Dragonheart The Second Born
O Grupo Dragonheart é a segunda geração de herois de Forgotten Realms, que tem agora a missão de ajudar e zelar pelo reino de Damara no coração das Bloodstone Lands, lutando contra a infiltração do maléfico Iron Throne, com as ameaças da volta do Witch King of Vaasa ou simplesmento esbarrando em problemas nossos bravos aventureiros vao seguindo com suas vidas ...
4/04/2007
Recomeço
Prólogo Dragonheart
Faz uma semana que o Dragonheart esta em Ravensburg, se reequipando e reabastecendo suas provisoes, curando seus ferimentos e avaliando suas proximas ações, estao hospedados na estalagem Red Apple, de propriedade de Lothar Codington, um idoso halfling, que administra a estalagem com a ajuda de suas esposa Nana, e de varios outros halflings, todos aparentados. A estalagem é bem aquecida e a comida é excelente, as refeicoes custam entre 4 a 9 moedas de prataa cerveja local é a Clear Rapid Lager e custa 3 moedas de cobre o canecão Os quartos individuias custam 6 moedas de prata a noite, e os duplos 5 moedas de prata por pessoas a noite, ou 8 moedas de ouro o mês todo. Ha tres dias atras o grupo foi procurado por um halfling chamado Jack e desde entao ele tem acompanhado o grupo de maneira informal, sempre anotando coisas e fazendo muitas perguntas a respeito de dragoes e da “Furia”. Ontem voces foram procurados por uma monge do Monasterio da Yellow Rose, chamado Cantoule, ele lhes agradeceu efusivamente pela ajuda prestada, dizendo que seus feitos entraram para a historia e que o Monasterio, quando estiver recosntruido estara sempre de portas abertas a voces, e ele que possui uma divida de vida pessoal em nome dos outros monges e sobreviventes do Monasterio. Caso voces necessitem falar com ele, ele estara a sua disposiçao na Casa of The Persevering Flood, o templo local dedicado a Ilmater.
A cidade de Ravensburg é bem representada nas mais variadas profissoes e nao é dificil encontrar o que se procura aqui, em termos de provisoes e serviços.
11 de Flamerule de 1373 O Ano dos Dragoes Ladinos. Ravensburg, Capital do Ducado de Carmathan.
A despeito de seus afazeres diurnos, o grupo esta reunido a frente da estalagem Red Apple, na rua chamada Trilha do White Worm, pois esta a ocorrer uma pequena festividade em celebracao do fim do cerco ao Monasterio e a aproximaçao das festividades do Midsummer. A rua esta coalhadade musica e burburinho, e pequenos grupos de jovens cantam e dançam no meio da rua, e por vezes uma casal ou outro se separa, procurando um lugar mais discreto para festejar, Pelo rio Sidewinder, que acompanha a trilha em toda sua extensao, Barcos enfeitados com flores e fitas coloridas saudam os que festejam a sua margem. Membros da Guilda dos Cervejeiros perambulam pelas ruas e vielas distribuindo cerveja de graça a todos, alardeando sua chegada aos berros e fazendo pequenas multidoes se acotovelarem para encher seus canecos.
A cidade inteira esta em festa, neste momento nao ha problemas e nem preocupacoes, parece que o problema de uma ataque iminente de dragoes sobre a cidade é algo que nunca ira acontecer, e que as muitas vidas perdidas ate entao, durante os ataques nao tem importancia nenhuma. Ao findar da noite o grupo se recolhe aos seus quartos, alguns com a cabeça mais pesada pela cerveja e pelo vinho que outros, mas nenhum sem ponderar as pesadas resolucoes que deveram ser tomadas nos dias que se seguirao, quais serao os rumos que o Dragonheart ira tomar, e que novas aventuras os aguardam em Abeir-Toril.
Prologo Arinor
Desde a Ultima vez na qual Ira e seus companheiros te encontraram, e a despeito de seu aconselhamento, para que ele nao se revelasse aos outros membros do grupo, agora todos no Dragonheart sabem da real posiçao de Ira, como herdeiro da Coroa de Damara, voce Arinor tem trabalhado arduamente para se manter informado tanto das atividades na ciadade de Heliogabalus quanto no restante do reino, seu trabalho foi recompensado quando durante uma de suas perambulacoes nos esgotos e atraves das anotacoes poucas
Pistas que foi decifrando aos poucos, voce encontrou uma pequena fortuna, cera de mil peças de ouro, as quais usou sabiamente para ter uma vida facil e conseguir montar uma pequena rede de espioes e informates, que lhe rendem algumas valiosas informacoes. Informacoes estas que voce tem habilmente negociado em troca de ... mais vida facil!
