖第四部分的仪式木桩将布里格塔献祭,木桩仍插在她的胸口。

A relentless impaler (see appendix A) has risen from the pool of Brigetta's blood on the altar. When the impaler detects the characters, it attacks. The impaler hunts them throughout the house until it is destroyed or the characters defeat it. For its Bloodheart Stake trait, the impaler is bound to the stake in Brigetta's corpse.
一个无情的穿刺者(见附录 A)从祭坛上布里盖塔的血池中升起。当穿刺者察觉到角色时,它会发起攻击。穿刺者会在整个房屋中追猎他们,直到它被摧毁或角色击败它。由于其血心木桩特性,穿刺者与布里盖塔尸体中的木桩绑定。

Retrieving the Rod Piece. If the relentless impaler is destroyed, the cultists cower in fear and allow the characters to take the rod piece from Brigetta's corpse. For more about the Rod of Seven Parts, see this book's introduction.
取回权杖碎片。如果无情穿刺者被摧毁,邪教徒会因恐惧而畏缩,并允许角色从布里格塔的尸体上取走权杖碎片。有关七节权杖的更多信息,请参阅本书的引言。

Development. Once the characters claim the rod piece, Gustav and Elisabeth regard them with bitter disdain. "None dare trespass in the territory of Strahd," Gustav says. "You will answer to our master," Elisabeth adds with sinister certainty. They offer no further comments or information. As the characters leave the area, the cultists chant, "He is the Ancient. He is the Land."
发展。一旦角色们获得了权杖碎片,古斯塔夫和伊丽莎白以苦涩的轻蔑目光看着他们。“无人敢在斯特拉德的领地内擅闯,”古斯塔夫说道。“你们将向我们的主人交代,”伊丽莎白带着阴险的确定补充道。他们没有提供进一步的评论或信息。当角色们离开该区域时,邪教徒们吟诵道:“他是远古者。他是这片土地。”

The cult leaders aren't bluffing. As soon as the characters take the fourth rod piece, Strahd enters Death House and makes his presence known. See the "Strahd's Presence" section below.
邪教领袖们并非虚张声势。一旦角色们拿到第四根权杖碎片,斯特拉德就会进入死亡之屋并现身。请参阅下方的“斯特拉德的现身”部分。

Sarusanda's Company  萨鲁桑达的同伴[–]

Once the characters have defeated the Death House cultists and claimed the rod piece, run the "Crisis of Faith" encounter detailed in the "Meetings with Sarusanda" section earlier in the chapter at a time of your choosing to ensure she rejoins the characters before they face Strahd.
一旦角色们击败了死亡之屋的邪教徒并获得了权杖碎片,在你选择的时间运行本章前面“与萨鲁桑达的会面”部分中详述的“信仰危机”遭遇,以确保她在角色们面对斯特拉德之前重新加入他们。

Having slain the priests of Osybus, seen the cult's plans thwarted, and made sure the Rod of Seven Parts piece is safe with the characters, Sarusanda's work in the house is done. She accompanies the characters for the remainder of their time in Death House (see the "Leaving the House" section).
在消灭了奥西布斯的祭司,目睹了邪教的计划被挫败,并确保七节杖的碎片安全地交给了角色们之后,萨鲁桑达在死亡之屋的任务已经完成。她将在角色们离开死亡之屋的剩余时间里陪伴他们(参见“离开房屋”部分)。


Strahd's Presence  斯特拉德的现身[–]

Strahd has finally deemed Death House worthy of attention. Once the party retrieves the rod piece in the ritual chamber, read the following to describe Strahd's arrival at Death House. The characters won't yet see Strahd, but they'll feel his presence.
斯特拉德终于认为死亡之屋值得关注。一旦队伍在仪式室中取回权杖碎片,请阅读以下内容来描述斯特拉德抵达死亡之屋的情景。角色们还不会看到斯特拉德,但他们会感受到他的存在。

[–]

A gust of wind blasts through the halls of Death House, and the temperature drops precipitously. Candles and lamps snuff out and relight with dark-purple flames. The wind takes on a monstrous timbre—like screeching bats or howling wolves—and crescendos to a deafening roar. Suddenly, it stops.
一阵狂风席卷死亡之屋的走廊,温度急剧下降。蜡烛和油灯熄灭,随后重新燃起深紫色的火焰。风声变得如同蝙蝠的尖叫或狼的嚎叫,逐渐增强为震耳欲聋的咆哮。突然,一切归于寂静。

