作者 主题: 《独对浪潮》翻译完了吗  (阅读 250 次)

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《独对浪潮》翻译完了吗
« 于: 2023-07-14, 周五 23:20:20 »
之前好像看到有人开坑,但是现在又找不到了

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Re: 《独对浪潮》翻译完了吗
« 回帖 #1 于: 2023-07-14, 周五 23:23:42 »
还有《独对冰霜》,《Along against flame》这些有开始翻译吗

离线 陆水银Emerald

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Re: 《独对浪潮》翻译完了吗
« 回帖 #2 于: 2023-07-19, 周三 23:37:16 »
《独对浪潮》进度76/243
学业问题+在负责另一个翻译所以进度有点搁置
:(


离线 陆水银Emerald

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Re: 《独对浪潮》翻译完了吗
« 回帖 #4 于: 2023-07-19, 周三 23:50:33 »
向火独行不是早出货了吗。
另外考虑到《向火独行》和《暗夜独行》在先,这本或许可以考虑统一一下叫做《逆流独行》
谢谢建议!在整理时会考虑的!

离线 oreoinhell@回环物语

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Re: 《独对浪潮》翻译完了吗
« 回帖 #5 于: 2023-07-20, 周四 14:08:00 »
还有《独对冰霜》,《Along against flame》这些有开始翻译吗
Frost我们玩过一次然后好像就…放下了
我顺便问一下独自万圣节(Alone on Halloween)有没有人翻

离线 溪午镜隐发

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Re: 《独对浪潮》翻译完了吗
« 回帖 #6 于: 2023-07-20, 周四 14:14:51 »
万圣夜我去年翻过一丢丢 :em032
不出意外我是坑了没占坑不能叫坑

劇透 -   :
Alone On Halloween
科里·亚当斯
天文学10
闪避26
汽车驾驶30
话术25
急救45
躲藏20
跳跃30
聆听35
德语45
母语80
摄像25
心理学20
潜行20
侦查45
游泳30
追踪20


《万圣夜独行》是一篇单人冒险,你在其中扮演克里斯·格兰特,他是密斯卡托尼克大学新闻系的一名杰出学生。在从阿卡姆到塞勒姆途中发生的某些意外会让你陷入超自然的恐怖之中,还会让你面对许多来自克苏鲁神话和非克苏鲁神话的恐怖,并可能落入无法想象的外神之手!作为一名屡获殊荣、时刻保持警惕的新闻工作者,你试图好好利用自己的神秘学经验,你知道这会让你创作出迄今最好的作品——如果你有足够的勇气和理智在《万圣夜独行》活下来,这个作品将会为你赢得当今顶尖超心理学家和神秘学作家当之无愧的认可!

准备开始
在开始之前,你需要铅笔、草稿纸、《克苏鲁的呼唤》中常用的骰子,还需要一份游戏规则。在游戏之前,你可能希望回顾一下规则的某些方面,这些是《克苏鲁的呼唤》第五版中的页码:

D100检定,第29页
抗力表,第29页
抗力表(表格),第30页
伤害,第31页
伤害规则,第32页。
战斗,第33页
战斗规则,第34页
射击规则,第36页
使用理智,第46页
临时性疯狂,第48页
不定性疯狂,第49-50页
克苏鲁神话典籍,第58-59页
魔法值,第62页
学习法术,第62页
施放法术,第62-63页

调查员卡
依据你的喜好,克里斯·格兰特可以是男性(克里斯托弗)也可以是女性(克莉丝汀)。因为你很可能必须/想要多次游玩这个迷雾笼罩的闹鬼冒险,所以你没准想要复印玩家调查表。 不行的话,也可以用一张草稿纸来记录生命值损失之类。