11 de Flamerule de 1373 O Ano dos Dragoes Ladinos. Heliogabalus, Capital do Reino de Damara e Vaasa, tambem conhecido como Bloodstone Lands.
Nesta noite de verao, o mau cheiro das vielas escuras de Heliogabalus supera qualquer odor conhecido, andar por estas vielas numa noite dessas abrindo mao da companhia de belas damas lhe da, uma aperto no estomago,e voce se pega mais de uma vez se perguntando o por que sempre que marcam uma reuniao secreta tem que ser nas noites mais quentes e nos lugares mais fetidos. Mas a mensagem que voce receu de uma dos Ratinhos, como usualmente voce tem chamado alguns meninos que lhe trazem recados, lhe faz seguirbem frente, afinal finalmente voce tera noticias de Ira e desta vez de uma fonte razoavelmente confiavel.
Ao chegar nas docas a beira do lago Mogador, o mau cheiro de fezes e urina se junta ao de peixe,e seu estomago mais uma vez revira, voce anda pelo cais a procura do pequeno navio no qual o encontro foi marcado, Devil’s Shame, que nome mais inapropriado para um encontro, apesar de procurar nao fazer barulho as tabuas rangem sob o seu peso e olhares diversos sao atraidos a voce, rapidamente voce começa a guardar os muitos aneis que usa no seu bolso secreto na parte interna de sua tunica, e quanto termina voce esta de frente a tabua de embarque que o levara a bordo do Devils Shame, e as preciosas informacoes que tanto queria.
O barco balouça ao sabor do vento, somente as amarras de proa e de ré o mantem no cais, o velame apesar de enrolado é escuro, e voce pensa - É ums barco de contrabandistas – determinadoa acabar logo com isso voce avança em direçao a cabine unica, da pequena embarcaçao, ao mesmo tempo que seus olhos atentos procuram por sombras e possiveis armadilhas, seguindo as instrucoes da mensagem voce abre a porta da cabine, e num momento ao folego lhe falta. A cabine esta toda revirada e de bruços sobre uma amontoado de papeis, esta um corpo envolto em uma poça de sangue.
6/12/2006
Ira Battlecry II
Ira BattleCry II “Ordreth Lamyle Blood Feather” male human Rog2/Frt6/Brb1: CR 9; Size M (
Str 18 (+4), Dex 16 (+3), Con 16 (+3), Int 14 (+2),
Lifestyle: Extravagant (200gps/month)
Piety Points: 8 Tymora
Conviction Points: 9
Virtue: Gregarious
Traits: HIGH BORN (WELL EDUCATED) [BACKGROUND]
You were born into the nobility and enjoyed a life of simple leisure. However, for some reason you have been denied the true fruits of your birthright. Perhaps you were the second or third born and thus have no claim to an inheritance, or maybe your realm was overrun by invaders. Despite this setback, you still enjoy many of the advantages of your station. Mechanics: You gain a +2 bonus on all Diplomacy checks when dealing with nobles and officials. Your bearing shines through in formal circumstances. You also start with double the normal amount of gold to purchase equipment (see Chapter Seven). In addition, select one of the following trait abilities: Title: You bear an official title in a nation or domain chosen by the DM. While in this land, you can access the upper levels of the nobility or government. You might not gain an audience with the king, but you can speak with an official or minor noble, if you wish. Well Educated: You studied a wide range of topics in your youth. You gain 4 bonus skill ranks at 1st level and 1 bonus rank at each subsequent level. These ranks are in addition to the normal ranks you gain. Add them to your total ranks after accounting for your Intelligence bonus or penalty, not before.
TALL [PHYSICAL]
Your long arms and legs let you tower over others. In battle, your height grants you improved reach; a key advantage. Mechanics: You gain a +2 size bonus when making grapple checks. If you already have a size bonus, increase it by 2 points. In combat, you threaten one additional square beyond your normal threatened area. This square must be adjacent to a square you threaten, but it cannot be adjacent to you. You do not threaten this square if you do not threaten any other space. You must decide which extra square you threaten on your action. Until you designate a square, you do not threaten an extra space. You can change the square you threaten to a different one on your next action.