For a long moment, you hear nothing. Then, as clearly as if it were happening right next to you, the house's front door creaks open and slowly closes, latching with a crisp click. Then, once again, nothing.
很长一段时间里,你什么也没听到。然后,仿佛就在你身边发生一般,房子的前门吱呀一声打开,又缓缓关上,伴随着一声清脆的咔嗒声锁上了。接着,一切再次归于寂静。

The characters must now contend with Strahd's nightmare magic in Death House until they find and face the Darklord directly.
角色们现在必须在死亡之屋中与斯特拉德的噩梦魔法对抗,直到他们找到并直面黑暗领主。

Haunted Zones  闹鬼区域[–]

Strahd can twist his domain to suit his whims. Starting when he makes his presence known, certain doorways in the house no longer connect to the rooms they did before. Instead, creatures that pass through these doorways enter an isolated demiplane called a haunted zone.
斯特拉德可以扭曲他的领域以满足他的奇想。从他现身的那一刻起,宅邸中的某些门道不再通向它们之前连接的房间。相反,穿过这些门道的生物会进入一个被称为“幽魂区域”的孤立半位面。

Entering a Haunted Zone  进入一个闹鬼区域[–]

A character enters a haunted zone whenever they do one of the following:
每当角色进行以下任一行为时,便进入了一个闹鬼区域:

  • Finish a long rest in Death House
    在死亡之屋完成一次长休
  • Move through a haunted doorway (marked on map 5.1)
    穿过一扇闹鬼的门道(在地图 5.1 上标记)

Only one haunted zone manifests at a time. As long as at least one creature is in a haunted zone, any other creatures that enter a haunted zone appear in that same zone regardless of how they arrive. Once all the characters inside a haunted zone exit it, that zone can't be encountered again. The haunted zones are described below in the "Death House Hauntings" section.
一次只会显现一个闹鬼区域。只要至少有一个生物在闹鬼区域内,任何其他进入闹鬼区域的生物都会出现在同一个区域,无论他们如何到达。一旦所有在闹鬼区域内的角色离开该区域,该区域将无法再次遇到。闹鬼区域的描述见下文“死亡之屋闹鬼”部分。

Haunted Doorways. The room on the other side of a haunted doorway is filled with magical darkness and silence, giving no hint of whatever is within. A creature that partially passes through a haunted doorway—such as by poking a limb or held item into the darkness—is magically pulled into the haunted zone.
闹鬼门扉。穿过闹鬼门扉的房间充满了魔法黑暗与寂静,无法窥见其中任何事物。若生物部分穿过闹鬼门扉——例如将肢体或手持物品探入黑暗——会被魔法力量拉入闹鬼区域。

Haunted doorways are one-way passages. Within the demiplane, nothing exists except what is described in each entry. When a character passes through a haunted doorway, that haunted doorway turns back to a normal doorway after 1 minute.
被诅咒的门户是单向通道。在这个半位面中,除了每个条目中描述的内容外,别无他物。当一个角色通过被诅咒的门户后,该门户会在 1 分钟后恢复为普通门户。

Exiting a Haunted Zone  离开闹鬼区域[–]

To leave a haunted zone, a character must perform the task specified in the haunted zone's "Correct Exit" section. The "Failed Exit" section describes how creatures that don't perform the required task are eventually forced from the haunted zone.
要离开闹鬼区域,角色必须完成闹鬼区域“正确出口”部分中指定的任务。“失败出口”部分描述了未完成所需任务的生物最终如何被强制离开闹鬼区域。

Finding the Correct Exit. A character who casts Detect Evil and Good or Find the Path or who has truesight sees a faint aura around an object related to the task necessary to exit the room. A character can also locate such an object by looking at the area and succeeding on a DC 15 Intelligence (Investigation) check.
找到正确的出口。施展侦测善恶或寻路术的角色,或拥有真实视觉的角色,会看到与离开房间所需任务相关的物体周围有一层微弱的光晕。角色也可以通过观察该区域并成功通过 DC 15 的智力(调查)检定来定位此类物体。