调查员卡(见封二)的一部分(姓名、职业、年龄、国籍、住地、智力、灵感、教育、知识、学校和学位)已经为你填好了,其余的由你自己决定,你可以在力量、敏捷、体质、外貌、意志和体型中随意分配这组预设数据:8、12、13、14、16、18。意志x5决定幸运和初始的理智,意志x1等于魔法值,体型和体质的平均值决定生命值,力量+体型的总和决定伤害加值,如果有的话(见第五版规则书第21页)。这些完成之后,你就可以分配技能点了。 你会注意到调查员卡上有几个标有星号(*)的技能——你必须将340点技能点分给这些有标记的技能。 你还有160点额外的技能点可以自由分配。 游戏开始的时候,你不能拥有克苏鲁神话技能。 每当你重新开始这个冒险时,都可以重新分配属性数据和技能点,不过必须始终符合上述准则。

玩家同伴
在《万圣夜独行》中,年轻的科里·亚当斯是你的玩家同伴、同学兼密友。这个同伴(他的调查员卡在你的调查员卡旁边)在冒险中既能帮助也会妨碍你的进程。除非另有说明或者他不在场,你都可以用同伴的技能检定来代替克里斯·格兰特的技能检定, 并且部分情况下,你和你的同伴都可以尝试进行检定。另一方面,你要对同伴负责,因此你应该尽可能保证他活着。实际上这个模组对你的同伴及其命运而言意义重大,这点也会影响你完成这次冒险的具体成功程度。
particular level  of success in the completion of this adventure

我们为你的同伴提供了一份完整的调查员卡。无论你重新开始多少次,这张卡可能一直不变——科里·亚当斯的属性和技能永远是一样的。

可选调查员
如果你想的话,你可以用自己创建的调查员代替克里斯·格兰特,不过你还是要使用科里·亚当斯作为同伴。公平起见,你应当决定是否真的愿意拿你喜欢的角色冒险——如果你不愿意“杀死”自己的调查员,你就不该让他/她在这个冒险获得任何东西(技能成长判定、神话典籍、新法术等等)。 当然,这个模组也可以是对你的调查员的真正考验。如果调查员能幸存下来,那么他/她当然应该从冒险中获益。如果你的调查员拥有非同一般或强大的物品、武器或法术,你应该非常谨慎地使用它们以保持游戏精神。

武器
除了拳击/厮打、头槌、脚踢和擒抱之外,角色卡上没有列出任何武器。假如你会随身携带某种武器,强烈建议选择武器时要有一点逻辑、常识和谨慎,禁止使用炸药、野战炮、机枪和其他离谱的毁灭性武器。 作者强烈建议,如果你想拥有充足的火力,使用.38或者.45这样的手枪;或者如果你想让角色切合实际,可以选择小刀、球棒/棍子或者.22的小枪。

敌人
在大多数情况下,当你遇到某种生物时,条目中不会给出它的属性,而是可能说: “找到巨噬蠕虫的属性,然后回到这一段...... ”。这种时候,你必须在规则书中查找该生物。  找到了特定的怪物之后,你就可以使用该种族的属性平均值,或者也可以按照规则书上面写的来掷骰得到属性。 建议随机生成该生物,从而让每次遭遇都略有不同。做完这些之后,让你遇到那个该死生物的条目很可能会告诉你接下来该怎么做——尝试战斗、尝试逃跑等等。 哦对了,顺便说一下,不要绝望,这次冒险中没有巨噬蠕虫,吓到了吧。
治疗
除了在战斗或奔跑等行动中,任何时候你都可以按照急救规则对自己或同伴进行急救。 如果进行急救的时候你在时间表上,无论成功与否,都必须将每次尝试的速度减半。
 If you are First Aiding while on the Time Table, you must mark off half as pace for each attempt, successful or not.

