スノー・ロワイヤル

 (ΦωΦ)


 一人息子を薬物絡みのトラブルで殺されたオヤジは復讐を誓い的な話なんだけど、薬物トラブルが思った以上に輪をかけて広がり、散漫な方向に進んだイメージ。
 今作もリーアム・ニーソンが無双しないので、そういう役を好まないのかも知れない 

ゴジラ キング・オブ・モンスターズ

 早朝バズーカ


 日本人はゴジラを、自分たちには従わせられない、同じステージの存在として描いた。
 米人はゴジラを、自分たちに従わせることができる、ステージの異なる存在として描いた。
 庵野秀明ゴジラを、自分たちに従わせることができない、ステージの異なる存在として描いた。


 とりあえず頂上決戦は良かった。
 カイル・チャンドラーって、赤井英和に似てるよね ( ゜ω ゜)

レプリカズ

 ドクター・ストレンジ、再び


 なかなか先を読ませないタイプの作品。よもや、ああ終わるとは予想外。伏線らしきシーンもなんのその。
 キアヌ・リーヴスは脚本に恵まれてるな (^ω^)

映画 刀剣乱舞

 4DX

 偉く力の入っている作品。
 トンでも成分が「ゲーム設定」や「刀が青年」に集中しているせいか、話自体はハードで役者も配役も舐めた箇所がない。
 邦画として考えたら、「なんだ、できんじゃん」な良作。

 ヾ(⌒(ノ'ω')ノ イイゾモットヤレ

船舶の例 『塩性湿地の亡霊』より

SAMPLE SHIPS

 This section provides stat blocks, deck plans, and other details for some of the most common ships.

SIEGE WEAPONS

 Some ships are armed with siege weapons, the descriptions of which are in the "Siege Equipment" section of chapter 8 in the Dungeon Master's Guide. In this appendix, the name of a piece of siege equipment appears in bold with a parenthetical note (DMG, ch. 8), reminding you where to find the object's description.

GALLEY

 Galleys are long vessels that rely on sails and sizable rowing crews to move. These ships can carry siege weapons and soldiers to war or transport large amounts of cargo for merchants. No matter the ship's purpose, the crew almost always hires extra protection, since galleys make large, cargo-rich targets for pirates.
 A galley has the following features:
 Ceilings. The ceiling of the galley's lower deck is 8 feet high.
 Light. Hanging lanterns cast bright light throughout the ship.
 Rigging. Rigging on the ship can be climbed without an ability check.
 Sails and Oars. The galley has one 120-foot-tall mast with sails to catch the wind and oars on the lower deck for rowing the vessel.

EXAMPLE GALLEY CREW

 A galley requires a crew of eighty to properly sail or row the vessel and might carry extra passengers or soldiers. If the characters are guests on a galley, the crew consists of the fo llowing creatures, all of which have proficiency with water vehicles in addition to their normal statistics:

  • One captain (bandit captain)
  • Five other officers: a fi rst mate, a bosun, a quartermaster, a surgeon, and a cook (scouts)
  • Forty-two sailors (commoners)
  • Twelve siege engineers (guards)
  • Twenty guards
MAIN DECK

 The main deck of the galley has the fol lowing features:
 Ballistas. Four ballistas (DMG, ch. 8) are attached to the fore of the deck. Ten ballista arrows are stacked and secured near each.
 Mangonels. Two man gonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult.
 Naval Ram. The galley's stern features an iron naval ram used for attacking other ships.
 Opening. A lO·foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the lower deck.
 Railing. A 3-foot-high rail is built around the deck's perimeter, providing half cover for Medium creatures and three-quarters cover for Small creatures behind it.
 Rowboats. Eight rowboats are stacked in two groups of four on this deck. Ropes and pulleys can hoist these boats in and out of the water.
 Timpani. A timpani with two attached mallets sits on the aft of the main deck just before the opening to the lower deck. A crew member plays this instrument while the sailors on the lower deck row, the beat helping to synchronize the rowers' strokes.
 Wheel. The ship's wheel stands at the aft of the deck.

LOWER DECK

 The cramped lower deck of the galley ship reeks of body odor and has the following features:
 Cargo Holds. Cargo holds at the fore and aft of the lower deck hold crates, barrels, and ammunition secured with rope.
 Oars. Thirty-two benches are built into the deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls.

KEELBOAT

 One of the smallest sailing vessels, keelboats can be sailed or rowed by a single person. These ships often transport small amounts of cargo or passengers. They're perfect for pleasure cruises, as they're easier and less expensive to operate than larger vessels.
 A keelboat has the following features:
 Light. A hanging lantern or two casts bright light across the ship.
 Rigging. Rigging on the ship can be climbed without an ability check.
 Sails. The keelboat has one 10-foot-tall mast with sails.

EXAMPLE KEELBOAT CREW

 A keelboat requires a single crew member to operate smoothly. If the characters are guests on a keelboat. the crew consists of a single captain who has the statistics of a bandit captain with proficiency with water vehicles.