Leaving a Haunted Zone. A character who exits a haunted zone appears somewhere in Death House. Characters who leave the same haunted zone emerge in the same part of Death House. The transition is sudden and disorienting, like waking from a dream. Roll on the Emergence from a Haunted Zone table below to determine where the characters appear when they leave a haunted zone, or choose one of the locations listed.
离开闹鬼区域。离开闹鬼区域的角色会出现在死亡之屋的某个地方。离开同一闹鬼区域的角色会出现在死亡之屋的同一区域。这种转变突然且令人迷失方向,就像从梦中醒来一样。掷骰子从下方的“离开闹鬼区域出现表”中确定角色离开闹鬼区域时出现的位置,或选择列出的其中一个地点。

Emergence from a Haunted Zone
从闹鬼区域出现
d6Location Emerged  地点浮现
1The characters sit in the dining room (area D5), sated and covered with sticky crumbs, though there's no food in sight.
角色们坐在餐厅(区域 D5)里,心满意足,身上沾满了黏糊糊的面包屑,尽管眼前并没有食物。
2The characters stand in the storage room (area D18), draped in sheets.
角色们站在储藏室(区域 D18)里,身上披着床单。
3The characters kneel at the side of the cultists' well (area D25), desperately parched.
角色们跪在邪教徒的井边(区域 D25),极度干渴。
4The characters are slumped over the furniture in the storage room (area D18).
角色们瘫倒在储藏室(区域 D18)的家具上。
5The characters lean against the railing of the nursemaid's balcony (area D15c).
角色们靠在保姆阳台的栏杆上(区域 D15c)。
6The characters are shackled to the wall in the prison (area D36), each character in a different alcove. The characters can easily break their bonds.
角色们被铐在监狱(区域 D36)的墙上,每个角色都在不同的壁龛中。角色们可以轻易地挣脱束缚。

Once the characters have encountered all four haunted zones, they don't encounter any more. Long rests function as normal, and the haunted doorways become normal doorways.
一旦角色们遭遇了所有四个闹鬼区域,他们将不再遇到更多。长休功能恢复正常,闹鬼的门道也会变成普通的门道。

Death House Hauntings  死亡之屋的闹鬼[–]

If the characters fall in Death House, Strahd will happily claim the piece of the Rod of Seven Parts therein
如果角色们坠入死亡之屋,斯特拉德将欣然夺取其中的七节杖碎片
Martin Mottet

The characters enter the following haunted zones in the order presented.
角色们按照以下顺序进入这些闹鬼区域。

Castle Dining Hall  城堡餐厅[–]

[–]

You stand at one end of an impossibly long wooden dining table in the hall of a stone keep. Gilded plates, cutlery, and goblets of blood-red wine are set for each member of your party.
你站在一座石堡大厅中一张长得不可思议的木制餐桌的一端。镀金的盘子、餐具和盛满血红色葡萄酒的高脚杯为你们队伍的每一位成员摆放整齐。

At the other end of the table stands a tall, pale man. He wears regal, red garb, and his raven hair comes to a prominent widow's peak. He smiles menacingly at you as he raises his goblet in a toast. "Welcome, my guests. May you find the eternal hospitality of Strahd von Zarovich to your liking. Should at any point you wish to leave, simply find me and ask."
在桌子的另一端站着一位高大、苍白的男子。他身着华丽的红色服饰,乌黑的头发形成一个明显的尖角。他举起酒杯,向你露出威胁的微笑。“欢迎,我的客人们。愿你们喜欢斯特拉德·冯·扎洛维奇的永恒款待。如果你们在任何时候想要离开,只需找到我并开口。”

The "Strahd" in this haunted zone is an illusion. The illusion stands still in anticipation of the characters returning its toast, at which point the illusion quaffs its drink; it doesn't respond to anything else. If the illusion is struck with an attack, it dissolves into a cloud of bats (see "Failed Exit" below).
这个灵异区域中的“斯特拉德”是一个幻象。幻象静止不动,等待着角色回应它的祝酒,此时幻象会一饮而尽;它不会对其他任何事物做出反应。如果幻象受到攻击,它会化作一群蝙蝠消散(见下文“失败的出口”)。