Cohort: Quillathe Quickfeet
Contacts: Haraldur Arnadottir in Heliogabalos
Skills and feats: Appraise +2 (+2 Int), Balance +4 (+2 Rank, +3 Dex, -1 Mw Chain Shirt), Bluff +6 (+5 Rank, +1 Cha), Climb +10 (+7 Rank, +4 Str, -1 Mw Chain Shirt), Concentration +3 (+3 Con), Craft +2 (+2 Int), Craft (Calligraphy) +4 (+2 Rank, +2 Int), Diplomacy +8 (+5 Rank, +1 Cha +2 Bluff), Disable Devices +7 (+3 Rank, +2 Int, +2 Mw Thief’s Tools), Disguise +3 (+1 Cha, +2 Bluff), Escape Artist +2 (+3Dex, -1 Mw Chain Shirt), Forgery +2 (+2 Int), Gather Information +6 (+5 Rank, +1 Cha), Handle Animal +2 (+1 Rank, +1 Cha), Heal +0, Hide +7 (+5 Rank, +3 Dex, -1 Mw Chain Shirt), Intimidate +15 (+12 Rank, +1 Cha, +2 Bluff), Jump +12 (+7 Rank, +4 Str, +2 Tumble, -1 Mw Chain Shirt), Knowledge (Local Waterdeep) +3 (+1 Rank, +2 Int), Knowledge (Religion) +4 (+2 Rank, +2 Int), Knowledge (Nobility & Royalty) +3 (+1 Rank, +2 Int), Knowledge (Geography) +3 (+1 Rank, +2 Int), Listen +4 (+4 Rank), Move Silently +7 (+5 Rank, +3 Dex, -1 Mw Chain Shirt), Open Locks +8 (+3 Rank, +3 Dex, +2 Mw Thief’s Tools), Perform (Oratory) +2 (+1 Rank, +1 Cha), Ride +8 (+5 Rank, +3 Dex), Search +6 (+4 Rank, +2 Int), Sense Motive +5 (+5 Rank), Spot +4 (+4 Rank), Surivival +2 (+2 Rank), Swim +2 (+4 Str, -2 Mw Chain Shirt), Tumble +10 (+6 Rank, +3 Dex, +2 Jump, -1 Mw Chain Shirt), Use Rope +3 (+3 Dex); Combat Expertise, Dodge, Mobility, Spring Attack, Combat Reflexes, Leadership, Whirlwind Attack, Power Attack and Elusive Target.
MOBILITY [GENERAL]: Prerequisites: Dex 13, Dodge. Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
SPRING ATTACK [GENERAL]: Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4. Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least
COMBAT REFLEXES [GENERAL]: Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed. Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
LEADERSHIP [GENERAL]: Prerequisite: Character level 6th. Benefit: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit. Leadership Modifiers: Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Cha modifier). A character’s reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score:
| Leader’s Reputation | Modifier |
| Great renown | +2 |
| Fairness and generosity | +1 |
| Special power | +1 |
| Failure | –1 |
| Aloofness | –1 |
| Cruelty | –2 |
Other modifiers may apply when the character tries to attract a cohort:
| The Leader . . . | Modifier |
| Has a familiar, special mount, or animal companion | –2 |
| Recruits a cohort of a different alignment | –1 |
| Caused the death of a cohort | –2* |
| * Cumulative per cohort killed. | |
Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.
| The Leader . . . | Modifier |
| Has a stronghold, base of operations, guild house, or the like | +2 |
| Moves around a lot | –1 |
| Caused the death of other followers | –1. |
Leadership Score | Cohort Level | —— Number of Followers by Level —— | |||||
| 1st | 2nd | 3rd | 4th | 5th | 6th | ||
| 1 or lower | — | — | — | — | — | — | — |
| 2 | 1st | — | — | — | — | — | — |
| 3 | 2nd | — | — | — | — | — | — |
| 4 | 3rd | — | — | — | — | — | — |
| 5 | 3rd | — | — | — | — | — | — |
| 6 | 4th | — | — | — | — | — | — |
| 7 | 5th | — | — | — | — | — | — |
| 8 | 5th | — | — | — | — | — | — |
| 9 | 6th | — | — | — | — | — | — |
| 10 | 7th | 5 | — | — | — | — | — |
| 11 | 7th | 6 | — | — | — | — | — |
| 12 | 8th | 8 | — | — | — | — | — |
| 13 | 9th | 10 | 1 | — | — | — | — |
| 14 | 10th | 15 | 1 | — | — | — | — |
| 15 | 10th | 20 | 2 | 1 | — | — | — |
| 16 | 11th | 25 | 2 | 1 | — | — | — |
| 17 | 12th | 30 | 3 | 1 | 1 | — | — |
| 18 | 12th | 35 | 3 | 1 | 1 | — | — |
| 19 | 13th | 40 | 4 | 2 | 1 | 1 | — |
| 20 | 14th | 50 | 5 | 3 | 2 | 1 | — |
| 21 | 15th | 60 | 6 | 3 | 2 | 1 | 1 |
| 22 | 15th | 75 | 7 | 4 | 2 | 2 | 1 |
| 23 | 16th | 90 | 9 | 5 | 3 | 2 | 1 |
| 24 | 17th | 110 | 11 | 6 | 3 | 2 | 1 |
| 25 or higher | 17th | 135 | 13 | 7 | 4 | 2 | 2 |