KEELBOAT DECK

 The deck of the keelboat has the following features:
 Ballista. A ballista (DMG, ch. 8) is mounted on the fore of the deck. Ten ballista arrows are stacked and secured nearby.
 Oars. The deck of the ship holds twelve benches and four 15-foot-long oars. When the ship is rowed, crew members sit on these benches to work the oars.
 Railing. The deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

KEELBOAT CABIN

 The keelboat cabin bas the following features:
 Footlockers. Beneath each bed is a footlocker. The foot lockers are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
 Furnishings. Two beds and a desk with a chair stand at the aft of the cabin .

LONGSHIP

 Longships are vessels that rely on a rowing crew and sails to move across the sea. These ships are typically used to carry soldiers into combat. The size of
a longship makes it easy for troops to get on and off quickly, making it the perfect ship for engaging in surprise strikes.
 A longship has the following features:
 Light. Hanging lanterns cast bright light over the deck.
 Rigging. Rigging on the ship can be climbed without an ability check.
 Rudder. The ship is steered by a rudder control on the aft of the deck.
 Sails. The longship has one 20-foot-tall mast with sails that can be used to sail the ship.

EXAMPLE LONGSHIP CREW

 A longship requires a crew of forty to properly sail or row the vessel and often carries extra passengers or soldiers. If the characters are guests on a longship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:

  • One captain (berserker)
  • Five other officers : a first mate, a bosun, a quartermaster, a surgeon, and a cook (berserkers)
  • Thirty-four sailors (commoners)
LONGSHIP DECK

 The deck of the longship has the following features:
 Oars. Sixteen benches are built into the deck, each with a 15-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Five spare oars hang on the walls.
 Railing. The deck has a 3-foot-high rail covered in wooden s hields around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

ROWBOAT

 The humble rowboat serves to ferry passengers back and forth from larger ships or to navigate lakes and rivers. Due to its s imple, versatile design, a rowboat has no decks or typical crew. Weighing 100 pounds, a rowboat is easy to transport and might be carried by larger ships.

SAILING SHIP AND WARSHIP

 Sailing ships are fast-moving designs focused on travel. Warships are slower but more heavily armed vessels capable of taking on more cargo. They share many of the following areas, but, as their map tags reveal, they don't have the exact same facilities.
 A sailing ship or warship has the following features:
 Ceilings. The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.
 Doors. The ship's doors are made of wood and have AC 15. 18 hit points. and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.
 Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
 Light. Hanging lanterns cast bright light throughout the ship.
 Rigging. Rigging on the ship can be climbed without an ability check.
 Sails. The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.

EXAMPLE CREW

 A sailing ship or warship requires a large crew to properly sail the vessel. Warships carry extra soldiers to fight battles and fire the siege weapons. If the characters are guests on a sailing ship or warship, the crew consists of the following creatures. all of which have proficiency with water vehicles in addition to their normal statistics:

  • One captain (bandit captain)
  • Four other officers: a first mate, a bosun, a quartermaster, and a cook (nobles)
  • Twenty-five sailors (commoners)

 A warship typically includes the following additional crew to augment its fighting ability:

  • Forty soldiers (guards)
  • Eight siege engineers (guards)
  • One priest (the ship's surgeon)
1. MAIN DECK

 The main deck of the ship has the following features:
 Mangonel. Sailing ships have one mangonel (DMG, ch. 8) attached to the deck. Warships have two mangonels (DMG, ch. 8). Each weapon has 10 mangonel stones stacked and secured near it.
 Hatch. A covered, IO-foot-square opening leads to the lower deck (area W8).
 Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
 Rowboats. Four rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.

2. OFFICERS' QUARTERS

 Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers s leep in shifts so someone rema ins on duty to command the crew and carry out th e captain's orders.

3. CAPTAIN'S QUARTERS

 The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captains belongings.

4. SIEGE WEAPON AMMUNITION

 Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.

5. SUPPLIES

 This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.

6. FORECASTLE

 The forecastle has the following features:
 Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
 Figurehead. Wars hips have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.
 Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-qua rters cover for Small creatures behind it.

7. QUARTERDECK

 The quarterdeck has the following features:
 Ballista. On a warship, a ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
 Railing. The quarterdeck has a 3·foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
 Wheel. The ship's wheel stands at the aft of the quarterdeck.

8. OAR DECK

 Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.

9. PRIVY

 Benches line the walls of this room. Four holes carved in them house chamber pots.

10. MEDICAL CABIN

 Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.

11. GUEST CABIN AND BRIG

 This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of manacles (see chapter 5 in the Player's Handbook) attached to its frame.

12. HOLD

 This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.

13. ARMORY

 The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.

塩性湿地の亡霊/Ghosts of Saltmarsh 補遺A:船舶と海洋/Of Ships and the Sea

 大洋は広大かつ危険な場所で、波涛の上下を問わず冒険に格好の場所だ。この補遺では、『プレイヤーズ・ハンドブック』と『ダンジョン・マスターズ・ガイド』で提供されている素材を拡張し、水上移動冒険に使える素材を提供する。

船舶用データブロック/Ship Stat blocks

 To aid in running adventures where ships engage in combat, undertake precise navigation, or face situations where their various capabilities become relevant, the following section presents new rules and stat blocks for a spectrum of vessels.