The chamber distorts and elongates as a character attempts to move throughout it. No matter how fast or far a character moves, that character winds up a step or two away from the end of the table where they started.
房间在角色试图移动时扭曲并拉长。无论角色移动得多快或多远,最终都会回到他们起点的桌子末端一两步之遥的地方。

Correct Exit. To escape the dining hall, each character trapped in it must drink from one of the chalices on the table. The wine is thick and metallic tasting. When the character drinks it, the character's vision slowly turns red before returning to normal when the character exits the haunted zone. The only thing the character can hear during this time is the sound of Strahd's deep, spooky laughter.
正确出口。要逃离餐厅,每个被困在其中的角色都必须从桌上的酒杯中喝一口酒。酒液浓稠,带有金属味。当角色喝下它时,角色的视野会慢慢变红,直到角色离开这个闹鬼区域后才会恢复正常。在此期间,角色唯一能听到的是斯特拉德的深沉而阴森的笑声。

Failed Exit. If after 1 minute no one has drunk from a chalice, Strahd's illusion dissolves into a cloud of bats that quickly fills the chamber. At the start of each turn, the bats deal 7 (2d6) piercing damage to each creature in the haunted zone. After 5 turns, the bats completely obscure the characters' vision, and the characters exit the haunted zone.
失败退出。如果 1 分钟后没有人从圣杯中饮用,斯特拉德的幻象将化作一群蝙蝠,迅速充满房间。在每回合开始时,蝙蝠对灵异区域内的每个生物造成 7(2d6)点穿刺伤害。5 回合后,蝙蝠完全遮蔽了角色的视线,角色将退出灵异区域。

Endless Graveyard  无尽墓地[–]

[–]

Countless headstones dot this barren landscape as far as you can see. A pale full moon looms over the horizon.
无数的墓碑点缀着这片荒凉的景象,一眼望不到尽头。一轮苍白的满月悬在地平线上。

The headstones continue in every direction no matter how far a character travels. Each headstone is inscribed with the name of a different individual who died within Strahd's domain (the names eventually repeat). Buried beneath each tombstone is a coffin that either is empty or contains an illusion of Strahd's corpse.
墓碑向四面八方延伸,无论角色走多远都看不到尽头。每块墓碑上都刻着在斯特拉德的领地内死去的不同个体的名字(名字最终会重复)。每块墓碑下都埋着一口棺材,要么是空的,要么装着斯特拉德尸体的幻象。

Correct Exit. A character who reads the headstones finds one bearing their own name. A character can exit this haunted zone by disinterring the empty coffin buried beneath a headstone bearing the character's name, opening the coffin, and lying in it.
正确出口。阅读墓碑的角色会发现一块刻有自己名字的墓碑。角色可以通过挖掘刻有自己名字的墓碑下埋着的空棺材,打开棺材并躺进去,从而离开这个闹鬼区域。

Failed Exit. If a character fails to leave the graveyard, that character must eventually make camp. When a character finishes a long rest in this haunted zone, the character gains 1 level of exhaustion, doesn't gain the benefits of the long rest, and exits the haunted zone.
失败退出。如果角色未能离开墓地,该角色最终必须扎营。当角色在这个闹鬼区域完成长休时,角色获得 1 级力竭,无法获得长休的益处,并离开闹鬼区域。

Ghostly Recital  幽灵独奏[–]

[–]

You're seated in an ornate chair on the edge of a dimly lit parlor. Eight ghostly figures sit in identical chairs to either side of you. At the parlor's far end, a pale man at a harpsichord slowly plinks out a haunting elegy. The ghostly figures listen to the song with rapt attention.
你坐在一间昏暗客厅边缘的华丽椅子上。八个幽灵般的身影坐在你两侧的相同椅子上。在客厅的尽头,一位面色苍白的男子在古钢琴上缓缓弹奏着一首令人心碎的挽歌。那些幽灵般的身影全神贯注地聆听着这首曲子。

This zone resembles Death House's conservatory (area D10), except the room's doors and windows overlook a black, featureless void.
这个区域类似于死亡之屋的温室(区域 D10),只是房间的门窗外面是一片漆黑、毫无特征的虚空。