疯狂
在游戏过程中,即使避免了死亡的魔爪,你也很可能会陷入临时性疯狂甚至是永久性疯狂。因为这篇冒险不涉及不定性疯狂,所以除非条目中另有说明,将不定性疯狂视作永久性疯狂;也不涉及恐惧症——如果你计划在这次冒险结束后继续使用克里斯·格兰特或科里·亚当斯,或者你带了自己的调查员来,并且损失了足够的理智而患上恐惧症,建议查阅规则书第50页的恐惧/躁狂症状表,并选择其中最符合逻辑(例如,如果你因为米·戈或者夏盖妖虫而陷入疯狂,昆虫恐惧症就是一个不错的选择)的。
万一你陷入了临时性疯狂,你必须转到条目19,这个条目可能让你陷入永久性疯狂,也说明了要做什么、转到哪里。但在某些地方你可能会陷入永久性疯狂,并且条目会让你转到另一个条目而不是条目19,按那个条目说的做。一定要仔细阅读条目,并严格按照字面上的要求去做。

装备
在开始冒险的时候,你应该只带一些个人物品,包括照相机、便签本/录音机(用来记录你下一篇论文要写的超自然事件)和你选好的武器。除了背上的衣服之外,唯一还有的就是一辆车,它可以送你到模组的第一个地点。还可以假定你有一些基本的急救用品,你的装备清单上就这些了。在冒险过程中,你也许会发现一些可能对你有用的物品,任何你能带走的物品都会在条目中注明(例如,“如果你想的话,你可以带上这个奇怪的护身符……”)。这些物品并非都能派上用场,这主要取决于你的遭遇。

日期
虽然没有具体说明,但作者认为这是一篇现代背景冒险,不过你也可以把《万圣夜独行》设定在20世纪20年代或20世纪的其他年代。当然了,唯一不变的是日期,10月31日——万圣夜。

时间表
虽然你的角色可能意识不到时间表,而且它要到模组过半才开始用,但是你要遵守它。无论如何,某些事件都会在预设的时间发生。条目会在合适的时候说明何时开始使用、如何使用时间表(见封二),以及当时间用完后要转到哪个条目。

魔法和法术
In the course of play there is the chance to acquire certain Mythos tomes and learn some spells. Once you have found such a book you may try to make the appropriate Read Language roll. If successful, attempt to make your INTxSpell Multiplier roll. If successful again, you have learned the spells right then and there.This may be rushing things a bit,but some spells may be of use in the scenario and so you will not have months in which to study to learn them. Whenever you learn spells in the adventure or bring in an investigator with magic you must follow certain guidelines: first of all, find the spell in the rules and make sure you understand its working and use. When the time comes that you want to use a spell, unless the paragraph explains to you what to do with a magical encounter at that point you should do the following: find the statistics for the creature you are using magic on and then attempt to cast. If you successfully cast a spell, next make the appropriate resistance roll or whatever is called for in the spell description. If the spell is successful, mark off the appropriate POW/Magic Point/SAN loss from your sheet and inflict your magical wrath upon the object of your attack.
Take note that some spells will automatically not work—especially some Summon/Contact/Call spells. The season is the fall, and unless it is otherwise stated it is a cold, rainy,foggy night, so many spells simply don't work.

With this provision for spell use in the scenario comeswhat might be considered a disadvantage by the player—if you can use spells, so can they! When you determine the characteristics of a creature also determine what, if any,spells it has by rolling on the spells chart in the rules. In combat, to determine if a creature will use a spell or physically attack check the following table:

不同生物的法术使用
生物类型 使用法术的成功率
下级独立种族 智力+ 5%
下级仆役种族  智力+10%
上级独立种族 智力+ 20%
上级仆役种族 智力+ 25%
神           智力+50% 

From the above chart we can see that, for instance, if aghoul is encountered there is an 18% chance that it will attack with magic if the Ghoul has an INT of 13(5+13=18%),since Ghouls are Lesser Independent Creatures. Of course,if the creature has no spells or has none which can be usedat the time, it will attack normally.