BASIC STATISTICS

 A ship stat block has three main parts: basic statistics, components, and action options. Ships can't take any actions on their own. Without effort from its crew, a ship might drift on the water, come to a stop, or careen out of control.

SIZE

 Most ships are Large, Huge, or Gargantuan. A ship's size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan.

SPACE

 A ship doesn't have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space.
 A ship can't move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described in the "Crashing a Ship" section (page 199).

CAPACITY

 A ship's stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew of the vessel and any passengers who might ride along. Passengers don't generally engage in running a ship, but they also don't need to be mere bystanders. Seasick merchants and marines thoroughly capable of facing menaces from the deep both count as passengers.
 Cargo capacity notes the maximum amount of cargo a ship can carry. A vessel can't move-or might even start taking on water- if its cargo exceeds this capacity.

TRAVEL PACE

 A ship's travel pace determines how far the vessel can move per hour and per day. A ship's movement-related components (described later in the stat block) determine how far the vessel can move each round.

ABILITY SCORES

 A ship has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers.
 The Strength of a ship expresses its size and weight. Dexterity represents a ship's ease of handling. A ship's Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma.
 If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.

VULNERABILITIES, RESISTANCES, AND lMMUNlTIES

 A ship's vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block.
 Ships are typically immune to poison and psychic damage. Ships are also usually immune to the following conditions: blinded, charmed, deafened , exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned. prone, stunned, and unconscious.

ACTIONS

 This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn't have a move otherwise. The ship's captain decides which actions to use. A given action can be chosen on ly once during a turn.

COMPONENTS

 A ship is composed of different components, each of which comprises multiple objects:
 Hull. A ship's hull is its basic frame, on which the other components are mounted.
 Control. A control component is used to steer a ship.
 Movement. A movement component is the element of the ship that enables it to move, such as a set of sails or oars, and has a specific speed.
 Weapon. A ship capable of being used in combat has one or more weapon components, each of which is operated separately.
 A ship's component might have special rules, as described in the stat block.

ARMOR CLASS

 A component has an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness.

HIT POINTS

 A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed.
 A ship doesn't have Hit Dice.

DAMAGE THRESHOLD

 If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn't reduce the component's hit points.



OFFICERS AND CREW

 Each vessel requires people to run it: the officers in charge and the sailors who follow their orders.

TYPES OF OFFICERS

 If you'd like to explore running a ship, it needs officers to oversee its operations- officers who fill six different roles. Some roles aboard a ship reflect the need for trained experts to direct a crew's efforts. Other roles focus on keeping the crew's health and morale in order. The roles are meant to provide a sense of the types of ability checks useful to managing a ship. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion during a crisis.
 Each type of officer is described below, along with the abilities and proficiencies that help a character excel in that role:

 Captain. The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with water vehicles and the Intimidation and Persuasion skills.
 First Mate. This specialist keeps the crew's morale high by providing supervision, encouragement. and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the Intimidation and Persuasion skills.
 Bosun. The bosun (or boatswain) provides technical advice to the captain and crew and l eads repair and maintenance efforts. A good bosun has a high Strength scor e, as w ell as proficiency with carpenter's tool s and the Athletics skill.
 Quartermaster. The quartermaster plots the ship's course, relying on knowledge of nautical charts and a study of weather and sea conditions. A reliable quartermaster tends to have a high Wisdom score, as well as proficiency with navigator's tools and the Nature skill.
 Surgeon. The ship's surgeon tends to injuries. keeps illnesses from spreadin g throughout the ship, and over sees sanitation. A capable surgeon benefits from a high Intelligence score, as well as proficiency with herbalism kits and the Medicine skill.
 Cook. A ship's cook works with the limited ingredients aboard a ship to make meals. A skilled cook k eeps the crew's morale in top shape. while a poor one drags down the entire crew's performance. A talented cook has a high Constitution score. as well as proficiency with brewer's supplies and cook's utensils.