If a character makes any noise or otherwise disrupts the performance, the musician—yet another illusion of Strahd—ceases playing, scowls at the character, and disappears. Eight specters fly out of the harpsichord and attack the characters in anger.
如果角色发出任何噪音或以其他方式干扰表演,音乐家——斯特拉德的又一个幻象——会停止演奏,怒视角色并消失。八只幽灵从大键琴中飞出,愤怒地攻击角色。

Correct Exit. A character at the harpsichord can make a DC 14 Charisma (Performance) check to play the rest of the interrupted melody. On a successful check, the ghostly figures sigh with contentment, and the characters exit the haunted zone.
正确出口。在羽管键琴旁的角色可以进行一次 DC 14 的魅力(表演)检定,以演奏完被打断的旋律。检定成功后,幽灵般的身影会满足地叹息,角色们将离开闹鬼区域。

Failed Exit. If after 1 minute no one has successfully played the rest of the song, the illusion of Strahd reappears at the harpsichord and hammers out a series of chords. Each character takes 11 (2d10) thunder damage and exits the haunted zone.
失败退出。如果 1 分钟后没有人成功演奏完剩余的曲子,斯特拉德的幻象会再次出现在大键琴前,猛烈弹奏出一系列和弦。每个角色受到 11(2d10)点雷鸣伤害并离开闹鬼区域。

The Crying Room  哭泣之室[–]

[–]

The floor of this bedroom is littered with creepy dolls, monstrous stuffed animals, and misshapen toys. The two children you saw outside the house stand in the middle of the doorless, windowless room, weeping uncontrollably. Large tears run down their faces, pooling in impossible quantities on the floorboards.
这间卧室的地板上散落着诡异的娃娃、怪异的毛绒动物和畸形的玩具。你在屋外看到的那两个孩子站在这个没有门、没有窗户的房间中央,无法控制地哭泣着。大颗的泪珠从他们的脸上滑落,在地板上汇聚成不可思议的水洼。

The children are illusions of Rose and Thorn. They are inconsolable; any attempt to interact with the children reveals their illusory nature. Every minute, the water covering the floor of the 10-foot-high bedroom rises an additional 1 foot.
孩子们是罗斯和荆棘的幻象。他们无法被安慰;任何与孩子们互动的尝试都会揭示他们的虚幻本质。每分钟,覆盖 10 英尺高卧室地板的水位会再上升 1 英尺。

A character who inspects the items in the room discovers that the dolls look like cartoonish versions of the characters, Sarusanda, and Strahd.
一个检查房间内物品的角色发现,这些娃娃看起来像是角色、萨鲁桑达和斯特拉德的卡通版本。

Correct Exit. To exit the haunted zone, a character must pull the head off the Strahd doll. If the characters struggle to figure this out, allow them to examine the doll and attempt a DC 13 Intelligence (Investigation) check to realize the truth. The doll's neck reveals itself to be a drain hole, and the head is a plug. All the water in the room spirals into the drain, pulling the characters with it and causing them to exit the zone.
正确出口。要离开闹鬼区域,角色必须将斯特拉德娃娃的头拔下来。如果角色难以想出这一点,允许他们检查娃娃并尝试进行一次 DC 13 的智力(调查)检定以发现真相。娃娃的脖子会显露出一个排水孔,而头部则是一个塞子。房间里的所有水都会螺旋流入排水孔,将角色们一同拉入,使他们离开该区域。

Failed Exit. If the characters are still in this haunted zone after 10 minutes, the water level reaches the room's ceiling, and each character in this haunted zone gains 1 level of exhaustion and exits the zone.
失败退出。如果角色在 10 分钟后仍处于这个闹鬼区域,水位将升至房间天花板,该区域内的每个角色将获得 1 级力竭并离开该区域。


Leaving the House  离开房子[–]

The characters can attempt to leave Death House at any time. If the characters haven't yet faced Strahd, the Mists invariably return them to a random room. Teleportation spells likewise fail.
角色们可以随时尝试离开死亡之屋。如果角色们尚未面对斯特拉德,迷雾总会将他们带回一个随机房间。传送法术同样会失败。

To leave Death House, the characters must first face Strahd.
要离开死亡之屋,角色们必须先面对斯特拉德。