In the course of play you may encounter certain beings that will lean towards using magic and this will be stated assuch. Always read the paragraph carefully and do as it says.Because of the seeming complexity of spell use in a solo scenario, you may opt not to use magic for you or the creatures, which is fine. However, if a paragraph states that a certain spell is being cast then the spell is being cast,whether you are using magic in play or not.

Journalist Points
As you progress through the shrouded paragraphs of this scenario you will be collecting Journalist Points (JP).These points indicate how interesting  fantastic/horrific a particular event will be in regard to the great paranormal story you will get out of your Halloween night. Each paragraph will carry a number of JPs from 0up to 30. As you complete aparagraph be sure to write down on your scratch paper the number of JPs that paragraph was worth. Your total of points at the end of the adventure will indicate your level of success. Some paragraphs also contain variable numbers of Cthulhu Mythos points (CM).You must add these points to your Cthulhu Mythos and subtract an equalnumber from your SAN. It is obvious that paragraphs with high CMs will have a higher JP value but beware—it is conceivable that you could gain quite a high Cthulhu Mythos knowledge and thusly a rather low SAN.
Journalist Points have another function that can prove very useful in the course of the adventure-you may decrease a SAN loss by spending JPs. When you should suffer a SAN loss you may sacrifice 10 JPs per 1 point of SAN you wish to decrease your loss by. For example——you confront a Being from Xiclotl and fail your SAN roll. These aliens have a 0/1D6 SAN value. Let's say your loss is 6points, enough to make you temporarily insane and thus out of the game.You decide to sacrifice 30 of your JPs to reduce your SAN loss to only 3 points and thus remain saneand in the game.This is the price you must pay for sanity.Note that you may not buy off any more than 5 SAN points at any one time, and any buying off must be done at once—you cannot suffer several small SAN losses and then later buy them all off when you   have the needed Journalist Points. If you don't buy off the SAN loss as soon as it occurs you can't do it at all. The one exception to this rule is with Mythos tomes——you can not buy down the SAN loss from reading a Cthulhu Mythos book, you must take the full SANloss. Take care not to over do this, or you may very well end the game very sane but without any Journalist Points!

游戏目标
In Alone On Halloween you must strive to collect as many Journalist Points (JP) as you can as well as making sure that both yourself and your companion end the gamesafely and sanely——a most difficult thing to do. The game purposely is written so as to make the survival of Corey a very difficult matter, but your success will be properly rewarded. With the collected JP you will write a paper on your paranormal experiences on this Halloween night, and so the more points you have the more you have witnessed and thus the better your paper will be, which will mean more recognition from your fellow journalistsand parapsychologists.

When Yow're Done
Should you die during the adventure, divide your accumulated jP by 5, rounding any fractions up. This will represent the chance of your notes being found and brought to light before your colleagues. If you end the game (alive or dead) without your companion——if he is killed, lost, etc.——then subtract 100 JP from your final total.If you end the game alive with your companion, even if he is insane, you may add 100 JP to your final total.

Success Level
Final JP
Meaning
50 or less JP
failure
51-100 JP
limited success
101-150 JP
modest success
151-300 JP
substantial success
301+ JP
stunning success

成功等级
最终的JP 意义
50或以下的JP 失败
51-100 JP 有限成功
101-150 JP 小幅成功
151-300 JP 大幅成功
301+ JP 惊人的成功