CREW MEMBERS

 A ship requires a number of able-bodied sa il ors to crew
it, as specified in its stat block. A c rew's s kill , experience,
morale. and health are defined by its quality score.
This score ca n affect a number of genera l ship activities,
like the crew's ability to notice threats or contend with
hazards. A crew starts with a quality score of +4. but
that score varies over time, going as l ow as - 10 and as
high as + 10. It decreases as a crew takes casualti es.
suffers hardship, or endures poor health. It increases if
the crew enjoys high morale, has good health care, and
r eceives fair leadership.
A typica l crew m ember uses the commoner s tat block
in the Mo n ster Manual.
OPTIONAL RULE: LOYALTY AND QUALITY
When dea ling with an individual member of the cr ew,
you might find it useful to use the optional loyalty rule
from chapter 4 of the Dungeon Master's Guide. To convert
a quality score into an individual's loyalty score. add
JO to the crew's quality score.
MUTINY
A poorly l ed or mistr eated crew might turn aga inst
its o ffi ce r s. Once per day, if a crew's quality score is
lower than 0 , the captain must make a Charisma (Intimidat
ion or Persuasion) check modified by the crew's
quality scor e.
If the check total is between J and 9. the crew's quality
score decreases by 1.
If the check total is 0 or lower, the crew mutinies.
They become hostile to the officers and might attempt to
kill them. imprison them, or throw them overboard. The crew can be cowed into obedience through violence,
combat, or offers of treasure or other rewards.
When the DM ends tbe mutiny, the crew's quaHty
score increases by ld4.
SHORE LEAVE
Li fe aboa rd a ship is a constant wear on the cr ew.
Spending time in port allows the crew to relax and r ega
in its co mposure.
If a cr ew's quality scor e i s 3 or lower, the score
increases by 1 for each day th e cr ew spends in port
or ashor e.
S U PERIOR SHIP UP G RADES
Some vessels possess extraordinary abilities, whether
due to magic or superior artisanship. The upgrades below
can r eplace a sh ip's existing components or provide
a new el ement to augment a ship's abilities.
Add ing an upgrad e cost s 15 ,000 gp and requir es ld4
weeks o f work. During that time. the ship must remain
in port. I f the ship leaves, the work must sta rt over, but
you don't need to pay the gold piece cost a second time.
HULL U P G R A DES
Any ship with a hull can gain one of the following upgrades.
In some cases. an upgrade also provides a benefit
to the ship's other components.
CHURNING HULL
A tempest rages within these rune-etched, iron chains.
Raiders and pirates who operate under t he blessi ngs of
a storm god sometimes make use of th is upgrade.
By draping the chains over a ship's hull, the storm's
fury thrashes into the water around it. The water within
210 feet of the ship is difficult terrain for everything
other than this ship.
DEATH VESSEL
Crafted with materials harvested from the Shadowfell,
this upgrade gr ams a ship an aura of dread. As an action,
the sh ip ca n create a pulse of horrific energy. Eve ry
creatur e that is an enemy of the ship who is on board or
within 210 feet of it mu st make DC 14 Wisdom sav i ng
throw. On a failed save, a c r eature is frightened of the
ship for J minute. On a successful save, the creature is
immune to this ability fo r 24 hours. Once this ability is
used. it can't be used again until ld4 hours have passed.
FROST-LOCKED HULL
This upgrade replaces a ship's hull with supernatural
ice drawn from the elemental planes. The hull and the
other componen ts of the ship are immune to cold damage
but vu l nerable to fire damage. T he ship ca n also
move at its normal speed over ice of any t hickness, floating
on the ice at the same depth as it wou ld in water.
L IV ING VESSEL
This vessel's hull was crafted in the Feywild under the
direction of master eladrin shipwrights. It is a living
plant. drawing sustenance from water and sunlight.
Vines covered in thick leaves hang over its side, and the wood runs with fresh sap when damaged. The ship
gains a +2 bonus to all Constitution checks or saving
throws. As long as the ship has at least 1 hit point, it regains
10 hit points every minute.
REINFORCED HULL
A master shipwright can use superior materials and
clever design to make a ship's hull more resilient. Such
reinforcement doubles the hull's hit point maximum.
VIGILANT W ATCH
A row of crystal orbs. each filled with viscous liquid
and a beholder's eyeball, is mounted along this ship's
hull. Invisible creatures are visible while on the ship or
within 120 feet of it.
MOVEM ENT U P G R A DE S
Each movement upgrade applies 10 a specific movement
type. A component can gain the benefits of one upgrade.
CLOCKWORK OARS
Using a combination of magic and clockwork, the oars
on this ship require only one crew member to use them,
pushing the button or lever that activates them.
EVER-FULL SAILS
These billowing sails are woven from cloud-stuff drawn
from the Elemental Plane of Air. Wind whips and whistles
around them, allowing a ship to move with a speed
of 60 feet regardless of direction relative to the wind.
D EFI ANT SAI LS
These sails glitter with a fine coat of mithral treated
with abjuration magic. While the sails are unfurled.
ranged weapon attacks made against the ship and anyone
aboard it are made with disadvantage, as a result of
the sails' protective magic. This drawback doesn't apply
if the attacker is aboard the ship.
DRAGON SAILS
Dragon scales woven into these sails make them more
resistant to damage. The sails gain a +3 bonus to AC.
and they have resistance to a damage type based on
the type of scales used to craft them, as shown on the