Reuniting with Sarusanda  与萨鲁桑达重逢[–]

If Sarusanda hasn't yet rejoined the characters, run the "Crisis of Faith" encounter detailed in "Meetings with Sarusanda"; she then rejoins the party and is with them when they face Strahd.
如果萨鲁桑达尚未重新加入角色们,请运行“与萨鲁桑达的会面”中详述的“信仰危机”遭遇;她随后会重新加入队伍,并在他们面对斯特拉德时与他们在一起。

Facing Strahd  面对斯特拉德[–]

After he arrives at Death House, Strahd, Master of Death House (see appendix B) waits for the characters in the house's main hall (area D2a). He is accompanied by two vampire spawn.
当他抵达死亡之屋后,死亡之屋的主人斯特拉德(见附录 B)在房屋的主厅(区域 D2a)等待角色们。他由两名吸血鬼衍体陪同。

If the characters don't intend to return to the main hall, Strahd and his minions wait for the characters in another room of the house, such as the dining room (area D5) or the den of wolves (area D3).
如果角色们不打算返回主厅,斯特拉德和他的仆从们会在房子的另一个房间等待他们,比如餐厅(区域 D5)或狼窝(区域 D3)。

When Strahd encounters the characters, read the following:
当斯特拉德遇到这些角色时,请念出以下内容:

[–]

"So, intruders into my realm, we finally meet. From the way the villagers spoke about you, I expected you to be more impressive. Ah, well. I am forever disappointed with the insects that think themselves worthy of meeting me. I suppose I could entertain myself with destroying you."
“所以,闯入我领域的入侵者们,我们终于见面了。从村民们的描述来看,我本以为你们会更令人印象深刻。唉,算了。对于那些自以为有资格见我的人,我总是感到失望。我想,我可以通过毁灭你们来消遣一下。”

Sarusanda's Influence  萨鲁桑达的影响[–]

If Sarusanda is with the party, Strahd regards the Ulmist inquisitor with grave respect and allows her to leave the house. "I will permit you to flee this place," he intones. "But only if you do so immediately, and you never return."
如果萨鲁桑达与队伍同行,斯特拉德会以庄重的态度对待这位乌尔米斯特审判官,并允许她离开宅邸。“我会允许你逃离此地,”他低沉地说道,“但前提是你必须立即离开,并且永不返回。”

He glances at the characters, then asks Sarusanda, "Do you know them?"
他瞥了一眼那些角色,然后问萨鲁桑达:“你认识他们吗?”

Sarusanda's Answer. If Sarusanda is indifferent to the characters, she denies any affiliation with them and takes her leave. Strahd applauds the characters for surviving so long in his realm, then attacks them.
萨鲁桑达的回应。如果萨鲁桑达对角色们漠不关心,她会否认与他们的任何关联并离开。斯特拉德称赞角色们在他的领域里存活了这么久,然后攻击他们。

If Sarusanda is friendly with the characters, she says that they are also members of the Ulmist Inquisition. Strahd asks the characters if this is true. A character can then make a DC 20 Charisma (Deception) check to convince Strahd they are members or otherwise important to the group. On a successful check, Strahd allows the party to leave Death House with Sarusanda. On a failure, Strahd sees through the ruse and dismisses Sarusanda before challenging the characters to combat.
如果萨鲁桑达对角色们友好,她会说他们也是乌尔米斯特审判庭的成员。斯特拉德会询问角色们这是否属实。角色可以进行一次 DC 20 的魅力(欺瞒)检定,以说服斯特拉德他们是该组织的成员或对该组织至关重要。如果检定成功,斯特拉德允许队伍与萨鲁桑达一起离开死亡之屋。如果检定失败,斯特拉德识破诡计,并遣散萨鲁桑达,随后向角色们发起战斗挑战。


Next Steps  下一步[–]

Once the characters have acquired the fourth piece of the Rod of Seven Parts and escaped Death House, they can travel to the western outskirts of Barovia without trouble. The characters easily find the portal to Sigil in the mist.
一旦角色们获得了七节杖的第四部分并逃离了死亡之屋,他们就可以顺利前往巴洛维亚的西部郊区。角色们很容易在迷雾中找到通往印记城的传送门。

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