Notes for Play
The single most important thing is that you read each paragraph carefully and follow the instructions given. Also be sure to keep track of how many JP you have at all times——adding and subtracting as they are gained and lost. Be cautious——do not always trust your eyes and ears and never expect anything to be as you think it will. No matter how many times you go through this adventure it will always be different than the time before.This scenario is designed to take place in a"haunted house," however it has been designed in such a way that each room and encounter should be slightly different each time. The house will never be the same twice; what you find in one room this time might be totally different from the next time;a creature found in one place this time might be somewhere else or not even encountered the next time, etc.Unless otherwise noted you may attempt only one skill roll at each paragraph. Make a thorough investigation but don't waste time-you will be on a Time Table once you begin the search for your missing companion.
Be cautious with characters that you encounter. Some will be hostile and some will be helpful, although next time that may be reversed.
Not every location and paragraph will have informationof use.There are false clues, wild goose chases and red herrings-expect them but try not to get caught up in them.Sanity will be your most precious possession, so guard it well, but don't use up all of your JP buying off SAN losses.
Take great care in the distribution of your Skill Points in the creation of your investigator. While the author has strived to utilize as many skills as possible some are just of no use in this scenario. Credit Rating, Law, Pilot Aircraft and some others won't be needed. Choose a foreign language with care.Those that may be of help are Arabic, Chinese,French, German, Russian, and Spanish.
Lastly, this adventure has been designed with classic horror themes in mind--black magic, weird cults, alien monsters, mad scientists, things from beyond the grave,possession and various things that go bump in the night-so the encounters promise to be many, varied, and possibly deadly. Running away may sometimes be the right choice! The characters and critters encountered should prove varied and interesting and some have full characteristics given,so an inventive Keeper may actually pull elements out of this solo for use in regular group sessions. Have fun and please remember that this is a game of atmosphere, so why not dim the lights, get out a few candles and settle in for a night of terror as you find yourself Alone On Halloween...

开始
你是克里斯·格兰特,在历史悠久、备受尊崇的密斯卡托尼克大学上新闻系。你是班上的尖子生,对神秘学和超自然现象特别感兴趣,你因为在该流域的一流论文、文章和研究而获得了许多荣誉和表彰。你现在正在努力争取一笔奖学金,这笔奖学金不仅可以支付你的研究生学费,也能让你认真研究鬼魂、幽灵和其他诸如此类的闹鬼现象。为了赢得这笔奖学金,你知道自己需要一篇关于超自然的优异论文。

今天是10月31日万圣夜,你被选中前往充满传奇色彩的塞勒姆,报道那里的女巫集会安息日,这是一个非常重要的任务,因为这是第一次邀请外人去见证塞勒姆这样的一个集会。选择你去报道这件事是因为你的记录无可挑剔,而且你觉得这就是你一直在等待的机会。科里·亚当斯和你一起去安息日,他是大学低年级学生、你的好友,与你一样对异常事件感兴趣。

你担心今晚的狂风和冰雨会让女巫集会上没什么可看的,很希望集会能按计划进行下去,不过你和朋友还是兴致勃勃。你开着车,一边和同伴谈笑风生、谈天说地,一边离开了阿卡姆。你从教堂街转到哨兵街,阿卡姆黄白相间的灯火闪烁,落在你身后。你离开镇子,向塞勒姆驶去。不久,文明让位于荒野,你行驶在漫长、黑暗、荒芜的道路上,蜿蜒穿过一片荒凉的无叶森林。转到1,开始你的冒险。

1
你在黑暗的道路上飞驰,风雨侵袭着汽车。偶尔亮起一道锯齿形的闪电,照亮了鬼魅般的天空和两侧地狱般的树林。开了一段路,一座老旧阴森的公馆位于远离道路的山丘上,快速经过的时候,你看见了里面的灯光。虽然只是瞥了一眼那座巨大的房子,但你想到了那些你看过喜欢的鬼屋电影,有种不安而又兴奋的感觉。
进行一次聆听检定,成功转到12,失败转到7。
0JP

2
Your car goes madly screaming off of the road, spinning and digging up great clouts of mud. A sudden, hard impadtstops your spinning and plants your car on its side at thebase of a tree.The tremendous jolt you and Corey receivedon impad threw you both roughly against the dashboard—each of you sustains 1D3 points of damage. Battered andbadly shaken you manage to pull yourself out of thewreckage of your car. You count your blessings as youwalk away from what could have been a real tragedy, it isobvious that this car will no longer be of use to you thisevening.You are miles from the nearest town.
如果你想在这里等待援助,转到26;如果你想走回之前经过的公馆,转到41; 如果你想走到镇上,转到51;要检查爆掉的轮胎,转到38。(7,12)
1JP