Dragon Sails table.
DRAGON SAILS
Dragon Type Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Acid
Red Fire
Silver Cold
White Cold
SCREAMING SAI LS
Woven from the energy of captured wraiths and bound
with the spirit of a banshee, these sails groan mournfully
when they catch the wind. As an action. while
within 5 feet of the sails, the ship's captain can cause
the sails to unleash a howl. Every creature hostile to the
ship who is on board or within 300 feet of it must succeed
on a DC 14 Wisdom saving throw, or the creature
takes 4d6 psychic damage and is then frightened for 1
minute. Once this ability has been used, it can't be used
again until 2d6 hours have passed.
SCYTHI NG OARS
Sharpened. magically reinforced oars make a vessel
dangerous to approach. When the ship takes an action
that moves it with these oars, any creature or object in
the water within 10 feet of it at any point of the move
must make a DC 10 Dexterity saving throw, taking 2d6
slashing damage on a failed save or half as much damage
on a successfu I one.
W E APON UPGRA D ES
The following upgrades can apply to any weapon
mounted aboard a ship. A component can gain the
benefits of one upgrade, or two upgrades if one of the
upgrades is Arcane Artillery.
ARCANE ARTILLERY
Using methods similar to those used to produce magic
weapons, a skilled spellcaster imbues a ship's weapon
with destructive energy. This weapon gains a +2 bonus
to its attack and damage rolls, and its attacks count
as magical.
CONCUSSIVE ROUNDS
Enhanced by abjuration magic. this weapon's attacks
burst with raucous noise capable of momentarily distracting
and disorienting enemy crews. If this weapon
hits a vehicle's hull, that vehicle's speed decreases by
2d l 0 feet until the start of the attacker's next turn.
EXPLOSIVE R OUNDS
Drawing on powerful evocation magic, this weapon's
attacks are imbued with unstable energy that explodes
in a fiery blast. When this weapon hits. it deals an extra
2d6 fire damage.
GRASPING ROUNDS
This weapon creates spectral chains that trail after its
shots, restraining enemy vessels in their grasp. When
this weapon hits a ship, that vehicle must succeed on a
DC 14 Strength saving throw or it can't move away from
the attacker. As an action. the attacking ship can end
this effect, and the target can end it by taking an action
and succeeding on a DC 14 Strength check.
FIGUREH EA D U P GRADES
While figureheads are usually purely decorative. they
might be magically treated to produce extraordinary effects.
A ship can receive one figurehead upgrade.
GuARDrAN FIGUREHEAD
This figurehead depicts an armored knight. As an
action, the ship can activate this item, causing it to animate
as an iron golem. The golem acts on the ship's
turn when the captain uses one of the ship's actions.
The golem remains animated for 1 minute. At the end
of that time, it teleports back to its position as a figu rehead.
Once a ship uses this action, it can't use it again
for 24 hours.
RED DRAGON FIGUREHEAD
This figurehead depicts a red dragon rearing to strike,
its mouth open. As an action, the ship can activate this
item to create a 60-foot cone of flame that originates
from the figurehead. Each creature and object in the
cone must make a DC 12 Dexterity saving throw, taking
21 (6d6) fire damage on a failed save, or half as much
damage on a successful one. Once a ship uses this action,
it can't use it again for 1 minute.
STORM GIANT FIGUREHEAD
This figurehead depicts a storm giant clutching a thunderbolt.
As an action, the ship can activate this item to
create a 60-foot cone that originates from the figurehead.
Each creature in the cone must make DC 12 Constitution
saving throw, taking 14 (4d6) thunder damage
on a failed save, or half as much damage on a successful
one. A creature that fails its saving throw is also pushed
10 feet away from the figurehead. Once a ship uses this
action, it can't use it again for 1 minute.
MISCELLANEOUS UPGRADES
The following upgrades don't apply to a specific element
of the ship. A ship can use any number of them, but it
can gain a specific upgrade only once.
BONES OF ENDLESS TorL
The bones of ancient, mysterious creatures festoon the
ship. Potent runes crawl across these remains, emitting
a sickly green radiance. When a humanoid dies aboard
the ship, that creature must make a DC 12 Wisdom
saving throw. On a successful save, it dies as normal. If
it fai ls, it immediately rises as a zombie obedient to the
ship's captain. The zombie gains a working knowledge
of the ship, allowing it to serve as a member of the crew.
A number of creatures equal to the ship's creature capacity
can be animated in this manner at any given time.
SMUGGLER'S BANNER
This flag is meant to be flown from a ship's mast. Its
powerful magic causes it to appear as a flag or banner
displaying the symbol of a group, captain, or realm
friendly to the viewer. Multiple viewers might see different
flags or crests.
The banner's true power is its ability to aid a ship in
making rapid escapes. As an action, the ship and all
friendly creatures aboard it teleport up to 3 miles to a
known destination of the captain's choice. Hostile creatures
aboard the ship don't move with the ship and fall
into the water it once occupied. Once this item is used to
teleport, it can't teleport in this way again for 2d6 days.
TASKMASTER'S DRUMS
This 4-foot-tall bronze drum comes with a pair of iron
mallets. A creature can activate the drums as an action,
causing the hammers to float above the drum and strike
it to produce a thundering rhythm. For the next minute,
the ship gains one additional action, as long as it has at
least one action. Once this item is used, it can't be activated
again for 2dl0 hours.