Leadership Score: A character’s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character’s Leadership score, as detailed above. Cohort Level: The character can attract a cohort of up to this level. Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to the leader’s alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own. Cohorts earn XP as follows: The cohort does not count as a party member when determining the party’s XP. Divide the cohort’s level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort). Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort’s total. If a cohort gains enough XP to bring it to a level one lower than the associated PC’s character level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level. Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat. Followers don’t earn experience and thus don’t gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)
WHIRLWIND ATTACK [GENERAL]: Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4. Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
POWER ATTACK [GENERAL]: Prerequisite: Str 13. Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
ELUSIVE TARGET [TACTICAL]: Prerequisites: Dodge, Mobility, base attack bonus +6. Benefit: 1. Negate Power Attack: If the target of your Dodge feat uses Power Attack against you, that target gains no bonus to damage, but still takes an attack penalty. 2. Diverting Defense: Target 1 enemy flanking you with your Dodge feat. The first attack of that round from that attacker instead targets the other flanking enemy, who is considered flat-footed for this attack. Any other attacks that round are as normal. 3. Cause Overreach: If an attack of opportunity caused by your movement misses you, make a free trip attack on that enemy. The enemy may not try to trip you if you fail.
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Classes Features:
Weapon and Armor Proficiency: A rogue, fighter, barbarian is proficient with all simple and martial weapons, plus the hand crossbow and with all armor (heavy, medium, and light) and shields (including tower shields)
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).
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Worn Possessions: Jotunsverd (Blood Feather’s inherited full-blade), Ira’s Dragonheart Pin, Bracers of Shape-shifter Natural Armor +3, Ring of Protection +1, Bag of Holding, Continual light Stone, 5m Invisible Rope, x4 Cure Light Potions, Invisibility Potion, Oil of Bless, Mw Chain Shirt, Mw Amcathra Long Sword, Mw Amcathra Heavy Metal Shield, Mw Composite Longbow, Mw Thief’s Tools, Dagger, Potion Belt, Acid Flask, x2 Alchemist Fires, x2 Anti-toxin, Explorer’s Outfit, Whetstone, Flint & Steal, Thunderstone, Smoke Stick, Sun-rod, 20x Longbow’s arrows, Belt pouch, 35 pps, 77 gps, 10 sps and 4 cps (
Carried Possessions: Backpack, Noble’s Outfit, Bedroll, Scroll Case, x2 Vials of Ink, x2 Ink-pens, x50 Paper Sheets, Bull’s-eye Lantern, x5 Oil Flasks, x2
Other Possessions: Blood Feather’s Crown, Nax’s Dragon Heart Pin, Stone Rain Breastplate, Cormyrean War Medal, Noble Outfit, Sewer’s Documents.
JOTUNSVERD: A giant dwarven made full-blade that gives the bearer (Who has to belong to the direct bloodline of Feldrin Blood Feather I, First King of Damara) the Exotic Weapon (Full-blade) feat. It’s made of adamantine and imbedded with an Ever-bright treatment (Considered as an Minor Artifact). Everbright: These weapons are as bright and shiny as polished silver. They never tarnish and are immune to corrosive attacks. The weapon flashes with a brilliance up two twice per day upon the command of the wielder. All within
IRA’S DRAGON HEART PIN: A cloak pin carved out o blood stone in form of a dragon placed in a position that resembles the form of a heart. The pin protects the wearer from all normal missiles providing a DR 10/magic against ranged weapon attacks, once the pin takes 100 points of damage it becomes discharged and may only be used again after a whole week. Once a day the wearer may receive a +2 insight bonus to one of his attack rolls or combat maneuvers, the decision must be made before the die is rolled. May only be used by NG characters.
BLOODFEATHER’S CROWN:
NAX’S DRAGON HEART PIN: A cloak pin carved out of blood stone in form of a dragon placed in a position that resembles the form of a heart. The pin provides the wearer with the ability of draining power from an extra domain chosen from the following list: Renewal, Strength or Sun. Once a day the wearer may receive a +2 insight bonus to his attack rolls or combat maneuver against undead, including turning ability. May only be used by NG characters.