5
仔细观察轮胎的时候,你注意到了一个小金属块,检查之后发现是一枚子弹! 尽管这里没有其他人的迹象,但看来你的轮胎是被人故意打爆的。要在这里等着,转到26;要走回之前经过的公馆,转到41; 要走到最近的城镇,转到51。(38)。
1JP

7
突然一阵颠簸,你的车开始打转,失去了控制——好像有一个后轮爆胎了。进行一次汽车驾驶检定,成功转到20,失败转到2。(1)
1JP

11
沉重的马蹄声在你身后响起——当骑士的冰冷吐息笼罩着你时,你起了一身鸡皮疙瘩。你胆破心寒地回头,正好看到那匹笨重的黑马直立起来,前蹄以雷霆万钧之势踏向你。你发出了最后一声尖叫,背部粉碎、倒在地上。当然了,这就是结局。(31,61)
0JP

12
就在车子左后方轮胎爆胎的时候,你听见了一声枪响。车子开始疯狂打转,失去了控制。你必须进行一次汽车驾驶检定,成功转到20,失败转到2。(1)
5JP

13
The jack-o-lantern rushes heavily towards you—attempt to Dodge out of the way. Succeed and go to -61-,fail and the grinning, evil face of the carved, wanty pumpkin is the last thing you see; with a sickening crack the orange sphere connects with your head, snapping your neck. If he is still with you, Corey runs screaming away and is found the next day suffering from amnesia brought about by your horrific attack , but for you there are no such problems because it is the END....(51)
南瓜灯重重地朝你砸来——尝试闪避,成功转到61。
4JP

14
You find nothing unusual, although you can also find no reason for the tire to have suddenly burst. To wait here for assistance go to -26-; to walk back to the mansion you passed go to -41-; to walk to the nearest town go to -51-.(38)
1JP

20
你设法让你的车停下来,但你发现在疯狂打转中自己被从路上甩下来,落入了一个泥沟。 你和同伴都毫发无损,但显然今晚这辆车算是废了。无情的大雨倾盆而下,四面八方都传来高大树木的树枝在狂风摧残下噼啪作响的声音。  你离最近的城镇有几英里远——你是想留在车里等着看有没有人经过,还是走回最近的城镇,或者走到你之前经过的公馆?  你也可以检查你爆掉的轮胎。  要在车里等待援助,转到26;要走回公馆,转到41;要试着走到最近的城镇,转到51;要检查爆掉的轮胎,转到38。(7,12)
1JP

31
那幽灵一心毁灭你,你尖叫着穿过枝干虬结的树木和灌木丛,拼命地逃离。但黑夜之物仍然在追赶你,黑色的地狱之马从无叶树林中呼啸而过,紧跟在你身后。你最后的希望就是躲过无情的猎人。进行一次躲藏检定,成功转到3;如果第一次检定失败,你可以继续尝试进行躲藏检定,次数等于你的幸运/10,向下取整。例如,如果你的幸运是65,你可以进行6次躲藏检定。成功转到3,失败转到11。(61)
2JP