エンカウンターズ1『アンダーマウンテン:ハラスターの消えた弟子/Undermontain:Halaster's Lost Apprentice』

f:id:Tirthika:20190629174943p:plain
 

冒険の構造/Adventure Synopsis

 『アンダーマウンテン:ハラスターの消えた弟子』は、フォーゴトン・レルムで最も有名なダンジョンであるアンダーマウンテンを、新規および古参のプレイヤーたちに紹介する。その中にはプレイヤーが探索する、新たに発見されたダンジョン区画が含まれる。この項では基礎的な情報と冒険の要約が示される。
 

ダンジョン:アンダーマウンテン/The Dungeon: Undermountain

 “壮麗な都”ウォーターディープの地下には数マイルに及ぶ大洞窟がある。アンダーマウンテンとは既知の諸国に存在するダンジョンのうち、最も深く最も致命的だ。高名なる賢者エルミンスターの言葉を引用するなら、その地は「熟練の冒険者の名を知らしめる最も有名な戦場にして、フェイルーンの勇者を横たえる最大の墓所」と語られている。そこは都市そのものよりも古く、周囲には放棄された要塞や坑、ドワーフのメレアキン氏族が築いた迷宮アンダーホールズが残されている。ハラスターと呼ばれる伝説的なアーチウィザードが、彼の(最初の)七人の弟子とともに、最初にアンダーマウンテンを築いた。

 ハラスターは強大な魔力で知られていたが、狂気でも知られていた。彼は大ダンジョンを主に彼の魔法の財宝の保管所として使用していたが、同時に他次元のフィーンドから得た着想や魔法的実験から考案された、様々な実験的被造物の試験場としても用いた。冒険者によるダンジョン攻略が始まった時点で、ハラスターは痕跡を隠すために悪夢のようなクリーチャーの群れと極悪非道な罠を置き残し、より深部へと掘り進んでいった。彼はまたトレジャー・ハンターたちの試練を見物するため、壁面に侵入者を観察するための仕掛けを無数に設置していた。

 しばらく前にレルムを打ち砕いた“呪文荒廃”が発生し、ハラスターは完全に制御失ったアンダーマウンテンから姿を消した。モンスターはいまだにそこにいるはずだ。もし探求で踏み込んで一世紀にも渡る眠りを破ったなら、それは極めて危険なものとなるだろう。
 


 

影落ち街/Downshadow

 一世紀以上前より、アンダーマウンテン第一階層の危険な部屋々々に、金銭に困窮した人々の共同体が存在していた。この“ご近所” - 曰く影落ち街 - は、不運な冒険者、犯罪者、“呪痕”を受けた者で構成され、ハラスターのモンスターから隠れ、奪い、逃れながら生きていた。影落ち街は大洞窟の南部にある傾いた掘っ建て小屋の集合で、およそ200人ほどが居住している。冒険者は影落ち街の住民と - 善かれ悪しかれ - 第3セッションの冒頭で邂逅する。
 

 

操り師:“変転”のリルテーン/The Manipulator: Lilten Turncloak

 エラドリンの“変転”のリルテーン - 地獄のような幸運を握る、指導者にして計画者 - はこれまでの一世紀に渡って、“壮麗な都”を支配する仮面領主の会議に席次を得るに十分な権力と影響力を得ていた。仮面領主である彼の名前と正体は民衆に知られていないが、彼の姿は上流階級が集まる広間であろうといかがわしい集まりの場であろうと、ウォーターディープの社交の場では良く知られている。リルテーンは周囲をちょっとした魔法で覆っているため、彼と出会った多くの人々は彼の顔も名前も忘れてしまう。彼は常に会ったことがあるようなうすぼんやりとしたイメージと、喝采に包まれている。
 

競合相手:フェインとジアリース/The Rivals: Fayne and Xeres

 リルテーンの「誰にでも見える場所に隠れる」才能は市内で価値を発揮するが、それだけでは彼は今の地位まで登れなかった。彼はもっぱら雇用者に雇用主を知らせないまま、金で雇った人物や間接的に雇用した代行者を一時利用する。

 彼が重用する従者は彼の愛情を得よう競い合う、彼のフェイリ(エラドリンとデーモンとの間に生まれたティーフリング)の子である:フェインは目的達成のために策略と幻を駆使する女ウォーロックで、ジアリースは精細さなど微塵もないソードメイジだ。リルテーンはフェインや他の代行者を介し、ウォーターディープ - そしてレルム全体 - の秘密や彼が知らない様々なことを探り出す。
 

現在の出来事:ハラスターの消えた弟子、発見さる!/Current Events: Halaster's Lost Apprentice‐Discovered!

 10日ほど前、アンダーマウンテン最上層(影落ち街とも呼ばれる)に繋がる通路が発見された - という酒飲み話が流れた - そこは時間の彼方に失われた、伝説に聞くハラスターの弟子が住んでいた場所と云われた。その事実は記憶に残るものだった:その区画をとある冒険者集団のひとりが占有権を主張したからだ。そして彼の仲間はみな施しようがないほど発狂していたのだ。しかしながら状況は変化し、やがて区画外からの侵入案件が発生した - そして再準備されない罠のように - その部屋々々は今や開かれ、ちょっとした技能と冒険風味を味わいたいだけの探求者たちが闊歩していた。

 ハラスターと彼の弟子が持つ伝説的な魔力を知る、ずる賢い貴族“変転”のリルテーンは、この部屋で発見された秘密を最初に握ろうと画策した。彼は競争心の強い我が子らに、部屋の探索を命じた。父に似た少女フェインは、探索を達成するために冒険者の一隊を雇うことにした。一方彼女の異母弟ジアリースは、チンピラを率いて冒険者が引き上げるところを襲い、戦利品の強奪を計画した。そして競争が始まった。
 

アンダーマウンテンとハラスターについての知識判定/Undermountain and Halaster Lore

  • 〈魔法学〉難易度10:“黒外套”のハラスターの名は魔法学者の間で悪名高い:前の“魔法の女神”にして、狂気に駆られた虚言の神シアリックに殺された女神ミストラ。彼は彼女の“選ばれし者”に匹敵する古代のアーチメイジだ。彼のその後については誰も知らない。
  • 〈魔法学〉難易度15:このウィザードの隠れ場所が一世紀以上に渡って邪魔な冒険者たちを寄せ付けなかったのは、特に強力な高位魔法が発動されたと推測される。この発見はすなわち、高位魔法が減衰していることを意味する。それはつまり。他の隠れ場所を探し出すチャンスだ。
  • 〈地下探検〉難易度10:アンダーマウンテンはおそらく無数の致命的な罠 - 機械式、魔方式問わず - で満たされ、さらにハラスターが魔術で生み出した奇怪なクリーチャーで一杯だ。
  • 〈地下探検〉難易度15:多くの報告によりアンダーマウンテンは9つの主階層と14の副階層で成立することが定説になっているが、そこに“呪文荒廃”がもたらした影響を知る者は誰もいない。
  • 〈歴史〉難易度10:“黒外套”のハラスターがアンダーマウンテンを築き上げたのは、現在のウォーターディープが築かれるはるか昔だ。彼は他のいかなる魔法使いたちよりも多くのアイテムや警護儀式、“生ける呪文”を管理できたと言われている。
  • 〈歴史〉難易度15:ハラスターは“呪文荒廃”が発生する寸前、おそらくは活性中の儀式がもたらす大惨事を避けるために姿を消した。彼の富はそれを探しだす勇者の訪れを待っている。
  • 〈事情通〉難易度5:アンダーマウンテンの最上層には影落ち街と呼ばれる流動的な共同体が成立している。ここは有能ではあるが一次的な貧困に陥った人々 - 換言すれば冒険者 - が住まう暗黒街だ。影落ち街の住民は危険かつ信用ならないと都市全体に知られている。
  • 〈事情通〉難易度10:ジアリースと呼ばれるエラドリンのソードメイジが隠し部屋についての所有権を宣言し、無断でそこに立ち入る者は誰であっても相応の報いを受けるだろうと誓約を立てた。
  • 〈事情通〉難易度15:隠し部屋への出入口を発見した探検家の生存者はただ一人だ。彼は道は開かれており、勇敢な冒険者であれば誰でも生還する機会があると主張している。

 

冒険の要約/Adventure Summary

 『アンダーマウンテン:ハラスターの消えた弟子』は3つの部分に分割される。冒険全体は2010年春季D&Dエンカウンターズを使って展開されるミニ・キャンペーンとなる。個々の冒険はより大きな冒険を構成する連作形式であり、冒険者は合間に大休憩を得る機会を持つ3つの章から成っている。
 個々の章は4つのセッションから成り、それぞれのセッションには毎週1回解決することを意図した1つの遭遇が含まれている。各章と各セッションの概要については以下に記す。





Chapter 1: Discovery
Session 1: Drinks at the Yawning Portal
Encounter 1-1: Back Alley Brawl
Session 2: Descent into Undermountain
Encounter 1-2: Downshadow Ambush
SESSION 3: Undermountain Crawl
Encounter 1-3: Finding and Unlocking the Wards
Session 4: Trapped
Encounter 1-4: Halaster's Guardians
Chapter 2: Imprisonment
Session 5: Birth of the Apprentice
Encounter 2-1: Home Invasion
Session 5: Power of the Apprentice
Encounter 2-2: Target Practice
Session 6: Test of the Apprentice
Encounter 2-3: Plague Resistant
Session 8: Legacy of the Apprentice
Encounter 2-4: Tainted Servants
Chapter 3: Escape
Session 9: Broken Tower
Encounter 3-1: Xeres's Betrayal
Session 10: Myconid Infestation
Encounter 3-2: Rotten Scrolls, Fouled Potions
Session 11: Charnel Pit
Encounter 3-3: Restless Experiments
Session 12: Showdown
Encounter 3-4: Showdown with Xeres
 

アンダーマウンテンでの休憩/Resting ㏌ Undermountain

 冒険者は章の合間にのみ大休憩を取ることが可能だ。彼女らは章内のセッション間に小休憩を取ることができる。

  • 第1章中、冒険者は影落ち街で待ち伏せされたフェインを支援するため侵攻するが、その後アンダーマウンテンの隠し部屋に入るまで大休憩を取ることが出来ない。
  • 第2章中、彼女らは大休憩を取ることが出来ない。なぜなら眠ろうとすると闇からスペクターが現れ、頭の中を悪夢で満たすからだ。
  • 第3章中、冒険者はジアリースを追跡する時間的制限から大休憩を考慮しない。