38
你正检查左后方轮胎的残骸。进行一次侦查检定,成功转到5,失败转到14。(1)
(2,20)
1JP

51
You wander for a while in the gale, thunder shaking the muddy ground, blue-white lightning illuminating twisted trees in bizarre ways as it sporadically flashes around you. Suddenly, as you round a bend in the water-buried road you hear the unmistakable sound of hoof-beats.There, in the center of the road is a frightful apparition:a huge black horse, its eyes glowing blood-red, rearing to charge with a headless rider on its back. The ghostly,headless  man grips an evilly-carved jack-o-lantern in onehand, hellish flame illuminating the grisly form from within the carved pumpkin. The sight of this horrifying spectral figure costs you 0/1D8 SAN. If you lose 5 or more points of SAN here, go to -19-; otherwise, continue on with this paragraph. As you watch you are filled with horror as the phantom rider urges his hellish steed onward towards you,misty smoke and crimson sparks spewing forth from the horse's slavering mouth. The black-clad horseman, cape  billowing behind him, raises the coldly-grinning jack-o-lantern over his stump of a neck and hurls it at you. If  Corey is with you, roll 1D6: 1-3, go to -13-; 4-6, go to -66-. If Coreyis not with you, go to -13-.(2,5,14,17, 20)
你在狂风中走了一段,雷声震颤着泥泞的地面,蓝白色的闪电偶尔在周围闪现,离奇地照亮了扭曲的树木。在一条漫水的路上拐弯时,你突然听到了明显的马蹄声。路中央有一个可怕的幽灵,那是一匹背上坐着无头骑士的巨大黑马,它眼中泛着血光,正要冲锋。鬼一样的无头人手上拿着邪性的南瓜灯,灯中的地狱之火照亮了瘆人的身影。目击这个骇人的鬼影,损失0/1D8点理智。如果你损失了至少5点理智,转到19;否则,请继续阅读本段。当看到这个骑士的鬼魂骑着他那匹地狱之马向你冲来时,你吓得魂飞魄散。马的口中喷吐出烟雾和深红火花,黑衣的骑士身披斗篷,把冷笑着的南瓜灯举过断颈,向你掷来。如果科里在你身边,骰1D6:1-3转到13;4-6转到66。 如果科里不在你身边,转到13。(2、5、14、17、20)。
6JP

61
The large carved pumpkin shoots past your head,smashing to the wet ground with a shower of musty yellowpulp. Without looking back you run, the thundering soundof hooves close behind you,  spectral demonic laughter echoing in the murky woods all around you. If Corey iswith you, you hear his strangled scream somewhere behindyou but you don't look back. You know the horseman isclose on your heels-you can feel the icy breath of his hell-spawned mount on your back. If you can make it to thecover of the trees you might be safe—if you can findsomewhere to hide. Match your CON against your foe'sCON of 4D6 on the Resistance Table. If you win theresistance struggle or have a CON of 18, go to -31-; lose andgo to -11-.
巨大的南瓜雕像从你的头顶飞过,砸在潮湿的地上,溅起一阵发霉的黄浆。你头也不回地跑了起来,雷鸣般的马蹄声紧跟在你身后,鬼笑声在四周阴暗的树林里回响。如果科里在你身边,你听到他的尖叫声在身后戛然而止,但你没有回头看。你背上能感觉到骑士的地狱坐骑的冰冷吐息,知道他就在你身后。如果你能跑到树林的掩蔽处躲起来,可能就安全了。按你的体质和敌人4D6的体质查阅抗力表。如果你的体质是18或者在对抗中胜出,转到31;否则转到11。(13)
4JP

66
You watch in horror as the headless specter launches his gruesome pumpkin-head at your friend.
on-rushing projec tile but stumbles on a protruaing tree root. With a sickening crack the jack-o-lantern connects
with the young man's head, snapping his neck. This bloody sight costs you an automatic 1D6 points of SAN-no SAN roll allowed. If you lose 5 or more points of SAN go to -19-, otherwise you go screaming into the musty darkness, panting, heart pounding madly within your chest as you run wildly through the forest. You are found the following day, suffering from mental and physical exhaustion. Your close friend has not survived the night marish encounters with the denizens of the dark on that wretched Halloween night. You have been luckier, however, and while you will never sleep well again you manage to complete your thesis which brings you the recognition which you sought. The grant is yours, and you are on your way to the top of your field.Still... on dark and stormy fall nights you are haunted...haunted by the sound of approaching hooves... and this is the END.... (51)
6JP






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