 付記:もし冒険者がとにかくも大休憩を取るなら、彼女らはフェインを救助する好機と下級クエスト賞を失するが、追跡に伴う特定の利益を得る。第3章:『追跡の継続/Keeping Up the Chase』記事を参照。
 

冒険を続ける/Continuing the Adventure

 12回のセッションを完遂した時点で、この冒険と今期のD&Dエンカウンターズは終了する。しかしながら、君と君のプレイヤーたちは、この楽しみをここで終える必要はない! ここに君たちが君たちの場所でゲームを継続するための選択肢をいくつか提示する。

  • 次期D&Dエンカウンターズをプレイする。まもなく新たな季のD&Dエンカウンターズが始まる。それぞれの季は異なる環境とプレイ経験を与えるだろう!
  • リヴィング・フォーゴトン・レルム/Living Forgotten Realms/LFRに参加する。今季からのキャラクターたちは、冒険を完遂した時点でLFRキャンペーンに成果を記録することが出来る。LFRはレルム内における多くの冒険と幅広く提供する。君は君の冒険において、君のキャラクターに経験と財宝を与え続けることが出来る! 詳細についてはD&D公式ホームページを参照しろ。
  • ここに登場したフックを使って君自身の冒険を進める。君はウィザーズ・プレイ・ネットワーク/WPNに従って独自の冒険を作り出してプレイすることが出来る。君は君の冒険を運営してゲーム・セッション報告することで、DM報酬を得ることができる。DM報酬についての詳細はD&D公式ホームページを参照しろ。

 

弟子のアイテム/Foci of the Apprentice.

 消えた弟子の隠し部屋で、首尾よく事を運んだ狡猾なプレイヤーは3つの強力な、揃えることでさらに効力のある魔法のアイテム・セットを発見する。アイテムの魔法共鳴は、同じ人物が装備するだけではなく、5マス以内の味方が装備しているだけで有効だ。個々のアイテムをパーティ内の別々のキャラクターが所持していても、以下のリストの利益を得られる。
 

マントル・オヴ・ジ・アプレンティス/Mantle of the Apprentice/弟子の外套:

 この+1マントは、セッション○○とセッション○○(またはそれらの間)において入手できる。この薄汚い外套は、一世紀にも渡る塵で覆われて非常にみすぼらしいが、その魔法は十分に機能している。
 

スタッフ・オヴ・ジ・アプレンティス/Staff of the Apprentice/弟子の箒:

 この+1スタッフは、セッション○○において入手できる。このスタッフは一見してただの箒のようであるが、ひとたび勇者が手にしたならそれは強力な魔法の杖へとなる。
 

クラウン・オヴ・ジ・アプレンティス/Crown of the Apprentice/弟子の冠:

 このクラウンは○○が装備しているが、○○がそれを引きはがしたなら置き残され、セッション○○で発見できる。








訳語原語意味レベル部位等特徴等パワー
マントル・オヴ・ジ・アプレンティスMantle of the Apprentice弟子の外套4首スロット強化+1・頑健/反応/意志一日毎/即応・対応君に範囲攻撃がヒットしたなら、隣接する敵1体もその攻撃を受ける。
スタッフ・オヴ・ジ・アプレンティスStaff of the Apprentice弟子の杖3装具スタッフ攻撃+1、ダメージ+1、クリティカル+1d6一日毎/フリーこのスタッフの近接攻撃でクリティカルしたなら、秘術遭遇毎パワーが再チャージする。
クラウン・オヴ・ジ・アプレンティスCrown of the Apprentice弟子の冠5頭スロット〈魔法学〉+2アイテム、魔法の探知には+4遭遇毎/フリー噴射/爆発汎用パワーの効果範囲が+1される。
2種類[魅了][幻]キーワードに対するセーヴィング・スローに+2アイテム・ボーナス。5マス以内であれば双方のキャラクターが得る。
3種類遭遇毎に1回、「弟子のアイテム」を所持している味方1体は、汎用パワーによる瞬間移動、横滑り、押しやり、引き寄せが1マス増加する。
この利益を使用するためには、味方は互い同士が5マス以内に位置しなくてはならない。
この利益が一度使用されたなら、この遭遇中は他の味方は使用することが出来なくなる。

名探偵ピカチュウ

 ライアン・レイノルズ


 内容はミュウツーのお話。ポケモンは触れたこともないので、アニメやゲームとの関係性については不明。
 良い話方向で締められてるけど、なんかいろいろ失うものがあったんじゃないの? と疑問符の付くところ。


 吹替は新人じゃなく加瀬康之にしようよ…

ハロウィン

 40周年記念作


 マイケル46歳。過去の派生作はすべて忘れ(定番)、前作の生き残りも出演する直系の2本目。
 ローリーはいろいろ準備したけど、とりあえず暗がりをなくす構造にした方が良かったんじゃないかな ( °ω °)